Hi Sebastian,
You may be interested in this topic, where I discuss some workarounds to
setting objects to DYNAMIC:
http://forum.openscenegraph.org/viewtopic.php?t=14849
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65408#65408
In a post frame callback.
...
Thank you!
Cheers,
Mike
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65412#65412
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Hi Jannek,
That's a great approach, but my dynamic part of the scene is
unfortunately rather big, so there are some concerns on having the
structure twice (I guess by deep copy you really mean copying drawables
etc. as well).
I've just stumbled upon the osgtext example which interestingly
Hi,
I am trying to manually effect near and far clipping planes based on camera
altitude in my app. Essentially, I do this:
Camera()->getProjectionMatrixAsPerspective(_fov,_ratio,_near,_far);
Then based on some criteria, I might change the near or far clip planes.
_near = _nearNew;
_far -
NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released.
Find a change log here:
https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/
Christian
2015-09-29 21:24 GMT+02:00 Jan Ciger :
> -BEGIN PGP SIGNED MESSAGE-
>
Chris Hanson wrote:
> That's similar to what our build system does. Ours has some additional steps
> to fetch from source and deal with applying localized patches in case there
> are API disagreements between versions of the 3rdparty code and OSG and such.
>
> We're hoping to release our build
hi everyone!!i try remove a sphere, with "removechild" it doesn't work.i use
root->addChild(vector[x]); for to add the sphere in a node root and then i try
to remove with root->removeChild(vector[x]);In the scene is draw a sphere, but
it doesn't remove the sphere.someone know I'm doing wrong?
cbuchner1 wrote:
> NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly) released.
>
> Christian
Hi Christian,
I have already made the (minor) changes needed. And these commits have been
pushed to the master branch at GitHub.
Best regards
Björn
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Read this
Hi Alvaro,
In principle doing an Group::addChild(nodePtr) followed later by a
Group::removeChild(nodePtr) should remove it from the scene graph, so it
"should" work.
What you implementation is doing wrong is not something we can guess at
given the information provided. Something, somewhere in
I believe your vector has to be storing pointers to the sphere objects, not
entire sphere objects themselves. And indeed the same pointer is passed to
addChild, as to removeChild afterwards, things *should* work as intended.
To make sure, print the pointer values you pass to addChild/removeChild
Hi,
I have a couple of elements in the scene which data variance is set to
DYNAMIC to change them thread safe.
This will effectively kill performance as cull and draw are no longer
executed in parallel. So if I'd set those elements to STATIC, where is
the safe place to update them?
For
Is the additional performance penalty for OGL apps (versus DX) from context
sharing still an issue?
On Thu, Oct 22, 2015 at 4:59 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> NOTE: Oculus SDK and Runtime 0.8.0.0 beta have just been (quietly)
> released.
>
> Find a change log
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