Hi,
Has anyone experimented with an Ultra High Resolution Building (UHRB)
loader?
Thanks,
Brett
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Thanks!
Robert Osfield wrote:
HI Bret,
On Thu, Jun 4, 2009 at 6:18 PM, brettwiesnerbrettwies...@gmail.com wrote:
Hi,
Just validating some assumptions about the database pager...
1) Is paging in single threaded mode blocking? If OSG is in single threaded
mode, will the pager load data and
Hi,
We use nodemasks in our scenegraph to do things like figure out what can
be picked, what can be shadowed, etc. When we load data most of the time
the nodes come in with masks of 0x. Occasionally we get an .ive
or .osg file that has some other value set in the nodemask. We are
...@lists.openscenegraph.org] On Behalf Of
brettwiesner
Sent: Thursday, June 04, 2009 12:00 PM
To: OpenSceneGraph Users
Subject: [osg-users] Is clearing the nodemasks on loaded data a bad
practice?
Hi,
We use nodemasks in our scenegraph to do things like figure out what can
be picked, what can be shadowed, etc
Hi,
Just validating some assumptions about the database pager...
1) Is paging in single threaded mode blocking? If OSG is in single
threaded mode, will the pager load data and stop rendering or will it
load in another thread anyway?
2) If OSG is running in multithreaded mode will the pager
something out?
Initially it is removed from the scenegraph and then the nodes are
deleted (more likely they are dereferences and the ref_ptr takes care
of freeing the memmory.
Brgs
Ralf Stokholm
2009/6/4 brettwiesner brettwies...@gmail.com
mailto:brettwies...@gmail.com
Hi,
Just
Hi,
I want to position something (let's say a building) to a terrain.
Currently I'm getting the Z value for the building doing this with an
osgUtil::IntersectVisitor and that works fine for static terrains. When
I run on a paging terrain (like one from osgEarth) and I position the
building,
Robert,
Good stuff.Limit frame rate (ie, frame rate capping) is good. But how
about Fixed frame rate though? Where the OSG renders at a specified
frame rate no matter what.
Thanks,
Brett
Robert Osfield wrote:
Hi All,
When following up on a bug report about the pager not handling on
Hi,
I have a simple example that shows that if you run a viewer, tear it
down and run it again, textures are missing. (winXP, 2.6.0). It appears
that resources such as Textures and DisplayLists are leaking and
corrupting runs.
The attached example simply creates a viewer and loads the
Hi,
If an IVE file is written out with the noTexturesInIVEFile option, it
references textures using an absolute path. Is this correct?
I wondered what will happen when the application is run on a different
machine with a different directory structure. So I changed the directory
name where
Hi,
I'm writing out textures from my models as DDS. The originals are rgb's.
This is all working however the DDS textures are 3x larger than the
originals! It seems like the DDS writer will write out images
differently depending on their pixel format. The osg::Image class has a
Of
brettwiesner
Sent: Wednesday, October 15, 2008 10:38 AM
To: OpenSceneGraph Users
Subject: [osg-users] DDS textures flipped on flt files
Hi,
I have a sample terrain that shows that DDS textures are incorrect on flt
files. If you load up the flt file in osgviewer you should see a framed
terrain. However
]
[mailto:[EMAIL PROTECTED] On Behalf Of
brettwiesner
Sent: Wednesday, October 15, 2008 10:38 AM
To: OpenSceneGraph Users
Subject: [osg-users] DDS textures flipped on flt files
Hi,
I have a sample terrain that shows that DDS textures are incorrect on flt
files. If you load up the flt file in osgviewer
Hi,
When writing out .ive files, textures are inlined by default. If a model
references another model via a proxy node and the other model is written
out as an .ive file then it's texture is inlined. Is that inlined
texture loaded into memory multiple times if the model is referenced
, and there is certainly no need to
subclass from plugins, C++ std::stream streambuf extensibility exist
to help solve problem like yours, and the OSG takes advantage of this.
Robert.
On Wed, Oct 1, 2008 at 9:27 PM, brettwiesner [EMAIL PROTECTED] wrote:
Hey Robert,
I'm confused about what you mean here. Many
at 3:47 PM, brettwiesner [EMAIL PROTECTED] wrote:
Robert,
OK, I'm reading up on basic_streambufchar now. In the meantime, maybe you
can help me understand how I can use a derived streambuf with the existing
IVE loader. Aren't I going to run into the same problem? When the IVE loader
comes
Hi,
I'm going to try one more thing... In my readerWriter, I can unregister
the real IVE loader, and register my encrypted ive loader. This way,
my loader gets called when a .ive is written out/ read in. I'll
actually call the real IVE loader for all read and writes, but the
recursive proxy
Hi,
I've got a requirement to ship certain 3rd party model data only in an
encrypted format. So I wrote my own loader that does the encryption/
decryption but uses the IVE loader for everything. This works except for
files that reference other files. The master file is encrypted, but the
Bryan,
Thanks for the reply. See inline...
You could implement your own loader with a different file extension
(say, .enc) that does the en/decryption and then calls the IVE loader
to load the resulting data. The curl loader does something like this.
This is what I did originally. There
as they provide examples of using
streams this way.
Robert.
On Wed, Oct 1, 2008 at 5:02 PM, brettwiesner [EMAIL PROTECTED] wrote:
Hi,
I've got a requirement to ship certain 3rd party model data only in an
encrypted format. So I wrote my own loader that does the encryption/
decryption but uses
Hi,
Recycling context id's is something that seems fixed in 2.6.0. I'm not
sure if you can keep a graphics context around without a window however
you can keep the scene graph around. Just hold onto a ref ptr to the
root node of your scene graph. You should be able to open a new window
and
Hi,
I was wondering if update callbacks are suppose to occur in between
calls to glBegin and glEnd? I think this test code demonstrates that
they do.
I'm using a glGet command (in this case glGetIntegerv) and checking for
it's error code. From the open GL docs:
GL_INVALID_OPERATION is
Hi Robert,
I finally got around to getting the 2.6.0 build and tested it out again.
Unfortunatly, the OPTIMIZE_TEXTURE_SETTINGS
flag still causes problems.
As stated below, the problem is if you optimize your scene graph using
the OPTIMIZE_TEXTURE_SETTINGS setting, then recycle the context
is typically owned by the draw process/threads)
Gordon
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
brettwiesner
Sent: Thursday
Hi,
I just had a couple of questions about the desired usage of the fog
state attribute.
1) What does it mean to have different fog states on different branches
of the scene graph? Would this have any effect?
2) Is the desired usage to set the fog attribute on the root node?
Thanks,
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