AFAIK you play as a human in Descent ;)
Essentially it's to give the effect of walking/running, so how about
WalkManipulator?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March
Hi Robert,
Hiding the standard functions and classes with our own fopen and
fstream/ifstream/ofstream does seem the ideal option.
Hiding fopen in the osg and osgDB namespaces is trivial.
However, hiding fstream/ifstream/ofstream is not so easy as they are in
the std namespace.
This works:
can I get the bounding box and projection and modelview matrices
for each Drawable to be drawn with that texture?
Thanks very much
Michael Platings| Software Developer| Pixel Power Ltd
College Business Park | Coldhams Lane | Cambridge | CB1 3HD
Tel: +44 (0) 1223 721 000 | Fax: +44 (0) 1223
Hi Pradeep
I have written an importer for the FBX format which supports animation. I've
sent it to the submissions list so it's waiting review by Robert before it
gets into the trunk, but you can get it and add it to your own version
yourself. The email is Re: [osg-submissions] FBX plugin from the
This change wouldn't be a clone() method, it'd be a
shareASingleClone() method which is a totally different thing and in
the general case
would not be safe or appropriate a replacement for clone().
Maybe I explained it incorrectly, the idea is simply that calling clone
should give you an
see if the problem is there also for you.
Regards.
Alessandro
On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
mplati...@pixelpower.comwrote:
Hi Alessandro,
here's the latest version of the plugin for you.
Cheers
-Michael
--
*From
can think only about sending you my zip and model and let you see if the
problem is there also for you.
Regards.
Alessandro
On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings mplati...@pixelpower.com
wrote:
Hi Alessandro,
here's the latest version of the plugin for you
Hi Robert,
I'm also getting a crash when exiting. This is on Windows XP, displaying
cessna.osg in osgviewer. The crash is deep inside the a Windows DLL, but I
get an error message stating that heap corruption is the likely cause.
I'll keep digging...
___
Hi Robert,
with the latest files (including the observer_ptr you posted at 15:18)
everything is working fine for me now (Visual Studio 2008, Windows XP).
However, is observer_ptr's destructor thread safe? It looks like if the
target of _ptr were to be destroyed on another thread at the same time
On 22 February 2010 20:55, Robert Osfield robert.osfi...@gmail.com wrote:
Michael Platings was also granted write permission to the new FBX plugin,
but alas hasn't yet been able to successfully check anything in which has
certainly held back maintenance of this new component. Sorting this out
Is the config file whitespace sensitive? I notice there's a space between
robert and =, but no space between mplatings and =.
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I have found that the URL has to be https://... For TortoiseSVN to get
through our firewall, etc.
Thanks John. I gave this a try but unfortunately still got the same error.
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Yes Update works fine.
Your idea of checking out with full credentials sounds promising, but how do
you do that? TortoiseSVN only asks for username/password when anonymous
access is not permitted.
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it sounds as if you checked out from
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph
instead of
https://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph
which is the 'authenticated' uri of the project
When using https I get a warning about a
By that you mean it never prompts you for a login and password, or that
it did prompt
you but the subsequent checkin still fails?
At checkout it doesn't ask for login/password. At checkin it asks for
login/password as normal and still fails as before.
Clearing authentication data and doing the whole checkout checkin process
again didn't work either :\
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Chris, putting the username password in the URL didn't make any
difference. In fact I still had to enter the username/password into the
popup that appeared.
Norman, no I haven't tried setting up any SSH stuff beyond doing the default
TortoiseSVN install. Try the steps under Testing SSH with
Call setCheckForGLErrors(osg::State::ONCE_PER_ATTRIBUTE) on your osg::State
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It works
Thankyou very much all of you for your help!
On 23 February 2010 20:52, Mourad Boufarguine
mourad.boufargu...@gmail.comwrote:
Hi JL,
What if you remove the asterisk at the end of the path in
[osg:/OpenSceneGraph/trunk/src/osgPlugins/fbx*]
==
Hi Alessandro,
please see my email to osg-submissions on 11th Feb, [osg-submissions] DAE
Animation. This contains many fixes and improvements to the DAE plugin,
including handling transparency correctly.
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I had a quick look at your submission, it looks like you have had a good
go at fixing the (my :-) ) transparency mess! So I won't submit any
fixes. Any chance you can give me a heads up on your thinking behind
getTransparencyCounts, I am puzzled by it!
