Hi Jose,
Getting 10fps is pretty bad, I personally wouldn't be happy till get
that up to 60Hz+. The first step is to work out what is the
bottleneck - you say that you have too many triangles in your scene,
and cutting this down gets you back your frame rate. There are lots
of ways to manage the
Hi all,
Good, I am happy it is all clearer now, and I am sorry it wasn't enough at
first. So back to the original issue:
I observe my problem of auto-changing near/far planes when I modify the
LODScale via "camera->setLODScale(float)". This *always* happens whether
or not culling is enabled, but o
> FYI, Roland is correct, the OSG just does culling on sides of
> the frustum by default.
>
> OpenGL does no culling, is just does near and far *clipping*. The
> OSG of course doesn't change this so will do near/far
> clipping and the only way to switch this off is to disable
> GL_DEPTH_TEST.
ag 22 september 2008 16:46
> To: 'OpenSceneGraph Users'
> Subject: Re: [osg-users] setLODScale affecting near far planes?
>
> > Hi all again,
> >
> > Robert: for you last question; yes, I have near/far culling enabled
> > and the near/far setting is
>
On Mon, Sep 22, 2008 at 4:45 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> Culling IS done against the near and far clip, this is standard
> operating procedure of OGL and OSG
FYI, Roland is correct, the OSG just does culling on sides of the
frustum by default.
OpenGL does no culling, is jus
Monday, September 22, 2008 11:36 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] setLODScale affecting near far planes?
>
>
> Paul,
>
> As far as I know default OSG culling is only done against the sides
and
> not against the near and f
[mailto:[EMAIL PROTECTED] On Behalf Of Smeenk,
R.J.M. (Roland)
Sent: Monday, September 22, 2008 11:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] setLODScale affecting near far planes?
Paul,
As far as I know default OSG culling is only done against the sides and
not against the near and
> Hi all again,
>
> Robert: for you last question; yes, I have near/far culling
> enabled and the near/far setting is
> compute_near_far_using_bounding_volume. If the near far
> modification that is taking place should be very small,
> somehow I am still getting quite significant jumps because
Hi all again,
Robert: for you last question; yes, I have near/far culling enabled and
the near/far setting is compute_near_far_using_bounding_volume. If the
near far modification that is taking place should be very small, somehow I
am still getting quite significant jumps because some objects near
Hi Jose,
The LODScale does not affect the near/far planes and certainly won't
affect near/far plane culling if enabled. If you have compute
near/far planes on the camera enabled then LODScale might change the
depth range a little as different children of LOD gets selected, but
generally this woul
Do you get the same behavior when viewing your database in osgviewer and
hitting the * and / keys?
-Paul
>
> Hi all,
>
> I am getting this rather weird effect when playing with the
> setLODScale values in my application. I have a large pagedLOD
> terrain, with near/far planes culling mod
Hi all,
I am getting this rather weird effect when playing with the setLODScale
values in my application. I have a large pagedLOD terrain, with near/far
planes culling mode enabled for my camera, and I am looking at a certain
direction in the scene. I added osg's lod scale handler so that I can
mo
Hi Robert,
Thanks for the suggestion. As for Delta3D, I wasn't really asking for help
regarding it so much as I was just mentioning that it might be a possible
bottleneck. It's something that I plan on researching myself simply because I
don't know where exactly the problem lies.
Thanks,
Br
Hi Brian,
The culling of tiles when you up the LODScale suggests that the max distance
range is set too short. With VPB generated terrain databases I have manage
it so that there is always a low tile available - so no matter how high you
set LODScale there is still some geometry to render. I'd r
First, thanks everyone for helping me. It's a lot of good information.
Hans, thanks so much for the sample OSG file. It demonstrates the idea of
LOD quite well.
Robert, in regard to setting the scale factor for LOD, it seems that passing
a value of 2 will affect the entire scene. Is this t
Hi Brian --
> Second, using your example again, are the three ranges for
> the LOD stored in the model file itself? Do you happen to
> know, or could you point me to, the OSG format for these parameters?
Typically, varying LODs are created by modelers and stored in a single file
- along with t
Hi Brian,
CullSettings is managed a bit more cleanly in 2.x with osgViewer, here the
master Camera's CullSettings are inherited down to renderer (which is still
SceneView but largely hidden) so you just need to do
viewer.getCamera()->setLODScale(2.0);
The setLODSCale(float bias) methods parameter
t; Brian
>
>
>
> - Original Message -
> From: "Gordon Tomlinson" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>; "'OpenSceneGraph Users'"
>
> Sent: Friday, April 11, 2008 10:48 PM
> Subject: RE: [osg-users] setLODScale
>
&g
.com www.gordontomlinson.com
__
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian
Sent: Friday, April 11, 2008 9:23 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] setLODScale
Hi,
I
__
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian
Sent: Friday, April 11, 2008 9:23 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] setLODScale
Hi,
I have a rather large database with several models that I feel are the
cul
Hi,
I have a rather large database with several models that I feel are the culprit
of a rather slow FPS that I'm experiencing. I've been looking around the
header files and came across setLODScale. The name of the function looks
promising, but doing a search on OSG's site produced only a cou
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