HI Frank,
On Tue, Sep 14, 2010 at 8:10 PM, Frank Sullivan
knarf.navil...@gmail.com wrote:
In any case, I went for a naive implementation at first. Each drawable was an
osg::Geometry object attached to an osg::Geode (which again, may have one or
more osg::MatrixTransforms as parents). Each
Hi Ulrich and Todd,
I've now reviewed, merged and checked in the changes to src/osgFX/Outline.cpp.
I did test the modified osgoutline.cpp and confirmed that problem and
that the fix works, but I didn't feel the modifications for the
example were appropriate to become the default of this example,
Hi,
is there any known issue related to the ive plug-in in OSG 2.8.3? I tried to
load the same ive with OSG 2.8.2 and it works fine. I can load correctly obj
files with 2.8.3 but the ive does not work. Any idea?
Regards
Gianni
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Hello Gianni,
is there any known issue related to the ive plug-in in OSG 2.8.3? I tried to
load the same ive with OSG 2.8.2 and it works fine. I can load correctly obj
files with 2.8.3 but the ive does not work. Any idea?
We have been using 2.8.3 since it came out and have had no problems
Hi,
just a quick question, is it possible to hide and show geometry or primitive
sets?
In the present case I want to hide/show Linestrips.
With a NodeVisitor I can remove them, but I only want to hide and show the
LineStrips :)
Code:
case GL_LINE_STRIP:
std::cerr detect a line_strip
On Wednesday 15 September 2010 14:04:46 Gianni Ambrosio wrote:
Hi,
is there any known issue related to the ive plug-in in OSG 2.8.3? I tried
to load the same ive with OSG 2.8.2 and it works fine. I can load
correctly obj files with 2.8.3 but the ive does not work. Any idea?
Short answer: no
Hi,
What is a proper way to replace a node in some loop and have the changes
immediately visible?
This code works:
Code:
void doWork(osg::ref_ptrosg::Geode geode, ...) //empty geode passed
{
loop
{
//make modifications
geode-removeDrawables(0,
Currently IVE files are not typically binary compatible between OSG versions
Use OSG (ASCII) files instead these typically will work between OISG
Versions
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Gordon Tomlinson
-Original Message-
From:
Or maybe someone can give me an indication if this is possible or not ?
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Thanks for your help Robert. I think I will take your advice as to seeing why
my app is so cpu limited. I am doing a 600 particle simulation using the
bullet physics library. Therefore, I have 1 geometry, 600 geodes, 600
materials, and 600 Positionattitudetransforms. The shared geometry and
HI Mo,
The normal way to hide/show elements are to place the elements in
separate osg::Geometry attached to separate osg::Geode, then toggle
the geode on/off via a NodeMask or by using an osg::Switch as a
parent.
You could go the route of add/removing primitive sets but this will be
more awkward
Hi Benedikt,
On Wed, Sep 15, 2010 at 3:30 PM, benedikt naessens
benedikt.naess...@spaceapplications.com wrote:
Or maybe someone can give me an indication if this is possible or not ?
Most things are possible, but from reading your post I really couldn't
easily discern what was trying to be
Hi Brian,
I'm I reading your correct - that you have one particle per
geometry/geode/material and transforms? If so, well this has got to
be the most inefficient scene graph you could possible make. This is
a great example of trying to solve a performance problem by looking at
completely the
Hi guys,
The 700fps is just in wireframe mode with nothing else being drawn. Eventually
I'll have to put it in a scene, and apply a special shader effect to it, which
could reduce the frame rate. I don't know exactly what the frame rate will be,
but I thought it might be fruitful (partially
It appears that with the changes to GraphicsWindowWin32.cpp at rev 11749
that keypress does not get called when one hits a non special key (eg one
of the letter keys). If I understand correctly, non-special keys are no
longer totally handled from WM_KEYDOWN and they are supposed to use WM_CHAR
or
Hi Brad,
It appears that with the changes to GraphicsWindowWin32.cpp at rev 11749
that keypress does not get called when one hits a “non special” key (eg
one of the letter keys). If I understand correctly, non-special keys are
no longer totally handled from WM_KEYDOWN and they are supposed to
I've been looking activating the SharedStateManager within the DatabasePager
and I was curious to know why the share() function is called from within the
main thread (i.e in DatabasePager::addLoadedDataToSceneGraph()) as opposed to
the DatabasePager thread (like the GL compile post-process).
I
After thinking about it, shouldn't the share() function be called before the
compile GL objects process which is invoked from the DatabasePager thread.
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