Hi Alexandre,
On 12 November 2015 at 20:30, Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com> wrote:
> Thanks for your reply, and of course I should have specified the version.
> It's 3.2.0, we're planning to update to the most recent one within the next
> 3 months.
>
> I have
I found an other problem. When I rotate my object, the light direction also is
rotated. How can I prevent this?
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If you have lots of similar objects (crates boxes and whatnot), maybe GPU
instancing would be a way to speed up draw calls. We've managed to get
15000 cars on screen at high frame rates using OpenGL instancing, with
several hundred polys per instance.
Christian
2015-11-13 10:09 GMT+01:00 Robert
It seems to me that OSG eats the 3DConnexion messages, until you move the
window explicitly with the mouse.
The code below show that a console window works just fine, all messages are
intercepted by the "message window".
However, when a osgViewer run loop is being used, the messages seem to be
There is a very high number of PrimitiveSets in your screenshot. In fact you
seem to have roughly one PrimitiveSet per 4 vertices, that is ridiculous. Each
PrimitiveSet needs an OpenGL draw call to render it. Try reorganizing your
models to use as few PrimitiveSet's as possible.
Hi Robert,
I'm getting back to this late for a followup, after I had to burn through a
bunch of development and testing for a few weeks. Here is the resolution for
the benefit of future visitors:
The models were in .ive format, but the textures were not stored after file
load, even when
Hi everyone,
I'm working on a project where I need to display different patterns
(textured rectangles) as quickly as possible. Currently, i have an
osgViewer with a single view running that holds a single textured rectangle
and upon user request, the texture / image is updated. This works quite
Hello Christoph,
You can use either a texture which contains all the textures and modify
the texture coordinates (so to say a matrix of different textures).
Also texture arrays might help here a lot, if all the textures are of
the same dimensions.
Anyways, what you might you see are initial
Hi Trajce,
I would be happy about these builds ;)
Trying right now to build osg and the 3rdPartys so I can work again with it.
I would need the collada plugin as well. Do I need to build these as well for
VS 2015?
...
Thank you!
Cheers,
Andreas
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I have some subset of the 3rd party dependencies. Don't, mix these with
plugins :-) ... I am not sure to which dependencies the collads plugin is
based, but I can send you what I have, I know others like Chris and
Sebastian also have something build with VS2015 and there was a discussion
here on
Ah thats great. A good step forward.
However, two minor questions:
1. Do you need the instance to the main osg window?
2. If not, how do you manage to get events from the device when you apply
force on it?
I get it to read data (in my message callback) but only if a move/modify
the osg window
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