[osg-users] Confused by rendering loop

2013-04-11 Thread Paul Heraty
Hi, I'm using some profiling tools to try to understand how to optimize an OSG application built on osgviewer. In fact, for the purpose of this question, I am just running osgview cow.osg. When I look at the rendering calls, I can see that glDrawArrays get's called around 4000 times at

Re: [osg-users] osgviewer render loop profiling

2013-04-11 Thread Paul Heraty
Hi, I think I see why. It seems that osgviewer is using display lists for drawing. Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53543#53543 ___ osg-users mailing list

Re: [osg-users] osgviewer render loop profiling

2013-04-11 Thread Paul Heraty
Thanks Robert - that explains what I'm seeing, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53545#53545 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Does OSG support ES2.0?

2013-01-17 Thread Paul Heraty
Hi Preet, that worked a treat! I now have the statistics text workong on ES2 for my app! Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51998#51998 ___ osg-users mailing

Re: [osg-users] Does OSG support ES2.0?

2013-01-08 Thread Paul Heraty
Hi Preet, Do you have a copy of the shaders in that code that you can share please: shaders/NoShading_vert.glsl shaders/NoShading_frag.glsl Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51841#51841

[osg-users] Does OSG support ES2.0?

2013-01-04 Thread Paul Heraty
Hi, According to the 3.0 release notes, OSG introduces support for OpenGL ES 1.1, OpenGL ES 2.0. I'm using OSG 3.1.1, and I have built an application which works fine when I compile OSG to use OpenGL. It's a pretty simple app that reads in a textured 3DS model and displays it. However, when

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Paul Heraty
Hi Jorge, first off, thanks for the quick reply! My model is being read in correctly. In fact, I can display it using the shaders I've attached above. What I'm concerned about are two things: 1/ Why all the warnings appear that I posted above? I attached the shader program to the root node,

Re: [osg-users] Does OSG support ES2.0?

2013-01-04 Thread Paul Heraty
Hi, after removing everything from my SG except the node with the 3DS model, I now see only a few warnings in the logfile. After the shaders are compiled and textures loaded, I get Code: Warning: detected OpenGL error 'invalid enumerant' at After Renderer::compile openGL extension '' is not

[osg-users] Skybox blocks out other model data

2012-12-05 Thread Paul Heraty
Hi, I have an OSG app setup where I load in a relatively large model. The bounding sphere is centered at 0,0,0 with a radius of 5. I have copied the skybox code from the osgvertexprogram, and set the radius of the sphere to 100,000. However, when I run the app now, All I see is the

Re: [osg-users] Skybox blocks out other model data

2012-12-05 Thread Paul Heraty
Found the answer. The code in the example resets the depth buffer to 1.0 before drawing the skybox. This means that all depth info is effectively cleared from the z buffer, and the skybox overwrites everything then. Not sure how this code worked in the example, but removed the z-clear from my