I agree about the performance, but it could theoretically change with
driver implementation, and it's always good to know other options...
especially when cats are involved... :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-S?bastien Guay
Sent: Mo
I worked with it when I was with Northrop Grumman about 2.5 yrs ago. They were
running ArcGlobe, Nasa WorldWind or similar and they pushed it out to 20 dual
core machines with what were modern graphics cards at the time and if I
remember correctly the bottle neck was pci bus speed because of how
How does Chromium stack up ? Its based on WireGl I believe and from what
I've heard isn't the fastest API out there - If your forwarding calls
every frame and rendering large databases in real-time wouldn't it be a
pretty heavy load on your system?
On Tue, 2008-02-19 at 07:29 +1100, Somervill
Hey Paul,
You might want to checkout Chromium. It can take the place of the OpenGL
library and pipe the rendering to multiple machines without changing your osg
code.
http://en.wikipedia.org/wiki/Chromium_(software)
Andy
-Original Message-
From: [EMAIL PROTECTED] on behalf of Ta
Are you aware that you could just write your scene graph as a .osg file?
.osg is ASCII text.
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Per Rosengren
> Sent: Sunday, February 17, 2008 7:07 AM
> To: OpenSceneGraph Users
> Subject: [
Thanks for the response, Robert.
On Mon, 2008-02-18 at 17:54 +, Robert Osfield wrote:
> Hi Jeremy,
>
> Most OSG objects implement the clone operator with CopyOp parameter so
> you can just pass this along. For objects like std::vector etc you
> would typically just implement a deep copy, i.e
Hi Lucas,
Have a look at the osgtext example as there is code in their, invoked
by osgterrain that has a compile operation.
Robert.
On Feb 18, 2008 5:14 PM, Lucas Lallement <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I would like to be able to load textures painlessly, and by that I
> mean loading the
Hi Jeremy,
Most OSG objects implement the clone operator with CopyOp parameter so
you can just pass this along. For objects like std::vector etc you
would typically just implement a deep copy, i.e. copy all the
contents, unless of course its a vector of ref_ptr<>'s in which case
copying the conte
Hi,
I would like to be able to load textures painlessly, and by that I
mean loading the image and applying the texture only when the texture
is ready. This seems to work by doing this through an operation but I
would like to avoid the application to be blocked during the
"setImage" and the wrappin
I have a quick question that I may be over-thinking, of which I have yet
to find a simple answer.
Imagine that I have a class Derived from osg::MatrixTransform--let's
call this osgWidget::Window. In my derived Window class, I have a number
of osg::ref_ptr<> objects referencing various things that
Hello Guy,
> This method also creates geometry, I think those guys are trying to
> avoid geometry creation.
> I think the class osg::DrawPixels can do the trick, but I never tried
> it.
It's a tradeoff. You can create geometry (ooh, one whole quad!) and then
set it to absolute reference frame o
not true, there are still some there but working from home!
- Original Message -
From: "Brian R Hill" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Monday, February 18, 2008 2:40 PM
Subject: Re: [osg-users] LOD problems using OSG with TerraPage
>I heard that Presagis got rid of
I heard that Presagis got rid of all the Terrex engineers about a month
ago. If it's true then I'd doubt Presagis would put any effort into an OSG
loader.
Brian
[EMAIL PROTECTED] wrote: -
To: "OpenSceneGraph Users"
From: "Robert Osfield" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date:
Hi!
When reading the modifier key mask from GUIEventAdapter in my event
handler it is always zero. And using example_osgkeyboard nothing
happens when pressing a modifier key. I have tested under Linux as
well and there it works as expected.
Tested on OSG revision 7859, using a Intel MacBook
Hi Andreas,
2008/2/18 Kremser, Andreas (Praktikant) <[EMAIL PROTECTED]>:
> we are going to replace every occurance of glBegin and glEnd with vertex
> arrays due to the following reasons:
>
> 1. not supported on opengl es & opengl 3
> 2. bad performance
>
> or are there any objections to it?
