Hello! For me, on Windows 11:
1. WinKey + start typing NVIDIA to bring up the NVIDIA Control Panel 2. Going to 3D Settings > Manage 3D Settings 3. Select Program Settings tab 4. "1. Select a program to customise:" > Click on the Add button; a dialog shows up 5. Click on "Browse..." 6. Navigate to the desire folder 7. There are three buttons at the bottom of the file selection dialog, the two usual "Open" and "Cancel", with another, less usual "Add Current Folder". Click "Add Current Folder". I hope it helps! On Wednesday, August 10, 2022 at 1:05:42 p.m. UTC-4 [email protected] wrote: > 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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