Hi John, Thank you very much, I have received it :D
John Richardson wrote:
> Hello,
>
> I'm the SIGGRAPH BOF moderator.
>
> Let me see if I can dig them [Robert's slides] up and send them to you and
> whomever else wants them.
>
> .
> --
> Post generated by Mail2Forum
Hi community.
I have some small knowledge of VPB and that is from some short experience
years ago. Since then, I haven't followed the development ...
My simple question is, is VPB capable of integrating features (linear,
areal) into the terrain mesh?
Thanks as always!
--
trajce nikolov nick
Two places where I have personally seen such issues, one from using code ported
using an older version of OSG, the other was shader/driver differences between
computers.
If I remember some methods for setting color were removed moving from version
3.0 to 3.2, and I had some code where the
Hello,
I'm the SIGGRAPH BOF moderator.
Let me see if I can dig them [Robert's slides] up and send them to you and
whomever else wants them.
Note: I will send you and Steve Satterfield, Prabhat's slides. He indicated
that the slides could be released. His slides are interesting because:
1) It is
Hi Robert,
I am very thankful for every hint, really. These hints are really valuable
for optimization. And I found the issue, it was pre/post multiply order of
the matrices. I was to avoid the calculus from the nodepath and use the
ModelView matrix already available in the CullVisitor. Here is
Hi,
I'm working on an iOS project and while updating the osg version to 3.2.0 came
across this bug(?). I can successfully load files (using IFCPlusPlus), generate
geometry and load the scene, but for some reason, when the viewer is realized
everything is transparent. I can interact with the 3d
I don't have time to dive deeply in user projects, I can do quick
scans of email and provide quick replies where possible. In terms of
optimization I'd say avoiding the inverse matrix might be useful.
Using the Matrix.postMultTrans/preMultTrans would also be another
optimization step you could
Hi Bruno,
The home position is set during initialization of the view to the
scene graphs BoundingSphere's center and radius. If you want to
change this home position then simply use a call along the lines:
viewer.getCamaraManipulator()->setHomePosition(...)
See the
Am 11/3/2016 um 12:08 PM schrieb Robert Osfield:
On 3 November 2016 at 10:19, Sebastian Messerschmidt
wrote:
I struggled with some instance data not being sent to the GPU (2 gigabytes
worth of data textures) resulting in stutter. I ended up using:
Hi Lorenzo, maybe you want to check out this thread:
http://forum.openscenegraph.org/viewtopic.php?t=14222
For me it helped by simply 'parading' all objects in front of the camera
at the start of the simulation, this forces the push to GPU needed,
as long as the data fits on the card.
I don't
Hello,
I have a 3d scene that I manipulate with a TrackballManipulator, and setup
a scene in which all nodes are centred in (5, 1).
Now when I try to do use the home() function, I can't see my nodes. But if
I center my scene around (0, 0, 0), my nodes appear.
Should I use something else
Hi Sebasstian,
have you considered MyGUI? It has that implementation and it is ported to
osg by Rui (in his receipts)
On Thu, Nov 3, 2016 at 10:32 AM, Sebastian Schmidt
wrote:
> Hi,
>
> I want to implement a functionality similar to the QFileDialog in osg
> (currently
Thanks Robert,
I am aware of it, it is already used in my second snippet. Here it is: (is
it done properly?)
1. void MyCullVisitor::apply(osg::LightSource& node)
2. {
3.
4. osg::Matrixd inverseViewMatrix = osg::Matrixd::inverse(
getCurrentCamera()->getViewMatrix());
5.
On 3 November 2016 at 10:19, Sebastian Messerschmidt
wrote:
> I struggled with some instance data not being sent to the GPU (2 gigabytes
> worth of data textures) resulting in stutter. I ended up using:
> viewer->getDatabasePager()->setDoPreCompile(true);
This
Hi,
Hi Robert! Thank you for your kind reply.
robertosfield wrote:
Is the scene static or is your application adding new scene graph
objects through the lifetime of the application?
The scene is completely static and motionless :)
robertosfield wrote:
It's only new objects that you
Hi All,
I'm struggling with a warping implementation to show a 3D scene to a curved
screen.
I gave a look at osgdistortion example and implemented a RTT camera just like
in that example.
So now I have a render to texture camera that generates a texture of the 3D
scene. Then a HUD camera with a
Hi Lorenzo,
>From your description it's sounds like either objects aren't
pre-compiled or that they have been pre-compiled but not yet
downloaded by the GPU.
In OpenGL there is no way to formally force a GL object to be download
to the GPU, it's up to the drive to decide what it does when. You
Hi,
I want to implement a functionality similar to the QFileDialog in osg
(currently 3.0.1).
A window shows up, where the user can navigate through the filesystem
and load/save files.
I haven*t used qt in my application yet and i don't want to use it at all.
Is there already a class f.e in the
Hi Robert! Thank you for your kind reply.
robertosfield wrote:
> Is the scene static or is your application adding new scene graph
> objects through the lifetime of the application?
The scene is completely static and motionless :)
robertosfield wrote:
> It's only new objects that you need to
Hi Uma,
On 3 November 2016 at 05:49, Uma Devi Selvaraj wrote:
>I have installed OSG in my system(windows 10, 64 bit). When I tried to
> render colored model , the model is not rendering in color. I have installed
> OSG in another system(windows 8 , 64 bit) and
Hi Nick,
The osgUtil::CullVisitor has the maintains a stack of ModelViewMatrix
that it accumulates through the the scene graph traversal, you should
just need to get the top of this stack using
cullVisitor->getModelViewMatrix().
Robert.
On 2 November 2016 at 22:25, Trajce Nikolov NICK
Hi Lorenzo,
The performance constraints on immersive stereo display systems are
pretty well the tightest in graphics, even small glitchs can be lead
to unpleasant experience. Couple this with rendering more than twice
as much data (two eyes and distortion correction passes) means that
you don't
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