Re: [osg-users] moving a vehicle at constant velocity

2009-01-21 Thread Alfonso Callejo Goena
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

Re: [osg-users] moving a vehicle at constant velocity

2009-01-21 Thread Alfonso Callejo Goena
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

Re: [osg-users] moving a vehicle at constant velocity

2009-01-26 Thread Alfonso Callejo Goena
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

Re: [osg-users] moving a vehicle at constant velocity

2009-01-27 Thread Alfonso Callejo Goena
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 ___ osg-users mailing list

Re: [osg-users] moving a vehicle at constant velocity

2009-01-27 Thread Alfonso Callejo Goena
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 ___ osg-users mailing list

[osg-users] Disabling the non power of two option of a loaded model

2009-05-13 Thread Alfonso Callejo Goena
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

[osg-users] Running viewer loop and physic calculations in different threads

2009-05-22 Thread Alfonso Callejo Goena
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

Re: [osg-users] Running viewer loop and physic calculations indifferent threads

2009-05-22 Thread Alfonso Callejo Goena
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.  

Re: [osg-users] Running viewer loop and physic calculations in different threads

2009-05-22 Thread Alfonso Callejo Goena
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