aaa
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Hello all,I'm a new around here. So far I've managed to get around but I'm
stuck on a simple task. How many polygon do I have on screen right now.
I saw the post
http://groups.google.com/group/osg-users/browse_thread/thread/6e2894a28daa2f68/435314f8a1ffafc3?hl=en&lnk=gst&q=number+polygon#435314f8a1
Hi,
Maybe you can have a look on osg sources, on osgViewer and statistics...
If you make a new viewer, press 's' and see the statistics... it can gives
you an idea of what you can obtain.
An other way can be to do it manually : with a nodecallback or a
cullcallback, you can check if a node is in
Hi Ulrich,
Well of course a dynamic_cast is not always repleacable by a className() call.
This happens only sometimes. My bench' only says "if you can, then use
className()" and also says "use dynamic_cast wisely: it costs a lot".
And about the static_cast in the bench', you're right, but I'm n
Hi Paul,
On Tue, Dec 2, 2008 at 8:57 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> You are correct that code can access ShapeDrawable primitive/vertex data
> using the PrimitiveFunctor. Let me explain my thinking in more detail...
> ...
Thanks for the explanation.
>... (I think there's a notify me
Hi all,
regarding the question yesterday about the problem with the
compositeviewer, I attach the fragment of code that i am using. Has somebody
any idea about where is the problem? Thank you very much.
osg::ref_ptr traits = new
osg::GraphicsContext::Traits;
// Init the Windata Variable t
Hi Sean,
This sounds like a bug, but without a dataset and example that
reproduces the problem it's next to impossible to home in on a fix.
Would it be possible for you to provide a problem dataset that
illustrates the problem? If it can be reproduced with one of the
existing examples like osgpic
On Wed, Dec 3, 2008 at 2:11 AM, Alejandro Aguilar Sierra
<[EMAIL PROTECTED]> wrote:
> I tried but no clue yet. How is going the VPB documentation project?
Been too swamped by other work to get on to it.
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On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter <[EMAIL PROTECTED]> wrote:
> aaa
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Hi Sukender,
Thanks for confirmed message about Platform SDK. It really help me because I
haven't tried express edition yet.
I have an question about Effects. After installation OpenAL Sdk 1.1 there is
some samples and all of them using Framework library. Can we use effects
using plain alut funct
On Wed, Dec 3, 2008 at 9:18 AM, Sukender <[EMAIL PROTECTED]> wrote:
> Well of course a dynamic_cast is not always repleacable by a className()
> call. This happens only sometimes. My bench' only says "if you can, then use
> className()" and also says "use dynamic_cast wisely: it costs a lot".
dy
I have though to send "bbb" before Robert but then think it might be seen
foolish :) But Robert seems braver :) Congratulations!
And it's my turn :)
ccc
2008/12/3 Robert Osfield <[EMAIL PROTECTED]>
> On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter <[EMAIL PROTECTED]>
> wrote:
> > aaa
>
>
> _
HI David,
I'll stop being subtle about it then as you seem to have ignored my
previous email which told you exactly what to do.
Using two views to do what you want to do is *completely* the wrong
way to tackle the problem. You task requires a single view, but with
either a slave Camera or a in
Hi Robert,
Thanks for being so precise. Well I knew most of it, but that's always good to
remember all of this. :)
And to also be precise: I just wanted to benchmark my system, and I had values
than outcame my expectations. So I told others about this.
Cheers,
Sukender
PVLE - Lightweight cross-
Well, I need the polygons counts not the node counts. maybe I can count
drawables or something like that.
According the post I mentioned OSG has something built-in for it
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Hi Oren,
Could you *please* use the same threads that you've already started.
Starting up new threads to ask practically the same question over and
over is really bad use of the osg mailing list. This is the second
time I've had to suggest this to you.
