Hi Wyatt,
When I have one or two objects, say the size of a car, or truck, only. The
shadow map looks correct. But when I add my terrain which is approximately x
= 5100 by y = 5100, I no longer see the car/truck shadows on the shadow map.
Similarly, if I increase the length and width of the
Hi Wyatt,
1. Is there a way I can query the number of texture units available on my
GPU via an OSG call?
A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also
searching the OSG headers, I found
osg::Texture::Extensions::numTextureUnits() which returns a GLint (int).
Look
Hi Wyatt,
I have changed to a LISPSM shadow technique.
OK.
I have removed the cast bit from my terrain.
The only two objects I have set cast shadow are close together.
This should not need to be done when using LISPSM. It's view-dependent,
so you don't need to make sure that the shadow
Hi Wyatt,
Oops... If I use the debug hud, then I need to use the
fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord
shaders?
You're starting to go into the realm of questions you should be able to
answer yourself, using the source and trying things out. I can't help
Hi Wojtek,
I'm surprised the magic word to summon Wojtek (shadows) took so much
time this time! We've been discussing this for a few days now :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Wojtek,
Generally yes, But don't turn them off but rather alter them with your
modified shaders.
That's useful when the ShadowedScene is the root of the scene, and your
entire scene can be rendered with a single shader (or uber-shader with
uniforms to select different code paths). But in
Hi Mike,
position-setScale(osg::Vec3(0.01,0.01,0.01));
When you use scale in a Transform, the geometry's normals also get
scaled. The normals are used to compute lighting, so it's normal
(geez, bad pun) that lighting is wrong.
You just need to tell OpenGL to rescale normals:
Hi Paul,
Why do I have multiple SceneViews?
There are always two SceneViews if you're using multithreading - they're
used on alternating frames as you've seen. Just set your CullVisitor for
both, or a separate instance of your CullVisitor for each instance.
Whenever I've had to change
Hi Paul,
I know I risk making the thread diverge into unrelated concerns, but I
wanted to ask:
If you ever submit
your node for inclusion in OSG, you can migrate the cull handling code
into osgUtil::CullVisitor at the time you make the submission. This is
what I did when I developed
Hi Bryan,
From experience, I can say that one dynamic_cast per frame per node can really
add up to hurt performance :)
Depends how many nodes. For example, for osgOcean::OceanScene, you
should generally have only one in your whole scene. So in that case,
one dynamic_cast per frame per
Hi Wyatt,
Thanks, That seem to make some change, instead of a grayish circle, I now
see a moving roundish object...
Sounds familiar...
Han Solo: [flying across the deserts of Tatooine] I think my eyes are
getting better. Instead of a big dark blur, I see a big bright blur.
Hi Wyatt,
Just have to ask, if you try with only one object and a ground plane (a
really simple scene) do you get the same results?
I just tested, and your code seems to work. I've attached a source file
which is the osgshadow example, with the main() commented out and your
code in its
Hello Frank,
I'm not sure exactly what these numbers mean.
You were on the right track. The Camera numbers are the objects that are
not culled, and the View numbers are the objects that are in the view's
scene, whether they're culled or not.
When you set a node's mask to 0, you're
Hi Andrew,
Just to throw another requirement into the mix, I don't think we can use
vertex shaders, as we cannot guarantee what hardware the software will
be run on. Basically integrated graphics is the lowest possible
hardware, so what's that, DirectX 8? 9? Vertex shaders run on DX8 but
you
Hi Wyatt,
Which shader is the basic shader, fragmentShaderSource_noBaseTexture or
fragmentShaderSource_withBaseTexture?
Depends on whether your object has a texture or not. Although now, since
texture lookups are so cheap these days, I would suggest you save
yourself some aggravation and
Hi Jacob,
I don't need the ogr project, so I'm not considered about it, and I'm
looking to install VPBMaster as well, so what else am I missing here?
I can't seem to set up a working load with the online documentation.
