Hi Alexander,
thank you for the patch. I will check it out in the next days and wil patch
osgPPU sources accordingly.
Cheers,
Art
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Hi Christian,
You have picked a rather challenging problem to tackle :-)
If I'm reading it right you want to interleave checking and handling
of events in with the rendering of a frame. This broadly could be
done by either :
1) placing event checking into the draw traversal
2) disabling
Hi J-S,
I think the easy solution is to set:
CMAKE_ARCHIVE_OUTPUT_DIRECTORY, CMAKE_RUNTIME_OUTPUT_DIRECTORY and
CMAKE_LIBRARY_OUTPUT_DIRECTORY properly. That is all I do on my
personal projects and it it what is done in the OSG toplevel
CMakeLists.txt. However this requires cmake-2.6.0.
Hi,
You will probably need to dive into osgShadow code with debugger. I would
recommend using osgShadow::ShadowMap for this purpose. Its probably simplest
from depth shadow mapping techniques. I would put the breakpoint at start
of void ShadowMap::cull(osgUtil::CullVisitor cv) method and
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Hi,
I commited new code to upgrade RenderBin code. You should be able to
manage bin like in osg, but I implemented the minimum to have
flexibility with render bin. There is no OVERRIDE_RENDERBIN_DETAILS.
I added the transparent RenderBin that will
Wow I feel like today is my birthday! Thanks for the pointers Robert. I think
options 1 and 2 both sound like they have the potential to do exactly what I
need. OSG for the win! I'll try them out and post back with my results.
Thanks again,
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Hi Mattias,
I think the easy solution is to set:
CMAKE_ARCHIVE_OUTPUT_DIRECTORY, CMAKE_RUNTIME_OUTPUT_DIRECTORY and
CMAKE_LIBRARY_OUTPUT_DIRECTORY properly.
Where do I have to set these?
I tried inserting the code you gave either in the ModuleInstall.cmake
module, or in the top-level
Hi Mattias,
The osgPPU.dll it's trying to copy is actually in
C:\Dev\OSG_Nodekits\osgPPU\build_vc10sp1_osg283\lib\Release
Actually I was wrong, that was an old one. The one it's building now is
correctly in
C:\Dev\OSG_Nodekits\osgPPU\build_vc10sp1_osg283\bin
So it seems that the problem
Hi friends,
I have a graph under an RTT camera. That graph contains PagedLODs. Of
course, I want the cull traversal to load the PagedLODs based on my main
scene camera, and NOT based on the RTT camera's location.
I've tried a couple of things:
1) Calling CullVisitor::pushReferenceViewPoint on
Hi,
[dumbquestion]
I am integrating some cuda into my osg app and one call requires the texture
name/id. How do I get that from my texture object? I look through the source
code and only found and id method in TextureObject, but my attempts to
retrieive this bit of data eludes me.
Hi Conan,
(I have the impression your name is a pseudonym, I wonder why... ;-)
[dumbquestion]
I am integrating some cuda into my osg app and one call requires the texture
name/id. How do I get that from my texture object? I look through the source
code and only found and id method in
This is actually what I tried. The issue texture-getTextureObject(contextID)
returns 0, which I assume means a null pointer?
I create my gc manually then create viewer/window etc... so my code looks like
this:
unsigned int contextID = gc.get()-getState()-getContextID()
unsigned int textureID
Hello Conan,
I create my gc manually then create viewer/window etc... so my code looks like
this:
unsigned int contextID = gc.get()-getState()-getContextID()
unsigned int textureID = texture[0]-getTextureObject(contextID)-id();
Upon executing the textureID = I get a seg fault, and upon
On 10/4/2011 3:10 PM, Glenn Waldron wrote:
Hi friends,
I have a graph under an RTT camera. That graph contains PagedLODs. Of course,
I want the
cull traversal to load the PagedLODs based on my main scene camera, and NOT
based on the
RTT camera's location.
I've tried a couple of things:
Hi,
an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.
cheers
jp
On 05/10/2011 01:28, Conan Doyle wrote:
Hi,
[dumbquestion]
I am integrating some cuda into my osg app and one call
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