Hi all -- Does anyone know of an OpenGL extension to GL 2.x that adds
the clip distance feature found in GL 3 / GLSL 1.30? It does not appear
to be in ARB_gpu_shader4...
Thanks.
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Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Thanks for digging and verifying my suspicion. Too bad; many features in
GL3 are available as extensions in GL2, which really eases the porting
effort. However, looks like clipping is just one of those cases where
the code has to change between versions.
Paul Martz
Skew Matrix Software LLC
. If it is, submit
a fix.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
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, SceneView, or even manually by your own app.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Tim Allen wrote:
Hi,
I will explain what I didnt understand in the code.Does calling
scene-accept(updateVisitor); everyframe
Thanks for the info on join(), but I guess I prefer the manual control
feeling I get by waiting in my own loop. Good to know about join() though.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Thibault Genessay wrote:
Hi folks
Hi Tim -- In place of viewer.updateTraversal(), simply modify your scene
graph.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Tim Allen wrote:
Hi,
Thank you very much for the reply.I also have an another question
efficient solution.
Paul Martz
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The protected update() method runs the update visitor, so this appears
to be designed to allow you to attach update callbacks to your scene
graph just like any other OSG application.
I hope that helps?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com
you need to do that can't be accomplished with an
update callback?
Paul Martz
Skew Matrix Software LLC
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http
Eric Pouliquen wrote:
OK, good optimization :)
So Maybe using the apply function is only a good point when defining custom
visitors, no ?
Due to the updateVisitor behavior, seems that it's better using NodeCallbacks
on predefined visitors... is it correct ?
In the case of the
Yes, this is correct behavior. The UpdateVisitor doesn't waste time
traversing the scene graph if there are no registered update callbacks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Eric Pouliquen wrote:
Hi All,
I would like to be sure
Philip Lowman wrote:
You're getting a warning because DoomLikeManipulator is missing
declspec declarations but publicly inheriting from a class that has
them. See the definition of OSGGA_EXPORT in include/osgGA/Export and
do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh
Hi Alex -- Does your class definition look like this?
class OSGGA_EXPORT DoomLikeManipulator : public MatrixManipulator
If so, try changing it to this:
class DoomLikeManipulator : public MatrixManipulator
-Paul
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a progress bar,
though, which requires "percent complete" as an input.
Paul Martz
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Loic Cayou wrote:
Hi all,
On my program, I use setSceneData(...) to load an heavy osg model (more than 10mo).
I would like to know
o, compare a simple reproducer
example to see where you've gone astray.
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That looks like you're using different C runtime libraries than OSG was
built with. You should probably use "Debug Multithreaded DLL" for debug
builds, and "Multithreaded DLL" for release builds.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix
osghxl wrote:
hi,Paul Martz
Your reply is blank,I hope you can give me some advice.
Thanks
regards,
houxl
Interesting... In my 'sent' folder it appears fine. I've cut and pasted
my reply below. This time sending as plain text.
-Paul
I have not compiled osgEphemeris, but based on my
ximo o + wrote:
while(!viewer.done()) {
viewer.getCamera()-setViewMatrix(osg::Matrix::identity());
viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0, 0,
-10), osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0));
viewer.frame();
}
Hi -- Try changing your main loop to this:
while(
an OSG camera manipulator to set the view, it is likely
causing both of the above problems.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Brett Thomas Lee wrote:
Hi,
I m drawing a simple quad with coordinates
Code:
v-push_back( osg::Vec3( 0.f,0.f ,0.f
rectly. The symbol should be
defined as nothing only for non VS builds (like OS X or Linux), or if
specifically building a static lib.
If you put all this together, then I'd guess you are #including a
header twice, once using dllimport declarations and once again as
dllexport.
Paul Martz
Skew Ma
resulting scene
graph, then even this optimization might not help you.
The bottom line is that your database is too big. You should work with
your modeler and developer staff to come up with some kind of paged DB
scheme as Gordon mentioned.
Paul Martz
Skew Matrix Software LLC
http://www.skew
'[0] c'[1] c'[2] 0
u'[0] u'[1] u'[2] 0
d'[0] d'[1] d'[2] 0
0 0 0 1
I'm leaving the bottom row 0 0 0 1 because I assume you only need to
orient, not translate.
For testing, the OSG example data set contains a model called axes.osg.
Hope that helps.
Paul Martz
Skew Matrix Software LLC
http
r to load a file that contains custom
callbacks, you will need to distribute a dynamic library containing
your custom callback class, and also a dynamic plugin to support .osg
I/O for your custom class, so two dynamic libraries total.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matri
Robert Osfield wrote:
Hi Guys,
I've been on holiday during this thread, so now just catching up...
some brief thoughts on some of the points raised.