Certainly - some files use a transparency
What you're asking for sounds like this:
http://glprogramming.com/red/chapter06.html#name2
To achieve this in osg you can do
myStateSet-setAttributeAndModes(new osg::Hint(GL_POLYGON_SMOOTH_HINT,
GL_NICEST));
However, this setting may be ignored by an OpenGL implementation.
Additionally, it may
I can't claim to be a quaternion expert, but it looks like you misunderstand
how they work - converting them to XYZ angles is not nearly as simple as you
seem to be suggesting.
Here's my own code to get euler angles from a matrix. Converting it to using
an osg Matrix will be trivial.
// The
If classic multisample antialiasing does not work for you, have a look at
centroid modified in GLSL ver 1.2 and upr. See this link for example:
http://www.opengl.org/pipeline/article/vol003_6/
I agree, if you're using shaders make sure you declare all your varyings
centroid. The linked
Thanks for the testing. I've now added enabled blending for transparent
materials so transparency will work now.
If I have time I'll see what I can do about supporting the various texture
types...
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I hadn't tested this yet, and I can confirm Oleg's errors. I have
submitted a fix.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 01 May 2009 08:46
To: OpenSceneGraph Users
Subject:
FBX reader is coming very soon... :)
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Soon = now :)
Testing fixing very welcome.
Now osgAnimation is supported by FBX, my hope is that other people will soon
add support to DAE, 3DS etc.
I don't intend to do a writer, but that should be relatively easy for
someone who does want to do it. FBX provides many ways to represent data,
On Windows with Visual Studio 2008 this is what I do prior to building
OSG from CMake:
1. Get the COLLADA DOM from http://www.khronos.org/collada/ and
extract it to C:\COLLADA
2. Add the environment variable COLLADA_DIR as C:\COLLADA
3. Open
Apologies, it's this one:
http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download
Despite being called 2.2 it creates version 2.1 DLLs :\
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Hi Guy,
the behaviour of multisampling is quite well defined - the more samples you
request, the more accurate the render will be. Yes, objects smaller than a
pixel may not be rendered. Why is that a problem for you?
The behaviour of smooth rendering is not well defined. It's a hint to the
OpenGL
Hi Nick,
it appears they've rearranged things since I wrote those instructions. It
looks a lot more sensible now so our DAE CMake files need to be updated
accordingly. But meanwhile the closest I can find to the previous DOM is at
If physically correct is what you need then OpenGL probably isn't what you
want. In general, OpenGL is suitable for rendering something that looks
pretty good, FAST.
I don't know of any way to get fragment coverage in a shader. However, even
if you could that wouldn't be adequate:
Imagine you
Hi J-S,
I looked at the model you linked to and all the TransparencyFactor values
are 1, which according to the documentation in kfbxsurfacelambert.h means
totally transparent - the model has been incorrectly exported.
The same thing happened with DAE - Google Sketchup used to export models
with
How stable is the current Collada plugin in OSG?
It should be very robust now. I've got it displaying all the test models
from the https://collada.org/owl/ with the exception of the one that uses
morphing (AKA vertex blending).
Another issue is that some models assume that they will be rendered
On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
wrote:
One possible stumbling point is that we already use boost in our software,
so the Collada plugin would have to be built with the same version, but I
guess it should work.
No, you don't need to worry about
Sounds like the jpeg plugin DLL can't be found - make sure it has been
built, and it's in a place that's accessible to the application.
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Hi Kai, a screenshot would help us diagnose the problem.
The black segments on the edges of you objects may be because your shader
varyings aren't centroid. Read this article for an explanation:
http://www.opengl.org/pipeline/article/vol003_6/
___
I see what you mean, yes all the update() and getValueAt() functions would
have to be changed.
I don't think this is too application specific to be worthy of attention
though. Matrices can already be customised to use doubles or floats using
OSG_USE_FLOAT_MATRIX, so I think it would be appropriate
The FBX plugin is written for version 2010.2 of the SDK. That version is
still available in the SDK Archives page on Autodesk's website.
I'll look into getting 2011.2 working, cheers.
On 12 April 2010 20:03, Doug McCorkle mc...@iastate.edu wrote:
Hello,
Has anyone gotten the FBX plugin to
Yes you can, however OSG uses simple names that will likely also be used in
other projects (e.g. Array, Node, Group etc.) so it's quite likely you'll
get name conflicts if you use another library which uses the same class
names.
I've had developers making similar complaints to me, so as a
McCorkle mc...@iastate.edu wrote:
Hello Michael,
On Apr 13, 2010, at 3:45 AM, Michael Platings wrote:
The FBX plugin is written for version 2010.2 of the SDK.
