On Monday 08 February 2010 09:38:53 pm Paul Martz wrote:
Ricardo Ruiz wrote:
Thanks.
Just one question, OSG renders at the maximun amount of FPS it can, but
ODE requires a fixed time step. How do you solve this problem? Thanks a
lot.
Is there a reason you're not synced to vertical
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On 2010-02-08 20:23, Ricardo Ruiz wrote:
Thanks.
Just one question, OSG renders at the maximun amount of FPS it can,
but ODE requires a fixed time step. How do you solve this problem?
Thanks a lot.
Easy, you measure the elapsed time between the
Thanks.
Just one question, OSG renders at the maximun amount of FPS it can, but ODE
requires a fixed time step. How do you solve this problem? Thanks a lot.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23813#23813
Hi,
I know Paul did some work to use bullet physic engine with osg.
A search of osgBullet should point to his work.
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Mon,
Ricardo Ruiz wrote:
Thanks.
Just one question, OSG renders at the maximun amount of FPS it can, but ODE
requires a fixed time step. How do you solve this problem? Thanks a lot.
Is there a reason you're not synced to vertical swap? If you were to
enable that, then OSG would render at the
Hi Ricardo,
sorry to not go into the details - so just few hints from my friend that
is going his project on ODE+OSG.
He done the integration like this:
- he loads the scene by OSG
- he converts the scene geometry to ODE geometry and sends it to ODE by
ODE functions
- he setups the ODE world
Hi mates.
I have several questions regarding about physics engines in OSG. BTW, I'm a OSG
beginner.
If I want to use ODE, must I add osgPhysics plugin to my OSG?
How can I load a scene with physics values? Let's say I'm creating a scene in
3Ds MAX, and I export it to COLLADA (or any other
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