On 03/09/2012 02:08 PM, Ethan Fahy wrote:
So I decided to go again and try to use a generic vertex attribute to store my
index numbers. I noticed from another osg forum thread that there is currently
a problem using int values for vertex attributes but that floats are working
and can be conve
So I decided to go again and try to use a generic vertex attribute to store my
index numbers. I noticed from another osg forum thread that there is currently
a problem using int values for vertex attributes but that floats are working
and can be converted to ints in the shader. With that in mi
Hello,
I am currently working on a demo that shows the use of the RVO2 C++
library with OpenSceneGraph. Check out these videos to get an idea of
what RVO2 is capable of:
http://www.youtube.com/playlist?list=PLD56A0C7765234DCD&feature=plcp
This amazing library can be used for simulating large crow
Hi
>Is there also a high res example code?
http://forum.openscenegraph.org/viewtopic.php?t=3482
regards
Sergey
On Fri, Mar 9, 2012 at 7:33 PM, Werner Modenbach wrote:
> Is there also a high res example code?
>
>
>
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> Here is my repro case for the 1 children of a switch node causing
> massive cull times.
Tried this piece of code on Linux with osg 3.1.1 developer release. I
do not observe any high cull times here, even when drastically
increasing the number of children of the switch node. Too bad, my
inten
Is there also a high res example code?
Am 09.03.2012 01:45, schrieb Sergey Kurdakov:
> Hi Thomas
>
> > Is there a way to capture this programatically?
>
> here is example from osgWorks where you have full control:
> http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCaptur
Hi All,
I have just tagged the OpenSceneGraph-3.1.1 developer release. Merged
pending submissions that fixed a range of bugs, full ChangeLog below.
source package : OpenSceneGraph-3.1.1.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.1.1
Ope
on linux you can use glc (google for "glc capture") for this task. on output
you'll get either *.png's per frame, or uncompressed video. on encoding to more
usable format you can check this page https://wiki.archlinux.org/index.php/GLC
08.03.2012, 20:33, "Zachary Hilbun" :
> Hi,
>
> I want to be
Hi Andrey,
Thanks for the explanation, make more sense now.
If you have a perspective camera then you'll be able to assume that
the all the line segments will start at the cameras eye point and end
at the intersection point that is returned. To compute the camera's
eye position in world coordina
i am trying to compute the direction of an osg::LineSegmentIntersector object.
i can get the collision point and i am trying to get the starting point - i
need the vector of the intersector's direction.
i do this for the purpose of ray tracing (or ray casting). i create the
intersectors this wa
HI Andrey,
I'm rather confused about what you are trying to do, you question
seems rather mixed up. Could you take a step back and explain at a
higher level what you are trying to achieve and we can then point you
in the right direction of how to achieve.
Robert.
On 9 March 2012 08:29, Andrey I
HI David,
On 9 March 2012 02:09, David Glenn wrote:
> Just wondering:
> We had always assumed that if you set your setCharacterSize in the
> SCREEN_COORDS mode that you set it the size of pixels (as told to me
> originally by a friend) and the height in meters if you are in OBJECT_COORDS
> mod
I guess you are trying to compile for iOS5, if you are not sorry for the
noise.
Cheers.
2012/3/9 Jordi Torres
> Hi Mike,
>
> Attached is a cmake toolchain to build osg against GLES2. You need to
> comment lines from 204 - 207 in the CMakeLists.txt:
>
> #the below is taken from ogre, it states
Hi Mike,
Attached is a cmake toolchain to build osg against GLES2. You need to
comment lines from 204 - 207 in the CMakeLists.txt:
#the below is taken from ogre, it states the gcc stuff needs to happen
before PROJECT() is called. I've no clue if we even need it
# Force gcc <= 4.2 on iPh
Hi,
i am trying to get eyePosition and direction, more precisely, the direction of
a ray for the purpose of ray tracing.
this is what i am doing:
Code:
const osg::Vec3d collisionPoint = intersection.getWorldIntersectPoint();
...
osg::Vec3d eyeDirection = collisionPoint - _tracer->getEye();
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