Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Yu Qi
Hi, By the way,the default vertex specification of geometry is displaylist,if you need to change vertex frequently,use VAO and VBO. Thank you! Cheers, Yu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76167#76167

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Achilleas Margaritis
So, in other words, keep objects preallocated and switch on only the necessary ones? And if there is no current object that matches the existing ones, then and only then create a new one? Not a bad idea, in fact. Thanks a lot for the reply. -- Read this topic online here:

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Werner Modenbach
There should be a better approach. Just a quick idea: For each kind of object keep an array of pointers to already created geodes. If you don't need a certain geode switch it off in the osg::Switch. If you get a request for a new one, check the switch for inactive geodes. If found, just alter

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Alberto Luaces
"Achilleas Margaritis" writes: > The problem is I need to destroy my house every frame. > > There is no standard number of objects received; any object, with any > configuration, can be received at any time. > > My only choice is to destroy everything and repaint everything. You can also

Re: [osg-users] Keeping camera fixed

2019-05-31 Thread Alberto Luaces
"Renzo Scaletta" writes: > What I see is that the camera "follows" in some way the bodies movements > without having done anything in the code to trigger that behavior explicitly. Hi, Renzo, certainly it shouldn't be happening by default. I am thinking about some possible causes (they could be

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Achilleas Margaritis
The problem is I need to destroy my house every frame. There is no standard number of objects received; any object, with any configuration, can be received at any time. My only choice is to destroy everything and repaint everything. -- Read this topic online here:

Re: [osg-users] Huge perfomance issues

2019-05-31 Thread Werner Modenbach
Hi Achilleas, your explanations look to me like "I want to repaint my living room. So I destroy my house and ..." My suggestion: For each kind of geometry create it as geode and add it to a switch node. So you can switch them on and off as needed. For alterations keep pointers to the geodes and

Re: [osg-users] Compiling osgVRPN

2019-05-31 Thread Michael W Bogucki
Hi Again, As an update, I whittled my way through several of the dependency issues Code: Scanning dependencies of target osgdb_tracker Scanning dependencies of target osgVRPNwall Scanning dependencies of target osgVRPNviewer Scanning dependencies of target osgVRPNmod [ 65%] Building CXX object

[osg-users] Huge perfomance issues

2019-05-31 Thread Achilleas Margaritis
Hi, I am developing a data visualization application with Qt + OSG, but I have huge performance problems. These problems are not due to OSG itself but rather due to how I use OSG (I just started using OSG/OpenGL for the first time). The application accepts a lot of data as messages over the

[osg-users] Keeping camera fixed

2019-05-31 Thread Renzo Scaletta
Hi All, I am able to animate my scene (bodies translating and rotating in the space) providing a NodeCallback with setUpdateCallback to each PositionAttitudeTransform I want to animate. What I see is that the camera "follows" in some way the bodies movements without having done anything in the

Re: [osg-users] Implementation of movement, rotation of scale

2019-05-31 Thread Maxim Senin
Hi, i finded code, but in this function is failed why? Code: osg::Node* addDraggerToScene(osg::Node* scene, const std::string& name) { scene->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); osg::MatrixTransform* selection = new osg::MatrixTransform;

Re: [osg-users] Implementation of movement, rotation of scale

2019-05-31 Thread Maxim Senin
Hi, i finded code, but in this function is failed why? Code: osg::Node* addDraggerToScene(osg::Node* scene, const std::string& name) { scene->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); osg::MatrixTransform* selection = new osg::MatrixTransform;

Re: [osg-users] How to resize/move existing OSG window dynamically?

2019-05-31 Thread Robert Osfield
Hi Mike, The EventQueue's windowResize(..) method is for informing the OSG's event system that a window has already been resized, i.e. that a resize has happened and now all the event handles who are interested in this event can handle it. If you want to move a window then you need to set the