Hi Torben,
It is not amazing if binray streams result in a larger size,
especially when saving simple scenes. A possible reason is because the
ascii format will only record properties that are non-default, but the
binary one always saves all the properties of a class.
By the way, please note
Hi all,
Looking for optimization I'm currently searching a color Array
optimizer. Something modifying the color array and its binding when
possible, of course without modifying the render of the geometry.
Is there something like that ? I didn't found anything in the
osgUtil::optimizer
John Galt writes:
Even if that is the case,
Believe me, it is:
http://www.opengl.org/wiki/GluLookAt_code
when my eye is fixed and center is changing, should I see the view as a camera
that is rotating about a fixed point? Why is it that I am seeing the camera
rotate about a moving point?
I
John Galt writes:
What is happening is that the eye instead of being fixed at say (X1,Y1,Z1) is
revolving around that point in a small circle while pointing to the correct
center!
See src/osg/Matrix_implementation.cpp, line 922:
preMultTranslate(-eye);
The origin of the camera is set
Hi Wang,
thanks for your info! That explains everything with the binary format!
I' tested all formats with the compressor, so I discovered already the only
binary format is compressable.
Thank you very much for this great serializer :)))
Cheers,
Torben
--
Read this topic
Hi Christian,
I am interested. Subject intersts me mostly as a hobby, perhaps someday more
comercially. I am glad you pointed out this API. I was not aware of it. I am
however, bit dubious about possibility to use it with OpenGL on consumer
GeForce cards. Which NVAPI functions would allow to
Hi all,
I found several ressources(*) about static linking but didn't found an answer
to my question: can I combine dynamic OSG/OT + dynamic OSG plugins +
static custom (= user) plugins? If yes, how?
I tried to compile my plugins as static, and add
USE_OSGPLUGIN(myReaderWriterExtention1)
Hi,
This presentation has something on presenting stereoscopic imagery
based on a DirectX9 surface, page 36 onwards.
http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf
NVAPI as found here
http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip
Hi Christian,
[..]
NVAPI as found here
http://developer.download.nvidia.com/NVAPI/NVAPI_May2009.zip describes
details in the Stereoscopic 3D APIs section how to turn on 3D mode
and even how to swap left/right eyes on stereoscopic surfaces with
NvAPI_Stereo_ReverseStereoBlitControl()
Hi Paul,
Sorry for the slow reply, it's holiday in the Osfield household right now :-)
On Mon, Apr 5, 2010 at 6:51 PM, Paul Martz pma...@skew-matrix.com wrote:
Thanks for the suggestions and changes. The Wiki version is now up:
Robert Osfield wrote:
Hi Paul,
Sorry for the slow reply, it's holiday in the Osfield household right now :-)
I hope you and your family are having a good time.
On Mon, Apr 5, 2010 at 6:51 PM, Paul Martz pma...@skew-matrix.com wrote:
Thanks for the suggestions and changes. The Wiki version
Hi Paul,
Congratulations on this release - the most advanced and stable OSG
release yet :-)
I understand how much effort goes into corralling everyone, reviewing
and merging fixes, doing testing - kudos.
On Mon, Apr 5, 2010 at 8:39 PM, Paul Martz pma...@skew-matrix.com wrote:
I don't have
Hi Vincent,
On Tue, Apr 6, 2010 at 8:31 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Looking for optimization I'm currently searching a color Array optimizer.
Something modifying the color array and its binding when possible, of course
without modifying the render of the geometry.
Hi Sukender,
On Tue, Apr 6, 2010 at 10:15 AM, Sukender suky0...@free.fr wrote:
Hi all,
I found several ressources(*) about static linking but didn't found an answer
to my question: can I combine dynamic OSG/OT + dynamic OSG plugins +
static custom (= user) plugins? If yes, how?
I can't
Robert Osfield wrote:
Hi Paul,
Congratulations on this release - the most advanced and stable OSG
release yet :-)
I understand how much effort goes into corralling everyone, reviewing
and merging fixes, doing testing - kudos.
It's a lot of work. I've been tracking my hours on this and it's
Hi Robert,
The optimization I am currently working on is the good usage of binding.
Some of our code generate color array with a color by vertex, even if
the color is the same for each vertices... keeping only one color using
the binding overall, we can obtain a considerable file size
Hi Robert,
Thanks for your answer... Well, is there a conflict when implementing a brand
new file format (= not overwriting those in OSG)? I thought mixing was possible.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Robert Osfield
Hi Sukender,
I'm very confused about Robert's reply, because it's working fine for
me. I am using a modified dds reader linked into my app, which takes
precedence over any osgdb_dds.dll because it registers on startup. This
can be done by simply adding the (modified) ReaderWriterDDS.cpp to the
Hi J-S,
Just got round to looking at this stack trace and I can't find any
references to osg::GLBufferObject in the 2.8.2 code.
What version of OSG were you running when you got the crash? I'll see
if I can reproduce it.
Cheers.
Kim.
On 24 March 2010 13:19, Jean-Sébastien Guay
Hi Kim,
Just got round to looking at this stack trace and I can't find any
references to osg::GLBufferObject in the 2.8.2 code.
What version of OSG were you running when you got the crash? I'll see
if I can reproduce it.
I was running it on SVN trunk (2.9.8 right now). That would seem to
Hi,
Here's the video of what is happening with my camera:
http://www.youtube.com/watch?v=_7tfZuRgyYE
Thank you!
Cheers,
John
--
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___
Thanks for your answers!
As you supposed, I can't upgrade to the SVN version.
I will have a look at your code, and try to reproduce it. Actually, I've been a
bit stupid because I also thought about modifying the ScreenCaptureHandler
class, but directly in the osg build instead of deriving it
John Galt writes:
Here's the video of what is happening with my camera:
http://www.youtube.com/watch?v=_7tfZuRgyYE
Difficult to say... The camera seems to be moving properly, since the
doll is being rotated accordingly. The white and blue colors could be a
clipping issue with a plane at Z=0.
Alberto Luaces wrote:
John Galt writes:
Here's the video of what is happening with my camera:
http://www.youtube.com/watch?v=_7tfZuRgyYE
Difficult to say... The camera seems to be moving properly, since the
doll is being rotated accordingly. The white and blue colors could be a
LEgregius wrote:
Hi,
Yes, it does fix the keyboard issues, at least most of them, and I have done
some minor testing with the threading and it seems to work.
Hey David,
I'm not sure if this thread is still alive, but have you tested the case of
rendering a single OSG scene-graph in
:) Greetings All!
I'm just wondering if anyone has made any progress on some kind of video
capture routine for OSG under Linux.
I have noticed that Jean-Sébastien Guay did some work modifying the screen
capture handler to capture a sequence of images that can be chained to make a
video -
Easiest way is probably just to write N jpegs named image000.jpg to imageN.jpg
and then use virtualdub to convert them into a movie in whatever format you
want.
Writing an MJPG movie, where each frame is just a jpeg, isn't much harder.
If your whole screen changes through the movie (eg a fly
On Wed, Apr 7, 2010 at 3:23 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
Hi Vincent,
On 7/04/10 2:04 , Vincent Bourdier wrote:
The optimization I am currently working on is the good usage of binding.
Some of our code generate color array with a color by vertex, even if
the color is
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