Hi everyone,
I've seen a lot of threads on performance issues in the mailing list but none
of them seemed to address my particular problem precisely, either because the
problem description was vague or the replies were covering a matter far too
vast to include everything in a single
Users
Subject: Re: [osg-users] Multi-view Performance Issue with Statesets
Drolet, Frederic wrote on 2010-03-12:
osg::ref_ptrosg::StateSet lStateSet = mGeometrie-
getOrCreateStateSet();
lStateSet-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
OpenGL performance is very sensitive to state
Hello J.P.,
I see it's a good thing this thread got my attention! I have similar missing
texture issues in another application that creates and deletes window contexts
applied to viewer slaves (also created and deleted dynamically). Here's the way
we create our textures:
Hello Aydin,
See current thread CompositeViewer context cleanup and missing textures for
real-time solution!
Cheers,
Frederic Drolet, M. Sc.
Computing Solutions and Experimentations | Solutions informatiques et
expérimentations
Systems of Systems | Systèmes de systèmes
DRDC Valcartier | RDDC
Hello Frank,
You should try to create the 52 models cache outside the rendering tree (in a
separate list or a distinct tree detached from the camera). Even if the
visibility is turned off, I think the rendering visitors (update, cull, etc.)
are still browsing the whole tree. Also, don't
try not calling the Optimizer to see
if makes a difference. It's possible that the original database also
has this options set, but for most databases it'll be off, which is
the default.
Robert.
On Thu, Oct 8, 2009 at 8:21 PM, Drolet, Frederic
frederic.dro...@drdc-rddc.gc.ca wrote:
Hello,
I'm
Hello,
I'm having trouble with textures on slave cameras added to an osgViewer.
Textures won't appear if I add the slaves after a first call to
osgViewer::frame().
My application is composed of a rendering thread calling osgViewer::frame()
every 15 ms (for a 60 Hz framerate) and a main
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