On 01/27/2011 03:54 PM, Steven Powers wrote:
Brilliant!
That did the trick. Luckily the code to apply an ARB shader is consolidated to
a single function. Otherwise I'd have to add these lines everywhere and ARB
shader was added.
It was mostly a guess :-) Glad it worked for you.
--J
On 01/27/2011 11:47 AM, Chuck Shaw wrote:
Hi,
Just as an FYI, it seems the new NDK r5 really targets graphical applications.
Specifically games, and allows you to build the entire app without any java.
Yeah, I just downloaded and looked through it. There's an example
without a single Java
On 01/26/2011 03:23 AM, Alberto Luaces wrote:
Mike Hatcher writes:
I see SceneView is deprecated. SceneView is something the app I'm working on
uses. Can anyone tell me what has replaced it?
Well, from include/osgUtil/SceneView:
/**
* SceneView is deprecated, and is now just kept for
On 01/21/2011 11:31 AM, john song wrote:
i am suppose to implement flocking but im not sure how can anyone help??
I don't have time to debug your code for you, but this site is an
excellent reference for steering behaviors like flocking:
http://www.red3d.com/cwr/steer/
They also have a
On 01/17/2011 09:27 AM, Jean-Sébastien Guay wrote:
I compiled OSG with the NDK, it was pretty easy. You'll need the
modified NDK that has support for RTTI, exceptions and a more complete
standard library, which you can find here:
http://smartctl.net/android/ndk-r4.php
Just curious,
Has
On 01/09/2011 05:37 AM, Wojciech Lewandowski wrote:
Well... what you write sounds like you don't agree with me, because I
postulate that that BIND_PER_PRIMITIVE should differ from
BIND_PER_PRIMITIVE_SET and BIND_PER_VERTEX. And yes I will say that again,
its possible to make faceted apperance
On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote:
Hi, Sukender,
I think we fully agree both on whats a 'Primitive' and binding
interpretations.
I don't think we agree at all...
man glBegin
NAME
glBegin, glEnd - delimit the vertices of a primitive or a group
of like
Sorry, I'm skipping around a lot. Not sure why I'm not getting a single
thread here...
On 01/10/2011 05:52 AM, Wojciech Lewandowski wrote:
Hi Sukender,
What for ? If we agreed on Primitive meaning a single Triangle from
TriangleStrip then we don't need to change the enums. Current binding
On 01/10/2011 11:26 AM, Robert Osfield wrote:
Hi Guys,
For reference on this discussion, non of BIND_PER_PRIMITIVE or the
proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES,
the old BIND_PER_PRIMITIVE is very much deprecated and only kept
around for backwards compatibility.
On 1/8/2011 6:19 AM, Robert Osfield wrote:
Hi All,
Perhaps we should be asking the question what was the behavior prior
to the refactor to I did for GL3/OpenGLES support. Sukender did your
Geometry work previously? Is this a regression or just a behaviour
that you weren't expecting?
Good
On 01/07/2011 10:52 AM, Jean-Sébastien Guay wrote:
I don't have reliable info to add, but I wonder 2 things:
First, does OpenGL interpret one primitive as one draw call (= one
*PrimitiveSet*) ? If so, then that's your answer, BIND_PER_PRIMITIVE
would mean one normal for the whole triangle
On 01/07/2011 11:33 AM, Jason Daly wrote:
I suppose you could change the normal in the middle of the strip with pure
OpenGL, but I
have no idea what it would end up looking like (might have to check an
older spec for that). My guess is that it wouldn't be what you're
looking for, though
On 01/07/2011 03:34 PM, Art Tevs wrote:
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping between
OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports
GPU-GPU memory mapping, whenever you access to OpenGL textures there is a
On 12/08/2010 10:36 AM, Paavo M??kel?? wrote:
Hi,
I recently started learning OSG and everything has worked Ok, but I ran into a
(possibly trivial) problem. I have a simple scenegraph with 2 models in it
(osg::Node) and they have osg::MatrixTransformation parents. This works just
fine..
On 12/03/2010 10:35 AM, John Farmer wrote:
Okay, the aircraft has a skin or texture that I would like to change. I
would like to change the color and how it looks on the model but I don't know how. The
.IVE has everything in it. So How would I edit/modify the texture and still keep the
On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote:
Generalities like the above are most often wrong because so many
exceptions exist... It always depends on the situation. You're the
developer, you make your decisions with hopefully as much information as
required to make the right ones.
