Thanks Vaillancourt.  I knew about that whole configuring the exe process, 
but if I made a product with that you aren't going to ask a customer to do 
that, right?  I did some searching and there was some old switches and 
variables, but I couldn't get any to work.  Is there no other way to 
configure gpu programmatically?

Also, do you know why I'd be getting those errors?  Could it be a build 
issue?

On Tuesday, August 2, 2022 at 8:17:45 AM UTC-6 [email protected] 
wrote:

> Hello Mario!
>
> > how to get it to use my Nvidia GPU instead of integrated graphics 
>
> Usually I need to go through this process: 
>
>
>    1. From the 'NVIDIA Control Panel', go to '3D Settings' > 'Manage 3D 
>    Settings'. 
>    2. Select the tab 'Program Settings'.
>    3. In the section 1., click on 'Add' and select your own .exe, then in 
>    section 2. select the 'High-performance NVIDIA processor'.
>    4. Click 'Apply'. Restart your program; it should now use the NVIDIA 
>    processor. 
>
>
> I had the possibility to further "tune" the parameters for my programs on 
> a previous laptop, but I can no longer change anything on this one (e.g. 
> enable/disable vsync).
>
> > Find a page controls in examples 
>
> Unfortunately, there is no repository for this, nor a mechanisms that 
> lists the keys/buttons handled and what they do. You'll need to check the 
> code of the different classes that handle movement to see what they do and 
> how they do it. In  osggpucull, the entry point is probably around this 
> code:
>
>     osg::ref_ptr<osgGA::KeySwitchMatrixManipulator> keyswitchManipulator = 
> new osgGA::KeySwitchMatrixManipulator;
>
>     keyswitchManipulator->addMatrixManipulator( '1', "Trackball", new 
> osgGA::TrackballManipulator() );
>     keyswitchManipulator->addMatrixManipulator( '2', "Flight", new 
> osgGA::FlightManipulator() );
>     keyswitchManipulator->addMatrixManipulator( '3', "Drive", new 
> osgGA::DriveManipulator() );
>     keyswitchManipulator->addMatrixManipulator( '4', "Terrain", new 
> osgGA::TerrainManipulator() );
>
> I hope this helps you get a bit further in your tests. 
>
> - Vaillancourt
>
> On Monday, August 1, 2022 at 2:38:20 p.m. UTC-4 [email protected] 
> wrote:
>
>> Hi all,
>>
>> Very new to OSG. My main question is how to get some of the examples 
>> running with large amounts of data on one screen, and how to get it to use 
>> my Nvidia GPU instead of integrated graphics.  I'd like to test performance 
>> and have at least one example running properly.
>>
>> I wasn't sure how to build and none of the walkthroughs worked for me, 
>> but basically I used the GUI version of cmake on Windows 11 and pointed it 
>> to the code and a build directory.  After hitting the Configure and 
>> Generate buttons as well as adding a BUILD_OSG_EXAMPLES flag, I had a 
>> solution which I opened in VS 2022 and seemed to properly build.
>>
>> I have multiple monitors and a Nvidia Quadro T2000 as well as the 
>> integrated intel graphics.  When running examples things seem a bit 
>> broken.  I do get graphics across both monitors and can zoom etc., but they 
>> don't look that great (not sure if that's how they are supposed to look).  
>>
>> One example I tried was osggpuculld.exe, which displays this if I scroll 
>> in very far (attachment osg cull example.png).  I also see the following on 
>> the CLI:
>> ```
>>  .\osggpuculld.exe
>> void StateSet::setGlobalDefaults() ShaderPipeline disabled.
>> void StateSet::setGlobalDefaults() ShaderPipeline disabled.
>> VERTEX glCompileShader "static_cull_vertex" FAILED
>> VERTEX Shader "static_cull_vertex" infolog:
>> ERROR: 0:6: 'R32I' : syntax error syntax error
>>
>>
>> VERTEX Shader "static_cull_vertex" infolog:
>> ERROR: 0:6: 'R32I' : syntax error syntax error
>>
>>
>> VERTEX Shader "static_cull_vertex" infolog:
>> ERROR: 0:6: 'R32I' : syntax error syntax error
>>
>>
>> glLinkProgram 0000028ACCB02AA0"static_cull" FAILED
>> glLinkProgram 0000028ACCB02AA0"static_cull" FAILED
>> Program "static_cull" infolog:
>> Attached vertex shader is not compiled.
>> ```
>>
>> I've tried other examples and used some built in data to view the dump 
>> truck etc., but nothing has texture and everything uses my integrated 
>> graphics.
>>
>> Does anyone know how to:
>>
>>    1. View an example on one screen
>>    2. Use the proper GPU
>>    3. Find a page controls in examples (e.g. what does mouse do? what do 
>>    key commands do?)
>>    4. Get a big model combined into an example to check performance
>>
>> Thanks in advance!
>>
>>

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