hi Guy,
I tried this code and didn't notice any blurring, although for some reason the
skeleton in my models became exposed (the same effect as the osgscribe
example).
If I understand right this example is meant to blur the entire model - is that
right? Because I just want to blur the model
Hello,
The only suggestion I can give in this matter is to compare performance
with tools that already support both OGL and DX.
I hope I'm not a sinner mentioning OGRE. I'm not familiar with OGRE but
if someone knows that library as well as OSG, it is possible to build a
set of programs
Well,
It should have given fractional alpha values only on the object
edges...
It would be interesting if you could check your object using a pure
OpenGL code. Maybe it's a card issue, maybe there are other modes that
interfere...
Sorry it didn't help,
Guy.
--
hi Guy,
I tried this
Hi,
Jean-Sébastien Guay wrote:
Hi Jan,
Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.
Since the
You could also try it with simple geometry (a big triangle in the middle of the
screen) and see if the edges are blurred.
Guy.
--
hi Guy,
I tried this code and didn't notice any blurring, although for some reason the
skeleton in my models became exposed (the same effect as the
It's ok, I'm finished to install apps, and all is ok, osgdem run correctly.
thank you everyone.
Fabien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9053#9053
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Hi,
I have created geocentric(spherical) virtual earth and wanted to do navigate
around the earth using keyboard including zooming-in and out. As I m new to
OSG I want to understand dat could it be done by setting viewmatrixAsLookAt of
views' cameramanipulator? Plz get me some ideas how it
Hi Mark,
Removing this entry will force more applications to explicitly put the path
to the osgPluigins directory. It doesn't override anything, so if you
wanted to the move the library afterwards then you could but you'd have to
specify the new path - that would only take you make to position
Hi Philip,
You do recall the fact the OSG versions it's dll/.so and plugins directory,
and as you're hypothetical usage model totally ignores this fact it's pretty
hard for me to take it too seriously.
Robert.
2009/3/24 Philip Lowman phi...@yhbt.com
is is kinda dangerous too. What happens
Hi All,
Yesterday evening I tagged the OpenSceneGraph-2.9.2 dev release, but didn't
have time to update my blog or post an email to the list... so just catching
up now. As usual you can grab the release from:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
Main
Hi,
We will be holding an Equalizer Birds-Of-a-Feather meeting next week
during Eurographics'09. Since the main focus turned out to be the
integration between Equalizer and OpenSceneGraph, this might be
interesting to some of you:
Place: Eurographics 2009, TU Munich
Date: Tuesday, March
Hi,
i have a system of a master-camera and some slave-cameras. These cameras are
attached to an individual object of the scene. I need to compare the
depht-buffer of the master-camera with the depht-buffer of each slave camera
for occlusion. any suggestion would be nice.
Thank you.
Hi Daniel,
Have you took a look into this thread:
http://forum.openscenegraph.org/viewtopic.php?t=1778highlight=zbuffer ? (I do
not know if that was you or not, because the user names of the authors are
different)
So you have given two depth buffers in a texture, right? And you want to
Hi Daniel,
In what way are your testing for occlusion? A CPU based test? Using the
OpenGL occlusion query? Using a per pixel shader tests?
Robert.
On Tue, Mar 24, 2009 at 10:20 AM, Daniel d.wut...@gmx.de wrote:
Hi,
i have a system of a master-camera and some slave-cameras. These cameras
Hi! I am using osg v2.8 with osgEarth and I want to work with jpeg and tiff
format. The problem is that osg v2.8 does not include plugin for those
formats of images. Could anybody tell me what is the right way to add the
plugins of jpeg and tiff in the osg project???
--
Adaya Lorenzo Leon
In fact I didn't have enough time to finish this week-end. So It will be
postponed to next week.
On Fri, Mar 20, 2009 at 9:10 AM, Simon Loic simon1l...@gmail.com wrote:
All right, I'll certainly finish during the week-end and post it on
osg-users for testing.
2009/3/20 Robert Osfield
Hi Cedric,
For some reason Outlook webmail wrapped the cpp file into a binary format.
I have included a new version of the demo file with the timings fixed.
It uses: const osg::FrameStamp* fs = nv-getFrameStamp(); and
fs-getSimulationTime(); to calculate the current time. (Just like
Hi Adaya,
OSG 2.8 does have plugins for JPEG and Tiff, you'll need to make sure you
have libjpeg and libtiff available for the plugins to be built though. See
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies.