Also could please read the replies to your
Hi Robert, all,
I have used the CPack program and module from the CMake suite with a
small (but production) project at my company. It didn't use CPack to
it's full extent nor did it ship for other platforms than win32. I
believe that it might be a good and fairly unobtrusive way of defining
packag
Hi Ümit,
Well, for integration of audio in OSG I:
- Compiled OpenAL-Soft (even if you can use OpenAL)
- used freeALUT binaries
- Compiled ligOGG and libVorbis
- Compiled osgAL (uses FreeALUT and OpenAL/OpenAL-Soft and OGG/Vorbis)
I did't use the OpenAL SDK, so I guess this is not required (or may
Hello iam a new user to OSG i tried to install it under win XP SP3 with MS
visual studio 2008 :
i used the steps in the site :
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
follower or combined with the steps in the text OsgInstallationOnWindows.rar:
ex
I'm getting many unresolved external errors for the current svn version
(rev. 9311)
error LNK2001: unresolved external symbol "public: void __thiscall
osg::BoundingSphere::expandBy(class osg::BoundingBox const &)"
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z)
TransferFunction.objosg
Hi Paul & Robert,
thanks for your explanations. I started with osg 0.96 and use 1.2 for my
software at the moment. At least in those versions I could not find any
deprecated-warnings. Also I did not chose osg for performance-reasons
primarily, but for it´s clean object orientated interface. P
Hi Matthias,
I was unware of CPack. It certainly sounds like something that might
take us further along the road to standardising/automating more of
this work.
It would be great if you produce an example.
Robert.
On Wed, Dec 3, 2008 at 12:04 PM, Mattias Helsing <[EMAIL PROTECTED]> wrote:
> Hi
Are you using the 3rd party pre-compiled dependency binaries package as
there ones currently available off the site are for VS2005 and you cannot
mix OSG and its dependencies between VS2005/2008 build ( see mail archives
for all the details )
( see
http://www.openscenegraph.org/projects/osg/wiki/C
Hi Ferdi,
Could you do a clean regeneration of the build system using Cmake then
a clean build of the OSG.
Robert.
On Wed, Dec 3, 2008 at 12:07 PM, Ferdi Smit <[EMAIL PROTECTED]> wrote:
> I'm getting many unresolved external errors for the current svn version
> (rev. 9311)
>
> error LNK2001: unr
Hi Andreas,
I don't know if it fits what you require, but the osg::DrawElements*()
primitive set types provide index support that is fully supported by
OpenGL so works with the fast paths. The index support works for all
per vertex attributes at the same time, so it's quite as flexible as
vertex
Robert,
Ok that seems to work now; configuring/building everything from scratch
(still busy, but the osg link went ok). Simply cleaning the project(s)
didn't help. Anyway it works again, sorry for posting too quickly...
Robert Osfield wrote:
Hi Ferdi,
Could you do a clean regeneration of th
Hello,
I think that I found a problem on
osgParticle::FluidFrictionOperator::operate(Particle* P, double dt),
I suppose that the current modular program is in relative reference frame.
The method compute a force (Fr) from velocity of the particle which is
in local space
The force is then co
Robert Osfield schrieb:
Hi Andreas,
I don't know if it fits what you require, but the osg::DrawElements*()
primitive set types provide index support that is fully supported by
OpenGL so works with the fast paths. The index support works for all
per vertex attributes at the same time, so it's q
Hi Paul,
I'm using VS 2008 and I've confirmed that wldap32.lib is indeed installed in
the directory "C:\Program Files\Microsoft SDKs\Windows\v6.0A\Lib".
Regardless, the osgdb_curl build fails with the message:
LINK : fatal error LNK1181: cannot open input file 'wldap32.lib'
May I ask: How a
Hi Vincent,
My goal is to set this state in a callback, to allow changes when camera
is near the plane : the culling is good without cheating... when camera
is far from it, the culling/zbuffer makes stranges things, so I would
make the necessary things to set the plane always visible...
Sett
Hi Robert
I know in our case we use vertex index arrays out of need, we have so much
vertex data and have to share that
many times that in our use cases we simply cannot have duplicate data , we
simply cannot afford the memory bloat
this would cause
While understand for many using osg::DrawEl
Hello David,
I will repeat what Robert already said, please use the "Reply" button in
your mail client instead of starting a new message each time. This helps
people keep track of what has been said before, and also allows you to
keep the relevant parts of the previous message to give context
Hi Sukender,
Well, this can easily happen with mails, since we often write quite quickly (or
well, at least *I* do answer often quickly, and I suppose that's the same for
many!)...
