Hi Robert
Thanks for this great hint! Really good one!
Cheers!
Nick
On Fri, Aug 26, 2016 at 6:27 PM, Robert Osfield
wrote:
> On 26 August 2016 at 17:13, Trajce Nikolov NICK
> wrote:
> > Ok :-) .. I will answer it too .
> >
> > I am
On 26 August 2016 at 17:13, Trajce Nikolov NICK
wrote:
> Ok :-) .. I will answer it too .
>
> I am working with older version of osg where the Geometry was still not
> inherited from Node so I had to apply a special case for Geodes ... Sorry
> for the noise ;-)
Ok :-) .. I will answer it too .
I am working with older version of osg where the Geometry was still not
inherited from Node so I had to apply a special case for Geodes ... Sorry
for the noise ;-)
Cheers!
Nick
On Fri, Aug 26, 2016 at 5:58 PM, Trajce Nikolov NICK <
Hi Community,
this is really simple, but for a reason it is not working on my end. I have
simple model with animation (a cube that scales over time). On load I
launch a NodeVisitor to collect all the Materials. I can see one Material
in the text file but the parser is not hitng it. Here is my
It doesn't look like the OSG zip plugin supports a password option, but it
wouldn't be too hard to extend it to support password-protected zipfiles.
Which could themselves be in memory.
On Fri, Aug 26, 2016 at 7:25 AM, John Farrier
wrote:
> Perfect. Appreciate the help,
Yeah, something's not right with your scene graph. You shouldn't see that
behavior if your PagedLODs are structured correctly.
You might add some debugging messages to determine what is happening in the
PagedLOD node that contains the geometry that disappears in #2, as it must
be switching to
Hi Andreas,
The PagedLOD is designed to only switch to a higher level of detail
once that level of detail is merged, it'll fallback automatically to
next highest level of detail automatically until this happens. This
"should" mean that you never get gaps where neither LOD is available.
I've
Hi Robert,
The glitches are purely visual. I have no overlapping ranges, my problem
is the opposite - when I'm moving towards a level and the range
switches, it takes a while to load the high level and the low level is
switched off. While loading, there is just empty space for a while until
Hi Glenn,
On 26 August 2016 at 14:25, Glenn Waldron wrote:
> When you get a chance, could you please add an OSG_EXPORT to the
> VertexArrayState class? Thanks :)
>
> class OSG_EXPORT VertexArrayState : public osg::Referenced {
Oopps, that's quite a one to miss. Now added
Hi Andreas,
On 26 August 2016 at 12:09, Andreas Ekstrand
wrote:
> Is there any way to avoid glitches in the PagedLOD during loading of the
> higher level after the lower level has switched out?
Are we talking just a visual glitch or a frame rate drop, or both?
>
Perfect. Appreciate the help, Glenn!
Thank you!
Cheers,
John
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Robert,
When you get a chance, could you please add an OSG_EXPORT to the
VertexArrayState class? Thanks :)
class OSG_EXPORT VertexArrayState : public osg::Referenced {
Glenn Waldron
On Wed, Aug 24, 2016 at 2:16 PM, Robert Osfield
wrote:
> Hi Remo,
>
> On 24
Hi John,
To read from memory, you can get the plugin you want by calling
osgDB::Registry::getReaderWriterForExtension(...) or
osgDB::Registry::getReaderWriterForMimeType(...)
and then call the stream version of readNode:
ReaderWriter::readNode(std::istream& in, ...);
Glenn Waldron -
Hi,
I have a set of 3D models i would like to distribute, but their license is
restrictive and I must provide a way to protect the IP. The best way to do
this, I think, is to use a format that encrypts the models on disk and decrypts
them when I read them into memory. Is there any support
Hi,
Is there any way to avoid glitches in the PagedLOD during loading of the
higher level after the lower level has switched out? When flying over my
quad-tree terrain the tiles are flickering and the background color is
visible a short while before the higher level has been loaded.
One can
Hi evrybody,
I am new to Openscene graph and need a help/guidance.
I wish to [b]find which of the sides of view frustum[/b]- left, right, top,
bottom near or far- a moving node is crossing. How to find this in Openscene
graph?
I need it so that, i can translate the camera in the approriate
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