As a general question, expecting a general or specific answer, I'd like to know
if it is efficient to use another threading library like OpenMP or TBB on top
of OSG's threading?
I'm asking because openthreads and tbb would be using their own thread pools,
so when it comes to getting hardware
Hi Janna,
can you provide the bits of your code where you setup the attributes in
the c++ code and the GLSL part where you access it?
I've been using this feature for tangent-space attributes like forever
and it simply works.
The only thing to keep in mind is the slot numbers and names you
Hi Farshid,
I will have to defer to Wang Rui to get into the nitty gritty bits of
the serializers as he's the author of this feature. In general I
would say the intention of the serializers is not to crash when
handling unrecongized objects. Using 2.9.12 has to be a risk though,
the serializers
Hi Joseph? Nav? Could you sign with the name that it's appropriate to
address you as :-)
On 4 October 2012 07:35, Nav Joseph nk...@tatapowersed.com wrote:
As a general question, expecting a general or specific answer, I'd like to
know if it is efficient to use another threading library like
Hi Farshid,
Unfortunately the InputStream doesn't have a good mechanism to handle
unsupported class in binary files without the version control macro
UPDATE_TO_VERSION (for IVE files, version control is supported
internally in the plugin source code). Text files can ignore unknown
class blocks
Hi
There are not only explicit texture bindings, but also implicit ones, which
passed from units parents. If your unit added to other ppu units, it uses
theirs output as input textures in order. There are also interfaces to bind
other unit output to uniform IIRC setInputToUniform call
Cheers.
Ok,
Let's say that I want to read an OBJ file and assign the BUMP texture to 0 and
the DIFFUSE texture to 1
Am I doing right with these lines of code for the options?
osg::ref_ptrosgDB::ReaderWriter::Options options = new
osgDB::ReaderWriter::Options;
options-setOptionString(DIFFUSE=1
Hi.
It used to be great tool at a time, but now is quite outdated, it would be
great to see this project being developed further, as IIRC there are no
crossplatform analogs with same functionality. Wish you best luck.
Does anyone here on the list know any of the folks involved in the glslDevil
Hi Sebastian,
I set the vertex attribute array this way:
Code:
geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get());
geometry-setVertexAttribBinding(s_attributeIndex,
osg::Geometry::BIND_PER_VERTEX);
geometry-setVertexAttribNormalize(s_attributeIndex, GL_FALSE);
and
Btw I am using osg 2.8.3-4, not sure if it could make any difference
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50412#50412
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Ok I think it is working now with
eometry-getVertexAttribArray(s_attributeIndex)-dirty();
Thank you :)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50413#50413
___
osg-users mailing list
So, do we have any Germans who could give me a hand liasing with
Stuttgart? Just the time difference makes it awkward for me in the western
US.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs
Hey,
By default some of the parameters of a camera are computed based on
the contents of a scene (like the near and far plane). Camera
manipulators will also behave differently based on the placement of
objects in the scene. I have one node in my scene that I want the
camera and any manipulators
On Thu, Oct 4, 2012 at 12:48 PM, Preet prismatic.proj...@gmail.com wrote:
By default some of the parameters of a camera are computed based on
the contents of a scene (like the near and far plane). Camera
manipulators will also behave differently based on the placement of
objects in the scene.
On Thu, Oct 4, 2012 at 3:52 PM, Chris Hanson xe...@alphapixel.com wrote:
On Thu, Oct 4, 2012 at 12:48 PM, Preet prismatic.proj...@gmail.com wrote:
By default some of the parameters of a camera are computed based on
the contents of a scene (like the near and far plane). Camera
manipulators
I wanted to avoid specifying the near/far planes manually since the
behaviour without the Earth surface geometry is perfect as is. I don't
care about the overhead of drawing the surface geometry since its so
simple, and I don't want the scene graph to account for the surface
geometry (outside
On Thu, Oct 4, 2012 at 5:37 PM, Chris Hanson xe...@alphapixel.com wrote:
I wanted to avoid specifying the near/far planes manually since the
behaviour without the Earth surface geometry is perfect as is. I don't
care about the overhead of drawing the surface geometry since its so
simple, and
17 matches
Mail list logo