Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, Just as a follow up on the issue at hand, I bumped up the maximum number of files to cache in the DatabaseCacheReadCallback to a higher number than the default 2000. This greatly improved performance. I'm supposing that since there were not as many external paged tiles being read in from d

Re: [osg-users] setAutoRotateToScreen for Billboard

2010-08-20 Thread Yun-Ta Tsai
Oops, sorry. I accidentally I reset the osg::Billboard mode. osg::Billboard::POINT_ROT_EYE seems to work for me now. :-) -YT -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30970#30970 ___ osg-users

Re: [osg-users] setAutoRotateToScreen for Billboard

2010-08-20 Thread Jason Daly
Yun-Ta Tsai wrote: Hi, I am trying to figure out how to make billboard automatic rotate to the screen like osg::Text. It's similar to: [Image: http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ]. Should I reimplement the code for osg::Billboard or there is similar function already

[osg-users] setAutoRotateToScreen for Billboard

2010-08-20 Thread Yun-Ta Tsai
Hi, I am trying to figure out how to make billboard automatic rotate to the screen like osg::Text. It's similar to: [Image: http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ]. Should I reimplement the code for osg::Billboard or there is similar function already existing in OSG befo

Re: [osg-users] fade-in/out on Quad/Billboard with ClusterCullingCallback

2010-08-20 Thread Yun-Ta Tsai
Thanks Robert. The code in osg::FadeText seems fair enough. I will try to write one and contribute as sample code (hopefully it's not too difficult than I though). Cheers, Yun-Ta -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30968#30968

Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-20 Thread David Glenn
Tom Pearce wrote: > Hi David, > > I'm kind of intrigued... do you have some stripped-down example code which > reproduces the problem, so we can poke around with it? There are a number of > things which *could* be going on (in my imagination if not in reality or not > if I knew more about OSG

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, That sounds like a plausible explanation for the performance hit. I'll investigate further and try the basic ones as you suggest. On a related note, I have a couple of questions... 1) Is there a quick way to obtain the closest intersection for a given LOS? I noticed that for a LOS, all i

Re: [osg-users] conflict with non-OSG OpenGL view?

2010-08-20 Thread Cory Riddell
Thanks Robert. That sounds right to me. Our application is a multiple document application meaning that more than one "document" can be open simultaneously. If I have two OSG views, each running in their own threads, will I have the same problem? Do I need a mutex so that only one frame() method

Re: [osg-users] Lines and only the lines are getting cliped some how!

2010-08-20 Thread Paul Martz
Try commenting out the zero color mask on the phantom globe to see if it "clips" in the same way as your lines. If the phantom globe doesn't appear to clip, then try setting the depth test to GL_ALWAYS on the lines (as I advised previously) to see if that makes them appear. -Paul David Gle

[osg-users] Understanding osg::CoordinateFrame

2010-08-20 Thread Chip Collier
Hi, I am trying to allow the user to configure which axis is up if they are using a fixed vertical axis, so I wanted to create a CoordinateFrameCallback. I saw that CameraManipulator just returns a default osg::Matrixd if no callback is set. So my callback did this first just to test and things

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Robert Osfield
Hi Shayne, The LOS and HAT techniques use the osgUtil::IntersectionVisitor and LineSegmentIntersector to the intersection work, and by default add a special callback DatabaseCacheReadCallback that enables the intersection traversal to load external tiles when tiles aren't already in memory. This

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, If I'm using this KdTree feature correctly then perhaps the next step is digging down deeper with a debugger. In my app, I'm collecting both HAT and LOS data on a per frame basis on the terrain. I've narrowed it down to where the intersections are calculated for the LOS set. It appears I

Re: [osg-users] Geometry colorArray

2010-08-20 Thread Emilie Deschamps
Hi, Thanks for your advices :) I was setting the dataVariance of my normal and vertex array to Dynamic, but not on my color array. To get it works I also call dirty on my color array (before I was trying to call "dirtyDisplayList" on my geometry instead of "dirty" on my color Array, which hasn

Re: [osg-users] Texture2D subload callback gone mad

2010-08-20 Thread Robert Osfield
Hi Thomas, Then load is called when no texture object is available so that the GL texture object has to be created when downloading the image data, while subload is called when there is a texture object available but the image data has a changed, where texture subloading should be used. Texture s

[osg-users] Texture2D subload callback gone mad

2010-08-20 Thread Thomas Hogarth
Hi All I've been using texture2d subload callbacks for quite a while now to stream video images into power of 2 textures. I also have a Texture Rectangle version which runs fine on 80% of machines I use so it's not often I run the Texture2D version. Any how, yesterday a client was complaining tha

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Robert Osfield
Hi Shayne, If KdTree aren't helping performance then you either have a bottleneck outside the actual ray to triangle intersection, or perhaps the KdTree's aren't being assigned correctly. Might I suggest you walk through the code in a debugger to see what is going on. Robert. On Thu, Aug 19, 20

Re: [osg-users] conflict with non-OSG OpenGL view?

2010-08-20 Thread Robert Osfield
Hi Cory, I won't be able to directly diagnose the problem but my guess is that it'll be an issue with keeping the context current. I would suggest letting one of the two sets of rendering tack complete control over the graphics context and just call the other set rendering to just do basic OpenGL