Hi Joel,
There isn't a scheme for missing nodes during serialization.
Robert.
On Sat, Sep 3, 2011 at 12:01 PM, Joel Graff pair_o_gra...@comcast.net wrote:
Hi,
I have a graph that I serialize with a simple call to osgDB::writeNodeFile(),
but it contains a node that is auto-generated when
On Sun, Sep 4, 2011 at 12:48 PM, Patrick J Neary patrick.ne...@ngc.com wrote:
Paul,
This problem still exists in 3.0.0 too. I was able to fix the problem under
GCC 3.4.4 by adding the following friend to ViewDependentShadowTechnique:
template class, class friend class ProjectionShadowMap;
On Sun, Sep 4, 2011 at 1:18 PM, Patrick J Neary patrick.ne...@ngc.com wrote:
John,
I added the following friend to ViewDependentShadowTechnique, and that fixed
the compiler error for me under GCC 3.4.4:
template class, class friend class ProjectionShadowMap;
Could you post the compete
Thanks for your answers !
But the special rendering-mode shader is not the same for all the objects, so
how can I :
- tell to object A : your special shader for special rendering mode is this
one
- tell to object B : your special shader for special rendering mode is this
one
- tell to
Hi Robert, hi all,
I'm writing an example for the latest ViewDependentShadowMap feature
and I've already found it good comparing with the standard shadow map
technique, especially when handling with massive shadow casters. But
in my example attached, the cessna who acts as a caster seems to be
Hi Rui,
I tried compiling your example but got the compile error:
14:27: fatal error: CommonFunctions: No such file or directory
It looks to me like I need some additional files.
Robert.
On Mon, Sep 5, 2011 at 8:58 AM, Wang Rui wangra...@gmail.com wrote:
Hi Robert, hi all,
I'm writing
Hi Robert,
Oops, I just forgot to attach my common used functions. Please use the
new source file attached. :-)
Thanks,
Wang Rui
2011/9/5 Robert Osfield robert.osfi...@gmail.com:
Hi Rui,
I tried compiling your example but got the compile error:
14:27: fatal error: CommonFunctions: No
Either with a sharp digital knife, or an image processing tool of your
choice (imagemagick if you like the command line, MS Paint if you like
Microsoft).
Don't you have the option to simply rescale it to 4096x4096 pixels?
That would be much less of a hassle.
I will like to ask for some help on decreasing the latency for database pagers.
I have basically a fly-pass scene, with the terrain generated by VPB. I require
every frame to be generated within a 30ms timing. I note that there are a
portion of frames (about 15%, well-spread across) that misses
Hi,
where's the result file generated after compiling on android platform?
I follow the guide to make and make install.
and the lib folder and bin folder is empty after compiling.
There's many .a files under OpenSceneGraph-3.0.1\obj\local\armeabi .
How can I use them in android project?
Thank
Hi,
I am not sure if this is even possible, but I would like to use 5 or 6
different maps taken at varying altitudes but of the same region and create one
model/map.
As a user zooms in on the model/map the texture would update.
For example: Say I had a map of North America, then a more
Hi,
Any news about that ? I can give some help if it's not resolved !
Thank you!
Cheers,
Sebastien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42425#42425
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osg-users mailing list
HI Boo? Wah? Please sign your posts so we known how best to address
you, thanks.
On Mon, Sep 5, 2011 at 8:53 AM, Boon Wah boon...@gmail.com wrote:
I will like to ask for some help on decreasing the latency for database
pagers.
I have basically a fly-pass scene, with the terrain generated
On 9/5/2011 1:49 AM, Aurelien Albert wrote:
Thanks for your answers !
But the special rendering-mode shader is not the same for all the objects, so
how can I :
- tell to object A : your special shader for special rendering mode is this
one
- tell to object B : your special shader for
1. use any open vrml library 0.18.x
2. set environment variable BOOST_ROOT to point to the root of the boost.
(needed for cmake to set boost entries automatically)
3. you will have to replace the outdated content of
OpenSceneGraph\src\osgPlugins\vrml\CMakeLists.txt with this:
I suppose that you defined a directory to install in the Cmake chain not?
Because if not it will install them in your system which it's not advisable,
because you compile for Android no to be used by your OS.
In any way the make install only copies to the directory you set in the
Cmake chain the
Hi guys,
I'm trying run an OSG example on the iPhone simulator. First of all I
downloaded the new Release 3.0.1. Then I run this cmake command:
ccmake -G Xcode \
-DOSG_BUILD_PLATFORM_IPHONE_SIMULATOR:BOOL=ON \
-DBUILD_OSG_APPLICATIONS:BOOL=OFF \
I have not been able to determine how to set up the following scenario.
I want to set up my app to hve 3 cameras. Basically, I want to have two RTT
pre-render stages. Camera 0 Render -Camera 1 Render-Main Camera Render.
Each RTT node would have it's own shader to render the scene, and then
Hi Angus,
I am trying to do the same with my program but the scene does not even appear
in any of the tbs. I am also using the osgviewerQT example. Were you able to
get your's to work?
Thank you!
Cheers,
Joseph
--
Read this topic online here:
robertosfield wrote:
Do I see any compile problem, or a problem with adding something extra to
ViewDependentShadowTechnique to get it compile on old compilers?
Robert.
Robert,
Do you have an issue with adding the friend declaration to support the older
compilers?
--Patrick
Hi Robert,
I will like to clarify on my question.
I may not know the correct technical terms, but probably you are right, I
am trying to minimize the frame drop rate.
The scenario is like this:
I have pre-compiled the data using VPB setting a tile size of 2048 by 2048.
The
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