One
On 12/02/2010 05:18 PM, Guy Volckaert wrote:
I have a newby question to ask... so please be gentil
Let's say I have 2 cameras running in different draw threads. Each camera is
also associated with a different graphic context. If I load a 2D texture then
each context will have its own
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi, Robert,
Building on the brand new Red Hat
On 12/01/2010 12:01 PM, Jason Daly wrote:
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi
On 11/30/2010 04:23 PM, Keith Parkins wrote:
Okay, DrawArrays also uses the slow path. I was under the impression that
only DrawArrayLengths were. The only hint I had of this before digging
through the source was a posting here that said not to use
DrawArrayLengths.
My understanding was that
On 11/30/2010 08:09 PM, Keith Parkins wrote:
I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be setting
these to BIND_OFF or is it just BIND_PER_PRIMITIVE?
No, BIND_PER_PRIMITIVE is the bad binding. All of the others
On 11/22/2010 12:51 PM, lance leon wrote:
Hi,
I'm not sure if this is the right place for this, but I'm using stereo graphics
under linux, ubuntu 8.04 LTS, and am using a Quadro FX 3500 Nvidia driver - and
I installed the real 'nvidia' drivers (not 'nv').
Stereo 'works' in the sense that I can
Matt Caron wrote:
I found a solution for this task using a HUD:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText
Although I do still have an issue. I am using the Cessna.osg model in the HUD
but when I do
Code:
myPlaneTrans-setStateSet(hudStateSet);
daniele argiolas wrote:
yes, I've looked all examples.
I need a bezier path animation with constant speed from first to last keyframe.
Is it more clear?
You might need to implement it yourself if OSG's spline interpolation
doesn't provide a constant velocity. Here's a link I found on
Chris 'Xenon' Hanson wrote:
I'm wondering if there's a canonical example of translating a non-continuous
noise
amplitude function (let's ignore anti-aliasing for now) into a normal in a GLSL
shader?
I've kludged mine to work for now, but I don't think it's best practice to do
it the way I
Matt Caron wrote:
If I can split up a quaternion to rotations about arbitrary axes then thats
fine - I just need to know how to make that split.
For example if I have a quaternion with some rotation about some axis, I might
need to grab the rotation around (0,0,1) from that quaternion. But I
On 9/29/2010 6:32 AM, Jan Ciger wrote:
How can I tweak OSG red/cyan?
I suppose you will need to change the rendering code, I am not aware
of this being tweakable anywhere, as only OpenGL color masks are
being used - which basically say render everything into red or blue
channel (or some
On 9/30/2010 10:39 PM, Jason Daly wrote:
Just a thought... All you need to do is modify the final output color of
each pixel. I was wondering if the color matrix could be used for this,
assuming OSG even supports that (I've never looked, and I don't have
easy access to the source right now
Aitor Ardanza wrote:
Ok, sorry...
I have the following scene:
[Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
Now I can not put a picture with the problem, because the movement of the arm
is connected to a motion capture system that I haven't connected right now ...
When you move
ting zhang wrote:
Hi, all
I successfully compiled the osgAL project, but the examples in osgAL solution
didn't work. They all notify me that:
No Generic Hardware in :
OpenAL++: couldn't open sound device.
If you're using Vista or later, there will be no Generic Hardware
device because
Olaf Hasemann wrote:
Hallo,
Have a look at osgUtils SceneView and search for this:
/** Callback for overidding the default method for compute the offset
projection and view matrices.*/
struct ComputeStereoMatricesCallback : public osg::Referenced
{
virtual
lucie lemonnier wrote:
Hi,
I want to create a virtual reality application with OSG in an immersive
environment (workbench cf. attached file) with head-tracking and stereoscopy,
...
I want to implement the head-tracking with the stereoscopy. I get the values
of position and orientation of
lucie lemonnier wrote:
Hi,
Thank you for your reply!
I didn't specify that I used the mode QUAD_BUFFER for the stereo.
I don't understand why would I need two cameras per surface, why one would not
suffice?
