Re: [osg-users] Bug in viewer

2008-11-26 Thread Tugkan Calapoglu
at 8:02 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: Hi all, I observe a problem in my own application and also on osgviewer. There are two images that show the problem attached to the email. I use following command: osgviewer --window 0 0 1280 1024 cow.osg After 3D window appears I press S

Re: [osg-users] Bug in viewer

2008-11-26 Thread Tugkan Calapoglu
26, 2008 at 10:14 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: I use KDE 3.5.7 on Suse10.3. I tested with Gnome (buggy) and FVWM (seems ok). I also made a test with a different computer with Suse10.3 and the same KDE version. There it works. An important difference is that my machine (where

Re: [osg-users] Bug in viewer

2008-11-26 Thread Tugkan Calapoglu
Then everything looks ok. Actually, any type of interaction with the window (for example moving it) seems to solve the problem. Hi, what happens when you make it fullscreen and then windowed again? jp Tugkan Calapoglu wrote: Hi Robert, This is not a Gnome only problem. KDE and Gnome

Re: [osg-users] Bug in viewer

2008-11-26 Thread Tugkan Calapoglu
Robert Osfield wrote: Hi Tugkan, On Wed, Nov 26, 2008 at 11:05 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: This is not a Gnome only problem. KDE and Gnome both have it. Only FVWM worked. (I didn't try with any other WM). Um.. just re-read your post and it kinda looked like Gnome had

[osg-users] Performance comparison with older OSG versions

2008-12-04 Thread Tugkan Calapoglu
Hi All, I have been working on performance issues because after we ported our engine to OSG2.7.6 we lost some performance. In my tests I am using a complex town database which is pretty representative for our applications. I use osgviewer for the tests. I tested with several versions of OSG

Re: [osg-users] Performance comparison with older OSG versions

2008-12-08 Thread Tugkan Calapoglu
me some pointers? Tugkan Robert. On Thu, Dec 4, 2008 at 12:13 PM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: Hi All, I have been working on performance issues because after we ported our engine to OSG2.7.6 we lost some performance. In my tests I am using a complex town database which

Re: [osg-users] Performance comparison with older OSG versions

2008-12-08 Thread Tugkan Calapoglu
-openscenegraph.org -- Tugkan Calapoglu - VIRES Simulationstechnologie GmbH Oberaustrasse 34 83026 Rosenheim Germany phone+49.8031.463641 fax +49.8031.463645 email[EMAIL PROTECTED] internet www.vires.com - Sitz

Re: [osg-users] Performance comparison with older OSG versions

2008-12-08 Thread Tugkan Calapoglu
Robert Osfield wrote: Hi Tugkan, On Mon, Dec 8, 2008 at 11:04 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: With printf's I ensured that the mutex code was not called in ref() and unref(). Here are the results (removed printfs before measurement :) ): No ref_ptr : ~1.15 ms ref_ptr but thread

Re: [osg-users] Performance comparison with older OSG versions

2008-12-10 Thread Tugkan Calapoglu
that for this model and camera position enabling/disabling thread safe ref/unref makes around 20% performance difference. I thought GCC builtins should reduce this. Tugkan Robert Osfield wrote: Hi Tugkan, On Mon, Dec 8, 2008 at 11:04 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: With printf's I

Re: [osg-users] Performance comparison with older OSG versions

2008-12-10 Thread Tugkan Calapoglu
Intel Core2 2.66GHz tugkan Robert. On Wed, Dec 10, 2008 at 12:43 PM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: Hi Robert, I changed cmake files to ignore automatic selection and choose _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS. After a recompile I do not see a difference in the performance

Re: [osg-users] scene graph access in multithreaded mode

2008-09-05 Thread Tugkan Calapoglu
Hi Robert, Hi Tugkan, On Wed, Sep 3, 2008 at 9:56 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote: I am porting an application from OSG0.99 to latest SVN version. Wow, climb aboard the time machine :-) I know :). We never had the time slot for the upgrade until now. I have implemented

[osg-users] sRGB frame buffer

2009-10-29 Thread Tugkan Calapoglu
Hi, I couldn't find sRGB related GLX tokens in the source code so it looks like sRGB color space is not supported by OSG at the moment. Am I right or did I miss something? Does anybody here have experience with sRGB frame buffers under Linux with NVidia hardware? tugkan

[osg-users] Render to texture and Shadows

2009-11-03 Thread Tugkan Calapoglu
Hi All, I am using Light Space Perspective Shadow Maps for shadowing. I would like to render the shadowed scene to a texture, so I have another camera on top of the shadowed scene. It looks like following: root | RTTCamera | ShadowedScene I also render a small sized screen aligned quad which

Re: [osg-users] sRGB frame buffer

2009-11-03 Thread Tugkan Calapoglu
I found out that one can simply call stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON); to enable sRGB mode. An explicit OSG support is not necessary. I didn't try something like this with sRGB texture formats yet. tugkan Tugkan Calapoglu wrote: Hi, I couldn't find sRGB

Re: [osg-users] Render to texture and Shadows

2009-11-04 Thread Tugkan Calapoglu
more chance to work as intended. I apologize for trouble. Wojtek Lewandowski - Original Message - From: Tugkan Calapoglu tug...@vires.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Tuesday, November 03, 2009 9:10 AM Subject: [osg-users] Render to texture