OK.
That version is still available in the SDK Archives page on Autodesk's
website.
Right, I have been grabbing these but wanted
Wouldn't there have been a way to keep it compatible with both? (#ifdefs or
something)
I would have if I could have without making the code nightmarishly
complicated but the structure of how animations are presented by the SDK is
very different now.
Also, will the new sdk/plugin read
Will your modified CMake find file find the required version (2011.2) even
if both 2010.2 and 2011.2 are installed?
Yes on Windows, but on other platforms it will depend on the value of the
FBX_DIR environment variable.
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can somebody explain to me why in Matrixd/Matrixf there is a getRotate,
setRotate, getTrans, setTrans, getScale ... but no setScale? is there a
reason for this?
You could argue that function should be added. However that could lead to
people doing
mat.setTrans(...)
mat.setRotation(...)
domSourceReader doesn't need to create any array until
getFloat/Vec2/Vec3/Vec4/MatrixArray is called. So I suggest adding an
argument to each of those functions specifying a float or double hint, and
at that point if the array hasn't already been created then create it with
the appropriate
m.inverse( m ); ?
Don't use it like that as it'll cause an extra matrix copy (see line 614 of
Matrix_implementation.cpp).
Basically m1.invert(m2); is a more efficient way to express m1 =
Matrix::inverse(m2);
btw: i am not the only one struggling with the matrix interface, maybe it
would be
I can't override the virtual function (I don't know why, but it doesn't
work) :O.
If you're using Visual C++ try using the override
keywordhttp://msdn.microsoft.com/en-us/library/41w3sh1c.aspxto
ensure you've got the correct function signature.
___
It would be sensible to merge osganimationviewer with osgviewer to avoid
this confusion, if anyone has any time to do it?
On 20 April 2010 09:22, Dario Minieri para...@cheapnet.it wrote:
Oh nice, I havn't compiled examples :D This work fine
Best regards
bouffa wrote:
Hi Dario,
You
Hi Dario,
no the FBX reader doesn't necessarily have to triangulate the mesh, I just
wrote it that way (a) for simplicity and (b) because triangle lists are
faster to render than separate polygons.
Presumably you're viewing the model in wireframe - are the extra lines a
major issue for your
Hi Gordon,
as you're referring to your own application I'm guessing there's some
confusion over which project I'm referring to - the executable project named
Applications osgviewer, not the library osgViewer.
Don't worry, I'm not suggesting anything that will force animations into
anyone else's
Nvidia tend to have the best OpenGL support. I've also heard ATI/AMD are
pretty good these days but I haven't tested that for myself.
On 22 April 2010 15:36, Reuben Rebullar reuben.rebul...@goodrich.comwrote:
What are the ideal video cards to use for OSG? The application I am
working on is
Hi Dario,
I've changed the FBX reader so it will keep redundant nodes (leaving it to
the optimiser to remove the fluff) so that combined with J-S's
recommendation should get things working the way you want.
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Just saw your last email - you'll need to get the latest FBX plugin code
from the subversion trunk
-Michael
On 28 April 2010 15:04, Dario Minieri para...@cheapnet.it wrote:
Hi, thanks for your reply.
This sound like but unfortunatly don't works. I've exported the variable
(export
Hi Dario,
it just occurred to me that if you're using the 2.8.3 version then changing
to the latest code will be a big pain for you. Instead, in your code go to
the switch statement at line 417 of fbxRNode.cpp and delete the whole of the
case statement for KFbxNodeAttribute::eUNIDENTIFIED
Hi Serge,
yes I submitted a change for this on 14th April, hopefully Robert will get
around to applying it soon :)
On 29 April 2010 10:37, Serge Lages serge.la...@gmail.com wrote:
Hi all,
The latest version of the fbx plugin (from the SVN) builds with the 2011.2
version, but currently in the
Hi Daniele,
I just got the latest code from trunk and opened astroBoy_walk.dae in
osganimationviewer - he's walking fine for me. Are you sure you built
everything correctly? Here's the how-to guide:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
On 3 May 2010 15:38,
We really do need to merge osganimationviewer into osgviewer :P
On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote:
Ahhh!!!
with osganimationviewer works!!!
thank you very much!
--
Read this topic online here:
Yes, I'd also use a viewport to render to a particular area. Also make sure
you set the clip rectangle to be the same as the viewport otherwise
operations like glClear will affect the whole texture.