That and we're missing some vital information to be able to ascertain
someone's tone (facial expressions, voic
To NOT render a node and all its children simply set is Node mask to 0x0
to stop it being drawn, and set it 0xFFF and any value that results
in true when locial AND'ed cameras mask
As to alsway being drawn
1) Turn OSG culling of on the node
2) Place the node and its children in a render bin
>> Well, this can easily happen with mails, since we often write quite quickly
>> (or well, at least *I* do answer often quickly, and I suppose that's the
>> same for many!)...
>
> That and we're missing some vital information to be able to ascertain
> someone's tone (facial expressions, voice le
Hi everyone,
Does anyone know what exactly determines the rendering order of the
views in a CompositeViewer? This is important in my case because I
intend to have the various viewports overlap.
Clearly, the original rendering order follows the order of the
addView(). But if you later change the l
Hi,
I know that I want to render some nodes without Z-buffer. It is a choice,
implemented as a solution enabled ans disabled in real-time execution, when
necessary. Sure there will be no nodes (clouds) over it. I know exactly what
can be the associated problems.
Near/Far calculation is already di
The supreme shame is that I made a typo in my "normal" text... ("I you don't
understand" => "If...")
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Hi Guys,
I've been done a few basic benchmarks today and was stunned to find
far lower performance than on my older and slower quad core system,
the cull and draw traversals being far longer. I've traced the
problem back to cmake's release build options being blank on this
machine - so release bu
Hi Sukender,
I have got back to the VS-2003. And compile osgal by plain openal not soft.
But When I try to execute samples ( example osgal and etc) program can't
read wav data by using createSound function and catching error and exit
program.
I created dlls and libraries all of related stuff. But
Hi Gordon,
On Wed, Dec 3, 2008 at 2:18 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> I know in our case we use vertex index arrays out of need, we have so much
> vertex data and have to share that
> many times that in our use cases we simply cannot have duplicate data , we
> simply cannot a
Hi Guys,
On Wed, Dec 3, 2008 at 2:28 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hi Sukender,
>
>> Well, this can easily happen with mails, since we often write quite
>> quickly (or well, at least *I* do answer often quickly, and I suppose that's
>> the same for many!)...
>
> That and we'
Hi Vincent,
Near/Far calculation is already disabled
You should not do this unless you're willing to manage your near/far
planes (and not just setting 0.01 - 1 at all times). The near/far
calculation will adapt to the real rendered geometry (after culling), so
it will probably do a bett
Hi Robert,
Can we stop all the kiss and make up nonsense
Hey, come on, we're just trying to be friendly...
J-S
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http
Hi Sebastien,
The Camera::setRenderOrder(RenderOrder,int) method controls the
rendering order that cameras are rendering in. If you have just one
camera active per view then you'd use something like:
v1->getCamera()->setRenderOrder(osg::Camera::PRE_RENDER);
v2->getCamera()->setRenderOrder(
On Wed, Dec 3, 2008 at 3:11 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>> Can we stop all the kiss and make up nonsense
>
> Hey, come on, we're just trying to be friendly...
And I was only joking... or at least trying to...
But now you are picking on ME, WHAT IS YOUR PROBLE
Not using display list our data is too dynamic
Gordon
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Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
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Hi Gordon,
On Wed, Dec 3, 2008 at 3:25 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> Not using display list our data is too dynamic
So you have a large amount of data being sent to the graphics card
each frame with glBegin/glVertex/glEnd?
Does it performance acceptably?
How much data are w
Robert,
I will see if I can repro the problem with osgpick and send you the osg
file. It may take me a week or two though as I've got a lot on my plate ;-)
cheers,
sean
On Wed, Dec 3, 2008 at 3:28 AM, Robert Osfield <[EMAIL PROTECTED]>wrote:
> Hi Sean,
>
> This sounds like a bug, but without
HI All,
I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
and found that OSG performance was around 1/3rd of what I expected,
and have traced the cause of this down to the cmake-2.6.0 (2.6 patch
0) that I installed from the Ubuntu repositories. The specific
problem is that Cm
Rusty,
Here's my take on what you intend to do. You are using one of the latest
developer versions of OSG or even the SVN version.
