hi all,
I am facing a problem with statistics display in ATI cards. The GPU time
isn't getting displayed if I am running with ATI cards where as there is
no such issue with NVDIA cards. Is this a known issue? Is there a way in
which I can get around ?
Thanks
Om
_
Hi Franclin,
yes shaders is better.. . but I wanted to solve this using "old
multitexturing" method. I have succesfully done this and it works
just fine on my quad (which of course if from the geometry class).
doing it using a shader is not a problem (actually easier for me).. but like
I said I p
Thanks a lot.
Regards,
Vincent.
2008/7/10 Will Dicharry <[EMAIL PROTECTED]>:
> Yes, it will be scaled. The transformation applies to all children of the
> PAT, regardless of when they are added.
>
> --Will
>
> Vincent Bourdier wrote:
>
>> Hi all,
>>
>> Just a little question :
>>
>> I have
Jean-Sébastien Guay wrote:
> > It may be a
> > far jump but my thoughts are this leads us down the path that it there is
> > possibly something either in the osg plugin or more likely - the 3d
> > functionality and the extra logic and threads needed to accomplish the 3d
> > display.
>
> You se
Thanks for response... I'll look into that... but first there is a bigger
problem with osgviewer. I'll have to double check, but by default the
Applications osgviewer and osgViewer (dll) writing the same pdb file to the
same place, and guess which one get overwritten (No windows does not allow
Hello Franclin,
But for shape drawable, geometry information is hidden to clients (and
I don't know why but I suspect performance issues) that is why you need
to use shaders for them.
Well actually the Shape / ShapeDrawable classes were originally designed
as simple debugging tools, so littl
Hello Brian,
It may be a
far jump but my thoughts are this leads us down the path that it there is
possibly something either in the osg plugin or more likely - the 3d
functionality and the extra logic and threads needed to accomplish the 3d
display.
You seem to think that osgviewer with or
On Thu, Jul 10, 2008 at 10:40 PM, James Killian <[EMAIL PROTECTED]>
wrote:
>
> Hmmm no one has responded... I can figure out where in cmake to make the
> change, if I add it would anyone have any objections?
> (If no one responds... I'll assume its fine to add)
I believe you'll want to have a lo
Hmmm no one has responded... I can figure out where in cmake to make the
change, if I add it would anyone have any objections?
(If no one responds... I'll assume its fine to add)
James Killian
- Original Message -
From: "James Killian" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
On Thu, Jul 10, 2008 at 4:11 AM, Ümit Uzun <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
> include folder there is no osgViewer folder. Is it normal? I download
> 3rdPartyDependencies and osg2.0_vs71 but there is some problem about
Hi Peter,
You can achieve a multitexture effect quite easily again look at my tutorials.
The problem is all about defining the geometry of objects yourself and in order
to do this you will need to rely on the geometry class.
But for shape drawable, geometry information is hidden to clients (and
Alberto Luaces wrote:
> > Any thoughts why no data is loaded - other programs on the system
> > (Windows XP but running osg in Cygwin) seem to recognize it as a gif.
>
> osgconv only works with 3D data files. osgviewer also expects a 3D file, but
> if you use the "--image" option, it will create
Hi J-S,
If you are 100 % sure it was windows Update, you may try System restore and
see if it reverts the issue. Let me know if you find additional facts.
Wojtek
-Original Message-
From: Jean-Sébastien Guay [mailto:[EMAIL PROTECTED]
Sent: Thursday, July 10, 2008 9:32 PM
To: [EMAIL PROT
Hello Wojtek,
It looks bit like the issue I strrugled with. I am not sure if my
workaround - repeating makeCurrent - was added before 2.4 release or after
it. Certainly 2.2 is not safe.
I agree, it looks like that issue, I remember it now. But why would it
have appeared now, when a few days a
Hi J-S,
It looks bit like the issue I strrugled with. I am not sure if my
workaround - repeating makeCurrent - was added before 2.4 release or after
it. Certainly 2.2 is not safe.
You may check if bool GraphicsWindowWin32::makeCurrentImplementation() looks
like this:
bool GraphicsWindowWin32::m
Hi Gordon,
A little note on automatic updates on Video drivers, they are typically
quite OLD, take the one for my 8800 the automatic update wanted to place a
9/2007 on my machine yet I have a 4/2008 driver already installed...
