Mike Hatcher writes:
I see SceneView is deprecated. SceneView is something the app I'm working on
uses. Can anyone tell me what has replaced it?
Well, from include/osgUtil/SceneView:
/**
* SceneView is deprecated, and is now just kept for backwards compatibility.
* It is recommend that
Hi Torben,
On Tue, Jan 25, 2011 at 7:59 PM, Torben Dannhauer tor...@dannhauer.info wrote:
As I built the 3rdParty Package for VS2008 last year, I did a mistake and
removed the debug databases from the compile output, so in debug mode there
are lots of warnings due to missed .pdb files.
Hi Martin,
It sounds like the near plane is clipping out your fragments. The OSG
by default computes the near and far planes for the scene on each
frame so as you roam about the near plane can move in and out. You
can disable this feature and set the near/far planes manually using:
Hi Martin,
I forgot to mention that you could probably disable the depth test for
your rain particles instead of adjusting the near plane.
Robert.
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Tomlinson, you are right, so i uploaded a video.
http://www.youtube.com/watch?v=hmqevNbXzy0
you can see that the movement is likely to freeze every few moments. Simply the
simulation is not smooth. One may think its due to fps drop or performance
issues. Nope, i still get this jittering effect
Hi J-S,
[..]
My next step is eliminating textures that repeat, to even further improve
texture atlas generation. This will again lead to some graphical artifacts
unfortunately...
I did the test of removing almost all statesets after scene load. The
result was that most of the time, the
Hi,
are you making sure that, whenever a frame renders, the calculated
positions of the objects are all synchronised for the same simulation time?
What I mean is, are you sure you are drawing all cars at time t=0.5s
e.g. and not one at 0.5 and one at 0.51?
regards
jp
On 26/01/11 12:25,
J.P. Delport : I got what you meant. Yes, I believe the THREAD3 output is
robust. When we call physics.simulate() in THREAD3, for all entities in the
physics scene (which are bounding boxes of the real entities in OSG), we get
their positions and orientations at that exact time slice. Meaning
If it's so important it get called automatically, why can't you run your
finalize code in the destructor?
On 1/25/2011 3:36 PM, Sam Warns wrote:
Hi,
that is exactly the point. My RemoveXVisitor SHOULD remove nodes but since
it is not possible to do that in apply and there is no finalize
This would require the user to be aware of the fact that the Visitor has not
finished its work after dtor is called.
This is even more user unfriendly in my point of view.
Sam
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HI
Speculating :)
It sort of look to me like a pre-empting problem were your OSG application is
getting bumped at times by another process and or thread.
Also it could be you have over subscribe the number of threads you have working
and they are struggling for cpu time
Or you have sync
Thank you for your suggestion, Magnus. We have given that a try, and it works
great for the most part. We've had some troubles with Windows 7 spontaneously
changing our settings back to 0-degree rotation, but it turns out that is
probably a hardware problem. Also, our HUD items tend to look
Dear community,
Maybe someone of you can give me a hint.
I'm running Windows 7 64 Bit and osg 2.8.3.
I have a Qt application working with AdapterWidget.
Al my scene works fine and is displayed the right way.
After deleting my view (derived from AdapterWidget) and reinstantiation
of the view
Hello, Werner.
If I read your createObject correctly, you appear to be returning a raw
pointer to an object that gets deleted within the function. Using ref_ptr
in the local scope, but returning a raw pointer, results in the deletion of
the object when you leave the function, since the only live
Hi,
I am trying to use both a trackballdragger and a translateAxisDragger at the
same time, but it is not working. The trackballdragger always takes precedence
and the translate never works. I have to use an older version of osg (2.6.1). I
think in the newer dragger stuff I could use a
Hello,
I'm using MinimalShadowMap in an application and I would like to display
objects with their specular value. But whenever I use a sub class of
StandardShadowMap my objects appear totally matte finish.
If I use ShadowMap my objects are well rendered with specular so the problem
comes from
Hello Werner, D.J.,
I would recommend that you either: 1)
use ref_ptr as your return type, or 2) wait to use ref_ptr outside of
createObject.
Or return obj1.release() instead of obj1.get().
This tells the ref_ptr to decrease its ref count, but not delete the
object if it gets to 0 (contrary
On 01/26/2011 03:23 AM, Alberto Luaces wrote:
Mike Hatcher writes:
I see SceneView is deprecated. SceneView is something the app I'm working on
uses. Can anyone tell me what has replaced it?
Well, from include/osgUtil/SceneView:
/**
* SceneView is deprecated, and is now just kept for
Hello.
I'm trying to configure osg 2.9.10 for GLES 2.0 using CMake 2.8.3 for Windows
(NOT osg 2.8.3!). I have downloaded osg 2.9.10 and the emulation libraries from
PVRVFRAME. Certain settings shown in the wiki entry for building for OpenGL-ES
don't show up in CMake.
(I haven't used CMake
Hello Wojtek,
I agree. I must admit I have lied to you (unintentionally;-) when I said
that our frmerate increase was due to statesets removal. I checked the
code and we later run optimizer again meging meshes. I also checked the
toolset on my new PC and speed increase does not seem to be that
Hi,
I am in the not-necessarily-enviable position of needing to modify a large
established engine built on OSG to do stereo output, without much help from the
original authors. Before breaking down and just hacking their camera wrapper
up into 2 RTT slaves and a fullscreen quad with a custom
I finally managed to build for iOS starting from the OSGIPhone xcode project
available from the git repository. I wanted to also use the IVE plugin but I
couldn't manage to build any app using it.
As far as I understand I have to modify osgPlugins.h in order to execute:
Code:
Hi Sean,
The interlace/checkerboard stereo modes use the stencil buffer. Can you
verify that the application is allocating a stencil buffer when creating the
OpenGL context?
Cheers,
Farshid
On Wed, Jan 26, 2011 at 12:57 PM, Sean Kelly ske...@wms.com wrote:
Hi,
I am in the
Hi,
I created app that use osg from trunk and QT 4.7.1 as messaging system. So I
use osg in borderless window and popup qt dialogs. Here we come to main problem
under vista and linux if screen resolution (1024*768) is more than window
resolution (800*600) all works fine and if screen resolution
Hi,
I deeply investigated problem and found that this behavior found only in clone
mode on nvidia so if you have one fullscreen (not clonned) all works fine.
Thank you!
Cheers,
Roman
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