Hi,
I am (as some of you already know) working with the integration of the Oculus
Rift and OpenSceneGraph. Usually I have been able to get the new SDK working
within days of a new release. But since v0.6 of the Oculus SDK I have been
struggling.
This has mainly been due to the fact that this
Hi Christian,
I have not seen this error before, but I have had similar errors. These can
vary with Platform (Windows/Linux/MacOS), OS version (Win7/Win8 etc.), Oculus
SDK version, Oculus Runtime version, Graphic card (Nvidia/AMD), Graphic Card
Driver version and monitor setup. It is
some env variables. I
haven't tried it yet, but is this how it is intended to work?
Thanks again,
Nick
On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.commailto:trajce.nikolov.n...@gmail.com wrote:
Thanks Bjorn !
On Mon, Jul 27, 2015 at 12:00 AM, Björn Blissing
Hi Nick,
If building it from source is an option for you. I have made a CMake script to
simplify the building some of the most important 3rd party dependencies.
https://github.com/bjornblissing/osg-3rdparty-cmake
Best regards
Björn
Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK
Hi Florian,
I work a the Swedish National Road and Transport Research Institute (VTI) where
we have 3 large motion based simulators as well as a couple of small fixed
based simulators, all running OpenSceneGraph.
I agree with all of the above that it is certainly possible to build a driving
Jan Ciger wrote:
Could you branch/tag the new Windows-only code into a separate branch,
please? It would make life easier for the folks like me who have the older
DK1/DK2 HMDs and need it to work on Linux/Mac for example.
The head of the master branch is currently supporting the v0.5.0.1
Hi again,
I have finally been able to solve the last piece of the puzzle. This means that
for Oculus SDK v0.5.0.1 the examples can do both client- and SDK based
distortion rendering.
The v0.5.0.1 version of the Oculus SDK is also the last version with support
for Linux and Mac, due to the
Jan Ciger wrote:
Did you try to call glFlush() at the end of the each frame in your OpenGL
application? That should force the driver to not buffer but to actually hold
your program until the vsync event. Right now you are rendering much faster
than the GPU can scan out, so your program
Hi again,
I repeated my measurements with a pure OpenGL application and compared them to
the previously recorded data from OSG:
OpenGL + Nvidia Defaults + Vsync On Min: 56.7 Max: 65.0 Avg: 60.8
OpenGL + Nvidia Defaults + Vsync Off Min: 2.9 Max: 25.0 Avg: 14.6
OSG 3.2.1 + Nvidia Defaults + VSync
d_a_heitbrink wrote:
What we did for our test was trigger a A/D deviceto I think a go from 0 to
5v, and a we added a line in our fragment shader to over ride the color and
set it to white, or black depending on a value of a uniform. We change the
Uniform to 1 (to set it to white) and
Some minor notes about the latest numbers.
First of all, the Oculus units were used as pure screens, i.e. no lens
distortion shaders. For DK2 this means running the unit in extended mode. (To
be able to run via Direct Mode I would have to modify my test program to use
the Oculus SDK.)
Jan Ciger wrote:
Depends on what you define as production environment. Consumer GPUs have
drivers optimized for games and there it is a common (and default) setting to
have vsync off for the sake of the highest frame rate and lowest latencies.
It is also a frequent recommendation to turn
Jan Ciger wrote:
I find these techniques to be really fragile kludges and not really
worth the effort most of the time - the saved 16ms of latency is
imperceptible for the most people and most LCDs have response times
(the time it physically takes to change the colour of a pixel) around
Hi João,
I don't exactly get what you are trying to do. Are you aware that there already
is a library for using the Oculus Rift with OSG?
http://github.com/bjornblissing/osgoculusviewer
If you just want to see how the Oculus Rift orientation quaternions are
convertet into osg quaternions look
Hi again,
I also tried Roberts suggestion about using the trunk and
OSG_SYNC_SWAP_BUFFERS=ON.
To get better averages I took the measurements over 100 cycles:
Recorded data:
=
OSG 3.2.1 + Nvidia Defaults + VSync On:
min_latency = 59ms
max_latency = 65ms
mean_latency = 62ms
OSG Trunk
robertosfield wrote:
Hi Björn,
What happens when using use Custom NVidia settings and SYNC_SWAP_BUFFERS=ON ?
