Hi John,
On 19/10/10 21:11, John Kelso wrote:
Hi,
We have a pretty simple setup. 4 graphics cards, each is its own X11
display, as in :0.0, :0.1, :0.2, :0.3. No Twinview or Xinerama.
We've found out that our hardware doesn't support mosaic mode. We installed
the latest Nvidia driver and it
On Mon, Oct 18, 2010 at 10:23 PM, Cory Riddell c...@codeware.com wrote:
I've been plowing through this and I can almost get what I need, I just
don't entirely understand a couple of things.
Is it safe to think of the view matrix as the camera position and
orientation? By doing so, I think I
Hi,
Here we had a setup with 2 NVidia cards and 4 screens on Linux (2
twinviews), on the application side we used a CompositeViewer with 2 views
and 4 cameras (2 contexts), and we had a solid 60fps without problems :
http://www.tharsis-software.com/1-29972-Realisation.php?vid=18
But the
Hi all,
Any update on this side? I've got the same issue (I use fstream in my project
which depends on osgDB, under VC2010 x64).
Or is there a way to temporarily workaround this in OSG with an ugly #ifdef?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Hi,
I never managed to get any further. I am still just forcing the output of the
dll and seriously considering moving back to VS 2008.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Hi Robert,
Have you looked at the osgpick example?
Robert.
On Tue, Oct 19, 2010 at 9:18 PM, Robert Gosztyla
robert.goszt...@gmail.com wrote:
Hi,
I have again basic question which is related to my previous one about terrain
editing. I can create terrain with lot of tiles, so now i want to
HI Brad,
What do you mean by ON_DEMAND rendering in osgTerrain? Is this an
osgEarth feature, rather than an osgTerrain one?
Robert.
On Wed, Oct 20, 2010 at 12:01 AM, Brad Huber br...@procerusuav.com wrote:
It appears that ON_DEMAND rendering is broken in osgTerrain as of rev
11307. The
HI Eduadro,
If you've spotted what you think is a bug and have a fix then please
submit the whole modified files to osg-submissions.
Thanks,
Robert.
On Wed, Oct 20, 2010 at 2:24 AM, Eduardo Poyart poy...@gmail.com wrote:
Hi,
Does it mean the manipulator classes in osgGA will change and become
Hi Robert :),
Yes, i was investigation this sample. But there is used intersect visitor for
camera (view-getCamera()-accept(iv);), what means for me visiting all visible
nodes on scene. And if i have terrain with lot of trees, buildings etc. and i
just want to edit terrain geometry? Isn't a
Hi Robert,
If you want to just intersect certain parts of the scene graph you can
use a combination of NodeMask on the nodes and TraversalMask on the
NodeVisitor/IntersectionVisitor, the two masks and logically AND'd
to decide on whether to traverse a subgraph or not.
Alternatively you just
Hi,
Thanks for advices. But i have still one question to clarify. Let's assume,
that i have simple node visitor, which traverses my terrain nodes - something
like terrain-accept( myvisitor ). It calls myvisitor::apply( osg::Geode geode
) method.
Inside i want to create intersection visitor,
OK ... sorry !
I have found my error.
I use a memory manager in my project and it includes automatically std
librairies.
Cheers,
Patrice
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32900#32900
Hi All
Have a quick question about render to texture. I'm trying to use it in an AR
app on IPhone so I can do some post processing on my final scene etc. At the
moment only FRAME_BUFFER mode works and is quite slow. I know OpenGLES
supports FRAME_BUFFER_OBJECTS I know these to be a little faster
Hi Thomas,
I don't believe there is any PBuffer support available for OpenGLES so
this is no go. There looks to be the frame buffer objects API
available in OpenGLES 2.0, but it would be worth checking to see if
the OSG's extension setup for these functions is working for GLES2.
A general note,
Hi Robert,
Brad is talking about OSG's ON_DEMAND mode to (osgviewer
--run-on-demand). The setting of the
setNumChildrenRequiringUpdateTraversal to get an update traversal in
osgTerrain (as well in osgEarth) causes the frameloop to run
continuously instead of only when something changes. So
Daniele,
Bezier Curves are parametric functions that are defined by their control
points. The number of control points will determine the degree of the curve
minus 1 so four control points will yield curve of degree three (cubic). The
control points can be specified in whatever dimension you want
On 10/20/2010 1:44 AM, Serge Lages wrote:
Hi,
Here we had a setup with 2 NVidia cards and 4 screens on Linux (2 twinviews), on
the application side we used a CompositeViewer with 2 views and 4 cameras (2
contexts), and we had a solid 60fps without problems :
I think John can also hit 60fps,
Hi,
Hi,
I modified one of the examples to work with timeline in which I am adding
ActionAnimation. But when I play the animation wont play. Is there anything
else I have to do except creating ActionAnimation with Animation pointer in
constructor and adding it to the timeline?
