Hi Jeremy,
Jeremy Moles writes:
Hey, I just wanted to remind all of you lovely individuals that we have
an IRC channel on Freenode. I know a lot of professional coders simply
don't have the time or inclination for this kind of thing, but nothing
would make me happier than to have real-time
Hi Micael,
I would have thought you could just preload the physfs plugin so that
it catches all file load calls and loads them if approrpiate, I don't
it should be neccessary to put another plugin in just to add the
filename extension. If the physfs plugin is already getting the
fileload calls
Ok! I managed to do it by putting them in a osg:: Switch and calling
morphsGrp- setAllChildrenOff ();
But I have performance problems ... to manage various morphs I have followed
this model:
Code:
std::vectorosg::ref_ptrosg::Geometry geoms;
morphsGrp = new osg::Switch();
Thanks Robert,
I will try that!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40553#40553
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I intend to change the AnimationPath dynamically. I can get the Animation Time
from the AnimationPathCallback and recuperate the interpolated ControlPoint.
but than I don't know what to do ? am I supposed to replace the old
ControlPoint with new one ? to insert a new one ? to erase old one
Hi Mohamed,
If you are needing to dynamically updating an AnimationPath is
suggests to me that perhaps this class isn't actually what you need
for you applications. Perhaps a custom update callback that generates
the transform you need would be more appropriate.
Robert.
On Thu, Jun 16, 2011 at
Hi Basil,
I was expecting this to create a new trajectory each time and insert each one
into geode but it looks like it is just appending points into geom and extending the
trajectory instead of putting a new one in. I know the memory situation is a little bit
different with OSG vs. ANSI
Hi Sergey,
Thanks for the async reading tip! It gives us a general speed-up, but it
does not fix the issue at hand. But thanks anyway for great community
support!
We used osg::Timer to time the execution of the following calls in the
code you suggested below: glReadPixels, glMapBuffer,
Hi John
Have you investigated the memory consumption when this happens, thinking you
could be starting to hit page file?
Brgs
Ralf
On 16 June 2011 15:06, John Vidar Larring larr...@weatherone.tv wrote:
Hi Sergey,
Thanks for the async reading tip! It gives us a general speed-up, but it
Hi Ralf,
Thanks for your quick reply!
Have you investigated the memory consumption when this happens,
thinking you could be starting to hit page file?
Yepp, the system has 24GB main memory. With the current config the
system is stable at about 6.8GB memory consumption, leaving swap
Hi John,
On Thu, Jun 16, 2011 at 2:59 PM, John Vidar Larring
larr...@weatherone.tv wrote:
Yepp, the system has 24GB main memory. With the current config the system is
stable at about 6.8GB memory consumption, leaving swap untouched. Good
question though. Just did a double check to be sure:-)
Hi,
how to assign manipulator movement (drive manipulator) to buttons on the
screen? Is there a simple way?
I just know how to create buttons and events.
thanks in advance
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40564#40564
Hi Daniele,
On Thu, Jun 16, 2011 at 3:45 PM, daniele argiolas arj...@gmail.com wrote:
how to assign manipulator movement (drive manipulator) to buttons on the
screen? Is there a simple way?
I just know how to create buttons and events.
The DriveManipulator is designed for mouse interaction
Hi Gianluca,
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
this is a general question,
see http://en.wikipedia.org/wiki/SIGFPE
in Visual studio try to use
// Unmask all floating-point exceptions.
_control87( 0, _MCW_EM );
// Set up floating-point error handler. The compiler
// will
Hi Thorsten,
I'm just following up of the txd font sizing issue, looking to resolve
outstanding issues before I tag the OSG-3.0 branch tomorrow.
I'd probably need to find someone knowing more about osg to do that.
Currently
I'm also trying to find out/estimate how many of our aircraft are
Hi Basil,
On 16/06/11 14:50 , Jean-Sébastien Guay wrote:
Instead try:
for each T in trajectoryList{
osg::ref_ptrosg::Geometry geom = new osg::Geometry;
// new
osg::ref_ptrosg::DrawArrays drawArrayLines =
new osg::DrawArrays(osg::PrimitiveSet::LINE_STRIP);
On 6/15/2011 12:33 PM, Torben Dannhauer wrote:
Can you help me and give a short overview how to preload a plugin?
I see Robert already answered this.
Additionally, do I have to open my loader to all file extensions? I tried
it but that does not work, all subtiles are loaded then with the
Hello,
I am exporting an object that has a Blinn material, I have the
specular color set to almost white (230/230/230), Specular Level set to
64 and Glossiness set to 20. This gives a nice unpolished shiny
appearance in Max.
However, OSGExp exports this as specular color = 0.0576577
Hello,
I would like to be able to use a custom command to preview what is being
/ has been exported by OSGExp. The toolbar contains an Export and
Preview button, but would it be possible to specify a custom command in
the options? That way I could preview objects in a lite version of our
Hi All,
Through this week I've been tidying up the codebase and address a few
outstanding bugs, and getting mostly up to date with submissions, and
am now pretty comfortable about going for the 3.0 branch tomorrow.
Are the community as comfortable about this as I? One one way to
find out and
Hi Jean-Sebastien,
Looking at the code, I think the mistake is that the OSG material's specular
color gets set to the Max material's specular color multiplied by shinstr /
9.99f. shinstr seems to be Specular Level, which will be between 0 and 1
(mapping to 0 - 100 in Max). So my value of 64 is
On Thu, 2011-06-16 at 17:38 +0100, Robert Osfield wrote:
Hi All,
Through this week I've been tidying up the codebase and address a few
outstanding bugs, and getting mostly up to date with submissions, and
am now pretty comfortable about going for the 3.0 branch tomorrow.
