I have changed the line
double t = osg::Timer::instance()-time_m()/1000;
by
double t = nv-getFrameStamp()-getSimulationTime();
and the rough behaviour persists. In fact they are almost the same...
Using osgSim would help me in such a simple case?
Thanks,
Alfonso
I have disabled the threaded optimization of my nvidia GPU and the
simulation runs significantly smoother.
However, if the vehicle's speed is high, the jumps reappear. I have also
examined the osggeometry example, as Paul suggested, and the effect is also
present, though not so clear (this could
Hi Robert:
I have two ways of performing the displacement:
-- time = nv-getFrameStamp()-getSimulationTime();
mT.makeTranslate( vehSpeed*time, 0., 0. );
-- mT.makeTranslate( dist, 0., 0. );
dist=dist+avgTime*vehSpeed; // avgTime is the average time per callback
In the first case jumps
Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
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Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
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Dear all:
Does anyone know how can I disable the setResizeNonPowerOfTwoHint option
of the textures of a loaded model?
For individual textures it is done in the following way:
myTexture-setResizeNonPowerOfTwoHint(false);
but in the case of textures which belong to a loaded model like
Hello everyone:
I'm developing a OSG-based graphic engine for a real time mechanical
simulator. I would like that the physics and the graphic display would run
in separate threads so that they could work independently without bothering
each other. The communication between them is a kind of
Paul Martz pma...@... writes:
Take a look a osgDB::DatabasePager, which does essentially the same
thing. Data (loaded in a separate thread) is stored in a list that is shared
by
the viewer class. Once a frame, the viewer lets the DatabasePager update the
scene graph from this list.
Cory Riddell c...@... writes:
Hi Alfonso,
I'm doing something similar to what you are doing. My viewer is running
in it's own thread. I have a shared object that I use to communicate
between the threads. If you are looking for sample code, I can try to
distill what I have to something
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