a temporary GL context to get the extension
function pointers _on a screen driven by an nVidia card_.
HTH,
Stefan.
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INS3 Visualization and 3D Interfaces
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/X), the frame rate is cut in half on windows, while it is not
on linux. So I'm wonder if rendering commands are actually still send to
both cards. Driving multiple GPUs independently is a pain anyhow...
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INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands
;
perhaps that's the cause of the slowness... I'll try in Jan...
Robert Osfield wrote:
Hi Ferdi,
On Wed, Dec 24, 2008 at 11:16 AM, Ferdi Smit ferdi.s...@cwi.nl wrote:
Is WGL_NV_gpu_affinity no longer useful on windows?
I believe it's a relatively new extension, so rather than
,
Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands
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platform.
Thanks,
Robert.
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Meshlab was crashing when I tried it; I've just been testing with 28M
polygon stanford lucy (have to convert my other files to an appropriate
format). smaller models worked fine (e.g. 10M thai statue). It seems
perfect in all other aspects for what I need right now...
I don't know how CGAL
;
viewer.getCamera()-setCullingMode(osg::CullSettings::NO_CULLING);
viewer.setSceneData(root);
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.run();
return 0;
}
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INS3 Visualization and 3D Interfaces
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.
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CWI Amsterdam, The Netherlands
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, Dec 10, 2008 at 4:28 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Hello,
I ran into something peculiar. When loading my own simple binary file format
into osg vertex array, normal array and element array (unsigned int) it
works fine for models of say 1 million faces (~25MB); however, for the same
I'm trying to produce some simplified versions of large mesh objects
(~15-25M triangle CT scans) osgUtil::Simplifier gives me a bad
allocation exception when using a model with ~10M triangles... I suppose
it was not written for very large models and keeps a lot of data around.
Are there any
What the subjects says :) Is it global? Annoying... I use it for
reference docs :P
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http
.
Robert.
On Sat, Dec 6, 2008 at 9:01 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Hello,
How do I open a context on a specific GPU using OSG on windows (vista 64bit
with 2 pcie cards)? In linux I can simply configure a second screen using a
different GPU by BusID, and then open a context on :0.0
?
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, Ferdi Smit [EMAIL PROTECTED] a écrit:
Quick question: is there an (out-of-the-box) osg program/nodekit that
does dynamic level-of-detail? I just want to run some comparisons on
image quality, so all it has to do is dynamically decimate a very large
single-object model (possibly with a preprocessed
.
On Thu, Dec 4, 2008 at 11:26 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Quick question: is there an (out-of-the-box) osg program/nodekit that does
dynamic level-of-detail? I just want to run some comparisons on image
quality, so all it has to do is dynamically decimate a very large
single-object model
a completely fscked-up round-robin scheduler).
Cheers,
/ulrich
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INS3 Visualization and 3D
?
Robert.
On Thu, Dec 4, 2008 at 10:43 AM, Ferdi Smit [EMAIL PROTECTED] wrote:
I've been looking into thread/process affinity with respect to a dual-GPU
setup. This is what I found back then:
2 processes, CPU affinity on different cores, each renders the full scene on
a different GPU
), as opposed to do doing it statically beforehand and then
choosing one. I know osg can do that based on distance etc, but that's
not what I'm after.
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Ferdi Smit
INS3 Visualization and 3D Interfaces
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of the build system using Cmake then
a clean build of the OSG.
Robert.
On Wed, Dec 3, 2008 at 12:07 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
I'm getting many unresolved external errors for the current svn version
(rev. 9311)
error LNK2001: unresolved external symbol public: void __thiscall
osg
on each core. A core 2 dual has 2 cpu cores and 2
siblings. The core id field says which physical core it is.
Robert Osfield wrote:
Hi Ferdi,
On 12/2/08, Ferdi Smit [EMAIL PROTECTED] wrote:
I thought a hyper-threaded CPU was simply exposed as two distinct CPUs,
i.e. an intel i7 would show up
way? I really
don't want to download it to an Image and then memcpy it to the mapped
region, since that's simply too slow.
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INS3 Visualization and 3D Interfaces
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(),
1, 1, GL_LUMINANCE, GL_UNSIGNED_BYTE,
(ImageBuffer_[i]-Data_[0]),
osg::Image::NO_DELETE);
(ImageBuffer_[i]-Data_[0]) is memory in another class.
jp
Ferdi Smit wrote:
What would be the best way to download
still haven't had feedback from the
community on this topic as it's likely to be something effected by
hardware/drivers and OS.
Robert.
On Thu, Nov 20, 2008 at 4:05 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Thank you, that at least explains some of the drawing times I've been
seeing.
I ran more
still hit your target frame rate just
fine.
Robert.
Robert.
On Tue, Nov 18, 2008 at 3:31 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Hi Robert,
I ran some more tests with a realistic scene of ~25M polygons (25 times the
same 1M model). Stand-alone this is rendered at ~15 FPS on one GPU (8800GTX
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to the pixel formats you
use. See the osgscreencapture example.
Robert.
On Mon, Nov 17, 2008 at 5:31 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
Thanks Robert. I did a quick test with two viewers from two threads and it
appears to be working. Btw, from my experience, PBO doesn't seem to be any
faster
, both using shared contexts and with up/downloading of texture data.
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on the bleeding edge. I think it should work, or
at least I can't spot any major problems that might appear.
Robert.
On Mon, Nov 17, 2008 at 9:37 AM, Ferdi Smit [EMAIL PROTECTED] wrote:
I'm looking to do the following in OSG, and I wonder if I'm on the right
track (before wasting time needlessly
?
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Ferdi Smit
Email: [EMAIL PROTECTED]
Room: C0.07 Phone: 4229
INS3 Visualization and 3D Interfaces
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