Ok thank you. And what do you think about osg::Texture2D::copyTexImage2D(...)?
Is this a worse solution than the FBO?
Thank you very much.
Best regards
Martin
Original-Nachricht
Datum: Tue, 19 Apr 2011 16:03:03 +0100
Von: Robert Osfield robert.osfi...@gmail.com
An:
Hi J-S,
On 20/04/11 1:41 , Jean-Sébastien Guay wrote:
I just wanted to give you guys a heads up about a prototype project we worked
on lately,
and which I think looks great. There's a video of it on our YouTube channel:
http://www.youtube.com/user/vortexsim#p/u/1/RhJR0qQJfAQ
(set it to
Macedonia is in Greece,
you probably mean Former Yugoslav Republic of Macedonia..
From: Trajce Nikolov Nick trajce.nikolov...@gmail.com
To: osg-users@lists.openscenegraph.org
Sent: Mon, April 18, 2011 5:58:56 PM
Subject: [osg-users] I am back
hello
HI Martin,
2011/4/20 Martin Großer grosser.mar...@gmx.de:
Ok thank you. And what do you think about
osg::Texture2D::copyTexImage2D(...)? Is this a worse solution than the FBO?
In what respect? Performance wise rendering directly to a texture
using FBO is likely to be more efficient than
Hi all,
No advices or ideas ? Am I the only one this this issue
Regards,
Vincent
Le 04/04/2011 17:36, Vincent Bourdier a écrit :
Hi all,
I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and
I did everywhere
Hi Paul,
I have step my step revert files from svn/trunk to the previous
versions in 2.9.10 and finally isolated the changes to
osgViewer/Renderer as being the causes of this regression.
There are number of changes that address different issues in
osgViewer::Renderer so I'll will need carefully
Hi Vincent,
On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier vincent.bourd...@gmail.com
wrote:
2TsLib_MDdNET2010.lib(IwPoly.obj) : error LNK2005: public: void
__thiscall std::basic_ifstreamchar,struct std::char_traitschar
::close(void)
Hi Sukender,
while not directly, but very related project is
http://sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity
take a look,
maybe few ideas could be used.
Regards
Sergey
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Hi Sergey,
Thanks for the link. However I think the entity thing is far more high level
than just metas. Are you thinking about something specific metas should
support? If so, I would certainly try to insert the requirements.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine -
Hi,
I'm trying to modify the osgviewer example for iOS in order to be able to
draw into a specified UIView object rather than to the application's
window.
Basically I created a custom ViewController with a couple of views, one of
which occupies a small area of the main window. Then, once the
Hi Paul,
On Wed, Apr 20, 2011 at 10:48 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
There are number of changes that address different issues in
osgViewer::Renderer so I'll will need carefully revert the changes to
pick out the cause of the problem. The difficulty in tracking down
this
Hi Alessandro,
I think you are entering unknown territory, nobody has tried what you
are trying to do ;-)
The current implementation creates an UIView and attaches it to the
window, so perhaps you can get it to work via:
osg::ref_ptrosg::Referenced windata = new osgViewer::GraphicsWindowIOS::
Hi Sukender,
However I think the entity thing is far more high level than just metas.
that is correct.
still there is need to assemble metas as objects into something useful and
also exchange info ( message system ).
this functionality might be a separate addition, but it's presence ( or
I think the metadata system under discussion will be useful for
associating scene graph nodes with their owner entities. This is
necessary for various scene-graph oriented operations like picking,
custom culling, etc that need to refer back to your application domain
entities . You certainly
Hi Mourad
Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a
static lib but linked with /MD(d), like my application...
Vincent.
Le 20/04/2011 11:50, Mourad Boufarguine a écrit :
Hi Vincent,
On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com
Hi all,
Unless I'm mistaken, there seems to be a problem with MERGE_GEOMETRY in the
optimizer. I have a sample file that gets corrupted with run though the
optimizer with MERGE_GEOMETRY enabled.
The file is here:
http://demo.pelicanmapping.com/downloads/a.osg
The model is an outline of Canada.
Hi, Robert
I'm just curious, if this fix will resolve problems with freeing unused gl
texture objects (f.e. if you call dirtyTextureObject on texture attached to
camera and resize texture after that texture will create new gl texture object,
but old is still valid, and it not released on its
Hi,
I have an application using a single, unique viewer doing occasional RTT by the
means of an ABSOLUTE_RF slave camera with a distinct scene graph. I had chosen
a while ago to do my RTT this way and not use a separate context.
I have a tool that pregenerates lots of textures, each texture
Hi Sergey,
2011/4/20 Sergey Polischuk pol...@yandex.ru:
I'm just curious, if this fix will resolve problems with freeing unused gl
texture objects (f.e. if you call dirtyTextureObject on texture attached to
camera and resize texture after that texture will create new gl texture
object, but
Hi Fred,
Please try the latest updates to svn/trunk, it may or may not address
the issues you have seen. If it doesn't please put together a small
example that reproduces the problem.
