Hi Christian
thanks Sebastian. Does this piece of code have to be placed in the
beginning of the program during the initialization phase?
I haven"t come across these classes so far... seems to be advanced
stuff that is not even covered in the OSG books...
You can place them anywhere, but to
thanks Sebastian. Does this piece of code have to be placed in the
beginning of the program during the initialization phase?
I haven"t come across these classes so far... seems to be advanced stuff
that is not even covered in the OSG books...
Christian
2014-12-01 18:10 GMT+01:00 Sebastian Messe
Hi Christian,
Also you could try to activate caching and sharing of nodes/textures:
Here is some snippet from my code:
{
osgDB::SharedStateManager::ShareMode mode =
osgDB::SharedStateManager::SHARE_NONE;// =
osgDB::SharedStateManager::SHARE_ALL;
mode = mConfig.mGlobalS
Hi Francesco,
For 3D TVs, the Side-by-Side and Top-Bottom modes will take the image on
each half of the output, and stretch it to fill the entire display.
Robert's advice of turning OFF the OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO
option should solve your problem. You want each eye to be rendered
> Hello,
>
> I'm trying to display a simple OpenSceneGraph application on a 3d
> active tv that supports SBS Half (Half Side-by-Side) in FullHD
> resolution.
>
> I've already tried using stereo configuration for Side-by-side
> (HORIZONTAL_SPLIT) but the result is a stretched image. It seems that
>
Hi Robert,
is there any OSG stable release planned for 2015 (hopefully supporting Qt5)?
Cheers,
Gianni
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61935#61935
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HI Christian,
osgUtil::Optimizer has a visitor called StateVisitor that looks for
duplicate state a removes it, by default it's called when you call
Optimizer::optimize(..); The Optimizer will however only work on the
scene graph you give it, so you have to give it the root node and is
typicall
Hi,
when I use osgDB::readNodeFile on several objects, and those objects all
reference the same texture file on disk - is it possible to make OSG use
the same texture on all loaded subgraphs? Currently it seems like I have
the same texture loaded over and over, consuming precious texture memory
(a
Hi,
I am using OSG 3.2.1
When the setPixelFormat() method in GraphicsWindowWin32::setWindow( HWND handle
) is called, it creates an openGL context: "Win32WindowingSystem::OpenGLContext
openGLContext;" which later is destroyed due to calling its destructor when
existing the setPixelFormat() met
HI Gianni,
Have a look at the svn/trunk version of the OSG or one of the 3.3.x dev
releases as there is various additions for Qt5 support.
Robert.
On 1 December 2014 at 11:03, Gianni Ambrosio
wrote:
> Hi All,
> I'm a little confused. There are several topics related to Qt5 porting. Is
> there
Hi Francesco,
On 1 December 2014 at 11:40, Francesco Argese wrote:
> I'm trying to display a simple OpenSceneGraph application on a 3d
> active tv that supports SBS Half (Half Side-by-Side) in FullHD
> resolution.
>
Do you have any specs on this particular configuration of stereo?
>
> I've al
Hello,
I'm trying to display a simple OpenSceneGraph application on a 3d
active tv that supports SBS Half (Half Side-by-Side) in FullHD
resolution.
I've already tried using stereo configuration for Side-by-side
(HORIZONTAL_SPLIT) but the result is a stretched image. It seems that
HORIZIONTAL_SPLI
Hi All,
I'm a little confused. There are several topics related to Qt5 porting. Is
there an official branch of the OSG code for the Qt5 porting?
I'm interessed in this work since we have a couple of Qt applications with OSG
and I could test and or contribute if necessary. We didn't move to Qt5 ye
Yeah, work well now. Thanks !!!
Nick
On Mon, Dec 1, 2014 at 9:45 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Sebastian.I could of thought of this. Let me give it a shot.
> Thanks again!
>
> Nick
>
> On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt <
> sebasti
Thanks Sebastian.I could of thought of this. Let me give it a shot. Thanks
again!
Nick
On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Nick,
>
> One way to improve this is to place your "root" somewhere near the center
> of your instanced g
Hi Nick,
One way to improve this is to place your "root" somewhere near the
center of your instanced geometry and subtract the center from your
instances positions.
This way the coordinates to be multiplied stay small in relation (as the
big precision loss due to View*Model is done on the CPU
Hi Community,
me again on this. I have it working, however, it looks really bad when
using large coordinates (when placed on UTM or Geocentric). The model is
somewhat distorted due to precission issues. I know how to avoid this, like
working with double matrices, but when I pass double matrix on t
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