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HI Nick,
The osgDB::ObjectCache can be used to share loaded data, so if the images
are loaded from external files this will ensure the data gets shared.
There is also the utility for sharing state at runtime, but I don't recall
it's name.
In each of these cases there is a limit to what it'll fig
(without extra coding) the shared resource? for example
>
> osgviewer file1 file2
>
> and the image to be loaded once and reused later?
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
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Thanks Robert!
On Sun, Aug 2, 2020 at 10:34 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> HI Nick,
>
> The osgDB::ObjectCache can be used to share loaded data, so if the images
> are loaded from external files this will ensure the data gets shared.
>
thanks Per !
On Sun, Aug 2, 2020 at 6:10 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Here is a snippet from osgcatch.cpp:
>
> // enable the image cache so we don't need to keep loading the
> particle files
> osgDB::ReaderWriter::Opti
Hi,
Has anyone had any luck using this library (osgTransparency) for
depthPeeling transparency? The example programs work, but in my test bed, I
am getting various asserts.
Andrew
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> <https://groups.google.com/d/msgi
le in StateSet::computeDataVariance(), to
>>> determine whether the StateSet should be dynamic (which is needed for
>>> multithreaded rendering).
>>>
>>> If anyone could shed more light on this subject, it would be very much
>>> appreciated.
>>>
&
FmpegImageStream also doesn't seem to override requiresUpdateCall,
>>>> which I believe will result in the texture not being dynamic
>>>> (Texture2D::setImage).
>>>> Which could be used, for example in StateSet::computeDataVariance(), to
>>>> determine whether t
Thank you.
Cheers,
Ben
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;>>>> It seems like the image data is set (setImage) from the video decoder
>>>>> thread.
>>>>> The image then uses a pointer to one of the buffers of the video
>>>>> decoder (of which the contents might also change ?).
>>>>>
>
Intel i7-4790K 4GHz
16 GB RAM
GeForce GTX 970 with latest 451.67 drivers
Win10 Home
OSG 3.6.4
Regards,
Andreas
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Hi,
Frame rate stuck at 60Hz usually means vertical sync is on.
On 2020-08-13 13:32, OpenSceneGraph Users wrote:
Hi,
It's been a while since I tested rendering performance on my development
machine and now I'm experiencing something vaguely familiar and quite annoying.
Even w
coming via the old osg-users@lists.openscenegraph.org address, nor does
your e-mail address.
Regards,
Andreas
On 2020-08-13 14:01, OpenSceneGraph Users wrote:
Hi,
Frame rate stuck at 60Hz usually means vertical sync is on.
On 2020-08-13 13:32, OpenSceneGraph Users wrote:
Hi,
It's
two of my desktop computers. My config below:Intel i7-4790K 4GHz16 GB RAMGeForce GTX 970 with latest 451.67 driversWin10 HomeOSG 3.6.4Regards,Andreas-- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group.To unsubscribe from this group a
OpenSceneGraph Users wrote:Hi,Frame rate stuck at 60Hz usually means vertical sync is on.On 2020-08-13 13:32, OpenSceneGraph Users wrote:Hi,It's been a while since I tested rendering performance on my development machine and now I'm experiencing something vaguely familiar and quite annoying
You can turn vsync off in the nvidia display control panel. Don’t know
about other cards
On Thu, Aug 13, 2020 at 7:02 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi,
>
> Frame rate stuck at 60Hz usually means vertical sync is on.
>
> On 2020-08-13
, OpenSceneGraph Users wrote:
You can turn vsync off in the nvidia display control panel. Don't know about other cards
On Thu, Aug 13, 2020 at 7:02 AM OpenSceneGraph Users wrote:
Hi,
Frame rate stuck at 60Hz usually means vertical sync is on.
On 2020-08-13 13:32, OpenSceneGraph Users wrote:
Hi,
On 2020-08-13 15:22, OpenSceneGraph Users wrote:
When vsync is on, a GL call (usually wglSwapBuffers) in blocking the
process.
