Good news everyone!
http://www.nasa.gov/home/hqnews/2009/jun/HQ_09-150_ASTER_Topographic_Map.html
http://news.bbc.co.uk/2/hi/science/nature/8126197.stm
Regards,
Maciej
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Brian, Robert, all,
For object outlining I use cull callback that traverses node two times (its
a simple workaround for two pass techniques). I use well known technique
rendering back faces in wireframe (
http://en.wikipedia.org/wiki/Cel-shaded_animation) prior regular rendering.
It was
://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Regards,
Maciej Krol
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Wojtek, J-S et al,
Thanks for sharing the code Wojtek. It is always nice to see production code
that does the job. What a coincidence, right now I am experimenting with
embedding custom modes (including Your osgShadow) and shader composition
directly in a cull traversal. Definitely I will take
Hi Robert,
Google is promising great performance from V8 JavaScript engine
http://code.google.com/p/v8. It was created with embedding in mind. It would
be great to write node update callbacks in JavaScript or Lua.
Regards,
Maciej
2009/5/11 Robert Osfield robert.osfi...@gmail.com
Hi Pierre,
Hi Roland,
I am glad that someone is digging this subject. I wrote simple visitor that
generates shaders from accumulated state sets. Custom state mask (int) is
extracted from stateset (LIGHT, FOG, DIFFUSE_MAP, NORMAL_MAP, etc). Based on
this mask shaders are generated and attached to drawables.
Hi Robert et al,
I thought about concept of generating shader code in cull traversal from
shader snippets. Snippet is a piece of GLSL code that implements certain
functionality like texture sampling or lighting, usually few lines of code.
Snippets have defined inputs like required varyings,
.
Robert.
On Mon, Feb 23, 2009 at 10:04 AM, Maciej Krol mack...@gmail.com wrote:
Hi Robert et al,
I thought about concept of generating shader code in cull traversal from
shader snippets. Snippet is a piece of GLSL code that implements certain
functionality like texture sampling or lighting
Hi Cory,
I have similar problem in osgviewerWX. Initial aspect ratio should be
computed from client rectangle of viewer window, but currently it is
computed from window rectangle of main frame. Client rectangle is not known
until first resize event. The solution would be to postpone viewer
@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Regards,
Maciej Krol
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi,
Latest trunk of osgAL compiles cleanly with OSG 2.7.7.
Regards,
Maciej
2008/12/17 Anna Sokol annaso...@gmail.com
Hi Sukender,
unresolved external symbol unsigned int __thiscall
OpenThreads::Atomic::operator++()
referenced in function osg::ref_ptrosgDB::DotOsgWrapper
Hi Robert et al,
I am testing http://www.openscenegraph.org/data/earth_bayarea/earth.ive on
almost seven years old PC (Athlon 1700+, 256 MB RAM, GeForce 4MX 64MB,
WinXP). I must say it runs just fine with a decent framerate. The only
problem that I have is that when I zoom into bay area textures
Thanks Robert,
I was afraid that it's a bug, not a feature :)
Regards,
Maciej
2008/12/14 Robert Osfield robert.osfi...@gmail.com
Hi Maciej,
On Sun, Dec 14, 2008 at 10:32 AM, Maciej Krol mack...@gmail.com wrote:
Hi Robert et al,
I am testing http://www.openscenegraph.org/data
Hi Ed,
I am using 2.8.7, but the latest stable version should work as well.
Regards,
Maciej
2008/10/29 Ed [EMAIL PROTECTED]
If I want to use wxWidgets with OSG, do I need a particular version of
wxWidgets?
Ed
___
osg-users mailing list
Hi Mike,
http://osgscenemaker.googlepages.com
http://orihalcon.jp/orihalconfw
Regards,
Maciej
2008/8/22 Mike Wozniewski [EMAIL PROTECTED]
Actually, nevermind about genwrapper.
I've managed to use the latest svn version to create custom wrappers for my
classes (yay). Now what I would like
or frame based (i.e. osgDB::setExpiryMode). I will think about
implementation details this weekend.
Regards,
Maciej Krol
2008/7/31 Jakob Ruhe [EMAIL PROTECTED]
Hi John!
I also have these kind of problems when I use lazy rendering which
is the way I want it to be done in my application
::Geode; // refCount = 1
...
return g;
// refCount = 2 g is assigned to result ref_ptr
// refCount = 1 g is destroyed
}
Regards,
Maciej Krol
2008/7/26 Ariasgore [EMAIL PROTECTED]
Hello,
I have some novoice question about the use of pointers as short-time
reference
. The problem
is that texture modes, texture attributes and uniforms are not copied. How
can I access them? All required members of osg::State are protected and
there is a lack of accessor methods.
Best Regards,
Maciej Krol
___
osg-users mailing list
osg
Hi Robert,
Thanks for the tip, I did not know StateSet::merge method. I will try this
out.
Best Regards,
Maciej Krol
2008/4/11, Robert Osfield [EMAIL PROTECTED]:
Hi Maciej,
osg::State is probably not the best way to accumulate state for general
CPU computation work as its totally geared
optional in
cmake):
- #define CURL_STATICLIB (see curl.h).
- add dependencies: ws2_32.lib winmm.lib
I think it should be incorporated into cmake files. I do not have any
experience with cmake language and so far I have tested it by manual
tweaking of VS project files.
Best Regards,
Maciej Krol
Hi Robert,
Great improvement! Memory usage dropped almost 6 fold for our paged scenes,
from oscillating around 350MB to rock solid 60MB (WinXP).
Many thanks,
Maciej
2008/3/28, Robert Osfield [EMAIL PROTECTED]:
Hi All,
Testing that I've been carrying out on some new big terrain databases
Hi Morne,
I have similar problem when I am behind proxy, the svn protocol is being
blocked. When subversion is available through http I do not have any
problems.
Art, would it be a problem to change the protocol from svn to http(s). It
would solve access problems for corporate users which are
22 matches
Mail list logo