Hi James,
I've read your emails but I'm afraid the stats mean absolutely nothing
do me. One will really need to be find out what parts of the OSG i.e.
what function calls are the current bottleneck.
As general note, performance optimization with scene graphs as almost
always an issue of
Kiff,
The code you downloaded needs to be compiled and run as a separate
executable to convert the database. Then you can use the database in osg as
a paged database.
Read the code to see where the range and center are being set. It's pretty
straight forward.
Brian
[EMAIL PROTECTED] wrote:
Hi JS,
I don't have any first hand experience of ATI's under Linux, but
earlier this month I was doing training with a group that had ATI's
under XP and there was a range of driver bugs, such as problems with
VBO's, mipmapping and some shaders. I'd suspect that things aren't
any better under
Thanks Robert,
(James and I are working on this together. He has decided to focus his
attentions on understanding OpenSceneGraph and optimizing where he can,
where most of the client game code dealing with the scene graph is mine). I
was planning on asking some of these questions eventually
Hi Rick,
Sharing state is essential to good performance, and even more critical
when you start approaching memory limits. You'll need to share
osg::Texture(s) rather than just osg::Image(s) to get the benefit.
Sharing complete osg::StateSet is the most efficient, for cull, draw
dispatch into the
Thanks for the feedback. I'll start with these areas as you suggested and
see what numbers I am getting.
The thread profiler does provide detailed information of every threaded
activity at any given time. I just wish there was some way to present the
information given that would be more
On Sat, Jun 28, 2008 at 4:35 PM, James Killian
[EMAIL PROTECTED] wrote:
The thread profiler does provide detailed information of every threaded
activity at any given time. I just wish there was some way to present the
information given that would be more meaningful to the group.
What would
Hi Robert,
Thanks for your feedback.
I don't have any first hand experience of ATI's under Linux, but
earlier this month I was doing training with a group that had ATI's
under XP and there was a range of driver bugs, such as problems with
VBO's, mipmapping and some shaders.
I've seen this on
Hi All,
There has been several users having problems when trying to do
CompositeViewer::addView(..), removeView() after the viewer has been
realized. I've investigated this further using Amalric's modified
osgwindows.cpp as a base, one fix relating to lack of texturing in new
windows I checked
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
Hi all,
This is not directly related to OSG, but as I do most (if not all) of my
graphics development on OSG these days, and I'm trying to make a good
purchasing decision, I thought I'd ask my
Hi Jan,
Except that these benchmarks mean little - they were done in Windows and
focused on DirectX with Windows drivers.
Well, as I said this will be for my home machine, so gaming will be my
primary concern. I'm trying to decide if the trade-off of lower OpenGL
performance and possibly
http://www.remograph.com/
On Thu, Jun 26, 2008 at 9:53 AM, Judie [EMAIL PROTECTED] wrote:
Hi,
Can 3D Studio Max import osg, apply texture and export it back to osg?
If not then is there another modeling software that can? I am having
problems generating texture coordinates for a model
I have two Nvidia 8800 cards on a Windows Vista platform (HP), and
setting traits-screenNum to 0 or 1 as Robert indicated does send the
rendering to the appropriate graphics cards. I used code very similar
to the osgcamera example, multipleWindowMultipleCameras method.
Does anyone have
Hi there,
Julian Looser (see earlier message Internet Streaming with Quicktime
Plugin) has a solution for this but until now nobody seems to have
answered him in regard to implementation details to let him finish a
patch for osg-submission.
Short answer, yes it is possible (with the
14 matches
Mail list logo