Hi,
I would like to know how to do a unmovables items (like a MatrixTransform) in
my scene using default camera.
I have two MatrixTransform, one grouping all item witch are availaible to move
and the second for unmovables items (like background or text for debug ...)
does a simple solution
Hi,
The following code occasionally leaves p with NaN value:
[code]double cosFi=vec1*vec2/(vec1.length()*vec2.length());
//cosine of angle between vectors
p+=acos(cosFi)*...;[/code]
Due to numerical round-off errors it would rarely occur that cosFi1 (something
like 1.0002534), and acos would
Hi Anthony,
Anthony Face writes:
I would like to know how to do a unmovables items (like a MatrixTransform) in
my scene using default camera.
I have two MatrixTransform, one grouping all item witch are availaible to
move and the second for unmovables items (like background or text for
Hi Dženan,
Dženan Zukić writes:
The following code occasionally leaves p with NaN value:
[code]double cosFi=vec1*vec2/(vec1.length()*vec2.length());
//cosine of angle between vectors
p+=acos(cosFi)*...;[/code]
Due to numerical round-off errors it would rarely occur that cosFi1
(something
Hi Robert,
On Saturday 26 June 2010, Robert Osfield wrote:
The plan I have wouldn't affect state sorting, and lazy state updating
of the composed shader programs would be utilized, and caching of the
composed shader programs would be used once it has been composed.
Only when you change modes
Hi,
No, I didn't. When I have more time I will try it.
Btw, this occurs only once every few million iterations - but has a high chance
of occurring in large meshes.
Thank you!
Cheers,
Dženan
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Read this topic online here:
Hi Tim,
On Sat, Jun 26, 2010 at 6:05 PM, Tim Moore timoor...@gmail.com wrote:
OK, so the shader generation or fixed function emulation provides more
shaders that might be linked or combined by shader composition, and the
shader candidate functions are controlled by existing OSG state
Hi Mathias,
2010/6/28 Mathias Fröhlich m.froehl...@science-computing.de:
So, ok, we will get state sorting for the fixed function pipline state
attributes because of these being traditionally sorted in the state graph.
Ok, and the additional non fixed function shader snipets will be sorted
Hi Dženan,
This really isn't anything to do numerically instability in Vec3f, but
with the standard float maths code that you are using in your code.
If you use acos in the way you are using it will be require a division
and if the divisor is 0 or near zero then you will always have
problems.
Hi Brad,
Thanks to your example .source I've reproduced the problem now. I
have also reviewed you quick fix and don't believe this is
appropriate, and that it's likely that we'll need to look at the osgDB
serializers themselves for a fix. I haven't had a chance to look into
this yet, but this
Hello Everybody,
drawing a plane- Is the following code-snippet the correct way for drawing a
plane
* osg::Geode* plane=new osg::Geode;*
*osg::InfinitePlane* p = new osg::InfinitePlane;*
*p-set(osg::Vec3d(1,0,0),*
* osg::Vec3d(0,0,0));*
*plane-addDrawable(new
Hi Brad,
On Mon, Jun 28, 2010 at 9:59 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Thanks to your example .source I've reproduced the problem now. I
have also reviewed you quick fix and don't believe this is
appropriate, and that it's likely that we'll need to look at the osgDB
Hello Sunil,
On 28/06/10 19:30 , Sunil S Nandihalli wrote:
* osg::Geode* plane=new osg::Geode;*
*osg::InfinitePlane* p = new osg::InfinitePlane;*
*p-set(osg::Vec3d(1,0,0),*
* osg::Vec3d(0,0,0));*
*plane-addDrawable(new osg::ShapeDrawable(p));*
I am unable to see the
thanks Ulrich ..
Sunil.
On Mon, Jun 28, 2010 at 4:33 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
Hello Sunil,
On 28/06/10 19:30 , Sunil S Nandihalli wrote:
* osg::Geode* plane=new osg::Geode;*
*osg::InfinitePlane* p = new osg::InfinitePlane;*
*p-set(osg::Vec3d(1,0,0),*
*
Hello Ulrich.
My main_child ref pointer is just a backup of the last group added for easy
access. I never do something like addChild( main_child.get() ) out of this
scope.
I understand and will apply the programming practices you've suggested me to
do inside the update.
Do the UpdateCallback
Exactly what i serched, it work thanks you and sorry for this question. I
marked this example for screen shot maker but not for this point :S
Anthony
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Hi Nikhil,
I want to know if there is a simple way from converting composite viewer
(having multiple views) to multiple windows each having a single view
Actually, it only depends on how your graphics contexts are set up. If
all your views' cameras are using the same graphics context, then
Domingo,
You can also try osgEarth (http://osgearth.org).
Both osgEarth and VPB use GDAL to read image files. Not sure whether GDAL
supports .tga directly so you might have to convert it. (see:
http://www.gdal.org/formats_list.html)
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Sat,
Classification: UNCLASSIFIED
Caveats: FOUO
Nvidia chips use a very long pipeline and the GPU's like processing
data. When they are not processing data they have a hard time
performing. In order to keep the performance up, NVIDIA introduces the
2 frames latency to keep the pipeline full. Most
yea ... I used to work on amiga long time ago :
how did this get into here?
-Nick
2010/6/28 Edgar Moraes Diniz edg...@gmail.com
[image:
Quepasa.com]http://www.quepasa.com/metric/email/click/d31589a0052ffe4b42687e6a5b3aa09e/7271921561/1519.html?url=http://www.quepasa.com/pt_BR/
On Jun 23, 2010, at 3:35 PM, Bunfield, Dennis AMRDEC/AEgis wrote:
For Nvidia cards there is a built in 2 frames of latency. So even after
your sync you won't see the image you updated come out the DVI until 2
render frames later.
Where does this information come from Dennis? Where is this
Classification: UNCLASSIFIED
Caveats: FOUO
Yes we found this through internal testing. Nvidia later confirmed it.
This isn't related to double or triple buffering either. The pipeline
as explained to me is similar to a break line in a car. Everything
works well unless you inject an air bubble
Classification: UNCLASSIFIED
Caveats: FOUO
If you are interested in seeing what we did WRT latency testing go to
this link
http://www.ccur.com/Libraries/docs_pdf/AMRDEC_PC_Scenegeneration_whitepa
per.pdf
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hello,
30 days till the OpenScengraph BOF at SIGGRAPH 2010. I would appreciate it if
possible presenters would give me a heads up so I can work up an introduction.
http://www.siggraph.org/s2010/for_attendees/birds_feather has all the BOF's.
Including the real OpenScengraph BOF info
Hi Robert / Wang Rui,
I'd be willing to help on this as well. Particularly, I'd like to help
get a debian ( ubuntu) package out soon that includes osgIntrospection
and genwrapper.
Robert, can you add genwrapper to the new repository?
Specific things that I am interested in:
- ensuring that
Thanks for the info Dennis, I'll take a look at your paper too. Just surprised
the latency can be that much, but it really explains why glGet's are quite so
awful!
Bruce
On Jun 28, 2010, at 11:38 AM, Bunfield, Dennis AMRDEC/AEgis wrote:
Classification: UNCLASSIFIED
Caveats: FOUO
Yes we
Hello,
I am curious what the path is for a osg plugin to become a node kit (or
portions of it). Does anyone have some information / insight?
The reason that I ask is that I'm trying to use the Directshow texture class
that is currently in the osg directshow plugin. I do not believe a
Hello everybody,
I would like to have both the front and the back side of the polygons I
draw lit. Right now I have specified the normals and only the side which is
on the same side as that of the normals is being lit.. Should I render the
same-geometry twice and add normals to it so that it is
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