Making sure you have those dependencies and rerunning CMake
2009/3/24 Robert Osfield robert.osfi...@gmail.com
Hi Philip,
You do recall the fact the OSG versions it's dll/.so and plugins directory,
and as you're hypothetical usage model totally ignores this fact it's pretty
hard for me to take it too seriously.
I had forgotten about that, yes good
J.P. Delport wrote:
What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do multiple
The best way would be a per pixel shader test.
thanks for your suggestions
--
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http://forum.openscenegraph.org/viewtopic.php?p=9073#9073
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Hi,
I've had to read through the OSG license today and would like to
contribute some spelling and grammar fixes. It is in no way intented to
change the terms of the license, so please check.
First up is the page at:
http://www.openscenegraph.org/projects/osg/wiki/Legal
I selected the text
Hi,I want to render all the scene in night vision mode.
i read the previous posts but i could not find the way of rendering scene in
a bit green and blurry.
actually i also need to render light sources to much bright but i am not
sure if it can be done?
do you know any idea how can i do this? if
Hi Ufuk,
Actually I have never tried night vision effect but you should look at
RenderMonkey's ScreenSpaceEffects.rfx examples which all have been created
by MultiPassRendering with GLSL. Looking kind of these effect you can create
Blur and Night Vision effects easily.
Best Regards.
2009/3/24
Hi,
Cory Riddell wrote:
J.P. Delport wrote:
What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't
To do this even minimally, will require using shaders and multi-pass
rendering. If you're not experienced with these you should go through the
osg examples and get comfortable with these techniques. Also, osgppu is a
good way to quickly get started (it hides a lot of the details).
Then you can
Cory Riddell wrote:
J.P. Delport wrote:
What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do
(Posting this for about the 1000th time...)
Zooming merely changes the field of view without changing the view position.
Think of a photographer changing lenses on a camera without changing his
physical location. You change the projection matrix to change the field of
view, not the modelview
I've already written and posted an OpenGL 3.1 blog, and you can read it
here...
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
Subject: Re: [osg-users] OpenGL 3.1 at GDC
Hi Paul,
Ooh,
Hi Daniel,
On Tue, Mar 24, 2009 at 1:32 PM, Daniel d.wut...@gmx.de wrote:
The best way would be a per pixel shader test.
If this is the case then you just need to set up your rendering pipeline so
that the first camera renders to an FBO with a texture attached to it's
depth texture.
Paul Martz wrote:
(Posting this for about the 1000th time...)
Zooming merely changes the field of view without changing the view position.
Think of a photographer changing lenses on a camera without changing his
physical location. You change the projection matrix to change the field of
view,
Thanks for the tip and sorry to answer you so late. I'll try your solution this
afternoon and tell you my feedback.
OSG is very powerful but, in my opinion, so huge that it's difficult to know
every functionality. It also too less documented, but that's only my opinion.
Anyway, thanks for your
Hi folks,
I do just want to inform you, that our forum has reached a mark of 200 users
(just one month after 100 users mark :) ).
My last knowledge about the number of subscription to the mailing list tells me
that couple of months ago there were 2000 mailing list subscriptions.
Of course we
Hi,
Melchior FRANZ wrote:
* J.P. Delport -- Tuesday 24 March 2009:
I've had to read through the OSG license today and would like to
contribute some spelling and grammar fixes.
You missed tow licence. From LICENSE_new.txt:
| of this licence document, but changing it is not allowed.
Hi Paul,
On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote:
I've already written and posted an OpenGL 3.1 blog, and you can read it
here...
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4
Thanks for putting up the entry, like your previous entry it's an excellent
Zooming merely changes the field of view without changing the view
position.
Think of a photographer changing lenses on a camera without changing
his physical location. You change the projection matrix to change the
field of view, not the modelview matrix.
But that's *your*
Hi Art,
On Tue, Mar 24, 2009 at 2:30 PM, Art Tevs arti_t...@yahoo.de wrote:
I do just want to inform you, that our forum has reached a mark of 200
users (just one month after 100 users mark :) ).
You efforts are now appreciated by ever more people ;-)
My last knowledge about the number
Hi Guys,
Licence is the British spelling as *is* correct.
Robert.
On Tue, Mar 24, 2009 at 2:29 PM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
Melchior FRANZ wrote:
* J.P. Delport -- Tuesday 24 March 2009:
I've had to read through the OSG license today and would like to
contribute
No problem,
I didn't say it's wrong, neither did emacs :), but can we at least make
all uses (those that come from OSG, top part of the file and the wiki
page) consistent? Do you want to change the filename?. I realise we
would not change the use in the LGPL e.g.
