Hi all,
I have done the small polygon benchmark that i have worked on this two last
weeks and it has confirmed a osg behavior wich i have noticed before without
be able to explain it myself...
The principle of my benchmark is to add to scene same model few times ( all
with multiparent to save mem
Hello Julien,
The file CMakelists.txt is not meant to be modified directly. The user is
supposed to run CMake with it and then adjust the options through the menus.
Pressing the 't' key you will find in advanced options, which include the
compiler and linker flags.
Unfortunately, there is no o
Hi Vincent,
Delta3D uses cppunit, and we've been using this library as well for our
unit tests.
It offers nice macros to run and check the tests, makes it easy to
launch a whole suite of tests or only a part of them (via namespace) and
optionally prints results on an xml file, besides the cons
Hi, everybody
Could someone explain me how matrixTransform works?
In the updatecallback, I set the matrixTransform like this
static float c = 1.0;
c = c + 0.01;
mt->setMatrix(osg::Matrixf::translate(-bs.center()) *
osg::Matrixf::scale(1.0, c, 1.0)
osg::Matrixf::transla
Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit :
> Hi Pierre,
Hi Vincent,
sorry I didn't see you post...
>
> Are you talking about googleTest, unittest++ or cppunit ?
I'm talking about cppunit.
>
> Vincent.
Pierre.
>
> 2009/7/19 Pierre BOURDIN
> Bonjour Vincent,
>
Hi osg-users,
I'm developping an application based on the example "osgviewerMFC" but I
don't understand the memory consumption from this example.
1) when I launch osgviewerMFC.exe the memory used is about 10Mo
2) then I open a model, memory rise to let's say 50Mo (depends on the model)
3) then I
Thanks a lot to both of you!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15134#15134
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-u
hi Roland,
thanks for your answer. what i would like to do is to use the extra nodes to
store arbritrary metadata associated with my geometry instances as defined in
the collada spec maybe by using an additional xml-schema or just by inserting
plain text into a param-node, see collada spec
(ht
Hello,
I try to render in a texture with osg. And it works. I thougth that is
no problem. I have a NVIDIA GeForce 8800 GT. Now I try to start my
program on another computer and it doesn't work. This computer use a ATI
FireGL V5600 graphic card. It seems that the problem is a driver
problem. H
Hello Danny,
I'm trying to move my camera forward and backward as the event of up/down key.
You're on the right track with your subclass of osgGA::GUIEventHandler.
This class's handle() can set the camera's view matrix using
camera->setViewMatrix() (or the convenience setViewMatrixAsLookAt()
Hi,
I am totally new to OSG. I have a small task and i just wanted an opinion to
know whther its even possible or not and if its possible how much of an effort
will be required to be put in?
I have a txp file and i need to export all 3d models used within the file with
thei latitude and longit
Hi CG,
I've uploaded a video http://www.youtube.com/watch?v=X4xgFzaBBWs to show the
problem I'm facing when rendering a geometry. Any advices?
Yes, that's most definitely z-fighting. Try moving the geometry higher
above the terrain, or setting the near and far planes as close to each
other
Hi Akilan,
My terrain DB contains lots of .ive files(binary files). I want to decode the
file in program to know about its children's details. This I want to do before
running my viewer. Is OSG provides interface for such activities?
You can convert .ive to .osg with osgconv:
osgconv in.
Hello Martin,
I try to render in a texture with osg. And it works. I thougth that is
no problem. I have a NVIDIA GeForce 8800 GT. Now I try to start my
program on another computer and it doesn't work. This computer use a ATI
FireGL V5600 graphic card. It seems that the problem is a driver
pro
Which part don't you fully understand ?
the fact the your BS center is moving or the NAN ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
_
Hi, Gordon,
Thank you for your reply.
I already understood.
Yun
On Mon, Jul 20, 2009 at 3:42 PM, Tomlinson, Gordon <
gtomlin...@overwatch.textron.com> wrote:
> Which part don't you fully understand ?
>
> the fact the your BS center is moving or the NAN ?
>
>
>
>
> Gordon
> Product Manager 3d
>
Hi Robert,
I'm picking up this somewhat outdated topic since we are having a similar
problem. We need to render some of our geometry with a separate depth buffer
because of precision issues: In the first pass, we are rendering a very large
landscape that was created using VirtualPlanetBuilder.
Hi,
Can someone help me to understand how and where osgviewer create the camera
pair when running in stereo mode ?
I ask it because I want to adapt the hdr osgPPU example to the viewer in stereo
mode, but I absolutly don't understand how to manage the stereo...
It's not only an osgPPU problem (
Can I modify a Texture image in a DrawCallback or do I need to do this in an
UpdateCallback?
I need to modify a texture image every frame as well as the polygon's
coordinates. I'll be disabling Display Lists on the polygon and I have a Vertex
and Fragment shader attached to the polygon.
Paul
Hi Jason,
the only custom node data that is currently supported is the node description
that is read and written as extra data. This might be sufficient and is
compatible with how openflight allows custom node data, which was one of my
goals for the OSG specific Collada extensions.
One other
I'm trying to build a nice MVC app with OSG. I'm getting a seg-fault whenever
the app exits. I realize that this is due to the
AppController->osgViewer::Viewer->AppController reference loop (see line with
in the runLoop() method). The question is whether there is a "reasonable"
way to h
Hi Jean-Sébastien,
Thank you for your reply i'm trying to do it by first method I implemented some
code but it looks like this code does nothing:
bool CameraMover::handle(const osgGA::GUIEventAdapter&
ea,osgGA::GUIActionAdapter& us)
{
osg::Matrixd myCameraMatrix;
osg::Matrixd cameraRotation;
os
Hi Danny;
You mean it is not working or working but not as expected? I saw a problem
you multiply matrices wrong order. You always obey the TRS rule. First Scale
then Rotate and lastly Translate. But as I see you have done wrong order for
myCameraMatrix = cameraRotation * cameraTrans;
HTH.
Regar
Hi,
I'll probably chose cppUnit. There is no lots of documentation, but this
works well for the moment so it looks like a good choice.
Thanks for your answers.
Regards,
Vincent.
2009/7/20 Pierre Bourdin (gmail)
> Le lundi 20 juillet 2009 à 08:45 +0200, Vincent Bourdier a écrit :
> > Hi P
24 matches
Mail list logo