Hi Robert,
thank you for your suggestion.
After using of :
osgDB::Registry::instance()->setBuildKdTreesHint(osgDB::Options::BUILD_KDTREES);
and
osgUtil::IntersectionVisitor iv(intersector.get());
iv.setUseKdTreeWhenAvailable(true);
intersector visitor performances are good again.
Now, the
Hi.
It would be good to know what that format is all about, never seen it before.
On Tue, 4 Dec 2018 at 23:46, sam wrote:
>
> Hi All,
>
> I have a file format that is laid out as follows:
>
> [t:tsd,n:b_t_grs01_rvr_fall-bottom-08-static]
> {
> b dither = false;
> b hasalpha = false;
>
Here's one take on the matter:
http://ogldev.atspace.co.uk/www/tutorial29/tutorial29.html
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Do you only need drawable-level discrimination? You can spend a lot of
effort intersection testing each polygon on the CPU. You can also offload a
lot of the work onto the GPU, but OSG doesn't do this for you. If you only
need the ray hit closest to the Eye, you can also use a variant of Picking
Hi Chris Hanson,
thank you for your suggestion and your advanced solution.
However, the Robert Osfield's answer solved completely issues concerning my
unclear question.
At the moment i find very hard to improve (using my equipment) performance
beyond 0.01 ms.
Anyway, i will take in
Hi,
One more question, do you have any suggestions on how to achieve multisampling
when rendering multiple multisampled cameras to the same texture (as in the
code above) ? I haven't been able to find an answer on how to achieve this
using OpenSceneGraph yet.
Thank you!
Cheers,
ivar
Hey Michael,
It's a format used in the game Dungeon Siege. When the game goes to load up
its texturing information, it uses those "TSD" files in order to setup the
texture state sets for DirectX. I did proof of concept up here:
https://pastebin.com/FwaYd1S9. If you have anymore questions or
Code:
float getAnimationTime{return
((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;}
so you'll have to do math!!
;)
dhhabyc wrote:
> Hello,
>
> I'm trying to sppeding up/down an animation using AnimationPathCallback. The
> idea is to pause/speed/up/down the animation using key
If you are achieving .01ms with your current hardware and model, and you
are happy with that, by ALL means, you should not put further effort into
it.
I remarked as much for other's benefit and for those who might read the
thread in the future and wonder about strategies for working with more
Hello,
I'm trying to sppeding up/down an animation using AnimationPathCallback. The
idea is to pause/speed/up/down the animation using key strokes, for this I have
a GuiEventHandler derived class and a NodeVisitor derived class. So far I've
playing round with the base clases AnimationPath and
set _firstframe to 0 to think in animation time base (not in simulation time)
let timemultiplier to 1
and set latesttime to what you want(in animation time base)
then setup
mp3butcher wrote:
>
> Code:
> float getAnimationTime{return
> ((_latestTime-_firstTime)-_timeOffset)*_timeMultiplier;}
>
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