The spelling of licen{c,s}e
the finctionality of the
GL_ARB_compatibility extension, as if the features had never been removed.
http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf
http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf
This is the GLSL 1.40 spec.
http://www.opengl.org/registry/doc/GLSLangSpec.Full
Hi, everybody,
I used viewer-setUpViewerAsEmbeddedInWindow way as Robert suggested to embed
an OSG window in OpenGL context.
Then I tried to setup Manipulator like Trackball,
I did some code like this:
osg::observer_ptrosgViewer::GraphicsWindow gw =
viewer-setUpViewerAsEmbeddedInWindow(...)
Hi Guys,
Today I've got back on the VirtualPlanetBuilder horse and will steadily
working through merging submissions and doing my own bug fixes, once I'm
back on top of this I'll tag another dev release.
The first item on my todo list was to fix the
vpb::System::isFileTypeSupported code so that
Interoperability (in terms of being able to copy data directly between
analogous OpenGL and OpenCL buffers) is a feature of the new OpenGL 3.1.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From:
please ignore my question.
I just made something stupid. [Laughing]
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HI All,
Just to add some closure to this thread. I've just recreated the problem
using the imagery that Christophe's provided, review and applied J.P's
suggested fix and it fixes the problem ;-)
The fix is now checked into VPB svn/trunk.
Thanks for you patience,
Robert.
Paul Martz wrote:
Zooming merely changes the field of view without changing the view
position.
Think of a photographer changing lenses on a camera without changing
his physical location. You change the projection matrix to change the
field of view, not the modelview matrix.
Sorry for yapping about this, I'm having a bad day (and can't really
figure out
what is the real issue in my head...)
It takes two to argue, so I apologize for yapping back. Hope your day goes
better from here on out.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859
Thanks for the info. Is this standard procedure with mesh files? Because I
have noticed similar affects with a variety of file formats.
I agree that when no normals are specified, the proper behavior for the parser
is to use one normal per face, and calculate the face normals from the vertex
Hi,
I'm working on an application that copies video from a web cam to a texture.
I've done this in the past using glTexSubImage2D when coding straight to
OpenGL. What is the correct way to do this with OpenSceneGraph? I need the
route with the least overhead.
Thank you.
--
Hi Luis,
The osg::Texture/osg::Image classes support both texture subloading and
using of PixelBufferObjects so it well equipped for doing live video work.
All you need to do at your end is use an osg::Image or osg::ImageStream that
is assigned to textures you want and each time you update the
Hi J.P.,
What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not why
CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely
Hi Paul,
FYI, the specs are now posted:
Nice, thanks for keeping us up to date, looks like I have some reading
to do :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hello,
I think this is a bug:
osgText/Font.cpp and Font3D.cpp hard code the search path for font files to:
/usr/share/fonts/ttf:/usr/share/fonts/ttf/western:/usr/share/fonts/ttf/decoratives
But on Mac OS X Leopard, the path is actually
/Library/Fonts
Paul
--
Read
Hi Robert,
And I've updated the http://www.blog.openscenegraph.org as well,
although does just pick up on the same points.
I like what you're doing with the blog, with screenshots to show new
functionality in action. This is a great way to show users what they're
missing by not staying up
With ref to osgPPU, I have use it to create a Infra-Red / BlackWhite / Color
basic camera operator training prototype (which I name openEOIR, I should
release the code next month or so on source forge) and it worked really well
and was easy to get going with the RenderToTexture (It has great
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Ben Axelrod wrote:
Thanks for the info. Is this standard procedure with mesh files?
Because I have noticed similar affects with a variety of file
formats.
I agree that when no normals are specified, the proper behavior for
the parser is to use
Is anyone else encountering this? osgconv --formats immediately returns to
the shell prompt. With OSG_NOTIFY_LEVEL set to DEBUG_INFO I see that it
finds the plugin directory, then pretty much just exits, as if there are no
plugins there.
Oddly, osgconv --format flt (and other extensions) works
It works for me (latest svn). Did you install the OSG library? If you did
not, there is no way to get to the plugins, because Xcode inserts a Debug
or Release intermediate directory. This assumes you use the Xcode
generator for OSX. If you are using the Makefiles generator, or the old
Hi Robert,
The versioning of the dll's doesn't completely solve the problem. I have
customized OSG for my application, changing the public interface in a
way such that the objects are not binary compatible with vanilla OSG.
Linking dll's without my customizations can cause crashes. I install
Hi All,
I've been looking into the problems reported by Shayne right at the start of
this thread, and with a little help from Christophe's patch have pinpointed
the problem and resolved it by re-ordering the reprojection and destination
graph building to avoid the reproject from invalidating the
Thanks Robert. A couple more questions. How do I guarantee that only the
changed pixels are uploaded? The source image I'm using is 640x480. To maximize
compatibility, I need to make texture sizes a power of 2 and square right?
