Big Thanks,
it was the mergeModel-accept(famv); which i was missing.
Now this Problem is solved!
Thank you!
Cheers,
Michael
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Hi,
we encountered another Problem with Textures.
If i add more than 50 different Models (500 Polygons each,different Textures)
only the first ~30 get their Texture. The other are added correctly, just their
Textures are missing.
I tried manipulating the Texturepool without succes.
How can we
Hi Michael,
On 12 June 2013 09:28, Michael Borst mich...@jborst.de wrote:
we encountered another Problem with Textures.
If i add more than 50 different Models (500 Polygons each,different Textures)
only the first ~30 get their Texture. The other are added correctly, just
their Textures are
Hi,
I have problems with changing text during rendering. I am trying to change the
text in the update callback of the text node, but sometimes I get a crash
(operator not incrementable) in the osg::osgText.
Here is what I do in the update callback (Call the updateText() function on a
Hi,
Have you set the datavariance of the text to dynamic?
Cheers,
Pjotr
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Hi Peter,
If you are getting a crash then it's likely running the viewer
multi-threaded (the default if you are on a multi-core machine) so
that you are updating the text at the same time it's being used in the
draw traversal. The way to resolve this is to do
Hi,
in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and the Qt
Hi Martin,
On 12 June 2013 13:22, Martin Scheffler osgfo...@tevs.eu wrote:
in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
the extra hooks from the osg main classes.
Hello Robert and Pjotr.
Actually, I was sure that the data variance is set to Dynamic. But now after a
closer look I've found out that instead of
text-setDataVariance(DYNAMIC);
I wrote
this-setDataVariance(DYNAMIC);
Thanks to you I've found the problem!
Have a nice day and thank you very
Hi All,
After brief foray back to do some client work and merging submissions
I have returned to looking at the new cleaned up Geometry and a
GeometryDeprecated fallback implementation. Currently I'm doing a
experimental build of the OSG with GeometryNew now named Geometry, and
the old Geometry
Hi Robert, Hi All
About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code harmonisation
of all this header to provide
- operator + - * / += -= *= /= (value_type)
- operator + - += -= (vec_type)
- operator -() for signed type
- componentMultiply, componentDivide
- swizzle, this meen 256
forgot [osg-users] in Object
Hi Robert, Hi All
About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code
harmonisation
of all this header to provide
- operator + - * / += -= *= /= (value_type)
- operator + - += -= (vec_type)
- operator -() for signed type
- componentMultiply,
Hi Martin,
in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and
Hi,
I think this is a really interesting idea.
Have a look here : http://glm.g-truc.net/
This library already implements a lot of glsl-like syntax. Before rewriting
everything (that's not complex, but a lot of work) maybe we could make osg and
glm work together ?
Maybe adding to glm headers
Forgotten link from previous message :
http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
= interesting ideas on how to implement developper friendly but asm
efficient swizzle in C++
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Those implementations are truly ugly.
2013/6/13 Aurelien Albert aurelien.alb...@alyotech.fr
Forgotten link from previous message :
http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
= interesting ideas on how to implement developper friendly but asm
efficient swizzle in C++
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