Re: [osg-users] Self built 3.2.1 3x slower than repo's 3.2.0

2014-11-20 Thread Robert Osfield
Thanks Per, improvement merged and submitted to svn/trunk. On 20 November 2014 07:37, Per Nordqvist nordqv...@gmail.com wrote: Thanks Robert, fix looks good. The README.txt is still somewhat confusing so I have updated it accordingly, see attached file. Regards, /Per On 19 November 2014

Re: [osg-users] Shader storage buffer object

2014-11-20 Thread Robert Osfield
Hi Marcus, On 19 November 2014 21:32, Markus Hein mah...@frisurf.no wrote: I'm still sitting here with making an osgexample app for SSBO's but basically it is working as expected under a modified osg-3.2.1. I have attached some screenshots, showing number of 512x512 particles computed and

Re: [osg-users] Fwd: Last update in the osgAnimation::Animation ONCE mode bug fix

2014-11-20 Thread Robert Osfield
Hi KOS, I have just got to reviewing your proposed change to Animation.cpp. What name would you like me to use when attributing this fix when I check it in? Cheers, Robert. On 27 August 2014 13:03, Konstantin lalakos...@gmail.com wrote: -- Forwarded message -- From:

Re: [osg-users] Improving this scene frame rate

2014-11-20 Thread Christian Buchner
Hi. a) try playing with activating setUseDisplayLists(false); setUseVertexBufferObjects(true) on all your geometry objects. It really makes a big difference on Intel chips - not so much on nVidia. b) Reduce the geometry complexity of the stadium. The geometry is rendered twice because of your

Re: [osg-users] Improving this scene frame rate

2014-11-20 Thread Christian Buchner
One more thing... with 600 animated characters of several types consider using hardware instancing. It will greatly reduce the number of draw calls. I see you already have several thousand draw calls in your scene. Christian 2014-11-20 10:52 GMT+01:00 Christian Buchner

Re: [osg-users] Last update in the osgAnimation::Animation ONCE mode bug fix

2014-11-20 Thread Pjotr Svetachov
Would't this add cpu overhead for animations that are done playing because the channels are still updating? Cheers, Pjotr -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61727#61727 ___ osg-users

Re: [osg-users] Improving this scene frame rate

2014-11-20 Thread Aitor Ardanza
Thanks Christian! I try to put into practice your suggestions. Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61730#61730 ___ osg-users mailing list

Re: [osg-users] Last update in the osgAnimation::Animation ONCE mode bug fix

2014-11-20 Thread Robert Osfield
On 20 November 2014 10:36, Pjotr Svetachov pjotrsvetac...@gmail.com wrote: Would't this add cpu overhead for animations that are done playing because the channels are still updating? That was a question I had. I looked like the animation would get to the end and then keep resetting itself to

Re: [osg-users] github repo out of sync

2014-11-20 Thread Mathieu MARACHE
Hi all, git mirror should be back on track with svn repository HTH, Mat On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com wrote: So, what do you think The Right Thing to do would be? I'm not GitHub savvy enough to have a valid opinion.​

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Björn Blissing
Hi Robert, Well, not really. My limited benchmarks did not show any performance differences. But in the current form the code will result in compiler errors, due to the fact that both _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS and _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED are defined. A simple

Re: [osg-users] github repo out of sync

2014-11-20 Thread Alberto Luaces
Thanks a lot, Mathieu! Mathieu MARACHE writes: Hi all, git mirror should be back on track with svn repository HTH, Mat On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com wrote: So, what do you think The Right Thing to do would be? I'm not GitHub savvy enough to

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-20 Thread Sean Mandrake
I am using the quad-buffer support that OSG provides not replacing it, don't worry. However OSG doesn't provide easy arbitrary multi-monitor support for many differently positioned screens. In that regard I am only expanding upon it's support, not replacing it. This is something that VRjuggler

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Robert Osfield
Hi Bjorn, On 20 November 2014 12:02, Björn Blissing bjorn.bliss...@vti.se wrote: Hi Robert, Well, not really. My limited benchmarks did not show any performance differences. But in the current form the code will result in compiler errors, due to the fact that both

