Hi Nick,
I have some plans to work on osgWidget in the near future, once the
funding gets going :)
Excellent, I just wanted to make sure people like you and me who have
the need and the will to improve it will continue to do so and not just
develop things in isolation. :-)
Thanks,
J-S
--
Hi Agos,
Ooops.. I didn't know there was the habit of making everybody compiling
developer versions... but after all, aren't all of them for developers? Razz
Yes but not all developers need to use developer releases... Some use
stable releases exclusively.
J-S
--
Hi Paul,
Shouldn't it be possible to discard pixels whose alpha falls below an
app-specified threshold during creation of the depth map?
That's not what Dominic wanted. He wanted the node to shadow other
objects but not itself.
J-S
--
__
Hi Darin,
Does there exist the capability utilizing the osg libraries to create the
JPG/PNG without running the viewer, i.e. without displaying the viewer window.
Is there an alternative to creating an image from the screen (and then writing
it to the file), or is running the viewer a
Hi Neil,
Could you try leaving the osgManipulator code alone and toggling the
display mode of the polygons using a osg::PolygonMode state attribute
attached to a StateSet above the manipulator subgraph. Have a look at
the osgscribe example to see osg::PolygonMode in action.
Another solution
Hello Nico,
Is this setup possible at all? Is there something special I have to setup?
Please read the archives, this has been discussed a lot in the past. On
Visual Studio, you cannot mix debug and release (when the C++ runtime is
concerned). All C++ libraries and the executable itself
Hi Manish,
By dummy node I mean some node which is not visible however its child is
visible.
Actually I'm facing problem similar to osgmanipulator , in which I don't want
to display selection in trackball mode [refer osgmanipulator] ,however i want
to display selection in pick mode .
This i
Hi John,
Thanks for volunteering to organize the BOF this year. We'll probably be
applying for one of the presentation slots as in the previous years, if
you decide to follow the same model.
Mike Weiblen mentioned that Wednesday morning slots are coveted.
I believe that last year the slot
Hi Laurence,
I investigated your issues a bit more. Here is what I found:
(1) osgPlugin: jpeg
Problem: boolean is not defined
This comes from the fact that the version of the jpeg headers included
in MinGW defines JPEG_boolean (and JPEG_FALSE/JPEG_TRUE) instead of
boolean (and FALSE/TRUE).
Hi Robert,
Disabling the warning would not be idea as it could hide some genuine
problems. Perhaps just disable it for the files that are causing
problems?
So would you accept a change that pushes the warning disable state at
the start of include/osg/State, disables that warning for the
Hi Laurence,
Thanks for your tutorial, it's always useful to document things so new
users can get up and running as fast as possible.
Thanks also for your explanations for changes to make. Perhaps some can
be made to the baseline so MinGW users won't have to manually patch
things...
About
Hello Agostinho,
I don’t know why, but CMake just doesn’t create the project file for the
“osgIntrospection” library.
So that lib is never created, and my program won’t even compile without it.
If you need osgIntrospection, then you need to activate the CMake option
called
Hi Robert,
I'm surprised that you are seeing this warning as for a 32bit build
the void* should be 32bits and GLsizeiptr should be 32bit. When under
a 64bit build the GLsizeiptr should be 64bit.
Even if GLsizeiptr was 32bit and void* was 64bit one should still be
able to cast it safely, the
Hi Tufan,
Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I
don't get any error messages I can load bmp image but cannot png. I don't know
why.
The difference is that the BMP plugin does not need any additional DLLs
(other than the plugin itself of course) but
Hi Tufan,
I have tried all of your comments add the path of plugins bin but not worked
also I have previously downloaded 3rdparty dependencies coppied libpng13.dll
into my osg bin but still not working. Do you have any more comments I am
really stucked
Try setting OSG_NOTIFY_LEVEL=DEBUG
Hi Robert,
Your reading of the code is correct... the code will fail every time,
something I didn't catch as I haven't directly used this convenience
function in the p3d plugin or elsewhere.
Re-ordering the code so the input.readAllDataIntoBuffer() is done
before the if (!input) looks it would
Hi Robert,
Oo, too much speed reading on my behalf... I missed this part of your email.
