Hi Alfonso,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the
timer problems are solved.
Hmmm, it was just a guess anyways. I have never really seen timer
inaccuracies of the order you describe... I'm a
Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
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Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
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Hi Robert, Alfonso,
I still find it curious that your timer is so erratic, the problems
that you are having certainly aren't something that lots of people
have problems with, yet the task of moving objects around is very
common indeed.
One thing to check, on Windows XP systems with dual-core p
Hi Alfonso,
I still find it curious that your timer is so erratic, the problems
that you are having certainly aren't something that lots of people
have problems with, yet the task of moving objects around is very
common indeed.
Robert.
On Mon, Jan 26, 2009 at 11:02 AM, Alfonso Callejo Goena
wro
Hi Robert:
I have two ways of performing the displacement:
-- time = nv->getFrameStamp()->getSimulationTime();
mT.makeTranslate( vehSpeed*time, 0., 0. );
-- mT.makeTranslate( dist, 0., 0. );
dist=dist+avgTime*vehSpeed; // avgTime is the average time per callback
In the first case jumps ap
Hi Alfonso,
Is it possible to disable the second core? It'd be interesting to see
if this affects the quality of the results from the timer.
Also are you running your app with vsync enabled?
Robert.
On Thu, Jan 22, 2009 at 9:22 AM, Alfonso Callejo Goena
wrote:
> I'm using a Core 2 Duo 1.8 GHz
I'm using a Core 2 Duo 1.8 GHz 3 GB and a GeForce 8600 512 MB.
I have seen that some jumps come when the time between callbacks is between
the average 0.016 s and 0.040 s, and others with a delta time higher than
0.040 s. I can understand the latter jumps, but not the former...
I will try what Jim
HI Alfonso,
What hardware/OS platform are you working on? I'm wondering if the
timer code is not producing consistent results, as even if frame rate
changes that speed that an object moves should be related to the time
delta between frames.
Robert.
On Wed, Jan 21, 2009 at 4:30 PM, Alfonso Calle
I have disabled the "threaded optimization" of my nvidia GPU and the
simulation runs significantly smoother.
However, if the vehicle's speed is high, the jumps reappear. I have also
examined the osggeometry example, as Paul suggested, and the effect is also
present, though not so clear (this could
>I am trying to move a vehicle on scene by means of an update callback. It
>should be a realistic simulation, and I want the vehicle to move, for
>instance, at a constant velocity of 5 m/s.
>The callback function I have written has the following aspect:
If the frame-rate surges/stalls often, you
Alfonso Callejo Goena wrote:
I have changed the line
double t = osg::Timer::instance()->time_m()/1000;
by
double t = nv->getFrameStamp()->getSimulationTime();
and the rough behaviour persists. In fact they are almost the same...
How does the osggeometry example run for you? Does it show t
I have changed the line
double t = osg::Timer::instance()->time_m()/1000;
by
double t = nv->getFrameStamp()->getSimulationTime();
and the rough behaviour persists. In fact they are almost the same...
Using osgSim would help me in such a simple case?
Thanks,
Alfonso
Hi Alfonso,
Use the osg::FrameStamp object that used by the OSG to record the time
of a frame, this object is maintained by the Viewer, and is passed
into the callback via the NodeVisitor. So do:
nv->getFrameStamp()->getSimulationTime();
Robert.
On Wed, Jan 21, 2009 at 9:52 AM, Alfonso Calle
There is a simulation time in the osg core. i would use this time as base of
a simulation. and my you should have a look at simulation libaray
2009/1/21 Alfonso Callejo Goena
> Hello:
>
> I am trying to move a vehicle on scene by means of an update callback. It
> should be a realistic simulatio
Hello:
I am trying to move a vehicle on scene by means of an update callback. It
should be a realistic simulation, and I want the vehicle to move, for
instance, at a constant velocity of 5 m/s.
The callback function I have written has the following aspect:
osg::Matrix mT, dmT; // global variable
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