Re: [osg-users] Precipitation and VBO

2010-03-16 Thread Farshid Lashkari
On Mon, Mar 15, 2010 at 9:09 AM, Guy Volckaert guy.volcka...@meggitt.comwrote:

 As promised, I modified the osgprerender example to include a single
 instance of the precipitation effect and I was able to reproduce the
 problem.


This sounds exactly like the problem I experienced a while back. Here is a
link to the message from the archive:

http://www.mail-archive.com/osg-us...@openscenegraph.net/msg06721.html

-Farshid
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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Guy Volckaert
As promised, I modified the osgprerender example to include a single instance 
of the precipitation effect and I was able to reproduce the problem.

Guy

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25686#25686




Attachments: 
http://forum.openscenegraph.org//files/osgprerender_175.cpp


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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread Robert Osfield
Hi Guy,

On Mon, Mar 15, 2010 at 4:09 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
 As promised, I modified the osgprerender example to include a single 
 instance of the precipitation effect and I was able to reproduce the problem.

I've just tried out the example and it performs fine on my Linux
system.  I have a mid range ATI graphics card on this system, much
lower spec than your hardware so it's pretty likely to be a driver
issue.

Robert.
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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread J.P. Delport

mmm, seems like it's happening here too.

I get 135fps without the precipitationEffect attached and 1.5 with. I 
also get what looks like lines instead of drops (see attached). Linux 
32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on 
another machine.


jp

Guy Volckaert wrote:

As promised, I modified the osgprerender example to include a single instance 
of the precipitation effect and I was able to reproduce the problem.

Guy

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25686#25686




Attachments: 
http://forum.openscenegraph.org//files/osgprerender_175.cpp



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Re: [osg-users] Precipitation and VBO

2010-03-15 Thread J.P. Delport



J.P. Delport wrote:

mmm, seems like it's happening here too.

I get 135fps without the precipitationEffect attached and 1.5 with. I 
also get what looks like lines instead of drops (see attached). Linux 
32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on 
another machine.


32-bit machine with GTS250, same nvidia driver, seems OK. 2200fps 
without precip, 600fps with and no artifacts as on the 7400Go.


jp




jp

Guy Volckaert wrote:
As promised, I modified the osgprerender example to include a single 
instance of the precipitation effect and I was able to reproduce the 
problem.


Guy

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Read this topic online here:
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Attachments: http://forum.openscenegraph.org//files/osgprerender_175.cpp


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Re: [osg-users] Precipitation and VBO

2010-03-13 Thread Robert Osfield
Hi Guy,

It sounds like your setup is falling back to software rendering for
some reason. The 7950 should be able to handle it just fine so there
must be something in the driver or something in your setup.  I'm
afraid I can't really provide must guidance on what it might be, try
other drivers, different pixel formats etc.

Robert.

On Sat, Mar 13, 2010 at 1:38 AM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
 Hi,

 I am experiencing VERY bad performance (i.e 1 FPS) when I enable 
 precipitation on my Dell laptop (XPS 1710) that uses a GeForce 7950 graphic 
 card (dell driver version 179.xx).

 But here's the kicker... the performance is fine when running on any other 
 desktop systems that has a more recent graphic card (for example a 8800 GTX). 
 I kinda understand that it would run faster, but never expecte a drop to 1 
 FPS on a 7950, especially when there is ABSOLUTELY nothing in the scene.

 I've reduced my application to the bare minimum to isolate the problem. All I 
 have in my scene graph is a pre- post- camera used to render my scene to a 
 texture (using the render-target-implememtation functions of the 
 osg::camera), and an instance of precipitation effect.

 I tried using different render-target-implementation technique (like 
 FRAME_BUFFER) but that did not change anything.

 If I bypass the render-target-implementation (i.e I bypass the 
 osg::camera::attach() method), keep the pre-camera, and remove the 
 post-camera, then everything work fine (running at 60fps).

 Can someone shed some light on why the the render-target-implementation would 
 affect osg::PrecipitationEffect (or vice-versa).

 Note: The problem is not the precipitation effect because I compared my 
 implementation with the osg precipitation example and they are the same. When 
 I run the example the frame rate is 60fps (which is the same as my app when I 
 bypass the rendet to target).

 Cheers,
 Guy

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Re: [osg-users] Precipitation and VBO

2010-03-13 Thread Guy Volckaert
I will modify the precipitation example to include a render-target 
implementation and see if I can reproduce the problem. If I am successful, I 
will post the example on the forum so that someone can review the 
implementation. Like you said Rob, I may have a bad setup and I just don't know 
it.  

Guy

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[osg-users] Precipitation and VBO

2010-03-12 Thread Guy Volckaert
Hi,
 
I am experiencing VERY bad performance (i.e 1 FPS) when I enable precipitation 
on my Dell laptop (XPS 1710) that uses a GeForce 7950 graphic card (dell driver 
version 179.xx).

But here's the kicker... the performance is fine when running on any other 
desktop systems that has a more recent graphic card (for example a 8800 GTX). I 
kinda understand that it would run faster, but never expecte a drop to 1 FPS on 
a 7950, especially when there is ABSOLUTELY nothing in the scene. 

I've reduced my application to the bare minimum to isolate the problem. All I 
have in my scene graph is a pre- post- camera used to render my scene to a 
texture (using the render-target-implememtation functions of the osg::camera), 
and an instance of precipitation effect. 

I tried using different render-target-implementation technique (like 
FRAME_BUFFER) but that did not change anything. 

If I bypass the render-target-implementation (i.e I bypass the 
osg::camera::attach() method), keep the pre-camera, and remove the post-camera, 
then everything work fine (running at 60fps). 

Can someone shed some light on why the the render-target-implementation would 
affect osg::PrecipitationEffect (or vice-versa).

Note: The problem is not the precipitation effect because I compared my 
implementation with the osg precipitation example and they are the same. When I 
run the example the frame rate is 60fps (which is the same as my app when I 
bypass the rendet to target). 

Cheers,
Guy

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