Hi All,
I am delighted to say that today I began work on VulkanSceneGraph, an
all new scene graph that builds upon Vulkan and modern C++. This new
project can be thought of a new family member, the child of
OpenSceneGraph project. As it's a family member I've created the
project repository
Could this be why I'm not getting my colors?
Cheers,
Brad
On Fri, Jun 1, 2018 at 8:51 AM, Robert Osfield
wrote:
> Hi Dan,
>
> Thanks for the explanation and example to reproduce the bug... Guess
> it looks like we'll need to make 3.6.2 rather sooner than I was
> hoping, it'll be one a month at
Hi Dan,
Thanks for the explanation and example to reproduce the bug... Guess
it looks like we'll need to make 3.6.2 rather sooner than I was
hoping, it'll be one a month at this rate...
Robert.
On 1 June 2018 at 16:01, Daniel Emminizer, Code 5773
wrote:
> Hi Robert,
>
> Oops -- I sent this
Hi Brad,
On 1 June 2018 at 16:26, Brad Colbert wrote:
> Hah! Daniel, that was it. Darnit!
Good to hear it's fixed.
> BTW, I used to work at Code 5580. WAY back in the day.
>
> Thanks!
>
> Robert, sorry, I meant to mention version 3.6.0.
Definitely recommend updating to 3.6.1.
Robert.
Hi David,
Your cars could probably by simplified, such as by putting an LOD
above them and have one instance for far away with no, one just one
transparent part and a higher quality version. Using a texture atlas
is another trick you can use to enable you to merge separate
geometries.
Robert.
Hah! Daniel, that was it. Darnit!
BTW, I used to work at Code 5580. WAY back in the day.
Thanks!
Robert, sorry, I meant to mention version 3.6.0.
Cheers,
Brad
On Fri, Jun 1, 2018 at 7:39 AM, Daniel Emminizer, Code 5773 <
dan.emmini...@nrl.navy.mil> wrote:
> Hi Brad,
>
>
>
> Check to make
Hi Robert,
Oops -- I sent this earlier today but apparently to the bounces list; that
explains the confusion on GitHub -- my mistake. This was supposedly sent right
before I posted the PR. Here's the original text:
I think I found a bug in 3.6.1. I am loading a FLT model and it's causing a
We do have a city scene at ground levels with lots of cars, pedestrian,
construction zone clutter. The cars tend to be the worst as they can have up to
8 transparent object each from them. Large parking lots can have 500+ vehicles.
OK so it sounds like what we need to do is to try to combine
Hi Brad,
Check to make sure your Geometry has setDataVariance(osg::Object::DYNAMIC).
That solved the problem for most of our similar cases.
- Dan
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Brad Colbert
Sent: Friday, June 01, 2018 10:20 AM
To:
Hi Brad,
In principle calling array->dirty(); should be enough to get the data
to update, though the underlying code has seen a lot of changes
between 3.4 and 3.6. Which version of the OSG are you using?
When setting up the arrays you need either specify the binding on the
osg::Array, or pass
I'm updating my vertices at runtime. I've found a few posts that discuss
this:
(a couple are:)
http://forum.openscenegraph.org/viewtopic.php?t=14826
http://forum.openscenegraph.org/viewtopic.php?t=15782
Let me first mention that I've compiled OSG with GL3 support, so no display
lists. That
Hi All,
I have created a branch off OSG master for merging ANGLE/UWP support
that has been provided my members of the OSG community. The branch
is:
https://github.com/openscenegraph/OpenSceneGraph/tree/donvito-illogic-osg-illogic-github
If you want to see what changes were required the commit
Hi, Stuart.
I found a typo at your OSG page:
> The default OpenQL GL2 level was used
You probably wanted to say 'OpenGL' instead of 'OpenQL' ;)
On 1 June 2018 at 05:33, Stuart Mentzer wrote:
> Hi Peter,
>
> My company, Objexx (http://objexx.com), is providing Windows binaries at this
> page:
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