Don't worry, I guessed that you were intending to do quad-buffered
stereo :-)
Eric Pouliquen wrote:
Hi Robert,
thanks for your answer. I completely understand what you mean, but I've read in
the doc about getEyePoint :
Get the eye point in the local coordinate frame a given traversal point.
So I don't understand in which coordinate frame these local coords are given
Bruno Dias wrote:
Hi,
I'm kind a new in OSG context. I would like to know if someone know or has an
sample of how can i move the bones of an .FBX model.
I'm trying to develop a virtual hand that you can translate and move your
fingers trough some sensors in your real hand. I'm already
Yun-Ta Tsai wrote:
Hi,
I am trying to figure out how to make billboard automatic rotate to the screen
like osg::Text.
It's similar to: [Image:
http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ].
Should I reimplement the code for osg::Billboard or there is similar function
Igor Lebedev wrote:
Hi,
Ok. I did it like that. The same thing. Weird index values and bunch of
polygons. So i should search in render function?
I'm not sure I can help you any more than that. You've made statements
that you know the structure and organization of the geometry that
David Wilson wrote:
One last question though - I'm implementing the cube faces as triangles. Would
I be able to scrounge a little more performance by implementing them as quads
instead? I'm guessing it would probably be marginal but might decrease memory
use a little.
I doubt you'll
Rafa Gaitan wrote:
Hi Robert,
I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.
Igor Lebedev wrote:
Hi,
Okay...
I get indices like that:
_indices =
temp-asGroup()-getChild(0)-asGroup()-getChild(i)-asGeode()-getDrawable(0)-asGeometry()-getPrimitiveSet(0);
//temporary; data existence is checked; i know it's bad
and then
indices[i] = (int*)(*_indices).getDataPointer();
Hi, David,
David Wilson wrote:
Hi all,
First of all, thanks to the folks who built this library.
I'm building a 3D game engine based on osg::CompositeViewer featuring rather
larger worlds built using cubes. I've attached an image of what I'm trying to
create.
I was using ShapeDrawable
Rafa Gaitan wrote:
My first approach is trying to get all built, I've made some changes
into CMake for osgViewer, to not build if the system is not supported.
I know is not the best approach, but I thing that using
GraphicsWindowsEmbedded and using android sdk/ndk to create the
graphics context
Igor Lebedev wrote:
_indices is osg::PrimitiveSet, so it throws an error:
error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or
a conversion to a type acceptable to the predefined operator
So i've got the wrong primitive set?
Not necessarily. What you have is the
Igor Lebedev wrote:
Hi,
Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method.
For Indexed VBO's, you don't use IndexArray's at all. Instead, you'll
use one of the DrawElements primitive sets (look in the osggeometry
example for how these work). These allow
Alice Yin wrote:
Hi,
I am rewriting my code into OSG. One function I want to use is to specify each
level of the mipmap image by myself, just as glTexImage2D(GL_TEXTURE_2D, level,
GL_RGB, cols, rows, 0, GL_RGB, GL_FLOAT, Data) does.
Is there a function in OSG like this? I haven't found yet.
Anders Backman wrote:
Hi all.
Is there anyone on the list that could elaborate on this:
http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf
I get the feeling that it is possible to take an OpenSceneGraph app
and use Optix to render the scene to get
Anders Backman wrote:
If so, its nothing but a huge leap forward, being able to render
hi-quality stuff to get screenshots, movies using the same code/app as
in realtime.
I should also mention that it wouldn't be using the same code as in
realtime. You have to write the OptiX code to get
Anders Backman wrote:
I think you are wrong, having ray tracing in the same scenegraph which
you use for real-time rendering is not because you want to use it for
the every day simulator. The purpose mainly (until it is fast enough)
is for engineering, movie making, screenshots etc. where real
On 8/8/2010 6:45 PM, Robert Youngren wrote:
Hi,
Right, I understand that I can make a call to osg::Image::getColor(s,t),
however how do I convert from world coordinates (intersection on the object) to
texture coordinates? Is there a method in osg to do this, or do I need to come
up with a
Middleton, Colin (GE Intelligent Platforms) wrote:
PS I've only tested 7600 and 9400 properly, but I've seen symptoms of
latency on GeForce 8 series cards too. I think Geforce 5 and 6 didn't
have this 'feature' though. Interestingly, I also found that there were
some monitors that had over 66
Sanat Talmaki wrote:
If you replace this monitor with a video transmitter hardware, you could send this local rendered output to your reciever monitor.
