Hi James,
I believe you have to:
texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
On Sat, Jul 12, 2008 at 11:29 PM, James
Hi ?? (can't see your name),
Are you sure zbuffer isn't falling for your 2nd geometry object? Also
having equal depths is probably not a good idea? You need to render your
objects from back to front order.
When you have transparent objects you should set the stateset
HI please could you sign with a name we can reply to
OpenGL has support for different ways of handling objects of how
fragments are replaced by new fragments, osg::Depth wraps this up, I
recommend you read up about glDpeth that it relates to, and how the
graphics hardware maps all this.
Robert.
Robert,
Here is the message from gdb.
Xinyu
(gdb) run --SingleThreaded
Starting program: c:\OpenSceneGraph-2.2.0\bin/osgsimulation.exe --SingleThreaded
[New thread 163316.0x27ff4]
GraphicsContext::setWindowingSystemInterface() 0x3db118 Graph0x1029dac0
Program received signal SIGTRAP,
Hi Xinyu,
I'm afraid the strack trace doesn't provide any help, and with that
there is nothing else I can do at my end. Perhaps you have a build
issue at your end, but know nothing about your particular set up. The
best I recommend is that you try testing the SVN version of the OSG,
and build
Hi Robert,
It's interesting how different bottlenecks pop up, in this case
creating objects on the heap is clearly showing itself as a bottleneck
whereas the old brute force intersection code was so slow that this
wasn't a significant factor.
Bear in mind that what I mentioned was with
Hello Rick,
So my first question is about how I should try to cache the intersect
visitors? Should I keep one around for each large ship (node passed in
to the getIntersections() function), or should I just make a single one
that is used over and over?
There's really no way I can answer
Hi Robert,
I was wondering, is there a way this new kd-tree can be leveraged to
make other types of intersection tests (polytope) faster too? I will
soon need to integrate polytope intersections for picking of lines and
points into our framework, so it would be cool if those could be
Hi Robert,
To enable automatic generation of KdTree's I have extended osgDB so
that the Registry and DatabasePager are both KdTree aware, and if
KdTree build option is enabled it'll use the Registry's new
KdTreeBuilder object to build KdTree's on loaded models. To enable
this building you
Alberto,
Firstly, you need to prevent the CullVisitor from considering your skydome
in it's autonear/far calculation. You can do this with
skydome-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR).
You will also need to mimic being a long way away via, most simply by
drawing
Hi J-S,
On Sun, Jul 13, 2008 at 8:15 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I was wondering, is there a way this new kd-tree can be leveraged to make
other types of intersection tests (polytope) faster too? I will soon need to
integrate polytope intersections for picking of lines and
Hi Robert,
osg::KdTree could support osg::Polytope intersections, but I haven't
implemented this as it wasn't required for the client, and I want to
get 2.6 out the door sooner rather than later. Feel free to pitch in,
but bare in mind I want to get 2.6 out in the next two weeks.
OK, I just
There's an example for ARToolkit and OSG through Python scripting in the
osgswig repository ( http://code.google.com/p/osgswig/) which might be
helpful to run/look at.
On Fri, Jul 11, 2008 at 12:13 PM, Luis Miguel Granado
[EMAIL PROTECTED] wrote:
Hi, im newbie with AR.
I want to view a video
Hi there,
maybe I have missed some discussions about this ...
- CMake builds seem not to build as frameworks and bundles, is this
intentional or is there a CMake option?
- Building on 10.5 for a 10.4 target fails due to the offending line
seen in the patch. The 10.4u SDK comes with a
Hi Folks,
I'm brand new to osg, so I wanted to get some feedback from more experienced
users regarding a tactic I am considering for a haptic application I am
developing. Haptics are 3d force feedback devices. One of the challenges with
them is that they require update speeds at
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