For O
Thanks very much for your answer. Reading that example was very helpful to
understand
why my previous attempt was wrong.
Doing what you suggested let me with the desired result plus an empty
screen.
The only modification that I had to add was to set the underlying traits to
be a pbuffer.
Doing th
hi,
we are going to replace every occurance of glBegin and glEnd with vertex
arrays due to the following reasons:
1. not supported on opengl es & opengl 3
2. bad performance
or are there any objections to it?
thanks,
Andi
***
Diese E-Mail enthaelt
Hi, you can see my C++/CLI Project video demo here:
http://www.hesicong.net/blog/post/320.html
and my MRI 3D Recontruction which use C# to design a transform function
designer and C++ for osg: http://www.hesicong.net/blog/post/319.html
I mentioned that the C++/CLI compile speed is very slow in my
Check the osgdistortion example and don't add the screen camera (the second
camera) to the scene. That's more or less what you are looking for.
If not, can you describe what did you do and what didn't work?
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
The osgUtil::IntersectionVisitor has the foolowing applys:
virtual voidapply (osg::Node &node)
virtual voidapply (osg::Geode &geode)
virtual voidapply (osg::Billboard &geode)
virtual voidapply (osg::Group &group)
virtual voidapply (osg::LOD &lod)
virtual voidapply (osg::Pa
Thanks for your answer, and sorry for my monolithic post.
I will try to make them more readable.
Now that I see that in order to control the frame rates I need to use an
independent viewer
for each simulated camera;
- How can a set it to just render to a image and not display in the screen
at all
Hi, Robert.
I am aware of the analytical way of solving my problems. Thanks,
anyway.
Renan M Z Mendes
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Hi Nicolas,
For future posts could you break you posts into several paragraphs so
the various questions and points are easier to spot and follow, this
will make it easier to read and answer without getting
misunderstandings.
I think the question are asking is how to do a viewer with different
vie
Hi Per,
2008/2/18 Per Rosengren <[EMAIL PROTECTED]>:
> using viewer.frame() instead of viewer.run() solved it!
>
> How do I remove the default camera manipulator? Do I remove the
> corresponding event handler?
viewer.run() sets up a default trackball manipulator if you haven't
already assigned on
Hi Kiff,
I can't really provide a good answer as there is way too little info
about the problem for me to get the bottom of it remotely, one really
needs the database and the an animation path that reproduces the
problem, then one can start digging in to it. It might be a database
set up problem,
Hi Renan,
There isn't a convenience function in Plane or LineSegment for
computing the intersection point, but there are maths functions in
Plane to help you. Rather than me try to explain the maths of how to
compute a intersection of line with a plane it would be best to
consult online texts wr
I think it also depends on how you use the LODing. If you do utilise FadeLOD
then you can get away with bringing a LOD in later than if you were just
relying on the default 'snap' in, as the fade is less likely to catch the
eye especially if you are not looking directly at the item in question.
Hi Brede,
thank you fort he hint.
Your patch fixes the problem. No missing geometry any longer.
Thank you
Nikolaus
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Brede Johansen
Gesendet: Freitag, 15. Februar 2008 19:10
An: OpenSceneGraph Users
Hello, I work in a Spanish research group that mainly works on mobile
robotics and I am going to use OSG 2.2 to build an application (simulator of
multi-robot collaborative perception) that has a main view that the user
interact with, and a dynamic number of secondary views (one camera each)
that r
This method also creates geometry, I think those guys are trying to
avoid geometry creation.
I think the class osg::DrawPixels can do the trick, but I never tried
it.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-S?bastien Guay
Sent: Monday, Febr
Hi,
There is an io_utils file where some similar functions can be found
(allowing to easily dump a vertex or a matrix for example).
2008/2/17 Per Rosengren <[EMAIL PROTECTED]>:
> I order to debug the osg program I am currently working on, I have
> written some functions to print the scene graph
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