Hi Folks & Robert,
I've just found this interesting offer:
http://www.cppdepend.com/CppDependfoross.aspx
They claim, that an open source project such as OSG could get a free
pro-license after application.
Maybe it is of interest for OSG sihce it might improve stability among
other things.
Ch
Hi all
I solved the problem! Actually the mistake I made is that the uniform holding
the texture-matrix was added to the stateset of the root node. Instead I had to
dive into the ShadowedScene, find the stateset of the shadow receiving scene
part and add the matrix (and the prerendered texture)
yes That is what I was look for !! Thanks a bunch Robert!
Nick
On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 12 January 2015 at 09:54, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> yes, I know that, but thanks. I was looking for some setDefau
Hi Nick,
On 12 January 2015 at 09:54, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> yes, I know that, but thanks. I was looking for some setDefaults or
> something similar. I can not clearly recall the change you made in the
> later osg to explicitly set some defaults so I was sho
Hi Robert,
yes, I know that, but thanks. I was looking for some setDefaults or
something similar. I can not clearly recall the change you made in the
later osg to explicitly set some defaults so I was shooting in the fog
hoping someone will remember it better.
Thanks again
Nick
On Mon, Jan 12,
I was having mainly memory issues when I created lots of text objects.
I did not run into such bad performance issues. Are you sure you're testing
a
release build and not a debug binary?
Suggestion: Only create these text objects when these enter the viewing
frustrum, and destroy these again when
Hi Lv,
To scale to 100 of thousands of text labels you'd need to come up with a
custom implementation. osgText was never written to scale to that level,
and to do so in a general purpose class is not viable. It's not in any way
possible to actually read that many text labels so one has to ask at
Hi Nick,
osg::Camera is just an Node so to set the state that you want to get
inherited to everything below it you simple do:
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->set*();
Robert.
On 11 January 2015 at 20:48, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> H
Can anyone help me?
If I'm using hardware instancing to use the same geometry in different nodes
with the same skeleton too, what is the correct method to call
computeMatrixPaletteUniform function? Because
geom.getMatrixFromSkeletonToGeometry() is giving me identity matrix all the
time...
Che
Hi everybody,
first of all, happy new year.
i get the flowing info when i try to build latest osg for android in ubuntu
14.04
xmj@xmj-HP-Compaq-6530b-VA078PA-AB2:~$ cd osggit
xmj@xmj-HP-Compaq-6530b-VA078PA-AB2:~/osggit$ cd build_android_static_gles2/
xmj@xmj-HP-Compaq-6530b-VA078PA-AB2:~/osggit/
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