yes I tried to do this but I have active second context and have qt warnings
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
so it doesn't help
even more if I have Vsync On to 60fps I have only 30 fps in null scenegraph in
both windows and if I add
()-setGraphicsContext(gc);
osg::ref_ptr osgViewer::View view1 = new osgViewer::View;
view1-setSceneData(root);
view1-setDisplaySettings(ds1);
view1-getCamera()-setViewport(0,0,500,800);
view1-getCamera()-setGraphicsContext(gc);
osg::ref_ptr osgViewer::CompositeViewer viewer = new
osgViewer
independents (no twinview)
Compiz disabled
On this setup, I have an OSG application running full-screen on all 4
screens (a CompositeViewer with 4 views). My app is running at 60fps when
VSync is on, it's the screens refresh rate.
When I enable Sync to VBlank in the Nvidia-settings, here
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with Stereo
Hello Robert,
I tried a simple test programme. I used the composite viewer and two
views. If I set up stereo on one view, it works fine. Also with the horizontal
interlace. But if I set the stereo to both, I get
(2 screens on each cards), all independents (no twinview)
Compiz disabled
On this setup, I have an OSG application running full-screen on all
4 screens (a CompositeViewer with 4 views). My app is running at
60fps when VSync is on, it's the screens refresh rate.
When I enable Sync to VBlank
Hi Ufuk,
The CompositeViewer and Viewer should have exactly the same
performance characteristics w.r.t managing multiple cameras - as it's
exactly the same ViewerBase code underneath that is managing all the
threading and graphics rendering.
If you own app is not performing the same
= 1000;
traits-height = 800;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-stencil = 8;
traits-useMultiThreadedOpenGLEngine=true;
traits-vsync=true;
traits-screenNum = 0;
osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext
this problem.
Cheers
Martin
Original-Nachricht
Datum: Tue, 15 Feb 2011 10:34:49 +0100
Von: Martin Großergrosser.mar...@gmx.de
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with Stereo
Hello Robert,
I
osgViewer::View view1 = new osgViewer::View;
view1-setSceneData(root);
view1-setDisplaySettings(ds1);
view1-getCamera()-setViewport(0,0,500,800);
view1-getCamera()-setGraphicsContext(gc);
osg::ref_ptr osgViewer::CompositeViewer viewer = new
osgViewer::CompositeViewer;
viewer-addView(view0);
viewer
port)
4 screens (2 screens on each cards), all independents (no twinview)
Compiz disabled
On this setup, I have an OSG application running full-screen on all 4
screens (a CompositeViewer with 4 views). My app is running at 60fps when
VSync is on, it's the screens refresh rate.
When I enable Sync
application running full-screen on all 4
screens (a CompositeViewer with 4 views). My app is running at 60fps when
VSync is on, it's the screens refresh rate.
When I enable Sync to VBlank in the Nvidia-settings, here is the
current
result :
- On the first screen of each cards (plugged
(a CompositeViewer with 4 views). My app is running at 60fps when
VSync is on, it's the screens refresh rate.
When I enable Sync to VBlank in the Nvidia-settings, here is the current
result :
- On the first screen of each cards (plugged on the DVI port), the VSync is
perfect, no tearing.
- On the second
ago, we were using 100% of the CPU
... we made a lot of changes, but are there somme osg updates or classes
changes that can have modified this behavior ? (i.e. compositeViewer,
threading model, etc...)
Thanks.
Regards,
Vincent.
2009/7/17 Robert Osfield robert.osfi...@gmail.com
Hi Vincent
e be aware
though, that like many of the properties of these format objects, the system
may or may not choose to give you what you ask for. Some systems may not allow
you to turn vsync off.
If you're only interested in display of graphics, though, rather than
benchmarking, at 60fps you are getti
, event, cull, draw dispatch and draw GPU.
Another thing to do is switch off vsync via the driver and see what
the framerate is without vysunc on.
Try with a range a models. As a general note, the OSG with 980Ti
should perform pretty well even for very large models. I develop
under Kubuntu
to off.)
Now item 2 isn't a required for on demand frame rendering, but it more
for coping with end user system not having vsync enabled by default.
Since I was working on this piece of code I thought I'd tackle this
item as well. The actual ViewerBase::run() method (use by both Viewer
for coping with end user system not having vsync enabled by default.
Since I was working on this piece of code I thought I'd tackle this
item as well. The actual ViewerBase::run() method (use by both Viewer
and CompositeViewer) now looks like:
int ViewerBase::run()
{
if (!isRealized
assigning viewports,
and attaching to the main graph.
Also, I finally learned how to use osgViewer::Viewer andm
osgViewer::CompositeViewer effectively.. Tu rns out I didn't need a
Composite Viewer, I could get my same functionality with multiple
contexts/viewports in a single Viewer.. and it
atch and draw GPU.
>
> Another thing to do is switch off vsync via the driver and see what
> the framerate is without vysunc on.
>
> Try with a range a models. As a general note, the OSG with 980Ti
> should perform pretty well even for very large models. I develop
> under K
for on demand frame rendering, but it more for
coping with end user system not having vsync enabled by default.
Since I was working on this piece of code I thought I'd tackle this item as
well. The actual ViewerBase::run() method (use by both Viewer and
CompositeViewer) now looks like:
int ViewerBase
for the 2
final screen-aligned quads), which would render my geometry on screen
but nothing into the Depth or Color buffer textures.
. Initialization stuff up here, nothing to do with OpenSceneGraph ...
there's a global global osgViewer::CompositeViewer compViewer
viewerColor = new osgViewer
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