Hi Tugkan,
On Wed, Nov 26, 2008 at 10:14 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
I use KDE 3.5.7 on Suse10.3. I tested with Gnome (buggy) and FVWM (seems
ok).
I also made a test with a different computer with Suse10.3 and the same KDE
version. There it works. An important difference is
Hi Sukender,
The approaches I'd used are either:
1) A top level clean up tool that runs before/after the update
traversal - like your suggestion of a manager, but in
essence it just a list of objects to remove from the list.
2) Have a callback above the child you want to remove do the
Hi Yang,
Nothing is wrong, you aren't see the translation because the Viewer's
fallback TrackballManipulator is initializing it's home view to the
center of the model.
Robert.
On Wed, Nov 26, 2008 at 2:09 PM, yang zhiyuan [EMAIL PROTECTED] wrote:
Hi:
I try to transform osg::Node by
Kubuntu 7.04, 7.10 and 8.10.
Used to use Suse but got lured by the sanity of debain packaging/repositories.
Use nedit for editing, gdb for debugging when the need arises, xxdiff
for graphical diff, cmake for build.
Used to use IDE's, but got fed up with them - VS6 and Sgi's CaseVision
saw to
Hi Tugkan,
On Wed, Nov 26, 2008 at 11:05 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
This is not a Gnome only problem. KDE and Gnome both have it. Only FVWM
worked. (I didn't try with any other WM).
Um.. just re-read your post and it kinda looked like Gnome had the
buggy label attached to
Hi Martin? Nocolas? (please sign your posts so we know how to address you)
Does the standard osgviewer application have a problem?
Or is it only when you modify osgviewer so that the main loop is
called from a background thread.
If the later then you are probably falling foul of crappy bit of
Hi Justin,
Just how big is your paged database? If it's paged database in the
first pace then there is a good chance that it's big enough to require
paging, in which case it won't fit in memory without paging so the
whole journey your are on may well be entirely pointless.
Robert.
On Wed, Nov
Hi Guys,
We need more the two responses to pull together a coherent packing
strategy going forward. In particular I want feedback from potential
platform maintainers that are up for helping build binaries for each
platform. My ideal is for use to use the same granularity and naming
of packing
Hi Justin,
On Wed, Nov 26, 2008 at 5:04 PM, KSpam [EMAIL PROTECTED] wrote:
The entire database (.osg files and .dds textures) is under 700 MB. It is
possible that I will need to trim some edge tiles off to get to a more
reasonable size, but I will cross that bridge later :-)
Diddy :-)
Have
Hi Brain,
This is something you'll probably have to take up with Cywin
development community. My own thoughts on things to try yourself
would to try a completely clean build, including removing
OpenSceneGraph/CMakeCache.txt and then doing a fresh ./configure;make;
as there are chance it might
Hi J-S,
On Thu, Nov 27, 2008 at 3:01 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I agree, the biggest challenge for Windows is the number of different
toolsets available. What we call the build matrix is just too large to be
doable. There's MSVC7.1, MSVC8, MSVC9, cygwin, mingw. Then
Hi J.P.
Thanks for pursuing this. Gotta say I'm a bit unimpressed by the
response from the Nvidia engineer, kinda sounds like he hasn't
properly read your post or the thread and has placed it under the
ignore it's a user problem category.
Rebinding textures with different FBO's is something we
Hi Sukender,
Previously I have looked at merging osgAL into svn/trunk, but on
review of the code decided that a straight merge was inappropriate.
For end user build simplicity OpenAL++ and osgAL would be best merged.
The structure of an audio library for the core OSG are something I
feel need
Hi Brad,
On Wed, Nov 26, 2008 at 6:47 PM, Brad Colbert [EMAIL PROTECTED] wrote:
I remember running into this once before. I believe I was able to tell
if the pager had died, but was unable to do anything else (maybe out of
lack of knowledge). Is there a way to flush the memory that the dead
Hi Cedric,
On Wed, Nov 26, 2008 at 10:00 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
For gentoo package it's nice to be able to setup option in the
cmakelists.txt then i can add option on the package
to select module to compile and install. It's already the case so i dont
need more.
