Hi Preet,
On 12 December 2012 05:59, Preet prismatic.proj...@gmail.com wrote:
Hiya
I'm using OSG with Qt to create an OpenGL ES 2 application. GL ES2 does
not have GLdoubles.
When building witHh against ES2, Qt typedefs GLdouble to GLfloat. OSG
typedefs GLdouble to just 'double'. As a
Hi Felix,
The OSG is written so that it osg::Image are assumed to be valid and can be
applied to textures, so if the OSG isn't able to load a particular file it
returns NULL, or if you wish to capture the ReaderWriter::ReadResult you'll
get a FILE_NOT_FOUND. If you want to modify this behaviour
Hi Айдар,
There is nothing other people can do to help without information about
which versions of the OSG/VPB you are using, and what the errors you are
getting.
Robert.
On 15 November 2012 14:22, Айдар Сайфулл e...@inbox.ru wrote:
Hi, All!
Sorry my bad English.
I don't build VPB with
HI Micael,
I don't use cygwin, and few others do, so I'm afraid you'll be largely on
your own. If you need guidance then I'd suggest starting with the OSG
examples - do these compile, then have a look at the make options that
cmake builds for them. running:
make VERBOSE=1
Is the way to get
Hi Ale,
My guess is that it's OpenGL side that is consume all the memory, but as
you haven't provide any stack trace it's impossible for say this
definitively. Breaking an object into smaller parts won't help if it's
OpenGL objects that are consuming all the memory, it will likely help with
Hi Ale,
On 26 November 2012 10:41, Ale Maro sash...@teletu.it wrote:
I have my own data structure to manage mesh geometry. Is there a way share
it with OSG to avoid vertex list duplication?
You could implement your own osg::Array subclass. See how the osg::Array
subclasses like Vec3Array
Hi Bill,
No doubt you are ambitious, maybe even a little mad, but both are fine
assets for a programmer. The other assets you'll need to temper these
aspect will being patient in learning and coding, and being realistic with
your short and long term goals.
Technically what you want to achieve
Hi Robert,
thank you for your reply. I appreciate your help :)
I'm sorry if I didn't express myself correctly. I also have to admit I'm not
quite the expert on computer graphics.
Let's try to make it clearer. I want to know which of the lines on my model are
visible in a rendered image. That
Hi
default implementation uses vertex attribs from slot 11 upwards for bone
weights, and most implementations have GL_MAX_VERTEX_ATTRIBS = 16, so with more
than 4 attributes you are probably hitting hardware limits on vertex attributes
count, i think gl error comes from this too.
Cheers.
Hi using separate renderbin ID for each set of objects should do exactly what you want, as they should be sorted by depth inside each set, and sets rendered in order of renderbin ID's. How you assigning render bin ids? You may need to set RenderBinMode to USE_RENDERBIN_DETAILS or
See my response on the osgearth list.
http://forum.osgearth.org/osgearth-terrain-tile-calculating-problem-td7580152.html
Glenn Waldron / @glennwaldron
On Tue, Dec 11, 2012 at 11:12 PM, caijun caijun2002...@126.com wrote:
Thanks for glennwaldron's answer!
And I want to know in which file
Hi,
Let's imagine this scenario:
The database pager loads the file x.osgb.
This file contains 3 geometries (A, B, C). A has a texture that uses
A.jpg, B uses B.jpg and C uses C.jpg. These textures are not used by
the already rendered geometry (i.e. not compiled)
The
I'm not very familiar with osgearth terrains but I'm pretty sure the quad tree
is made up of something like osg::PagedLOD nodes, each with a TerrainTile and a
group of similar child osg::PagedLOD nodes. As each osg::PagedLOD is loaded,
the range is evaulated to decide whether to load the next
Hello.
Lets say there is cessna as a child in LightSource group.
LightSource has 1 light.
What i want to do is to get the depth map from light's point of view.
How can i do this ?
I am thinking of placing a Camera as a child in LightSource.
This camera will look at exactly the same direction as
Hi,
I am looking into doing hardware skinning (such as animating some cables for a
example). I will provide transformation matrices for bones.
So far I've found that osgAnimation provides support for hardware skinning.
However I am not sure what file formats are supported for gathering
Hi Jen,
I haven't personally used the OcclusionQueryNode for work myself, perhaps
Paul Martz the author of this feature might be able to chip in.
Robert.
On 12 December 2012 12:39, Jen Hunter jenr...@web.de wrote:
Hi Robert,
thank you for your reply. I appreciate your help :)
I'm sorry if
Hi
fbx plugin support skinning animation.
Cheers.
12.12.2012, 21:05, Janna Terde brja...@gmail.com:
Hi,
I am looking into doing hardware skinning (such as animating some cables for
a example). I will provide transformation matrices for bones.
So far I've found that osgAnimation provides
Since we make OSG binaries, we thought we'd make some Qt binaries
available for download too:
http://alphapixel.com/content/download-qt-binaries-free
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene
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