Thank you!
Hi Sukender,
Add /FORCE:MULTIPLE to your link options
-Fred
- Sukender a écrit :
Hi all,
Any update on this side? I've got the same issue (I use fstream in my
project which depends on osgDB, under VC2010 x64).
Or is there a way to temporarily workaround this in OSG with an ugly
Thank you, but I know how bezier curves work.
I don't understand why in my animation (and also in the standard example
osganimationpath) I have not a costant speed.
If I create a straight line with bezier I can have no control point (control
point equal to main point).
thanks
daniele
Thanks Chris,
I downloaded osgAudio, generated the project files, and I have built the
osgAudio project.
I was hoping you could help me with a couple details though:
What is the difference between osgAudio and osgdb_osgAudio? After looking
through the plugin directory for OSG it seems that
Thanks roberts,
I'll start having a little digg around. Also found that apple added FBOs to
there es 1 implementation so I'll get that working also.
Hi All
Consider we have a lot of points in 3D and we need to render some
additional information around them in screen space. For example, for
very 3D point we need to render rectangular panel (with dimensions Mpx
x Npx), line from this panel to the point in 3D and some text on the
panel. So we
Hi Tom,
Am 20.10.10 17:53, schrieb Thomas Hogarth:
To save me a little time would you mind explaining to me how the FBOs are
binded to the current context? I.e. is it something the Viewer needs to
handle, as I don't see platform specific implementations of FBOs
perhaps all you have to do is
On 10/20/2010 9:15 AM, Matt Caron wrote:
What is the difference between osgAudio and osgdb_osgAudio? After looking
through the plugin directory for OSG it seems that all the plugins I
currently have begin with osgdb - does this mean I actually want to build
osgdb_osgAudio instead?
Exactly. Thanks Jason.
In my working copy I've removed the setNumChildrenRequiringUpdateTraversal
call and ON_DEMAND rendering in osgViewer works again. I would not propose
this as a fix because it probably broke something else and so that's why I'd
like to see why this change was included and
Hi Brad,
On Wed, Oct 20, 2010 at 6:02 PM, Brad Huber In my working copy I've
removed the setNumChildrenRequiringUpdateTraversal
call and ON_DEMAND rendering in osgViewer works again. I would not propose
this as a fix because it probably broke something else and so that's why I'd
like to see
Cheers Stephan
I'll give this a quick try and if it doesn't work I'll make a simple example
to send you.
Also your changes for the git were all fine other then I still need to use
the screen mode size not bounds size to get the proper resolution. I'm
wondering if it's an OS version issue or an
Tim
Thanks for the reassurance and the explanation. My code is working
well now and I'm very happy with it. I hardly had to change
anything, so that makes me think I got it right.
I do kind of wish I could always have my orbits be around the center
of my
T_T ...Going to hang myself...
Not even an idea of a workaround that would be a bit less ugly? Well, if this
is the only way...
Thanks, anyway! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Frederic Bouvier fredlis...@free.fr a écrit :
Hi
Robert,
Ok thanks for the confirmation.
Is there an alternative that can allow ON_DEMAND to continue working?
Thanks
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent:
Thanks for the pointer. I'll do that as soon as possible.
About the manipulator classes, I'm at a point in my project where I can
decide whether to make my manipulators extend from FirstPersonManipulator,
or maybe from StandardManipulator, or maybe directly from CameraManipulator.
And by
Is there any formal support for compiling on linux with -pg and using
gprof? I can only find support from before the cmake days.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
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Hi,
Am following osgstereomatch example, but can't find my mistake.
Trying to use two Textures in a Fragment Shader, with one set of geometry
texCoordArray and one with Screen Projected Coordinates.
I include an .osg file in my programm which has properly textured geometry. The
.osg file has
Hi Peter,
On 21/10/10 12:05 , Peter Wrobrl wrote:
So first I generate a StateSet for my Group Node and just add a sampler 2D
Uniform, so
that the original fileTexture ( should be ) is available in my Shader :
stateSet - addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D ,
stTexture , 1
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