I'm not
Nov 2008 11:17:01 +0100, Robert Osfield [EMAIL PROTECTED] a
écrit:
Hi Sukender,
Previously I have looked at merging osgAL into svn/trunk, but on
review of the code decided that a straight merge was inappropriate.
For end user build simplicity OpenAL++ and osgAL would be best merged
Hi Cedric,
On Thu, Nov 27, 2008 at 2:29 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I think it's better if you read an example of an ebuild. Because source are
compiled when installing package it's easy to setup the cmakelist option
when installing the package. In the ebuild example we could
Hi Renan,
Do you mean the osgcool.osg file? There isn't an osgCool nodekit or example.
The osgcool.osg just has a particle effect with the emitter lined up
along the positions of the text.
Robert.
On Thu, Nov 27, 2008 at 3:04 PM, Renan Mendes [EMAIL PROTECTED] wrote:
Hi, everyone.
I was
Hi J-S,
On Thu, Nov 27, 2008 at 3:22 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Another step would then provide a community mechanism for uploading
the resulting binary/headers/source packages that others can
leverage. Using the svn repository has been discussed as possible
location
Hi All,
I've just put up a wiki page to coordinate suggestions for packaging
names/contents/dependencies. Feel free to add to/amend.
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
This isn't an exhaustive list, there are no doubt mistakes, but my
hope is that it's a some
Hi All,
I'm now pretty well on top of submissions, so am looking towards
making a dev release tomorrow morning. Could users check out the
latest version of the OSG to see how things build and run on your
platform.
Thanks,
Robert.
___
osg-users mailing
HI J-S,
On Thu, Nov 27, 2008 at 6:35 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
While we're talking about packaging, we should probably also start a thread
about a related subject: what constitutes a good test suite for OSG builds.
I typically run osgviewer cow.osg, and then a few other
PROTECTED] On Behalf
Of Robert Osfield
Sent: dinsdag 25 november 2008 15:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multi-threading bug related to Registry
Hi Rick,
Just to confirm the issue, if you enable Registry caching of
imagery and use paged databases that have external image
Hi Sukender,
On Thu, Nov 27, 2008 at 10:07 PM, Sukender [EMAIL PROTECTED] wrote:
And maybe we should have a look to some other libs too, such as SFML (
http://www.sfml-dev.org )?
This just adds more dependencies...include OpenAL so I'm not sure it's
make things any simpler than just
HI Alejandro,
I haven't tried the vertical exaggeration in osgdem/vpbmaster for a
long time so I can't comment on whether it works or not. You'll need
to dive into the code to see if some code paths are missing.
As a general note, VPB works best generating osgTerrain based height
fields,
Hi Umit,
My first experience with OpenGL was in the mid nineties, but prior to
this I used IrisGL which was SGI's predecessor - I started learning
this back in 92 at the same time I started using C++. I'm still
learning both OpenGL and C++ :-)
The OSG... well I picked up and started coding on
Hi Forest,
The osgViewer's DrawThreadPerContext and
CullThreadPerCameraDrawThreadPerContext models both overlap the update
and cull with the draw dispatch.
As for you cull and draw times being large, it most likely down to a
poorly conditioned database. There are lots and lots of tricks one
can
Hi Arisonova,
There isn't enough info about how you are setting up your scene graph
to know precisely what the problem, and the image's aren't clear
enough. So best I can do is make general suggestions. First up is
learn about anisotropic filtering and clamp modes as these may well be
part of
] wrote:
-- Mensaje reenviado --
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Date: Fri, 28 Nov 2008 10:54:14 +
Subject: Re: [osg-users] Texture2D rendering problem
Hi Arisonova,
There isn't enough info about how you
Hi All,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into svn/trunk. This does mean we'll need another round
of testing before I can tag 2.7.6. Assistance on this much
appreciated ;-)
Robert.
