Hi Dan,
On Wed, Feb 25, 2009 at 10:02 PM, Gilbert, Daniel R.
wrote:
> Are others able to reproduce this same behavior using my attached sample?
Just tried the test models on my Kubuntu 8.10/Gefore8800GTS cards and I get:
npot_skydome_linear_noresize.osg works.
npot_skydome_trilinear_noresize.
Hi J-S,
On Wed, Feb 25, 2009 at 9:03 PM, Jean-Sébastien Guay
wrote:
> That looks good, but while we're at it you might want to remove the section
> where specific versions of the dependencies are linked
> (http://prdownloads.sourceforge.net/freetype/ft219.zip etc.) because those
> are already out
Hi,
Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW wrote:
what OS are you using? What version of GDAL? On Linux I've not had a
problem reading .dt? files.
OpenSuSE Linux 11.0, VPB rev 953, OSG 2.8.0 and GDAL 1.6.0. I'm not
sure how it's working for you if you're using the version of VPB that
check
Thanks for the response. I'll try tackling it with ctypes, then. Not
an elegant solution, but I think I can get it to work.
Randolph
On Feb 25, 2009, at 11:35 PM, Gerwin de Haan wrote:
Hi Randolph,
this is a typical problem of (python) wrappers; the "getVertexArray"
returns a general Arra
Hi,
have a look at the osgmultitexturecontrol example. Search for
setSampleRatio.
jp
David Karlsson wrote:
Hello,
I'm having problem with my terrain generated using Virtual planet builder. Basically, what I want to do is to control the resolution/lod-scale of the rendered terrain. If I simp
Hi Sukender,
On Thu, Feb 26, 2009 at 12:15 AM, Sukender wrote:
> Okay, so admitting we're dropping D3D...
Well it's hard to drop something that you have picked up yet :-)
In terms of making a D3D backend a goal, as mentioned in my earlier
post this has some pros, and lots of cons/risks for the
Hi,
The problem is that I can't find any osgTerrain:Terrain node in the file
generated by VPB.
The following command always returns NULL:
osgTerrain::Terrain* testNode =
findTopMostNodeOfType(terrainNode);
/David
-Ursprungligt meddelande-
Från: osg-users-boun...@lists.openscenegrap
Hi All,
At the end of last week I ask Jose-Luis about web stats, and the boy
came good, adding awstats to the new virtual server, it's only been
running since Sunday, so the logs are only a quick snapshot so far,
but still interesting no less.
First up the operating systems that people are access
Hi Paul + Mattias,
I just checked what CMake 2.6.2 has for it's FindFreetype.cmake and
the list of vars is:
# FREETYPE_LIBRARIES, the library to link against
# FREETYPE_FOUND, if false, do not try to link to FREETYPE
# FREETYPE_INCLUDE_DIRS, where to find headers.
# This is the concatenation
Hi David,
If there isn't a Terrain node decorating your terrian just add one,
then add your paged terrain to this.
Also w.r.t distant tiles being rendered at full res, this shouldn't be
happening as VPB generates a hierarchical paged database, with
PagedLOD being the central bit of glue that make
Hi Guys,
To solve the missing FREETYPE_INCLUDE_DIRS definition I've added a
SET(FREETYPE_INCLUDE_DIRS
"${FREETYPE_INCLUDE_DIR_ft2build};${FREETYPE_INCLUDE_DIR_freetype2}")
To the appropriate part of Find3rdPartyDependencies.cmake. Changed
file is attached and checked into svn/trunk.
hi Robert,
I get the same version string:
OpenGL version string: 2.1.2 NVIDIA 177.82
Yet I most probably have a less recent Graphics Card than you :
I have a NVidia Quadro FX 550
Do you think this is the reason?
Why doesn't it occur every time?
On Wed, Feb 25, 2009 at 9:20 PM, Robert Osfield wrote
Nice to see this kind of results.