Hehe, no problem, I had hidden it in plain sight at the end of the
message :-)
As for the syntax, I hadn't coded for this as I wasn't familiar with
it. I guess that what you get when you get a non XML
Hi Robert,
I've been getting this warning 7 times per compiled file for a little while:
warning C4312: 'type cast' : conversion from 'GLsizeiptrARB' to 'const
GLvoid *' of greater size
It happens on lines like this:
setVertexPointer(array-getDataSize(),array-getDataType(),0,(const
GLvoid
Hi Robert,
I need to read an XML file and thought of using osgDB::XmlParser to do
it. Calling this:
osgDB::readXmlFile(filename);
results in Could not open XML file: somefilename.xml. But the file is
there and some simple code using an ifstream to read the file (using the
same filename
Hi Dominic,
I can't find the real worldz examples on the net, do you have the source?
If that was part of the GLSL (orange) book, then check here:
http://mew.cx/glsl/
Mike Weiblen (which is a member of this list) archived the 3DLabs GLSL
stuff when it wasn't available from the 3DLabs site
Hi Kim,
I have the code for all of this as a prototype, but I don't have the
time to tidy it up and update library at the moment. If you are
interested in making these modifications I would be more than happy to
give you the code and walk you through it, otherwise it'll have to wait
until I
Hi Danny,
src
lib
include directory.
As far as I understand, I need to add CURL_INCLUDE_DIR refers to libcurl\lib directory and CURL_LIBRAY refers to root of libcurl source directory?
Seems to me CURL_INCLUDE_DIR should point to libcurl\include, and
CURL_LIBRAY should be the filename of
Hi Gordon,
To me that seems a rather bad default to have for scaling on a DOF, I would
have assumed the default would be 1,1,1 not 0,0,0
That's bitten me a few times too. Specifically when I create DOFs
programmatically instead of reading an FLT file.
Is there a reason why its 0,0,0, and
Hi Gordon,
In Creator/OpenFlight, the defaults for all the DOF min's and max's are all
0's and the step values are all 0's
and of course the scale current is set to 1,1,1
OK then the values that are now set should be correct (since the default
ctor for Vec3 sets it to (0,0,0) ).
J-S
--
Hi Colin,
I tried adding an update callback to the top level camera and that did
work. I checked the code and it does call accept:
346:
_camera-accept(*_updateVisitor.get());
So it should work correctly (as of 2.8.2)
Sorry, I was mistaken in saying that the cameras did not get the update
Hi Robert,
What these updateTraversal() methods do is switch of the traversal of
the camera's subgraph when the camera subgraphs are traversed, so the
children won't be traversed. This is done so that the scene graphs
aren't traversed multiple times per frame, but... I believe in your
case
Hello Massimo,
running the latest notes from the wiki main page all works fine.
now i'm exploring the example code.
Good to know you're getting better success now.
have you never tried to add a python osgviewer inside a PyQt4 (or wx-python)
gui ?
No, sorry. If you try it let me know, I
Hi Nick,
I just got osgOcean compiled and running and it looks great !!!
It does, doesn't it! Thanks to Kim Bale for all his hard work!
One question. Is there a way to sync the waves on multiple machines ?
Not in osgOcean itself, no. You'd have to come up with your own way. I
guess you
Hi Massimo,
Sorry, my first reply went to you directly... I don't know why,
sometimes reply replies straight to the sender, even though the
mailing list should be changing the headers so that replies go back to
the mailing list...
i'm running osgboostpython
Hi Robert,
As Paul suggests CullVisitor::apply(osg::Camera) handles in scene
graph camera's, so will not handle the viewer level scene graph
correctly so _camera-accept(*cullVisitor) won't behave correctly.
Perhaps you could try replacing the for loop with
_camera-traverse(*cullVisitor) as
Hi Rizzen,
What is the best OSG python library/wrapper to use? I see there are
various versions: pyOSG, PyOSG and osgPython. Some project showed no
activity since 2003. Some projects showed activity in the news yet files
are a lot older. PyOSG does not seem to have a SVN on SourceForge, just
Hello Neil,
When I click, sometimes the dragger is selected, sometimes not.