If you don't need the ogr loader, then you don't need all the
Hi Wyatt,
Is this what you are referring to?
if (withBaseTexture)
{
scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)),
osg::StateAttribute::ON);
}
Nope, this:
{
// fake
Hi all,
I expect most of you have already seen this:
http://www.develop-online.net/news/33198/Epic-releases-free-version-of-Unreal-Engine
I'm mostly interested in this for the toolset, which is apparently very
robust. If the file formats are reasonably open and we can make plugins
to read
Hi Simon,
Yeah I spent quite a bit of time playing with the UT editor way back
with the release before UT 2K3
It was crap then and I doubt it's got any better.
This release is not the level editor that shipped with any of the games.
It's the toolset that was used to create the assets for
Hi J.P.,
with
#define USE_EFFECT SILT
I get the gray screen in added view on 3rd 'a'.
Thanks for testing, that's what I saw too on Ubuntu. I expect if you use
USE_EFFECT PRECIPITATION you'll see the same results.
Hmm, what is strange is that the modified (extremely hacky) version
attached
Hi J.P.,
Did the shared context version I previously attached work on Windows?
Just curious. When I tried it on Linux I could add/remove many times.
Yes, it does. I don't quite understand the tradeoffs of using shared
contexts. Does it mean the draws to both windows won't be multithreaded
From this day forth everyone should wear kilts and toss the caber, and
work towards world peace and harmony ;-)
Absolutely! I agree with you on all points! Robert has spoken!
... but don't hate me if I had to Google to find out what toss the
caber meant ... :-)
J-S
--
Hi Kim, Chris,
.osg files are forward compatible and in limited cases backward compatible
(as long as
the older OSG has all the necessary feature support).
And that's the catch really, some VPB versions introduced usage of some
new features that were added to OSG at that moment, for
Hi Chris,
Shouldn't that be any *older* version? Because .ive files created with
OSG version X should be readable with OSG version Y if Y = X. It's just
the opposite which isn't true.
I don't remember. Are IVEs forward-compatible or not? I had some reason to
think they
were not.
Yes, I
Hello Tian,
Was it those that you deleted? Yes, I just delet thems, because I found that these two
inline functions had not been used in anywhere. And now my project just goes right,
the same with the oceanExample.
Sorry I didn't pick up on this thread... I'm pretty darn busy so I just
Hi Chris,
It does raise another question -- is this a common practice and is there
anywhere else
in OSG where node name has a special meaning during specific phases of
operation?
I tend to think that any use of user-settable properties, such as node
name, callbacks, user data, etc.
Hi Jacob,
However, my former co-worker
wrote a method that handles an ARG_FILE as input to OSGDem and feeds it
the parameters as necessary to execute them. I believe this method is
doing what vpbmaster would do, if I could get it running.
Actually vpbmaster does more than that, it allows
Hello Matthew,
Does anyone know how to access the rgba texture values at the point of
intersection in a polygon found using osgUtil::IntersectionVisitor and
osgUtil::LineSegmentIntersector? Ideally I would pass a threshold to the
IntersectionVisitor so that it automatically skips
Hi Ümit,
I am using PerPixel lighting on my some model which has created with
Blender. My model has lots of textures on it.
Do you mean that it has lots of textures to be applied to the same
primitives (i.e. it needs lots of texture units) or just that it uses
lots of texture *files* but
Hi Ümit,
How can I reach
related pixel's texture value in fragment shader if I doesn't use
sampler2D?
I don't understand why you would *not* use sampler2D? You always need a
sampler to sample the texture in a shader.
But if I doesn't define my sampler2D to related texture how can I
Hi Maxim,
More over, textures on objects are good now, but textures on osgText
still have the same problems. On Widget destruction (in QT) and it's
recreation there are filled sqares insted of text (osgText)...
I've seen this before on osgText, and the solution for me was to
explicitly call
Hi Ümit,
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I didn't bind it to osg::Uniform in my
main application, I can sample my texture from my shader in Unit 0. Do
you think it is weird or not?
You are relying on the value being set
Hi Adrian,
is there any example around the world, how we could integrate osgOcean
into Terrains ?
The oceanExample that ships with osgOcean loads a terrain... So yes,
there is an example. I'm not sure what else you want.
There was a discussion before and we stated that osgOcean does not
Hi Lv,
I have build some terrain model by VPB(VirtualPlanetBuilder) which including
some area of ocean.Is it possible to combine the effect of osgOcean to the
terrain model which is build by VPB?
