Hi, Roko,
Just check function osg::AutoTransform::setPosition(const Vec3d& pos), and
try setting "pos" to (0,0,0), then maybe you will find a clue.
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Cheers,
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TianZJ
At 2017-01-20 10:10:31, "Roko Talk" wrote:
>Hi TianZJ,
>
>thank you for your reply
Hi TianZJ,
thank you for your reply :) - Are you sure combining stuff from within the
osgautotransform example is enough to achieve what I want for osg::Geometry?
Because for text I can realize it with the above posted command.
Many thanks! :)
Cheers,
Roko
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hi, Roko,
The example "osgautotransform" demonstrates different kinds of text
auto-transform, e.g. ranged min-scale, max-scale, fixed position. If you are
not sure about the implementation inside the source code, just try to combine
the different kinds of texts inside the example, and
Ps. To specify what I'm exactly looking for, it is an equivalent for
osg::Geometry of the following stuff for osgText::TextBase:::
Code:
CharacterSizeMode OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT
I hope now it is clear what I'm looking for :)
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Hey Robert,
I thought it is clear what I'm struggling with. I'm able to reproduce the whole
osgautotransform example. Also I'm able to reproduce it with a geometry geode.
But I'm struggling with what functionalities I have to combine to be able to
let my geometry geode have a constant screen
Hi Gianluca,
How you are measuring the memory usage? It could simply be that the
memory tracking isn't properly handling deallocations.
As a general note, close will just close the graphics context, it
won't delete the osg::GraphicsWindowWin32. Try testing the creation
of a viewer within a
Thanks, this seems to mostly fix my issue. The texture filtering should have
already been set for the model, but it looks like along the way, things that
were supposed to be NEAREST_MIPMAP_LINEAR were getting set to LINEAR.
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Hi all,
In my application I'm using OSG 3.0.1 (I do know it is old, but I do not have
the time now to move to a newer version).
I think I have a memory leak, and I don't know if it's my fault or a bug in OSG.
Using the task manager (on Win 8.1 Pro), I see this.
When I call:
GraphicsContext*
On 19 January 2017 at 15:34, Roko Talk wrote:
> does any one else has maybe an idea? : )
I suspect others will be like myself and unable to guess what bit you
are struggling to get working and what you don't understand. Why not
create a small example, such as by modifying
Hey guys,
does any one else has maybe an idea? : )
Many thanks!
Cheers,
Roko
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http://forum.openscenegraph.org/viewtopic.php?p=70007#70007
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Hi Vinoth,
OpenGL doesn't support multi-threading within a single graphics
context, so you are constrained to doing the rendering for each
context in a single thread. The threading models that the OSG
provides reflect this, enabling threading of the update, event and
cull traversals in parallel
Hi,
i am developing one application with terrain, Ocean and some entities.the
terrain and some entities reducing the frame rate while rendering.in osg is it
possible to create multi thread rendering using QT ? is there any sample code
in osg Examples ?
...
Thank you!
Cheers,
Vinoth
Hi Malcom,
The osg::Billboard computes the modelview matrix required to the
rotate the osg::Drawable attached to the billboard node, it doesn't
modify the bounding box of the Drawable children. This is the same
way that the rest of the scene graph works, parents do not affect the
bounding
Hi,
I would like to quote some C++ in my questions, such as:
Code:
#include
int main()
{
std::cout << "Hello, world!" << std::endl;
}
However, it doesn't appear correctly. Can anyone pass on any advice as to how
to properly quote C++ code?
Thanks.[/code]
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I have a scene where a QUAD in 3D space is rotated to face the camera using an
osg::Billboard as the camera rotates and the quad is positioned directly in
front of the camera (it's effectively a drag and drop operation).
However, I am trying to draw geometry in an Ortho2D overlay to match up
Hi Paul,
You have now publisher rights. Once you login you can take a look to the
author guidelines:
http://www.openscenegraph.org/index.php/login/author-guidelines
Don't hesitate to ask if you have any doubt.
Cheers.
2017-01-19 4:47 GMT+01:00 Paul McIntosh
Hi David,
There shouldn't be any need to call allocateMipmapLevels() as for most
usage cases the OSG will do what is required, all you need to do is
set up the Texture::setMagFilter(osg::Texture::MIN_FILTER,
NEAREST_MIPMAP_LINEAR). Calling allocateMipmalLevels() doesn't for a
texture to use
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