[osg-users] osgDotNet and exceptions
Hi, I'm using osgDotNet in a Visual Studio project and are getting lots of exceptions thrown when running a release build of this project. The exceptions seems to happen at random but are always caused by calls to osg methods. Typically the error message is tried to read or write write protected memory. If I ignore the exceptions and just continue, the application still functions, but this is not a desirable solution. I know that it is a fuzzy question, but does anyone have any idea what could cause this? Is it OK to use the provided osgDotNet dll's in a release build? Are there some special considerations I should know about? I can provide more detailed info if anyone wants it. Christoffer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vsync (was: OSG CPU usage)
Robert Osfield wrote: As long as vsync is on, as it should almost should be then the CPU load shouldn't be overwhelming with a standard frame loop. you mentioned vsync several times in this discussion. can you elaborate, how this is turned on? I understand what you're saying is that there's a fixed rate (say 60Hz), and the rendering engine would only generate new frames at this rate. thus not 'all the time when it's idle', but basically wait for the next 'tick' that comes at 60Hz, and then render. do I understand correct? Akos ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Issue on blur test
Hello, actually i try to integrate a blur shader to my test scene. To realize this I've implemented a small scene with a dot3 textured quad (done by a shader). This scene is rendered to a texture oriented on the distortion example. This works fine, but when i bind the secondary blur shader on this render to texture pass i got no blur effect. The 2nd shader is definitively executed, if i set the glFragColor of this second shader to some test value (i.e. blue) the texture is rendered by this color value. I've attached the actual rtt-Pass with the 2nd shader binding. Have i overseen something? Best regards, Christian // set up the render to texture camera. { float m_height = 1024.0f; float m_width = 1280.0f; osg::Geode* m_geode = new osg::Geode(); osg::Geometry* m_geometry = new osg::Geometry(); osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array(); vertices-push_back( osg::Vec3( 0,0,-1) ); //Lower-left vertex vertices-push_back( osg::Vec3(m_width, 0,-1) ); //Lower-right vertex vertices-push_back( osg::Vec3(m_width, m_height,-1) ); //Upper-right vertex vertices-push_back( osg::Vec3( 0, m_height, -1) ); //Upper-left vertex m_geometry-setVertexArray(vertices.get()); // Set the normal in the positive z direction (torwards the user) osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array(); normals-push_back(osg::Vec3(0.0f,0.0f,1.0f)); m_geometry-setNormalArray(normals.get()); m_geometry-setNormalBinding(osg::Geometry::BIND_OVERALL); osg::ref_ptrosg::Vec2Array texcoords = new osg::Vec2Array(); texcoords-push_back(osg::Vec2(0.0f,0.0f)); texcoords-push_back(osg::Vec2(1.0f,0.0f)); texcoords-push_back(osg::Vec2(1.0f,1.0f)); texcoords-push_back(osg::Vec2(0.0f,1.0f)); m_geometry-setTexCoordArray(0,texcoords.get()); osg::ref_ptrosg::Vec4Array colors = new osg::Vec4Array; colors-push_back(osg::Vec4(0.8f,0.8f,0.8f,0.8f)); m_geometry-setColorArray(colors.get()); m_geometry-setColorBinding(osg::Geometry::BIND_OVERALL); // define render mode and attach to geode m_geometry-addPrimitiveSet(new osg::DrawArrays (osg::PrimitiveSet::QUADS, 0, vertices-size())); m_geode-addDrawable(m_geometry); // new we need to add the texture to the Drawable, we do so by creating a // StateSet to contain the Texture StateAttribute. osg::StateSet* stateset = m_geometry-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON); stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF); // create Shader sources osg::Program* m_program = new osg::Program(); osg::Shader* m_vertexShader = new osg::Shader(osg::Shader::VERTEX); osg::Shader* m_pixelShader = new osg::Shader( osg::Shader::FRAGMENT ); bool ok = loadShaderSource(m_vertexShader, shader/motion.vert) loadShaderSource(m_pixelShader, shader/motion.frag) ; if(!ok) { std::cout Couldn't load shaders std::endl; exit(1); } m_program-addShader(m_vertexShader); m_program-addShader(m_pixelShader); osg::Texture2D* texture2 = new osg::Texture2D; texture2-setTextureSize(tex_width, tex_height); texture2-setInternalFormat(GL_RGBA); texture2-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture2-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); stateset-setTextureAttributeAndModes(1, texture2,osg::StateAttribute::ON); stateset-setAttributeAndModes(m_program, osg::StateAttribute::ON); stateset-addUniform(new osg::Uniform(Prev, 0)); stateset-addUniform(new osg::Uniform(Next, 1)); stateset-addUniform(new osg::Uniform(fBlur, 0.90500f)); // set up the camera to render the textured quad osg::CameraNode* camera = new osg::CameraNode; // just inherit the main cameras view camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrix(osg::Matrix::identity()); camera-setProjectionMatrixAsOrtho2D(0,1280,0,1024); // set the camera to render before the main camera. camera-setRenderOrder(osg::CameraNode::NESTED_RENDER); // tell the camera to use OpenGL frame buffer object where supported. camera-setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT); // attach the texture and use it as the color buffer. camera-attach(osg::CameraNode::COLOR_BUFFER, texture2); // add subgraph to render camera-addChild(m_geode); quadNode-addChild(camera); } ___ osg-users mailing list osg-users@lists.openscenegraph.org