VPB terrain, as long as it's not built in geocentric mode (i.e. as long
as it's flat terrain),
Hi Robert,
Hi Gusy,
I assume you meant Hi J-S since apart from the typo, Guay is my last
name as you well know :-)
Was there are resolution to the build issue under VS?
There was no resolution needed, it seems that Paul had an incomplete
update or had updated before you merged in
Hi Tom,
Try virtual public T in the derived class.
No effect, and I also tried adding virtual in the other places and that
doesn't change anything either. Of course, removing virtual in the base
class's inheritance of osg::Object results in errors about ambiguity, as
expected.
Perhaps
Hi Robert,
I actually meant Guys as in people :-)
Hah! Darn ambiguous typos... :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Paul,
I'd recommend we not use this code style in OSG, if we can avoid it. It
makes the code harder to understand. Can the class that derives from
NodeCallback use the has a pattern instead?
Only Cedric can answer that and perhaps refactor the code so that it
doesn't use virtual
Hi Ash,
for (int pos = 0; pos 80; pos+=10)
Here you're simulating 8 frames (0 to less than 80, in steps of 10, so 0
to 70). On modern systems, depending on your geometry and your vsync
settings, 8 frames should go by in about 0.13 seconds (if you have vsync
on and are at a refresh rate of
Hello Wyatt,
I would like to integrated SpeedTree 5.0 into an osg application.
Having searched the mailing list archives the most recent mention of a
SpeedTree example that I found was over a year ago. Has anyone been
using SpeedTree with OSG and possibly put together an example that would
Hi Robert, Paul,
Rather than guessing, perhaps yourself or fellow
Windows dev might be able to spot the problem and propose a fix.
I can check it out when I come back from lunch, if Paul hasn't beaten me
to it.
J-S
--
__
Jean-Sebastien
Hi Paul,
(FYI, several other of the plethora of osganimation* examples generate a
lot of warnings about inheriting by dominance. These should be
investigated and resolved.)
Seems the dominance warnings are because the class inherits from two
classes that define the same member...
Hi Wyatt,
I assume that the above methods involve SpeedTree prior to v5, which
is what I am using. According to the SpeedTree website v5 includes a
reorganization of the SDK. How much, I do not know, but maybe someone
has experience with it and OSG.
I hope you get some answers about this, I
Hi Paul,
osganimationtimeline fails to build on VC 2005. See attached error log.
It builds for me. Perhaps you had a partial update, because
osganimationtimeline.cpp revision 10697 seems to contain the
modifications to include the necessary header to fix your error.
About the warnings. I
Hello Mike,
where i can download the libjpeg for windows. I can't find sourcecode?
You don't need to go hunting for binaries or compile source yourself for
these basic dependencies, you can just go to:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
and get the
Hi Mike,
In my attachment is a screenshot from the build error (the build with dae)
but the osgdb_dae was build ???
can i use this plugin now even though the build error??
It seems you're building the wrappers. If you don't need them, don't
build them (disable BUILD_OSG_WRAPPERS in CMake
Hi Mike,
if i take the cmd in WinXP and i test c:/.../osgviewer.exe test1.dae (enter)
the viewer can't find a jpg plugin
where i can find jpg dll's for a new OSG Build
Please search for answers to questions like that, it's basic info you
need to be able to build OSG from
Hi Chris, Art,
a similar discussion was already started by me longer time ago. Check this
thread:
http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006
And actually I can remember starting a similar discussion too. I wanted
to eventually get the OSG site to run some kind of
Hi Robert,
While we're talking about your recent changes, it seems there's a typo
in the GLBeginEndAdapter header:
http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk
void setState(State* state) { _state = state; }
State* setState() { return _state;
Hi Jeremy,
Great to see you back here!
I will be undergoing a bone marrow transplant here in the next 3 weeks,
That's great news! I really hope it goes well for you and that you
recover quickly.
I know that osgWidget has been around for a while now, but I'm not
entirely sure people are
Hi Jeremy,
I totally understand where you're coming from here--and indeed, there
would have to be SOME low-level interface in C++ to build off of--but
the bottom line is, you simply can't (or rather, I can't) build
sophisticated, intelligent, and easy-to-use containers and GUI logic in
C++
Hi Cedric,
I used the addBindAttribLocation to the program but it generated an
error. Because the compiling of the program gave another location to put
my data. Anyway i will a another try to test it.
