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!
>>>>
>>>> -- 
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