That sets the next available size at 1024x1024. That's alot of
Robert,
Thanks for the update. You do great work...:)
I'll test here in the near future...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 24, 2009 11:47 AM
Hi Mark,
On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com wrote:
The versioning of the dll's doesn't completely solve the problem. I have
customized OSG for my application, changing the public interface in a way
such that the objects are not binary compatible with vanilla
Hi Luis,
Just call dirty on the Image and it'll get automatically uploaded.
For non power of two images simple use osg::TextureRectangle or a
osg::Texture2D's non power of two texture support. Please see the osgmovie
example.
Robert.
On Tue, Mar 24, 2009 at 5:52 PM, Luis Rodriguez
Hi Robert,
It'd be interesting to find out the overlap - to do so we'd need to match up
osg-users subscribers to the forum. I can provide the subscriber list to
osg-users if you want to do a comparison.
I am also interesting to know how much overlap there is. However it is better
not
Thanks Robert. A couple more questions. How do I guarantee that only the
changed pixels are uploaded? The source image I'm using is 640x480. To
maximize compatibility, I need to make texture sizes a power of 2 and square
right? That sets the next available size at 1024x1024. That's alot of
Thanks Robert. A couple more questions. How do I guarantee that only the
changed pixels are uploaded? The source image I'm using is 640x480. To
maximize compatibility, I need to make texture sizes a power of 2 and square
right? That sets the next available size at 1024x1024. That's alot of
I am generating Makefiles using CMake, and I have installed OSG.
The problem seems to be that osgDB expects plugins to have a .dylib
extension, when in fact they have a .so extension on my system (and no
they are not sym links). Eric, I'd be interested to know what you have on
your system.
Did
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352
pages. :-)
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]
My plugins all have the .so extension. The main libraries all have .dylib.
Someday we'll get Frameworks working properly but that day is not today.
The only thing I know of that changed very recently was that under OSX, the
debug library suffix (by default d) was not being added properly when
I have a customer who is trying to use OSG to access data through a PAC
proxy (http://en.wikipedia.org/wiki/Proxy_auto-config). CURL does not
support this directly, and the sense I get from the CURL community is that
they don't plan to.
Does it make sense to add PAC proxy support to the OSG CURL
Well, this is nothing that an update won't fix. :-) Using current svn head
resolves the issue. The plugins are still named .so, but the osgDB actually
looks for .so now. Still not sure if this was broke in 2.8 or not, but
it's fixed in 2.9.2.
Thanks, Eric. And, sorry we didn't get to hook up in
Robert,
It seems that this issue is caused by the use of DrawElementsUShort and
unsigned short indexes in osg::Node*
DestinationTile::createPolygonal(). Such that each level can only have
a maximum of 65536 vertexes. And I do see that a terrain-tile size of
256x256 works, yet 512x12
Hi Robert -- I know you've been adding a lot of changes recently, so I
thought you'd want to know all builds well on OS X using Makefiles.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
___
Paul Martz wrote:
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352
pages. :-)
but i gave some people something to read. ;)
german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462
if the full quote is not ok for you i will
Robert Osfield wrote:
Hi Mark,
On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com
mailto:msciab...@itracs.com wrote:
The versioning of the dll's doesn't completely solve the problem.
I have customized OSG for my application, changing the public
interface in a way
I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I
want very simple tree diagrams like Paul Martz made in the quick start
guide (he had green, yellow, and pink ovals for nodes).
I'm guessing this is
*sigh*
I found the dot plugin. Sorry for the noise.
Cory
Cory Riddell wrote:
I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I
want very simple tree diagrams like Paul Martz made in the quick start
Hi Cory,
I am about to write a little Python tool for myself to take an osg file,
extract basic node information, and create a .dot file for graphviz. I
want very simple tree diagrams like Paul Martz made in the quick start
guide (he had green, yellow, and pink ovals for nodes).
I'm guessing
Art Tevs wrote:
This also matches with my expectation, that all new users will probably start
to use the forum.
To be pedantic, that's a somewhat bold claim. :)
I, for one, will always join a mailing list if available for something
I'm actually using. The only times I've ever
Hi Martins,
Good catch. Use of DrawElementUint will provide better scalability in terms
of tile size, but DrawElementUShort will still be preferred by default as
it'll provide better performance. Also small tiles sizes are to be
preferred for other performance aspects.
Robert.