I've been using addBindAttribLocation in my software for a while, so I
know it works.
It
Hi Robert,
Interesting work, and it all seems to work well in the little testing
I've done... Fingers crossed :-)
Over the last few days I've been checking in significant
implementation changes to osg::State and osg::Geometry to facilitate
the OpenGL ES 2.0 port, these have all gone
Hi Art,
Of course the amount of repeats should be changeable during run time, hence simple multiple copy of group A will not work.
Make a subclass of osg::Group which has an overridden traverse() method,
which is like this:
void traverse(osg::NodeVisitor nv)
{
for (unsigned int i = 0;
Hi Jonathan,
I tried with 2.8.0 and 2.8.2, and it's the same story. Run,
osgCompositeViewerd cow.osg --stereo QUAD_BUFFER
It fails to run in stereo and produces the messages in my original post:
viewerd.exe cow.osg --stereo QUAD_BUFFER
Warning: Could not find plugin to read objects from file
Hi Jonathan,
I still get the warning about an OpenGL error:
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
That warning could be caused by something else, I wouldn't put too much
stake into it being related to your problem. It's such a general warning
that it's
Hi Martin,
This does not seem to work. The removeTextureAttribute method is called, but I
can still see the textures on the meshes. Is this the correct way to remove the
textures?
Keep in mind that Drawables also have a stateset which you won't get to
by using the code you posted. So in
Hello Adam,
I have a somewhat strange question. I want to render a scene to a frame buffer
object to create an image. I have that part working. Now I want to make no
windows or anything show up while I do the rendering. I know this is a bit
strange, but it would really help. Basically
Hello Mike,
The first problem: i had no /osg/config file?? How i create this config,
without ./configure.
I have no idea about using Eclipse or MinGW to build OSG, but to
generate the Config header you need to run CMake. CMake is not a build
system itself, it's a build file generator which
Hi all,
Just a note to let you all know that the changes to allow height checks
against the ocean surface have been checked in, and the oceanExample
will demonstrate this when started with the --testCollision command line
argument, i.e.
oceanExample --testCollision
Thanks to Dimitrios
Hi Ivan,
i am newbie in osg but i am to do a project wher i need that a camera follow a
bounce ball i have the code of bouce ball but there are some way to know where
is a object or node (coordinates)?
Err, well, I guess you made your ball bounce by setting coordinates
somewhere? Probably
Hi Peter,
Hi, I was wondering if it was possible using osgOcean to blend between water
areas different shaders, for instance, if you are flying from New Jersey to the
Bahamas, you obviously won't see the same level of ocean cleanness in the two
areas. I was wondering if it was possible using
Hi Peter,
Thanks for the info. Just out of curiosity, is there any chance that the water
will be translucent in the future?
Yes of course, it's not on my current time table but other people can
help drive development forward too as we've recently seen with the
addition of collision
Hi all,
Just drop me an e-mail off-list and I can send you a simple hack for testing it
- e.g. a buoy bobbing on the water surface or something similar.
Dimitrios sent me an example over the weekend, and I've been able to
test the changes I've made with his example. Seems to work well. I'm
Hi Art,
However, I have never tested if the plugin will also work under windows,
because it depends on ZLIB library. So it uses gzopen, gzread, gzclose instead
of fopen, fread, fclose in order to read from the file.
Just FYI, zlib is normally included in the 3rd party packages by
default,
Hi Andrew,
I'm using the ScreenCaptureHandler to capture a screenshot of the current view and save it to disk. I would ideally like to save at a specific resolution, say 1280x1024, however the handler is saving the image at the current size of the viewer.
The ScreenCaptureHandler is not
Hi Shiina,
So, I just want to find any example programme, which using the OpenThreads
library, and It could be very helpful for me.
Well technically, the whole of OSG is an example of OpenThreads... But
that might not be useful to you since it's a lot of code to look at.
Essentially, you
Hi Jan,
I have it running on GeForce Go 7600 (laptop) and Quadro FX 4500 (GeForce 7800
equivalent), but do not expect super high framerates on such hardware. The
shaders are quite slow on those cards. On the other hand, my 8800GT runs it
smoothly at 1920x1200.
