Hi,
I see that in the VPB developmentplans, it said support for distributed
database build across a network of machines (done). But I find nothing for
this in command line options. Can anybody tell me how to use it?
Thank you!
Cheers,
Ren
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Yes, that solved it! Yay!
Cheers,
Martin
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Hi Ren,
I used this network setup last year and due to the lack of deeper information
if noted it down to a quite detailed setup for linux.
I'm developing unter windows, mainly for windows, but if you have a VPB build
job large enough for a cluster run, you must render under linux because
Hi,
one example is here:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/UsageExamples
rgds
jp
On 10/09/10 08:39, Ren Liwei wrote:
Hi,
I see that in the VPB developmentplans, it said support for distributed database
build across a network of machines (done). But I find
Hi Don,
This is clearly a bug, could you try the svn/trunk version of the OSG
to see if it's still present? If so could you provide an .osg file
that reproduces the problem?
As a general note, BIND_PER_PRIMITIVE is bad for performance and
portability, it's there for convenience of backwards
Hi Robert,
you wrote in 2009 March something like this :
Personally I'd like change the osgdepthpartion example across to using a
series of viewer slave cameras, rather than in scene graph cameras. In the
future I hope to add this support doing effects like stereo and depth partition
as an
Hi Eric,
On Fri, Sep 10, 2010 at 10:48 AM, Eric Pouliquen
eric.pouliq...@gmail.com wrote:
I'm using large scenes in my apps, using in-SceneGraph cameras, so I'm very
interested in this idea and would like to know where are you on this roadmap ?
I'm afraid for me current TODO list I don't
Hi,
yes I have :) I was not exactly these products, but it is really correlated :
A sphere using internal projection on a concave (or convex, depends) mirror on
the north pole. I wrote a realtime viewer based on shaders to do the
metamorphose of pictures. It was not OSG based but it could be
Hi,
I was recently developing application where ImageSequences were switched
dynamically. Images were rather large and I could not preload them so I used
PAGE_AND_DISCARD option. However when switching the sequences I noticed that
each restart takes more and more time. I figured out that
Hi,
thanks for the info.
We might have gotten one for marketing purposes, but I'm not sure if it
has been ordered. I was not sure if it supported the use of external
software.
thanks
jp
On 10/09/10 12:03, Eric Pouliquen wrote:
Hi,
yes I have :) I was not exactly these products, but it
Thanks Robert.Will take a look at that.
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Hi List,
Thanks for all the support.Now I am able to build Osg with opengl ES 2.0
without Qt and can run the sample programs.
I am able to load the .3ds file but I am unable to render the correct material
on the screen.
Following is the source code I m using:
Code:
#include
Does anybody know if it is possible inside a shader program to querry if a
uniform sampler2D was set by uniform attribute or if it contains legal data?
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On 9 September 2010 23:07, Eric Wing ewmail...@gmail.com wrote:
On 9/9/10, Thomas Hogarth thomas.hoga...@googlemail.com wrote:
Hi Eric
But in fact, you must dynamically link to Apple's
frameworks so dynamic linking does indeed work. So for iOS itself, I
can't imagine needing a new version
Hi Robert, all,
Searching for osgVolume info yesterday, I found this site:
http://dlfresources.pbworks.com/donations%20Open%20Source
Seems they ask for donations for supporting osgVolume, Present3D and
other OSG related things. I was wondering, did they actually do any work
on these
Hi all,
See screenshot for the result in osgVolume. Pretty darn cool. :-)
Oops, sorry, I hadn't realized that my screenshot was so big.
J-S
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With respect to depth partitioning, I've successfully implemented this with a
custom RenderStage. The CullVisitor does a single cull on the entire view
volume, but the custom RenderStage does multiple draw passes, varying the
projection matrix appropriately for each pass. This is not yet open
I think that Disney had something like this years ago that used film projector
s and a custom built lens they got from Germany. For all I know, they might be
using something like this now, but it's been over 15 years since I've worked
for them. Disney has always been projecting things on odd
Hi Robert,
I bailed on my svn import. TortoiseSVN wouldn't work with the checkout
command as documented. I got the checkout going, but I seemed to be getting way
more than I wanted. After more time than I had to spend I still didn't
have the OSG source.
I did manage to produce a test file.
Hi Don,
I bailed on my svn import. TortoiseSVN wouldn't work with the checkout
command as documented. I got the checkout going, but I seemed to be
getting way more than I wanted. After more time than I had to spend I
still didn't
have the OSG source.
What command did you try?
This page gives
Hi List,
Thanks for all the support.Now I am able to build Osg with opengl ES 2.0
without Qt and can run the sample programs.
I am able to load the .3ds file but I am unable to render the correct material
on the screen.
Following is the source code I m using:
Code:
#include
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