I'm sorry but I don't know how this could be achieved (what parts)?
Try Googling for video transmitter. There is hardware available
Ulrich Hertlein wrote:
So that is a limitation of osg::Image? Because glTexImage2D() supports it.
(Or at least it did once, I have never used it and was quite surprised to find
it in the
man page.)
My answer was based on my reading of the GL spec. If what you say is
true, I may have
Tim Moore wrote:
GL_BITMAP is a valid texture type and supported by osg::Image, but
only if the pixel format is GL_COLOR_INDEX. That is not likely to be
optimal on today's hardware.
Ah, that's whay I didn't see it, then. I was reading the GL 3.3 spec,
which has eschewed color index mode.
Grahame Bowland wrote:
Hello
I'm using a shader to draw a texture of 32-bit floating point data. That's
working fine, but I need to pass through whether a given texel should be
visible or not.
I'm trying to create a 1-bit texture, like this:
int internalFormat = GL_RED;
int
Alberto Luaces wrote:
Just a clarification: I didn't wrote this, it was Sunil :)
Sorry, I guess I snipped carelessly :-)
--J
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Alberto Luaces wrote:
If I reverse the normals the opposite side lights up as expected .. Am I doing
something wrong..
Are you expecting both sides to be lit identically (i.e.: the front lit
as brightly as the back) ? Keep in mind that OpenGL doesn't do global
illumination (that is,
Trajce (Nick) Nikolov wrote:
http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html
Looks cool. Now that Constellation has been canceled, this might be the
only way of getting back there for a while...
--J
___
On 6/15/2010 2:07 AM, Theo Ribeiro wrote:
Hi Tom!
Thank you for your reply. I can see now tons of tutorials and examples around
on 2D shapes. I guess I was just using the wrong keywords for my searches.
Kinda embarassing... sorry about that.
Anyway, I managed to create some 2d objects but
Saket Jalan wrote:
Hi,
I need to continously display incoming images from a network location. Images are in the form of raw data bits, whose resolution may change. Looking at osg Movie example i used createTexturedQuadGeometry to create a geometry of size of first frame. Then rest of incoming
Alborz Gharraee wrote:
Hi
I have a triangle mesh that contains vertex, triangle vertex index, and color
data. I used an osg::Geometry and it is rendered perfectly. Just two questions:
1. When I add the color data to the geometry, the application slows down. I
understand that per-primitive
David Glenn wrote:
Hi,
I got my HTC EVO toy this week and I'm already playing with the idea of making Android apps (with OpenGL ES ).
I know that apps for android are mostly based on java, but I have to be the one to ask!
Yea! I know! I Know! |-)
I know that there was an IPhone version
Carlo del Mundo wrote:
Hi all,
I have successfully installed and played around with numerous OSG examples
which leads me to a number of questions:
* CMake is used for installing OSG from source. Is CMake exclusively used to
compile OSG programs (.cpp source files)? According to the
Robert Osfield wrote:
Last summer I mentioned in this thread about starting up running.
We'll I've continued running building up to running my first marathon
race this past weekend.
Congratulations, Robert! That's quite an achievement.
I'm in Florida, so I know all about sunburn (try
Mathias Fröhlich wrote:
Hi,
On Wednesday 12 May 2010, Robert Osfield wrote:
This issue also suggests that Cmake isn't handling the g++ version
under Fedora 10 for some reason and is not enabling the atomic ref
counting. I didn't think Fedora 10 was that old that it wouldn't
support atomic
Ku Krapox wrote:
So from what you say, I understand I should use the setScale method?
If so, how do I set the Vec3d parameter?
The Vec3d parameter specifies the scale factor in each direction, so
Vec3d(2.0, 2.0, 2.0) is twice as big, for example.
--J
Jean-Sébastien Guay wrote:
Until now we have only run our software on XP, but we just
had a user try to run on Vista and our application ran, but without
textures and a much lower framerate.
With nothing else to go on, I would suspect outdated drivers or a bad
video card rather than
Chris 'Xenon' Hanson wrote:
Really, the problems weren't mine, they were experienced by my client, who
directed me
to add FMOD support. They just had a number of problems with OpenAL on
different platforms
over several years, and wanted to use FMOD instead.
