Hi Robert,
I compiled OSG for iOS 5 and GLES2 from console, I'm preparing a submission
with a couple of fixes necessary to do it. I hope I can finish it before
3.1 release, but I need to do a bit of testing and clean the CMake code. I
will post the changes here and maybe Stephan or others could
Thanks for these clarifications Paul.
Currently my application still crashes even I've put Dynamic datavariance on
every modified node... and this crash appears also in SingleThreaded mode. It
always crashes on the frame() viewer's function which I use in a custom thread
in Qt. My main problem
Hi,
Robert, thank you for your suggestions. I used the svn version and there is no
difference. Now, when I can add some images to my post I included a screen-shot
of 'osgviewerQt', when the two 3D models are not displayed correctly, these are
'cow' and 'dumptruck', left top and right top
HI Shuiying,
The OSG doesn't have an IntersectorVisitor, but does have a modern
IntersectionVisitor and a long deprecated and less flexible
IntersectVisitor, if you are using the later I'd recommend using the
more modern IntersectionVisitor.
As for threading, visitors are written to be used
Hi Jason,
On 22 February 2012 18:34, Jason Daly jd...@ist.ucf.edu wrote:
I'm interested in determining how many OpenGL draw calls are made during the
rendering of a frame (counting and storing them as a Stats variable). I'm
sure this is possible, but I wonder if it would be feasible to do
Hi Chris,
What hardware are you using? Could you try another system with
different hardware and drivers?
Also could you try running the following in a console:
osgconv cow.osgt cow_fromosgt.osg
And then post the cow_fromosgt.osg, this might offer some insight in
what might be going amiss.
Hi Eric,
I think it is not enough to mark every changed node as dynamic, you also have
to mark all their child subgraph nodes as dynamic!
Cheers,
Martin
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Hi,
I tried to convert cow.osg and cow.osgt to .osgt, .osg, and .osgb all possible
combinations. Using osgviewer, the results are the same. The 3D model is loaded
only with few vertices, exactly the same as on the screen-shot above.
In terms of the hardware - I'm using a laptop, not too old,
Hi,
I'm trying to implement something similar to:
http://linuxtoosx.blogspot.com/2010/06/fishtank-vr-project-with-opencv-and_30.html
When I'm doing that using OpenGL only, I'm getting satisfactory results.
The code is exactly the same as the one suggested on the website,
Code:
Hi,
Thanks for your reply Tom, I changed few things in my code, and I'm no longer
using osgviewerQt. I tried different approach, much simpler - something similar
to:
https://gitorious.org/mahjong-night/mahjong-night/blobs/master/mahjong-night/client/tablewidget.cpp
Using slots and signals was
Hi Chris,
Intel drivers are well known for causing problems and suspect this may
be causing the problems you are seeing. The Intel drivers under Linux
do appear to be a little more stable than Windows so if you can dual
boot your system it might be worth experimenting with. Also look to
see if
Hi Chris,
The osg:Camera methods directly map to the equivalent OpenGL ones so
what you are try should work. What may be going wrong is that if you
have CameraManipulator attached to your viewer then it'll overwrite
the Camera's ViewMatrix on each new frame. If you are using
viewer.run() it'll
You should only update a stateset, drawable, or the scene graph structure
from the update traversal, update callback, or update operation. Are you
modifying anything at runtime?
Outside of the Optimizer, DataVariance has no effect in SingleThreaded
mode. It also has no effect on Nodes (only
Hi,
I derived a widget in Qt from QGLWidget, based on the code presented here:
https://gitorious.org/mahjong-night/mahjong-night/blobs/master/mahjong-night/client/tablewidget.cpp
initializeGL(), resizeGL() and paintGL() are exactly the same,
I removed everything else to have just basic
Hi Eric,
If you are seeing a crash when running single threaded then
DataVariance won't be an issue, you'll need to look elsewhere.
Unfortunately there is too information about the exact problem you are
seeing on your system to be able to guess at what the problem might
be.
A general note about
Hi Robert,
I hope you understand the major idea behind this implementation. May
you are able to boost it massivly or you are able to better integrate
this algorithm.
regards
adrian
Am 11. Februar 2012 12:49 schrieb Frederic Bouvier fredlis...@free.fr:
Hi Robert,
Le 10/02/2012 16:45, Robert
Hi,
I'm trying to do motion blur just using OSG rather than osgPPU and I had
intended to use the fragment shader from osgPPU which uses two textures holding
the current and previous frames and mixes them together to produce the desired
effect. All I need to do is store the current frame as
Hi,
I still haven't got to the bottom of this.
Use the source?
John
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On 02/23/2012 05:22 AM, Robert Osfield wrote:
The OSG doesn't have any stats collection on individual OpenGL draw
calls, such low level instrumentation would be rather expensive to
implement code wise and expensive w.r.t run-time cost.
The best solution for this type of low level
On 02/23/2012 10:20 AM, John Simpson wrote:
Hi,
I still haven't got to the bottom of this.
Use the source?
Hi, John,
You mentioned this is going to be cross-platform. Is your code not
working on any platform? I looked at the relevant code in
GraphicsWindowX11.cpp, and it seems like it
Hi,
I'm currently working on a QT based project which displays multiple
scenes, each in its own widget. I therefore create a osgViewer::Viewer
instance for every scene.
As soon as I create the second viewer, the widget doesn't respond to
mouse/keyboard events for exactly the amount of time
Hi Stefan,
The original intention for osgViewer::Viewer usage would be that one
would have one viewer running at the application at a time, and
normally with just one viewer for the lifetime of the application.
CompositeViewer is the class intended for applications with multiple
views and
Hi,
There is a new version of the openscenegraph exporter for blender.
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build
The multi material bug is fixed and we have the skinning animation support back.
Thanks to all contributors
https://github.com/cedricpinson/osgexport
Hi Robert,
I can't speak for Stefan in regards to the design choice of multiple Viewers
rather than a CompositeViewer, but we made the same choice in our system. The
reason is that our application provides functionality via a plugin system, and
ideally plugins can be agnostic about what other
Hi Robert,
thanks for your quick response. The reason for me, not to use CompositeViewer
was my limited knowledge and that it wasn't used in the first qt sample I got
at my hands :-) - a bullet proof and simple QOsgWidget would be a real
kickstarter.
In CompositeViewer at first glance I was
Jason
I know it's possible if I dig into the windowing system for a specific
platform, but I was hoping to do it using an OSG cross-platfom method (see
first post).
The app's developing and I'm now using a CompositeViewer for which I'm
explicitly creating a GraphicsContext so I have access to
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