[osg-users] Collada dae plugin
Hello, I have built the dae-plugin on Windows with vc express as described in the wiki (i.e. changed cmakelists.txt), though I didn´t build collada myself. When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it fails to load the plugin. I guess that I am missing some dlls or something. I used the prebuilt collada-dom binary. Any suggestions on how I can get this to run? Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada dae plugin
Gordon Tomlinson schrieb: It might help diagnose the problem if you actually list or copy/paste the missing dlls error messages etc in your request for help, without those details its hard to say what the issue may be When the osg loads a plugin and this plugin needs other dlls there are no reports about those dlls (at least on my system). You just get a plain failed loading plugin In the meantime I found out by trying that iconv.dll was missing, and now I can use the collada-plugin. Is there a webbrowser-plugin for viewing .dae-files? Regards, Andreas __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning 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 Andreas Goebel Sent: Sunday, November 18, 2007 9:15 AM To: OpenSceneGraph Users Subject: [osg-users] Collada dae plugin Hello, I have built the dae-plugin on Windows with vc express as described in the wiki (i.e. changed cmakelists.txt), though I didn´t build collada myself. When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it fails to load the plugin. I guess that I am missing some dlls or something. I used the prebuilt collada-dom binary. Any suggestions on how I can get this to run? Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada dae plugin
It might help diagnose the problem if you actually list or copy/paste the missing dlls error messages etc in your request for help, without those details its hard to say what the issue may be __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning 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 Andreas Goebel Sent: Sunday, November 18, 2007 9:15 AM To: OpenSceneGraph Users Subject: [osg-users] Collada dae plugin Hello, I have built the dae-plugin on Windows with vc express as described in the wiki (i.e. changed cmakelists.txt), though I didn´t build collada myself. When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it fails to load the plugin. I guess that I am missing some dlls or something. I used the prebuilt collada-dom binary. Any suggestions on how I can get this to run? Regards, Andreas ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin DAE flaws
Answering my own question on unc looks like \\SomeMachine\somedir\somefile.dae needs to be /SomeMachine/somedir/somefile.dae Accorind to http://www.collada.org/mediawiki/index.php/Using_URIs_in_COLLADA __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning 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 Gordon Tomlinson Sent: Saturday, November 17, 2007 10:11 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Collada plugin DAE flaws The scale issue is something still in the current OSG 2.x DAE plugin. My colleagues have found at least 2 issues for them one is units are not taekn into count and no option to ask for a scale to be applied to mathc scene units etc. Second the reader does fails to load files when using a UNC address i.e \\SomeMachine\somedir\somefile.dae but c:\somedir\somefile.dae works They have not attempted to fix these as there not OSG folks Any one know why UNC path it would not work or a fix to it (I only have access to the binaires right now so cannot debug it) Also they have back ported the OSG2.x reader to 1.2 OSG, I will clean this up in the next couple of weeks and make this available, note this is only the reader portion as write relies on 2.x features __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : gordon3dBrit MSN IM : [EMAIL PROTECTED] Website : www.vis-sim.com www.gordontomlinson.com __ Self defence is not a function of learning 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: Tuesday, November 13, 2007 6:59 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Collada plugin DAE flaws On Nov 13, 2007 10:15 AM, Christoph Ehrler [EMAIL PROTECTED] wrote: Are there updates in the COLLADA plugin from OSG 2.1.7 to 2.2.0 ?? Of course I would like to never change a running system :) I don't recall any bug fixes for these issue you are reporting. Moving to 2.2.0 should fix a few other bugs though. W.r.t COLLADA plugin feel free to dive in and add support for the missing features that you need, COLLADA isn't a small format so there is plenty of scope for different users to exercise different parts of it without triggering issues that others might see, and most likely to this what is happening for you. Since you do have the problem in front you are actually one of the best placed to fix it ;-) Otherwise you could post a problem file to osg-users and then others can see if they can reproduce the issues themselves and have a bash at fixing them. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin DAE flaws