OSG computes the draw time doing delta_s(before draw tick, after draw
tick). High draw
time (close to 16. ms) means the blocking call is between the ticks.
Lionel
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I have a simple question.
What is the fog visibility unit?
Is it a meter?
Is it feet?
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t;
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On Fri, 4 Sep 2020 at 14:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I'm actually curious about the distance unit of Density used in OSG.
> Whether the unit of distance is meters or feet depending on values between
> 0.0 and 1.0..?
>
The OSG
n when bug A was fixed and bug B revealed, but that's quite a few
years ago now - had your software been updated more regularly it's likely
you'll have seen discussions.
Cheers,
Robert.
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On Mon, 2020-09-07 at 09:12 +0100, OpenSceneGraph Users wrote:
Hi Franco,
Posting screenshots is fine, and exactly the thing to do with these types of
problems.
It's not possible to diagnose the exact problem you are seeing with rendering
under OSG-3.6.5. Broadly it looks like a de
Hi Franco,
I can't help with GTK related stuff as I've neer worked with it.
If you can try your scene graph with the standard osgViewer rather than
embedding into a GTK graphics context.
Robert.
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Aha! Thanks for the tip.
I needed to add this call to osggtkdrawingarea.cpp realise callback
gtk_gl_area_set_has_depth_buffer(area, TRUE);
Working as before now.
Cheers,
On Mon, 2020-09-07 at 20:33 +0100, OpenSceneGraph Users wrote:
Hi Franco,
I can't help with GTK related stuff as
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has been on the VSG for the past two years :-)
Robert.
On Wed, 9 Sep 2020 at 21:40, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hello,
>
> We’re seeing some crashes in FlightGear relating to osgParticle, which
> raised some questions:
>
&
-listing/106066BR.html
Best regards
Per
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Hi,
I recently fixed a problem I was having with a missing depth buffer which was
causing strange occlusion effects but it seems it only works for my local
display using an Nvidia driver, when I run the application with Mesa it goes
back to looking like there's no depth testing.
I've run the a
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I'm happy to report that this was a silly error on my part, depth testing is
working fine with vnc and Mesa.
Cheers,
On Thu, 2020-09-17 at 01:46 +0000, OpenSceneGraph Users wrote:
Hi,
I recently fixed a problem I was having with a missing depth buffer which was
causing strange occl
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Hello Mirr..o?
You might want to describe what features you're after exactly, others will
be able to get you better help.
FWIW we use sundog's SilverLining for clouds and sky.
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Could the owner of the address that auto-replies when they're driving
disable their auto-reply from/to this address?
Thanks!
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On Monday, September 21, 2020 at 11:44:26 a.m. UTC-4 OpenSceneGraph Users
wrote:
> [Auto-Reply] I'm driving right now - I'll get
On Mon, 21 Sep 2020 at 17:40, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Could the owner of the address that auto-replies when they're driving
> disable their auto-reply from/to this address?
>
Unfortunately these posts are coming in without any way
Graph Library 3.6.5
Best regards,
Thomas
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e able to get you better help.
>
> FWIW we use sundog's SilverLining for clouds and sky.
>
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>
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This seems to have given us the the desired effect of single VRAM footprint
usage, but any multi-threading model seems to be unstable, not functional.
Thank you!
- Vaillancourt
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graph so again there will be limits about what you'll be
able to export.
The OSG tends to be used for final graphics applications rather than for
data exchange, so the data tends to go from FBX/OBJ etc. to OSG.
Robert.
On Tue, 22 Sep 2020 at 13:05, OpenSceneGraph Users <
osg-user
rk at my office, but I will try to check it
out perhaps the next week.
On Wednesday, September 30, 2020 at 9:56:45 AM UTC+2 OpenSceneGraph Users
wrote:
> Hi Thomas,
>
> I had others might provide some guidance as I don't have any experience
> with Blender to share. The best
e what features you're after exactly, others
>> will be able to get you better help.