No, no, I didn't mean automatic update to the graphics driver, I m
Hi Nolan,
The sutile parameters is used during distributed/incremental builds
run by vpbmaster, it's not something you will use in normal osgdem
usage.
Robert.
On Thu, Jul 10, 2008 at 6:41 PM, Nolan Wester <[EMAIL PROTECTED]> wrote:
> Greetings,
>
> Is the --subtile option for osgdem working pro
A little note on automatic updates on Video drivers, they are typically
quite OLD, take the one for my 8800 the automatic update wanted to place a
9/2007 on my machine yet I have a 4/2008 driver already installed...
Note sure what MS are upto...
-Original Message-
From: [EMAIL PROTECTED
2008/7/9 Mark Henderson <[EMAIL PROTECTED]>:
> Is there a better place to get osgCAL then http://osgcal.sourceforge.net/?
>
> The site there hasn't been touched since May 2007, I'm hoping there's a more
> recent version.
I didn't updated the site for a while but osgCal is still alive. There
are no
Yes, it will be scaled. The transformation applies to all children of
the PAT, regardless of when they are added.
--Will
Vincent Bourdier wrote:
Hi all,
Just a little question :
I have a PAT with a setScale() aldeady done and a child.
I want to add an other child to this PAT. Will this chil
Greetings,
Is the --subtile option for osgdem working properly? It seems to be
counting incorrectly when I use it. For example, --subtile 2 0 0
generates only one tile when in fact there should be subtiles 2 0 1, 2
0 2, 2 1 0, ... Using --subtile 1 0 0 ends up generating more tiles
for level 2 but
Hi all,
Just a little question :
I have a PAT with a setScale() aldeady done and a child.
I want to add an other child to this PAT. Will this child be scaled ? no ?
thanks.
Regard,
Vincent.
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Yes indeed, disabling SLI returned by bars to normal.
That reminds me. As we are making this game, and hoping someday to
distribute it, is there some information we should distribute about cards
that work well / do not work well with OSG? Perhaps this is actually an
OpenGL thing and there is som
The OSG Ref Man v2.2 (www.osgbooks.com) has a complete reference of OSG
environment variables. The one you want is OSG_MAX_TEXTURE_SIZE.
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick Pingry
Sent: Thursday, July 10
Hi Jason,
Yes it does work.. just fine.
thanks,
Peter
On Thu, Jul 10, 2008 at 6:05 PM, Jason Daly <[EMAIL PROTECTED]> wrote:
> Peter Wraae Marino wrote:
>
>> Hi Franclin,
>> Yea doing it using a shader is easier and more flexible, but is there a
>> reason why we don't get access to do multitex
On Thu, Jul 10, 2008 at 5:13 PM, Rick Pingry <[EMAIL PROTECTED]> wrote:
> Wow, the ability to limit the maximum texture memory sounds like it would
> really help. What/where might I find that environment variable?
You can list the env vars by doing:
osgviewer --help-env
One of the entries wi
Peter Wraae Marino wrote:
Hi Franclin,
Yea doing it using a shader is easier and more flexible, but is there
a reason why we don't get access to do multitexture coordinates?
Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
multitexture coordinates, so I can't really use that.
Wow, the ability to limit the maximum texture memory sounds like it would
really help. What/where might I find that environment variable?
-- Rick
On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Robert's comment regarding texture atlas usage in low-res LOD children is
Hi,
El Jueves 10 Julio 2008ES 14:48:48 ka Ming escribió:
> Hi,
> I am already looked at the optimizer.
> But still I cannot access my Texture ;(.
> stateset.getTextureAttributeList() is always null. Why?
> I can call the geode Name. I can call the Geometry - but no Texture!!!
>
I'm having a simil
Jean-Sébastien Guay writes:
>
> > Ideally should have data throughout your model to define all the
> > heights you require, if you have holes then all you can come if with
> > is an acceptable fudge for what this missing data might be.
>
> I know, I know... :-) I work with what our client provide
Robert's comment regarding texture atlas usage in low-res LOD children is an
excellent suggestion.
