On Saturday 01 March 2008 at 20:18:19, Jan Ciger wrote:
> Hello Benjamin,
>
> Benjamin Eikel wrote:
> > Hello Jan,
> >
> > thank you for your suggestion. Equalizer looks like a prebuilt framework
> > for simple, high-performance parallel rendering. This is not what we are
> > searching for, because
Hi All,
Sorry if this is an old chestnut, but I got a question about the .osg file
format.
I've got a scene created, and I save the universe out as a .osg file. I've
passed no options through in the the call, so the file that's created appears
to have the textures that the scene uses actually
On Saturday 01 March 2008 at 20:06:02, [EMAIL PROTECTED] wrote:
> Benjamin Eikel wrote:
> > Hello Robert,
> >
> > On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote:
> >> Hi Benjamin,
> >>
> >> Could you possibly repost the below text, but broken down into shorter
> >> paragraphs as long p
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Hello Benjamin,
Benjamin Eikel wrote:
> Hello Jan,
>
> thank you for your suggestion. Equalizer looks like a prebuilt framework for
> simple, high-performance parallel rendering. This is not what we are
> searching for, because we want to/have to
Benjamin Eikel wrote:
> Hello Robert,
>
> On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote:
>> Hi Benjamin,
>>
>> Could you possibly repost the below text, but broken down into shorter
>> paragraphs as long paragraphs are really hard to follow. Try to keep
>> one major point per paragr
Hello Robert,
On Saturday 01 March 2008 at 18:50:16, Robert Osfield wrote:
> Hi Benjamin,
>
> Could you possibly repost the below text, but broken down into shorter
> paragraphs as long paragraphs are really hard to follow. Try to keep
> one major point per paragraph.
of course.
o What do we wan
Cheers Robert,
Sweet! I ran osgprerendercubemap --pbuffer - just as a preliminary test
- and we're back up to > 60 fps - cheers
Still doesn't explain why I only saw it with an SMP kernel - is it a
threading issue...?
Pete
Robert Osfield wrote:
> Hi Pete,
>
> Try using pbuffer rather th
Hi Benjamin,
Could you possibly repost the below text, but broken down into shorter
paragraphs as long paragraphs are really hard to follow. Try to keep
one major point per paragraph.
You are tackling a big topic in terms of performance optimization, so
its worth taking it bit by bit.
Robert.
Hi Pete,
Try using pbuffer rather than FBO, NVidia's Linux OpenGL drivers
handling of FBO'd cubemaps broke performance wise about six months
ago. Switch back to Pbuffer fixes the performance issue even though
it introduces a copy texture operation.
Unfortunately I haven't yet exposed an option t
Hello All,
I posted about this a couple of weeks ago, but didn't have much info.
I'm getting really poor framerates ( < 10 )from our software which is
based on osgdistortion on a Core 2 Quad machine with a Quadro 3500
running Ubuntu 7.10.
My P4 + Quadro 3450, and my Core 2 Duo + Quadro 1600M l
On Saturday 01 March 2008 at 14:10:17, Jan Ciger wrote:
> Robert Osfield wrote:
> > There are different levels of distributed rendering. Low level like
> > - distributed GL like Chomium, through to high level distributed IG
> > where all nodes have a local copy of all the data with high level
> >
Hello Robert,
On Saturday 01 March 2008 at 13:22:35, Robert Osfield wrote:
> Hi Benjamin,
>
> On Sat, Mar 1, 2008 at 12:24 AM, Benjamin Eikel <[EMAIL PROTECTED]> wrote:
> > > Have you explored multiple CPU/GPU set ups on a single machine?
> >
> > We have two CPUs but only one GPU on each node in
Thanks,
> Yes, and OSG_EXPORT is a truly heavy bit of code, I needed to add some
> lead weights to the right hand side of the class definition to prevent
> its addition from tipping over my monitor!
No need for sarcasm here ;-). I have not said my fix was heavier but the
issue (missing symbols wh
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Robert Osfield wrote:
> There are different levels of distributed rendering. Low level like
> - distributed GL like Chomium, through to high level distributed IG
> where all nodes have a local copy of all the data with high level
> state like camer
On Sat, Mar 1, 2008 at 12:31 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> I just have sent a fix for heavier issue. New
> Camera:DrawCalback::operator()( RenderInfo & ) needs to be exported in
> Windows. Otherwise windows app using Camera::DrawCallbacks would not link.
Yes, and OSG_EXP
Robert,
I just have sent a fix for heavier issue. New
Camera:DrawCalback::operator()( RenderInfo & ) needs to be exported in
Windows. Otherwise windows app using Camera::DrawCallbacks would not link.
I have sent this fix to [EMAIL PROTECTED] but it got
bounced with message that mail needs to wai
Hi Benjamin,
On Sat, Mar 1, 2008 at 12:24 AM, Benjamin Eikel <[EMAIL PROTECTED]> wrote:
> > Have you explored multiple CPU/GPU set ups on a single machine?
> We have two CPUs but only one GPU on each node in the cluster.
>
> >
> > Have you fully explored scene graph/OpenGL optimization?
> I th
HI Martk,
On Fri, Feb 29, 2008 at 10:55 PM, Mark Hurry <[EMAIL PROTECTED]> wrote:
> I always move my terrain around the eyepoint rather than move the eyepoint
> around the terrain, so that you always maintain as much decimal part
> accuracy as possible.
What do you mean by move the terrain? P
On Fri, Feb 29, 2008 at 9:18 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> I noticed a typo in const getter function for InitialCallback. Method is
> named getUnitialDrawCallback.
Oops now fixed and checked in.
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Hi Paul,
On Fri, Feb 29, 2008 at 9:22 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Maybe I'm not making myself clear.
>
> What you say is true if and only if the only code that uses the old callback
> is your application. If core OSG is using the old interface callback, and an
> application ove
On Fri, Feb 29, 2008 at 9:19 PM, Vican, Justin E. <[EMAIL PROTECTED]> wrote:
> Hi Robert,
> Built and tested (64bit RH EWS 4/x86_64/nVidia 7900GTX). All works
> correctly.
>
> Only one little nit-picky thing to mention. For the sake of clarity, on
> lines 355-357 of osghud.cpp, all instances o
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