If you want clicks to always select the dragger, then you can just use
node masks. Use a given bit to indicate the dragger, then set the
dragger to this node mask, and remove that bit from your other objects'
node
Hi Chris,
Usually the linker will yell and scream at you if you try to do this, so it
usually
doesn't happen accidentally and without the programmer knowing.
I'm curious when you've seen the linker scream about mixing debug and
release DLLs... I've seen plenty of users do it by mistake
Hi Nick,
- osgstereoimage (the image showed on the first frame and dissapeared)
I assume you have two or more monitors? This is the multi-screen
fullscreen bug that others have reported lately on the list when running
on Windows. For some reason, recent versions of OSG when running
Hi Nick,
set OSG_SCREEN=0
osgstereoimage
This actually helped. Works now. And yes, I am on dual screen machine
So that confirms that it's probably a widespread issue. As I said, I'll
try to make some time to get to the bottom of it.
Thanks for testing,
J-S
--
Hi Robert,
Excellent work to all who contributed, but especially to you since most
of the grunt work on the big features (ports, texture pools) was done by
you. I hope you're taking a bit of time to relax now before diving into
something else...
One quick question, given the amount of new
Hi Chris,
I'll try to check, but since it's something I carefully avoid now, it may be
a while.
Well as Roger said, it's generally something like conflicting default
libraries. But when someone who doesn't really know they shouldn't do
that runs their project and it seems to work until
Hi Robert,
I believe .osg would be the most appropriate extension, the header
could declare which version of the format it is - whether it's binary,
new ascii or old ascii. We could possible have a .osgb for binary.
Stupid question, but if .osg is used for both binary and ascii how would
we
Hello Martin,
I tried what you explained and got it to work.
Excellent, good to know I was of some help.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Nick,
Thanks again for the support
My pleasure.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
Hello Martin,
However, I still would like to be able to take a screen shot in the way I
explained.
I have recently implemented something similar, where if the screen-space
bounding box of an object was smaller than 5 pixels in X or Y, an icon
was displayed at the position of the object
Hi Mauricio,
I resolved my problem, i compiled OSG from SVN, and now on windows works very well :D
Great, some weird problem with the binaries then?
In another topic, i was watching your page and your professional life and saw that you studied Computer Graphics, and i want to ask you ,what
Hi Peter,
I'm trying to set up an Update Callback in osg::Geometry to dynamically change
the color of a vertex. I get no error, but my code is not evaluated ( cout in
Callback is not printing ). I attached my Callback to osg::Geometry ( a simple
Quad ) and setDataVariance(
Hello Peter,
Yes that was one problem, thx, but the expected is still not happening. At
least the cout is printing now after I changed the method to update(). Any
Ideas why its still not working ?
Well, if the code is now being executed, you should be able to debug it
by running it in a
Hi Manish,
I have integrated Chipset and no additional 3d graphics card installed .
Yes, I gathered as much from the error messages that you posted.
Is Software rendering is possible ?
For shadows, you really need Framebuffer Objects to get any acceptable
performance. I have seen some
Hi Akilan,
statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);
[...]
osg::ref_ptrosg::Material material=new osg::Material;
material-setAlpha(osg::Material::face::FRONT_AND_BACK,0.5);
statSet-setAttribute(material.get());
As Paul mentioned in a previous message in this thread, you need
Hi Robert,
The ScreenCaptureHandler should just attach callbaks to the
salves+master cameras that rendering to a graphics context, and aren't
a RTT Camera. Camera's in the scene graph are nested within viewer
cameras so won't need callbacks as well.
I thought as much. OK, so I'll submit a
Hi Fred, Simon,
I turned all floats into doubles, 0.0f's into 0.0's, all osg::Vec3's into
osg::Vec3d's...
I still get the same behavior.
Simon, why don't you submit your code changes (perhaps with a CMake
switch to change the internal data type used between float and double at
compile
Hi Robert,
This topic has arisen previously on osg-submissions, and my
recommendation then was
that support for double maths through the intersection code shouldn't
be a compile option, but an runtime option, this way the ABI wouldn't
change and you could enable it when you needed it. I still
Hello Manish,
After termination of the program , I got following message in the command window :-
PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error: Invalid dev
ice context (DC) handle.