(I'm just a bit disapointed since I'm an Opera-conviced user ;p )
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 26 Feb 2009 11:06:51 +0100, Robert Osfield a
écrit:
> Hi All,
>
> At the end of last week I ask Jos
Hi,
from the example:
osgTerrain::Terrain* terrain =
findTopMostNodeOfType(rootnode);
if (!terrain)
{
terrain = new osgTerrain::Terrain;
terrain->addChild(rootnode);
rootnode = terrain;
}
terrain->setSampleRatio(samp
On Thu, Feb 26, 2009 at 10:53 AM, Simon Loic wrote:
> hi Robert,
> I get the same version string:
> OpenGL version string: 2.1.2 NVIDIA 177.82
> Yet I most probably have a less recent Graphics Card than you :
> I have a NVidia Quadro FX 550
> Do you think this is the reason?
I'm not familiar with
Hi All,
Thanks to the Tanguy Fautre at Aris Technlogies we have a shinny new
ffmpeg, which this week I got ported to Linux and checked in to
svn/trunk. The code is still under development, including the Cmake
support which right now only support a pkg-config path so isn't yet
ready for prime-time
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
Nice to see another way to play videos on differen plattforms, thanks
for the contribution!
Robert Osfield schrieb:
> So members of the
> community, what audio libraries should be on our list of targets? Do
> we even go as far as integrati
Hi all,
I have a following question. When I set texture values (manually or from loaded
image) and render such a texture on object and grab the final image from
screenbuffer its pixel values are lower. For example, when I set value 100
(from 0-255) I get 80.
I have already switched of the light
HI Stephan,
On Thu, Feb 26, 2009 at 12:10 PM, Stephan Maximilian Huber
wrote:
> Don't know what ffmpeg needs, I used RtAudio for crossplattform playback
> + recording of audio. It's basically one base-class with different
> backends per platform:
>
> http://www.music.mcgill.ca/~gary/rtaudio/
Th
Hi,
Jiri Filip wrote:
Hi all, I have a following question. When I set texture values
(manually or from loaded image) and render such a texture on object
and grab the final image from screenbuffer its pixel values are
lower. For example, when I set value 100 (from 0-255) I get 80. I
have already
Hi,
I was writing an application using Qt and osg.
I would like to zoom in and out on mouse scroll.
I could not find a good way to do this, so I came up with:
void osgWidget::wheelEvent(QWheelEvent *event) {
const float delta(event->delta() / (8.0f * 15.0f));
const float x(event->x());
Hi Paulo,
Possible the easiest way to do this would be modify the
osgGA::TrackballManipulator itself (and see in the changes so we can
all benefit :-), or subclass from it and override the handle method to
add the handling of the mouse wheel events. Once you've done this
you'd need to pass in the
> The bottleneck is still your disk I/O bandwidth and if that isn't fast enough
> you're still
> out of luck.
Yes, the bottleneck is certainly I/O bandwidth: in fact the application doesn't
block until It work totally in ram. When RAM is full the paging file (on the
hard disk) begin to grow
Hi Robert,
no it didn't work, but I have recreated the situation here so can
confirm the bug. It seems Find3rdPartyDependincies can't set the
FREETYPE_INCLUDE_DIR_ft2build/freetype2 vars so even if
Find3rdPartyDep...cmake sets FREETYPE_FOUND to YES, FindFreeType
eventually set it to NO.
...
I kn
Hi Robert, hi all,
Well, so in that case I agree we should support OpenGL+ES+CL in OSG 3+.
About topics/actions you mentioned...
> 1) Campaign individually and as group publicly support of OpenGL
> and it's promote its benefits.
> 2) Publicly put pressure on the hardware vendors to better
Hi,
are you creating a new image every time using osgDB::readImageFile? If
so, then you might be just plain running out of memory if you are not
destroying old images.
You can destroy the images manually or also search
setUnRefImageDataAfterApply in texture classes.
I'm not sure how one re
Robert Osfield wrote:
>
> On Thu, Feb 26, 2009 at 12:10 PM, Stephan Maximilian Huber
> wrote:
>> Currently, I am against deprecating the quicktime-lib, because:
>>
>> 1.) it handles images default for OS X
>
> Which images does Quicktime support that we don't have other plugins
> for? Ideally I
Hi Robert,
Robert Osfield schrieb:
> Good news, thanks for your efforts on this. Will it be able to handle
> multi-threading/multi-context windowing?
