I'm sure it can, but effectiveness will depend on what you mean by
part. We e.g. use multiple gpu with video streams on multiple
monitors. You can also google for equalizer opengl.
jp
On 18/08/2011 14:37, Miguel Lokida wrote:
Hello,
I would like to know if OSG can benefit of a PC with
Hi Miguel,
On Thu, Aug 18, 2011 at 1:37 PM, Miguel Lokida mlok...@yahoo.fr wrote:
I would like to know if OSG can benefit of a PC with several GPU ?
I mean, Can we say this part will be rendered by GPU 1 and the other by GPU 2
?
The OSG osgViewer library natively supports multi-threaded
Hi,
Yes, I will run more tests on this next week, trying to figure it out.
In the meantime, I noticed one warning when linking the JNI part of the GLES1
example (libosgNativeLib.so) for armeabi-v7a:
Code:
ld.exe: warning: type and size of dynamic symbol `__dso_handle' are not defined
Hello,
Thank you for your reply.
I have one computer and inside, there's 2 GPU card with. Each GPU cards has 2
video outputs.
I would like to use 4 screens (connected to the 2 GPU cards) and divide my
camera viewport in 2. Like this, I could see my scene on 4 screens.
I think that the firt
Hi Miguel,
On Fri, Aug 19, 2011 at 9:44 AM, Miguel Lokida mlok...@yahoo.fr wrote:
I have one computer and inside, there's 2 GPU card with. Each GPU cards has 2
video outputs.
I would like to use 4 screens (connected to the 2 GPU cards) and divide my
camera viewport in 2. Like this, I
What's your Ndk version? There are people that claim that those warnings
weren't before.
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
Hi,
Yes, I will run more tests on this next week, trying to figure it out.
In the meantime, I noticed one warning when linking the JNI part of the
GLES1
I'm on NDK r6, the latest one.
Luca
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Hi,
Did anybody do any further test in using purely native code with OSG?
I've just made a simple thing: I've taken the native-activity example from
the NDK (r6) and made sure it compiles and run fine. Then, changed a bit the
Application/Android mk files to make sure they have the proper paths,
Stopid me... the file had a .c extension so the compiler was not trying
to treat it as C++ code... Renamed it to main.cpp and now works fine :)
Sorry...
Luca
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Hi,
I had the same problem and ended up overriding the _calculateSize method as you
are doing.
However, I don't think this is an error of the bounding box. What happens
internally is that the text has a width and height according to the first text
that we fit in, and it's only updated IF the
Ok I'll check if those warnings come in the r6 in my Linux.
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
I'm on NDK r6, the latest one.
Luca
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Hi,
For now, I haven't yet tested the multiGPU on the computer.
It is a computer using windows 7 and 2 Nvidia GTX 590.
The aim would be to use 2 or 3 pc with 2 GPU card in each and display the
result on a display wall. I have seen the osgCluster example and it seems to
be a good way.
The
Hello :),
I'm working my way on osgWidgets, and I have come into using callbacks for them.
The way for adding callbacks on them is by means of the method
osgWidget::EventInterface::addCallback, but I didn't find any way to remove a
callback after it's been added.
After reading some code
Hi,
I have installed osg3.0 on Linux system connected with two monitors
thru separate graphics cards, say screen1 and screen2.
On screen2 I have my GUI using qt. In the GUI, one of the widgets is made based
on osgQt to show an osg modal. That model is set with the camera attached with
the
On Fri, 2011-08-19 at 15:31 +0200, Daniel Cámpora wrote:
Hi,
I had the same problem and ended up overriding the _calculateSize method as
you are doing.
However, I don't think this is an error of the bounding box. What happens
internally is that the text has a width and height according
On Fri, 2011-08-19 at 16:36 +0200, Daniel Cámpora wrote:
Hello :),
I'm working my way on osgWidgets, and I have come into using callbacks for
them.
The way for adding callbacks on them is by means of the method
osgWidget::EventInterface::addCallback, but I didn't find any way to remove
Yup that was what I was going to say xD
2011/8/19 Luca Vezzadini luca.vezzad...@gmail.com
the file had a .c extension so the compiler was not trying to treat it as
C++ code... Renamed it to main.cpp and now works fine :)
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Hi!
Thanks for your answers!
Maybe I was explaining the problem poorly. So, I would like to open an
osgViewer window in one thread, and a QT window in another thread. Take a
closer look at my source code! If I comment the contents of the qt thread, than
everything is OK in the OSG scene.
For your information, a solicitation to develop a fix for Open Scene
Graph has been posted on FedBizOpps that may be of interest to you.
You may view the solicitation and instructions for responding at:
Robert Osfield wrote:
HI Brian,
On Tue, Aug 16, 2011 at 10:12 PM, Brian Keener
bkee...@thesoftwaresource.com wrote:
Well that makes the X11 version perfectly with standard Cygwin
installed and my one change to cmakelists.txt in osgViewer source.
Still cannot get it to build though
Hi Christoph,
I think you misunderstood what UnitOut is good for. UnitOut outputs the result
to the framebuffer. If you want to combine several osgPPU effects, you would
need UnitInOut, since this one does output to a texture, which can be reused.
greetings,
art
meh11 wrote:
Hi,
I would
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