Going further, your post begs the question: Do you suspect that texture
memory usage is the bottleneck to your performance? One way to test this (if
you haven't already done so) is to set the OSG en
Hi all,
I have never tried to create a DEM so can't help you here.
Anybody else? I'm sure I'm not the first one to want to do this, I just
can't find something in gdal that does this so I'd appreciate being
pointed in the right direction.
Thanks in advance,
J-S
--
On Thu, Jul 10, 2008 at 3:43 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Any hints as to how to do that?
I have never tried to create a DEM so can't help you here.
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Is it possible to have all the pdb files copied when building the INSTALL
project?
Sure would be nice to see the symbols when I get a crash. Thanks.
P.S. Maybe this should be an option for those who don't want them copied
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o
Hi Robert,
Ideally should have data throughout your model to define all the
heights you require, if you have holes then all you can come if with
is an acceptable fudge for what this missing data might be.
I know, I know... :-) I work with what our client provided, so I have to
fill in the gap
On Thu, Jul 10, 2008 at 3:28 PM, Rick Pingry <[EMAIL PROTECTED]> wrote:
> I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.
>
> James, Are you seeing the long orange bar in the stats window?
Could you disable the SLI and see what happens.
Robert.
__
Hi Tomas,
On Thu, Jul 10, 2008 at 3:20 PM, Tomas Hnilica
<[EMAIL PROTECTED]> wrote:
> Hello all,
>
> does anyone use the osgSim::ScalarBar with vertical display in HUD?
> I would like to show the scalarbar vertically on the left screen side.
>
> In the example osgscalarbar there are two ways of S
Hi Rick,
The most efficient LOD's will be the ones created by specialist tools,
or even a decent modeller. The aim of the lower level of details
subgraphs would be to represent the subgraph with less of everything -
less nodes, less separate state, less geometry, smaller textures,
simpler shaders
nope
if I ever do I'll post back To me all the times I've used it... it
appeared to work flawlessly.
- Original Message -
From: "Rick Pingry" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Thursday, July 10, 2008 9:28 AM
Subject: Re: [osg-users] The growing draw bar in the sta
Hi Deiter,
The osgUtil::Optimizer contains a visitor dedicated to removing
duplicate state, so run the optimizer over your scene.
Also try upgrading to the latest in SVN as it has some fixes to
handling some imperfectly set DataVariance that seems to stem from
.flt loaded files.
Robert.
On Thu,
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.
James, Are you seeing the long orange bar in the stats window?
On Thu, Jul 10, 2008 at 10:23 AM, James Killian <[EMAIL PROTECTED]>
wrote:
>
> I have ran Rick's app on my machine (using XP, dual monitors, and NVidia
> 6200) I did n
Hi J-S,
A third option might be to modify osgdem so it allows for non zero
default elevation. However, even this is a bit of stop gap.
Ideally should have data throughout your model to define all the
heights you require, if you have holes then all you can come if with
is an acceptable fudge for w
I have ran Rick's app on my machine (using XP, dual monitors, and NVidia
6200) I did not see any of these problems.
- Original Message -
From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Thursday, July 10, 2008 5:00 AM
Subject: Re: [osg-users] The growing
Hello all,
does anyone use the osgSim::ScalarBar with vertical display in HUD?
I would like to show the scalarbar vertically on the left screen side.
In the example osgscalarbar there are two ways of ScalarBar displaying, HUD one
does not show when changed to VERTICAL, the other one does not affe
Hi Rick,
Now I do not have the growing Draw callback, but everything still shows
the orange bar across the entire screen. I am getting 60 fps ok, so I
don't get the bar. I am sure it is probably still a driver issue
somewhere. I still also have these long orange bars and big spaces in
my s
Ahh,
the light went on.
I was not logged into gdm on the slaves. Once logged in, the :0.0
$DISPLAY variable started making sense.
I never knew the $DISPLAY was so powerful. I always took X11 forwarding
with ssh for granted.
For those who know this, excuse the excitement :)
For those on Lin
It seems that getting a driver update did the trick. I have a pretty new
setup, so I was surprised there would be new drivers out there, but indeed
there were.
Now I do not have the growing Draw callback, but everything still shows the
orange bar across the entire screen. I am getting 60 fps ok,
ka Ming schrieb:
I am already looked at the optimizer.