Yes, I hope so, it's a full GraphicsWindow-implementation. I haven't
tested multithreaded/multi-context-usage now, I am still struggling with
eve
Hi Ulrich,
Ulrich Hertlein wrote:
>
> Why would you read from disk into a RAM disk, then read from RAM disk into,
> err, RAM
> again? Instead of reading straight from disk into your RAM cache?
>
> ...
>
> Set up a read thread that reads the images into RAM buffers and upload the
> images f
Hi Sukender,
On Thu, Feb 26, 2009 at 1:34 PM, Sukender wrote:
> I suggest we create a "Communication/advertising" section on the wiki. Here
> are some ideas to fill in the pages of this section:
> - Articles on OpenGL and OSG (so that we link our personnal websites/blogs to
> them). Official OS
Hi Paul,
Any idea why the non-standard name for the 3rdParty dir would cause this
failure?
This is an issue that has been there for a while but that no one
bothered to fix until now because there's an easy workaround.
The workaround is to open up CMake, and show the "Advanced variables".
Y
Hi Eric,
On Thu, Feb 26, 2009 at 1:41 PM, Eric Sokolowsky wrote:
> This problem can also be solved on OSX by integrating Eric Wing's
> ImageIO plugin to handle static images. I have the code; I just need to
> find time to integrate the plugin. Unfortunately I haven't had much time
> to devote to
Hi guys,
I just posted on osg-submissions a fix for this.
J-S is right. It's easy to fix so haven't been dealt with.
As I now know this bug I know that the quick fix is to delete/remove
entry FREETYPE_INCLUDE_DIR_ft2build and FREETPE_INCLUDE_DIR_freetype2
vars from the cmake cache after having s
Hi Sukender,
I was thinking that if OSG 3 would support these, then why not others (such as D3D)...
OpenCL has an analogue API in Direct3D 11 which is called "compute
shader". OpenCL is made to work with OpenGL (share resources, buffers,
etc.) so as I understand it, you couldn't really use i
Hi JS,
Supporting OpenGL 2 + OpenGL 3 first sounds fine to me. We should however keep
in mind future plans when designing :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 26 Feb 2009 15:19:57 +0100, Jean-Sébastien Guay
a écrit:
> Hi Sukender,
Hi all,
I was thinking about posting in osg submission, but I don't have
nothing to submit.
I just had a little bug, solved now, but I thing this can be an
interessting point for OSG to notice.
To make a special geometry, I did a function returning a new vertex Array.
In the code, all was based
Everybody is talking like there aren't any high performance cross-API
scene graphs nor could one be made. They do exist and they are
expensive.
I've also seen a bunch of messages dismissing the gamer market to make
the argument that OpenGL is big everywhere else and thus D3D doesn't
matter.
Hi Stephan,
On Thu, Feb 26, 2009 at 1:46 PM, Stephan Maximilian Huber
wrote:
> Yes, I hope so, it's a full GraphicsWindow-implementation. I haven't
> tested multithreaded/multi-context-usage now, I am still struggling with
> events, and Cocoa.
A full implementation would be great, as it would me
Hi Robert,
Since the there is a table mapping dependency to links to the 3rd
party projects there probably isn't a need for linking to specific
version - so I've just removed this set of misleading links.
Let me know if there is still something amiss.
Looks fine, thanks.
BTW, I've asked this
Hi Vincent,
I can't work out exactly what to "bug" is in your instance, from the
contents of your email it sounds like windows and linux compilers are
evaluating the conversion of types in a different order and getting
different results, or that their is a compiler bug.
The fact that adding an ex
Robert Osfield wrote:
Hi Vincent,
I can't work out exactly what to "bug" is in your instance, from the
contents of your email it sounds like windows and linux compilers are
evaluating the conversion of types in a different order and getting
different results, or that their is a compiler bug.
Th
Hi Robert,
Anyone any ideas
about what platforms this Unknown are likely to be?
Well, some people disable the sending of OS information by their
browser, so it's possible that a number of those actually would fall
into the other categories (Linux, Windows etc.)