PixelBufferWin32::closeImplementation, wglDestroyPbufferARB error: Error code 32
Hi Ümit,
I have a shader and try implement to the ParentNode but I don't want to
effect ChildNode with this shader. I want render ParentNode with Shader
and render ChildNode with FixedFunction without any effect from it's
parent's shader. I have tried to use osg::StateAttribute::PROTECTED but
Hello Mauricio,
please help me!!, i need that it works on windows
i hope someone tests my code on windows and tell me if works
or tell me if i have to change my code
Here are screenshots on my machine (Windows Vista 32bit) running OSG SVN
trunk (updated last night) compiled with VC++ 2005
Hi Mauricio,
Thank Jean
No problem, be sure to come back and tell us if you find a fix to your
problem...
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Robert,
I was using osgViewer::ScreenCaptureHandler today and noticed that it
will add the capture callback to scenegraph cameras too (i.e. HUD
cameras that are in the scene graph). I think this is a mistake. I think
it should only add the callback to viewer cameras (either main or
Hi Mauricio,
On linux everything works very well, but on Windows XP the shadows move with
mr.makeRotate(latitud, osg::Y_AXIS);
but don't move with
mt.makeTranslate(x, 0.0, 0.0);
Are you sure your light source is not just a directional light?
Directional lights change lighting (and
Hello Dominic,
How do I have to use CMake for that, I'm sorry for this stupid question.
It's not stupid. What platform are you using?
On Windows, you run the CMake GUI. At the top you will have a field
Where is the source code ?, point that to the base osgOcean directory
(the one that
Hi J.P.,
After press 3 I get the attached pic. Looks like the cow is being sucked
into the matrix. I can still manipulate this view though, the particles
seem stationary.
I get the same thing as your screenshot here. On both Windows (Vista 32
bit) and Linux (Ubuntu 64 bit), OSG SVN trunk.
Hi Nick,
what kind of video is supported in osg? I am seeing directshow plugin,
quicktime . What works on Linux?
p.s. I am windows guy, but want to move to Linux shortly
The ffmpeg plugin works on both Windows and Linux, and should support
whatever your build of ffmpeg supports. Even
Hi Mark,
1. When starting from the debugger, the image will appear for a moment, then vanish with --screen 0 but
not with --screen 1. With --screen 1 the image shows up and stays up, with --screen
0 I have to use Alt tab to find the window to get it to redisplay.
2. When starting from the
Hello Sam,
When I run the code to load a simple object (that you supplied above) with a
direct path, I get no errors but osgviewer seems to load nothing, just the
default blue background with no model. Ive tried different .osg and .obj files
but no luck.
If you're on Windows, make sure you
to
being put to rest...
Thanks in advance,
J-S
Jean-Sébastien Guay wrote:
Hi all,
So I just wanted to post my latest code that can reproduce this issue,
and see if I can get Robert's attention so he can check it out. It may
be related to the crashes others are seeing with texture pools
Hi Martin,
If I store them as drawables in the same Geode, I can create a surface mesh of
just the top and bottom by having the same vertex array and different Geometry
drawables.
Actually, you can give any drawables the same vertex array if you want,
even if the drawables are not part of
Hello Wang Rui,
After 3 months of long waiting (from the SIGGRAPH to present), I am very
pleased to announce that, the book /OpenSceneGraph Design and
Implementation/, which is written by Wang Rui and Qian Xuelei and
predicted on the OSG BOF, finally COMES OUT!
Great work on getting your
Hi again Wang Rui,
I just went to the product page on dangdang.com, and it seems it's out
of stock?
http://product.dangdang.com/product.aspx?product_id=20732977
Hi Robert, Sukender,
The issue of proxy image is something that the osg::Texture's
UnrefImageAfterApply could do with as it currently discards the whole
osg::Image, so later on when you try to save the model there is no
Image to provide the FileName to use to write to file you want to
write
Hi Wang Rui,
Well the next OSG BOF is in August next year - I'll wait to see if
dangdang.com has stock soon and try to order it then.
