Hi PP? Do you have a human name? It's kinda nice to converse with humans...
The jpeg plugin hasn't changed since 3.0.0.
Is there a chance that jpeg plugin failed to build?
Robert.
On Thu, Oct 27, 2011 at 9:36 PM, PP CG p...@cg.uni-saarland.de wrote:
Hi,
I'm having Issues installing my
Hi,
Hi PP? Do you have a human name? It's kinda nice to converse with humans...
Yes I do, it's Peter, and you're right, should use my proper name her.
The jpeg plugin hasn't changed since 3.0.0.
Is there a chance that jpeg plugin failed to build?
Yes, you're right it didn't built, but
Hi Peter,
On Fri, Oct 28, 2011 at 10:17 AM, PP CG p...@cg.uni-saarland.de wrote:
Yes, you're right it didn't built, but thought that the cmake script would
install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my 3rd
party library, which is right as I do
On 28.10.2011 11:23, Robert Osfield wrote:
Hi Peter,
On Fri, Oct 28, 2011 at 10:17 AM, PP CGp...@cg.uni-saarland.de wrote:
Yes, you're right it didn't built, but thought that the cmake script would
install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my
Hi Aurelien,
have you tried to uncomment
Code:
...
pCudaTexture-setUsage(osgCompute::GL_TARGET_COMPUTE_TARGET);
because what you really need is:
Code:
...
pCudaTexture-setUsage(osgCompute::GL_SOURCE_COMPUTE_TARGET);
which is set by default.
Another option is to take a look at our
Hi Bart,
We did not make any explicit test about the performance of the viewer
itself. With our applications the single threaded version has always been
faster. However, we did try to use multiple graphic windows(contexts)
which turned out to be not so easy in combination with CUDA.
Best
Hi, Shuiying
Attach GL_RGBA renderbuffer to camera, and check if you have blending disabled.
Cheers,
Sergey.
27.10.2011, 14:17, wang shuiying shuiying.w...@fu-berlin.de:
Hi, Robert
Thank you for your reply.
Sorry that I don't think I expressed my problem clearly.
I want to simulate
Hi,
I checked the osgscreencapture example (from 2.9.8). It seems to only work
asynchronously if I use the --rgba flag (time for read pixels = 0.045694ms time
for memcpy = 1.5924ms) which sets the pixel format to GL_BGRA. Any other
combination and the read-back slows down quite significantly
Hi Guillaume,
The async reading of PBO's is very sensitive to pixel formats,
frustratingly so. I would recommend reading up on topic and trying
experimenting as you have being doing. Hit the right combination of
formats and usage and your get great performance, fall of this fast
path supported
Hi all,
I just want to inform you all about my ongoing work with dtEntity, a
game/simulation framework on top of OSG. I posted an announcement a few months
back, but a lot has happened since then. Most importantly, dtEntity is no
longer dependent on Delta3d (although integration is still
Hello,
Thank you so much for all these helpful advices. I really appreciate that.
I already bought the e-book of Rui and started to look into it. I read also the
book of Paul Martz. Great books.
My concern is about the time required for the development of a VR application
with OSG +VR Juggler
On 10/28/2011 1:37 PM, Maia Randria wrote:
My concern is about the time required for the development of a VR application
with OSG +VR Juggler (we are going to have a CAVE for neuroscience research)
compared to high-level-based engines like Virtools or Vizard of WorldViz. I
dont' know if you
I noticed the following static function:
Code:
osgQt::setViewer(m_viewer);
It appears this is not available in any other non-Qt mode. Is this because osg
has no timers available?
A very odd thing to me follows:
I have a #define that allows me to either use the setViewer() mentioned above
or
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