[osg-users] GPU Monitoring for OSG
Hi, What software can I use to monitor how much of the graphics card is used when I run a certain application, that uses OSF? I want to see how much my application uses the GPU Thank you! Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15172#15172 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Surface smoothing
Hi, I have a Vec3Array of points and the associated triangles generated using the DelaunayTriangulator. Is there any way of making the surface more smooth (now it's really pointy because of the triangles). From these points and triangles I have created a Geometry and added it to a Geode. I have tried using Code: osgUtil::TriStripVisitor tsv; tsv.stripify( *geometry ); to minimize the number of triangles, but it seems not to be working, as the number of triangles is the same after the operation; Is there anything do any additionally? Also, I tried using the SmoothingVisitor Code: osgUtil::SmoothingVisitor sv; geode-accept(sv); but there is no visible result. What do you recommend using or am I missing something in the code? Thank you! Cheers, Nadia[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14682#14682 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] triangulation
Hi, Besides adding the triangles, as a primitive set, you also have to set the vertex array dor the geometry, like this: Code: triangleGeometry-setVertexArray(points); This should make it visible, but the surface will look flat, as the triangulation does not generate normals for the triangles; you could use the SmoothingVisitor to do this, so your code should look like this: Code: osg::Geometry* triangleGeometry = new osg::Geometry(); triangleGeometry-addPrimitiveSet(d); triangleGeometry-setVertexArray(points); osg::Geode* geode=new osg::Geode(); geode-addDrawable(triangleGeometry); osgUtil::SmoothingVisitor sv; geode-accept(sv); Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14578#14578 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry drawable color after Triangulation
Thank you, J-S, but unfortunately the object still looks flat :( Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14484#14484 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry drawable color after Triangulation
Hi ulrich, Thank you very much, now I can see it just fine! Another question, though, because I am new to osg, and probabily this is the next step I want to do the previous code: does osg have any functions for smoothing a surface? or should I implement it manually? Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14503#14503 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems with tutorial on Handling Keyboard Input to Update a Callback
Hi, I've just started using osg, and i've tried the tutorials, like the Handling Keyboard Input to Update a Callback tutorial, and i wrote the following code: Code: osgViewer::Viewer viewer; ObjectManipulator* displayHandler = new ObjectManipulator(); viewer.addEventHandler(displayHandler); viewer.setSceneData(geode); viewer.setUpViewInWindow(100, 100, 800, 600); viewer.run(); and Code: #include osgGA/GUIEventHandler class ObjectManipulator: public osgGA::GUIEventHandler { public: virtual bool handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa); virtual void accept(osgGA::GUIEventHandlerVisitor v) { v.visit(*this); }; }; bool ObjectManipulator::handle(const osgGA::GUIEventAdapter ea,osgGA::GUIActionAdapter aa) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { switch(ea.getKey()) { case 'w': std::cout w key pressed std::endl; return false; break; default: return false; } } default: return false; } } The problem is that it never gets inside the case(osgGA::GUIEventAdapter::KEYDOWN) instruction; Do I need to include anything else? or why doesn't it work? Thank you! Nadia[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14433#14433 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with tutorial on Handling Keyboard Input to Update a Callback
Thank you very much ulrich, it was exactly what i needed Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=1#1 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Geometry drawable color after Triangulation
Hi, I have tried applying a DelaunayTriangulator on a set of points and generating the wireframe and the solid model, from the triangles that the DelaunayTriangulator generates. The wireframe model looks really great, but the solid one has the same color on all the faces, so I cannot distinguish it as an 3D object. What should I set in order to see the 3D model, not just a big chunk of the same color? The code I used looks like this: Code: char* fileName = argv[1]; //read the points osg::Vec3Array* points = new osg::Vec3Array(); unsigned nPoints = ReadFile(fileName,points); if (nPoints == -1) return 0; osg::Geometry* geometry = new osg::Geometry(); // Generate the triangles osg::ref_ptrosgUtil::DelaunayTriangulator triangulation = new osgUtil::DelaunayTriangulator(points); triangulation-triangulate(); //set the points and triangles geometry-setVertexArray(points); geometry-addPrimitiveSet(triangulation-getTriangles()); //set the color osg::Vec4Array * colors = new osg::Vec4Array(1); colors-push_back(osg::Vec4d(0.0,1.0,0.0,1.0)); geometry-setColorArray(colors); geometry-setColorBinding(osg::Geometry::BIND_OVERALL); //create geode and add the geometry osg::Geode* geode = new osg::Geode(); geode-addDrawable(geometry); //create StateSet and add it to the geode osg::StateSet *set = new osg::StateSet(); set-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON); set-setMode(GL_LIGHTING, osg::StateAttribute::ON); osg::PolygonMode* polymode = new osg::PolygonMode; polymode-setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE); set-setAttributeAndModes(polymode,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); geode-setStateSet(set); //view the result osgViewer::Viewer viewer; viewer.setSceneData(geode); viewer.setUpViewInWindow(100, 100, 800, 600); viewer.run(); Thank you! Cheers, Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14462#14462 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Geometry drawable color after Triangulation
Hi, ulrich As you suggested, I tried both the methods, but the model still looks flat; aparently, the Triangulator does not return any normals and i also tried this: Code: osgUtil::SmoothingVisitor* smoothing = new osgUtil::SmoothingVisitor(); smoothing-apply(*geode); but still, no result :( Nadia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14464#14464 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org