Hi John,
When dealing with large amounts of data the best approach is typically to
use paging, you can use the osg::PageLOD node to support this when
generating your own scene graphs, or use VirtualPlanetBuilder to creat a
paged database offline, or osgEarth to create the paged database at
Hi Tony,
As Nick says there is the Node::setUserValue(..) template method and
Node::setUserData(). When you use UserValue it creates a UserDataContainer
to hold the values in a vector of osg::Object*, so this UserDataContainer
kinda has "slots". The UserDataContainer is only created on demand
Hi Tony,
On 10 September 2015 at 09:30, Tony Vasile wrote:
> Unfortunately we have a tight schedule to do this port. The usual 6 months
> of work in 4 months type of affair. Thanks for the advice.
>
I can sympathise with impossible tight schedules, my point still stands
Thank you so much, dear Trajce! That's exactly what I want! :D :D :D
Trajce Nikolov NICK wrote:
> Hi,
>
> can you try geom->dirtyDisplayLists() after changing the color?
>
> Nick
>
>
--
Read this topic online here:
Hello everyone,
I am seeking some advice on the best way to implement a particular task using
OSG. Hopefully I can articulate what I'd like to do in a way that makes
sense--please do not hesitate to ask if I need to clarify.
Essentially, I'd like to use OSG to render a large grid which is
Hi Nick & Robert,
That's not quite the same functionality as it appears that in Performer
there is some sort of memory/map that is used to map a user defined name as a
string to a slot number. You then add data to the node using this slot number.
Performer does have a call to setUserData
Hi Julien,
it's OFF, the enum for StateAttribute::OFF is 0x0, so anything not ON has
value OFF.
Regards, Laurens.
On Wed, Sep 9, 2015 at 7:45 PM, Julien Valentin
wrote:
> Hi,
> Iwould like to introspect StateSet in order to know which override value
> is activated
Hi Qingjie,
This is no longer about the OSG, it's about C++. Your mistake is straight
forward C++ issue of not matching the base classes parameters when
overidding a method: The Camera::DrawCallback base class is:
/** Draw callback for custom operations.*/
struct OSG_EXPORT
Hi Tony,
Spend some time with OSG code, you'll find it far more flexible than
anything that Performer had. It's investing time into learning the OSG
rather than just working out how to do something equivalent to Performer
because your original design may well have been compromised by the
Hi Tony,
you have two options:
- osg::Object:get/setUserData
- osg::Object:setUserValue (for this one you have to #include
Nick
On Thu, Sep 10, 2015 at 7:56 AM, Tony Vasile wrote:
> Is there an equivalent function to the Performer
> pfObject::getNamedUserDataSlot? Our
Unfortunately we have a tight schedule to do this port. The usual 6 months of
work in 4 months type of affair. Thanks for the advice.
Tony V
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65091#65091
Sorry, you are right, i did not read your question properly.
Modes could have a value OFF, attributes do not, they are always ON
Laurens.
On Thu, Sep 10, 2015 at 1:35 PM, Julien Valentin wrote:
> I think you misread the question:
> You can't know if the flags is
Hi Community,
I am wondering if someone knows the way to create live stream from OSG
rendering probably in combination with ffmpeg + ffserver, or any other way
- cross-platform preferred though
Thanks a bunch as always,
Cheers,
Nick
--
trajce nikolov nick
I think you misread the question:
You can't know if the flags is ON/OFF as the bit seams ignored and then not
stored...
Using the posted code, it never returns 1.
Voerman, L. wrote:
> Hi Julien,it's OFF, the enum for StateAttribute::OFF is 0x0, so anything not
> ON has value OFF.
> Regards,
Thanks,
That's what i suspected...
Have a good day:)
Voerman, L. wrote:
> Sorry, you are right, i did not read your question properly.Modes could have
> a value OFF, attributes do not, they are always ON
> Laurens.
>
>
> On Thu, Sep 10, 2015 at 1:35 PM, Julien Valentin < ()> wrote:
>
> > I
Hi Julien,
I don't recall the why and wherefores of this particular bit of code in
StateSet.cpp (i.e. line 1662 and associated code) but it's a lng time
since I wrote it ;-)
My best guess right now is that the ON/OFF for StateAttribute doesn't
affect anything, a StateAttribute isn't like a
Thank you for your reply, Robert.
You mentioned PagedLOD nodes. While I might not use the paged version of the
LODs nodes just yet, I've been thinking a lot about whether LOD nodes are the
way to go in order to get OSG to cull large portions of my terrain without
having to traverse and render
Basically, you'd just Render To Texture and then feed that image to a
memory-sourced encoder. There's sample code here for a desktop-to-ffmpeg
ecode:
http://stackoverflow.com/questions/29341161/encode-h264-video-using-ffmpeg-library-memory-issues
You'd set up your encode options using options
Thanks Chris!
Nick
On Thu, Sep 10, 2015 at 6:10 PM, Chris Hanson wrote:
> Basically, you'd just Render To Texture and then feed that image to a
> memory-sourced encoder. There's sample code here for a desktop-to-ffmpeg
> ecode:
>
>
No worries. Would be interested to know what you're going to do with it.
On Thu, Sep 10, 2015 at 11:25 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Chris!
>
> Nick
>
> On Thu, Sep 10, 2015 at 6:10 PM, Chris Hanson
> wrote:
>
>> Basically, you'd
Oohh! I'll use the secret handshake then! ;)​
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hi, I am using 3.4.0 with VisualStudio 2013, Win 8.1/x64, which all built
fine (examples all work as expected).
So, I wrote a very simple program, which unfortunately renders the cube
offset from the horizontal axis, instead of being centered. The bounding
sphere center = 0,0,0. If I instead
SMesserschmidt wrote:
> Hi Tony
>
> From examples/osgcallback
>
> class MyReadFileCallback : public osgDB::Registry::ReadFileCallback
> {
> public:
> virtual osgDB::ReaderWriter::ReadResult readNode(const std::string&
> fileName, const osgDB::ReaderWriter::Options* options)
> {
>
Okay I modified the example visit_model.cpp from the OpenSceneGraph 3.0
Beginner's Guide to print the Descriptions and there was the data I was looking
for. The sonic boom of comprehension.
Tony V
--
Read this topic online here:
I think it's sometimes useful to step back and ask what the problem is
you're trying to solve.
Many times people pose questions like "Why can't I get hummingbirds to
carry machine guns?" where they have already self-selected a strategy
(hummingbirds) as an implementation requirement, thus making
TOP SECRET :-)))
Will ping you privately :-)
Nick
On Thu, Sep 10, 2015 at 7:39 PM, Chris Hanson wrote:
> No worries. Would be interested to know what you're going to do with it.
>
> On Thu, Sep 10, 2015 at 11:25 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>
Hi John,
LOD (Level Of Detail) is all about providing multiple versions each with
different resolution of geometry and/or texture data so that lower
resolution versions are used at far distances and higher resolution
versions are used at a nearer distance. LOD's can also be used in
conjunction
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