But still I cannot access my Texture ;(.
stateset.getTextureAttributeList() is always null. Why?
I can call the geode Name. I can call the Geometry - but no Texture!!!
Your texture is part of a stateset attached to the Geometry not to the
Has no one run into this before? I've also tried creating a window in
MFC and using its WindowData object as the inherited window data object.
That did not work either. Any tips from anyone that has done this
before?
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTE
Hello All,
I have been trying to get my scenes to run faster, balancing my scene graphs
using LOD. I use quite a bit of UV mapping in my models, and they can be
fairly high res because I want them to look good up close. There are
usually several instances of the same model in the scene, all poin
Hi
when I start osgViewer with e.g. 29 identical objects(.flt) , the framerate
is about 30 fps, but starting with 30 identical objects the frame rate drops
down to 1 fps. This has s.th. to do with the texture , when I press 't' the
framerate increases to 30 fps.
Is it possible to load the textur
Hello Eric,
Computers drive me crazy! good will be the retirment, I will breed rabits.
I don't have any input into your specific problem, but I just wanted to
let you know you made my day with that line! My co-workers liked it too. :-)
J-S
--
Hi,
yes, the slaves all have NVidia cards in them. X is running on them.
What I don't understand is how osgdem (running via ssh on a remote node)
will know to use the local (to itself) X server? Must I set up a special
X server on the slaves?
jp
Robert Osfield wrote:
Hi JP,
osgdem require
> Now, I think it is normal to obtain undefined result if I
> enable fog without set the other attributes...
If you enable fog, behavior is defined. In OpenGL, the defaults are:
FOG_MODE is EXP
FOG_DENSITY is 1.0
FOG_COLOR is 0,0,0,0
FOG_COORDINATE_SOURCE is FRAGMENT_DEPTH
I don't believe
Hello,
I am generating a terrain database using osgdem. I have three source
data files (GeoTiffs which have correct geospatial information), and I
would like to generate a single terrain database from all three.
These three files define parts of the ocean floor which are separate,
and which
Hi Robert,
Yes, it works now for QT4.4.0 and always works for QT4.3.4 , on Ubuntu 8.04.
Johan.
Robert Osfield a écrit :
Hi Johan,
Have you confirm these to work?
Robert.
On Thu, Jul 10, 2008 at 11:43 AM, Johan Nouvel
<[EMAIL PROTECTED]> wrote:
Hi Robert
If you think it could help, I send
Hi,
I am already looked at the optimizer.
But still I cannot access my Texture ;(.
stateset.getTextureAttributeList() is always null. Why?
I can call the geode Name. I can call the Geometry - but no Texture!!!
My OSG File:
Geode {
DataVariance DYNAMIC
name "cube.osg"
nodeMask 0x
Hi JP,
osgdem requires a graphics context to enable it to do OpenGL texture
compression.
Do your slaves have a OpenGL support?
Robert.
On Thu, Jul 10, 2008 at 12:53 PM, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I've set up a cluster to test out vpb. I've created a machine pool file and
Hi,
I've been searching for the same thing; I haven't found any solution either.
Regards,
Can
2008/7/10 selman duatepe <[EMAIL PROTECTED]>:
> Hi everyone,
>
> Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or
> Studio Max 2009 Design?
>
> Thanks.
> Selman Duatepe
>
>
Hi everyone,
Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or
Studio Max 2009 Design?
Thanks.
Selman Duatepe
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Hi,
I've set up a cluster to test out vpb. I've created a machine pool file
and I can now see that the master node executes e.g.:
ssh node01 "osgdem --run-path /home/jpd/terrain -s build_master.source
--record-subtile-on-leaf-tiles -l 1 --task
tasks/build_root_L0_X0_Y0.task --log logs/build_
On Thu, Jul 10, 2008 at 12:29 PM, Eric ZAREMBA
<[EMAIL PROTECTED]> wrote:
> Now, I think it is normal to obtain undefined result if I enable fog without
> set the other attributes... But I still ask me why it worked until yesterday,
> since I introduced precipitation two weeks ago!