Re: [osg-users] RTT slave views and multi-threading

2010-01-13 Thread Tugkan Calapoglu
13, 2010 at 11:34 AM, Tugkan Calapoglu tug...@vires.com wrote: Hi All, I am using a slave view for rendering the scene to a texture. Initially I tried with a camera node, however, this did not work well due to a problem in LiSPSM shadows and I was suggested to use RTT slave views. My setup

Re: [osg-users] RTT slave views and multi-threading

2010-01-14 Thread Tugkan Calapoglu
, 2010 at 11:34 AM, Tugkan Calapoglu tug...@vires.com wrote: Hi All, I am using a slave view for rendering the scene to a texture. Initially I tried with a camera node, however, this did not work well due to a problem in LiSPSM shadows and I was suggested to use RTT slave views. My setup

Re: [osg-users] RTT slave views and multi-threading

2010-01-14 Thread Tugkan Calapoglu
hi Jp, unfortunately that method is easy but very slow. I think it also uses glGetTexImage. cheers, tugkan Hi Tugkan, Tugkan Calapoglu wrote: Hi Robert, Wojciech my initial guess was that the lengthy draw dispatch of the master view and failing cull draw parallelism was the result

Re: [osg-users] RTT slave views and multi-threading

2010-01-14 Thread Tugkan Calapoglu
rather than glGetTexImage, so I was wondering if there is a way to obtain the osg::FBO pointer from the camera? cheers, tugkan Hi Tugkan, On Thu, Jan 14, 2010 at 12:00 PM, Tugkan Calapoglu tug...@vires.com wrote: unfortunately that method is easy but very slow. I think it also uses

Re: [osg-users] RTT slave views and multi-threading

2010-01-14 Thread Tugkan Calapoglu
Hi Jp, my initial implementation used osg:Image attached to a camera and it was just as slow. I will see what I can do with PBO's. regards, tugkan Hi, Tugkan Calapoglu wrote: hi Jp, unfortunately that method is easy but very slow. I think it also uses glGetTexImage. You might

Re: [osg-users] RTT slave views and multi-threading

2010-01-14 Thread Tugkan Calapoglu
Hi Robert, yes one frame latency is OK. Is there an example about the PBO usage? osgscreencapture seems to be about getting the data from frame buffer not from an RTT texture. tugkan Hi Tugkan, On Thu, Jan 14, 2010 at 12:31 PM, Tugkan Calapoglu tug...@vires.com wrote: I know that getting

[osg-users] HW swap synching with swap groups/barriers

2010-01-18 Thread Tugkan Calapoglu
Hi All, I have to implement swap synchronization on Linux with NVidia HW. I saw in the mailing list that there was some discussion on this subject sometime in 2008 (topic: Feedback sought on osgViewer swap ready support for clusters). There was even a code submission. However, I can't find any

Re: [osg-users] HW swap synching with swap groups/barriers

2010-01-19 Thread Tugkan Calapoglu
@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org . -- Tugkan Calapoglu - VIRES Simulationstechnologie GmbH Oberaustrasse 34 83026 Rosenheim Germany phone+49.8031.463641 fax +49.8031.463645 emailtug

[osg-users] Explosion effect under an osg::MatrixTransform

2010-01-29 Thread Tugkan Calapoglu
Hi, in one of our old applications we use osgParticle::ExplosionEffect which is made child to an osg::MatrixTransform. This code is relatively old and was tested with OSG 0.99. The problem is, with new OSG (2.9.6) explosion effect is always at the center of the scene (at 0,0,0) even though

Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Tugkan Calapoglu
Hi, Following method is from ive plugin, ReaderWriterIVE.cpp. Is #if 1 forgotten here? In some other methods ive::Exception is caught within the plugin. In this method, however, the exception goes out of the plugin and has to be handled in the application. virtual ReadResult

[osg-users] Using GLObjectsVisitor with DrawThreadPerContext

2009-08-05 Thread Tugkan Calapoglu
Hi, In our application we create new objects in runtime. Most of the time newly created objects are not in frustum in the beginning hence they do not result in a stutter But, when the object comes into the frustum texture download and display list creation results in stutters. It is

[osg-users] OcclusionQueryNode and multithreading

2010-07-05 Thread Tugkan Calapoglu
Hi, I tried osgocclusionquery example with a city model we have and observed that it can reduce the number of rendered objects significantly. However, osgocclusionquery example can not make parallel rendering. I tried with all threading modes and saw that draw always starts *after* cull is

[osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Tugkan Calapoglu
Hi all, we have a performance problem where the draw thread seems to be the bottleneck. The target hw has 8 cores and a single GPU. We already run cull and draw in parallel but parallelizing draw itself would also help. So I tried following setup: 2 windows 2 cameras (each on one window)

Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Tugkan Calapoglu
on the needs of your scenes and your application. Since I don't know anything about these specifics I can't provide any direction. Robert. On Wed, Aug 18, 2010 at 9:14 AM, Tugkan Calapoglu tug...@vires.com wrote: Hi all, we have a performance problem where the draw thread seems

Re: [osg-users] Parallel draw on a multi-core, single GPU architecture

2010-08-18 Thread Tugkan Calapoglu
performance hungry, it becomes bottleneck earlier. tugkan Hi Tugkan, On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu tug...@vires.com wrote: We observe that, as our databases grow, the performance requirement for draw thread grows faster than cull. In the long run, draw will be a serious