Robert.
Hi Robert,
The latency values for SYNC_SWAP_BUFFERS=ON and OFF where exactly the same for
the custom settings.
Regards
Björn
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Jan Ciger wrote:
That actually sounds odd, because the monitor will not refresh the image
faster than its fixed refresh rate. 4ms would require 250Hz refresh, I am not
aware of any commonly sold LCD that could go that fast. Even 120Hz ones are
quite rare. Are you sure it is not an
Jan Ciger wrote:
Yes, but not consistently for every frame. Assuming that each frame you are
drawing takes the same time, you need to get lucky for that to happen and
then the next frame is going to have a much higher latency.
Of course! I am certainly not claiming that hitting optimal
Jan Ciger wrote:
What happens is that sometimes your program gets lucky and tells the GPU to
swap buffers just in time before the start of the next frame - then you
have very little latency, because the change gets visible almost immediately
(modulo the input latency of the monitor
Hi,
I have made some experiments in regards to rendering latency in OpenSceneGraph.
I have written a small test program which just shows one quad. During program
execution the quad changes color from black to white 20 times. To my computer I
have connected a light-to-voltage sensor which is
robertosfield wrote:
Hi Björn,
The driver will be queuing up multiple frames in the FIFO, something it does
to help improve the framerate, but increases frame latency.
We aren't powerless in this though, modern drivers and hardware support
putting fences into the pipeline and waiting
dglenn wrote:
Also, in the version of C++ that I used there is a problem in the linker when
you compile the VPB.DLL that I experienced in VS2010 and VS2012 and it was a
Microsoft bug (or so I was told) and if it was, I am curious if they fixed it
in later VS versions.
Hi David,
I
PhoenixBF wrote:
Just a question:
are there significant differences in performance on the long run / scaling up
to complex models
when using the composite viewer approach (compositeviewerexample) rather than
view config (viewconfigexample) or basic viewerexample?
Bruno Fanini
3D
Hi,
I haven't tried it myself, but gDebugger is available for Linux as well:
http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/
Cheers
Björn
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Hi Nick,
I got a couple of this while doing the Oculus integration (mostly due to Oculus
driver injection). But the procedure I usually use is this:
1. Enabled OpenGL debugging in OpenSceneGraph by setting the environment
variable:
OSG_GL_ERROR_CHECKING=ON
This will give you more information
Hi,
Anders and I had a off-list discussion where we managed to solve these Windows
issues. And the examples now performs on par with Oculus own examples.
Some bullet points which may help others:
* I have implemented a function to automatically disable desktop composition
when running in
Hi Robert,
I think I have been able to fix the error you saw and the warnings inside the
code I can control.
Regarding the warnings from the Oculus SDK. I really don't know the best way of
handling the reporting of errors in the SDK.
Oculus have a support forum, but it is sadly a huge mess.
Hi Anders et al,
Since I am the main author of the OsgOculusViewer I will try to answer some of
your questions.
First of all, you are not the first user which seem to experience these types
of problems. The judder you are seeing have been reported by many Oculus users
for all kinds of
Hi again,
Just a follow up on my last post. I tried running OsgOculusViewer with the
following variations of settings:
* Extended Mode + Desktop Composition On = Serious Judder
* Extended Mode + Desktop Composition On + Single Threaded = Serious Judder
* Extended Mode + Desktop Composition
Hi Christian,
I don't know how many who still is using the gif-plugin. But another thing I
discovered is that the latest versions of GIFLIB breaks API-compatibility. (The
fix needed is trivial). So the gif-plugin needs two different code paths
depending on which GIFLIB version it is built
July 2014 18:43, Björn Blissing
bjorn.bliss...@vti.semailto:bjorn.bliss...@vti.se wrote:
Hi Robert,
I tried both options and they both seem to work. Although I guess some deeper
benchmarking would be in order. Are there any of the examples and/or datasets
that would be good candidates
Ämne: Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW
and GCC
Hi Bjorn,
On 20 November 2014 12:02, Björn Blissing
bjorn.bliss...@vti.semailto:bjorn.bliss...@vti.se wrote:
Hi Robert,
Well, not really. My limited benchmarks did not show any performance
differences
Hi,
Some of the linux users of my OsgOculus implementation are reporting flickering
images. The piece of code which seems to be the offender is the renderToTexture
camera setup:
Code:
...
camera-setDrawBuffer(GL_FRONT);
camera-setReadBuffer(GL_FRONT);
Hi Nick,
Make sure that it actually is the image transfer which is the culprit.