Gordon, You beat me to it I have been doing a lot debugging of the collada stuff over the last few days and knew I had seen that reference somewhere. Robert, Andy and others, the general syntax for plugins is to accept local system filenames, but the dae plugin internally just assumes these are URis. Do you think we should make an attempt to do file to URI conversion in the plugin. I will have some fixes to post for the dae plugin in the next few days. Roger -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: 18 November 2007 15:45 To: [EMAIL PROTECTED]; 'OpenSceneGraph Users' Subject: Re: [osg-users] Collada plugin DAE flaws Answering my own question on unc looks like \\SomeMachine\somedir\somefile.dae needs to be /SomeMachine/somedir/somefile.dae Accorind to http://www.collada.org/mediawiki/index.php/Using_URIs_in_COLLADA ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OT: Visual Studio stupid memory dumps work around
For those who get caught the the silly memory dump when in debug mode in visual studio under windoze Add the following to we you would normally exit your program TerminateProcess( GetCurrentProcess(), 0); Your app will now exit nice and quickly and nor silly memory dumps Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 -- Note New Number Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin DAE flaws
Hi Roger I cannot seem to get a URI that will load of a network location, I have tried /SomeMachine/somedir/somefile.dae and file:/SomeMachine/somedir/somefile.dae and variations but cannot load I just get a file note found while it works locally Can you load of a networked file ? Sadly I only have access to release files for a while so cannot really step into it to find the issue ;( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roger James Sent: Sunday, November 18, 2007 1:12 PM To: [EMAIL PROTECTED]; 'OpenSceneGraph Users' Subject: Re: [osg-users] Collada plugin DAE flaws Gordon, You beat me to it I have been doing a lot debugging of the collada stuff over the last few days and knew I had seen that reference somewhere. Robert, Andy and others, the general syntax for plugins is to accept local system filenames, but the dae plugin internally just assumes these are URis. Do you think we should make an attempt to do file to URI conversion in the plugin. I will have some fixes to post for the dae plugin in the next few days. Roger -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: 18 November 2007 15:45 To: [EMAIL PROTECTED]; 'OpenSceneGraph Users' Subject: Re: [osg-users] Collada plugin DAE flaws Answering my own question on unc looks like \\SomeMachine\somedir\somefile.dae needs to be /SomeMachine/somedir/somefile.dae Accorind to http://www.collada.org/mediawiki/index.php/Using_URIs_in_COLLADA ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada plugin DAE flaws
-Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: 18 November 2007 19:17 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Collada plugin DAE flaws Hi Roger I cannot seem to get a URI that will load of a network location, I have tried /SomeMachine/somedir/somefile.dae and file:/SomeMachine/somedir/somefile.dae and variations but cannot load I just get a file note found while it works locally Can you load of a networked file ? Sadly I only have access to release files for a while so cannot really step into it to find the issue ;( [Roger James] Hi Gordon. I am afraid it worse than I intimated in my last message. Dae uses uris internally but osg only expects file names to be passed to plugins. The dae reader contains the following code osgDB::ReaderWriter::ReadResult ReaderWriterDAE::readNode(const std::string fname, const osgDB::ReaderWriter::Options* options) const { SERIALIZER(); std::string ext( osgDB::getLowerCaseFileExtension(fname) ); if( ! acceptsExtension(ext) ) return ReadResult::FILE_NOT_HANDLED; std::string fileName( osgDB::findDataFile( fname, options ) ); if( fileName.empty() ) return ReadResult::FILE_NOT_FOUND; findDataFile will choke on the uri you passed to it. You can browse the source at www.openscenegraph.org just select the Browse Source option from the menu bar. You might have saved yourself a bit of head scratching that way :-) This means that only simple path names get through complex windows ones break it. I doubt if \\?\UNC\server\share Will work :-) Roger ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] extracting silhouette edges
Anyone having a pointer to some code employing OccluderGeometry class from osgShadow to extract silhouette edges from a given node of OSG graph? The class documentation is lacking; I tried to read the source too, and I strongly suspect it could be done but, well, I don't get it... Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OT: Visual Studio stupid memory dumps work around