Interesting, thanks for the
Hi Jan,
Right, of course. I have a bit of code that makes an object bob on the
surface, but my code is likely a bit different from Dimitrios's, so it would
need to be changed based on what you have done.
Likely it's just the method name that would change. I don't mind doing that.
Is there a
Hi again,
I'll look about starting that wiki page soon.
Here you go,
http://code.google.com/p/osgocean/wiki/HarwareSupport
I'll add details as time passes...
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Kim,
http://code.google.com/p/osgocean/wiki/HardwareSupport
Heh, did I actually make a typo in the page title? Geez... Sorry, I was
in a hurry and didn't notice it.
Thanks for your vigilance.
J-S
--
__
Jean-Sebastien Guay
Hi Chris,
It seems like we don't have any capacity in this regard right now. I'll
shorten the
question -- other than Robert, who does have SVN commit access?
Well, I think you've been with us for a while now, so you must have some
idea about this. It seems to me that whenever commit
Hi Kim,
I'll have a look at how this is done in the OSG CMakelists, For the OSG,
CMake has always defaulted to a debugrelease build configuration under
windows, I just presumed that was the norm.
Please give me a few minutes, I'll try to work this out on my Ubuntu VM
and report back. There
Hi Gopal,
osgviewer cow.osg output.txt 21
You need to do this before:
(on Windows:)
set OSG_NOTIFY_LEVEL=DEBUG
(on bash:)
export OSG_NOTIFY_LEVEL=DEBUG
and then run the osgviewer command. That will tell OSG to be verbose
about everything and the output.txt should contain the info we
Hi Kim, Jan,
I'll have a look at how this is done in the OSG CMakelists, For the OSG,
CMake has always defaulted to a debugrelease build configuration under
windows, I just presumed that was the norm.
Let's be specific here. There are two separate issues:
1. Whether the CMake scripts ask
Hi Jan,
The original problem was that even despite not specifying anything (i.e.
default release build), the cmake was failing because of missing OpenThreads
debug libs, despite them not really being needed on Linux.
Yes, but somewhere in the discussion the issues got mixed up. I just
Hi Jan,
Let me know how it goes.
I should mention that on my Ubuntu VM, with these changes (root
CMakeLists.txt at rev 139 at least), I can start with a fresh checkout
of osgOcean and only the Release OSG libraries, and go all the way to
make install.
The only thing I did manually is I
Hi Jan,
While I was at it, I started integrating the changes for getting the
ocean surface height at a position. I went with a combination of
Jean-Claude's and Dimitrios' code, with a few small modifications.
The only problem is I have no way of testing it (it builds, thus it
works by
Hi Jan,
Whether or not debug is replaced by release in the absence of the debug
versions for the COLLADA plugin, I do not know, though.
This was the only thing I was wondering about.
I was aware of all the rest. I've done my share of development on Linux
you know. I just use Windows at
Bonjour Frédéric,
I’m having trouble with textures on slave cameras added to an osgViewer.
Textures won’t appear if I add the slaves after a first call to
osgViewer::frame().
This is an FAQ.
By default, osg::Texture* will unref the image data after it has been
applied, i.e. once it's been
Hello Gopal,
may I know the minimum config of the machine that will be successful to run the
osgOcean along with the graphic card requirement
For processor type I'm not sure, most of the processing is offloaded to
the GPU so you might be able to get away with something quite modest,
though
Hello all,
I'm currently seeing a really weird problem with a shader on a Radeon
HD 4350 card (both with drivers dating from July and with the most
recent drivers dating 9/9/2009). The shader is rather convoluted, but
the problem seems centered around code similar to this:
float light =
Hi Jan, Kim,
However, I think you should make this type of a build the default. That will
simplify the life of everyone who is not actively developing osgOcean, merely
using it as a dependency. OSG itself has a release build as a default as well
and one has to explicitly enable debug if it is
Hi Jan, Dimitrios,
Cool, this looks good. Jean-Se, Kim, could we get these things merged in,
please?
Right now I am maintaining my own patch based on Dimitrios's code, but this is
really useful.