>>
>> FWIW we use sundog's SilverLining for clouds and sky.
>>
>> --
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>>
>
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synchronization when managing objects to avoid threading
collisions. The VSG and Vulkan have waaay lower CPU overhead so
multi-threading is actually far less critical for performance,
paradoxically as Vulkan is so much better at handling threading!
Robert.
On Wed, 30 Sep 2020 at 14:05, OpenSceneGr
On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I tried FBX already, but didn't manage it to get it running. I think the
> main issue is the levels of details used for OSGB and how I can "access3
> them to be used for t
Thanks Robert!
I will try to find out more about pre-processing of OSG. In case you have a
good starting point for me, where to find information about it, let me know!
On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users
wrote:
> On Wed, 30 Sep 2020 at 16
re to find information about it,
let me know!
On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph
Users wrote:
On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users
wrote:
I tried FBX already, but didn't manage it to get it running. I
think the ma
20-10-01 08:51, Thomas Widmer wrote:
>
> Thanks Robert!
> I will try to find out more about pre-processing of OSG. In case you have
> a good starting point for me, where to find information about it, let me
> know!
>
> On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSce
I'm seeing a problem when using CompositeViewer where an event handler
is being called with osgGA::GUIEventAdapter::RESIZE but
sometimes (maybe 25% of the time)
osgGA::GUIEventAdapter::getGraphicsContext() seems to return the wrong
osg::GraphicsContext*.
This is with Flightgear, which i've recentl
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How are you not able to tell who is sending these posts? Isn't that a prime
opportunity for spam messages if you can't forcefully remove users who are
abusing the mailing list?
On Monday, September 21, 2020 at 11:32:24 AM UTC-7 OpenSceneGraph Users
wrote:
> On Mon, 21 Sep
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On Sat, 3 Oct 2020 14:32:35 +0100
OpenSceneGraph Users
wrote:
> I'm seeing a problem when using CompositeViewer where an event handler
> is being called with osgGA::GUIEventAdapter::RESIZE but
> sometimes (maybe 25% of the time)
> osgGA::GUIEventAdapter::getGraphicsContext() se
On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> How are you not able to tell who is sending these posts? Isn't that a
> prime opportunity for spam messages if you can't forcefully remove users
> who are abusing the ma
!
Thanks a bunch as always!
Cheers,
Nick
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As I understand, the OSG mailing list is linked with the google groups.
Would it be an option to stop using the mailing list and only use the
google groups?
On Monday, October 5, 2020 at 5:39:34 p.m. UTC-4 OpenSceneGraph Users wrote:
> On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
hints, snippets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
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>
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instancing and a
custom shader that will generate whatever needs to be displayed for each
point e.g. using a geometry shader. In that way you can render a few
millions of points every frame without too much craziness if you have
decent hardware.
Jan
On Tue, 6 Oct 2020 at 01:18, OpenSceneGraph Users <
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Hello,
On Tue, 6 Oct 2020 at 09:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> As I understand, the OSG mailing list is linked with the google groups.
> Would it be an option to stop using the mailing list and only use the
> google groups?
>
> On Mo
h quality posts on a list and
might prefer to first read their posts in threads.
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Hello,
On Tue, 6 Oct 2020 at 19:20, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> > It is largely counterproductive because on the off-chance that some
> address
> > gets harvested for spam or harassment it is now difficult to conduct any
> > mea
Hi All,
I have been tempted to just adopt google-groups as the only support forum.
I've kept the mailman list around as it was still functionality and in
theory possible to integrate with the google-groups, though I've never been
able to configure things to work properly.
I have gone into the mai
Am 07.10.20 um 09:03 schrieb OpenSceneGraph Users:
> Hi All,
>
> I have been tempted to just adopt google-groups as the only support forum.
> I've kept the mailman list around as it was still functionality and in
> theory possible to integrate with the google-groups, though I&
Being this an oversight, maybe it would suffice to filter that exact
string, if possible.