Perhaps this strong showing
So...
could we even deprecate the xine-lib and Quicktime plugins completely?
One question is does the ffmpeg plugin support streaming (from a web
site or from a local/remote webcam) for example? I think that's an
interesting feature of the QuickTime plugin.
J-S
--
___
Hello all,
Kind of a newbie question I'm afraid. I hope somebody can push me into the
right direction.
I am using osgViewer with several attached camera slaves to render multiple
overlapping views of the same scenegraph.
Now I am trying to hide an object (using a osg::Switch) in one channel and
s
Hi Cory,
On Thu, Feb 26, 2009 at 2:26 PM, Cory Riddell wrote:
> Everybody is talking like there aren't any high performance cross-API scene
> graphs nor could one be made. They do exist and they are expensive.
I haven't personally suggested this, but I have talked about the
technical trade-offs
Hi Mattias,
I just posted on osg-submissions a fix for this.
Excellent, another bug bites the dust (sung to the tune of the Queen
song with a similar name :-) )
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Sukender,
Supporting OpenGL 2 + OpenGL 3 first sounds fine to me. We should however keep
in mind future plans when designing :)
Of course, but targeting *all* *possible* future plans, even those that
have small probability to actually happen, is not useful.
Note that I forgot OpenGL ES
On Thu, Feb 26, 2009 at 2:34 PM, Jean-Sébastien Guay
wrote:
> BTW, I've asked this before but you didn't respond - Now that we have
> separate user accounts on the Wiki, could the locked pages be opened up to
> some of us in the community? Downloads and Dependencies would be good
> candidates. Tha
Hello Per,
Now I am trying to hide an object (using a osg::Switch) in one channel
and show it in the others.
What I normally do to get this effect is add the object directly as a
child of the camera(s) where you want to see the object, but not as
child of the others.
This doesn't solve you
Robert,
Thanks for confirming that it isn't just me. Well, at least on machines
with an Nvidia card. Does anyone with an ATI card experience this same
issue with the samples I posted?
I'll try digging deeper as you suggest, though like I mentioned in my
original post I was able to make it work
Hi Robert,
BTW, I've asked this before but you didn't respond - Now that we have
separate user accounts on the Wiki, could the locked pages be opened up to
some of us in the community? Downloads and Dependencies would be good
candidates. That way we won't have to pester you all the time, at leas
Hi all,
no, there are not so much people which disable the browser to send its
identification. These unknown browsers are probably the search engine crawlers.
They could also be the crawlers of email address hunters ;)
As for the forum, I am also running a statistic engine (Piwik). However It
Hi J-S,
On Thu, Feb 26, 2009 at 2:46 PM, Jean-Sébastien Guay
wrote:
> Well, some people disable the sending of OS information by their browser, so
> it's possible that a number of those actually would fall into the other
> categories (Linux, Windows etc.)
Indeed. I have heard of Linux users con
First: Wow! Thanks for stepping up to look into this. I post a "suspicious
behavior" report late afternoon US mountain time, wake up the next morning,
and there's already a submission in response. I love open source, and we
have an awesome global community here.
Unfortunately, the issue doesn't se
On Thu, Feb 26, 2009 at 2:51 PM, Jean-Sébastien Guay
wrote:
>> So...
>> could we even deprecate the xine-lib and Quicktime plugins completely?
>
> One question is does the ffmpeg plugin support streaming (from a web site or
> from a local/remote webcam) for example? I think that's an interesting
>
Hi J-S,
I'd be very surprised if the ffmpeg plugin supports streaming out of the box
(although you never know). We've surely never tested it with streamed videos.
FFmpeg decoding streamed videos should not be a problem. The
networking/protocol part of streaming is another matter. I think it's u
Here's Eric Wing's ImageIO plugin. It was actually submitted to
osg-submissions in October 2007 but nothing was ever done with it. If
someone wants to take a stab at integration please go ahead. I want to
do it, but have no time... isn't that always the way?
-Eric S.
