Hi... we are (still) trying to find ways to improve performance on windows.
Does anyone compile their windows builds with the following options?
/D_SECURE_SCL=0 /D_HAS_ITERATOR_DEBUGGING=0
If so, does it produce good results? Is it necessary for *ALL* libraries to be
built with these options,
Has anyone else ported an OSG project from the standard library that ships with
visual studio 8 to STLport? Are there any bugaboos with doing this? Do the
OSG dll's need to be completely recompiled, or will they place nice with
STLport even though they were compiled with the default standard l
Hi everyone. We are building a system that uses OSG and several additional
"job" threads (on windows XP sp2.) Whenever one of these side jobs runs, the
frame rate on OSG drops, very often to zero. Since some of these side jobs may
take several seconds, this is obviously a problem. The behavi
Nvidia has something called "CUDA", which is essentially a C-like programming
language that compiles to the GPU. I haven't looked into it, but my guess is,
that's a tool real-time raytracing could benefit from, if it hasn't already.
I think if we've learned anything over the past 10 years or s
No, we're on top of that one. Just doing a completely clean rebuild seems to
have solved the problem, for now anyway. Sorry to clutter up the list.
- Original Message
> From: Andreas Goebel <[EMAIL PROTECTED]>
> To: OpenSceneGraph Users
> Sent: Monday, October 29, 2007 2:35:07 PM
> Su
Is it legal to install an update callback into a node during the cull traversal?
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I know there were issues with SetText crashing prior to 2.2. Was this fixed as
of 2.2.0? I'm still getting consistent crashes on SetText, but only on windows
and only with release builds. I'm also setting the data variance to dynamic.
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Where in the cull traversal is an object tested to determine if it is on screen
and needs to be drawn? Is this automatic, or is this something we need to turn
on? Thanks.
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Hi... We are running OSG 2.0.0 on visual studio 2005, and we frequently run
into a crash in StateSet::removeParent. This is hit when we are deleting nodes
in the OSG thread (outside of calls to update and frame). Is this a known
issue? I am stumped on this one. I was just wondering if it could b
We we're getting a lot of this error message as well. In our case, it turned
out we were telling opengl to draw a line with a width of 0.
- Original Message
From: Jean-Sébastien Guay <[EMAIL PROTECTED]>
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, October 24, 2007 2:59:44 PM
Yeah, I considered that, but had the same queasiness
about it you do. I have decided to maintain a global
static list of callbacks, and just run through that
list once per frame, checking for those that are
"done" and clearing them out. This won't be done
during the update traversal, but it will
So, how do you get rid of update callbacks that are no
longer needed? Do you have to do a separate traversal
just to check for update callbacks that are "done"?
--- Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi beelzebob666
>
> You cannot modify the scene graph during
> renderingTraversals()
We ran into an interesting crash, caused by the fact
that an update callback would set the update callback
pointer of its node to NULL (causing it to be freed),
before calling traverse on the node. It seems to me
it should be possible to do a pre-order delete
traversal, but this causes a crash.
What kind of performance penalty is there for adding
the dynamic flag to text, if, say, you're dealing with
10's of thousands of text objects?
--- Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Gert,
>
> Glad to hear that you have your app back up and
> running.
>
> I do wonder if it would be
Years ago, we wrote an earth-viewer program in which
we had a requirement that we had to be able to zoom
all the way from space, down to an item the size of a
quarter and smaller, smoothly. Your images look like
an issue we had at the time, which was a floating
point precision problem. The openG
Is 2.1.9 considered to be a stable enough release to
use in place of 2.0.0, and, does it fix the text
threading problems? Thanks.
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We are trying to port an osg 1.2 app to 2.0, and we
frequently get crashes when one thread (which is
building an osg scene that is not yet being rendered)
tries to access fonts while the rendering thread is
rendering text.
Also, on a possibly related note, what happened to
"viewer.sync()" in osg 2
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