Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-25 Thread Fabian Wiesel
Hi Robert, > Have you tried setting the affinity of the threads that are created? > Have you tried creating the threads before the call to viewer.realize()? Yes, both cause the threads being distributed across the cores. That is probably also why initialising TBB early in main helps, as it

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-25 Thread Robert Osfield
Thanks for the example Fabian, I'm away from my desktop system this weekend, will have a look in the week. Have you tried setting the affinity of the threads that are created? Have you tried creating the threads before the call to viewer.realize()? The way things are behaving looks to be down

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-25 Thread Fabian Wiesel
Hi, I can confirm the behaviour with the following test case: https://github.com/fwiesel/vertexarrayfunctest/blob/threads/main.cpp#L92-L103 All threads run on CPU 0. That clears up the mystery, which baffled me and two of my colleagues: After upgrading to a new Ubuntu version, suddenly our

Re: [osg-users] SingleThreaded leading to whole application just running on one core

2016-09-25 Thread Christoph Weiss
I wrote a simple sample program that produces the following output: % g++ -std=c++14 -losgViewer -pthread a.cpp && time ./a.out Thread 5 done Thread 9 done Thread 4 done Thread 0 done Thread 6 done Thread 15 done Thread 12 done Thread 13 done Thread 11 done Thread 7 done Thread 8 done Thread 1

[osg-users] Creating a flame of rocket

2016-09-25 Thread Suraj Paul
Hi all, I am trying to create a exhaust flame of a moving rocket similar to one shown in attached image 1. I need only the exhaust plume of the rocket. The rocket is moving [b]fast[/b]. To do so, I used osgParticles to make the particle system as shown below in code: sg::ref_ptr ps =new

Re: [osg-users] Mapping world cordinates to screen cordinates

2016-09-25 Thread Suraj Paul
Hi, After trying a lot, I could understand the behavior of Screen cordinate computation using the above code. SSC are computed whether or not the node is within the camera view. Its just that the camera doesnt know if the node its luking at is still within the FoV or not. Wevneed to check if