I don't know how you perform your multi-pass rendering. But as far I understand
the nodeMask, a node is traversed if the logical AND operator between the
visitor mask and the node mask is not null. So, if you use two cameras, the
first can have a mask to 0x1 to render the subgraph Node_1 and the
On Fri, May 23, 2008 at 8:08 AM, Stephane Lamoliatte <
[EMAIL PROTECTED]> wrote:
> Hi Serge,
>
> I test the new DatabasePager with a regular pagedLOD database. Like you :
> all seems to work fine in release mode but I have a crash in debug mode.
> I work with Visual studio 2005 under Windows 2000.
On Thu, May 22, 2008 at 7:48 PM, Art Tevs <[EMAIL PROTECTED]> wrote:
> Hi Stephane,
>
> Stephane, try to put an empty shader program on the cow, just like this:
>
> cow->getOrCreateStateSet()->setAttribute(new osg::Program(),
> osg::StateAttribute::ON);
>
> I think this could help you.
> And if no
Hi Matthew,
You answer you own question already...
osg::Matrixd viewmatrix = viewer.getCamera()->getViewMatrix();
There are also getViewMatrixAsLookAt(..) method that computes the eye,
up and center for you, this can be useful for know which way to
pitch/yaw.
Robert.
On Thu, May 22, 2008 at
Hi Alejandro,
On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia
<[EMAIL PROTECTED]> wrote:
> Could this problem have something to do with the fact that I never attach my
> cameras to the Scene Graph?
Cameras in a scene graph are used for doing effects like shadows,
impostors etc, not for managin
Hi all,
I'm making some function to modify graph after some operation, and so I need
to call some simple actions in functions.
The problem is about ref_ptr :
I need to do this :
osg::ref_ptr mygroup;
[..]
mygroup = NULL;
[...]
To do that in a function, I use someting like :
addonstack(mygroup
Hi Shayne,
osgTerrain functionality has evolve alot of the last six months, so
not much is documented about it yet. VirtualPlanetBuilder has an
option for building databases using standard nodes like
osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
and still default option) an
Hi Serge and Robert,
Serge Lages wrote:
I customize the data storage. :)
My PagedLOD is really particular because it doesn't store directly
nodes, but layers (we have the texture, the terrain and the data on top
of the terrain in different layers) and our PagedLOD recover everything
and put i
Hi,
I think for a start, do not worry too much about osgterrain classes and
the osgterrain example.
Create a simple terrain using osgdem (search the list for command lines)
and load it using osgviewer. The viewer loads terrain just as it loads
normal objects. It constructs a "Database Pager"
Hi Mael,
As Art and Sebastian have mentioned, since osgShadow implements its
own shaders these will replace you own ones. This does make
integrating other effects with osgShadow difficult. Shaders are in
general difficult to combine, but osgShadow certainly doesn't make it
any easier. I think t
Hi Valary,
ImageStream is updated by a background thread. The xine-lib and
QuickTime plugins both subclass
from ImageStream and OpenThreads::Thread to provide a class that
automatically runs updates on
itself - this thread updates the image data on the ImageStream and
then calls dirty to tell the
Hi,
download osgPPU from here
http://projects.tevs.eu/osgppu
and look at the examples.
Also have a look at the osgstereomatch example. It uses multiple shaders
and multiple passes per frame. The readme explains the details.
jp
Martin Großer wrote:
Hello,
I have the following vertex and f
Hi Viggo,
You should be able to set things up using NodeMasks, as you could set
the push/pop traversal mask via a cull callback that decorates each
branch of your multipass.
Using osg::Switch would require to modify the switch during the cull
traversal which is something you should avoid if you e
Hi,
Robert Osfield wrote:
Hi Serge,
On Thu, May 22, 2008 at 3:30 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
So there must be somewhere else that isn't playing ball properly and
hasn't acquired the lock as it should.
I've reviewed all the places that read and write the
RequestQueue::_reque
On Fri, May 23, 2008 at 10:05 AM, John Vidar Larring <[EMAIL PROTECTED]>
wrote:
> Hi Serge and Robert,
>
> Serge Lages wrote:
>
>> I customize the data storage. :)
>> My PagedLOD is really particular because it doesn't store directly nodes,
>> but layers (we have the texture, the terrain and the d
Hi Lamoliatte and Stephane,
> Thanks for the confirmation, I'll try to investigate further today. It seems
> that even in release mode it's not stable, I got some weird crashes
> yesterday.
