Hi all:
Using osgdem, Why the memory doesn't free when I far from the complex osga
scene to its single layer?
I use this cmd to test: osgdem --xx 10 --yy 10 -v 0.1 -d h.tif
--PagedLOD -l 4 -o a.ive -a a.osga
Regards
Yang
Hi Neil,
Is this simply a file path issue?
FYI, .osg doesn't embed imagery in any way, it only has external
refrences. The .ive format can embed images though.
Robert.
On Sat, Mar 1, 2008 at 7:45 PM, [EMAIL PROTECTED] wrote:
Hi All,
Sorry if this is an old chestnut, but I got a question
HI Benjamin,
Thanks for the more structured explanation. I'm not sure that the
overall approach will be the most efficient way to tackle the task for
a wide range of usages, so I'd recommend exploring the possibilities
of different ways to implement that various usages rather than just
sticking
Hi ShiXing,
2008/3/2 FreeSouth [EMAIL PROTECTED]:
Hi all:
Using osgdem, Why the memory doesn't free when I far from the complex
osga scene to its single layer?
I use this cmd to test: osgdem --xx 10 --yy 10 -v 0.1 -d h.tif
--PagedLOD -l 4 -o a.ive -a a.osga
What memory isn't
Hello:
I have use the cmd like this:osgdem --xx 10 --yy 10 -v 0.1 -d h.tif
--PagedLOD -l 10 -o a.ive -a a.osga
, then, I use osgviewer to open this file(a.osga).
The memery is Occupied 1378360KB when the viewer point face the scene (a
high detail), I think that when I control
Hello Robert,
On Sunday 02 March 2008 at 11:42:24, Robert Osfield wrote:
HI Benjamin,
Thanks for the more structured explanation. I'm not sure that the
overall approach will be the most efficient way to tackle the task for
a wide range of usages, so I'd recommend exploring the possibilities
2008/3/2 FreeSouth [EMAIL PROTECTED]:
Hello:
I have use the cmd like this:osgdem --xx 10 --yy 10 -v 0.1 -d h.tif
--PagedLOD -l 10 -o a.ive -a a.osga
, then, I use osgviewer to open this file(a.osga).
The memery is Occupied 1378360KB when the viewer point face the scene (a
high
Hello everyone,
I have a few questions regarding the osg file format (and the blender export
plugin), and I couldn't find the answer when searching the mailing list
archive (for this mailing list or the blender mailing lists + forums) and
google.
Short intro / background: I am trying to write a
Hi all
I have created my company named CGDS (Computer Graphics Development
Service) in September 2007.
Since this date, I work for Robert Osfield on OpenSceneGraph and
VirtualPlaneteBuilder. Like a mentor,
Robert help me to launch my professional activity and advise me in
several task
On Sun, Mar 2, 2008 at 11:41 AM, Benjamin Eikel [EMAIL PROTECTED] wrote:
Thanks for the more structured explanation. I'm not sure that the
overall approach will be the most efficient way to tackle the task for
a wide range of usages, so I'd recommend exploring the possibilities
of
Hello Robert,
thank you again for your helpful advice. I will meet with our team tomorrow
and talk with them and decide what approach we will implement in the end.
Regards,
Benjamin
On Sunday 02 March 2008 at 14:58:41, Robert Osfield wrote:
On Sun, Mar 2, 2008 at 11:41 AM, Benjamin Eikel
Hi Erik,
What do you mean by a camera in the scene graph in this context? Are
you looking to control the camera view and animation path? Or do you
require to control the capturing of images via an active camera such
as a RTT effect?
Robert.
On Sun, Mar 2, 2008 at 1:47 PM, Erik Sundnes Løvlie
Hi All;
I try to compile Producer-1.1-1 by typing make command. But it give an error
like make[2]: arch: Command not found. I can't understand what it means.
I added a terminal_screen text file to see all of compiling information and
of course given errors.
Thanks so much.
ÜMİT UZUN
Yes, I need to control the camera view and animation path, and I would like
to be able to set up the complete scene (or level if you will, in game
terms) in blender and export it (meshes, cameras, lights, etc) to a single
file (.osg would be simplest I guess). In the code I imagine I can then
Hi Erik,
On Sun, Mar 2, 2008 at 5:05 PM, Erik Sundnes Løvlie
[EMAIL PROTECTED] wrote:
Yes, I need to control the camera view and animation path, and I would like
to be able to set up the complete scene (or level if you will, in game
terms) in blender and export it (meshes, cameras, lights,
Hello,
I'm currently working on a scene and I try to reproduce the sun light.
I looked at osgmanylight tutorial from osg web site.
But I'm facing a problem with this code:
//do not allow the osgProducer's internal RenderStage clear the frame buffer
//if the RenderStage did clear the frame
Hello!
How can/should I synchronize the application flow-control to the end of
an animation (realized as osg::AnimationPath) ?
Assume: we have a projectile that should be animated.
1. we calculate the trajectory and setup the animation-path with some
trajectory data.
2. then the animation-path
Hi all,
I've just been revisiting the list a little lately, as I'm afraid to
say that I know longer use OSG, but have used it successfully in the
past and would recommend it.
I've been seeing some interest in volume rendering/medical image
visualisation and thought that I would let users
quick question:
i have two adjacent slave cameras with a 45 degree heading view
offset from single point of projection.
if i have overlapping geometry with partially transparent textures
they will render correctly in one camera but incorrectly in the other
in that the
Thanks very much, I'm now developing a volume render project too. Hope
your demo help me!
Tony Glover wrote:
div class=moz-text-flowed style=font-family: -moz-fixedHi all,
I've just been revisiting the list a little lately, as I'm afraid to
say that I know longer use OSG, but have used it
Hi, I am freshman in OpenSceneGrapph. Now I have some issue on updating the
Camera when the Geode under it was updated.
the details of the issue is as following.
1st step. I build a viewer and its scene graph with only one osg::Geometry
which contains nothing. and set a TrackballManipulator to
Hi~
warning *C6246*: Local declaration of variable hides declaration of same
name in outer scope. Additional Information: See previous declaration at
location.
This warning indicates that two declarations have the same name at local
scope. The name at outer scope is hidden by the declaration at
Hello
I made a small demo using osg 2.2, of an object moving on a terrain with a
camera looking at it from above, and lowering towards it.
When the location of the object+camera is near the (0,0,0) the demo works
smoothly.
However when their location is far (for example at location (3, 5000,
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