Thanks for adding to the thread, Robert. I hope your holiday was enjoyable.
First up, modelview and projection matrices are something that
d, without having to wait for a OSG3 branch
and formalized API plugin architecture. But it seems that moving to a
deprecated GeometryWithIndices would have the same effect. Alternately,
as you've read, I'm researching ways to use the existing Geometry class
in a future-proof way.
Paul Martz
S
with a Drawable draw callback?
Seems like this would be possible, but I'd have to dig further.
Not sure at all how an app would do with with shared buffer objects,
texture objects, etc.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Robert Osfield wrote:
Hi Raphael
ot; names by default, but apps would still have the
flexibility to be spec compliant and change the names if they desired
to do so.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jason Daly wrote:
Robert
Osfield wrote:
If GL3 isn't providing any gl_ unifor
.
Paul Martz
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Robert Osfield wrote:
If GL3 isn't providing any gl_ uniforms surely they can't be reserved,
you can only reserve something if it might exists. I can see why gl_
will be reserved for GL2, but I can't see the issue for non backwards
compatible GL3.
Hi again, Robert. If you really must use the
Use an LOD node. Add child Group nodes and attach a different StateSet
to each. Then attach your model as a child to each Group.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Rabbi Robinson wrote:
Hi,
What is the best approach to change stateset based
Jean-Sébastien Guay wrote:
Still, your visitor is interesting, extending it would be good, and
testing it by having OSG create a GL3 context (perhaps even GL3.1 so
that it errors out when using deprecated functionality) would be even
better.
I've given this some thought, and tried to write
Gianluca Natale wrote:
I cannot completely agree.
I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once
But in many other cases (dynamic geometry) it must be computed each
frame. So it really
I updated this page with the PDF of Wang Rui's presentation.
I strongly encourage everyone to take a look at the OSG In Chine
presentation. It's amazing to see how big their OSG community is.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sbastien
duce less
than ideal results.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Robert Osfield wrote:
Hi Paul,
On Mon, Aug 10, 2009 at 3:12 AM, Paul Martzpma...@skew-matrix.com wrote:
Is there no way for an app to associate vertex attrib data with a
;
};
Paul Martz
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Jean-Sbastien Guay wrote:
I bet
it wouldn't be too hard to add apply(osg::Camera camera) that
would set view and projection matrix uniforms, as well as
apply(osg::Transform transform) for the current local-to-world
matrix (and perhaps uniforms for model*view, model*view*projection for
.
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me gauge and estimate the amount
of work I'll need to do for my client. Thanks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sbastien Guay wrote:
Hi
Paul,
Hi all -- I've finally had a chance to review
the ShaderGen code. If I understand correctly
Ha! :-) Wiki lets me log in now (thanks Jose-Luis), but I guess this is
one of the special pages that general users can't edit. So it's still
up to you, Robert. :-)
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Paul Martz wrote:
Hi
Robert -- The download
could find in the source tree.
Is there no way for an app to associate vertex attrib data with a
variable name string (like Uniforms)? If not, why not? And would you be
open to a code submission that adds this functionality?
Thanks.
--
Paul Martz
Skew Matrix Software LLC
http://www.skew
I've added my and Robert's slides, as well as the agenda slide. Still
working on the photos.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sbastien Guay wrote:
Hi all,
It was great meeting all of you at the BOF. Great presentations all
around
I believe you can use a uniform array of samplers. This means the
number of texture can be arbitrary and therefore you don't need to
recompile your shader based on number of textures.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Johannes Schth wrote
Added one photo. I can never recall all the wiki inline
commands, so if someone else could pretty that up for me, I'd
appreciate it.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sbastien Guay wrote:
Hi all,
It was great meeting all of you
identical to the old GLSL
1.20 uniform and vertex attribute names (that would be a mistake in my
opinion, as uniforms and vertex attributes starting with "gl_" are
reserved)? Or have a simply misunderstood the point of this code?
Thanks.
--
Paul Martz
Skew Matrix Software LLC
http://www.skew-
code. Is
anyone else interested in such a change? If so, I'll code it and submit
it.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Farshid Lashkari wrote:
Hi Rick,
You can calladdFileExtensionAlias() within your own program. I
would recommend doing
was astonished with the size of the OSG China community. Thanks to both
of you for attending, which clearly shows that OSG is a global
community.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Hansoo Kim wrote:
Great time
in BOF, Happy to meet many OSG users (especially over
Hi J-S - I'll add presentations and photos shortly. Marc's volume fire
rendering software was created as part of his work with NIST (National
Institute of Standards Technology).
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sbastien Guay wrote:
Hi all
OSG BOF was a success. Attendance was light, 65 people, but overall
conference attendance was down this year. Traveling today, more later
including photos.