Skinned mesh support is part of the osgAnimation nodekit which was
recently integrated with OSG.
OK, so you load an .osg or .ive model that contains skinned mesh
i
Hi Robert
Short answer is yes we get acceptable rates (through hard work :))
using geometries with indexed array's,
Basically we have a terrain handling system that is capable of handling
the world and doing this on the fly from elevation sources such as DTED
1/2/3 sub meter Lidar data etc and
2008/12/3 Tomlinson, Gordon <[EMAIL PROTECTED]>
> To NOT render a node and all its children simply set is Node mask to 0x0
> to stop it being drawn, and set it 0xFFF and any value that results
> in true when locial AND'ed cameras mask
>
> As to alsway being drawn
>
> 1) Turn OSG culling of on
On page http://www.skew-matrix.com/OSGQSG/ the contact link is
http://www.skew-matrix.com/OSGQSG/..%5Ccontact.html
it should be
http://www.skew-matrix.com/contact.html
In addition the contact.html page's submit produces a page containing:
Sorry
You entered an incorrect security code.
So, I guess
Hi Gordon,
If you data is regular grids then you may well be able to use
osgTerrain and have it build the geometry at the resolution you
required. osgTerrain::TerrainTile uses vertex arrays, draw elements
indexing and VBO's. The algorithm used for generating the geometry is
still in it's infanc
http://www.skew-matrix.com/OSGQSG/
p37, Memeory Management Examples.
Misspelled "Memory" in the errata.
-
p37, Memory Management Examples.
There are multiple solutions to the dilemma of how to return a Referenced object
address. The method employed in this book's example code is
Unfortunately for our use cases VirtualPlanetBuilder is not a usable
solution
The key is for us is ours is done on the FLY ( for most users) and with
live data is not at that time gridded
(we do that on the fly as art of our process)
Most of our users simply cannot use pre-built data they live i
> Misspelled "Memory" in the errata.
Fixed, thanks.
> Why is it
> return grp.get();
> rather than
> return grp;
> Isn't grp.get() a pointer to an osg::Group?
osg::ref_ptr<> has a constructor that takes an address.
-Paul
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Thanks Robert,
Using ->setRenderOrder() does fix the problem, but only partially.
Now the rendering of overlapping viewports is displayed correctly, but
the mouse input events still go to the first added view.
Actually, the composite viewer process events in the order of cameras of
the GraphicsWi
> Not using display list our data is too dynamic
Be advised that both glBegin/glEnd _and_ display lists are deprecated in
OpenGL 3.0, and I can tell you from my exposure to the ARB that they will be
removed in the OpenGL 3.1 spec.(*). Moving forward, the preferred method for
dynamic data will be
Hi All,
Prior to building my new machine I've been a KDE 3.x user, and it's
been a solid base for graphics work, the X11 window manager that comes
with it works robustly and does what it's told and generally keeps out
of the way - for a full screen visual simulation is just what you
want.
With bu
Interesting.
The Skew Matrix web page is undergoing redesign, so stuff breaks
periodically. Thanks for pointing these issues out. I'll have my webmaster
take a look, because the HTML appears correct to me.
If you start from the root page (www.skew-matrix.com), then click "Contact
Us", these probl
Hi Sebastien,
You can disable whether a camera allows event focus using
Camera::setAllowEventFocus
In general if you have an app that has overlapping viewports then I
would tend to think perhaps separate views is not the most appropriate
usage of the viewer, perhaps using slave cameras (that has
So when I see things like the following in the OSG code base is it wrong?
ApplicationUsage* ApplicationUsage::instance()
{
static osg::ref_ptr s_applicationUsage = new
ApplicationUsage;
return s_applicationUsage.get();
}
To me this looks like your first example.
