> On 22 Sep 2017, at 20:55, Kamil Zaripov wrote:
>
> I don’t sure that using QQuickWindow::beforeRendering() or
> QQuickWindow::afterRendering() signal will help since it also uses same
> OpenGL context as Qt Quick Scene Graph, but I will try it.
Is that a problem? Keep in
Oups sorry mea culpa
I didn't know you could build through cmake
It s been a while since i didn't do that but if the point is to build under
windows via command line, i remember have done something like this:
Code:
%MSVCPATH%/vcvarsall.bat
cmake -g "NMake Makefiles" .
nmake
Hope it helps
Hi,
wow
It seams you're clearly overthinking required command line arguments..
try using
Code:
cmake-gui %OSG_ROOT%
instead
..and don't forget to delete CMakeCache.txt..
No, he's building it. Not configuring the project. The syntax is correct.
Cheers
Rollastre Prostrit wrote:
Hi list.
I
Hello Robert,
I totally get your point when you say I stretch osg::Polytope a bit too far,
this is also the feeling that I had...
As for using a custom hierarchy of osg::Plane, I understand that you are
talking about a layered approach for intersections. Having the scene first
intersect with
Hi Lincoln,
If you know that your updates don't always need calling you customize the
behaviour of the viewer by subclassing from CompositeViewerViewer and
override the run() or checkNeedToDoFrame() method and let this code decide
when a new frame is required.
Robert.
Hi Robert,
Okay thanks for the reply. That makes sense.
Thank you!
Cheers,
Lincoln
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=72062#72062
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Hi Linclon,
This is done by design, if you've put an update callback into the scene
graph then you are tell the world that you plan to update it, typically one
would move a transform or alter some visual state in such an update, so you
really need to render a frame to make sure those updates get
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