Understood. The customer is
Simon Hammett wrote:
After all, it doesn't really matter what scheme is implemented, it's
always going to wind up being wrong for somebody.
That needs to be on a list of insightful software axioms somewhere. :-)
--J
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Jan Ciger wrote:
Hi,
OpenAL (the original one by Creative) is unmaintained and almost
no-one uses it anymore. The only interest in it is the support for
hw accelerated spatialization (HRTFs), but almost no current drivers
support that for OpenAL anyway.
All Linux distros use OpenAL-soft these
Chris 'Xenon' Hanson wrote:
Also, openAL doesn't do anything other than 2.0 sound (like, 5.1 is
unavailable) on
Vista or later. There's a Alchemy kit from Creative that restores this
ability, but only
for Creative Labs hardware.
We're getting a bit off-topic, but to be clear, modern
Albino Rodrigues wrote:
Hi,
I am currently in the process of doing a test port of an OSG application we
have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device
built on top of Android 2.1.
While going through the Android toolchain documentation for the latest NDK
Albino Rodrigues wrote:
Hi Jason,
Thanks for sharing your experience and your CMake :)
Yes, that's the modified NDK I was referring to.
Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm
new to the Android SDK).
Yeah, I had even read all the docs and done a
Matthias Gabriel wrote:
Hi Roland,
I didn't know about the animation issue. What i'm trying to do is to
find nodes by their name so that i can manipulate it later.
I don't think, that putting the name to description list will do the
job, because other loaders set their names via
Tomas Hnilica wrote:
I tried to find the problem with valgrind on Linux, but it reports loss
of memory in the OSG code, what is probably wrong interpretation. Does
anynone use valgrind for memory leak detection in OSG apps or can you
recommend other method?
Did you compile your code with
Richard Redding wrote:
Hey all!,
I need to use a line in 3d space and hold one end fixed to a wall and then
P.A.T. the other point through data which I am sending it in real time sort of
like a tracker.
I have a hunch to do this would be through the:
osg::Geometry* newLine = new
Richard Redding wrote:
[quote=Jason Daly]Richard Redding wrote:
I think the osggeometry example has what you're looking for.
--J
[/quote]
Hey J,
I'm really wet behind the ears on this site. Do you think you could link me to
what you are talking about :D!!!
Sure. I'm assuming you've
Kim Bale wrote:
Hi All,
The company I'm working for has recently moved all their graphics
development from Vega over to OSG (currently 2.8.2) which has all gone
pretty smoothly.
However, we're now looking at ways of stream lining the work flow
between modellers and programmers. At the moment
Robert Osfield wrote:
Hi Chris,
This is almost certainly a driver bug, so if can't change the driver
your options are likely to be pretty limited. Sometimes drivers screw
up on display list generation so you could try disabling display
lists.
There may not be an official driver update,
David Glenn wrote:
I also went by the Microsoft booth and saw a Touch Panel that was designed for Windows 7 that was fun to play with. I talked to the maker about interfacing it to an OSG app. He said it was a neat idea, but I would have problems using Linux due to fact (what he claims) is that
Robert Osfield wrote:
It's been my plan to revise the way that thread affinity is set up
with the OSG to allow user customization of thread affinity, this
would either have to be done by setting up the GraphicsContext::Traits
and to give hints the DatabasePager prior to the threads starting, or
Jesper D. Thomsen wrote:
Hi again, thank you very much for your insight.
I have now tried using nodemasks to hide inactive objects by applying nodemasks
to their transforms. However, my primary problem remains. I see a massive
speedup in general drawing speed, but the picker still finds
Paul Palumbo wrote:
Any help would be appreciated. I've been fighting with this for many weeks now
and getting nowhere.
I also have a real-time application (using RedHawk Linux) which is doing other things
besides OSG stuff. I tried to shield and set the affinity of my other processes but
Ulrich Hertlein wrote:
Hi Tim,
On 7/04/10 15:12 , Tim Moore wrote:
osg::Optimizer attempts to optimize for performance, not memory.
The optimization you're proposing will have a negative impact on
OpenGL performance.
How do you figure? Vincent would like to replace
Pascal Guehl wrote:
Hi,
I'm using the OSG 2.8.2 stable release. I have to build the SVG plugin on
Windows with VC7 and VC8.