In my case it was the image retrieval which was slowing down my osg webcam
example program. So moving the image retrieval function to an own thread made
my example go from 4 fps to ~3000 fps.
Cheers,
Björn
Hi,
When running our OSG-based application in Windows 8, we have noticed that we
get an extra frame of latency. This is (probably) due to the fact that Windows
8 uses Desktop Window Manager (DWM) composition by default. In Windows 7 you
could disable DWM composition by using a basic theme
Hi,
The Problem:
Today I tried to run our software on a computer running Windows 8.1. And for
some reason my application window became too large for the screen, even though
I explicitly set the window resolution to be the same size as the display
resolution.
Why the problem happens:
This
Hi Christian,
I have tried to compile all the dependencies in a combined CMake build script,
for automated builds of dependencies. The idea is to be able to just download
the source for the individual libraries and then do automated builds for your
desired toolset. As for now I support
Hi,
Working together (me and Felipe) have been able to track down the error which
caused this behaviour on the Mac's using Intel graphics.
The problem was that I forgot to force VertexBufferObjects for the geometry
performing the optical distortion correction. So the geometry used DisplayLists
felipeberquo wrote:
Hi,
I've tried in Windows 7 (64-bit) and I think (didn't have much time to make
some tests yet) it worked! The only issue I've noticed was that the model
wasn't at the center of the screen, but it didin't crash.
Regards,
Felipe
Hi Felipe,
The model is
felipeberquo wrote:
Hi Björn,
nice to read that! :D
I tried to make those changes in the code (those you sent me via e-mail) and
had no success. I'm gonna have to look for some apple or intel support... If
I get any answer to solve this I'll let you know
Well, it seems to me like it is
gwaldron wrote:
Robert,
No, unfortunately RTD is not an alternative to doxygen. It only renders your
RST files into HTML, PDF etc. Such an integration is a good idea though, and
I've heard people ask for it. I'll have to see if anyone's working on that.
There is a plugin to Sphinx (the
Hi,
As someone who as worked (on and off) with OSG for last 12 years I would like
to share my opinion.
My principal belief is that splitting code and documentation (wiki) would
inevitable lead to problems with keeping them in sync. Just look at the current
tutorials which do not longer
Jan Ciger wrote:
Yeah, I hope so too. At the moment I am not really motivated to doanything
with it, because they could just pull the rug from under meagain by license
changes or simply not supporting (properly) my platform.
The lack of official support from the Oculus team on the their
Patrik Andersson wrote:
Hi, Mike,I think you have to set the clearcolor of HUD camera to change the
clearcolor of the none-distorted area, and for the distorted area you have to
set the clearcolor of the RTT camera.
This is correct. But it probably wise to let the clear color for the
pajuelo wrote:
it seems that openHMD had implemented dk2 initial dk2 support 4 days ago :)
Well that is great news. But their interface are a bit different, so it won't
work as a drop in replacement for the 0.4.1 version of the Oculus SDK if you
want to use my integration.
The OpenHMD
pajuelo wrote:
Yes but thinking a little about the future, they will implement those
features at some time but the oculus sdk will become closed source sooner
than later... and dont forget that now the oculus sdk has no linux support :(
I don't think that that Oculus SDK will become a
cbuchner1 wrote:
could this be worked around by wrapping the OsgOculus library as some kind of
RPC service, and making RPC calls to it instead of dynamically linking?
I am not very good at the fine details licensing. If you look at the
discussions at the Oculus Forum most people seem to
Hi Robert,
Well that was pretty much how my previous implementation worked. This
implementation is still available in the master branch on GitHub (Tag:
viewer-0.2.2). You can get all functionality except movement tracking to work
without compiling with the Oculus SDK. Warping is made within a
Hi Jan,
Well, their SDK is still open source. I was actually forced to rebuild the
entire library from source to get it to work with Visual Studio 2013 Express,
since they only shipped compiled libraries for the pro versions.