Thanks for the testing. Sorry to hear about the instabilities. Alas
at my end everything is rock solid s
Hi J.P,
On Fri, May 23, 2008 at 9:16 AM, J.P. Delport <[EMAIL PROTECTED]> wrote:
>> I've reviewed all the places that read and write the
>> RequestQueue::_requestList and they
>> all look like they acquire the _requestMutex before they use the list.
>
> are all the acquires from different threads?
Hi Vincent,
I don't know if anyone else can make sense of what you are trying to
do, based on your email, but I'm just lost. I kinda doubt the problem
is really about ref_ptr<>, but something related to the overall code
that you have written, but since I can't really spot what you intend
or what
Hi Robert
I've a ref_ptr to put to NULL, but I can't do a simple my_refptr = NULL;
I need to set it in a function.
In argument of my function, I get a ref_ptr, and in the function, I put this
ref_ptr to NULL;
I do not return anything.
but at the end (going out of the function), my original ref_p
Hi,
Robert Osfield wrote:
Hi J.P,
On Fri, May 23, 2008 at 9:16 AM, J.P. Delport <[EMAIL PROTECTED]> wrote:
I've reviewed all the places that read and write the
RequestQueue::_requestList and they
all look like they acquire the _requestMutex before they use the list.
are all the acquires from
Hi Vincent,
Vincent Bourdier schrieb:
Hi all,
I'm making some function to modify graph after some operation, and so I
need to call some simple actions in functions.
The problem is about ref_ptr :
I need to do this :
osg::ref_ptr mygroup;
[..]
mygroup = NULL;
[...]
To do t
Could be this
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/011011.html
your problem?
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
Vincent Bourdier wrote:
Hi Robert
I've a ref_ptr to put to NULL, but I can't do a simple my_refptr = NULL;
I need to set it in a function.
In argument of my function, I get a ref_ptr, and in the function, I
put this ref_ptr to NULL;
I do not return anything.
Perhaps ref_ptr::release()?
Pa
Hi,
Have you tried forcing single threaded?
maybe see this thread.
"Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia"
Don't know your setup, so I'm guessing.
jp
Serge Lages wrote:
Hi all,
I am currently using a osgViewer::viewer with slaves cameras (just like
th
Hi Manu,
I don't have an answer. Perhaps it's numerical precision issue.
Could you try out the osgUtil::IntersectionVisitor +
LineSegmentIntersector to see if it exhibits the same behaviour?
Robert.
On Fri, May 23, 2008 at 10:04 AM, Emmanuel Roche
<[EMAIL PROTECTED]> wrote:
> Hi everyone,
>
>
Hi Robert,
Yes, I also wish there was an easy wrapper around OpenThreads to help one
debug the multi-threaded execution.
What do you have in mind w.r.t an "easy wrapper around OpenThreads"?
I was hoping for something like GLIntercept (that sits between the app
and OpenGL and can trace all c
Hi
I'm not sure to understand what release() do...
> T* release() { T* tmp=_ptr; if (_ptr) _ptr->unref_nodelete(); _ptr=0;
> return tmp; }
what does unref_nodelete() do ?
what does it return really ?
Thanks
Vincent.
2008/5/23 Paul Melis <[EMAIL PROTECTED]>:
> Vincent Bourdier wrote:
>
> Hi
Hi J.P,
On Fri, May 23, 2008 at 9:53 AM, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Yes, you are right for the case where a lock is only released by the same
> thread that acquired it. This is the normal use case that e.g. scopedlock
> enforces.
Ahhh this is a different issue, as you say ScopedLoc
Hi everyone,
I've got a quite strange error here:
when I'm doing collision tests (using an osgUtil::IntersectVisitor object)
then I get the warning:
Warning: Picked up error in TriangleIntersect
(-1 0 -1, -1 0 1, 1 0 1 )
(nan, nan, nan)
I checked the code in InterectVisitor.cpp, and I r
Vincent Bourdier a écrit :
In argument of my function, I get a ref_ptr, and in the function, I
put this ref_ptr to NULL;
but at the end (going out of the function), my original ref_ptr hasn't
been modified...
Do you pass your ref_ptr by value or by reference ?
Here is an example :
ref_ptr g
Stephane,
Have you tried running with no optimizer? A while ago I dimly remember
encountering something similar with the optimiser doing funny things with
empty nodes that had state changes...
Dave
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My setup is :
WinXP, DualCore CPU, NVidia 8600 GTS, osgViewer SingleThreaded mode, one
screen and two windows
I'll try the patch suggested into this thread to see if it resolves my
problem.