It depends on librsvg and cairo.
Compiling Cairo is simple, but librsvg is not so trivial.
rsvg is a pain in Windows. I think you need freetype, fontconfig, glib,
Sean Spicer wrote:
I came across a nasty little bug today:
(a) Create an osg::Geometry and assign a vertex array that is an osg::Vec4Array
(b) Try to pick with a LineSegmentIntersector
(c) CRASH
Digging a little bit, it looks like LineSegmentIntersector assumes
that vertex arrays are always of
Sean Spicer wrote:
Without giving away too much IP, one of the reasons why one might want
to think about using Vec4Arrays is to take advantage of host-side SIMD
operations - which commonly use 128bit registers (4 floats).
I agree, this is a can of worms.
Mmmm, yes, I suppose that would be
David Cofer wrote:
This may be a stupid question, but I have not been able to find a straight
forward answer by googling, so I though I would ask for some help. I need to be
able to turn the visibility of nodes on or off dynamically during a simulation.
I assume I will use a stateset to do
ted morris wrote:
yeah, looked through that one a while ago. I was hoping there will be
an osgpolytopeintersection demo out there with
some of these ideas.
I think the OSG Quick Start Guide uses a PolytopeIntersector to
demonstrate picking. Not exactly what you're trying to do, but it at
Jean-Sébastien Guay wrote:
Hi all,
I have been checking out osgAnimation in the past few days, and one
thing that hasn't been clear to me is whether it supports animation
mixing or blending, and how. For example, if a character goes from
standing to walking, then walking to running, can I
Jean-Sébastien Guay wrote:
What do you use? Your own code?
Yeah, we were doing this work before osgAnimation and the collada plugin
in OSG existed. We also had some existing framework for animation
(using Cal3D characters), so we just worked the new functionality into
our existing
Jean-Sébastien Guay wrote:
Definitely. I'll have to revisit Collada I guess, in the past I've been
disappointed at how hard it was to get the plugin compiling and reading
files reliably.
Indeed. I actually talked with Robert a while ago about the possibility
of ditching the COLLADA DOM
Actually, it's only failing on the Atomic class. I'm thinking it's
finding OpenThreads fine, but the configuration of Atomic between OSG
and VPB is somehow ending up different (the rest of OSG finds it, but
VPB doesn't for some reason).
--J
Alberto Luaces wrote:
Hi,
it seems that
Gianluca Natale wrote:
So, I guess that the tutorial meant AND comparison and not OR comparison.
Am I wrong?
No, you're correct :-)
It's actually doubly wrong, it should say bitwise AND, not logical OR
--J
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Chris wrote:
Hi,
I'd like some advice on using OSG for rendering many dynamic objects:
I've got an app where as many as 10,000 objects (of 200 vertices each)
may or may not be updated each frame. Perhaps about 10% of the objects
would update on the average frame, but all of them could
Chris Chan wrote:
Hi,
They aren't all exactly the same,but each one is a copy of one in a palette of less than 500 protoype meshes.
You mentioned that you don't want to rely on hardware instanced
rendering. Does that mean you also don't want to rely on geometry
shaders? Not sure if
Chris Chan wrote:
Anyway, no matter what I choose, I'd still like to know if I should double
buffer, either by glBufferData(0) or physically using two VBOs in a ping-pong
scheme.
I don't know the answer to that. If it were me, I'd try just
single-buffered first, and then implement the
ted morris wrote:
I have been looking for an example of using this utility
PolytopeIntersector to intersect say, a bounding box, of a more
complex object,
with another set of objects in the scene. Are there any example
snippets out there how to go about this?
An example might be wanting to
Sergey Kurdakov wrote:
Hi
the subroutines added in GLSL 4.
yes it might also affect the major feature of osg being discussed
lately - the way to handle shader composition.
Another big thing is the new tessellation shaders (tessellation control
and tessellation evaluation). I haven't used
Mel Av wrote:
Thanks for your answers.
I understand the theory behind this, which means that I will need to set projection matrices for the left and right eye cameras according to my distance to the display surface. The problem is, can these cameras be retrieved and have their projection
Chris 'Xenon' Hanson wrote:
On 3/11/2010 7:46 AM, Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
Wow.
Looking for a short overview of the changeset now...
Looks like it's
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