Hi,
I investigated this a bit more. I believe I have arrived at the bottleneck.
I stepped through the BufferObject code (which ImageStream uses via the derived
class PixelBufferObject) and found that every time the dirty() method is called
on osg::Image, in the osg::Texture that uses this
SMesserschmidt, thank you for your reply. However, I had already set the
NPOT-resizing hint to false for all the textures I am using. This was the case
when the previously attached benchmark results were created.
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I am trying to use PBOs to do texture upload/update of an osg::Image in a
thread different from the rendering thread, and render the same. I have created
a plugin that simply updates a simple buffer (filling every channel of every
pixel in the buffer with a value that varies over time from 0 to
Hi,
I am trying to develop a plugin which loads IGES file. I am getting Indexed
triangle list using OpenCascade. I am using osgUtil::smoother to calculate
normals. on final mesh.
My problem is that i get proper normals in OSG 3.0.1. But in OpenSceneGraph
2.9.12 i dont get any normals (i cant
Hi,
Thank You for your reply !
But the issue is thst I am creating a plugin for one proprietary SDK based on
OSG. I dont have access to source code of OSG they are using. I built my plugin
with binaries provided by them and OSG 3.0.1.
What could be the bug if you have any idea ?
Thank you!
Then you can copy the SmoothingVisitor source code from 3.0.1 into your
plugin in order to use that non-faulty code.
Yes ! I will try to do that and let you know of the results.
But as i said I also tried with manual normal calculations they are also not
working.
Thank You
-Abhishek
Hi,
Ok !!
I found a rather strange solution.
If I add _SECURE_SCL=0 to preprocessor definitions in VS2008 it works fine for
osg 2.9.12 also.
I dont understand the problem :(
Thank you!
Cheers,
Abhishek
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Hi,
I find that uploading textures in OpenScenegraph, seems to hit performance
(rendering rates) drastically.
Please find attached the code I have used to produce the following benchmarks.
I have done 2 benchmarks:
a) Using osgdb_ffmpeg to read full HD AVI file's frames (1920x1080 25FPS) into
Hi Robert,
I will test with this fix and let you know.
Abhishek
robertosfield wrote:
Hi Abhishek,
I've been doing a code review of the code associated with the stack
trace and I suspect the static variables in the
osg::getGLExtensionDisableString() function could be the cause, one
way
Hi,
So I tried with
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
Its working just fine. There is no crash.
Thank you!
Cheers,
Abhishek
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What compilers and version are you compiling against?
gcc 4.4.5
Does the crash happen when running from a console?
Yes I ran osgwindowsd from console five times out of which three time it gave
me segmentation fault and 2 times it terminated by itself.
Does it happen in release build
Hi,
I am trying to run osgWindows example on Debian 6.0.7 (squeeze) with OSG
version 3.0.1. I am using Eclipse 3.7 (indigo) as IDE. The problem is that this
example runs fine on windows but its crashing on linux for me. Many times it
terminates by itself and other times it gives following
Hi,
I am trying to get line thickness using osg::LineWidth on a
TexturedQuadGeometry but I cannot get it working.
Does it not work on TexturedGeometry ?
Basically i want to get a border on my textured quad using this.
here is sample in which its reproduced
Image size is 300x200
Code:
Hi,
Ohkay !
I will look at that example.
Thank you!
Cheers,
Abhishek
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Hi,
Ok I tried setting osg::NotifyLevel to DEBUG_INFO but its not giving any error.
Please give me some direction to look at.
Thank you!
Cheers,
Abhishek
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and work on how to work best
with the design of the OSG. The OSG is designed to allow single
threaded updates of the scene graph during the update and event
traversals.
Robert.
On 23 February 2013 05:42, Abhishek Bansal wrote:
Hi,
In my scene graph I have root node and I am
Hi,
In my scene graph I have root node and I am doing deletion/addition of nodes
in scenegraph at run time from a different thread than main thread. These nodes
are simple textured quads and are having dynamic textures. Data variance of
root node as well as these child nodes is set to
Hi,
Yeah Sure !!
Actually previously i was using TexuredQuad which was not showing up any
textures when i used shader. I changed it to Box and it worked.
Thank you!
Cheers,
Abhishek
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Hi,
I have just started with OpenSceneGraph. I am working on a project in which i
need to capture frames from a video source and render them as texured quads. I
need to enable transparency on these textures but my problem is that frames i
am grabbing are in RGB format so need to add an alpha
Hi,
Okay guys the problem has been solved !!
thanx for approving my post in just 5 days :(
Thank you!
Cheers,
Abhishek
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