Hi Patrick,
Playing movies automatically isn't that what all users will want all
the time, so hard coding this in isn't appropriate. In the past I've
always just used a custom NodeVisitor to traverse through an enable
the movies, this is pretty straight forward to write and retains
complete
Hi Fabian,
I'm afraid you don't really say enough about the specifics of your
setup for others to know enough to help you.
With your View, do they are share the same GaphicsWindow? How do you
setup the pre render step? A slave Camera? A Camera in the scene
graph, how do you grab the live
Hi Richard,
These methods are virtual methods, and ImageStream is a base class...
that implementations subclass from, so the fact a header doesn't
implement something doesn't say anything about the actual
implementations that are meant to implement it.
Secondly the getReferenceTime() and
Thanks, I've done it.
I don't know how to reply a post, because this group is annoucement only!?
--
ЯicKy
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Hi all,
I would like to add shading effects to my application, which uses OSG, but
have never programmed GLSL or Cg before. Can anyone please guide me to
tutorials or a good source of information about using GLSL with OSG?
I noticed that OSG comes with one or two shading examples but I would
Hi Filip,
I have been studying GLSL in OSG like you :) I have made lots of search and
firstly you should learn GLSL with using in OpenGL programs.
Sources;
1 - http://www.ozone3d.net/index.php
2 - http://www.cs.lth.se/DAT135/
3 - http://graphics.tu-bs.de/teaching/lectures/ss08/CG2/
4 -
Hello,
It appears the osgPPU site is down: http://projects.tevs.eu/osgppu. I
am hoping the owner might be on this list to be able to get the site
back up again.
Doug
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http://projects.tevs.eu/osgPPU should do the trick
2008/9/19 Doug McCorkle [EMAIL PROTECTED]
Hello,
It appears the osgPPU site is down: http://projects.tevs.eu/osgppu. I am
hoping the owner might be on this list to be able to get the site back up
again.
Doug
Thanks! The site is not linked properly here:
http://www.openscenegraph.org/projects/osg/wiki/Community/People/ArtTevs
On Sep 19, 2008, at 4:33 AM, Bart Kevelham wrote:
http://projects.tevs.eu/osgPPU should do the trick
2008/9/19 Doug McCorkle [EMAIL PROTECTED]
Hello,
It appears the osgPPU
Hi guys,
yeah sorry, I was moving the repository and all my pages to another server. In
between time there were some DNS issues (there are still there, because
unfortunately correct information is propagating to all DNS servers very
slowly), therefor osgPPU was not reachable.
Now it should
Ok, sorry Robert, now more specifically:
Hardware/software: WinXP, Opteron 2 GHz, 1 GB Ram, Geforce 8800 GS, OSG 2.4.
The prerender node has 5 camera nodes, a textured rectangle is attached
to each camera node. The cameras render to texture in a defined
RenderOrder. The textures of the
Please search the OSG mail archives, this topic has been covered several
times and there are several routes u could consider
http://www.mail-archive.com/osg-users@lists.openscenegraph.org
__
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL
No one never profile his OSG code ?
I found a tool named visual leak detector... but it returns me a lot of
leaks in OSG, I suppose in relation with ref_ptr
For the moment I am looking at a memory leak detector only. (a profiler too,
but it is too hard to find a free one)
Thanks for help.
Hi Fabian,
The first problem to resolve is the fact that views are each using a
separate GraphicsWindow, this means a separate GraphicsContext for
each view, which in term means that FBO's/texture objects/display
lists have be duplicated for each context, unless you enable sharing
of contexts,
El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió:
No one never profile his OSG code ?
Yes, but with the Linux-only valgrind tool :)
http://valgrind.org/
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I know... but I am under windows... and so I have to forget this one... :'(
No one under windows ?
Thanks.
2008/9/19 Alberto Luaces [EMAIL PROTECTED]
El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió:
No one never profile his OSG code ?
Yes, but with the Linux-only
Hi Vincent
On Fri, Sep 19, 2008 at 1:12 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
I know... but I am under windows... and so I have to forget this one... :'(
No one under windows ?
You could try IBM Rational Purify. It's quite a nice tool and you can
download a trial version.
(You can also
Hi all,
I updated my working copy to latest SVN version (8900) of OpenSceneGraph.
I am wondering way the performance (more fluid) for pagedLOD models has
changed, its more fast / fluid while paging under windows vista.
what did we change, threading?
good work
adrian
--
uhhh, well you just replied ???
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
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Self defence is not a function of learning tricks
Hi thibault
I just have tried with the microsoft compiler. I still have some memory
leaks, but the ouput is unreadable :
[...]
{431278} normal block at 0x12194A50, 108 bytes long.
Data: {\ FC 7B 5C 10 00 00 00 00 01 00 00 00 00 00 00 00
{431277} normal block at 0x12194A08, 12
Hi Adrian,
It's nice to hear that performance is looking good, but... as to what
changed all depends upon the delta between the last time your tested
and when you just did your svn update.
Robert.
On Fri, Sep 19, 2008 at 12:54 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
Hi
Hello Vincent
try visual memory leak detector
http://dmoulding.googlepages.com/vld
it is easy - just add a header and a lib then you get reports which lead to
the lines in your code.