The bad thing is that if it were intentional abuse, it seems that there
would not be any way of stopping it.
--
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creating batches but it is
> not working well. Any hints, snippets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
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>
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Mailing list settings have reverted so I can't trace the problem sender...
I've changed the setting again to see what will happen this time
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d thse two lines on GL3/GL4 and GLES2 specific builds
as these will be enable by default.
gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);
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dimensions.
cam->setViewport( new osg::Viewport( 0, 0, width, height ) );
viewer.setSceneData( root );
// for non GL3/GL4 and non GLES2 platforms we need enable the osg_
uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds
.
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?
Best regards,
Renzo
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Hi Robert, thanks for the answer!
--Vaillancourt
On Wednesday, September 30, 2020 at 12:19:14 p.m. UTC-4 OpenSceneGraph
Users wrote:
> Hi Vaillancourt,
>
> The OSG does not provide thread safe sharing of contexts, and OpenGL
> itself doesn't provide it either, so even if we a
Hi Renzo,
On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I am using osg::Drawable::getBoundingBox() to retrieve the bounding box
> around the whole geometry. Is there a similar short way to get the
> equivalent box for just the
Hi Robert,
On 14-Oct-20 3:56 PM, OpenSceneGraph
Users wrote:
Hi Renzo,
On Wed, 14 Oct 2020 at
12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter is a possible approach.
Werner
On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users
wrote:
>
>Hi Robert,
>
>On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote:
>
>Hi Renzo,
>
>
>On Wed, 14 Oct 2020 at
15-Oct-20 11:25 AM, OpenSceneGraph
Users wrote:
Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter is a
possible approach.
Werner
On 15. Oktober 2020 09:46:57 MESZ,
OpenSceneGraph Users
wrote
Hi Renzo,
You may look at osgShadow\MinimalCullBoundsShadowMap.cpp. It scans
RenderBins and compute bounds of culled drawables to optimize shadow map
resolution.
Cheers,
Wojtek Lewandowski
czw., 15 paź 2020 o 12:40 OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> napisał(a):
Hi Wojtek,
it looks interesting. I do not have a shadowed scene but I will try
it, thanks.
Regards,
Renzo
On 15-Oct-20 2:54 PM, OpenSceneGraph
Users wrote:
Hi Renzo,
You may look
Hi Renzo,
On Thu, 15 Oct 2020 at 09:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> thanks for pointing out how cull traversal operates.
>
> Yes, it might be I am searching in the wrong direction. I need to get the
> minimum and the maximum Z coordina
een();
>> osg::ref_ptr< osg::GraphicsContext > gc =
>> osg::GraphicsContext::createGraphicsContext( traits.get() );
>> if( !gc.valid() )
>> {
>> osg::notify( osg::FATAL ) << "Unable to create OpenGL v" <<
>> versio
On Sat, 17 Oct 2020 at 18:15, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Thank you for your questions,Do you mean to use this
> setUseVertexAttributeAliasing(true) only in GL version that only supports
> shaders ?
>
Vertex aliasing only affects
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Hi, you have to modify the geometry of the line.
You can do that either scaling and rotating it or by modifying the
coordinates of the vertices. In the latter case, be sure to deactivate
the display lists of the geometry, otherwise the line will not be
reflect any changes.
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n't change...
Thanks to anyone that will help :)
Regards
Luca
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Hi, Luca. One cannot do this in a general way since under each node any kind of
entities can exist.
I think the task you want to do not possible in a generic way, unless
you get down to the level of the specific drawables each node has and
copy/transfer their contents (for example, if they are os
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Hi All,
Qt supports dynamic OpenGL implementation loading that forces my application to
switch from standard OpenGL to either ANGLE or Mesa llvmpipe when Windows
Remote Desktop Connection is used.
However I have seen that those fallbacks do not work in my case and the error is
"OpenGL versio
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Someone know if there is a way to add this plugin?
Thanks for the helpers.
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