I have been using 64 OSG on both linux and windows environment without any
issues. For our modeler we had to build 64 bit OSG for Max OSG exporter on
his 64 bit machine.
As he had plenty of memory on his machine we were able to export large
dataset in a single step which was not possible earlier
I don't know if it matters in this case or not but on WinXP I had a
problem with spaces in paths. If I put OSG into a directly with a space
in it and then added that directory to my path: I would be able to run
osgviewer.exe but it would fail to find any of the DLLs. Moving it to a
directory
Have used glAccum .. thanx Robert it worked :)
On Dec 1, 2007 12:30 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Deepti,
The easiest way to do this would be to use the accumulation buffer -
if available, have a look at the osgmotionblurr example for
inspiration. If you don't have a
On Nov 30, 2007 10:16 PM, André Garneau [EMAIL PROTECTED] wrote:
Hi Paul,
1. I always understood reentrant to refer to code or an object that
could
be executed safely by multiple threads or processes. However, the
ReentrantMutex would only be used for code that is safe for the _same_
Hi Wangray,
You were correct, there was a bug in Polytope::setBoundingBox, I
created a unit test in osgunittests and reproduced the bug you
illustrated, then reviewed the relevant code, fixed it and it now
passes the test. The fix is now checked into SVN. File also
attached.
Robert.
On Dec 1,
Hi osg users,
I'm currently using openscenegraph for my class project to simulate traffic. I
have a problem in that , i need to find collision detection between consecutive
cars and stop the car if there is a collision. I have followed the
osgExample- for animation. I have used an
Hi Robert,
i only resize (i.e. recreate) the FBO when a resize operation is performed
(when it is detected as finished). 99% of the time this will not happen.
Really, my app performance is dropping due to the readback operation every
frame. In my case this is acceptable, as i don't need constant
hi,
don't you have to multiply the matrix from the left side with the
vector, like this:
M * x = x',
whereas M is your 'WorldCoordsMatrix', x is your local BBox vector and
x' is the same in world coords.
hope this helps.
daniel
Siddharth Palaniappan wrote:
Hi osg users,
I'm currently
Hi daniel,
I read thru this at the osg site :
http://www.openscenegraph.org/projects/osg/wiki/Support/Maths/MatrixTransformations
In the end , robert says ways are defined ... i initially multiplied the matrix
on the left side. But after reading this i changed it...am i wrong ?
Siddharth
Hi Daniel,
Sorry for the misunderstanding...yes you're right, it has to be done on the
left side. But i still dont get any valid results. Can you suggest how i can
test if the world coordinates of the box after multiplication is correct or not?
Thank you,
Siddharth
- Original Message
hi siddharth,
i just started being confused reading the link you sent me when i got
this new email of yours :)
if i am in a situation like this what i usually do is i draw what i
can't see. in your case it is the bounding box PRIOR to your
transformation to world coordinates and the one AFTER
Hi,
i'm also using .NET (with C++/CLI) and i'm also new with OSG (a few moths
like you). Perhaps that can help you:
1) the projectionMatrix is recomputed in
GraphicsContext::resizedImplementation (which GraphicsWindow derives from).
You can override it (setResizedCallback), or look at how it
osg-users,您好!
does something wrong in the following code?
void setToBoundingBox(const BoundingBox bb)
{
_planeList.clear();
_planeList.push_back(Plane(1.0,0.0,0.0,-bb.xMin())); // left plane.
_planeList.push_back(Plane(-1.0,0.0,0.0,bb.xMax()));
Is there a potential license issue with the .net osg plugin?
In the ReaderWriterNET plugin source directory, the sockstream.cpp
component file has a header comment referencing the GPL license, which
is much more limiting that the OSG LGPL(+relaxed for static linking)
type license?
Bob.
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