Robert.
On Wed, Apr 20, 2011 at 3:25 PM, Fred Smith osgfo...@tevs.eu wrote:
Hi,
I have an application using
Hi Peter and Sergey,
Well for now serialization of userData is made blindly. I guess unsafe things
will be serialized the same way.
And yes, I guess metadata will be a base for more applications, but as long as
there is no hard requirement in the basement, I don't think about coding
things
Hi dimi christop,
I mean Macedonia ... for sure for sure
http://maps.yahoo.com/#mvt=mlat=41.906056lon=21.817207zoom=8q1=macedonia
nick
On Wed, Apr 20, 2011 at 9:50 AM, dimi christop dimi_chris...@yahoo.comwrote:
Macedonia is in Greece,
you probably mean Former Yugoslav Republic of
Hi,
Thanks for your reply Mew, I clearly overlooked your TrackerTransform. I've got
that running now, together with TrackerManipulator so I can watch my virtual
hand in the virtual space.
Still I'd like to manipulate objects indirectly - using my virtual hand to
select objects, move them
Hi J-S -- It looks great. But I do have a couple questions.
How flexible is your art pipeline / rendering process for loading arbitrary
models? Could you replace that excavator with some arbitrary CAD machinery, such
as a tractor, and get the same visual fidelity? Or is there quite a bit of
Hi Sukender
in a first implementation.
OK, just maybe browse mentioned code and related articles (linked from that
page ) for inspirations.
Regards
Sergey
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i have followed this nice tutorial :
http://blog.goltergaul.de/2009/06/assignment-6-tank-simulation-keyboard-events/
that worked like a charm
the i tried to import my own plane as athe ground made quickely in blender
but i have only a big green plane
this is a beginner question for sure
i
Hi, Robert
With svn/trunk all works like a charm. Great to see improvements :)
Cheers,
Sergey.
20.04.2011, 18:26, Robert Osfield robert.osfi...@gmail.com:
Hi Sergey,
2011/4/20 Sergey Polischuk pol...@yandex.ru;:
I'm just curious, if this fix will resolve problems with freeing unused gl
I'd like to open the discussion about a possible 2.8.5 release.
I'll preface this by saying, don't request improvements unless you're willing
to chip in
to get them done, or help someone else get them done. ;)
These are some of the improvements that have been proposed by a small group
On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:
I'll preface this by saying, don't request improvements unless you're
willing to chip in
to get them done, or help someone else get them done. ;)
Assuming I'll be the one committing the changes to the 2.8 branch... I'd like to
see the
On 4/20/2011 11:06 AM, Paul Martz wrote:
On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:
I'll preface this by saying, don't request improvements unless you're
willing to chip in
to get them done, or help someone else get them done. ;)
Assuming I'll be the one committing the changes to
Hi Alessandro
I needed to get hold of the UIView created by OSG just the other day,
although at the mo I do it thought the ui window it creates.
//get the
osgViewer::GraphicsWindowIOS* window =
dynamic_castosgViewer::GraphicsWindowIOS*(_viewer-GetContext().get());
if(window){
Interestingly if you tyoe FYROM (Former Yugoslav Republic of Macedonia)
in the Get Map Direction from field it shows the same place.
http://maps.yahoo.com/#mvt=mlat=41.659997lon=21.685371zoom=8q1=FYROM
Be careful what you hear there. These people refer to them as ancestors of the
Great
cool
On Wed, Apr 20, 2011 at 11:08 PM, dimi christop dimi_chris...@yahoo.comwrote:
Interestingly if you tyoe FYROM (Former Yugoslav Republic of Macedonia)
in the Get Map Direction from field it shows the same place.
http://maps.yahoo.com/#mvt=mlat=41.659997lon=21.685371zoom=8q1=FYROM
Be
Hi All
I've been spending the last few hours trying to save some extra KB off of my
final exe size onIOS.
In the end I got my final exe from nearly 10 MB down to 3.T MB, sweet ay
I'm using OpenThreads, osg, osgUtil, osgGA, osgViewer, osgDB, depreciated osg
pugin and imageio plugin.
The
Hi Chris,
The release of prebuilt binaries sounds great to beginners and people
who don't like to wait for compiling. Thanks for the great work.
FYI, I've made a small installer utility which could read a
configuration file from local or network and then download binaries
and developer files
Great project!
We also create simulators.
You can watch this video:
www.youtube.com/watch?v=jLRHiklQFv8
(starting at 4 minutes 30 seconds)
What do you think about the publication of such projects on the page
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/
?
2011/4/20 Paul Martz
Hi,
I was trying to implement distributed rendering. I did manged to enable syncing
object positions each frame, but when it comes to particle effects things are
getting messy. Here is what i came across:
Think of a distributed rendering system with 2 machines. Each of them are
displaying
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