I can't answe
Johan Nouvel writes:
>
> Bingo ! I've modified Geometry.cpp to print out vertices
> before and after modification by osg::Field::getFloat and the
> result is a troncation of the float, only integer part is
> interpreted. You're right.
>
> What is the complexity of coding custom atof ?
> Is the
Hello,
Been a while since I have posted and am just trying to catch up and rebuild
OSG so I could be way off ;-).
Are you running any kind of power saving options, such as cool and quiet?
I seem to remember this happened to me when you had power saving options
enabled and the model displaying wa
Hi,
Ok, osgprecipitation lz.osg works.
So, I looked into the code and see it set the attribute and mode with the
osg::Fog from the precipitation instead of just enable the GL_FOG mode and let
the precipitationEffect do its work itself.
I correct my program and it run yet! Thanks a lot Robert!
N
Hi Johan,
Have you confirm these to work?
Robert.
On Thu, Jul 10, 2008 at 11:43 AM, Johan Nouvel
<[EMAIL PROTECTED]> wrote:
> Hi Robert
>
> If you think it could help, I send you a modified version of osgviewerQT.cpp
> with locale forced to C.
> I've only add :
>
> #include
>
> and just after ma
Hi Eric,
What happens when you run:
osgprecipitation lz.osg
Robert.
On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA
<[EMAIL PROTECTED]> wrote:
> Hi,
>
>
>
>
>
> Since yesterday, I have a problem with fog.
>
> When I turn it one, my scene becomes black, even if I deactivate the
> lighting.
>
>
Hi Robert
If you think it could help, I send you a modified version of osgviewerQT.cpp
with locale forced to C.
I've only add :
#include
and just after main declaration :
#if USE_QT4
QLocale::setDefault(QLocale::C);
#endif
Regards,
Johan.
--
Johan Nouvel, R&D Project Manager
http://www
Hi Rick and Robert,
I mentioned this problem few months ago. Happened on Windows XP and Vista.
It seemed to dissapear with more recent NVidia drivers though (ver 169.xx
and larger). I don't remember exactly but I think it was present only on
dual monitors. Do you by any chance have dual view
Hi Johan,
On Thu, Jul 10, 2008 at 10:22 AM, Johan Nouvel
<[EMAIL PROTECTED]> wrote:
> Bingo ! I've modified Geometry.cpp to print out vertices before and after
> modification by osg::Field::getFloat and the result is a troncation of the
> float, only integer part is interpreted. You're right.
>
>
Hi All,
Thanks for reply. The reason is cmake version. I install the Cmake2.4.8
instead of CMake2.6 and the problem get solved.
Umit UZUN
2008/7/10 Nick Bryan <[EMAIL PROTECTED]>:
> This is frustrating the hell out of me as well! I think it is related to
> the settings given to cmake and the f
Hi Robert,
Bingo ! I've modified Geometry.cpp to print out vertices before and after modification by osg::Field::getFloat and the
result is a troncation of the float, only integer part is interpreted. You're right.
What is the complexity of coding custom atof ?
Is the hypothesis that '.' is a
Hi Robert,
oh, I'm sorry, I forgot it, I'm new to this.
I'm using osg2.4.0, under windows-XP, I'm not sure about this machine's
graphics hardware, but does that matter? I'm trying to use my own mipmap
texture data, not trying to use hardwaremipmapgeneration.
the effect
This is frustrating the hell out of me as well! I think it is related
to the settings given to cmake and the fact vs includes \debug\ or
\release\ in the path which gives too much depth for the relative path
to work.
Ümit Uzun wrote:
Hi All,
I am trying to debug osg2.4 source on VS2003 but
Hi,
It's seems to be a CMake version problem, for OSG 2.4 you need CMake 2.4,
and not the 2.6.
On Thu, Jul 10, 2008 at 10:57 AM, Ümit Uzun <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> I am trying to debug osg2.4 source on VS2003 but it prompted me lots of
> linker error like below.
>
> Output Window
Hi All,
I am trying to debug osg2.4 source on VS2003 but it prompted me lots of
linker error like below.
Output Window
Compiling...