On 5 May 2010 11:48, Martin Aasen martin-ferstad.aa...@ffi.no wrote:
Thanks Christian,
I am
Hi Martins,
the writer is still a work in progress so I suspect that feature hasn't yet
been implemented. Talk to Sukender (http://sukender.free.fr/) to find out if
it's on his to-do list, if not then your help will be appreciated ;)
On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu
Hi Gianni,
what you're looking for is this:
std::vectorosg::ref_ptrconst MyObject
This means the pointer can change, but it can't be used to alter the object
it points at.
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Hi Alessandro,
at the moment only a single diffuse texture is supported but you're very
welcome to add support for more :) The existing texture handling code is at
fbxMaterialToOsgStateSet.cpp line 27
-Michael
On 26 May 2010 16:35, Alessandro Terenzi a.tere...@gmail.com wrote:
I've just
or have different textures in each texture unit as you were going to do.
N don't put a texture in each texture unit. You should only be using
multiple texture units if you need to combine the textures somehow e.g. in a
shader that requires a diffuse texture with a bump map and normal map
On 31 May 2010 11:26, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm am adding support for opacity, reflection and lighting maps to the FBX
plugin...so far I've got good results and I'm going to post the new code as
soon as I've reviewed and 'cleaned' it ;) by the way how and where should I
PM, alessandro terenzi
a.tere...@gmail.comwrote:
Here's a model that makes osgviewer to crash. Actually I created also
another model with morphing that instead works fine...I'm going to try other
models as well and let you know.
Thanks.
Alessandro
On Tue, Jun 1, 2010 at 10:56 AM, Michael
would you have a look at them before submission?
Sure, I'll have a look.
One last note: I'm still experiencing problems regarding Y-up and Z-up
options...it looks like that models are always oriented in the wrong way if
viewed with osgviewer...any idea?
Which way 'up' goes is a contentious
Thanks, I think you has not read the last post edit
Edits only affect the forum, not the mailing list (that's how many of the
old-timers read these messages) so you're correct, he probably wasn't able
to see that part
For that reason it would make sense to disable forum edits IMHO...
Hi Alessandro,
I've looked over the code and it all looks good sensible. Once you're 100%
happy with it please submit it to osg-submissions and I'll go over it more
carefully and give it some testing before checking into trunk. Cheers!
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Hi Eric, I'm using the 2011.2 FBX Quicktime Viewer and the 2011.2
OpenSceneGraph FBX plugin and both animate identically for me. I've attached
an image sequence to show you what I see.
If that's wrong then it may be a consequence of the problem described here:
I'm using all the latest code from SVN, details here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN
osgAnimationViewer is broken at present so I'm using osgViewer, except I
modified it to automatically play any animations it finds.
On 4 June 2010 08:38, Eric Pouliquen
Is it possible you send me you osgviewer modified version to have all this
animation pipeline working?
Attached :)
osgviewer.cpp
Description: Binary data
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object :)
Cheers,
Cedric
On Fri, 2010-06-04 at 09:45 +0100, Michael Platings wrote:
I'm using all the latest code from SVN, details here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN
osgAnimationViewer is broken at present so I'm using osgViewer, except
I modified
Hi Alessandro, it's already supported.
On 4 June 2010 14:56, Alessandro Terenzi a.tere...@gmail.com wrote:
I'd like to study the possibility to extend the FBX plugin in order to
support vertex animation.
In particular it could be very useful to have the possibility to import
point cache
I'm not a Max user so I can't help you there. The only thing I can tell you
is that the exported animation data will be entirely within the fbx file -
pc2 or xml files won't be needed.
NURBs - I haven't tested but in theory yes. The FBX SDK provides a function
to triangulate NURBs which should
On 7 June 2010 16:02, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:
But, the fashion nowdays is to use FBX I think for character animations
Or COLLADA DAE if you prefer not to rely on a closed-source, poorly
documented, slow, bug-ridden library for your file loading ;)
Thanks Alessandro, fixed :)
On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:
Hi Michael,
I tried to load a file with a single NURBS surface with Quicktime and it
worked while it does not with osgviewer.
I'm sending the file with this mail.
Alessandro
be very welcome :)
On 7 June 2010 16:25, Alessandro Terenzi a.tere...@gmail.com wrote:
On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote:
Anyway, given that I'm not an expert Max user, I think that pc2/xml files
are the only means used by FBX files (created by Max) to refer
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can
tell they do exactly the same thing and I just had to add eNURBS_SURFACE to
the list of things to triangulate.
On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote:
Great :) what was the problem?
This was just a bug brought in with the 3D Studio Max texturing features.