--- Begin Message ---
On Thu, Feb 26, 2009 at 3:05 PM, Jean-Sébastien Guay
wrote:
> Note that I forgot OpenGL ES in my list of what we will probably shoot for
> in the near-to-mid term. Since OpenGL ES is totally shader-based it's
> probably pretty close to OpenGL 3 (I'm assuming).
Just for clarification, OpenGL ES 1.
Hi Robert,
as to the Firefox there exists a joke:
"Why do you have MS Internet Explorer bundled with Windows?
In order to download Mozilla Firefox!"
OK, I know I am getting off topic here, but I couldn't stop thinking on that
joke when reading your post ;)
cheers
--
Read this
On Thu, Feb 26, 2009 at 2:27 PM, Robert Osfield
wrote:
> I've seen quick tutorials that illustrate recording live video
> streams, I don't recall mention of external tools.
I just did a one line ffmpeg call that recorded from my webcam to an
mp4 file, it worked with the standard ffmpeg so it cert
Hi Per,
This might be too simple a solution, but have you tried assigning nodemasks to
the objects in question along with the appropriate nodemask for the various
cameras? The "osgstereoimage" example shows how this works.
Hope this helps,
-- Dan
> -Original Message-
> From: Jean-S
I would download one of the cocoa-samples from apple which
demonstrates
the creation of window + opengl context, download the current svn from
SDL and look at its cocoa-implementation and then fill the missing
pieces of a newly created GraphicsWindowCocoa class.
I'm now reading tons of docs:
Hi Robert,
A big extrapolation, but typically people will develop and browse
under the same platform.
But are people who go to the OSG site necessarily people who use OSG?
That's the extrapolation I was referring to.
Actually I think you're being a little tetchy. How is pointing
aspects
Robert-
Robert Osfield wrote:
> Well the gaming market is very big, BUT the gaming market isn't just
> Windows/D3D, its much bigger than that. The Wii and Playstation2 have
> been the big consoles of the last ten years, neither of which have
> anything to do with D3D. MS would like to associate
Hi Daniel,
This might be too simple a solution, but have you tried assigning nodemasks to the
objects in question along with the appropriate nodemask for the various cameras? The
"osgstereoimage" example shows how this works.
That would work too, but you run out of bits in the nodemask pret
Robert Osfield wrote:
> Hi Eric,
>
> On Thu, Feb 26, 2009 at 1:41 PM, Eric Sokolowsky wrote:
>> This problem can also be solved on OSX by integrating Eric Wing's
>> ImageIO plugin to handle static images. I have the code; I just need to
>> find time to integrate the plugin. Unfortunately I haven'
Hi Eric,
This is my second attempt to send Eric Wing's plugin.
The first one came through as far as I can see.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi all -- Many of you have asked if there would be a UG meeting in
conjunction with the upcoming OSG training in Washington DC, March 9-12 (see
http://www.skew-matrix.com/training.html).
The best evening for me would be the last day of the course, Thursday March
12. Unfortunately, the hotel I'm s
Oops, my mistake -- Your fix was not yet checked into svn. I took your
change to the Find3rdPartyDecmake file from osg-submissions, and when I
use that ALL WORKS CORRECTLY. So, we just need Robert to fold this into svn.
Thanks for the quick fix, this is an excellent change.
Paul Martz
Skew Ma
Hi,
Robert you were right (what as surprise ;-) )
A "\ " at the end of a line was making a line being commented, but the
IDE do not show it as commented... (each compiler do not consider the
same syntax)
Sorry for the inconvenience.
Thanks,
Regards,
Vincent.
2009/2/26 Paul Melis :
> Robert O
Jean-Sébastien Guay wrote:
> Hi Eric,
>
>> This is my second attempt to send Eric Wing's plugin.
>
> The first one came through as far as I can see.
>
> J-S
Thanks for the feedback. The first time I sent it, I got back a couple
of error email messages, and I didn't check them carefully to see w
J.P. Delport wrote:
> Hi,
>
> are you creating a new image every time using osgDB::readImageFile? If
> so, then you might be just plain running out of memory if you are not
> destroying old images.