___
osg-users mailing list
Hi Alehandro,
I can't see how I or others can really answer your question. The best
I can do is point out that your command lines are different, so...
this might have an effect. Try using the same command lines.
Robert.
On Fri, Nov 28, 2008 at 4:17 PM, Alejandro Aguilar Sierra
[EMAIL
HI Alberto,
Fix now re-instanted and checked in.
Robert.
On Fri, Nov 28, 2008 at 4:32 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
Robert,
El Viernes 28 Noviembre 2008ES 16:53:42 Robert Osfield escribió:
Hi All,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation
Hi David,
Have a look at the osgParticle::PrecipitationEffect implementation as
this reuses a single osg::Geometry instance many times. The Geometry
uses vertex arrays rather than display lists.
Robert.
On Fri, Nov 28, 2008 at 7:31 PM, David Spilling
[EMAIL PROTECTED] wrote:
Paul,
If this
On Sat, Nov 29, 2008 at 11:19 AM, Luigi Calori [EMAIL PROTECTED] wrote:
It seems that BoundingBox.cpp BoundingSphere.cpp have been removed from the
Very observant... 10 points.
Not observant enough... -20 points.
BoundingBox and BoundingSphere now have templated definition to allow
double
:11 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Alehandro,
I can't see how I or others can really answer your question. The best
I can do is point out that your command lines are different, so...
this might have an effect. Try using the same command lines.
Robert.
On Fri, Nov 28, 2008
examples. Merged by
Robert Osfield, from OpenSceneGraph-osgWidget-dev
* From Jeremy Moles, updates to osgwidget examples. Merged by
Robert Osfield from OpenSceneGraph-osgWidget-dev
* Updated wrappers
* From Jeremy Moles, updates to osgWidget Merged my Robert
Hi Art,
osg::Viewport now has doubles to enable scaling of a the viewport
relative to a window that has vary size.
The performance involved in casting should be negligible given that
you'll only be doing a once or twice a frame.
Robert.
On Sun, Nov 30, 2008 at 3:46 PM, Art Tevs [EMAIL
Hi Art,
On Sun, Nov 30, 2008 at 3:59 PM, Art Tevs [EMAIL PROTECTED] wrote:
Shouldn't then the method, which scales the viewport, take care of casting?
Because based on OpenGL Specification viewport is per definition an integer
value.
Not quite, it's not about passing data to OpenGL, it's
Hi Rusty,
If you wish objects to move around together then typically you'd place
the objects all under the same transform. Each local object might
have its own transform as well, or if required manually positioned in
the local coordinates.
Robert.
On Sun, Nov 30, 2008 at 4:09 PM, Ryan Morris
of doubles would be
also fine (because no alignment is needed). Currently I am
checking the case with float and also want to try to compile
osg with -malign-doubles. Let see if it does help. I would
let you know more soon...
Art
--- Robert Osfield [EMAIL PROTECTED] schrieb
am So, 30.11.2008
Hi Forest,
The GPU draw time is the time that all OpenGL commands take to run
down on the GPU. If your application is GPU bound then the total CPU
times will typically be less than your GPU times. You'll bee GPU
bound if you are using lots of fill/overloading the memory/overly
complex shaders.
:53:42 Robert Osfield escribió:
Hi All,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into svn/trunk. This does mean we'll need another
round
of testing before I can tag 2.7.6. http://2.7.6. Assistance
on this much
appreciated
Hi Sukender,
I don't feel this suggestion is appropriate for the OSG. Adaption of
external data structures is a better route that directly integrating
and then using optional compilation to weave a route.
Robert.
On Mon, Dec 1, 2008 at 9:59 AM, Sukender [EMAIL PROTECTED] wrote:
Hi Robert, hi
to render a view?
