Hi,
Ok, Thank you for your reply!
Cheers,
lucie
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Hi,
The KdTrees in the OSG do not affect the cull traversal in any way whatsoever.
KdTree we have only affect the intersection performance.
Robert.
2011/1/23 Полищук Сергей pol...@yandex.ru:
Hi,
I think you can reduce cull time with build kdtrees option in osgdb registry
or env var
Hello everyone.
We have been using OSG with nvidia physx for a driving simulation and we have
jitter problem, where the cars and other objects in the scene (controlled by
the physics) jitter annoyingly :). We believe that we update the scenegraph in
a wrong way.
In our code :
There is a
Hi Juan,
I finally managed to make it work. Can't understand exactly what was wrong, I
got mangled into several issues at the same time (signed/unsigned sampler1D vs
buffer, ATI (bogus) compiler vs nvidia, texture originally too large, incorrect
pixel formats...). I just ended up checking
Hi Sergey,
Thanks for the code example! I will try to get it to work but I might need some
days, this is the first custom shader I'm using.
Cheers,
Oliver
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HI
It might help if you tell us how you define Jitter as this can mean many things
to different people
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
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Hi Tim and Robert,
OK, a few great suggestions, and a possible answer to why the work I've
done hasn't sped things up that much.
First, I've been focusing mostly on automatic optimizations that I can
code up in some processing tool since we already do that now (we use
osgconv to convert all
Hi JS
Just little FYI , you can build texture atlases that repeat the caveat being
they can only repeat in one direction so you can build vertical and horizontal
sets :)
I would also say the 1k verts per primitive set is lowish I would say you can
look at 10k or more on modern hardware (
Hi J-S,
No, we use the ViewBounds type. and I forgot to mention in my arguments to
reproducing the results in the osgshadow example that I also used
ViewBounds. Sorry about that, seems even with my very long post I was
still missing some specifics :-)
Command line for osgshadow was not
Hi Gordon,
Just little FYI , you can build texture atlases that repeat the caveat being
they can only repeat in one direction so you can build vertical and horizontal
sets :)
Yeah, but OSG's TextureAtlasVisitor just rejects textures as soon as
they repeat in any direction. If there's
Hi,
I want to create a billboard with an icon and a text. I noticed that it cannot
use SCREEN_COORDS, when i use my own Billboard. It don't want the text to
rotate to screen, i just want the scale-to-screen functionality. To accomplish
that i tried to set the character size during the update
Hi Alexander,
I'm afraid I'm not familiar with Win32 API for keyboard bindings so
I've to dive into the GraphicsWindowWin32.cpp to understand your
suggestion about passing a VirtualKey. From reading the code it
looks to me like the VirtualKey is Win32 specific which would mean the
client code
Robert,
Thanks for your response.
How, for instance, would I determine elevation at a given lat/long?
Thanks,
Christian
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I agree with Robert that you need to jettison GLUT. It's a mickey mouse
framework for mickey mouse apps. It was never intended to be used in real
applications. Embedding an OSG viewer in a GLUT window reduces the viewer
down to running single threaded which is not good for performance.
Our
Hi Christian,
On Mon, Jan 24, 2011 at 5:01 PM, Christian Sanelli
csane...@potomacfusion.com wrote:
How, for instance, would I determine elevation at a given lat/long?
Would ray intersection be the thing you are looking for? See
osgintersection example.
Robert.
Hi,
I've been having trouble implementing slave cameras for an application I'm
working on. The camera gets its position and orientation from a motion tracking
system or through joystick input. When I don't set up slave cameras, the camera
properly responds to input. However, when I implement
Hi Fred,
Good to know that you could make it.
For sure, I don't think my implementation is the best posible. I just
wanted to get something working quickly. My idea is that someone else
can take it as a starting point for a future OSG implementation.
Cheers,
Juan
Hi Robert,
It could simply be that your subclass from Viewer is interfering with
the mechanism that applies the master's view and projection matrix to
the slaves.
Requiring a subclass from Viewer just to implement so event handling
is rather overkill, you should be able to catch the events in
Hi,
I am attempting to build a system that lets the users move/rotate objects in my
scene. When the user selects an object an axis is shown that also has thin
toruses around each axis. If they click on one of the axises they can move the
part along that axis. If they click on one of the
Sorry, the forum thing cut my message off prematurely for some reason. I have
posted some of the code, but for some reason it often rotates it to an
orientation different that what was shown before these calculations. Does
anyone have a more reliable and straightforward approach to this
Hi,
I was writing a Visitor that performed an extraction of certain elements from a
scenegraph. My first try was to remove the nodes in question from their parents
directly in the apply method which lead to some exceptions.
So what am I doing wrong? I mean I would except some finalize method
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