On Tue, Mar 24,
2009/3/24 Paul Martz pma...@skew-matrix.com
Hi Robert -- I know you've been adding a lot of changes recently, so I
thought you'd want to know all builds well on OS X using Makefiles.
Thanks the feedback. I do occasionally remote log into a OSX machine that I
have access to, but it does
On Tue, Mar 24, 2009 at 7:33 PM, Mark Sciabica msciab...@itracs.com wrote:
We have not yet reached our first release so it's not yet an issue. However
there's nothing secret about our changes as I've already posted them to the
mailing list (and had them ignored or rejected).
If I don't merge
On Tue, Mar 24, 2009 at 8:49 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Even better would be a nightlight build for the CDash dashboard though...
:-)
nightlight should be nightly ;-)
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HI Art,
On Tue, Mar 24, 2009 at 6:28 PM, Art Tevs arti_t...@yahoo.de wrote:
This also matches with my expectation, that all new users will probably
start to use the forum.
The osg-users mailing list is still growing... despite some existing users
moving from mailing list to forum, so your
Hi,
I want to query elevation values and line-of-sight from VPB ive files as fast
as possible throughout the terrain. I don't have any visual requirement. The
graphics board that I am using might vary.
Is there any sample code that I can use as a starter?
Do I need to create a viewing port?
The tool I had for that was kind of cool because it actually used 3D
sphereoids and osgText labels, so you could spin the resulting graphs around
in 3-space with the cool cube mapping and it looked quite impressive.
Unfortunately, the tool was somewhat limiting; the graphs you see in the
book are
Too bad I don't speak enough German to grok the replies... :-/
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
I set osg_notify_level to debug, and I recieved this when I ran osgconv. I
honestly have no idea what this means, but at least it finds something.
GraphicsContext::setWindowingSystemInterface() 03571930 003D9198
Also, the collada plugin was built as far as I can tell. I attached the release
Hi Robert, Paul
This also matches with my expectation, that all new users will probably start
to use the forum.
OK, maybe I was little bit too hasty writing this (I am breaking hte rules
stated out for the forum use ;) ). What I mean is that most of the new users
(please Note, I say
Art Tevs wrote:
However, guys, I do not open again a hot discussion about advantages of any of
this systems. With this forum we have matched the needs of both worlds, so the
one who like to use ML subscribe there, the one who prefers Forums instead,
will use it.
Good evening to all of you
Hi Paul,
...now, if only messages from the forum would thread properly... ;) ;) ;)
Do you have the same issue with In-Reply-To Header in the mails sent from the
forum? Hmm, I took a look into the message sent for this thread and it seems
that the header is there, so threading should be
Hi Nicholas,
See the osgintersection example.
Robert.
On Tue, Mar 24, 2009 at 9:19 PM, Nicholas Strauss
nicholas.c.stra...@boeing.com wrote:
Hi,
I want to query elevation values and line-of-sight from VPB ive files as
fast as possible throughout the terrain. I don't have any visual
Robert Osfield wrote:
This exception covers the distribution of your final application, not
source code modifications. If you modify the source then those
modifications must be open sourced under the same licence as the
orignal work - the LGPL parts of the license cover this.
The exception
Mark,
On Tue, Mar 24, 2009 at 10:50 PM, Mark Sciabica msciab...@itracs.comwrote:
Let me spell out specifically a sequence of events that will lead to a
problem.
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Let me spell out... please read my previous email... If
opengl is 2 years behind direct3d and direct3d is better. and now there is
d3d10 and d3d11 will even be better and d3d9 already had instancing and opengl
is now only a copy of d3d10 and more robust drivers is only a lie and they dont
belive you because you are an opengl guy and dont know
I had something like this - it was crude but had functionality not
unlike Performers graph viz tool ,however I stored relevant info in
osg::Node, Not getting too far into implementation details - I had to
run two nodeVisitors - One to gather info on the scenegraph and the
other to build and
From the header for the message to which I'm responding: (from you)
Message-ID: 1237932668.m2f.9...@forum.openscenegraph.org
References: 1237905007.m2f.9...@forum.openscenegraph.org
In-Reply-To: 1237905007.m2f.9...@forum.openscenegraph.org
The message to which yours is a response: (from me)
On 25/3/09 1:07 AM, Paul Melis wrote:
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).
2009/3/24 Robert Osfield robert.osfi...@gmail.com
Mark,On Tue, Mar 24, 2009 at 10:50 PM, Mark Sciabica msciab...@itracs.com
wrote:
Let me spell out specifically a sequence of events that will lead to a
problem.
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