Richard
On Mon, Dec 1, 2008 at 10:00 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Richard,
You don't mention how you are actually implementing the link between
OSG and QT, are you using GraphicsWindowEmbedded or using the window
inheritance of osgViewer
Hi Sukender,
On Mon, Dec 1, 2008 at 11:18 AM, Sukender [EMAIL PROTECTED] wrote:
Alright then. I guess adopting a kind of Path structure is not on the agenda,
or is it? :)
Thank your for answering.
Adding boost dependencies to the core, even an optional build one, is
not something I'm going
Hi Richard,
You don't mention how you are actually implementing the link between
OSG and QT, are you using GraphicsWindowEmbedded or using the window
inheritance of osgViewer. The GraphicsWindowEmbedded route is very
restricted as it's simplicity hides all the
HI Richard,
On Mon, Dec 1, 2008 at 11:48 AM, Richard Baron Penman
[EMAIL PROTECTED] wrote:
The examples I've seen put frame() in their paint event and don't render
without it there. Is there an example available that implements the
architecture you describe?
Well all the examples except the
Hi Oren,
On Mon, Dec 1, 2008 at 2:23 PM, oren david [EMAIL PROTECTED] wrote:
How do I know if a specific polygon is about to be draw on screen in the
next Draw??
The OSG doesn't records where specific polygons are going to be
rendered, the finest grained object it culls against and records in
Hi Raymond,
You'll be able to pass them in unchanged.
Robert.
On Mon, Dec 1, 2008 at 4:17 PM, Raymond De Vries [EMAIL PROTECTED] wrote:
Hi all,
I think I have a simple issue but I cannot find the right documentation...
Hopefully one of you has the answer. Iwould like to fill in the scene
Hi Erwan,
Have a look at the osgcamera and osgprerender examples. To get
imagery out you can attach an osg::Image to the viewers camera and on
each frame it'll be automatically copied, or just use a camera
post/final draw callback.
FYI, Producer/osgProducer is required for the OSG-1.x version
Hi J-S,
On Mon, Dec 1, 2008 at 5:46 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Looking closer at the BufferObject header, I see there's a
GL_ARRAY_BUFFER_ARB define, but not GL_ARRAY_BUFFER. Furthermore, the values
are the same between what BufferObject defines for GL_ARRAY_BUFFER_ARB
HI Shayne,
Your could control your viewer's master camera as you do currently,
then have a slave Camera that pre/post multiplies this Camera's
view/project matrix as required. The osgwindow example gives an
example of use of two slaves with offset views, albeit the default
post multiplication of
Hi Jamie,
Have a read of the stereo docs on the wiki.
On Mon, Dec 1, 2008 at 8:19 PM, lucas Grijander
[EMAIL PROTECTED] wrote:
Hi Jan,
thanks for your comments. We are evaluating a Nvidia Quadro and the other
option commented by Robert about using horizontal split with two outputs.
By the
Hi Oren,
Could you please stop asking the same question spread over half a
dozen different threads you have started.
I and others have replied to the previous thread, please stick to
these threads, starting new threads to try and bump up your topic is
poor net etiquette.
Robert.
On Mon, Dec 1,
Hi Oren,
The OSG *does* cull drawables. I don't know what gave you the
impression it doesn't.
Robert.
On Mon, Dec 1, 2008 at 10:16 PM, [EMAIL PROTECTED] wrote:
Hi Robert,
Sorry for the mess, maybe it seems to you to be the same question, but after
a week of research (thanks for the help) I
Hi Paul,
JS has sent me a fix (see previous thread) that is now checked in.
Robert.
On Tue, Dec 2, 2008 at 1:30 AM, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- I'm getting this will trying to build the osg library. Updated
about 01:00 GMT...
BufferObject.cpp
Hi Mattias,
That's for the further note about your binaries. I have on my TODO
list setting up svn branch for dependencies and binaries - I'm slowly
getting there. Getting yourself write access to this would be
appropriate.
