On 9/21/2011 1:57 PM, Vincent Bourdier wrote:
> Hi,
> Did you had a look on the result of the simplifier ?
> I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify
> more, so the
> results remains nearly the same.
Also, osgWorks http://code.google.com/p/osgworks/
has a
Hi,
Did you had a look on the result of the simplifier ?
I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify
more, so the results remains nearly the same.
Maybe you could create your own simplified geometries for example a
(colored) cube for a building (6 faces, even 5 if
Hi,
Paul you are right I forgot to write the hole code for the LOD implementation,
sorry.
Code:
osg::ref_ptr lodLevel3 = originalGeode;
osg::ref_ptr lodLevel2 = dynamic_cast( lodLevel3->clone(
osg::CopyOp::DEEP_COPY_ALL ) );
osg::ref_ptr lodLevel1 = dynamic_cast( lodLevel3->clone(
osg::CopyOp
On 9/20/2011 7:32 AM, Marcus Rabe wrote:
This was again a little bit faster but was not enough.
Than I used LODNodes:
Code:
osg::ref_ptr lodLevel3 = originalGeode;
osg::ref_ptr lodLevel2 = dynamic_cast(
lodLevel3->clone( osg::CopyOp::DEEP_COPY_ALL ) );
osg::ref_ptr lodLevel1 = dynamic_cast(
Hi Marcus,
Performance optimization is a huge topic and most of the time it comes
down to creating a well balanced scene graph. You really need to make
sure that the whole scene graph is built with performance in mind, one
typically can't just enable something or apply some high level trick
to su
Hi,
I am using "OSG version 2.8.2" on a Windows XP x64 System (i7 system, 8GB RAM)
and I am trying to implement a driving simulator with OSG. First I testet all
the scene with a small city and had no performance problems when I was driving
thru the city. But now I loaded the hole city into the
There are several very nice books, they are mentioned on the front page of
the website under "Latest Project News".
Purchase them from http://osgbooks.com/
cheers
-- mew
On 10/22/07, Shawn Cook <[EMAIL PROTECTED]> wrote:
>
> Thanks to Robert and David for the responses. In reality what I real
Thanks to Robert and David for the responses. In reality what I really wish I
had for this project was just some documentation for OpenSceneGraph.
OpenSceneGraph provides some very breif 'mission statements' on the website,
random tutorials, examples that are thorough but not entirely inclusi
I'm not sure if this helps, but I have in the past found that calls along
the lines of :
geometry->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));
can take ages. In particular, I think the DrawArrays call can take a while.
On an app of mine, I was doing the abov
Hi Shawn,
I'm afraid I have too little time available to help out at a fine grained level.
Robert.
On 10/22/07, Shawn Cook <[EMAIL PROTECTED]> wrote:
>
> Thanks for the response, Robert. I'm in the midst of a small rewrite to
> try something else to optimize my code and now I have another ques
Thanks for the response, Robert. I'm in the midst of a small rewrite to try
something else to optimize my code and now I have another question: In my
UpdateCallBack for all my many quads I want to add a new quad only when it is
needed. However, with the code below I get a break point (excepti
HI Shawn,
The OSG can handles scenes with thousands of objects, and millions of
polygons on modern machines at a solid 60Hz, the numbers of objects
you are talking about suggest there is something wrong with how you
are setting up your app. Could it be that you are doing a single quad
per geometr
f Shawn Cook
Sent: Friday, October 19, 2007 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Performance Problems
Hi, Trying to do something simple and getting a poor framerate. I'm sure
it's just something I don't know about OSG and need to learn, perhaps y
Hi, Trying to do something simple and getting a poor framerate. I'm sure it's
just something I don't know about OSG and need to learn, perhaps you folks can
help. Basically, imagine a camera positioned above a grid with anywhere from
100 to 5000 quads of similar size shuffling around on the 2
> G'Midnight Murray :-)
Yeah, I'm going home to bed very soon...
>
> What is the CPU and GPU set up on the IGs? There is chance you might
> be able to use multiple CPU, GPU setup.
The old ones are P4s and 6800s, the new ones Intel dual core thingos
whatevertheyrecalled with 8800s which I'm
On 8/2/07, Murray Curtis <[EMAIL PROTECTED]> wrote:
> G'Day Robert
G'Midnight Murray :-)
> Robert Osfield wrote:
> FPS roughly halves - which I guess is to be expected. I saw your
> announcement of osgViewer::Renderer a few minutes after posting :-)
Having of FPS isn't too surprising as your re
G'Day Robert
Robert Osfield wrote:
> I would not expect any performance hit beyond that of having to draw
> the scene twice. What scale of performance hit are you seeing?
FPS roughly halves - which I guess is to be expected. I saw your
announcement of osgViewer::Renderer a few minutes after po
Hi Murray,
I would not expect any performance hit beyond that of having to draw
the scene twice. What scale of performance hit are you seeing?
While CompositeViewer doesn't present have support for stats, some
changes to osgViewer I've just checked in should make support easier
to add stats supp
I'm trying to include a rear view mirror view in my driving simulator
scene but and having trouble getting reasonable performance.
I've recently converted from Producer to osgViewer and have set up two
views on a common graphics context, one full screen, the other smaller,
windowed over the oth
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