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OpenSceneGraph-3.6.4 release candidate 3 tagged


 
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robertosfield
OSG Project Lead


Joined: 18 Mar 2009
Posts: 12215

PostPosted: Sat Jan 26, 2019 7:39 pm    Post subject:
OpenSceneGraph-3.6.4 release candidate 3 tagged
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Hi All,

I have a few more fixes to the 3.6 branch, so have gone ahead and
tagged 3.6.4-rc3:

https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.4-rc3

Please test and let me know of positive/negative results. All going
well I'll tag the stable 3.6.4 early next week.

Thanks for you assistance,
Robert.


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RichardHarrison
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Joined: 03 Jan 2019
Posts: 23
Location: France

PostPosted: Sat Feb 09, 2019 5:07 pm    Post subject:
OpenSceneGraph-3.6.4 release candidate 3 tagged
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On 26/01/2019 20:38, Robert Osfield wrote:
Quote:
I have a few more fixes to the 3.6 branch, so have gone ahead and
tagged 3.6.4-rc3:

I've extensively tested FlightGear against 3.6.4-rc3 (several hundred
hours of flight time) and so far it's been rock solid; the change (from
our side) to using the ref methods appears to have fixed the problem,
hard to be 100% certain but I'm 99% certain.

Overall I find that the certain aspects of the run time performance of
3.6.4 are improved compared to 3.4.2 and to possibly also to 3.7dev.

As a background I recently modified FG to have an automatic (on disk)
DDS texture cache; I'm using osg_nvtt to convert the images into DDS
using the filehash of the original to get a filename. This makes a
massive difference to FG (as most textures are png, jpg, or sgi format)
- as the generation of mipmaps give us seriously bad frame pauses (up to
5 seconds on my system). The DDS cache fixes all of this. On 3.6 the
initial pan around from inside the cockpit is smoother than both 3.4 and
3.7. This is an observation rather than any sort of request for help as
it's not really a problem, just nice when things get faster.

On FG we are using OSGText so I had to do a bit of interim hackery to
get it to compile. Is there any sort of documentation that explains the
changes to OSGText. We also have problems with the version that uses
shaders because that interferes with our shader framework.

In my F-15 all of the CRT devices are using FG's canvas; which basically
allows rendering of an SVG (or other vector) onto a texture. In 3.6 (and
3.7) I'm seeing problems with this that weren't present in 3.4.
https://i.imgur.com/2s9ztJH.png https://i.imgur.com/rOW4wYe.png

Thanks for the improvements; I've started an initiative to move FG to
3.6.4 hopefully by our next release cycle.




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