Thanks everybody. I'm so glad that you've shared a couple of minutes to
guide me. As an IDE addict (MSVC), I'm right about to make some tough
decisions such as moving on to Linux. I was thinking of Eclipse CDT but now
I think I'm going to end up with the good old command line.
Regards,
Can
Hi Can,
On 30/11/08 9:59 PM, Can T. Oguz wrote:
Thanks everybody. I'm so glad that you've shared a couple of minutes to guide
me. As an
IDE addict (MSVC), I'm right about to make some tough decisions such as moving
on to
Linux. I was thinking of Eclipse CDT but now I think I'm going to end up
Hi Can,
On Sun, Nov 30, 2008 at 11:59 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
Thanks everybody. I'm so glad that you've shared a couple of minutes to
guide me. As an IDE addict (MSVC), I'm right about to make some tough
decisions such as moving on to Linux. I was thinking of Eclipse CDT but
Hi Mattias
2008/11/30 Mattias Helsing [EMAIL PROTECTED]:
Hi Can,
On Sun, Nov 30, 2008 at 11:59 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
Thanks everybody. I'm so glad that you've shared a couple of minutes to
guide me. As an IDE addict (MSVC), I'm right about to make some tough
decisions
Hi,
Sure I'll try if I can get a grip on Eclipse.
Regards,
Can
2008/11/30 Mattias Helsing [EMAIL PROTECTED]
Hi Can,
On Sun, Nov 30, 2008 at 11:59 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
Thanks everybody. I'm so glad that you've shared a couple of minutes to
guide me. As an IDE addict
On Sun, Nov 30, 2008 at 10:28 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
Sure I'll try if I can get a grip on Eclipse.
Hi Can,
You can also try NetBeans, which added support for C/C++ a couple of
versions ago. I found it easier to use than Eclipse with CDT and you can
also just download the C++
Thanks Alejandro,
I'll give it a try; I need to look around and make my way through now, so
every suggestion is important to me.
Regards,
Can
2008/11/30 Alejandro Segovia [EMAIL PROTECTED]
On Sun, Nov 30, 2008 at 10:28 AM, Can T. Oguz [EMAIL PROTECTED] wrote:
Sure I'll try if I can get
Hi Robert, hi everyone,
And maybe we should have a look to some other libs too, such as SFML (
http://www.sfml-dev.org )?
This just adds more dependencies...include OpenAL so I'm not sure it's
make things any simpler than just integrating with OpenAL ourselves.
Oh, I didn't know. You're
Hi Ümit,
When you need some hints about what I already did, then just ask me! And if you
need big portions of code, just go ahead (I saw your project is GPL, right?).
About osgAudio, I'm terrobly sorry, but if I'm alone I won't be the one that
will design and code osgAudio. I really need that
Hi folks.
Can somebody explain me what is actually the reason having double as type for
the osg::Viewport variables (x, y, width and height)?
We have now always to cast (static_cast) in the Viewport::apply method and if
I need that values too, I have also to cast. I think this is an avoidable
Hi Art,
osg::Viewport now has doubles to enable scaling of a the viewport
relative to a window that has vary size.
The performance involved in casting should be negligible given that
you'll only be doing a once or twice a frame.
Robert.
On Sun, Nov 30, 2008 at 3:46 PM, Art Tevs [EMAIL
Shouldn't then the method, which scales the viewport, take care of casting?
Because based on OpenGL Specification viewport is per definition an integer
value.
--- Robert Osfield [EMAIL PROTECTED] schrieb am So, 30.11.2008:
Von: Robert Osfield [EMAIL PROTECTED]
Betreff: Re: [osg-users]
Good morning OSG,
I'm doing a little game programming and I am struggling with a way to attach
a node to a specific point on another node.
I know these could be manually prepositioned using a transform, but if the
main node (our character) is animated how would I handle this?
Hope someone can
Hi Art,
On Sun, Nov 30, 2008 at 3:59 PM, Art Tevs [EMAIL PROTECTED] wrote:
Shouldn't then the method, which scales the viewport, take care of casting?