On Fri, May 23, 2008 at 10:58 AM, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Have you tried forcin
Are you sure you understand the basic concept that ref_ptr together with
osg::Referenced implements?
You might want to read
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html...
The return value is the instance being pointed to by the ref_ptr
instance. When you call
Hi Serge,
The behaviour of the problem sounds a bit like contextID's aren't be
managed correctly. osgViewer/GraphicsContext should be managing the
contextID automatically for you. It would be worth double checking by
looking each windows ContextID i.e.
gc->getState()->getContextID();
You shou
Thanks for all, I'll try with reference and not by copy (I didn't think
about that)
Thanks
Regards,
Vincent.
2008/5/23 Paul Melis <[EMAIL PROTECTED]>:
> Are you sure you understand the basic concept that ref_ptr together with
> osg::Referenced implements?
> You might want to read
> http://an
Hi Robert,
> GeometryTechnique right now looks for the enclose
> osgTerrain::Terrain's SampleRatio, and
> very easily could read a VerticalExageration parameter as well.
I have now implemented the vertical scale property in
osgTerrain::Terrain as you suggested and it works great if only set onc
Hi David,
I turn off the optimizer in osgviewer and the problem stays the same.
Thanks for your help.
David Spilling a écrit :
Stephane,
Have you tried running with no optimizer? A while ago I dimly remember
encountering something similar with the optimiser doing funny things
with empty nod
It's driving me mad...
I tried deactivating things to isolate the problem, then I reactivated
everything to be sure to know where the problem comes from, and all is
working correctly with exactly the same code that was causing the problem,
my SVN repro can prove it. :)
On Fri, May 23, 2008 at 11:
Have you tried, what I have proposed before?
cheers,
Art
--- Stephane Lamoliatte <[EMAIL PROTECTED]> schrieb am Fr, 23.5.2008:
> Von: Stephane Lamoliatte <[EMAIL PROTECTED]>
> Betreff: Re: [osg-users] empty geode + shader + uniform = bug ?
> An: "OpenSceneGraph Users"
> Datum: Freitag, 23. Mai
Hi John
Probably the easiest way for me to resolve the dirty not effecting all
tiles is to try it out at my end. Could you submit your changes for
the vertical scale to osg-submissions, then I can review it, merge in
appropriate, make changes if required, then I can then easily recreate
the verti
Hi I'd like to implement slice rendering on OSG but here is some problems
OSG don't have fast transfer from FBO texture like discussed here
http://www.gamedev.net/community/forums/topic.asp?topic_id=461451
So we need transfer like this -
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT,
g_SC->gamewind
Hi All,
Looking at the enthusiasm all around new improved DatabasePager I would
also like to try my hands on it by reading data from http, but have not
much idea about how to do that. Will my node look like this for using
http database paging.
PagedLOD {
DataVariance UNSPECIFIED
nodeM
Robert Osfield wrote:
Hi John
Probably the easiest way for me to resolve the dirty not effecting all
tiles is to try it out at my end. Could you submit your changes for
the vertical scale to osg-submissions, then I can review it, merge in
appropriate, make changes if required, then I can then e
Ok, but there are next difficulty: I use function setImage for setting
new image in my thread, and this function deletes old image when it sets
new image. Therefore if updating thread updates image while main thread
updates texture then... segmentation fault.
In this case I must not to delete old I
Hi Robert,
Thanx for the info about that one. We will most certainly need multi-threaded
rendering later on.
I am currently looking into the NodeMask solution.
What about adding an array of states or shaders to a node?
This would make it possible to hold multiple shaders in one node and inde
Hi Valary,
Don't use setImage from within your frame loop until you are switching
between some fixed memory like the xine-lib plugin does.
It's better to update the data stored in the Image directly and call
dirty, or to allocate the image memory separately and disable the
deletion of the data on
Hi Viggo,
On Fri, May 23, 2008 at 12:34 PM, Viggo Løvli <[EMAIL PROTECTED]> wrote:
> What about adding an array of states or shaders to a node?
> This would make it possible to hold multiple shaders in one node and index
> them differently depending on what camera you use.
> Is that a good idea fo
On Fri, May 23, 2008 at 5:08 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> Hi Mael,
>
> As Art and Sebastian have mentioned, since osgShadow implements its
> own shaders these will replace you own ones. This does make
> integrating other effects with osgShadow difficult. Shaders are in
> gener
Hi Art,
Sorry. Yes, I simply add an empty shader on the proxy node containing
the cow and it works.
