Re: [osg-users] Performance decrease with 2.4.0

2008-05-07 Thread DC Fennell
s build options - are you compiling under Release build under 2.4? Robert. On Tue, May 6, 2008 at 8:59 PM, DC Fennell <[EMAIL PROTECTED]> wrote: Hi everybody, Our application is loading IVEs and DDS textures. With OSG 2.4.0, the load times seem to have been increased significantl

[osg-users] Performance decrease with 2.4.0

2008-05-06 Thread DC Fennell
Hi everybody, Our application is loading IVEs and DDS textures. With OSG 2.4.0, the load times seem to have been increased significantly and the framerate in our scenes has decreased around 10%. It's quite difficult to figure out what exactly has caused this based on the changes from 2.2.0 to 2

Re: [osg-users] OSG Static Libraries

2008-05-05 Thread DC Fennell
d starting to use virtual memory? -- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DC Fennell Sent: Monday, May 05, 2008 12:33 PM To: Public OpenSceneGraph Users discussion list. Subjec

[osg-users] OSG Static Libraries

2008-05-05 Thread DC Fennell
Hello, I've built OSG core and plug-in libraries statically. The performance I get is quite a bit slower than using DLLs. It would seem that the performance should be equal, if not better using the static libraries. I followed the instructions from the link below. http://www.openscenegraph.org

Re: [osg-users] get_random

2008-01-31 Thread DC Fennell
Hi Scott, Yes, the function, as it is written, is [min, max]sorry about my typo. If the intent of this function is, as you say, is [min, max], then the comment needs to change so there is no ambiguity. It's nit-picking, but I always assume a get_random is [min, max), which can be used for i

Re: [osg-users] get_random

2008-01-31 Thread DC Fennell
uot; <[EMAIL PROTECTED]> To: "OpenSceneGraph Users" Sent: Thursday, January 31, 2008 10:09 AM Subject: Re: [osg-users] get_random > El Thursday 31 January 2008 16:41:55 DC Fennell escribió: >> Hello everybody, >> >> I believe the get_random() function in ra

[osg-users] get_random

2008-01-31 Thread DC Fennell
Hello everybody, I believe the get_random() function in range under osgParticle should be: minimum + (maximum - minimum) * rand() / (RAND_MAX + 1); It is written as: minimum + (maximum - minimum) * rand() / RAND_MAX; If you expect the values returned (as specified in the comments) to be between

[osg-users] glActiveTexture / glClientActiveTexture state changes

2007-10-26 Thread DC Fennell
Hello, I am curious as to why OSG never resets glActiveTexture or glClientActiveTexture back to GL_TEXTURE0 after usage. In my opinion, this should always be done. Specifically since glClientActiveTexture is set quite often in display lists. As a test, I modified osg and osgUtil to reset these

[osg-users] isImageTranslucent

2007-10-08 Thread DC Fennell
Hello, Is there anything planned on making Image::isImageTranslucent work for compressed textures? I'm not sure how long it's been there, but I see the TODO comment regarding this feature in ReaderWriterDDS.cpp. Thanks.___ osg-users mailing list osg-u

Re: [osg-users] Particle Sorting

2007-09-05 Thread DC Fennell
Hello, The settings you mentioned below have been set. These are set by default within the osg particle system. The problem still exists when I create another bin. I wish I could be of help with the polygon sorting, but I have never implemented it with osg. - Original Message - From

Re: [osg-users] Particle Sorting

2007-09-05 Thread DC Fennell
to 'blend' particle systems. -- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DC Fennell Sent: Wednesday, September 05, 2007 12:20 PM To: osg-users@lists.openscenegraph.org

[osg-users] Particle Sorting

2007-09-05 Thread DC Fennell
Hello, I have several particle systems, which may be close to each other. Unless all particles emitted are grouped and sorted as one bucket, then drawn, I get visual anomalies. For example. If I have 3 smoke stacks (each a separate particle system) close together, and if an explosion occurs in