Hello Robert,
Thank you.
I have some problem when I try to run iPhone example of the OSG source.
After referring to this
post(http://forum.openscenegraph.org/viewtopic.php?t=14385 ),
I figured out both the VERTEX xxx failed problem and texture not support
problem by adding
Code:
Hello Robert,
Thank you.
I have some problem when I try to run iPhone example of the OSG source.
After referring to this
post(http://forum.openscenegraph.org/viewtopic.php?t=14385 ),
I figured out both the VERTEX xxx failed problem and texture not support
problem by adding
Code:
Hi Rico,
On 28 November 2014 at 09:11, Rico Widmer ricowid...@gmx.ch wrote:
1) My program uses multiple threads which access the same node object
returned by osgDB::readNodeFile(). Is the access to this object thread
safe? My program doesn't change the object directly but I don't know if OSG
Hi Rico,
On 28 November 2014 at 09:07, Rico Widmer ricowid...@gmx.ch wrote:
when I use osgDB::readNodeFile() for reading a file, the function returns
a pointer to a node. The destructor of the Node class is protected and it
says that it is deleted when not referenced any more.
The
Thank you very much for your help Robert.
Rico
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Thank you for your response.
The scene is only used for calculating LOS. The function providing this can be
called by multiple threads though. At the moment I lock the access to the scene:
Code:
osgSim::LineOfSight los;
los.addLOS(start, end);
// It is unknown whether OSG changes m_scene
Hi,
I found where is the error, but I don't know how to solve it... I'm sending
identity matrix to the
computeMatrixPaletteUniform(geom.getMatrixFromSkeletonToGeometry(),
geom.getInvMatrixFromSkeletonToGeometry()) all the time into void
operator()(osgAnimation::RigGeometry geom). So in the
Hi,
as suggested, I've solved setting OFF the
OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO option and setting SIDE_BY_SIDE
stereo HORIZONTAL or TOP_AND_BOTTOM. :-)
Thank you!
Cheers,
Francesco
Francesco Argese
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Hi Rico,
Doing LOS calculations should be fine to multi-thread.
Robert.
On 3 December 2014 at 09:47, Rico Widmer ricowid...@gmx.ch wrote:
Thank you for your response.
The scene is only used for calculating LOS. The function providing this
can be called by multiple threads though. At the
Hi All,
I have a surface where a user can pick points. As suggested I used a Geode with
Geometry built with osg::PrimitiveSet::POINTS and verteices. Then I used
PointSprite to show an image on each point (but I think this is not really
important).
Now I need to drag points with the mouse.
Hi Gianni,
years ago whan I was working on a 3D editor I faced similar challenge. I
solved it with selection buffer, where I had two representation of the
model - one for fast rendering, when you obviously don't pick or
manipulate, so your model with osg::PrimitiveSet::POINTS will represent
this,
Hi Gianni
Hi All,
I have a surface where a user can pick points. As suggested I used a Geode with
Geometry built with osg::PrimitiveSet::POINTS and verteices. Then I used
PointSprite to show an image on each point (but I think this is not really
important).
Now I need to drag points with the
Hi All,
I'm currently working on multiple render target functionality, yesterday I
checking in ColorMaski, BlendFunci and BlendEquationi, and today I've moved
on to implementing glEnablei/glDisablei functionality. I'm torn of what
naming convention to use and the granularity of the design - so
Hi,
Great to see that you got around the transparent mouse clicks as well. I just
needed it yesterday and again your method works great.
Unfortunatly I have another problem though... I would like to place this
application on top of another full-screen windows (game). I didn't think of it
Hi Roy,
if you game runs full screen and cannot do anything else even with 'full
screen emulation' ( such that you render game full screen but in windowed
mode )
the answer might be - an old trick to use hooks to write overlays for
games
( search on the web - the trick is used in number of
HI All,
Since then a decade and half has passed and looking at modern docs for
OpenGL the glEnable/glDisable and glEnablei/glDisablei now discuss OpenGL
capability rather than modes. I guess the new naming sits better modern
shader centric functionality. Given this perhaps if one is to
Hello all
Just by curiosity, I wonder what concrete usage make mandatory the SSBO..?
in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong
feedback streams are designed for this...(haven't compare perfs but seams
obvious)
bye
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Hello Julien,
Den 03.12.2014 22:27, skrev Julien Valentin:
Hello all
Just by curiosity, I wonder what concrete usage make mandatory the SSBO..?
in your scenerio : particle advection doesn't require R/W RAM buffer, ping pong
feedback streams are designed for this...(haven't compare perfs but
Markus Hein wrote:
Hello Julien,
hmm, FeedbackTransformBuffers can be used for this, somehow .
I think that SSBO's and the very latest GL features making sense if
thinking about changing the app design/architecture .
Well It's my opinion, but a lot of new GL4 features make me
Hi Sebastian,
thank you very much for your hint. I will give a look at the
LineSegIntersector.
Cheers,
Gianni
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