Ulrich Hertlein wrote:
Hi Eduard,
On 28/09/10 6:08 , Eduard - Gabriel Munteanu wrote:
I've been investigating an issue in Flightgear, an OSS flight sim using
OSG. We have lots of stutter, usually in multiplayer, caused by loading
new models (this happens whenever somebody join).
Hi Stephan,
I checked fixes for these errors yesterday evening - there were
warnings for me with g++ 4.3.3. Could you do an svn update and let me
know if this fixes things.
Cheers,
Robert.
On Wed, Oct 6, 2010 at 9:11 PM, Stephan Huber ratzf...@digitalmind.de wrote:
Hi Robert,
on OS X I get
Hi John,
VPB itself doesn't support cutting out of holes. You will need to
post process the tiles to insert these. If you have built the
database with osgTerrain::TerrainTile (this is now the default) you
will have to think about writing your own TerrainTechnique for
converting the tiles height
Hi Eduard,
The use of PBO may well help, but only if the pixel formats are
accelerated properly by the driver, this can be a bit of lottery.
It just so happens that my recent work on integrating GLU
implementations directly into the core OSG has been prompted by the
wish to pre-process imagery
Hello,
I'm doing exactly as it is shown in the osgmultiplerendertarget example, but
i get an error when i declare and try to initialize an object of
textureRectangle
code :
osg::TextureRectangle* textureRect[256] = {0,0,0,0};
for (int i=0;iZ;i++)
{
textureRect[i] = new
Frederic Bouvier wrote:
// load texture as an image
imgTexture = osgDB::readImageFile(model/BAKE_OVERRIDE.jpg);
// if the image is successfully loaded
if (imgTexture)
{
imgTexture-allocateImage(3500, 3500, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
Why are you reallocating space for an
Hi Everyone,
Big Thanks to Farshid for the solution :-)
Support for his workaround, to use Copy as a swap Method, was recently included
in OSG trunk.
SwapCopy is not active by default - people not using Aero should be still happy
with default SwapExchange.
These who would like to activate
Hi,
you need to declare #include osg/TextureRectangle
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Hi all,
There are somebody who knows where can I find an example of OsgViewerQt with
Threads?
Thank you! :D
Cheers,
Gustavo
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Hi Robert,
Thanks.
It also works if I just give it the master camera's GraphicsContext, too, which
is a little bit easier to do.
Fred
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Hi All,
I have now moved the subset of glu functions that are now part of the
core OSG library into the osg namespace, so the likes of gluScaleImage
now would be used osg::gluScaleImage.
I have also introduced a gluScaleImage version that doesn't use
glGet's, instead you pass in a
Hi Mahendra,
Mahendra G.R wrote:
Hello Robert,
Thanks, i figured it out.
On Fri, Oct 1, 2010 at 2:42 PM, Robert Osfield () wrote:
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I'm trying something similar like you, but
Hi Aitor,
Sorry, what exactly do you want me to tell?, i'm trying to RTT of some data
with a FBO, in a fragment shader that is. Then take this texture data and
save it onto to the disc as an image, this is where i'm struck, because what
i'm doing is for 3D data, it would be really nice if
I had a slight issue building VirtualPlanetBuilder 0.9.11 in that ./configure
would fail saying:
ERROR: Version 2.9.5 or higher of OpenSceneGraph is required. Version 2.9.5 was
found.
Error endif() unmatched line 128 in CMakeModules/FindOSG.cmake. Arguments
unrecognized (or something similar,
Hi,
Is it only possible, with FBO, to use the same color for each texture channel?
if I use the following code on channel 0 give me a black textured ...
Code:
static const char *shaderSource = {
uniform sampler2D baseMap;\n
varying vec2 Texcoord;\n
void
Hi,
How to render a node in my scene always last?
I want this object is over the other objects in my scene.
Thank you!
Cheers,
lucie
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You can use a Camera post draw callback (setPostDrawCallback) or you can use
render bins (setRenderBinDetails). Search the newsgroup or OSG source for more
info. You might also need to deal with the depth buffer.
-Paul
On 10/7/2010 10:22 AM, lucie lemonnier wrote:
Hi,
How to render a
Hi Robert,
Am 07.10.10 10:02, schrieb Robert Osfield:
Could you do an svn update and let me
know if this fixes things.
Compile went fine for 32bit and 64bit OS X.
Thanks again,
Stephan
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Hi Stephan,
On Thu, Oct 7, 2010 at 5:54 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Compile went fine for 32bit and 64bit OS X.
That's excellent news. Looks like Windows, Linux and OSX now build
fine. My guess is that other unix platforms will be fine too.
Next step will be
Hi all,
Our immersive system is a single host computer with 8 cores and 4 graphics
cards running Linux. (1) We are using OSG 2.8.3.
We are having a heck of a hard time getting OSG to take advantage of
our multiple graphics cards. Help!
Here's what we did:
If we load a fairly large model
Hi John,
This is odd but it sounds bit like swap buffers of the windows are somehow
waiting for each other. I believe that WGL_NV_swap_group extension is not
used by OSG. This extension could possible help you there.
But I could be wrong on above. It is not really my main point I wanted to
Hi,
Many thanks for your speedy reply.
We were considering trying mosaic mode if we couldn't come up with something
that would fix the problem with our current display configuration.
Switching to mosaic mode will require a good bit of code rewrite, but if
that's the way to go I guess it's
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