In the meantime I can add a link to your zip. Could members of the
Hi Per,
On Tue, Dec 2, 2008 at 11:34 AM, Per Fahlberg [EMAIL PROTECTED] wrote:
Perhaps I wasn't clear in my question so I will try once more, is there a
way to disable small feature culling for just a subgraph not the entire
scene?
The only way is is use a cull callback to cache the previous
Hi Asa,
I was strongly recommend trying to use compute what you need from
variables already available to your in the shader, do a per drawable
binding of an uniform would awkward to implement and provide poor
performance.
Please note that you have gl_ModeViewMatrix and osg_ViewMatrix
available
Robert Osfield
Skickat: den 2 december 2008 14:51
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Problem updating uniforms
Hi Asa,
I was strongly recommend trying to use compute what you need from variables
already available to your in the shader, do a per drawable binding of an
uniform
Hi Andy,
On Tue, Dec 2, 2008 at 2:11 AM, li chao [EMAIL PROTECTED] wrote:
1. how to add two OSG files into one viewer and the two things can view?
Have you looked at any of the examples? Lots of them collate
different models together in different ways. Try osganimate. Also
practicing your
Hi Forest,
The GPU draw time is just that the GPU draw time, it is unrelated to
anything on the CPU unless the OpenGL fifo is full, and if this is the
case then the draw dispatch will block and then CPU draw dispatch and
GPU draw times will be rather similar, but this isn't the case - you
are
Hi Brad,
On Mon, Dec 1, 2008 at 11:37 PM, Brad Colbert [EMAIL PROTECTED] wrote:
I completely agree. We were under a time crunch for a demonstration and
where unable to rebuild the database (3 days). The thought was that we
could get it to limp along in the really dense areas.
You could try
Hi All,
Got you're attention with a totally cryptic subject line :-)
I've just rebuilt a computer for my dev work. The new components are:
Intel Core i7-920 2.6GHz
P6T Deluxe X58 Motherboard
6GB DRR3
It has a rather old Gefore 7800GT it for now, will soon be putting in
my other
Hi Sean,
osg::Geometry provides an automatic VBO setup for you when you
setUseVertexBufferObjects(true), but this is only done on a per
Geometry basis, the code assumes that there is just one geometry in
play.
If you want to use assign VBO's to Array's individually then you'll
need to assign the
Hi Ferdi,
On 12/2/08, Ferdi Smit [EMAIL PROTECTED] wrote:
I thought a hyper-threaded CPU was simply exposed as two distinct CPUs,
i.e. an intel i7 would show up as 8 CPUs? The flags in /proc/cpuinfo
show ht for hyper-threading. No idea about windows.
OpenThreads/OSG is reported 8 CPU's right
://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk OpenSceneGraph
# compile the OSG
cd OpenSceneGraph
./configure
make -j 8
On 12/2/08, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Ferdi,
On 12/2/08, Ferdi Smit [EMAIL PROTECTED] wrote:
I thought a hyper-threaded CPU was simply exposed as two distinct CPUs
Hi David,
The Camera::setRenderOrder(..) method is used to control order in
which the cameras on a GraphicsWindow are rendered.
In you application the wish to have a background image is not served
well by creating a separate view for it. A far better solution would
be to insert a Camera into
Hi Paul,
On 12/2/08, Paul Martz [EMAIL PROTECTED] wrote:
And what about the ShapeDrawables?
Unlike Geometry, there is no way to get vertices from a ShapeDrawable. This
inherent limitation makes it impossible to export a ShapeDrawable to FLT (or
any other format that I'm aware of). I'd like
HI Jefferson,
The OSG by default doesn't enable the near and far planes for culling
purposes, as doing so would require end users to accurately manage
their near/far plane.