Now fixed :)
On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm trying the FBX plugin with some models with more than one material
applied to a single mesh. I created a box and assigned it a
Hi Raymond, I'm not using 3D Studio but the plugin should read FBX files
exported from any version of any application. The test I apply is this - if
the official Autodesk FBX Quicktime Viewer can view an FBX file,
OpenSceneGraph should be able to view it just as well or better. For the
majority of
Thanks for your research Alessandro :)
Vertex caches sound like just another way to store morph geometry.
osgAnimation::MorphGeometry is just a series of 1 or more geometries (each
one stored in a MorphTarget) so in theory it should be as simple as loading
each bit of vertex cache geometry into a
I've been playing around with the ffmpeg plugin and I've been very impressed
with how capable it is. The only problem I have with it is that its playback
speed is decoupled from the timing of the main scene.
Does anyone know of an easy way to ensure that the time of the ffmpeg video
is consistent
Hi Dario, if the file appears correctly in FBX QuickTime Viewer but not in
the latest version of OpenSceneGraph then please send the file over to me in
a .zip with associated textures, and I'll take a look.
On 10 June 2010 21:09, Dario Minieri para...@cheapnet.it wrote:
Hi,
anyone has any
in the plugin).
Case 1 looks more problematic though.
Tanguy
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Michael
Platings
*Sent:* 09 June 2010 3:31 PM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] ffmpeg
The same issue as what?
The FBX developers temporarily parted with their sanity for 2011.3 and
switched from providing only static libraries to providing only dynamic
libraries. After much protest from developers they've agreed to release a
new version soon with both dynamic static libs so I'll
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
render concave polygons correctly (in practice GL_POLYGON is the same as
GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be careful about
how we use that. Most models I've come across have many
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample file
and I'll have a look. Thanks
On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm having a problem about a simple model whose
://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
The same issue as what?
The FBX developers temporarily parted with their sanity for 2011.3 and
switched from providing only static libraries to providing only
dynamic libraries. After much protest from developers they've
Oops missed that. Thanks, I'll be able to have a look in the next day or 2
On 5 July 2010 14:00, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.comwrote:
Hi Michael,
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please
you agree?
The problem I have is that osgUtil::Tessellator is intended to operate on
osg's structures. Any idea on how to make it work easily in the reader
plugin?
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com
/
- Michael Platings mplati...@gmail.com a écrit :
Waht you could do is leave all the triangles and quads in one
PrimitiveSet (like it is already), but put each polygon with =5
vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
Tesselator on the Geometry which
Hi Alessandro, I can't reproduce the problem so I don't know why you're
seeing that, sorry.
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:
Oh, right, sorry I didn't spot this. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
I was referring to that by For quads I imagine it would be
possible
to write
Hi Dario,
does it work if you move struct PolygonRef{...}; outside the function e.g.
to line 650?
-Michael (back from holidays!)
On 27 July 2010 15:25, Dario Minieri para...@cheapnet.it wrote:
Hi,
I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with
fbx plugin during
Hi Dario, no there isn't any LOD support. Of course you're free to add it ;)
-Michael
On 27 July 2010 16:13, Dario Minieri para...@cheapnet.it wrote:
Hi,
With my preliminary test the answer is no...
Thank you!
Cheers,
Dario
--
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Hi Robert,
is there an equivalent of IncrementalCompileOperation for drawing a scene
graph?
My precise problem is as follows: In my application I have 2 scene graphs to
be drawn concurrently - the primary scene graph must be drawn at a fixed
frame rate of 60fps, the secondary scene graph can take
a more elegant solution?
Thanks for your help
On 18 November 2010 17:33, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Michael,
On Thu, Nov 18, 2010 at 5:08 PM, Michael Platings mplati...@gmail.com
wrote:
Hi Robert,
is there an equivalent of IncrementalCompileOperation for drawing
Thanks J-S,
I had the same idea myself but unfortunately OpenGL drivers don't take
thread or process priority into account. I made a simple test app that just
renders thousands of quads, ran two instances simultaneously, set the
process priority of one to high, and the priority of the other to
How about just trimming off any invalid characters from the name returned by
glGetActiveUniform?
e.g.
_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );
for (GLsizei j = 0; j maxLen name[j]; ++j)
{
if (!isalnum(name[j]) name[j] != '_')
Hi all,
In PixelDataBufferObject::bindBufferInWriteMode() I was surprised to see
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB,...). According to the OpenGL spec
Pack refers to *reading* pixels from the GPU into main memory.
Is this a bug? The comment for the function explicitly says note:
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