What complicates things is that they have added a runtime layer
Hi Chris,
I don't think that the windows platform will look in any OSG_BIN_PATH
environment variable. Instead it looks in the folder specified by the
environment variable PATH.
You can either add your DLL-folder directly to the PATH variable or add the
OSG_BIN_PATH variable to the PATH:
Hi Chris,
I can't really say what your problem is. But I usually solve it like this:
1. During development I set the environment variable PATH to point to the
folders containing the necessary DLL-files. I do this by setting the
environment variable PATH explicit inside visual studio.
Example
Hi Chris,
Good that you got it working.
I often automate the process using CMake to generate my solution files. In my
CMake script I collect the location of the needed DLL-files and stores this in
a CMake variable. And then I use a template Visual studio project file and
automatically add
Hi Mike,
This is due to the extra semicolon at the end of the shaders. My NVIDIA card
has no problem to compile with these, but I know that other shader compilers
(i.e. graphic card vendors) can have problems with these.
I have remove the trailing semicolons and updated shaders on the github
I have just pushed the latest changes to the Oculus library to GitHub. This
includes support for:
* Version 0.4.1 of the Oculus SDK.
* Positional Tracking (only with DK2 camera)
* Time warp
* Three separate examples of how to use the library:
- Standard Viewer
- Standard Viewer with ViewConfig
Hi SunBlack (or whatever your real name might be),
Static Code Analysis, such as CppCheck, PVS Studio, Lint etc, should not be
considered 100% accurate. The many of the errors they report are often false
positives, even if CppCheck is one of the more conservative static code
analysis tools I
Hi Shyguy,
The light is ON when starting the osgviewer. Pressing the L-key will actually
disable the light. Instead you will only see pure vertex colors and texture
colors.
The reason that your model looks dark when light is enabled is the material
settings on your model. Try to raise the
Hi Robert et al,
I tried to compile OSG with QT Creator using MinGW and GCC 4.8.2.
It worked pretty well. But I found a case of ambiguous defines in Atomic.cpp in
OpenThreads.
The problem is that both:
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
and
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED
is
Hi Robert,
I tried both options and they both seem to work. Although I guess some deeper
benchmarking would be in order. Are there any of the examples and/or datasets
that would be good candidates for benchmarking the different versions?
Regards,
Björn
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Hi Robert,
The content of this tag looks really odd. The main folder contains a yet
another folder containing a complete copy of OpenSceneGraph. The folder is
named OpenSceneGraph-3.2 I guess this has something to do with commit 14356.
This is probably a mistake and this folder should be
Hi Robert,
RC7 looks correct.
I don't know what happened during the tagging of RC6, but if you look in the
SVN log there is actually two commits for the tag. Commit 14355 and 14356, the
last one being the one that made the duplicated folder.
Best regards
Björn
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robertosfield wrote:
Would it be possible to have a developer release before summer holidays?
Yes indeed. I will make one this week.
Cheers
Robert.
Will we see a new release candidate from the 3.2 branch as well?
We are really looking forward to a new stable release
Hi,
We recently got a strange crash behavior in our software. We were fixing a
piece of code that caused GL_ERRORS on some platforms. When we had fixed this,
a new bug surfaced in a completely different part of the code base. It was code
that had worked for years, but suddenly it started to
Hi Robert,
Thank you! That should have been obvious.
Sometime you just need a second set of eyes to look at your code.
Regards
Björn
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___
Hi,
I fixed this by replacing all std::ifstream with osgDB::ifstream.
And all std::ofstream with osgDB::ofstream.
And then you will have to replace the following line in include/vpb/BuildLog:
Code:
#include fstream
with:
Code:
#include osgDB/fstream
Maybe this should be submitted as a
Hi David,
Since I am one of the authors of OsgOculusViewer I will try to answer you
question.
First of all I have developed the code on windows and I suspect you are running
on Linux. Correct?
Have you pulled the lasted source code from my GitHub repo?
