Hi Nicholas, i actually implemeted it some other way and it worked. using a for loop.(which was the idea) thanx
Well, is it actually really easy. I post here some incomplete code that should be sufficient for you to grab the idea. I was using a home made random generator, but you can of course use any one. --- [EMAIL PROTECTED] wrote: > Send osg-users mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, > visit > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > or, via email, send a message with subject or body > 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it > is more specific > than "Re: Contents of osg-users digest..." > > > Today's Topics: > > 1. Re: thousand spheres ( nicolas pe?a ) > 2. Re: Bad lighning for osg::Text objects in > cheap hardware or > mesa software renderer (Robert Osfield) > 3. Render Queue (GediMaster) > 4. Re: Render Queue (Paul Martz) > 5. FrameBufferObjects and multithreading. (Jim > Terhorst) > 6. RE. Philips WOW TV displays... > ([EMAIL PROTECTED]) > 7. get function in osg::Matrixf (Renan Mendes) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Sun, 9 Mar 2008 14:45:37 +0100 > From: " nicolas pe?a " <[EMAIL PROTECTED]> > Subject: Re: [osg-users] thousand spheres > To: "OpenSceneGraph Users" > <[email protected]> > Message-ID: > > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="iso-8859-1" > > Well, is it actually really easy. > I post here some incomplete code that should be > sufficient for you to grab > the idea. > I was using a home made random generator, but you > can of course use any one. > > > > SceneRoot = new osg::Group(); > osg::Geode** node = (osg::Geode**) > malloc(sizeof(osg::Geode*) * N_Nodes); > osg::PositionAttitudeTransform** node_trans = > (osg::PositionAttitudeTransform**) > malloc(sizeof(osg::PositionAttitudeTransform*) * > N_Nodes); > osg::Vec3 temp_posit; > > > > > for(int i = 0; i < N_Nodes; i++) > { > node[i] = createSphere(); > node_trans[i] = new > osg::PositionAttitudeTransform(); > > temp_posit.set(newRandom()*x_range,newRandom()*y_range,newRandom()*z_range); > node_trans[i]->setPosition(temp_posit); > node_trans[i]->addChild(node[i]); > SceneRoot->addChild(node_trans[i]); > } > > Cheers, > Nicolas. > > > 2008/3/9, wanyama harold <[EMAIL PROTECTED]>: > > > > Hi Nicholas, > > thanxs. i would like more details becoz thats > exactly > > what i want. i thought of the for loop but dint > know > > how to simply implement. i would be grateful if u > > could show me how. > > > > > > > > Hi, > > I have used OSG in the past to create the > > visuals aspects > > of a huge scale network simulator (up to > 20000 > > nodes). > > So if you detail more your problem may be > I > > can help. > > I created my nodes instances with a > simple > > 'for' loop, > > placing each one either using a random > > generator or > > reading from a configuration file. > > Cheers, > > Nicolas. > > > > > > > > > __________________________________________________________ > > Sent from Yahoo! Mail. > > The World's Favourite Email > http://uk.docs.yahoo.com/nowyoucan.html > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: > http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20080309/82bc1d6c/attachment.html > > > ------------------------------ > > Message: 2 > Date: Sun, 9 Mar 2008 17:33:17 +0000 > From: "Robert Osfield" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] Bad lighning for osg::Text > objects in cheap > hardware or mesa software renderer > To: "OpenSceneGraph Users" > <[email protected]> > Message-ID: > > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset=ISO-8859-1 > > Hi Andreas, > > This looks like a bug in the OpenGL driver, and as > such try looking at > updates to the driver to see if it fixes things. > > Robert. > > On Sun, Mar 9, 2008 at 11:05 AM, Andreas Goebel > <[EMAIL PROTECTED]> wrote: > > Hi, > > > > I have the problem that many of my customers > (schools) use cheap > > hardware. I use many osg::Text objects, and with > cheap hardware (or the > > mesa software renderer) they look bad when the > distance to the text is > > getting less. > > > > I attach two samples, the good sample is taken > with my own hardware, > > whereas the bad one is taken with a mesa software > renderer. > > > > I already tried disabling mipmapping, but this > did not help. > > > > Suggestions for workarounds are highly welcome! > > > > Regards, > > > > Andreas > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > ------------------------------ > > Message: 3 > Date: Mon, 10 Mar 2008 01:41:45 +0800 > From: "GediMaster" <[EMAIL PROTECTED]> > Subject: [osg-users] Render Queue > To: <[email protected]> > Message-ID: <[EMAIL PROTECTED]> > === message truncated === ___________________________________________________________ Rise to the challenge for Sport Relief with Yahoo! 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