Hi,
I managed to compile OSG 3.2 with GL3.h header. In CMAKE, I have checked
only OSG_GL3_AVAILABLE .
However, when I run osgviewer.exe cow.osg, I get the following problem.
Warning: TexGen::apply(State) - not supported.
Warning: Material::apply(State) - not supported.
Hi,
Noted with thanks!
Thank you!
Cheers,
Boon
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Hi Robert,
My team have traced to using hardware generation of mipmaps as the reason
why the compressed texture loads slower than uncompressed texture. We do not
know the exact reason and have reproduced the same behaviour across NVIDIA and
Intel-based GPU on both Linux and Windows system.
.
Will appreciate if somebody can enlighten me on this. Thanks in advance.
Kind Regards,
Boon Wah
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,
Boon Wah
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4000 integrated graphics. It appears that it may be unavailable and that is in
line with your explanation.
Thank you!
Regards,
Boon Wah
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Hi,
I have a special problem where I have a model that is flat planar and I
need to clamp onto a terrain with small elevation values.
There will be fighting over z-buffer for this two objects. I need to clamp
this model on top of the terrain so that there would not be any z-buffer
Hi,
I notice that glCompressedTexImage2D takes the longest time during texture
loading. Can I understand what does this function actually does?
I thought the texture decompression is handled by GPU, and loading to GPU
actually should be significantly fast. In my testing, uncompress
Hi,
I tried --compression flag and --compression-dxt1 flag in OSGDEM. However,
when I step through OSG when I view the IVE, I noticed that the texture
compression all defaults to SCTC-DX1. The size of the compiled textures are the
same.
Can anybody advise on how to select the ARB
Hi,
I am compiling a large satellite imaginary using OSGDEM.
As I want to reduce the size of the texture to a minimum, I worked only
with gray-scale 8-bit satellite imaginary.
Is there any way that I can choose a suitable texture format that
represents only 8-bit gray-scale
on the loading time. This pre-cache can actually reduce the
latency to load the tile by a few hundred ms which is actually quite crucial
for my application.
Thanks for advising me.
Kind Regards,
Boon Wah
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, and it will be beneficial
if we could do all these on GPU itself, rather than using CPU memory space.
Kind Regards,
Boon Wah
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set was provided
with a DEM map.
What I have found out is that the first set initial load time is much
faster (more than 10x) than the second set. Why is this so, even the size of
the textures and the number of vertices remain the same for the 2 sets?
Thank you!
Cheers,
Boon Wah
. My each tile size is around 8MB. For the flat terrain database, the
load time is almost instantaneous ( 1s ).
Thank you!
Cheers,
Boon Wah
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Hi,
Can I know how did you contact Nvidia over this?
I am still trying to get a GL context on a Windows machine for my Tesla
M2070Q.
Thank you!
Cheers,
Boon Wah
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is Unable to restore current OpenGL rendering
context. Reason: The pixel format is invalid.
Is there any way to 'trick' OSG / OpenGL into using the GPU adapter instead?
Thanks.
Regards,
Boon Wah
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Hi,
I am using the Tesla card with a Quadro label. According to forum, there
are normal graphics capabilities. As my hardware is blade-class, I had to use
this option.
Cheers,
Boon Wah
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Hi,
I played with a variety of settings like varying LOD in the viewer, setting
bound volume, range during the LOD building process, but is still unable to
achieve my goal.
In short, I wanted to aggressive load in new tiles with the DatabasePager.
In this case, I wanted to pre-load
to modify the pager such that it caches all my tiles prior
to performing rendering? I understand it defeats the purpose of paging, but in
this way the loading time of the tiles can be controlled. I hope somebody can
guide me in doing this.
Thanks for your help.
Kind Regards,
Boon Wah
Hi all,
Thanks for all of your replies. I will re-look and see how best to optimise
my code.
Thanks again!
Kind Regards,
Boon Wah
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I will like to ask for some help on decreasing the latency for database pagers.
I have basically a fly-pass scene, with the terrain generated by VPB. I require
every frame to be generated within a 30ms timing. I note that there are a
portion of frames (about 15%, well-spread across) that misses
my fly-pass. What I wanted to know is how can I do this
easily? I am looking at the direction of building a customiser pager to
pre-load all the tiles (of course limited by my memory).
Kind Regards,
Boon Wah
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