[osg-users] replace tile with my own Node in VPB generated QuadTree

2016-12-02 Thread Trajce Nikolov NICK
Hi Robert, Community,

I am hacking the VPB process again :-).

The story is this: I transform tiles back from ECEF to local, do something
with the Geometry and I want to replace the tile with my own Node. Spent
already hours reading and trying to understand the SceneGraph with all this
transforms, and I am failing.

Any words of how these tiles in the QuadTree are represented? I mean the
tree and the transforms, I know the facts that they are coming from
TerrainTiles with proper Locators, but after when the GeometryTechnique is
applied.

Thanks so much for any word on this. It is the last bump in my current dev

Cheers,
Nick

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Re: [osg-users] PrimitiveSets and performance

2016-12-02 Thread Robert Osfield
Hi Riccardo,

I'm a surprised you saw a significant change in performance, in
particular for the worse, this suggest that the merging has some kind
of error in it or the driver isn't handling the larger sized
primitives efficiently for some reason.

One thing of note is that both the draw dispatch and the draw GPU are
around the same amount slower in the merged case, this suggest that
the something in happening in the driver/GPU combination that is
blocking the OpenGL FIFO and then in turn blocking the OSG draw
dispatch that is putting data into the OpenGL FIFO.

There isn't any way for us to pinpoint what this might be with the
details given.

Check for GL errors being printed to the console.  Also try writing a
your scene graph out to a .osgt  before and after the merge so you can
QA the merge by hand - do this for a subset of your whole scene graph
as reviewing a really big dataset will be really heavy on an editor.

Robert.


On 2 December 2016 at 15:32, Riccardo Corsi  wrote:
> Hi all,
>
> I'm trying to find out the best geometries and primitive sets layout on a
> model that I'm using as performance benchmark.
>
> The model is quite heavy in terms of vertices and polygons, and everything
> is rendered at the moment with DrawArrays.
>
> In the attempt to reduce the draw calls, I've recombined the primitive sets
> contained in every geometry into a single primitive set.
> I expected draw/gpu time to improve, and I've found the exact opposite -
> find attached the 2 screenshots with the stats (before and after primitives
> merge).
>
> After merging the primitive sets I've also tried to force VBO usage instead
> of display lists, which improve things slightly, but always far worse than
> before merging.
>
> Can anyone comment on this result?
>
> Thank you,
> Riccardo
>
>
>
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Re: [osg-users] PrimitiveSets and performance

2016-12-02 Thread Glenn Waldron
Riccardo,

In my experience VBOs that are too large will reduce performance (on NVIDIA
at least). So you need to cap the size you use for each draw call. OSG's
MergeGeometryVisitor has a parameter for "target number of vertices" that
defaults to 10K per primitive set. On modern cards this can definitely be
higher, but if you set it too high (in the millions for example)
performance will fall off a cliff. Where exactly depends on the hardware
and you will need to experiment to find a good value. Anyway, it would be
interesting to see whether something like glMultiDrawArrays would exhibit
the same behavior.

Hope this helps.

Glenn Waldron

On Fri, Dec 2, 2016 at 10:32 AM, Riccardo Corsi 
wrote:

> Hi all,
>
> I'm trying to find out the best geometries and primitive sets layout on a
> model that I'm using as performance benchmark.
>
> The model is quite heavy in terms of vertices and polygons, and everything
> is rendered at the moment with DrawArrays.
>
> In the attempt to reduce the draw calls, I've recombined the primitive
> sets contained in every geometry into a single primitive set.
> I expected draw/gpu time to improve, and I've found the exact opposite -
> find attached the 2 screenshots with the stats (before and after primitives
> merge).
>
> After merging the primitive sets I've also tried to force VBO usage
> instead of display lists, which improve things slightly, but always far
> worse than before merging.
>
> Can anyone comment on this result?
>
> Thank you,
> Riccardo
>
>
>
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Re: [osg-users] x and y coordinates

2016-12-02 Thread Christian Buchner
Basic OpenGL utilities libraries like GLUT that provide some mouse events
in the mouseEvent(int button, int state, int x, int y); function, but this
functionality is not native to OpenGL.

Event->x()/y() sounds more like an OSG event handling, and there are plenty
of OSG examples out there that process mouse and keyboards events.

Christian


2016-12-02 10:20 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:

> Hi,
>
> Hi,In opengl we can get event->x() and event->y() mouse events are
>> there.For osg how to get these events.
>>
> Thats non-sense. OpenGL doesn't deal with input events.
> See the osgkeyboardmouse example.
>
> Apart from the usual "try to use your brain first and present some
> questions with actual effort put into them". (This btw. starts with the
> topic-name):
>
> First advice: Check the examples first. Most of them are named very and
> executing them might give you an idea if they are what you are looking for.
>
> Second advice: There is a mailing/list, use the search functionality.
> Chances your question has been asked exist...
>
> Also you've been asking a MouseEvent-related questions a couple of days
> before. Obviously you didn't even bother to look into the
> trackball-manipulator. If you're following the bread-crumbs left there
> (parent-classes OrbitManipulator and the StandardManipulator, you will find
> a lot of example code how to use mouse events.
>
> Cheers
> Sebastian
>
>
>
>
>> ...
>>
>> Thank you!
>>
>> Cheers,
>> Rambabu
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=69577#69577
>>
>>
>>
>>
>>
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Re: [osg-users] x and y coordinates

2016-12-02 Thread Sebastian Messerschmidt

Hi,


Hi,In opengl we can get event->x() and event->y() mouse events are there.For 
osg how to get these events.

Thats non-sense. OpenGL doesn't deal with input events.
See the osgkeyboardmouse example.

Apart from the usual "try to use your brain first and present some 
questions with actual effort put into them". (This btw. starts with the 
topic-name):


First advice: Check the examples first. Most of them are named very and 
executing them might give you an idea if they are what you are looking for.


Second advice: There is a mailing/list, use the search functionality. 
Chances your question has been asked exist...


Also you've been asking a MouseEvent-related questions a couple of days 
before. Obviously you didn't even bother to look into the 
trackball-manipulator. If you're following the bread-crumbs left there 
(parent-classes OrbitManipulator and the StandardManipulator, you will 
find a lot of example code how to use mouse events.


Cheers
Sebastian




...

Thank you!

Cheers,
Rambabu

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http://forum.openscenegraph.org/viewtopic.php?p=69577#69577





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[osg-users] x and y coordinates

2016-12-02 Thread Rambabu Repaka
Hi,In opengl we can get event->x() and event->y() mouse events are there.For 
osg how to get these events.

... 

Thank you!

Cheers,
Rambabu

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http://forum.openscenegraph.org/viewtopic.php?p=69577#69577





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