Paul Martz
Skew Matrix Software
http://www.skew-matrix.com
+1 303 859 9466
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Hi all -- Just a reminder for those of you attending SIGGRAPH. The OSG
BOF will be held Wednesday August 5. I hope to see you there.
When: Wednesday, 5 August, 2-3 pm
Where: Ernest N. Morial Convention Center, Room 264
--
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1
a handful of
files, followed by the same error message.
I am updating from this URL:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
Any help would be appreciated.
--
Paul Martz
Skew Matrix Software LLC
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Thanks. In case it wasn't clear from my post, I was trying both an
update, as well as a clean checkout, and got the same failure from
both. As the issue also occurs with a clean checkout, I doubt a "svn
cleanup" will help. But I'll give it a shot.
Paul Martz
Skew Matrix Softwar
As I suspected, cleanup did not help and I'm still encountering this
issue.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Paul Martz wrote:
Thanks. In case it wasn't clear from my post, I was trying both an
update, as well as a clean checkout, and got
Hi JL-- This problem is not limited to TortoiseSVN on Windows. I see
the same thing when I try to svn checkout on OS X.
Paul Martz
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this stuff in advance; dealing with it on our own is expensive
and a pain in the rear.
I'd offer to loan you the screen, but we already have tear-down
scheduled with the provider.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
John F. Richardson wrote
), but we
can't figure out what we should set the FFMPEG_STDINT_INCLUDE_DIR CMake
variable to. Without this set, OSG's CMake refuses to create the ffmpeg
plugin project file. Any help would be appreciated, thanks.
--
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
What you want to do can be easily done using a Uniform array. See the
Uniform header. For the shader side of things, see the orange book, or
attend my upcoming OpenGL 3 course: www.techsoupcorp.com.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Nico
ttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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) no access to the depth buffer.
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Consider using draw instanced. See the osgdrawinstanced example.
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David Oyarzun wrote:
Dear all,
I
am developing an application that allows to apply geometry deformations
vertex
by vertex. For doing this, I manage a list with the vertex indices of a
geometry node. That is, for example I translate the vertex 5th
independently
I ran my test case for this issue on the 282 tag on Windows and
encountered no problems. I'll try the same on the problem Mac system
this evening.
-Paul
Robert Osfield wrote:
Hi Paul,
On Sun, Jun 21, 2009 at 7:42 PM, Paul Martzpma...@skew-matrix.com wrote:
Excellent! That
Jean-Sébastien Guay wrote:
Hi Robert,
Builds fine on Windows Vista, VC++ 2005 SP1. Quick testing of some osg
apps and examples reveals no major problems (see below). Also tested a
compile with our framework and it went fine, but there too I only had
time to test a few of our examples - no in
Re-tested with 8 core Mac and 2.8.2 tag. Verified fixed. Thanks again!
-Paul
Robert Osfield wrote:
Hi Paul,
On Sun, Jun 21, 2009 at 7:42 PM, Paul Martzpma...@skew-matrix.com wrote:
Excellent! That nailed it, Robert. Bug is not present with current sen head.
Tested my app
Excellent! That nailed it, Robert. Bug is not present with current sen
head. Tested my app multiple times and was able to load .OSG files with
multiple threads each time. Thanks much.
Having this in 2.8.2 would be a great idea. Let me know when it is
there and I'll test again.
-Paul
Robert
Christian Buchner wrote:
The bottleneck here is definitely physics. Frame rates take a dip when
lots of coins are interacting. I am hoping for some public CUDA
support in the Bullet physics library in the near future.
My source inside Bullet development indicates that fully functional
public
Robert Osfield wrote:
As I have two other major releases to get out, it would be very
helpful for driving the 2.8.2 release forward if engineers that have
write access to the OSG-2.8 branch come forward to pick up the batton
and drive the 2.8.2-rc series, both in terms of coordinating with the
Hi Robert -- In an app I'm working on, I fire off multiple threads to
read multiple files asynchronously (in this case, .OSG files). This
seems to work OK on my dual core Windows laptop, but fails roughly 80%
of the time on my 8-core Mac. The stack trace shows 2 or more threads
allocating a
Hi -- I'm wondering if one of the Oceanus developers will be at
SIGGRAPH, and if so, would be willing to give a 5-minute
presentation/demo of Oceanus? I personally haven't had time to try it
out, but it has obviously generated a lot of interest and I think it'd
be a valuable addition to the
I believe this is discussed in the
Quick Start Guide. If you've read that, can you be more specific with
your question?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Rabbi Robinson wrote:
Hi,
Hi, I wonder when I should use setDataVariance(osg
ugin using the extension ".txt". This seemed ripe with potential
for extension string collisions; I believe I (and others) steered him
away from that extension, not sure what the outcome was.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Robert Osfield w
.