// DON'T do this. It stor
Hi Gordon,
I intended to use VirtualPlanetBuilder as an example that building
terrain on the fly and at extremely high resolution can be done on the
fly using osgTerrain::TerrainTile. You needn't use
VirtualPlanetBuidler at all, its the osgTerrain::TerrainTile that is
all you need to leverage.
A
Hi Fred,
Returning a C pointer is more flexible, and as long as ref counting is
managed cleanly everything works fine, so the
ApplicationUsage::instance() code you suggest is perfectly fine, and
avoids thrashing the reference count something that is helps on the
performance front.
One little chan
> So when I see things like the following in the OSG code base
> is it wrong?
>
> ApplicationUsage* ApplicationUsage::instance() {
> static osg::ref_ptr s_applicationUsage
> = new ApplicationUsage;
> return s_applicationUsage.get();
> }
In the code above, s_applicationUsage is a static
> One more question regarding the flt-exporter: I use the RT 3d
> Model viewer plugin for firefox to display flt-files in a
> browser. The background is black here. I don´t know if this
> is an error of that plugin, or if the GL_CLEAR_COLOR is not
> yet exported by the exporter.
The primary th
On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun <[EMAIL PROTECTED]> wrote:
> I have though to send "bbb" before Robert but then think it might be seen
> foolish :) But Robert seems braver :) Congratulations!
>
> And it's my turn :)
>
> ccc
>
> 2008/12/3 Robert Osfield <[EMAIL PROTECTED]>
>>
>> On W
Hello ! So I'm new in OSG and I don't make a code about picking, for
example:I'm load a object 3DS and would like use in this case , if anybody
know ! please!
Thanks ,
Claudio Rogerio
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Hi Claudio,
Take a look at the example osgpick.
Regards.
On Wed, Dec 3, 2008 at 8:47 PM, Claudio Rogerio <[EMAIL PROTECTED]>wrote:
> Hello ! So I'm new in OSG and I don't make a code about picking, for
> example:I'm load a object 3DS and would like use in this case , if anybody
> know ! please!
To be honest OGL 3.0 is not on my horizon right now ( I know its there )
A lot of our customers are on base line machines with 7 year old cards
such as NVIDIA Quadro4 700 XGL
OpenGl 2.1 and 256mb is a luxury :)
Gordon
__
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E or . . . . .
:)
Gordon
__
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Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
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(W): (+1) 703-437-7651
"Self defence is no
0xff (=16777215 = b = ...)
PS: Morse code is not used anymore!
PS2: When we'll reach "zzz...zzz", then we'll know we're at least 26 fools :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 03 Dec 2008 21:02:57 +0100, Toml
Hello Robert,
Can you please implement a function, in class Polytope, that checks if the
current polytope intersects another polytope? Or is there another way to do
that, and I'm not seeing?
Thanks,
--
Jefferson Pinheiro
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On Wed, 2008-12-03 at 21:09 +0100, Sukender wrote:
> 0xff (=16777215 = b = ...)
>
> PS: Morse code is not used anymore!
> PS2: When we'll reach "zzz...zzz", then we'll know we're at least 26 fools :)
Whatver, I'm not a fool. Shsh...
> Sukender
> PVLE - Lightwe
Rather than asking Robert to implement this function you could implent
it your self as you have the source and contribute it back to the OSG
source and community for which we would all be grateful
Gordon
__
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Product Manag
Alas, I lack the knowledge to do that.
On Wed, Dec 3, 2008 at 6:25 PM, Tomlinson, Gordon <
[EMAIL PROTECTED]> wrote:
> Rather than asking Robert to implement this function you could implent it
> your self as you have the source and contribute it back to the OSG source
> and community for which
Hi Robert,
Once we have a pattern of what is cmake versions/platforms this
problem we can post an advisory on the wiki, and perhaps see if we can
get the repositories updated.
We could also show a warning on Configure if we detect that the CMake
version is one of those that cause the problem.
On Wed, 2008-12-03 at 15:15 -0500, Jeremy Moles wrote:
> On Wed, 2008-12-03 at 21:09 +0100, Sukender wrote:
> > 0xff (=16777215 = b = ...)