Well, I think I was able to register at dangdang.com and sign up to be
notified when there is more stock for your book... Yay for Google
Translate :-)
It
Hi Paul,
I have a system with four displays arranged as a 2x2 powerwall. If I
simply bring up osgviewer cow.osg, osgViewer seems to think that the
four displays are arranged horizontally. That seems like a fine default
assumption.
Yes, I've seen this too. On Windows (and I expect on Linux
Hi Robert, Jason,
I would see similar crashes / missing textures, but only when previous
context ID's were reused, and only when using paged databases.
I'd sure like to see this fixed... I posted an example reproducing the
issue on osg-users a while back but Robert was busy on the GLES port.
Hello Thomas,
i only have set -setDataVariance(osg::Object::DYNAMIC); to the geode, now i
also have set it to the shapeDrawable. Should i apply it only to the shapeDrawable
or to both?
Data variance only has an effect on subclasses of osg::Drawable and on
osg::StateSet (at run time - it
Hi J.P.,
Can anyone confirm the missing textures? Any hints as to what else needs
to be done to make sure everything is cleared/flushed correctly?
We've been doing something similar to this for a while now and it's
worked for us, what I'm wondering is whether the recent changes to
texture
Hi again,
I haven't had a chance to check your code yet, give me a few minutes and
I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to the texture pool as I
thought,
Hi Frederic,
Since we don't have direct access to the textures, we can't make the call to
setUnRefImageDataAfterApply(). Would there be another way?
You can run a visitor to get to the textures and turn this setting off.
You can either make your own, or use
Hi Frederic,
Some more fun in perspective! At least, I'll try the texture pool solution in
the latest SVN build to see if it helps.
I think that's what's most susceptible to work. Even stable releases can
have bugs. So I really suspect that you're hitting a bug that's fixed in
SVN. As I
Hi Buganini,
Does same problem also occur for cliff straightly down to deep sea bed ?
Possibly, I don't know.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Andreas,
However, I have made an option in my program to
use the StandardShadowMap, and it does not work for me (yet). Here are
the problems:
I'll have to let Wojtek answer these questions - I don't normally use
planes in my scenes, generally I use manifold objects...
I think it´s
Hi Kim,
Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)
Looks like images attached to forum posts are converted to lower
resolution/bit depth before being sent to the mailing list, it's not the
first time I've seen this in
Hi Robert,
I believe this is now fixed thanks the submission I merged from
Mathias. Could you test svn/trunk and let me know if any problems
arise?
Yep it's fixed and in the same way. So forget this one :-)
J-S
--
__
Jean-Sebastien Guay
Hi Eric,
According to the article, they admittedly used private APIs which is
explicitly forbidden in Apple's license terms. I don't believe getenv
or any ANSI C function is considered private. Private stuff is usually
proprietary Apple APIs hidden away and undocumented which you have to
go out
Hi Mattias,
At first I didn't remember that either, but then it struck me - it was me :)
I seemed to remember it was a Mat(t?)(h?)ias but didn't remember who
exactly, and didn't bother to go check the archives... Shame on me. :-(
Thanks for checking.
Ted, as a workaround you could also
Hi Andreas,
I have turned off those things, and now it works good for me. Should I
refactor that in a way that the application programmer can choose the
behaviour and submit that?
You could, but I think setting those things via overridden state is also
acceptable, since if you need that
Hello Tian Ma,
I have update my source from SVN, when I test the new source, I found that the
foam effects around the boat is still sharp white. Is that still a unsolved
problem?
Yes indeed. We discussed adding (invisible) sloped geometry around the
silhouette of objects that contact the
Hi Ted,
This application has failed to start because MSVCR80.dll was not found.
Re-installing the application may
fix this problem
Hmmm, that would seem to indicate that the VC9 binaries depend on the
VC8 runtime (probably in addition to the VC9 one). That's pretty weird.
Could whoever
Hi Robert, Thomas,
Great new on the ES ports. I've been fiddling with OpenGL ES on IPhone
and had up till now been using my own very basic port of OSG. I would
most certainly be up for trying to get the latest trunk to compile on
IPhone. I recon osg shouldn't be too much trouble it's osgDB
Hi Robert,
Just to be sure you understand, I am not developing iPhone apps myself,
I was just relaying some info I had read to those who might be
interested to submit an OSG-based iPhone app to the Apple App Store
sometime in the future.
