[osg-users] building kdtree
osg users : building kdtree makes it a long time to open a model file, could i build kdtree in a background thread? if i can , how to do that ?___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg exporter, blender problems
COLLADA importer crashed. 3ds importer worked good and fast but the .3ds model is not so good looking as .obj model. I haven't yet tested OpenFlight importer. I'm a bit disapointed. Why is it so hard to make good and really fast importer that works for the engine? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50833#50833 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform arrays not working for me using Visual Studio 2010
Hi David, Had the same problem. You probably need changeset 12816, which is a post 3.0.1 fix. Cheers, Patrick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50832#50832 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom CullingVisitor
Hi, Thank you! I use custom cull visitor to store extra "global-to-scene" data and define some extra methods. These data are then read and write during culling by some specific nodes, to render parametric objects and/or select which StateSet to apply. Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50831#50831 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
On Sat, Oct 27, 2012 at 2:01 AM, Christoph Heindl < christoph.hei...@gmail.com> wrote: > > > On Fri, Oct 26, 2012 at 7:19 PM, Glenn Waldron wrote: >> >> >> Another idea is to use a TextureArray (GL_EXT_texture_array). This >> removes the limit on the number of textures, but adds the constraint that >> they all must be the same size and that you need GL 2.0. >> > > What size are you referring to (size of foto/textor or size of vertex uv > coordiante array)? > The texture size. -gw ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux
Hi, My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead lock as follows: #0 in _kernel_vsyscall() #1 in pthread_cond_wait_@@GLIBC_2.3.2 from/lib/libpthread #2 in Openthreads::Condition::wait from libOpenThreads #3 in osgDB::DatabasePager::DatabaseThread::run from libosgDB #4 in OpenThreads::ThreadPrivateActions::StartThread from libOpenThreads #5 in ?? from/usr/lib/libGL.so The only function I use from libosgDB is just loading a osgDEM terrain file,nothing else.So I think maybe DatabasePager rendering terrian file conflict about something. Another clue is my osg thread is integrated with other qt thread,just use the AdpateWidget.cpp example.Previously,I found DatabasePager rendering confilic with some QT signal.It presents just loading and runing a terrain file may affect some other thread's share memory and leading some unusual crash.I solve this problem by blocking these QT signals before every fram() function. I do not know if this two problem is relevant.I am just a 3D programmer ,not so good with muti-threding programing.I know there may be nothing about OSG,but I know there are so many experienced programmer in this forum can help me. This problem is so serious,it beyond my knowledge and it may be affect my career ,so anyone give a lead may be hlepful. Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50829#50829 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem with picking a manipulator in a HUD
Hi Kristofer, On 26 October 2012 20:48, Kristofer Tingdahl wrote: > It has passed a week, and no, I have honestly not been looking at it > further. I gave up in frustration. Life as a business administrator is > a tiny bit software development, and tons of procurement, HR, finance > and that kind of stuff. All crucial stuff for running a business, impressive that you are still able to code profiiciently ;-) > The overall goal is to create a custom dragger in the form of a > thumbwheel that will sit in the edges of the viewer and control the > navigation of the camera. It will end up in osgGeo once it is done. > osgGeo has btw moved from github to osggeo.googlecode.com as git drove > me crazy. If you know anyone who has done any thumb-wheel similar > things, let me know. A thumbwheel like the ones that Inventor has on the window frame, but moved to into the 3D window? Personally I'd tackle such a feature via a custon Node+callbacks rather than trying to leverage osgManipulator's existing features. A thumbwheel should be relatively straight forward as you only have one axis to rotate the wheel around. The very specific type of interaction would probably mean that one could avoid using any mouse picking and just take the create an event callback that takes mouse coordinates directly and map them into non dimensional coordinates of the HUD Camera's viewport and then use this to drive the rotation by it horizontal or vertical. As you planning to control the viewer's Camera then one would either have the event callback push the rotation back to the main Camera/CameraManipulator or in the main loop pull any rotations on each new frame. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org