PixelBufferWin32.cpp
GraphicsWindowWin32.cpp
ViewerEventHandlers.cpp
ViewerBase.cpp
Viewer.cpp
View.cpp
Version.cpp
StatsHandler.cpp
Scene.cpp
Renderer.cpp
HelpHand
Hi Robert,
There was a only reason about fast integration my system on VS2003 so I try
to use created binary on osg2.0 but I can't success installation :( Now I
will try to install 2.4.
Thanks for reply.
Umit Uzun
2008/7/10 Robert Osfield <[EMAIL PROTECTED]>:
> Hi Umit,
>
> I think this was a p
Hi Umit,
I think this was a problem with Mike's binaries.
Is there are reason why you can't use 2.4?
Robert.
On Thu, Jul 10, 2008 at 9:11 AM, Ümit Uzun <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
> include folder there is no os
Hi "could you sign your name so we know who to address, thank you"
Could you explain what artifacts you are seeing with mipmapping, and
also please specify the OSG version, the OS version, the graphics
hardware used, and the OpenGL drivers.
Robert.
2008/7/10 冯晨 <[EMAIL PROTECTED]>:
>
>
> Hi,
>
Hi John,
Great, a pictures saves a thousand words! The problem looks the same
as others have encountered when WxWidgets modifies the C local such
that atof switches from treating . and , as decimal points. My guess
the later version of Qt is doing the same. We've tried several
different attempt
Hi All,
I setup the osg2.0.0_vs71_setup_2007-06-19 version on my system but in
include folder there is no osgViewer folder. Is it normal? I download
3rdPartyDependencies and osg2.0_vs71 but there is some problem about
osgViewer include folder. So when I compile my program on VS2003, debugger
alert
Hi Steffen,
I'm finding it hard to follow exactly what your set up is. Since I'm
not clear the best I can do is have an educated guess. Could it be
that you are using rendering to the texture in one graphics context,
then trying to reuse that same texture in another graphics context?
Robert.
O
The short bars are probably the initial state of the bars that haven't
been initialized yet.
As for your single really long bar, this suggests that the GPU is
stalled doing something for a very long time...
It could possibly be a bug in the stats collection. The stats
collection has been working
Hi,
I've met a very strange problem when I tried to set mipmaps in a osg::Image
object.
If I use the sample code in osgParticle/PrecipitationEffect.cpp, I can get
correct mipmap texture, however, if I try to read texture data from files to
set mipmap texture, it didn't work. I'll be m
Hi Rick,
Could you try your app on another machine/hardware/OpenGL driver.
Robert.
On Thu, Jul 10, 2008 at 2:46 AM, <[EMAIL PROTECTED]> wrote:
> Hello all,
>
> I recently added a stats handler to our game viewer. Something I noticed is
> that if you have the stats window open, showing the bars
Hi Luc,
2008/7/10 Frauciel Luc <[EMAIL PROTECTED]>:
> I've done something like that.
> Each time I change the text, I recompute the geometry (quad) based on the
> Text's Drawable getBound().
> It works for plane aligned text (xy, xz or yz). If you want to do that for
> screen aligned text, you'l
I've done something like that.
Each time I change the text, I recompute the geometry (quad) based on the
Text's Drawable getBound().
It works for plane aligned text (xy, xz or yz). If you want to do that for
screen aligned text, you'll probably have to look osgText code to have the
exact size of
Hi J.P.,
2008/7/10 J.P. Delport <[EMAIL PROTECTED]>:
> Hi,
>
> I've used coloured quads behind text, but it was for static HUD text, not
> dynamic which I think is what you want.
>
Exactly ! I'm looking at dynamic osgText.
I
have tried to add quads in osgText (modifying osg sources), when
text-
Hi,
I've used coloured quads behind text, but it was for static HUD text,
not dynamic which I think is what you want.
jp
Vincent Bourdier wrote:
Just a little up
No one has ever tried to put a background on a osgText ?
Thanks
Vincent.
2008/7/9 Vincent Bourdier <[EMAIL PROTECTED]
Just a little up
No one has ever tried to put a background on a osgText ?
Thanks
Vincent.
2008/7/9 Vincent Bourdier <[EMAIL PROTECTED]>:
> Hi all,
>
> I'm looking at a way to put a geometry (planar surface) as background of an
> osgText...
>
> I was thinking on a mix between billboard geode, an
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