Hi,
I recall a post from some days ago, describing problems with the
llvm-gcc compiler and osg on lion. The app hang/crash on a call to cosf.
The solution was to switch to the gcc compiler.
Perhaps the same issue as yours?
cheers,
Stephan
Am 26.08.11 01:07, schrieb Yann Blaudin de Thé:
Hi
Hi Michael,
do not apologize for the late answer, as you can see my own reply is
quite late too :)
Talking about the issue, frankly speaking I cannot answer your
questions, the example I sent comes from simplifying some more complex
models that were prepared by character animators, maybe merging
HI Zhen,
In normal OpenGL/OSG usage VBO+EBO's do not take long to create.
Whether osgCuda is the bottleneck or whether it's the crazy number of
primitives you trying to add that might be the problem I can't say. I
havn't used osgCuda myself so can't comment on this specifically.
However, I can
Hi Fred,
The osgQtBrowser example has a code path this creates runs a viewer in
a background thread, this is done to workaround limitations of
threading in Qt. This background thread is an OpenThreads::Thread
rather than a boost one, I don't see why using a boost thread would
cause a particular
Hi Zhen, hi Robert,
You are right Zhen, osgCuda::Geometry always creates vertex buffers br and/or
element buffers. CUDA can only handle this kind of OpenGL geometry. br
However, osgCuda does not introduce any new operation to the implementation
br of osg::Geometry in case you use it in the
Hi Justo,
Take a look to the Variante Shadow Map
algorithmhttp://developer.nvidia.com/node/165 to
apply shadow on the scene.
Instead of use default OpenGL ShadowMap comparaison technique, this
algorithm
provide a different way to capture and apply shadow.
This technique take more resource but
Jorge Izquierdo Ciges wrote:
Another issue is missing statistics, probably HUD shader is needed.
No shaders - no hud.
Hi,
I see that the stats HUD does not work in GLES2 and I see this post a few
months old. Did anything change in that area since then?
If not, I will try to find a
Hi,
Thanks! It solved my problem
...
Thank you!
Cheers,
Josafá
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42258#42258
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Hey.
Thanks Robert for your help.
I just figured out what was the problem. In fact I was calling the constructor
of the osgViewer in a different thread that the viewer.frame() function. This
cause a quite strange issue as the viewer correctly render the scene but does
not response to any
Hi Yann,
On 26/08/11 1:07 , Yann Blaudin de Thé wrote:
Hi Ulrich,
It is through my own application. What did you pass as arguments to
cmake? I used :
OSG_WINDOWING_SYSTEM=Coca
CMAKE_ARCHITECTURE='i386;x86_64'
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio
CMAKE_BUILD_TYPE=Release
Good point,
On Fri, 2011-08-26 at 06:38 +0200, Martin Scheffler wrote:
Hi all,
On a long train ride yesterday I had the chance to work on my osg
implementation of a libRocket interface. You can download the code from the
attachment.
libRocket is a nice little GUI library that seems to be well
Hi Martin,
This sounds very interesting! I've always wanted to be able to create
interfaces for my application using HTML/CSS. I'm definitely going to have a
look at this.
Thanks,
Farshid
On Thu, Aug 25, 2011 at 9:38 PM, Martin Scheffler osgfo...@tevs.eu wrote:
Hi all,
On a long train ride
Jorge Izquierdo Ciges wrote:
I don't know how if the wiki is down.
2011/8/25 Chris 'Xenon' Hanson ()
Spammers seem to have found the wiki:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
There's no upgrade to that. I usually get the statistics from the functions
and get the values by myself withouth the auto stats screen. I don't know if
it's possible to show them in pc withouth fixed pipeline if you can then it
shoul be just a matter of fixing the automated shaders by adding a
On 26/08/11 16:39 , Ulrich Hertlein wrote:
Currently my Lion build fails in DarwinUtils.mm
/Users/uli/Projects/osg/OpenSceneGraph/src/osgViewer/DarwinUtils.mm: In
member function
'virtual void
osgDarwin::DarwinWindowingSystemInterface::getScreenSettings(const
Hi All,
I have checked in a couple of bug fixes to the new
ViewDependentShadowMap technique so please update to latest svn/trunk
and then test it out.
Cheers,
Robert.
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Hi,
thank you Robert and David for your answers, I really appreciate them.
I have just developed a new shadow technique that you'll find checked
into svn/trunk, look for the ViewDependentShadowMap, use the --vdsm
option in osgshadow example. All going well this will replace the
Hi Justo,
PS: Anyway, I´m still curious with the missing texels problem. I´ve been
investigating about it and I couldn´t get anything... Isn´t there any way to make the RTT
camera to set the depth of this texel to the fragments one? Do you have any hint about it?
There aren't any missing
Hi Jens,Hi Robert,
I have read the source code of osgCompute and I find my problem is caused by
the large number of PrimitiveSet, not a bottleneck of osgCuda::Geometry.
osgCuda is very good and I will do some research about FEM with osgCuda .
In next step, I will reduce the number of
Hi,
From web of osgCompute, I find a geometrie's index buffer can be mapped, as
follows:
osg::ref_ptrosgCompute::Memory memory = memoryAdapter-getMemory();
void* devInd = memory-map( osgCompute::MAP_DEVICE_INDICES );
When I read the source code of osgCuda::Geometry, I found some problem as
Hi Jeremy,
I hope I haven't discouraged you from continuing development on osgWidget! A
native osg gui would have a lot of advantages over an external library. The
main reason I did not consider osg widget was the lack of documentation, so
maybe you can invest some time in that...
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