> >
> > PS: Morse code is not used anymore!
> > PS2: When we'll reach "zzz...zzz", then we'll know we're at least 26 fools
> > :)
> To be honest OGL 3.0 is not on my horizon right now ( I know
> its there )
>
> A lot of our customers are on base line machines with 7 year
> old cards such as NVIDIA Quadro4 700 XGL OpenGl 2.1 and 256mb
> is a luxury :)
A very decent card in its day. I think I have one in my collection! :
Hi Randolph,
seems that was missed out from wrapping ... I guess we have a 2.6.x
release next week out - please be patient :)
Hartmut
--
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PhD (HKU), Dipl.-Ing. (BUW)
Post-Doctoral Fellow, HIT Lab NZ
+64 3 364 2987 Ext. 3078
http://www.hitlabnz.org/people/hse25
Randolph
Hi Robert,
I have cmake-2.6.0. I had it before Intrepid; downloaded from
cmake.org and it has the proper CMAKE_CXX_FLAGS_RELEASE (-O3 -NDEBUG).
This suggests that the ubuntu archives might be the source of your
problem.
I - like you - also have cmake-2.6.2 installed with proper
CMAKE_CXX_FLAGS_REL
Can anyone tell me whether there are any node kits for OSG in existence that
provide chart or graph capabilities?
In particular I am mainly interested in 3D bar charts and if there was support
for intersection (i.e mouse hovering) with displayed data
Cheers
__
Ah yes, static makes a world of difference.
page 47
osg::ref_ptr geode0 = new osg::Geode;
group->addChild( Geode0.get() );
osg::ref_ptr geode1 = new osg::Geode;
group->addChild( Geode1.get() );
Upper case problem with Geode0 and Geode1. They should be geode0 and geode1.
===
Thanks! All "memeory" instances should be fixed. One of these days I'll have
to find a free tool that spell checks HTML because I'm too cheap to buy one.
Thanks for catching the capitalization issue on p47, this is added to the
errata and changes in the master book source for a possible future
re
Hi Simon,
As far as I know, there isn't any special nodekit about chart or graph as
you want. But you can create these processes easly using canned osg geometry
( coni, sphere, box and etc ) and using callback and update visitors to
check if mouse cursor is on the desired chart or not and you can
What are the UpdateOperations used for in the osgViewer::Viewer class?
-B
---
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Renaissance Sciences Corporation
W: 480 374-5073 x:5073
F: 425 675-8044
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Hi Robert -- There doesn't appear to be any code in the OSG distribution
that sets or gets the calendar time in FrameStamp. Is this purely for
application convenience? Applications can store any values they want in the
tm struct?
(The header comment says, "Note the calendar time can be an artific
Great! Will be waiting...
Randolph
On Dec 3, 2008, at 12:55 PM, Hartmut Seichter wrote:
Hi Randolph,
seems that was missed out from wrapping ... I guess we have a 2.6.x
release next week out - please be patient :)
Hartmut
--
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PhD (HKU), Dipl.-Ing. (BUW)
Post-Doctor
Hi Robert,
Quoting Robert Osfield <[EMAIL PROTECTED]>:
> My quick look at benchmarking also hinted that hyper threading may be
> hurting performance, or at least the current CPU affinity strategy
> employed by osgViewer may be hurting performance on a hyper threading
> CPU. Until I get an optimit
Simon,
I just started lurking here, in the hopes of doing something similar.
If something doesn't exist yet, perhaps we could discuss how to make
this work?
-Brent
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I've been toying with the idea of "osgDiagram". I have created my own Edge node
which links two geodes to create dynamic graphs. I definitely see scope for
graphing capabilities in OSG and would be happy to contribute.
Cheers,
Paul
--
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www.internetscooter.com
> ---Origina
Hi,
I have -O3 -DNDEBUG on Debian Sid 32-bit for CMAKE_CXX_FLAGS_RELEASE.
cmake --help claims it is:
cmake version 2.6-patch 0
The Debian package is 2.6.0-6
jp
Robert Osfield wrote:
HI All,
I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
and found that OSG performance
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