Like Robert says it is a clue to figure out where the problem come from.
I will investigate more deeper in this way and post a submission if I
find the origin of the problem.
Art Tevs a écrit
Hi,
I have the following simple program (modified texture rectangle
sample). I'm reading a set of large (1920x1080) bitmaps from disk and
swapping each callback loop. My problem is that the bmps need to be in
BGRA instead of RGBA format. Can I change the TextureRectangle in OSG to
compensate
Hi Stephane,
I was pretty sure that this would helps. This is a problem which I have already
encountered long time ago during the development of osgPPU.
The problem is that there exists an apply() method for StateAttributes (e.g.
Program) but there is no disapply() method, as I have already ask
Hello ~
I am a new to OSG.Now I'm using OSGDEM,I want to ask to question:
the different between --LOD and --PagedLOD when using osgdem
the different between --compressed and --RGBA-compressed when using osgdem
When the VPB1.0 realse?Thank you~_
On Fri, May 23, 2008 at 4:57 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> Hi Alejandro,
>
> On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia
> <[EMAIL PROTECTED]> wrote:
> > Could this problem have something to do with the fact that I never attach
> my
> > cameras to the Scene Graph?
>
> Came
Hi Mike,
You can set the internal texture format via :
texture->setInternalFormat(internalformat);
In you case setInternalFormat(GL_BGRA) might just do the trick.
As for the most efficient way to do what you are doing you'll want to
attach an osg::PixelBufferObject to a single osg::Image, and
HI GuYe,
> the different between --LOD and --PagedLOD when using osgdem
An LOD bases database stores the whole database in a single scene
graph and associate file.
PagedLOD databases are broken up into a quad tree hierarchy of tiles,
which are paged in at runtime. PagedLOD databases scale e
On Fri, May 23, 2008 at 1:47 PM, Art Tevs <[EMAIL PROTECTED]> wrote:
> Hi Stephane,
>
> I was pretty sure that this would helps. This is a problem which I have
> already encountered long time ago during the development of osgPPU.
> The problem is that there exists an apply() method for StateAttrib
Hi all,
I have a scene with 4000 billboarded quads to display and I just
noticed that OSG might not perform frustum culling on them since Fraps
tells me that the FPS remains the same even when many of those quads
are out of the screen.
Is there a way to enable frustum culling? or maybe OSG doesn't
Hi Alejandro,
On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia
<[EMAIL PROTECTED]> wrote:
> Actually, I am using a TrackballManipulator and replacing its ref_ptr with a
> new NodeTrackerManupulator when I have to enter "node tracking mode". I'm
> not using the KeySwitchMatrixManipulator, but sim
Hi Michele,
The OSG does view frustum culling by default, you have to explictly
turn it off. The same applies to small feature culling it's on by
default.
As for your FPS not changing when objects move off screen, is vsync?
Hows about enabling OSG stats? This will tell you what the bottleneck.
Hi, Jeremy.
I've tried to compile your code on my Gentoo just for now, and I have
linker errors while building examples:
Linking CXX executable osgwidgetlabel
/var/tmp/portage/media-libs/osgwidget-/work/osgwidget-/build/libosgWidget.so:
undefined reference to `forkpty'
/var/tmp/portage/m
Robert Osfield a écrit :
As replied in previous posts, their is a whole mechanism in osg::State
for managing state, there is no need for a "disapply" as this
automatically comes part of the package.
I'm not agree with you. I find the origin of the bug : There is a real
problem : see my bu
Woops, I forget to send the other buggy scene.
Cheers,
--
Lamoliatte Stephane
Ingenieur R&D
R.S.A. Cosmos
Z.I. de la Vaure - B.P.40
42290 Sorbiers, France
Tél : +33 (0)4 77 53 30 48
Fax : +33 (0)4 77 53 38 61
Group {
Group {
StateSet {
Uniform {
name "color"
*Hi Robert,
*
*may you can submit the latest PSSM implementation.*
*adrian*
**
i tested in on two different systems with two different graphic card
vendors:
ATI X1600 M / windows xp
NVidia Quadro FX 570M / windwos vista
and it works well under this systems.
for windows users, please test
Hi Robert, Stephane
sorry a lot of text
> As replied in previous posts, their is a whole mechanism in
> osg::State
> for managing state, there is no need for a
> "disapply" as this
> automatically comes part of the package.
>
OK, maybe I have to read through the complete osg code again and
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for "cull" and 6.4 for "draw", also in this case the frame rate
basically does not change but floats around the same range 90-100.