It may also be useful to toggle such features on/off
Hi Andrew,
For a test run osgparameter to see how you get on - it throws lots of
vertices at the graphics card and uses a shader to update. Even my 5
year old laptop can render it at 60Hz.
That's osgparametric, in case you were wondering. Robert's typos strike
again :-)
J-S
--
Hi Kim,
I'm not sure if Ogls multiple render target
implementation is any more efficient than using a completely separate
pass but rendering the ocean twice would be very costly.
Yes, of course MRT is more efficient than multiple passes... It's only
one pass of the geometry, but with
Hi Bart,
The node mask idea also works fine. However, I saw in osgViewer::View a
function computeIntersections. The function gave me the impression that it
could also fix my problem, without using a node visitor. My idea was to
construct an empty NodePath, push the Cloth's node in this
Hi Thorsten,
textobj is a local object in your constructor, not a member of your
class. Here are the changes you need.
class TGTextNode : public osg::Geode
{
public:
TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX,
int T_PosY, int T_PosZ);
void addOutline();
Hi Bart,
1. My current project is developing a cloth simulation and it is working. The model consists of particles connected with springs. To visualize everything I use a Geometry object representing a triangle mesh, which I update every time step by first calling the dirtyDisplayList()
Hi Erik,
I've been playing around with osgOcean recently (nice work, btw!) and
realized my fantastic particle effects were not being rendered in the
scene. I tried to add them in various places in the scene graph with
limited results.
I expect it's something to do with the shaders, but I
Hi Martin,
Can I do this without a glsl shader? A set of textures dependend on one
TexCoordArray?
geometry-setTexCoordArray(1, geometry-getTexCoordArray(0));
Your data will not be copied CPU-side (one tex coord array for both
units, the ref count incremented accordingly) but they will be
Hello Lee,
My Speculation:
During rendering, there is a cull traversal that is performed. Objects which
pass this cull traversal are gathered into a set and that set of objects is
rendered. This set of objects might be retained and re-used by the
IntersectionVisitor or Intersector class (a
Hi Thorsten,
osg::ref_ptrTGBaseWidget WidgNode01 = new TGBaseWidget(2,1);
This is pretty basic... Look at this:
for(i=count_width; i0; i--)
{
(1) ElementLower.push_back(
new TGWidgetElement(posX, posY, WidgElementSideLower.png));
posX += 15;
posY +=
Hi Dominic,
node-getOrCreateStateSet()-setMode( GL_CULL_FACE,
osg::StateAttribute::OFF );
thanks but this didn't work. We applied the mode on a loaded osg file.
Is this a problem?
If the osg file contains a stateset which sets GL_CULL_FACE to ON below
the root node where you set it to OFF,
Hi Robert,
As this method isn't available in older versions of
Qt then I'd suggest adding an #ifdef around it.
Done, and CC'd to osg-submissions.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Teodor,
I get the coordinates from getLocalIntersectionNormal() and I try to convert
them to row and columns. Is there another way to get these values from mouse
position?
getLocalIntersectionNormal() will return the normal vector where the
intersection occured, i.e. the vector
Hi Wyatt,
Any suggestions?
Not really. At this point you'll probably have to trace into OSG to make
sure the shadow map traversal is getting to the right objects (i.e. your
masks are set correctly), and check your shaders (perhaps even try with
the basic shaders that LISPSM uses by default
Hello Teodor,
1. Is this class the appropriate one for what I want to do?
I'm assuming you're using osg::HeightField with osg::ShapeDrawable - you
didn't specify... Please try to be more precise in the future.
In that case, no, it's not appropriate for large height fields. As
Robert has
Hi Frank,
However, in the Slow App, there's actually a Model class of our own making,
that has an osg::Group* member that stores a reference to the model's parent
node, and an osg::MatrixTransform* that stores a reference to the model's
Matrix Transform. The constructor of this class follows
Hi Frank,
So, I think that about wraps it up! Thanks to everyone for your help.
Great, good to know you've found one of the culprits!
I'd still encourage you to review your hierarchy to facilitate OSG's
culling, but as long as your objectives are met, it's probably not that
critical for
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