Another way to do this would be to modify osgDB so that if the read
fails with an error in reading file, the osgDB goes and searches for
another plugin to support the extension.
Thoughts?
--
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix
Only if no plugins can
handle the read/file attempt does th Registry then attempt to load a
new plugin from disk based on the extension name.
...and it attempts to load exactly one plugin, and if the IO
operation fails, osgDB returns "failure" to the app. It does not go out
looking for
#13912
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away, it's time to start organizing the BOF.
Sign us up for a time slot, please. We've done some cool new stuff this
year compared to last year, so we'd like to show you all what we've
been up to and hopefully get some feedback!
Thanks,
J-S
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Skew Matrix
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'make' is a Unix command.
As far as I know, there is no required way to organize your computer.
Here's an article I wrote on setting up a Windows box to be an OSG dev
platform, but it doesn't go into detail on the non-standard
dependencies. I imagine you can put them anywhere you wish, then
, a heightfield. :-)
2) You can always generate appropriate texture coordinates in a shader to
slap a texture onto the side of a heightfield cliff.
Paul Martz
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Hi all -- Just FYI... Lulu has arranged with Amazon to have the OSG books
listed, using their marketplace reseller listing. This means you can now
order OSG books by going to amazon.com and searching for OpenSceneGraph.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http
/simple standalone reproducer code that exhibits this
behavior?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Todd J.
Furlong
Have you taken a look at the osgthirdpersonview example?
Paul Martz
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Hi Brett -- The SingleThreaded threading model is one of osgViewer's
threading models and is completely internal to osgViewer. It does not affect
the osgDB library. The DatabasePager's threading is orthogonal to
osgViewer's threading models used for rendering.
Paul Martz
Skew Matrix Software LLC
.
Special data types allow other types of normal compression. For example,
bump maps, or normals for heightfield data, only need two components. The
third can always be derived.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Also , I am not sure how best to go about showing the selection. I
could, for example, break the geometry into selected and non-
selected geonodes and shuffle the primitives back and forth between
these two based on what has been selected or de-selected.
It sounds like you're saying you
Hi Alan -- Are you down in the Springs area? Chris is west of Denver and
Mike Weiblen and I are both in Boulder County. I know there are some other
OSG users in the Springs but your name doesn't ring a bell.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Are you holding the mouse button down? If so, you'll get a DRAG event,
right? (Is this not universal UI terminology?)
Paul Martz
Skew Matrix Software LLC
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Judd is right in that most of boost does its magic at compile-time
and doesn't need binary libraries at link-time.
Everyone I talk to who actually uses Boost will agree with that statement,
and they claim that Boost is a very lightweight dependency. Interestingly,
everyone I talk to who
Touché! :-)
Cheers,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thrall,
Bryan
Paul Martz wrote on Thursday, May 28
,
then later changing the code and assuming it was ref counted, and therefore
introducing a leak.
Yes, it's best to always use ref_ptr.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg
(). This was a
feature in PEI VisKit and we made frequent use of it at my old employer.
Paul Martz
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There is the osgUtil SmoothingVisitor, which will compute a normal per
vertex by averaging the facet normals of shared polygons. Will that do what
you want?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun
be elsewhere, but
this appears to be the source of your problem. What CMake variables did you
change from their default?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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hardware.
Feel free to pick my (or Mike Weiblen's) brain on this, as we both have some
familiarity with the algorithm. (Go Colorado OSG Users!)
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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osg
How are you determining that you are getting the wrong results? What
you show as the result seems impossible for the code you've posted, as
'parent'
only adds one child: the switch.
I saved the scenegraph to a file and looked at it.
When are you doing the file write? I'm concerned
I think you'd benefit from looking at some OSG examples (all of which use
ref_ptr) and reading the memory management section in the OSG Quick Start
Guide (http://stores.lulu.com/pmartz).
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
for AnimationPath, the osgParticle NodeKit, Sequence nodes, etc.,
just about anything in OSG that is animated.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg
performance bottleneck is the draw time for lots of lines and points,
encountered in very complex scenes. Most consumer-grade graphics cards fall
flat on their faces when rendering points and lines.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message
at this free resource.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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There is an osgSim::ElevationSlice that might be useful here, because it is
smart about paged databases and will go to the highest LOD to get the
elevation values.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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osg
. Either way, you see nothing.
For a solution, grep the source for setInitialBound.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
Incidentally, this has been discussed a lot in the past, so searching the
archives would have turned up all this info
You don't have to be on this list very long to see the same question pop up
multiple times. I'm guilty of it myself. :-)
-Paul
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