I still have another question about it.
The front and back clipping planes are updated by OSG during the cull traversal,
based upon the bounding volumes of all the objects in the scene.
What happens if the farthest object (WRT the eye position) in the scene is out
of the viewing volume?
Is it
Hi Gianluca,
On Tue, May 31, 2011 at 10:58 AM, Gianluca Natale
nat...@europe.altair.com wrote:
The front and back clipping planes are updated by OSG during the cull
traversal,
based upon the bounding volumes of all the objects in the scene.
What happens if the farthest object (WRT the eye
Thanks Robert.
-Messaggio originale-
Da: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Robert Osfield
Inviato: martedì 31 maggio 2011 12:04
A: OpenSceneGraph Users
Oggetto: Re: [osg-users] R: R: about the front clipping plane
Hi,
I did not post the last message. I believe my account has been cracked.
I am taking care of it.
I am terribly sorry if the above link disturb someone in the forum.
Thank you!
Cheers,
Sajjadul
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Hi Robert,
was it intended not to raise the version number from 15 to 16 in version.h?
Thank you!
Cheers,
Torben
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Hi Torben,
On Tue, May 31, 2011 at 2:38 PM, Torben Dannhauer tor...@dannhauer.info wrote:
was it intended not to raise the version number from 15 to 16 in version.h?
I haven't bumped the svn/trunk version to 2.9.16 yet, but then I
haven't checked anything in since 2.9.15. Once I do I'll bump
Hi All,
This morning I've been experimenting with extending the user data
support in the OSG, along the lines set out by Sukender. I've tried
to keep the class count down, and keep the user interface relatively
straight forward. Implementation wise I have gone for an
Hi Robert,
thanks for the info!
Cheers,
Torben
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Hi,
I am now trying to use the TextureAtlas builder. Can anyone point me to some
tutorials, i cant seem to find much. I want to combine the textures(in 1024)
into 2048 and then save them back out with the mesh.
Any help would be fab!
...
Thank you!
Cheers,
karl
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Hi Robert,
Just an observer of the thread ... I like what you've done so far, as I
think it has far more reaching applications (even outside of OSG). I've
put together something similar on a separate project that doesn't use
OSG. The biggest issue that I found was how to handle getting/setting
Hi Robert,
This is great! Being able to store meta-data in any osg::Object derived
class has been something we've wanted for a while now.
Regarding serialization, will your changes break loading of older models
that contained node descriptions? This is a big concern for us because we
have
Hi Chuck,
On Tue, May 31, 2011 at 4:44 PM, Chuck Cole charles.e.c...@nasa.gov wrote:
Just an observer of the thread ... I like what you've done so far, as I
think it has far more reaching applications (even outside of OSG). I've
put together something similar on a separate project that
Hi Farshid,
On Tue, May 31, 2011 at 5:01 PM, Farshid Lashkari fla...@gmail.com wrote:
Regarding serialization, will your changes break loading of older models
that contained node descriptions? This is a big concern for us because we
have hundreds of models that contain description strings.
I
Hi Robert,
That definitely sounds very sensible as it can get out of hand very
quickly. In fact, what you present as an example is exactly what I
ended up doing (i.e., implementing numerous methods such as
getVariableAsFloat, getVariableAsInteger, etc.). But I wasn't sure
which way you were
Hi Robert,
This looks pretty straightforward and I agree that less complexity is
good. However a would modify it slightly to support two related
features I have been lobbying for, which are the ability to share
UserDataContainers between osg::Objects, and the ability to subclass a
custom
Try using the --TERRAIN option in the osgdem command to see if that
makes a difference in your build times...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ijustfu
Sent: Friday, May 27, 2011
Perhaps now it is possible to render Qt Gui above OSG?
http://labs.qt.nokia.com/2011/05/31/qml-scene-graph-in-master/
Cheers,
Martin
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Hi David,
- Have you create an opengl context with a stencil buffer ?
- Have you try to use osg:ClearNode to clear the stencil buffer ?
- Have you check opengl call order in a debugger like gDEBugger ?
- Yes I the context that osgViewer creates when realizing has a working stencil
(I
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Hash: SHA1
On 05/31/2011 01:46 AM, dosto.wa...@gmail.com wrote:
OpenSceneGraph hello i wish someone had let me know about this sooner
http://g.msn...
I suggest that someone deletes this from the forum, the link most likely
distributes malware.
Regards,
Jan
Wow what an amazing douche this person is
Block him, before I'm tempted by his amazing offers.
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Greetings all,
I've been learning PBOs here lately, and I can't seem to find any tutorials
about how to use OSG::PixelBufferObjects. If anyone can point me in the
direction of one, that would be awesome, as I wouldn't have to mix OGL and OSG
code quite as much as I'm doing now.
Right now
Hi all -- I've just committed the final feature, the backport of the trunk 3DS
plugin. We're getting very close to a 2.8.5 final release!
I've now created 2.8.5 RC2:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5-rc2
Thanks to all for your testing so far.
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