Hi All,
Is there a simple way to display the bounding box of Geode or Geometry? Or
will I have to write up something to do it?
Thanks, Sam
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On Wed, Mar 8, 2017 at 5:05 PM, Johny Canes wrote:
> Dude shut the fuck up lmao
>
How old are you, Johny?
*facepalm*
J.
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Hi Johny, Valerian
Dude shut the fuck up lmao
refrain from yelling insults, ad hominem and use of explicit language.
...
Cheers
Sebastian
kragnfroll wrote:
Hi Steal
It seems that you're suffering of something call narcissistic perversion.
Everyone spotted you, you won't be able to
Hi,
Ok wow but what does it mean?
Screen space sounds evil. I can't really get any hard results on Google for it.
Basically the first hit gives an implementation guideline and links to
the other techniques I've mentioned:
Dude shut the fuck up lmao
kragnfroll wrote:
> Hi Steal
>
> It seems that you're suffering of something call narcissistic perversion.
>
> Everyone spotted you, you won't be able to harm anyone here.
>
> Best you can do is to consult and get treated for it.
>
> Thank you!
>
> Cheers,
>
Hi,
Ok wow but what does it mean?
Screen space sounds evil. I can't really get any hard results on Google for it.
Thank you!
Cheers,
Johny
--
Read this topic online here:
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Hi Robert,
thanks for your help. I think the problem is the obj loader. I have done a
quick review of the source code and the loader seems to create for each "f"
line an own primitive set. This can be optimized. I will try to fix this in
near future.
I can not understand the difference between
I've recently written some code to merge individual triangle strips
by joining them using some degenerate (zero area) triangles.
One issue that I've run into is that in wireframe mode this generated
some very odd looking artifacts.
Find the code here. It may need some adaptation for your use
Hi Andre,
Thanks for the file. I've just tried it on my Kubuntu 16.04. NVidia
760 with the OSG-3.4 branch and I see decent performance, the draw
dispatch is bit more expensive than I'd usually expect for a model of
this size but it's not widely expensive like you are seeing.
The dataset itself
Valerian,
Unfortunately we (osgEarth project) haven't found a solution to this
yet.The underlying issue is that the QOpenGLWidget (unlike its predecessor
the QGLWidget) is backed by an FBO, and this somehow does not interact well
with an OSG camera using an FBO. The workaround is to continue
Thanks for both of your replies, that's really helpfull.
Is it hard to deal with these conflicts with RTT camera ? Because I use it a
lot..
Cheers,
Valerian
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The newer QOpenGLWidget works with OSG, but we have seen it have conflicts
with RTT cameras.
On Mar 8, 2017 5:21 AM, "Andre Normann" wrote:
Hi Valerian,
I have done this in the past. Attached you will find my GLWidget class
which is using QOpenGLWidget. It is only
Andre Normann writes:
> Hi Alberto,
>
> I did it. The two files differ only in format style but not the syntax. I
> would say the two files are identical. With the provided example every one
> can reproduce the slow down effect.
Sorry, I was confused by the fact that only one file was sent.
I
Hi Alberto,
I did it. The two files differ only in format style but not the syntax. I
would say the two files are identical. With the provided example every one
can reproduce the slow down effect.
-André
2017-03-08 12:28 GMT+01:00 Alberto Luaces :
> Andre Normann writes:
>
> >
Andre Normann writes:
> Hi Robert,
>
> I used 3.2.3 to load the obj files and converted it into ive format. In 3.2.3
> I load the ive file, build my scenegraph and I get 60 fps. When I now load
> the same ive file into 3.4.0, build my scenegraph, I get the slow down.
Hi Andre, I guess the
Hi Valerian,
I have done this in the past. Attached you will find my GLWidget class
which is using QOpenGLWidget. It is only working in SingleThreaded mode.
-André
2017-03-08 11:09 GMT+01:00 Valerian Merkling :
> Hi,
>
> I'm currently working on an app based on OSG
Hi,
I'm currently working on an app based on OSG 3.4.0 and Qt 5.6, targeting Win7
-- Win10.
Everythings was fine and smooth with Qt 5.5. I'm using osgQt::GLWidget, which
is based on QGLWidget.
Since Qt 5.6, I've some hard unsolvable issues with QGLwidget. They are not
related to OSG, and I
Hi Steal
It seems that you're suffering of something call narcissistic perversion.
Everyone spotted you, you won't be able to harm anyone here.
Best you can do is to consult and get treated for it.
Thank you!
Cheers,
Valerian
--
Read this topic online here:
Hi Andre,
On 8 March 2017 at 08:40, Andre Normann wrote:
> hopefully I am getting closer. I find out, that the source model might be
> the problem. I exported an obj file from Bentley Microstation and imported
> into OpenSceneGraph. When I now export the scene into an
Hi Robert,
I am using a GeForce 1080 and driver is 378.66. Windows 7 64Bit.
-André
2017-03-08 9:40 GMT+01:00 Andre Normann :
> Hi Robert,
>
> hopefully I am getting closer. I find out, that the source model might be
> the problem. I exported an obj file from Bentley
Hi Robert,
hopefully I am getting closer. I find out, that the source model might be
the problem. I exported an obj file from Bentley Microstation and imported
into OpenSceneGraph. When I now export the scene into an osg file, I see a
lot of PrimiteSets (e.g. > 1000). So I will end up with a lot
Hi Andre,
On 8 March 2017 at 07:59, Andre Normann wrote:
> Hi Robert,
>
> when I use display lists instead of vertex buffer objects (using
> osgUtil::GLObjectsVisitor), everything is fine with 3.4.0.
Good to hear you've been able to get the performance back.
It doesn't
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