To enable the near/far culling simple do:
viewer-getCamera()-setCullingMode(osg::CullSettings::VIEW_FRUSTUM_CULLING |
Hi Sean,
This sounds like a bug, but without a dataset and example that
reproduces the problem it's next to impossible to home in on a fix.
Would it be possible for you to provide a problem dataset that
illustrates the problem? If it can be reproduced with one of the
existing examples like
On Wed, Dec 3, 2008 at 2:11 AM, Alejandro Aguilar Sierra
[EMAIL PROTECTED] wrote:
I tried but no clue yet. How is going the VPB documentation project?
Been too swamped by other work to get on to it.
___
osg-users mailing list
On Wed, Dec 3, 2008 at 8:05 AM, Malcom Poiter [EMAIL PROTECTED] wrote:
aaa
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
On Wed, Dec 3, 2008 at 9:18 AM, Sukender [EMAIL PROTECTED] wrote:
Well of course a dynamic_cast is not always repleacable by a className()
call. This happens only sometimes. My bench' only says if you can, then use
className() and also says use dynamic_cast wisely: it costs a lot.
HI David,
I'll stop being subtle about it then as you seem to have ignored my
previous email which told you exactly what to do.
Using two views to do what you want to do is *completely* the wrong
way to tackle the problem. You task requires a single view, but with
either a slave Camera or a in
Hi Oren,
Could you *please* use the same threads that you've already started.
Starting up new threads to ask practically the same question over and
over is really bad use of the osg mailing list. This is the second
time I've had to suggest this to you.
Also could please read the replies to your
from the current DEB package generator in
CPack though.
Is CPack an option at all? if so - should I whiip together an example
of how this might be implemented based on the current osg source tree
for you and developers to review?
cheers
Mattias
On Thu, Nov 27, 2008 at 3:42 PM, Robert Osfield
Hi Ferdi,
Could you do a clean regeneration of the build system using Cmake then
a clean build of the OSG.
Robert.
On Wed, Dec 3, 2008 at 12:07 PM, Ferdi Smit [EMAIL PROTECTED] wrote:
I'm getting many unresolved external errors for the current svn version
(rev. 9311)
error LNK2001:
flt-files in a browser. The background is
black here. I don´t know if this is an error of that plugin, or if the
GL_CLEAR_COLOR is not yet exported by the exporter.
Regards,
Andreas
Robert Osfield schrieb:
Hi Paul,
On Tue, Dec 2, 2008 at 8:57 PM, Paul Martz [EMAIL PROTECTED] wrote:
You
Hi Guys,
I've been done a few basic benchmarks today and was stunned to find
far lower performance than on my older and slower quad core system,
the cull and draw traversals being far longer. I've traced the
problem back to cmake's release build options being blank on this
machine - so release
Hi Gordon,
On Wed, Dec 3, 2008 at 2:18 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
I know in our case we use vertex index arrays out of need, we have so much
vertex data and have to share that
many times that in our use cases we simply cannot have duplicate data , we
simply cannot afford
Hi Guys,
On Wed, Dec 3, 2008 at 2:28 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Sukender,
Well, this can easily happen with mails, since we often write quite
quickly (or well, at least *I* do answer often quickly, and I suppose that's
the same for many!)...
That and we're missing
Hi Sebastien,
The Camera::setRenderOrder(RenderOrder,int) method controls the
rendering order that cameras are rendering in. If you have just one
camera active per view then you'd use something like:
v1-getCamera()-setRenderOrder(osg::Camera::PRE_RENDER);
On Wed, Dec 3, 2008 at 3:11 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Robert,
Can we stop all the kiss and make up nonsense
Hey, come on, we're just trying to be friendly...
And I was only joking... or at least trying to...
But now you are picking on ME, WHAT IS YOUR PROBLEM!!!
