How did you add the entire directory? I just know how to add a singular exe, and the windows configuration in System->Display->Graphics doesn't have an option to multi-add or add a directory
On Tuesday, August 2, 2022 at 6:21:07 PM UTC-6 [email protected] wrote: > Hello Mario, > > > but if I made a product with that you aren't going to ask a customer to > do that, right? > > You're right. I'm not the one responsible for doing this at my workplace, > so I don't know all the ins and outs, but AFAIK, you need to go through the > API ( > https://docs.nvidia.com/gameworks/content/gameworkslibrary/coresdk/nvapi/group__drsapi.html) > > to create a profile and add your app to it. We do this through our > Installer app and the installation process, but perhaps you could integrate > it into your own app and have it configure itself w.r.t. the NVIDIA > drivers. (That would likely require that you then run your app with > administrator privileges, maybe?) > > > Also, do you know why I'd be getting those errors? > > I'm not sure. I tried to run the same example as you did "naturally" on my > laptop, and I got the following errors, with a garbage display: > > VERTEX glCompileShader "static_cull_vertex" FAILED > VERTEX Shader "static_cull_vertex" infolog: > ERROR: 0:6: 'R32I' : syntax error syntax error > > > glLinkProgram 0000024FD95BA760"static_cull" FAILED > > Program "static_cull" infolog: > Attached vertex shader is not compiled. > > Warning: detected OpenGL error 'invalid operation' at after > pcp->apply(Unfiorm&) in GLObjectsVisitor::apply(osg::StateSet& stateset), > unifrom name: indirectCommand0 > VERTEX glCompileShader "static_draw_0_vertex" FAILED > VERTEX Shader "static_draw_0_vertex" infolog: > ERROR: 0:34: 'RGBA32F' : syntax error syntax error > > > glLinkProgram 0000024FD95BAAE0"static_draw_0" FAILED > Program "static_draw_0" infolog: > > Attached vertex shader is not compiled. > > Warning: detected OpenGL error 'invalid operation' at after > pcp->apply(Unfiorm&) in GLObjectsVisitor::apply(osg::StateSet& stateset), > unifrom name: indirectTarget > VERTEX glCompileShader "static_draw_1_vertex" FAILED > VERTEX Shader "static_draw_1_vertex" infolog: > ERROR: 0:34: 'RGBA32F' : syntax error syntax error > > > glLinkProgram 0000024FD95BB100"static_draw_1" FAILED > Program "static_draw_1" infolog: > > Attached vertex shader is not compiled. > > Warning: detected OpenGL error 'invalid operation' at after > pcp->apply(Unfiorm&) in GLObjectsVisitor::apply(osg::StateSet& stateset), > unifrom name: indirectTarget > VERTEX glCompileShader "dynamic_cull_vertex" FAILED > VERTEX Shader "dynamic_cull_vertex" infolog: > ERROR: 0:9: 'R32I' : syntax error syntax error > > > glLinkProgram 0000024FD95BABC0"dynamic_cull" FAILED > Program "dynamic_cull" infolog: > > Attached vertex shader is not compiled. > > Warning: detected OpenGL error 'invalid operation' at after > pcp->apply(Unfiorm&) in GLObjectsVisitor::apply(osg::StateSet& stateset), > unifrom name: dynamicInstancesData > VERTEX glCompileShader "dynamic_draw_0_vertex" FAILED > VERTEX Shader "dynamic_draw_0_vertex" infolog: > ERROR: 0:37: 'RGBA32I' : syntax error syntax error > > > glLinkProgram 0000024FD95BB8E0"dynamic_draw_0" FAILED > Program "dynamic_draw_0" infolog: > > Attached vertex shader is not compiled. > > Warning: detected OpenGL error 'invalid operation' at after > pcp->apply(Unfiorm&) in GLObjectsVisitor::apply(osg::StateSet& stateset), > unifrom name: dynamicInstancesData > > C:\dev\OpenSceneGraph-build-x64\bin\osggpucullrd.exe (process 20928) > exited with code 0. > Press any key to close this window . . . > > Then I went through the process I explained earlier (actually, I added the > whole directory rather than the individual .exe) and then running the > example went fine. So apparently, the issue seems to be that the program is > not running with the proper chip, but you seem to mention you have made the > proper adjustments. That being said, I have a "NVIDIA GeForce RTX 3050 Ti > Laptop GPU", not a Nvidia Quadro T2000 like you have; according to this API > doc ( > https://docs.nvidia.com/gameworks/content/gameworkslibrary/coresdk/nvapi/modules.html), > > there seems to be additional API functions to handle some Quadro features, > but I don't know if it's related to the issue you're having. > > I don't think the issue is caused by issues with compilation, as you would > not be able to get to shader compilation (I think, I'm not the shader > expert). > > FWIW, this commit on github is essentially how I generate the solution > with CMake. This commit doesn't have the examples enabled, but you can > enable them by changing the flag BUILD_OSG_EXAMPLES to ON: > https://github.com/vaillancourt/OpenSceneGraph/commit/350924df765a4e43289e5cc77ea6271f9d5dd85d > > I hope it helps. > > -- > Vaillancourt > > > On Tue, 2 Aug 2022 at 15:32, Mario Ricci <[email protected]> wrote: > >> 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! >>>> >>>> -- >> You received this message because you are subscribed to a topic in the >> Google Groups "OpenSceneGraph Users" group. >> To unsubscribe from this topic, visit >> https://groups.google.com/d/topic/osg-users/nxZn2g45SsE/unsubscribe. >> To unsubscribe from this group and all its topics, send an email to >> [email protected]. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/osg-users/cf4311d0-f2f9-40a8-8fdb-9f002dc9a9f2n%40googlegroups.com >> >> <https://groups.google.com/d/msgid/osg-users/cf4311d0-f2f9-40a8-8fdb-9f002dc9a9f2n%40googlegroups.com?utm_medium=email&utm_source=footer> >> . >> > -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. 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