Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost.
Cheers, PP
On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote:
On 10/12/2011 8:31 AM, Joshua Cook wrote:
To make a long story short COIN was failing in a bad way but the
standard notify message at the INFO level is:
Hey,
I appreciate the advice from everybody and have implemented a lot of it as it
will help me develope better code. However, my original problem does not stem
from thread safety but from the .IV plugin and COIN. We discoved this before I
left for the day and I believe this may be an issue
On 10/12/2011 8:31 AM, Joshua Cook wrote:
To make a long story short COIN was failing in a bad way but the standard
notify message at the INFO level is:
DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_ivd.dll
Warning: Could not find plugin to read objects from file ../../some_file.iv.
On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote:
On 10/12/2011 8:31 AM, Joshua Cook wrote:
To make a long story short COIN was failing in a bad way but the standard
notify message at the INFO level is:
DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_ivd.dll
Warning: Could not find
Hi ?,
How frequent of an occurrence is the need to add/remove portions of the scene
graph? And what kind of performance are you looking for as it happens? If it
is infrequent, could you simply stop threading on the viewer, modify your scene
graph structure however you need to, and start
On 10/11/2011 2:00 PM, Joshua Cook wrote:
Since the root node of the scene may constantly change I was just thinking of
making its variance DYNAMIC. Of course that has been touted as very
inefficient and I agree with that. I had looked at inheriting from
osg::Drawable::UpdateCallback but
On 10/11/2011 2:00 PM, Joshua Cook wrote:
the wrong computer, fails to send the packet, or UDP just fails to make that
left turn at Albuquerque
Ooo! A Bugs Bunny reference. :-)
Since the root node of the scene may constantly change I was just thinking of
making its variance DYNAMIC. Of
Hi Joshua,
I'm wondering, have you tried just adding / removing nodes in your graph
before calling frame() on your viewer?
The Draw traversal, which may still be running when the previous frame()
returns, should theoretically not care about changes in the graph.
That's because the cull
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