Hi Wu,
There really isn't enough information for others to know what might be
amiss, The only code you provide is how you create a single Camera, you
don't provide any information about how you use this, what type of point
the camera is.
The only things I can suggest is to look at the memory
Hey guys, so I feel stuck here.
Lets forget the movable HUD for a second. I just want to put a model in the
center of a plane that covers 25% of the screen:
-+++
-+++M+++
-+++ (M is the model)
-+++
Hi robert:
Thanks for your reply.I tried to find the key this afternoon, and found that
perhaps it's nothing to do with rtt camera.Maybe it's caused by improper
LODScale settings in my osgearth app. I'll give a report if it's confirmed.
Thanks again.
--
Failure is
Hi All,
On 24 November 2014 at 09:28, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
The example I was looking for was in the submissions, called:
[osg-submissions] New example : culling and LODing performed on GPU side
Unfortunately Robert didn't approve or merge the
Hi,
I have been experimenting with osgdb's ability to export dae files. However
when using the GL_QUADS primitive, I'm seeing an invalid pollylist being
exported.
I get:
Code:
polylist count=16 material=geometry_16_material
input offset=0 semantic=VERTEX source=#geometry_16-vertices set=0/
Hello All,
With all of the news of the Rosetta/Philae lately, I thought I would share some
screen shots of my project with ESA to provide 3D graphics to some software
they use for satellite mission planning called MAPPS (Mapping and Payload
Planning Science). This is all based on another
Hi Community, Robert,
I debug the code where I have my own drawable down to
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trajce nikolov nick
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it sent the email too fast
The code debug down to
void Statistics::drawElements(GLenum mode,GLsizei count,const GLuint*)
{
PrimitivePair prim = _primitiveCount[mode];
++prim.first;
prim.second+=count;
_primitives_count[mode] += _calculate_primitives_number_by_mode(mode,
count);
}
also it has to be number of instances instead of indices
Nick
On Tue, Nov 25, 2014 at 12:52 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
it sent the email too fast
The code debug down to
void Statistics::drawElements(GLenum mode,GLsizei count,const GLuint*)
{
Hi Chris,
Nice to hear that the OSG is being used in such a cool way. You get extra
geek points for develop stuff to help with space exploration! :-)
Robert.
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I gave you the code
...can't do more
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there's more easy
Code:
export OSG_OPTIMIZER=INDEX_MESH
osgconv in.osg out.osg
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Seams there really is an overhead on the cull...
Further to all advices already given, I would recommend you to use the
osgUtil::Optimizer within FLATTEN_STATIC_TRANSFORM and MERGE_GEOMETRY options
(Don't forget to set the DataVariance of your osg::Object)
Hope it helps
Pertur wrote:
Hi,
Hi,
I recently upgraded from osg 2.6 to 3.2.1. I noticed that the
SubloadCallback::load() now gets called exclusively and eats up all
memory until the machine crashes. subload() never gets called anymore. I
changed my Texture2D instance to use 1 mipmap level and forced it have
zero levels
Hi Cleo,
There isn't any way I can determine what the problem from the information
given. I can't rule out an OSG bug, but the only way to be able to find
this out would be to have a compilable application that reproduces the bug
so that I can test it first hand. It could very easily be a bug
Thank you so much for your response! You saved me a LOT of time. I
thought you had to call dirty() on the image associated with the texture
in order for it to trigger the callback. Based on your comment that I
was using both an image and a callback, I tried removing the image
(which makes
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