>
Yes, I load a certain number of images (a lot of images, for example 20.000 at
1400x1050 re
Paul Martz wrote:
> Hi all -- Many of you have asked if there would be a UG meeting in
> conjunction with the upcoming OSG training in Washington DC, March 9-12 (see
> http://www.skew-matrix.com/training.html).
>
> The best evening for me would be the last day of the course, Thursday March
> 12.
Hi,
I've been trying to build OpenSceneGraph 2.8.0 from source, using
Visual C++ 2008. I noticed a strange effect with the CMake 2.6a build
system that results in some examples not getting built. I've placed
OpenScenegraph in a subdirectory of the default Visual Studio 2008
projects folder and sel
Hi,
maybe you can exercise the new ffmpeg plugin that Robert just comitted :)
Take your images and stick them into an avi file with mencoder, e.g.:
mencoder mf://*.jpg -ovc lavc -lavcopts vcodec=ljpeg:keyint=1 -mf fps=30
-o mynewavi.avi
you can select other codec if you want. If you can tole
Robert,
I tracked the problem down to where it is failing down in
Texture::mipmapAfterTexImage(), which ultimately gets called from the
call to applyTexImage2D_load() in Texure2D::apply().
void Texture::mipmapAfterTexImage(State& state, GenerateMipmapMode
beforeResult) const
{
switch (beforeR
Hi J-S,
On Thu, Feb 26, 2009 at 4:07 PM, Jean-Sébastien Guay
wrote:
> But are people who go to the OSG site necessarily people who use OSG? That's
> the extrapolation I was referring to.
I would have thought there would be a reasonable correlation between
visitors to openscenegraph.org and users
phieuu,
you had me worried in your previous post :-)
Nice to hear that it's working now. Thanks for testing
Mattias
On Thu, Feb 26, 2009 at 4:51 PM, Paul Martz wrote:
> Oops, my mistake -- Your fix was not yet checked into svn. I took your
> change to the Find3rdPartyDecmake file from osg-s
Hi Robert,
It's a tool for a job, making it into a war is useless.
I'm not trying to make war. I'm try to give perspective on what seems
to be happening in the OSG community and what that might mean more
widely.
But you have to realize that even you aren't 100% objective, no one is.
Your v
Hi Martin,
I had a try at doing this through TrackBallManipulator
This seems to work, tested on Windows with viewerQT and viewer.Each mouseWheel
click zooms in/out by 10%
I'm not an expert and would welcome any suggestions about better ways to do
this.
That looks a bit like how we did it in
HI Dan,
I don't know the answer to this off the top of my head. These changes
are party of a 3rd party submission that I reviewed but now can't
remember the details. I'm afraid I'm juggling a couple of tasks right
now so can't dive into look into debugging this issue right away.
Perhaps others w
I had a try at doing this through TrackBallManipulator
This seems to work, tested on Windows with viewerQT and viewer.Each mouseWheel
click zooms in/out by 10%
I'm not an expert and would welcome any suggestions about better ways to do
this.
--
Read this topic online here:
http:
HI J-S,
On Thu, Feb 26, 2009 at 6:11 PM, Jean-Sébastien Guay
wrote:
> IMHO the situation with Windows users at large is less bleak than what you
> make out, the recent situation with Vista coming in far below expectations
> helped on that front. Non-tech people are starting to see that there are
Hi All,
I have just upload Tanguy's Windows LGPL build of ffmpeg at the last
stable svn rev (ffmpeg doesn't do official stable releases I'm
afraid). You can grab the .zip file containing headers and libs at:
http://www.openscenegraph.org/downloads/dependencies/FFmpeg/Windows/ffmpeg-r15261.zip
T
Hi Robert,
I'm playing around with the osgprecipitation example and noticed that it
doesn't work as I would expect for large models.
For example, osgprecipitation lz.osg works fine, but osgprecipitation
lz.osg.100,100,100.scale doesn't show any rain unless you zoom in closely to
0,0,0.