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Chris Hidden
Ran into a new problem. Its related directly to this HUD so I figured I would just continue this thread. I want the HUD to slide on and off the screen. I figure the best way to do this would be with a nodecallback attached to the camera. Then i can just move the viewport or the viewmatrix

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-20 Thread Christian Buchner
Side-by-side is an entirely different kettle of fish which would be easy to code up, it's just two cameras and two views so I haven't done anything with that. Quad buffer is an inherrent requirement for shutter glasses however set OSG_STEREO=ON set OSG_STEREO_MODE=HORIZONTAL_SPLIT and OSG

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Christian Buchner
Did the updateCallback you added call traverse() on its own node? If you missed that, you may have accidentially disabled some required functionality. Christian 2014-11-20 15:49 GMT+01:00 Chris Hidden ch...@erghis.com: Ran into a new problem. Its related directly to this HUD so I figured I

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Robert Osfield
Hi Chris, There is too many unknowns for the rest of us to be know what is going wrong with this latest issue - only you have your code and models, and can view what is happening first hand and use a debugger to step through what is happening. The best we can do is provide general

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Chris Hidden
Ok, I understand. I also initially thought moving the viewmatrix would be the way to go. I wish I knew what to provide as far as information on my code goes. Ive been testing trying to figure out why my models don't render properly on the HUD. I've narrowed it down to the UpdateCallback.

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Christian Buchner
The moment I add virtual void operator(Node *node, NodeVisitor nv); with an empty implementation it causes the problem. So somehow the operator method is creating or at least triggering the problem. what I just said. Don't make it empty. Add at least traverse(node, nv); to the

Re: [osg-users] HUD with slave camera PRE_RENDER

2014-11-20 Thread Chris Hidden
:-* :-* And this is what happens when you don't sleep enough. sorry... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61748#61748 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Adding textures on platonic solid

2014-11-20 Thread Drake Aldwyn
Hi, Thank you a lot! I've got it :3 Cheers, Drake -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61751#61751 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgPlugins] osgConv tool crash when converting FBX file with binding Matrices

2014-11-20 Thread Robert Osfield
Hi Liu, I have just tried your model on OSG svn/trunk and it loads fine, and running it with osgconv works fine too. Looking at the code you suggested, the only way it could fail would be if the map being passed into the resolveBindMatrices() contained a pointer to a null for the OSG Node it

Re: [osg-users] github repo out of sync

2014-11-20 Thread Chris Hanson
Thanks! On Thu, Nov 20, 2014 at 6:04 AM, Alberto Luaces alua...@udc.es wrote: Thanks a lot, Mathieu! Mathieu MARACHE writes: Hi all, git mirror should be back on track with svn repository HTH, Mat On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com wrote:

Re: [osg-users] [ANN] Who wants: Multi screen, Head tracked, Immersive Quad-Buffered Stereo using only native OSG for Octave (CAVE) environments?

2014-11-20 Thread simon
Side-by-side is an entirely different kettle of fish which would be easy to code up, it's just two cameras and two views so I haven't done anything with that. Quad buffer is an inherrent requirement for shutter glasses however so I am on about circumventing this need in software but it's

Re: [osg-users] Ambiguous defines in Atomic.cpp when compiling with MinGW and GCC

2014-11-20 Thread Björn Blissing
Hi Robert, A rather crude implementation could look something like this. Best regards Björn Från: osg-users [osg-users-boun...@lists.openscenegraph.org] för Robert Osfield [robert.osfi...@gmail.com] Skickat: den 20 november 2014 15:04 Till: OpenSceneGraph Users

[osg-users] [osgPlugins] ffmpeg plugin halting during playback of some videos

2014-11-20 Thread Trystan Larey-Williams
Hi all, We've been finding some problems with playback of a set of videos. The issue is reproducible using osgMovie but only when --audio is enabled. A particular video will freeze at the same moment on every playback instance (although different videos will freeze in different places). We