Of course, the function needs to be exposed in the higher-level classes too,
so that we can
Hi Pankaj,
To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?
In addition to what Kim mentioned, depending on what platform you're
working on, there might be an additional issue. On Linux it doesn't make
any difference, so you can do what Kim
Hi Jan,
Could the CMakeFile.txt be fixed that if no debug version is found cmake
doesn't fail? I want to build a release (default) and it fails because the
debug version of OSG is not there - it shouldn't be required for building
release and/or if not on Windows (you can safely mix
Hi Jan,
Thanks for the investigations on your machine.
It finds the non-debug OSG successfully but fails on finding debug version of
OpenThreads (which I didn't compile, I have only release one).
I think the issue is in the FindOpenThreads.cmake lacking the code you have
pointed out.
Yeah,
Hi Gopal,
00:02.0 VGA compatible controller: Intel Corporation 945G/GZ Express Integrated
Graphics Controller (rev 02) graphics card.
Yeah, that isn't going to work with osgOcean in its current form. We
could possibly check for a set of extensions we know we need
Hi Harold,
Is it possible to redefine rotation axis of RotateCylinderDragger ?
It seems to only want to rotate around Z axis of object space.. but i
need to have a rotation around Y axis due to object geometry construction.
I bet you can place a MatrixTransform with a 90 degree rotation
Hi Joseph,
osg::Node* pLoadedModel =
osgDB::readNodeFile(C:\\Programme\\ADTF\\2.1.1\\lib\\OpenSceneGraph-2.6
.1\\bin\\tour.obj );
I think using forward slashes instead (which don't need to be escaped)
would work as well.
Yep, and keeps visual clutter to a minimum:
osg::Node* pLoadedModel
Hello Joseph,
The image can't be found by readNodeFile. Where needs the image-file to be
stored? Must I compile the jpeg-plugin? How can I compile this plugin?
See the answers to your similar thread where you tried to load an obj
file. Please don't post questions twice (these are the same
Hello Martin,
no seb, I also really needed that feature. I already wrapped it in dtOcean:
https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean
Wow, I didn't know osgOcean had already made it into Delta3D! Nice!
If there are any features you need for it to integrate better
Michael, Kim,
If you get to it before me, send in the code and I'll merge the fix.
I'll do this right away. Give me a few minutes.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi again,
If you get to it before me, send in the code and I'll merge the fix.
I'll do this right away. Give me a few minutes.
Done and committed to osgOcean SVN trunk. I also added a command line
parameter to the oceanExample so that you can experiment with the ocean
surface height. So
Hi Sebastien,
So I have updated and tested with my scene, when the cow is at 150 and the
ocean at 100, it works well (the reflection is hard to see but it is here !)
[Image: http://img246.imageshack.us/img246/9285/sanstitre1yg.jpg ]
If you lower the cow or lower your point of view you'll see
Hi Sebastien,
But ... really sorry again... there is a problem when the cow touches the
ocean, both of them are at height 100... do you confirm this ?
[Image: http://img297.imageshack.us/img297/836/sanstitre2hs.jpg ]
Yep, that was it. Simple fix. Sorry about that.
Note that the reflections
Hello Michael,
With the sobel filter I get ~360 fps.
With the 5x5 Gaussian blur I get ~300 fps.
The graphics hardware is a GeForce GTX 280.
Just curious, to put that into perspective, what frame rate do you get
without filtering on the same scene? (just so we can get an idea of the
Hi Michael,
Sure, after removing the filter I was getting ~530 fps. Since fps is
nonlinearly related to frame time, here's the breakdown:
Thanks for the breakdown. Since the filtering is a post-process
operation it's basically a fixed cost per frame... 1.44ms is not bad.
J-S
--
Hi Sebastien,
I am sorry to bother you but did you work or are you still plannning to work on
the aspect we talked in this thread ?
Actually I did implement part of it in my project, and recently merged
the changes back into osgOcean SVN trunk. The change is that the ocean
surface is now
Hi again Sebastien,
I am sorry to bother you but did you work or are you still plannning to work on
the aspect we talked in this thread ?
Well, I had some downtime while I waited for a big project to compile,
so I decided to go ahead and do it. If you're using osgOcean SVN trunk,
just
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