Re: [osg-users] Request for input

2012-01-27 Thread Doug McCorkle
On Jan 27, 2012, at 4:12 PM, Jason Daly wrote: > > On 01/27/2012 04:17 PM, Doug McCorkle wrote: >> We run a very similar system with 5 quadro cards and do not run into these >> problems with very large models. We are using VR Juggler though. I mention >> this because it would be very straight

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
On 01/27/2012 04:17 PM, Doug McCorkle wrote: We run a very similar system with 5 quadro cards and do not run into these problems with very large models. We are using VR Juggler though. I mention this because it would be very straight forward to use one of the sample OGL VR Juggler examples as

Re: [osg-users] Request for input

2012-01-27 Thread Doug McCorkle
Hello Jason, On Jan 27, 2012, at 1:37 PM, Jason Daly wrote: > On 01/27/2012 02:12 PM, Paul Martz wrote: >> Sorry, I was going off your post that read "This leads me to believe that bus >> contention was causing the lack of scalability." I was just trying to >> outline a >> way to validate that s

Re: [osg-users] Request for input

2012-01-27 Thread Robert Osfield
Hi All, I haven't chipped in so far as I haven't really too much to add to the investigation. My sense from own tests and looking at others over the years is that looks to be contention in the drivers that leads to poor scaling. Reducing the amount of data and commands being pushed in each conte

Re: [osg-users] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0

2012-01-27 Thread Chuck Seberino
Sean, Don't know conclusively, but I have had problems like this in the past when using dynamic_cast on a polymorphic object and it failed to give a non-NULL value even when I knew it should. As you said, using a static_cast or C-style cast works. In my case it had to do with how objects were

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
On 01/27/2012 02:12 PM, Paul Martz wrote: Sorry, I was going off your post that read "This leads me to believe that bus contention was causing the lack of scalability." I was just trying to outline a way to validate that suspicion. If you've already ruled out bus contention, then disregard my pos

[osg-users] Need help fixing my atmospheric transmission shader, it's so close to working!

2012-01-27 Thread Ethan Fahy
My scene contains virtualplanetbuilder-generated terrain that has a texture wrapped on it along with surface objects such as trees that I generated by creating osg primitives and coloring them "PER_VERTEX" without using any textures. I have written an atmospheric transmission shader that decrea

Re: [osg-users] Request for input

2012-01-27 Thread Paul Martz
Sorry, I was going off your post that read "This leads me to believe that bus contention was causing the lack of scalability." I was just trying to outline a way to validate that suspicion. If you've already ruled out bus contention, then disregard my post. -Paul On 1/27/2012 11:40 AM, Jas

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
Hi, Paul, As Tim pointed out earlier, the more limiting resource is likely to be lock contention in the NVidia driver instead of bus contention. Note that Bb is going to be 4000 MB/sec (500 MB/sec * 8), per Quadroplex (PCI-e 2.0 8x) on the NIST machine. On my system I have an X58 chipset,

Re: [osg-users] Render osgViewer::View main camera view solely to texture using FBO

2012-01-27 Thread Adam Bruce
Hi Tim, Thanks for the suggestion. I'll definitely take a look at it. I saw your response in another thread about RTT and was going to PM you before I saw you respond here. >From reading the OpenGL specification, FBOs can't be shared between graphics >contexts, so it doesn't look like I have a

[osg-users] osgViewer::GraphicsWindowCocoa::WindowData dynamic_cast returns 0

2012-01-27 Thread Sean Sullivan
Hey guys, I'm trying to pass an osgViewer::GraphicsWindowCocoa::WindowData to my traits object with CreateOnlyView specified. For some reason whenever my WindowData is dynamic_cast in GraphicsWindowCocoa.mm it just returns 0. If I switch them to static_cast they work. Here's my code: Code: /

Re: [osg-users] Request for input

2012-01-27 Thread Jason Daly
On 01/27/2012 04:38 AM, Sergey Polischuk wrote: As a side note: if you were using vbo's instead of display lists for drawing i think you werent get into this problem in first place, as with vbos 5500 draw calls would happily kill your performance even on one screen, so you have to optimize your