Is there
The following code appears to work:
def apply_Geode(self,ge):
for i in range(ge.getNumDrawables()):
geom = ge.getDrawable(i).asGeometry()
if geom:
arr = geom.getVertexArray()
if arr.getType() != osg.Array.Vec3ArrayType:
Hi Robert,
We are still a long way from having genuine choice about hardware and
software though. MS has a tremendously right grip on almost every PC
manufacturer save for Apple and the specialist Linux firms. The only
easy way of matching the hardware your want with the OS you want is
build
Hi Robert, Tanguy,
I have just upload Tanguy's Windows LGPL build of ffmpeg at the last
stable svn rev (ffmpeg doesn't do official stable releases I'm
afraid).
What compiler are those for? VC8 SP1 I assume? Might be nice to make a
directory with the compiler like for the OSG binaries, so some
I can think of a least two ways to support multiple backends without
sacrificing performance.
1) We generally acknowledge that a system of wrappers will provide
portability (to different backends) at the expense of performance. However,
a scene graph could be designed in such a way that it suppor
Robert,
Sounds good. Thanks for taking the time to verify that you were able to
reproduce the problem on your end.
-- Dan
> -Original Message-
> From: Robert Osfield [mailto:robert.osfi...@gmail.com]
> Sent: Thursday, February 26, 2009 10:47 AM
> To: OpenSceneGraph Users
> Subject: R
Thanks Jean-Sébastien,
You can't reuse (osgGA::GUIEventAdapter::DRAG) case in handle() because the
scroll event needs to be cleared.
I like the idea of reusing the drag and 'dy' - I have rewritten it with that
approach. It does lead to having to declare a couple of variables before they
can be
OpenGL was a major concern in me choosing OSG for a commercial product.
I have issues with our current product where there are drawing bugs due to
OpenGL drivers (Dell laptops !) and I have to tell customers to update.
It's also not beyond belief that MSFT could simply decide to lock OpenGL out o
Hi Martin,
You can't reuse (osgGA::GUIEventAdapter::DRAG) case in handle() because the scroll event needs to be cleared.
That's how we do it, and I didn't see any problems... Our code is quite
close to:
case (osgGA::GUIEventAdapter::SCROLL):
case (osgGA::GUIEventAdapter::DRAG):
Hi Jason,
osgParticle::PrecipitationEffect is design to be effectively infinite,
no matter how far you move it should repeat endlessly. I've done lots
of testing on town sized models and it certainly works in this context
fine.
My guess is that your scaling of the scene has introduced issues tha
Art,
I'm glad you were able to get the fbo to work in osgPPU.
Now you appear to be at the point I'm at with my application where the
resultant texture is no longer HDR and appears to be clamped at 1.0.
This is not the case with the Nvidia SDK sample (hdr) and I've tried to figure
out what O
Robert Osfield wrote:
This doesn't solve the problem of providing the audio sink though...
only possibility would be to have osgmovie use something like SDL to
provide the audio, or we could even provide an option in the plugin to
use SDL. SDL on macs plays silly games with Cocoa though so you e
Skylark wrote:
>
> case (osgGA::GUIEventAdapter::SCROLL):
> case (osgGA::GUIEventAdapter::DRAG):
> {
> addMouseEvent(ea);
> if (calcMovement()) aa.requestRedraw();
> aa.requestContinuousUpdate(false);
> _thrown = false;
> return true;
> }
>
On Windows at least with viewer/viewerQT if you don't
Hi J-S,
On Thu, Feb 26, 2009 at 7:35 PM, Jean-Sébastien Guay
wrote:
> I don't agree with you on that. OpenGL is an API. Direct3D is an API.
> They're not "standards"... If a video card manufacturer wants a good market
> share in most areas, they'll support both and support them well. If they
> fo
HI J-S,
On Thu, Feb 26, 2009 at 7:38 PM, Jean-Sébastien Guay
wrote:
> What compiler are those for? VC8 SP1 I assume? Might be nice to make a
> directory with the compiler like for the OSG binaries, so someone else can
> contribute a build for VC9 SP1 and VC7.1, etc.
Tanguy said that the libs wer
Hi Martin,
On Windows at least with viewer/viewerQT if you don't call
flushMouseEventStack() the handle() gets called repeatedly.
I suppose because there isn't really an end event for a mouse scroll.
We're on Windows, and we have a Qt-based application running this (among
others)... But we d
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