Hi,
I just saw setPosition() from OSG Billboard,
what is the _positionList for? why define multiple positions for a
Billboard? For what could you use multiple Positions?
Cheers,
David
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Hi
you can add several drawables to billboard with different positions, and
setPosition is there to change position of previously added drawable.
Cheers.
25.01.2013, 13:30, DavidHornung horn...@googlemail.com:
Hi,
I just saw setPosition() from OSG Billboard,
what is the _positionList for?
Hello,
I've just stumbled across the ARB_instanced_array extension
[http://sol.gfxile.net/instancing.html]
It seems to be the most efficient way to handle instanced drawing.
Can someone help me out to do this in OpenSceneGraph?
As I see, the glVertexAttribDivisor is needed for this, but I'm
This isn't a direct OSG question, but one I was hoping people on this
list might be able to help out with. We have several thousand FLT files
that use rgbs as textures. Unfortunately we can't convert these to ive
or osgb files as they are shared with another application that is not
made in OSG and
Hi Karl,
Have you tried using the OSG's write support for OpenFlight, the
process would be opening the original model, convert the textures to
dds, record the new filename then write out to .flt.
Another approach would be cheat ;-)
The trick would be to leave the OpenFlight database as is and
Hi,
I want to remove and add a child from/to a group runtime, while rendering is
running, moreover, I am doing this from a different thread. What is the thread
safe way to do it? Which callback should I use, or how would you do it?
If I remove the node in the update callback I get crashes. On
Hi Peter,
On 25 January 2013 14:24, Peter Bako osgfo...@tevs.eu wrote:
I want to remove and add a child from/to a group runtime, while rendering is
running, moreover, I am doing this from a different thread. What is the
thread safe way to do it? Which callback should I use, or how would you
Hi,
I am using OSG2.8.2, and recently am trying to upgrade, I am following the
cumulative changelogs already but I appreciate if there is any document that
explains any possible API changes (I have not seen any).
It seems I should be able to start with 3.0 but then I wonder why 2.8 is still
Hi Ehsan,
For the most part the common API of 2.8.x and 3.0.x has been
maintained so applications should port from 2.8.x to 3.0.x easily.
Often it will simply be a case of recompiling against the new version,
occasionally you might find a difference, if you do just ping the list
or have a look
This is a great topic and I am very interested to learn the facts about
this.
In osgEarth using display lists (on my NVIDIA GTX275) yields a sizable
performance boost over VBOs in many scenarios. In some of my tests I've
seen a 50%+ reduction in DRAW and GPU times.
But there are strange
On 1/25/2013 8:47 AM, Ehsan Azar wrote:
It seems I should be able to start with 3.0 but then I wonder why 2.8 is still
popular.
In my experience providing OSG consulting and dev services, some of my customers
are content with the stability of 2.8.5 (June 2011), and have no particular need
Hi robert, thank you for the reply
If using an update callback you have to be careful
about invalidating iterators for the thread calling the update
callback.
Do you have an example, where this is done? what iterators should I check? Yes,
as I do it now - sometimes it crashes, and the
Paul and Robert,
Thank you that is exactly the information I was looking for, and for the
reference both 2.8.5 and 3.0.1 linked fine and so far I do not see any issues.
Well, even 2.8.2 was working great, OSG is an excellent software.
I guess I will update to 2.8.5, and then to 3.0.1 later
Hi Robert,
I checked the svn/trunk last week and as you said the clipping problem seems to
have been resolved.
After exploring your new VDSM implementation further, it seems that there is a
bug with the ReceivesShadowTraversalMask (or I am missing something). If I
turn off this mask bit the
I'd wait until the next stable release before going with 3. There's several
bugs in the 2.9.x/ 3 releases that have been resolved.
Such as incorrect text rendering, buggy slow path rendering and some sort
of GL resource handling bug that was causing reuse of invalid display lists.
These have all
In my experience a .bak file is typically an indication that the file is a
back-up copy of a file. Many programs that run active log files typically
copy the current log file to .bak etc
As to a data, model, texture format that use a .bak extention I have never
come across one
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