Re: [osg-users] Request for input

2012-01-27 Thread Paul Martz
On 1/27/2012 7:17 AM, Paul Martz wrote: Bb FPS = Nw * Nd * Sd + O Where Bb is the bus bandwidth in bytes, Upon rereading this, a few corrections: Bb FPS = -- Nw * (Nd * Sd + O) And note that Bb is bandwidth in bytes/sec,

Re: [osg-users] Request for input

2012-01-27 Thread Chris 'Xenon' Hanson
On 1/27/2012 7:17 AM, Paul Martz wrote: > Sd is the size of the drawing commands in bytes gDebugger might be able to help you estimate this too. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Train

Re: [osg-users] Request for input

2012-01-27 Thread Paul Martz
Hi Jason -- I agree that the system bus is a likely source of the scaling issue. It is certainly a single resource that has to be shared by all the GPUs in the system. To make a case for bus bandwidth limitation, you might work through the math. Bb FPS = Nw *

Re: [osg-users] Compilation fails with recent version of osg for IOS / opengl es-builds

2012-01-27 Thread Stephan Maximilian Huber
Hi Robert, Am 26.01.12 19:02, schrieb Robert Osfield: > So disabling the feature would be fine for OpenGL ES, but on setting a > non zero RowLength osg::Image under OpenGL ES it should emit a warning > that it's not supported. thanks for the explanation, I'll code + submit a fix for review. chee

Re: [osg-users] Is a render to texture master camera critical?

2012-01-27 Thread Tim Moore
2012/1/17 "Martin Großer" : > Hello all, > > A few weeks ago, I want to render my scene into a texture, which I want to > use in the final rendering on a screen aligned quad. My first problem was I > lost the shadows, because view dependent shadow techniques don't work with > nested cameras. So

Re: [osg-users] Play audio files

2012-01-27 Thread Héctor Martínez
Thank you Chris for your reply. I am still trying to solve the problems. One thing that have helped me is changing this line: AudioSink(osg::AudioStream* audioStream): _started(false), _paused(false), _audioStream(audioStream) {play();} for this line: AudioSink(osg::AudioStream* audioStream): _

Re: [osg-users] Render osgViewer::View main camera view solely to texture using FBO

2012-01-27 Thread Tim Moore
On Thu, Jan 26, 2012 at 5:58 AM, Adam Bruce wrote: > Hi again, > > Thanks for following up. I've tried it before with an attached pbuffer, but > was - and still have been - getting unpredictable results. As before, if I > simply place a camera as a node in the scene and attach a texture with FBO

Re: [osg-users] Request for input

2012-01-27 Thread Sergey Polischuk
As a side note: if you were using vbo's instead of display lists for drawing i think you werent get into this problem in first place, as with vbos 5500 draw calls would happily kill your performance even on one screen, so you have to optimize your models. Nvidia drivers are great at optimizing c

Re: [osg-users] osgdem segmentation fault

2012-01-27 Thread Robert Osfield
On 26 January 2012 20:50, Mohammed Rashad wrote: > still same error.. > > can you give me a step by step explanation I did tell you all the steps you need to do and present a number of different routes you can try. I really can't add much more. Robert. __

Re: [osg-users] How to get osg::State?

2012-01-27 Thread Sergey Polischuk
Same here... No solution :( msvs rocks and stuff, but dropping linux support is total fail 27.01.2012, 12:29, "Riccardo Corsi" :Hi Sebastian,this is a little off-topic, but this might interst others as well.I have been using  gDebugger 5.8 (the last before AMD decided to make it a visual studio 201

Re: [osg-users] How to get osg::State?

2012-01-27 Thread Riccardo Corsi
Hi Sebastian, this is a little off-topic, but this might interst others as well. I have been using gDebugger 5.8 (the last before AMD decided to make it a visual studio 2010 plugin, damn it!) until 2 days ago, when my free 1-year-licence expired. Since then I was unable to run it again, I tried