Since the performances are already very good I wont dig more into the
"proble
Hi,
coming to this thread late, sorry if redundant.
There occasionally creeps up a question about osg::Program state
leakage, and I could have sworn it was fixed, but maybe not.
Is the problem fixed adding an empty osg::Program at the very root of
the scenegraph? Such state leakage seems due to
right, but not a "disapply" so much as a pop of state to a baseline,
and the problem is that baseline is currently undefined. So it seems
the answer is to provide that missing baseline state in osg::State
"above the root", so that state popping properly restores.
I wish I could create and submit
Hi Art,
As I previous explain before the apply of the default setting is done
by apply a default constructed StateAttribute, this applies to
osg::Program just as it does any other StateAttribute. This default
constructed StateAttribute is applied when all other entries of that
specific type of a
Hi Michele,
On Fri, May 23, 2008 at 3:58 PM, Michele Bosi <[EMAIL PROTECTED]> wrote:
> Thank you Robert,
> v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
> 3.4 for "cull" and 6.4 for "draw", also in this case the frame rate
> basically does not change but floats around the sa
Can you post a .osg file that reproduces the issue?
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Michele Bosi
> Sent: Friday, May 23, 2008 8:59 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Small object frustum culling
>
Robert,
Thanks much for the info. I will forge ahead with VPB using the --terrain
option and see where things go from there.
On a related note, I'm seeing an error when I run through the osgdem step
guide for building a terrain database.
After I run the command:
osgdem --xx 10 --yy 10 -t ps_tex
Its a a GDAL error. Try gdalinfo of the problem file.
On Fri, May 23, 2008 at 4:11 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> Robert,
>
> Thanks much for the info. I will forge ahead with VPB using the --terrain
> option and see where things go from there.
>
On Fri, May 23, 2008 at 10:22 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
>
> One problem that I have observed steady growth in memory usage on a
> very large database I have. I don't know yet if this is a leak or a
> load balancing problem. I wouldn't expect this issue to be related to
> the
On Fri, May 23, 2008 at 11:02 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> Hi Alejandro,
>
> On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia
> <[EMAIL PROTECTED]> wrote:
> > Actually, I am using a TrackballManipulator and replacing its ref_ptr
> with a
> > new NodeTrackerManupulator when I h
Hi everybody,
I'm a french student in placement at the University of Teesside and I
need your help :) . Effectivly I tried to use OSG in Windows Form
Application. However, with a lot of difficulty.
So can you help me and advice me about how to include one or several
osg::Viewer in Windows Fo
I ran gdalinfo on ps_height_16k.tif and I get the following:
ERROR 1: ps_height_16k.tif: No space to read TIFF directory
ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676
Driver: GTiff/GeoTIFF
Files: ps_height_16k.tif
Size is 16385, 16385
Coordinate System is `'
Image Struct
On Fri, May 23, 2008 at 5:06 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi Michele,
>
> On Fri, May 23, 2008 at 3:58 PM, Michele Bosi <[EMAIL PROTECTED]> wrote:
>> Thank you Robert,
>> v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
>> 3.4 for "cull" and 6.4 for "draw", al
Does anyone know if VPB supports the reading of the DTED file format (i.e.
*.dt1 files) for generating terrain databases? Do they need to be converted
over to some sort of raster format before VPB can use them?
smime.p7s
Description: S/MIME cryptographic signature
___
Hi folks,
OK, I understand what Mike means by the baseline behaviour. And as you also
wrote: "the apply of the default setting is done
by apply a default constructed StateAttribute" this is exactly what I meant by
a "fresh" state attribute. So we are speaking about the same things.
If I would
Hi Serge,
On Fri, May 23, 2008 at 4:17 PM, Serge Lages <[EMAIL PROTECTED]> wrote:
> There's no hight memory usage for me. I tried to investigate further on this
> problem but can't find anything. If I create only one thread in the pager it
> also crash.
The memory issue I only see if I run the ap
I will have to raise my hands I say that I'm just floored by the flood
of support this week. What is it with this week?
If you don't get a reply from me, please be patient perhaps others can
dive and help, I've just burnt out from typing hundreds of emails and
dealing with dozens of different top
Hi Paul,
I don't have a .osg file but can give you a very simple .cpp file that
reproduces the issue which is the modification of the "osgbillboard"
example. Is very interesting because as you can see at the end you can
choose the threading model which gives very interesting results. For
example in
Perhaps some of the issues can be diverted to the irc channel?
irc.freenode.net #openscenegraph
Andy
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Fri 5/23/2008 11:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] Too much support!
