Re: [osg-users] osgviewerIPhone runtime errors

2015-11-14 Thread Krontzo Ortuno
Hi,

It's been a long time, but would you please explain how you managed to fix the 
error?

... 

Thank you!

Cheers,
K

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Re: [osg-users] Speedtree Implementation

2015-11-14 Thread Poojan Prabhu
Hi,

I have done the integration of speedtree with osg. 

But I had to rewrite/expand significant parts of their wrapper to support 32 
and 64 bit precisions (for geocentric) and also modify the shaders a bit.

You can pm me if you like.

Thank you!

Cheers,
P

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Re: [osg-users] Fast cycling of textured rectangles

2015-11-14 Thread Christoph Heindl
Hi Sebastian,

thanks for your input If I'd be switching texture binding, wouldn't that
mean that the scene still has to be rasterized before display? My ultimate
intention is to skip rasterization at all (i.e rasterizing all patterns
once at init) and just copy final pixels. Is that feasible?

Best,
Christoph


Sebastian Messerschmidt  schrieb am Fr.,
13. Nov. 2015 um 20:42 Uhr:

> Hello Christoph,
>
> You can use either a texture which contains all the textures and modify
> the texture coordinates (so to say a matrix of different textures).
> Also texture arrays might help here a lot, if all the textures are of the
> same dimensions.
> Anyways, what you might you see are initial costs. Once the texture is
> transfered to the GPU and your memory is not filled, subsequent use should
> be a matter of switching texture units binding.
>
> Cheers
> Sebastian
>
> Hi everyone,
>
> I'm working on a project where I need to display different patterns
> (textured rectangles) as quickly as possible. Currently, i have an
> osgViewer with a single view running that holds a single textured rectangle
> and upon user request, the texture / image is updated. This works quite ok,
> but requires a CPU->GPU transfer every time I intend to update the image.
>
> I think there must be a way to improve performance when I know the set of
> patterns images beforehand. So, I would like to prepare pre-rendered
> textured-quads on the GPU and upon user request just cycle between those
> pre-rendered elements. That should reduce the CPU->GPU overhead to
> initialization time.
>
> I somehow have the feeling that the solution requires a frame-buffer /
> render-buffer object per pattern and somehow involves glBlitFramebuffer to
> display the correct frame buffer, but I'm stuck in how to implement this in
> OSG.
>
> Any kick start would be greatly appreciated!
>
> Best,
> Christoph
>
>
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Re: [osg-users] Fast cycling of textured rectangles

2015-11-14 Thread Sebastian Messerschmidt


Hi,

Hi Sebastian,

thanks for your input If I'd be switching texture binding, wouldn't 
that mean that the scene still has to be rasterized before display? My 
ultimate intention is to skip rasterization at all (i.e rasterizing 
all patterns once at init) and just copy final pixels. Is that feasible?
Changing texture coordinates or switching binding is fast 
enough.Rasterizing has to be done in any case you want to put it to 
screen. I assume your patterns are images that you can pre-calculate, so 
sending them to the GPU is the matter of adding them to a texture 
object. Simply try it, it is really simple. Else, try to explain the 
problem you want to solve more detailed.


Cheers
Sebastian


Best,
Christoph


Sebastian Messerschmidt > schrieb am Fr., 13. Nov. 2015 
um 20:42 Uhr:


Hello Christoph,

You can use either a texture which contains all the textures and
modify the texture coordinates (so to say a matrix of different
textures).
Also texture arrays might help here a lot, if all the textures are
of the same dimensions.
Anyways, what you might you see are initial costs. Once the
texture is transfered to the GPU and your memory is not filled,
subsequent use should be a matter of switching texture units binding.

Cheers
Sebastian


Hi everyone,

I'm working on a project where I need to display different
patterns (textured rectangles) as quickly as possible. Currently,
i have an osgViewer with a single view running that holds a
single textured rectangle and upon user request, the texture /
image is updated. This works quite ok, but requires a CPU->GPU
transfer every time I intend to update the image.

I think there must be a way to improve performance when I know
the set of patterns images beforehand. So, I would like to
prepare pre-rendered textured-quads on the GPU and upon user
request just cycle between those pre-rendered elements. That
should reduce the CPU->GPU overhead to initialization time.

I somehow have the feeling that the solution requires a
frame-buffer / render-buffer object per pattern and somehow
involves glBlitFramebuffer to display the correct frame buffer,
but I'm stuck in how to implement this in OSG.

Any kick start would be greatly appreciated!

Best,
Christoph


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Re: [osg-users] MSVS2015 3rdparty build

2015-11-14 Thread Andreas Schreiber
Hi Trajce,

I would be happy about it =).
With ping you mean private message on the board?

I'll try searching for the post with the plugins.

One question the file format tga was supported of osg with any dependency 
correct?

... 

Thank you!

Cheers,
Andreas

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