Thats a Fantastic news ;-) I tried exit() and abort() without success. Thanks, Wojtek Lewandowski -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Gordon Tomlinson Sent: Sunday, November 18, 2007 8:13 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OT: Visual Studio stupid memory dumps work around For those who get caught the the silly memory dump when in debug mode in visual studio under windoze Add the following to we you would normally exit your program TerminateProcess( GetCurrentProcess(), 0); Your app will now exit nice and quickly and nor silly memory dumps Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM: Gordon3dBrit MSN IM : Gordon3dBrit @ 3dSceneGraph.com __ Telephone (Cell): (+1) 571-265-2612 -- Note New Number Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vsync (was: OSG CPU usage)
Robert Osfield wrote: As long as vsync is on, as it should almost should be then the CPU load shouldn't be overwhelming with a standard frame loop. you mentioned vsync several times in this discussion. can you elaborate, how this is turned on? Vsync is usually on by default, can be toggled on or off by some driver options, and can also sometimes be toggled by OpenGL extensions. CRT monitors paint the screen with an electron gun at typically 60 times a second. After each full screen paint, the electron gun moves back to the start position, often called vblank. When vsync is enabled, your back buffer is swapped to your front (displayed) buffer during vblank. This is usually what you want; if the buffer was swapped while the electron gun was actively painting the display, then the displayed image (for that 1/60th of a second) would contain part of one frame and part of another. This is often referred to as image tearing and is usually avoided by enabling vsync. You usually want to disable vsync when measuring performance. If vsync is enabled, your frame rate is locked to some multiple of 60, such as 60, 30, 15, etc, which prevents you from obtaining an accurate performance measurement. When not measuring performance, you usually want vsync enabled to maintain image quality and eliminate tearing. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem produces strips
Hi All; I have tried to make *.osga database with osgdem command but database produces a stripted diffuse picture on the screen! Why is it happen? I read the introduction to making a database from http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem and try this! I download the images from http://www.cc.gatech.edu/projects/large_models/ps.html But only different is that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. What should I do? If you know any other reference about virtualplanetbuilder please let me know? Thanks a lot..! Umit UZUN _ Yeni nesil Windows Live Servisleri’ne şimdi ulaşın! http://get.live.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem produces strips
Hi All; I have tried to make *.osga database with osgdem command but database produces a stripted diffuse picture on the screen! Why is it happen? I read the introduction to making a database from http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem and try this! I download the images from http://www.cc.gatech.edu/projects/large_models/ps.html But only different is that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. What should I do? If you know any other reference about virtualplanetbuilder please let me know? Thanks a lot..! Umit UZUN _ Yeni nesil Windows Live Servisleri’ne şimdi ulaşın! http://get.live.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem produces strips
Hi All; I have tried to make *.osga database with osgdem command but database produces a stripted diffuse picture on the screen! Why is it happen? I read the introduction to making a database from http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem and try this! I download the images from http://www.cc.gatech.edu/projects/large_models/ps.html But only different is that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. What should I do? If you know any other reference about virtualplanetbuilder please let me know? Thanks a lot..! Umit UZUN _ Yeni nesil Windows Live Servisleri’ne şimdi ulaşın! http://get.live.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgdem produces strips
Hi All; I have tried to make *.osga database with osgdem command but database produces a stripted diffuse picture on the screen! Why is it happen? I read the introduction to making a database from http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem and try this! I download the images from http://www.cc.gatech.edu/projects/large_models/ps.html But only different is that, I try 4097 × 4097 formatted image instead of 16385 × 16385 formatted. What should I do? If you know any other reference about virtualplanetbuilder please let me know? Thanks a lot..! Umit UZUN _ Yeni nesil Windows Live Servisleri’ne şimdi ulaşın! http://get.live.com___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Documentation osgParticle::PrecipitationEffect?
Hi everyone, I am looking for documentation about the PrecipitationEffect but could not find it in the books nor on the website. Does anyone have background information that is used for the implementation? Thanks a lot. cheers, Raymond ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org