HI All,
I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
and found that OSG performance was around 1/3rd of what I expected,
and have traced the cause of this down to the cmake-2.6.0 (2.6 patch
0) that I installed from the Ubuntu repositories. The specific
problem is that
for survival
- Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, December 03, 2008 10:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager
Hi All,
Prior to building my new machine I've been a KDE 3.x user, and it's
been a solid base for graphics work, the X11 window manager that comes
with it works robustly and does what it's told and generally keeps out
of the way - for a full screen visual simulation is just what you
want.
With
:17 +, Robert Osfield a écrit :
Hi Sebastien,
The Camera::setRenderOrder(RenderOrder,int) method controls the
rendering order that cameras are rendering in. If you have just one
camera active per view then you'd use something like:
v1-getCamera()-setRenderOrder(osg::Camera
tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival
- Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, December 03, 2008 11:44 AM
To: OpenSceneGraph
Hi Fred,
Returning a C pointer is more flexible, and as long as ref counting is
managed cleanly everything works fine, so the
ApplicationUsage::instance() code you suggest is perfectly fine, and
avoids thrashing the reference count something that is helps on the
performance front.
One little
Hi Jefferson,
Like Gordon says, if you need the function then the thing to do is
implement it and submit it. I'm not hear to take end users feature
requests and then go a implement them for free. I have bucket load of
work to do, working well over my forty hour week every week, with many
of
Hi Brad,
On Wed, Dec 3, 2008 at 10:23 PM, Brad Colbert [EMAIL PROTECTED] wrote:
What are the UpdateOperations used for in the osgViewer::Viewer class?
The UpdateOperations list is useful for integrating threaded
operations that run con-currently with the main frame loop. For
instance you'd
Hi Paul,
When I original introduced FrameStamp I thought ahead and saw that it
could be useful to have a calender time available via FrameStamp. For
instance an ephemeris model could use it. The use of it being in
FrameStamp is that it allows apps to decouple the time they use for
simulation
Hi Ulrich,
On Thu, Dec 4, 2008 at 1:32 AM, Ulrich Hertlein [EMAIL PROTECTED] wrote:
My take on hyper-threading was always to disable it, if enough (say = 4)
cores
are available. It's not a separate core after all and there is a certain
amount of work involved to make one core look like two.
Hi Adrian,
On Thu, Dec 4, 2008 at 8:48 AM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
i am looking for a manual how to build the xulrunner under windows (VS 2008)
or (VS 2005). There is still a prebuild version for xulrunner 1.9 but we
need actually the elder version. i tried to
Hi Gordon,
On Wed, Dec 3, 2008 at 8:01 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
To be honest OGL 3.0 is not on my horizon right now ( I know its there )
A lot of our customers are on base line machines with 7 year old cards
such as NVIDIA Quadro4 700 XGL
OpenGl 2.1 and 256mb is a
Hi J-S,
On Wed, Dec 3, 2008 at 8:02 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
We could also show a warning on Configure if we detect that the CMake
version is one of those that cause the problem.
Looking at the follow up responses it might not be specific CMake
version, rather a
On Thu, Dec 4, 2008 at 9:31 AM, Ralph Kern [EMAIL PROTECTED] wrote:
so what's now your time for the full rebuild with optimization?
I guess it's now more than 4m 36?
Just did a clean build, now with more of the plugins built as I've
pulled in gecko and xine-lib dependencies as well as few
remember the exact stats, and I can't check them now as I don't have
the machine here. I think it was something like 0/0/x for the 8800 and 0/y/y
for the 5600, with x close to y.
Robert Osfield wrote:
Hi Ferdi,
It sounds like the OpenGL driver is not behaviour well in your case
and twisting
Hi Tugkan,
My best guess would that your StateStet and Drawables aren't taking
advantage of STATIC DataVariance, if the DataVariance isn't STATIC
then the DrawTheadPerContext and
CullThreadPerCameraDrawTheadPerContext threading models won't provide
any frame overlap and won't provide any
1101 - 1200 of 12708 matches
Mail list logo