Regards,
Björn
--
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Hi Arun,
What type of HMD are you using?
In my Oculus Rift library I use a master camera with two slave cameras that
render to texture. And I have not noticed any frame delay between left and
right.
Check the following thread:
http://forum.openscenegraph.org/viewtopic.php?t=12490
Cheers,
Hi Robert,
I have tested the 3.2 branch. Compiles fine on Windows 7 with Visual Studio
2010.
Also no problems when linking with our application.
Regards
Björn
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Hi,
It seems like both the source and homepage for VirtualPlanetBuilder are missing
right now:
Old source location:
http://www.openscenegraph.org/svn/VirtualPlanetBuilder
Old homepage location:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
Are these gone forever? Or have
Jordi Torres wrote:
Hi Björn,
Take a look to the OSG main website:
http://openscenegraph.org (http://openscenegraph.org)
You should see a community post warning of the svn url change:
http://www.openscenegraph.org/index.php/community/news/130-new-svn-repository-url
Hi Robert et al,
I have implemented the orientation handling as a NodeCallback connected to the
main camera. This makes it possible to use the current MatrixManipulators and
then get the head orientation changes stacked on top.
I have made enabling of the NodeCallback optional for those users
Hi Robert,
I agree that pattern 1 is wins when it comes to clarity. But if you have the
macro OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION enabled (which it is as
default) then there is nothing protecting the user from stuffing your returned
ref_ptr in a raw C pointer.
So with this macro
Hi,
I was looking at Don Burns text from 2003 about reference pointers in osg
(sadly no longer available online, although it can be found via Internet
Archive sites.) But this got me thinking about the suggested pattern for
returning pointers from methods.
Looking through different parts of
Hi Michael,
The simple answer is that if you do not add the RTTCamera to the viewer that
part of the tree will never be traversed and then no texture will be rendered.
Regards,
Björn
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robertosfield wrote:
Hi Jan,
I just had a quick look over the osgoculusviewer code and first thought is
that it should be possible to convert the code across to the new a
osgViewer::ViewConfig subclass which could sit alongside the new
include/osgViewer/config configurations. The
robertosfield wrote:
Hi Bjorn,
The orientation of the view would normally come under the View::getCamera()'s
ViewMatrix, usually it's the job of the CameraManipulators to do this, so you
could implement the local offsets using a custom CameraManipulator written
specifically for the
Hi Robert,
I have checked out your change to StackedTransform and I can confirm that the
change solves the problem for both my simple example and our main codebase.
Also the osganimationhardware example seems to be working as before 3.2.0.
Thanks for your help!
Best regards,
Björn
Hi,
The osganimationhardware example is also affected by this problem of corruption
of model bone information.
The model gets corrupted when running the example regardless if running with
the software or hardware flag. Although the corruption looks slightly different
in the different modes.
This is not only connected to FBX models but affects all models with skeletons.
See: http://forum.openscenegraph.org/viewtopic.php?t=12736
/Björn
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To clarify the problem further. Loading and playing single FBX files seems to
work fine. My problems begins when I try to copy animations from several FBX
files into one model.
I am merging animations from several diffrent files (mainly because Autodesk 3D
Studio cannot export FBX files with
Hi,
When I upgraded to osg 3.2.0 my code no longer compiled because of some old
sections that used vertex indices. These where rather trivial to fix. But while
I was updating my old code I got to thinking about the rest of my code base.
How do I make sure that the rest of my code is using the
Hi Robert,
So if backwards compatibility is desired it is ok to use the old style without
it affecting performance?
Best regards
Björn
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Hi,
I have some FBX models with animations that were saved with the 2012.0 version
of the FBX plugin. These models worked properly with osg 3.0.1 when compiled
together with 2012.1 version. But now when OSG 3.2.0 requires at least the
2013.3 version of the FBX SDK the animations suffers
Just an addition. The corruption occurs when I try to blend between animations
connected to the same model. If I run just one animation it works properly.
Björn
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Hi,
I have tried to build OpenSceneGraph 3.2.0 with FBX support. But I am getting
linker errors when linking with FBX SDK libraries. I have tried both 2013.3
version and 2014.1 version of the FBX SDK to no avail.
