Hi, Everyone
This the response I got from NVidia:
It turns out this issue is already fixed in our upcoming 290.xx drivers. We
expect a beta driver from this branch to be released sometime in the next few
weeks.
Thanks for the very easy repro and very thorough detailing of the problem.
Great, that is good to hear. Thanks for reporting the issue to NVidia.
Kind regards,
Ruben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech
Lewandowski
Sent: woensdag 23 november 2011 12:52
Hi,
I want to access TerrainTiles, but I get always a 0 Pointer.
Code:
ref_ptrNode model=osgDB::readNodeFile(Filename.toStdString());
//try to convert the node to an osg::Terrain and analyse it
ref_ptrosgTerrain::Terrain Terrain(model-asTerrain());
if(Terrain)
{
cout We have a terrain :)\n
Hi,
maybe multisampling can reduce the problem.
using osgPPU hdr I noticed small details with high frequency (distant
lights) appearing and disappearing.
mutlisampling reduced these artifacts.
(It did however cause a one frame delay, which isn't very noticable until
you use a request redraw
Hello René,
maybe multisampling can reduce the problem.
The screenshot was with 4x MSAA active (in the camera-attach(...) call
of the HDR code, where we bind a texture to the main scene camera which
is then passed to the first unit in the osgPPU pipeline).
Perhaps you're suggesting I
Hi,
If you have built everything from source, and havent installed any binary
versions, you should have no issues.
The is an osgversion.exe application created as part of the standard build.
This should dump the version of the core osg library to the console. My 3.0.0
build reports 3.0.0 from
Hi,
Express does include the optimizer now and you can get it to build x64, but yo
uhave to jump through a few hoops. From memory, you need to download the
windows SDK, setup up some paths then create the x64 target manually within vs.
Do a web search and you will find instructions.
Cheers,
Hi,
Terrain tiles register themselves with the terrain during one of the scene
travesals. I cant remember off the top of my head if it occurs during the
update or cull traversal, but I think it might be the update traversal. If the
scene has not been traversed, the none of the tiles will have
Hi,
by the way:
*Terrain
* annihilates itself - the adress of the content of an pointer is the pointer
itself, so Terrain would be sufficient.
Cheers,
Torben
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