Hi Brad,
To benchmark, you can change the quality of the compression in
TextureUtils.cpp.
For the moment, the compression is set to nvtt::Quality_Production,
using nvtt::Quality_Normal you should have much better result. As I
remember from the nvtt documentation, nvtt::Quality_Normal is much
faste
path working with nvtt? I saw no
difference in performance when I rebuilt with cuda support so I am
guessing it wasn't being used.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of F
Hi Brad,
I just check the code, in fact it does not work when using --terrain,
only with --polygonal.
I am submitting a fix to Robert.
Cheers,
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Chri
.
Are you testing in debug build of the OSG?
Robert.
On Wed, Oct 6, 2010 at 1:47 PM, Fabien Lavignotte
wrote:
> Hi,
> We uses the last developer version of OpenSceneGraph 2.9.9, with the
> last version of VPB.
> There is a very important performance problem with terrain generate
ich complicates it's usage.
Robert.
On Thu, Aug 19, 2010 at 4:10 PM, Fabien Lavignotte
wrote:
> Hi Robert,
> I modify a little bit VPB so that it can works without an active
> opengl context.
> First, i use some command line options in order to not need a opengl
> context, dis
David McAllister (http://www.particlesystems.org/). Any other ideas
and usable source code are welcome and appreciated.
Cheers,
Wang Rui
2010/8/17 Fabien Lavignotte :
> A quick mail just to give more opinions on the subject.
> We stopped using osgParticle for performance reasons. osgPa
A quick mail just to give more opinions on the subject.
We stopped using osgParticle for performance reasons. osgParticle is a little
bit overengineered for a real time particle system, the particle simulation
loop is quite bloated with different layer of abstractions that are finally not
so use
Hi Jean Sebastien,
I have removed the warning by putting the declaration of objectDeleted()
directly into the class definition. See attached file.
It seems to be a compiler bug. I love template :)
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-u
Hi All,
In order to compile on Windows with Wrappers ON, some exports are still missing
on osgPresentation::AnimationMaterialCallback and
osgUtil::IncrementalCompileOperation::CompileSet.
Regards,
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-use
Hi Chris,
I have submitted some code to the OSG Max exporter in july. I have send
a mail to the current maintainer : Farshid Lashkari (fla...@gmail.com).
He answer quickly and my changes have been put in the trunk.
Hope that helps,
Fabien
-Original Message-
From: osg-users-boun...@lists.op
Hi Robert,
It works now with my example on windows.
But i have a problem with my application, i am currently playing with
Texture2D::SubloadCallback to optimize my image data transfer, and also avoid
double buffering when using a drawing thread.
There is a small bug with your change and SubloadCa
sign a new texture object when the size changes. This would
avoid the need for an expensive scale operation, and also enable the support
under GLES and GL3 to work as neither have GLU.
As for the difference in behavior on your systems I can't explain.
Robert.
On Mon, Dec 7, 2009 at 6:23 PM, Fa
which doesn't
need resizing.
Do you size any resize message output the console. What OS, hardware and
drivers are you working with?
Robert.
On Mon, Dec 7, 2009 at 3:50 PM, Fabien Lavignotte
wrote:
>
> Hi Robert,
> I have made a simple example based on osghud. Just press the &
llustrates this bug, I can then use this to
rerpduce the bug and then confirm a fix to it.
Thanks,
Robert.
On Mon, Dec 7, 2009 at 8:55 AM, Fabien Lavignotte
wrote:
> Update done and everything builds correctly now on Windows, MSCV2008.
>
> But at runtime, i have a problem when updating t
ing it, but
in the end never did or need to it.
Since the method isn't used I've just removed it and updated the wrappers.
Could you do an svn update and let me know if things work fine.
Cheers,
Robert.
On Fri, Dec 4, 2009 at 5:54 PM, Fabien Lavignotte
wrote:
> Hello,
> I
Hello,
I have tested the trunk r10851 on Windows, MSVC 2008.
I have a problem at build time, osgAnimation wrappers has not linked because a
method (updateGraph) is not found. I just commented the method, and then
everything build correclty. The wrappers have not been updated maybe?
During the com
The osgViewerQt example does not take into account modifier key. So, the
OSG modifier mask is always zero.
I have changed the conversion between Qt event and OSG event to handle
modifier properly.
Here is my code. You can adapt this code in your widget. Let me know if
you need some help.
Fabien
/
lp you i guess.
The screenshoot is funny :)
Cheers,
Cedric
Fabien Lavignotte wrote:
> For blending I have checked osganimationtimeline, the TimeLine thing is quite
> nice but i am not sure it cover my needs.
> I just wanted to blend smoothly when going from one animation loop to another
>
Yes, it works fine now.
I can use earth file in my application, thanks again for your great work
(both osg and osgEarth!)
Fabien
-Original Message-
From: Robert Osfield [mailto:robert.osfi...@gmail.com]
Sent: lundi 26 janvier 2009 17:33
To: Fabien Lavignotte
Cc: jasonbever...@gmail.com
janvier 2009 16:24
To: jasonbever...@gmail.com; Fabien Lavignotte
Cc: OpenSceneGraph Users
Subject: Re: [osg-users] Problem when loading local then distant png
file
Hi Jason & Fabien,
I'm introducing Jason into discussion in the hope that he'll have some
ideas about what is going wr
: Re: [osg-users] Problem when loading local then distant png
file
Hi Fabien,
Which version of the OSG are you testing osgEarth against?
Robert.
On Mon, Jan 26, 2009 at 1:29 PM, Fabien Lavignotte
wrote:
> While trying osgEarth (great work by the way), I find a OSG problem.
> osgEarth
in my code... or
maybe in osgDB
Not sure which is the best?
Fabien Lavignotte
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Hi,
I have tested the integration between Qt GraphicsView and OSG too.
To have better results, don't use drawBackground() to do OSG drawing but
overload the paint event of QGraphicsView, somthing like that :
void MyGraphicsView::paintEvent( QPaintEvent* event )
{
QGLWidget* widget = dynami
I have been through an issue that has been discussed previously on the
osg-users mailing list. I have put the previous discussion below (it was
end of august).
The culling traversal was never called on an AutoTransform with auto
scale because of small feature culling.
So Robert answers with three
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