I am building a 32-bit version on Windows 7 with Visual Studio 2010.
I get the
Hi Sebastian,
I tried to add the define FBXSDK_NEW_API when compiling with the 2013.3
version, but that didn't solve anything.
But then I tried linking with the MT and MD versions. And when I linked against
the MD version the compilation succeed both with 2013.3 version and the 2014.1
version
Preet wrote:
Regarding user registration - I never really understood the point of having
your full name being a mandatory thing for the forum sign up. Is it a
courtesy thing? Is it to prevent spam?
I guess it is a courtesy thing, but I think it has been allowed to use an alias
(such
be a moderator that would be rather inactive during
some periods. But if there are more moderators our inactive periods hopefully
shouldn't overlap too much.
TLDR; I hereby volunteer as a forum moderator.
Best regards,
Björn Blissing
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Jan Ciger wrote:
Just a quick report - I have managed to compile your code and it does
indeed work with the Oculus SDK on Linux. I have send you a pull
request with a modification already.
Great!
I have merged your changes. On windows the CMake module path started searching
from the
Jan Ciger wrote:
Sure thing.
BTW, it would be best to start e.g. a Github repo for this. I am sure
there will be contributors.
Jan
My code is available at the following GitHub repo:
https://github.com/bjornblissing/osgoculusviewer
The latest edition is tested against the SDK 0.2.3
I have successfully compiled the source on Linux. Although I only have terminal
access to the linux machine for the moment, so I have not been able to verify
that the program actually works.
Regarding the question about why I used CompositeViewer. Well the simple answer
was because I started
Hi,
I have made a example called OsgOculusViewer that I succesfully tested with my
Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a
class responsible for talking to the Oculus device. This class also works if no
Oculus Device is connected, then it just return the
Jan Ciger wrote:
Ah, cool! Thanks for that, I will have a look at it.
Regards,
Jan
NP!
I have also made progress with the sensor integration and have successfully
added correction for chromatic aberration in my shader. I can upload it
tomorrow if anyone is interested.
Best
Hi,
While trying to debug some odd normals in my generated surface I was using the
normal pseudo loader with osgviewer to visualize the result.
But I was starting to get a lot of error messages:
CullVisitor::apply(Geode) detected NaN,
depth=-1.#IND, center=(0 0 0),
matrix={
Hi Robert et al,
I have already set DYNAMIC data variance to both the osgText::Text and the
osg::Geode which holds the text. Crashes anyway.
I have tried to replicate the error in a more simple environment than our
production software. But no luck with getting crashes with the simple one. :/
run WinXP 32-bit and have NVIDIA GTX470 cards.
When running with DrawThreadPerContext it crashes, but if we set the viewer to
run in SingleThreaded mode everything works fine.
Best regards
Björn Blissing
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Hi,
Have anyone tried to render graphics to any of the new consumer LED/Plasma-Tvs
displays that supports 3D, sometimes called 3DReady (such as LG, Sony, Samsung
or Panasonic Viera)? Do it require special graphics cards or is it possible to
do with a any high performance consumer card?
Best
Hi Robert,
I remember I wondered the same thing my self. The method I (and I guess
Vincent) wonders about is the:
addChild (Node *child, float min, float max, const std::string filename, float
priorityOffset=0.0f, float priorityScale=1.0f)
Here you have to supply both a Node* and a filename.
osg-users@lists.openscenegraph.org
From: Björn Blissing bjorn.bliss...@vti.se
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/26/2009 11:56AM
Subject: [osg-users] Paging strategies for road tiles
Hi all,
My application involves road vehicles driving down long roads. Approx 1000
km
Hi all,
My application involves road vehicles driving down long roads. Approx 1000 km
of continuous road. The problem is that I can only hold about 100 km of road
before system memory runs out. Plan B then naturally falls on some sort of
paging strategy. I rewrote the software so it generates
to be the same problem. For Alexandre, updating to the latest SVN
version seems to solve the problem. But not for me.
I'm guessing some missing parameter in the Cmake file for osgAL, but I can't
see where...
Maybe someone on this list can give me some advice.
Best regards
Björn Blissing
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