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

2016-09-24 Thread Pete Black
OK, Apologies if I caused offense. Goodbye. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68731#68731 ___ osg-users mailing list osg-users@lists.openscenegraph.org

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

2016-09-22 Thread Pete Black
This is, bizarrely, by design. In single-threaded mode, OpenSceneGraph silently sets CPU affinity to a single core by default. Personally I think this is incredibly obtrusive on the programmer, and the reasons for this being default behaviour are terrible, but it is what it is. This is what I

Re: [osg-users] Issue with shadow

2016-09-22 Thread Pete Black
When you set up the technique on your ShadowedScene, you can use any of the various techniques from osgShadow. on this page: http://trac.openscenegraph.org/projects/osg//wiki/Support/ProgrammingGuide/osgShadow There is example code for setting up shadows, and, as an example, to use soft

Re: [osg-users] Issue with shadow

2016-09-21 Thread Pete Black
Its becase OSG's default shadowMap code isn't very good for large scenes - the shadow camera frustum is sized to fit the entire scene, so an individual shadow map pixel may cover a large number of rendered fragments, making the shadows very pixellated, and the 'shadow acne' - caused by a

Re: [osg-users] Trouble with NodeMask and shadows

2016-08-24 Thread Pete Black
Pretty sure osgShadow doesn't do anything with the receiveShadows mask bit - , at least when using any of the shadow map algorithms. Some reference to this: http://osg-users.openscenegraph.narkive.com/eMJHm8Gm/osgshadow-question -- Read this topic online here:

Re: [osg-users] Processor Affinity and forked processes

2015-11-29 Thread Pete Black
Hi Robert, I want to unset the CPU affinity that OSG hardcodes. Currently I achieve this under Linux with sched_set_affinity calls. But this requires platform-specific defines in my code, and just seems ugly. I have no idea why you would consider applications doing their own threading to be

Re: [osg-users] Processor Affinity and forked processes

2015-11-29 Thread Pete Black
Hi Robert, Its not like I can't solve my own problem (I already worked around it by overriding all OSGs CPU affinity setting with platform specific code) , but as demonstrated by the original poster in this thread, I am not the only one who has had to spend a lot of time wondering what is

Re: [osg-users] GraphicContext null

2015-11-28 Thread Pete Black
This may be due to the fact that Fedora now runs gdm on its own screen. e.g. it used to be that you could more or less assume setting DISPLAY=:0 and running an X11 application would show the app on the machines 'local' display. With Fedora 22+ this is now DISPLAY=:1 It looks to me, after

Re: [osg-users] Processor Affinity and forked processes

2015-11-28 Thread Pete Black
The logic seems to be if there are more than 1 CPU, and the threadingModel is set to singlethreaded (the default), then set CPU affinity (on what is very likely the main thread of the application) to 0. This really seems to be a poor idea - it might help a specific OSG app configuration, but

Re: [osg-users] Processor Affinity and forked processes

2015-11-23 Thread Pete Black
This bit me too.. i create a number of Qt threads to do things (update terrain, run physics simulation) and OSG was forcing them to all run on CPU 0, leading to really terrible performance, since it sets CPU affinity on the main thread, and all threads spawned from it will inherit the CPU mask.

Re: [osg-users] Cubemap loading from dds

2015-11-22 Thread Pete Black
I have a similar issue - I want to display animated cube maps, which will be prerendered in blender, stored as videos and provided to OSG by ffmpeg. My current plan is to load a single buffer of data for each cubemap, in a 1x6 'stack' and create my 6 osg images using a simple linear offset into

[osg-users] OpenSceneGraph - voxel/terrain rendering

2012-05-09 Thread Pete Black
Hi, I have been working on a minecraft world viewer for a while, and most of my work has been done in Ogre3D, as this library is what I am most familiar with. However, it is pretty clear that Ogre just can't go fast enough with my specific use case - it sets so much redundant state per batch