Are the community
Hi Jean-Sebastien,
I would like to be able to use a custom command to preview what is being /
has been exported by OSGExp. The toolbar contains an Export and Preview
button, but would it be possible to specify a custom command in the options?
That way I could preview objects in a lite version
Hi Robert,
Thanks for your help. See comments inline below:
Robert Osfield wrote:
The OSG svn/trunk and recent 2.9.x dev series has support for setting
a texture pool size
that is able to limit the amount of texture memory used, you can set
this via the env var:
set
Hi Jeremy,
On Thu, Jun 16, 2011 at 6:19 PM, Jeremy Moles jer...@emperorlinux.com wrote:
Working great for me so far! (I update trunk every morning, usually...)
I've been changes in through the day so good to svn update a little
more often now
we are approach the branch.
I've attached a file
On Thu, 2011-06-16 at 19:01 +0100, Robert Osfield wrote:
Hi Jeremy,
On Thu, Jun 16, 2011 at 6:19 PM, Jeremy Moles jer...@emperorlinux.com wrote:
Working great for me so far! (I update trunk every morning, usually...)
I've been changes in through the day so good to svn update a little
On Thu, Jun 16, 2011 at 7:05 PM, Jeremy Moles jer...@emperorlinux.com wrote:
Absolutely; though, rather than submit each modified file, will you take
an svn diff in this case? :)
The ideal form of submissions for me is all the files in their
respective directories - I have a merge script that
It's not just you.
I tested on a Quadro 4000, driver 275.36, Windows 7 64-bit and it does not
work for me either.
I also tried on a GeForce 8800, driver 270.61, Windows XP and it worked
correctly.
Cheers,
Farshid
On Thu, Jun 16, 2011 at 11:08 AM, Jeremy Moles jer...@emperorlinux.comwrote:
A mentioned before the 275 official releases are very broken and should be
avoided at all costs
Not quite sure why NVIDIA released them , as they should have failed the QA
process easily
Gordon Tomlinson
__
-Original Message-
Hi Farshid,
I'm pretty sure MAXScript supports automating the export process and
executing arbitrary shell commands. You could write a script that
exports the model to the temp folder and then passes the model to your
application. I've never actually done this myself, but I'd be interested
to
On Thu, Jun 16, 2011 at 11:26 AM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
A mentioned before the 275 official releases are very broken and should be
avoided at all costs
Not quite sure why NVIDIA released them , as they should have failed the QA
process easily
Thanks,
Hello all, is there a way in which I can change the default scales in OSG?
What I mean is that it orients itself in a particular way (x,y,z); is there a
way that I can change the default without having to do it manually?
--
Read this topic online here:
On Thu, Jun 16, 2011 at 1:23 PM, Robert Osfield robert.osfi...@gmail.comwrote:
On Thu, Jun 16, 2011 at 7:05 PM, Jeremy Moles jer...@emperorlinux.com
wrote:
Absolutely; though, rather than submit each modified file, will you take
an svn diff in this case? :)
The ideal form of submissions
Just put an appropriate transform at the root of your scenegraph.
Ryan
On Thu, Jun 16, 2011 at 1:32 PM, basil huffman bhuff...@cssiinc.com wrote:
Hello all, is there a way in which I can change the default scales in OSG?
What I mean is that it orients itself in a particular way (x,y,z); is
Hi FBX users/developers,
I have been doing a warnings purge of the OSG in prep for the OSG-3.0
branch to be made tomorrow, and one area that is generating the bulk
of the remaining warnings is the FBX plugin. These warnings might not
be appearing on all platforms so I've included them below for
Its hit and miss if they work, I have them not even being able to
install on some hardware and they leave your machine in a real hosed
stated at that point when they fail the install.
To where they install but something's work fine on one machine/card
combo but no another with the same combo,
Hi Jean-Sébastien Guay,
On Thu, Jun 16, 2011 at 11:29 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Agreed, though I was hoping to do it in the plugin mainly because I'm
infinitely more familiar with C++ than with MaxScript (anything divided by 0
gives infinity right?) :-)
Hi Farshid,
With help from my artist I was able to come up with a MAXScript that
automatically exports the scene and opens the model with a custom
application.
Wow, that was quick! And I can probably start learning from this very
script to adapt it to our needs. Thanks a lot! I'll let you
Try pinning the process to particular core(s) (e.g. via pthread_setaffinity_np(3) or cpuset(7)). We have a particular piece of hardware on which GL performance (in general, not necessarily
gl_readpixels) tanks when the Linux scheduler decides to place the process on core #7 (i.e. the last core
Hi again,
With help from my artist I was able to come up with a MAXScript that
automatically exports the scene and opens the model with a custom
application.
I've tried to modify the script to export to the current project's
export folder. It doesn't seem to export anything. So I tried
Hi Robert,
compiles and works in 32 bit and 64 bit as expected.
Win7 x64, MSVC9.0 (2008) Sp1
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40602#40602
___
osg-users mailing list
Hi Farshid,
Why does it print my variable 3 times? I assume the true is the return
value from exportfile? And (most importantly) why is there no test.osg
in the directory above?
Argh, sorry, for some reason I had unchecked Save file in the export
options...
All is well once again with the
That reminds me - in my lab we've run into some issues where having
hyperthreading enabled for high-throughput operations like heavy GPU work
can have a negative performance impact. Not sure of the specifics, and I
don't see why it would cause your time-delay slowdown, but perhaps some
43 matches
Mail list logo