Regards
Sergey Kurdakov
On Fri, Sep 19, 2008 at 4:08 PM, Vincent Bourdie
On Thu, Sep 18, 2008 at 11:48 AM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
found the issue with the
cl : Command line warning D9025 : overriding
'/Fotg_OpenThreads.dir\Debug\' with '/Fo'
cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line
options are incompatible
Thanks again Robert for these informations.
I've made some tests and everything fails :
- I've tweaked osg::Object to have all the objects in DYNAMIC, it still
crash.
- I've installed the NVIDIA beta drivers, it doesn't change anything.
- I've tested the CullDrawThreadPerContext mode, still the
Hi Vincent
On Fri, Sep 19, 2008 at 2:08 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi thibault
I just have tried with the microsoft compiler. I still have some memory
leaks, but the ouput is unreadable :
[...]
{431278} normal block at 0x12194A50, 108 bytes long.
Data: {\
HI Serge,
What happens with the OSG examples on this setup?
Is there any chance you could dual boot and test out under Linux, it
wouldn't solve the problem you have under XP directly, but it would at
least provide another data point into the nature of the problem. If
it crashes under Linux then
Hi Philip
This is with the Cmake 2.4 or 2.6 using the OSG 2.6x branch
In the resultant vcproj files created many(most) projects end up with
both osg.lib and osgd.lib and some with osgGA.lib and osgGAd.lib and
those the use OpenThreads
Now I'm quite sure it is something we ( meaning me ) has
Hi Vincent,
No one never profile his OSG code ?
I think everyone has different ways of working. I tend to evaluate
performance with the Stats Handler and try out different variations of
algorithms to see which one performs better. I've rarely needed to do
actual profiling.
When I did
Hi Adrian,
I updated my working copy to latest SVN version (8900) of OpenSceneGraph.
I am wondering way the performance (more fluid) for pagedLOD models has
changed, its more fast / fluid while paging under windows vista.
what did we change, threading?
Perhaps it's the matrix
Hi Serge,
My application uses a CompositeViewer with different osgViewer::View for
each window, I'll try different setups to see if it still crash.
If osgviewer (or osgcompositeviewer) itself does not crash, and your app
crashes, you could try to start with osgviewer.cpp (or
Hi Gordon,
In the resultant vcproj files created many(most) projects end up with
both osg.lib and osgd.lib and some with osgGA.lib and osgGAd.lib and
those the use OpenThreads
Now I'm quite sure it is something we ( meaning me ) has screwed up some
how/were ;), as I said I'm a newbie when
On Thu, 2008-09-18 at 20:54 -0400, Jean-Sébastien Guay wrote:
Hi Jeremy,
In the hope that my wandering will help someone in the future...
Incidentally, I thought this info would be useful to other potential
users of your nodekits on Windows, but I can't find an add page button
for the
Hi
@Sergey : I currently do it, but it returns me a lot of leak, and a lot
looks like false positive...
Thanks Jean-Sébastien for AQTime ans gDebugger, I'll have a look at these.
Thibault, thanks a lot for this very detailed answer. I think I will find my
problems with all these possibilities.
Hi, I would like to perform 16 bits per component off-screen rendering. In
particular I need that each color channel (RGBA) be in 16 bits. I red that
it maybe possible by using the framebuffer object extension. Can someone can
confirm to me that this is possible? Does OpenSceneGraph 2.2 support
Hi,
Looking for memory leaks, Visual Leak Detector return me that :
-- Block 0 at 0x01F12C18: 100 bytes --
Call Stack:
z:\projets\easymonitoring\3dem\trunk\include\terrain\textureinit.h (39):
TextureInit::TextureInit
If TextureInit is, for example, a singleton that persists for the life of
the application, then it's destructor never gets called. However, it only
allocates once. If this is the case, then technically speaking it's not a
leak, at least not the kind of leak that would impact anyone's application.
Hi Cliff, Forest,
Read the camera analogy in the viewing chapter of the OpenGl red book. It
will help with everyone having the same definitions of zoom and scale. And, a
better chance the original post can be answered with a question using terms we
can understand.
Positioning the viewing
David Spilling [EMAIL PROTECTED] writes:
Ernst,Your 1.2 docs have been a permanent shortcut on my desktop for several
years now, so many thanks for doing the same for 2.6!David
divdiv dir=ltrErnst,brbrYour 1.2 docs have been a permanent shortcut
on my desktop for several years now, so
Hi all,
I am getting this rather weird effect when playing with the setLODScale
values in my application. I have a large pagedLOD terrain, with near/far
planes culling mode enabled for my camera, and I am looking at a certain
direction in the scene. I added osg's lod scale handler so that I can
Do you get the same behavior when viewing your database in osgviewer and
hitting the * and / keys?
-Paul
Hi all,
I am getting this rather weird effect when playing with the
setLODScale values in my application. I have a large pagedLOD
terrain, with near/far planes culling mode
I want to create a VertexBufferObject that is shared by several Geometry
nodes so that the number of calls to glBindBuffer() are decreased, but I
noticed that on lines 1561 - 1567 of Geometry.cpp there is some code
that automatically unbinds the vertex buffer object effectively forcing
each
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