Because based on OpenGL Specification viewport is per definition an integer
value.
Not quite, it's not about passing data to OpenGL, it's
Hi Rusty,
If you wish objects to move around together then typically you'd place
the objects all under the same transform. Each local object might
have its own transform as well, or if required manually positioned in
the local coordinates.
Robert.
On Sun, Nov 30, 2008 at 4:09 PM, Ryan Morris
Hi Robert,
OK, I see, however I ran into troubles using CUDA together with doubles in
viewports. The problem is that CUDA compiler invokes gcc with -malign-double
parameter, which isn't the same as for osg. Hence whenever I want to access the
values of a viewport in a CUDA code (actually
hi list and ray-tracing fans ;)
Toward A Multicore Architecture for Real-time Ray-tracing
http://www-csl.csres.utexas.edu/gps/publications/
best regards
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OK,
I've tested now different cases and found out that the best way is to change
the double into float in the osg::Viewport. I think the precision given by
floats is big enough for any viewport computation. Using of float will also
reduce the run overhead required for handling with doubles on
This is not a problem, i have solved the moving two objects at once issue.
The problem is if I want to attach a node to a specific point on a second
node (let's say a hand of an animated person), getting the hand and the
other node to move as one during a walking sequence, etc. Any further
hello,
I am trying to provide multiple views of an OpenSceneGraph scene within a Qt
window.
I can get this working for a single view, or multiple views in the same
widget like in the osgviewerQT composite example. But I'm struggling to get
multiple views on separate widgets working.
I know many
Sukender wrote:
Many thanks! I always wonder what OpenAL-Soft was, but I never took a look at
it... I'm going to recompile all my dependencies using it (if possible).
So I think the OSG audio would depend on it rather than on the original
OpenAL, don't you think?
Yes. The OpenAL-Sample
Hi Olfat,
Quoting olfat ibrahim [EMAIL PROTECTED]:
iam new to OSG i set up it with VC++ 2008 under win XP
i am now tring to run any of the examples given but it gives my a run time
error
iam attaching a pic with the exception generated with the example
osgviewerCocoa
- did you try Retry,
Dear ALL,
I have been using OSG for not more then two months. I just want to use
Qt Interface,using OSG to render the model, like most visualization
software, Paraview.
But the official example osgViewerQT could not work well.
would someone please gave some examples that could
Hi Wu Yagang,
Could you plz tell why it not work? I think the example works fine for me,
with both methods.
Wang Rui
2008/12/1 吴亚刚 [EMAIL PROTECTED]
Dear ALL,
I have been using OSG for not more then two months. I just want to use
Qt Interface,using OSG to render the model, like
I've the beginnings of a simple light-fixture modeling component in
wxPython and I am trying to use osgswig (2.2.0.1 version) as a base.
I've started out by copying the file loading example which uses
osgUtil.SceneView(). The code successfully loads the geometry of a
lighting fixture
hi all,
I am confused about the GPU draw time,I mean if the GPU draw time is longer
than the UPDATE+CULL+DRAW(dispatch) time,what will happen?Is there any code
control this?
best regards
forest
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o
Sent from my iPhone
On Nov 30, 2008, at 10:17 PM, Wang Rui [EMAIL PROTECTED] wrote:
Hi Wu Yagang,
Could you plz tell why it not work? I think the example works fine
for me, with both methods.
Wang Rui
2008/12/1 吴亚刚 [EMAIL PROTECTED]
Dear ALL,
I have been using OSG for not
hi all,
I use codes like this to antialiase :
osg::DisplaySettings* ds = osg::DisplaySettings::instance();
ds-setNumMultiSamples(16);
mViewer-setDisplaySettings(ds);
It works well in console program(full screen).when I add the codes to the
osgviewrMFC program,it doesn't work well.why?
Hi Art,
great news. Now I just need to find some time to play with this :)
jp
Art Tevs wrote:
Hi folks,
whoever is interested in a combination of CUDA and osgPPU is asked to test current svn
version under the sandbox branch of osgPPU repository. The implementation
depends on both patches,
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