I will hav
Michele Bosi schrieb:
Another thing: I instance a single Geometry (my quad billboard) then
add it 4000 times to a Billboard node. I looked in the archives for
"quadtree" but coulnd't find any info. How can I use the quadtrees you
mentioned with OSG? Did you mean quadtrees to speedup frustum culli
Hi,
I build a indoor scene using osg2.4. Each object added to the scene is added to
a MatrixTransform node which containing all the information of
translation,rotation and so on, this MatrixTransform node is then added to the
root.
I have a problem that I use two cameras render the scene in two
Vincent,
I endorse what Peter said. The most important thing to remember with
ref_ptr is that each ref_ptr gets its own pointer to the object. If you
want to remove the original reference you must pass the ref_ptr by
reference (using the & in the calling sequence) and modify it directly.
-Er
Robert is saying you should create your scene graph such that it replicates
a quad tree and separate the billboards in to geo-spatially partitioned
groups
See http://www.vis-sim.com/imgdp/dbpart1.jpg, your tree is like the last one
'Root B' which is a very bad tree for a scene graph
The middle
> I will have to raise my hands I say that I'm just floored by
> the flood of support this week. What is it with this week?
>
> If you don't get a reply from me, please be patient perhaps
> others can dive and help, I've just burnt out from typing
> hundreds of emails and dealing with dozens o
Gordon Tomlinson wrote:
Robert is saying you should create your scene graph such that it replicates
a quad tree and separate the billboards in to geo-spatially partitioned
groups
Wouldn't the SPATIALISE_GROUPS option of the Optimizer class do this
automatically for him?
Paul
See http:/
Never used it, so I'm not sure if it would help or not, personally I prefer
to build my scenegraph such that I control how its put together, but that's
me ;)
but the billboard node may ? Stop this work, maybe not ...
He could certainly try and see if he gets back etc..
-Original Message---
> To test the frustum culling i simply move the camera in the
> block of billboards and look around.
I haven't tried your example yet, but... To look for a performance
difference caused by frustum culling, wouldn't you want your viewpoint
_outside_ the group of billboards, so that you can compare
Please search the mail archives this has been discussed several times
recently
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aurélien
YOL
Sent: Friday, May 23, 2008 11:23 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Osg::Viewer Windo
Robert Osfield wrote:
I will have to raise my hands I say that I'm just floored by the flood
of support this week. What is it with this week?
If you don't get a reply from me, please be patient perhaps others can
dive and help, I've just burnt out from typing hundreds of emails and
dealing wit
> -Original Message-
> From: [EMAIL PROTECTED] on behalf of Paul Martz
> Sent: Fri 5/23/2008 12:25 PM
> To: 'OpenSceneGraph Users'
> Subject: Re: [osg-users] Too much support!
>
>
>
> Several osg-users posts are not OSG- or even scene graph-specific, they
> often relate to 3D graph
Thanks~
I'm waiting a new release VPBVPB1.0.Can you give me some useful documents
about VPB?
Thank you again.
>
HI GuYe,
> the different between --LOD and --PagedLOD when using osgdem
An LOD bases database stores the whole database in a single scene
graph and associate
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Hash: SHA1
Paul Melis wrote:
...
> You obviously don't mind responding to any kind of question concerning
> OSG, be it a bug report, more-or-less OpenGL related questions, feature
> requests, changes since the last release, design issues concerning
> certain part
Thanks for the example code. When I bring it up, I get cull ~5ms, and draw
~15ms. I then use the middle mouse button to drag all the billboards off the
screen, and I get cull ~0.1ms, and draw ~0.3ms. So, obviously, frustum
culling is working.
However, performance is a cliff that only drops off whe
Yes I saw but it's about osgDoNET and it's in C#, contrary to me who use
Windows Forms Application in C++.
Thanks
Gordon Tomlinson a écrit :
Please search the mail archives this has been discussed several times
recently
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PR
I would also add a link to
http://www.catb.org/~esr/faqs/smart-questions.html on new subscribers
Perhaps we can put template together that includes 10-20 look here for that
answer, wiki's,vis-sim faqs, OSG faqs, OGL forums , how to ask, producer ,
QT, VPRN, etc
Then if we reply consistently wit
You have many good points.
I've seen this topic come up many times in my nearly three decades of using
countless online discussion forums. One thing I've learned: no matter how
many resources and FAQs you make available, people, by their very nature,
are social, and therefore value the interaction
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