Re: [osg-users] osg apps on gpu cluster
GPU affinity is really only available with Quadro cards. AMD has there own system that is a little more complicated, and has a few more featuresbut I am not really experienced with those, and I believe they are only usable on the FirePro/Radeon Pro cards. We have found setting the GPU affinity is an absolute must for multi GPU systems on windows. Basically from what I understand, windows will by default dispatch the OpenGL commands to what it thinks is the fastest GPU in the system, then copies the result to the other GPU(s). Linux by default dispatches the commands to the GPU attached to the display the window is on..so setting the GPU affinity is most likely only worth while if you are using windows. FYI I think this was the talk I sat through on the subject: https://docplayer.net/29825650-Programming-multi-gpus-for-scalable-rendering-shalini-venkataraman-senior-applied-engineer-nvidia.html I do have an modification of OSG I could share that sets the GPU affinity mask.but its ugly. You might also have to think about synchronization if you are driving multiple projectors that are blended to form a single image...and if you have a decent amount of motion, you can get noticeable tearing in the blend regions. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75038#75038 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Latency
I am not running it in Quadro mosaic mode. I do have a slightly older version of the program running on a render cluster with 5 2-gpu nodes driving 16 displays that runs fine on windows 7. I am starting to suspect it has something to do with the Windows - Desktop Window Manager (DWM) composition. This can no longer be disabled in windows 10. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75037#75037 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems porting from osg-3.4.0 to osg-3.6.0
Hi, I have upgraded the vtp code to osg 3.6.3 Everything compiled and linked properly. However I still have some execution problems. I just want to check if the code below is coded properly FQuat TransformExtension::GetOrient() const { const osg::Matrix = m_pTransform->getMatrix(); osg::Quat q; // xform.get(q); // Replacing xform.get(q) // with q = xform.getRotate(); return FQuat(q.x(), q.y(), q.z(), q.w()); } ... Thank you! Cheers, Herman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75036#75036 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Implementing own manipulator
Hi, The trackball manipulator is almost what I need for my application. I would like to handle some keyboard inputs to move the camera. I am trying to derive TrackballManipulator and override the handle() method. Looking at the structure of 'camera manipulators', it seems to me that this is the right way to just handle keyboard inputs. But somehow the handle method of my manipulator is not being called. just never. Am I in the right direction? Code: class CityManipulator : public osgGA::TrackballManipulator { public: CityManipulator(int flags = DEFAULT_SETTINGS) :osgGA::TrackballManipulator(){} CityManipulator( const CityManipulator& tm, const osg::CopyOp& copyOp = osg::CopyOp::SHALLOW_COPY ) :osgGA::TrackballManipulator( tm, copyOp ){} META_Object( osgGA, CityManipulator ) protected: bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us) { std::cout << "handling" << std::endl; bool handled(false); switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { switch(ea.getKey()) { case 'w': std::cout << "pressing w" << std::endl; return false; break; default: return false; } } default: return false; } return TrackballManipulator::handle(ea, us); } }; // CityManipulator * tm = new CityManipulator(); tm->setNode(m_rootNode); tm_viewer->setCameraManipulator(tm); ... Thank you! Cheers, Vinicius Code: -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75032#75032 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org