Hi Sean,
You are correct the range distance of LOD's are in the LOD's own local
co-coordinate system. This is appropriate as you almost aways want
LOD's to scale relative to a screen size, and doing the calc in local
coordinate allows you to decorate subgraphs with LOD's with transforms
that
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On Fri, Oct 9, 2009 at 10:09 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
A little update, nobody can explain me the simplifier in details ?
I've explained details before so have a look through the osg-users archives.
Cheers,
Robert.
___
Hi All
Just wantet to add that we are also using Delta3d and as a consequence we
are using the composite viewer.
Brgs.
Ralf Stokholm
2009/10/8 Michael Bach Jensen mich...@ifad.dk
Hello everyone,
We are having the exact same problem at our company for quite some time
(currently on osg
pankajnagarkoti80 wrote:
The benefit the GL object pools provide is that we can scale up the
scene graph in main memory without blowing OpenGL driver and GPU
memory as we would do without the new pools.
I agree, that is really a great benifit especially with the GL users.
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Hello,
Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
Hi Jan,
While I was at it, I started integrating the changes for getting the
ocean surface height at a position. I went with a combination of
Jean-Claude's and Dimitrios' code, with a few small modifications.
The only
Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
In concrete terms, I've personally tested osgOcean on nVidia cards of
the 7800, 7900, 8800 and 9800 lines. Realistically, I think anything
above 7800 should run it fine. There are even some really good deals in
the recent GTX 2xx
Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
Whether or not debug is replaced by release in the absence of the debug
versions for the COLLADA plugin, I do not know, though.
This was the only thing I was wondering about.
I was aware of all the rest. I've done my share of
Thanks Robert,
This is an odd corner-case I guess, I want the LODs to be selected
based upon global distance from the eye-point. For various reasons,
onscreen size is inappropriate as a selector. I think I can put
together a small example/patch and send it in for review.
cheers,
sean
Hi Cedric,
Thanks for keep on digging into this problem. I don't think this is a
bug in your code, rather you've just set up a set of circumstances
that the normal clean up is circumvented and an errors occurs. If
possible we should find a way of avoid the problem in full range of
usage.
Does
Hi Jan,
I have it running on GeForce Go 7600 (laptop) and Quadro FX 4500 (GeForce 7800
equivalent), but do not expect super high framerates on such hardware. The
shaders are quite slow on those cards. On the other hand, my 8800GT runs it
smoothly at 1920x1200.
Interesting, thanks for the
Hi Jan,
Right, of course. I have a bit of code that makes an object bob on the
surface, but my code is likely a bit different from Dimitrios's, so it would
need to be changed based on what you have done.
Likely it's just the method name that would change. I don't mind doing that.
Is there a
Hello,
I tried with Texture::setUnRefImageDataAfterApply(false) and it works well.
However, as I read about this, texture memory is now duplicated (once in OpenGL
and once in OSG). Isn't there a way to do the same thing in OpenGL by sharing
the contexts or something like that? As I said, I
Hi Frederic,
I tried with Texture::setUnRefImageDataAfterApply(false) and it works well.
However, as I read about this, texture memory is now duplicated (once in
OpenGL and once in OSG). Isn't there a way to do the same thing in OpenGL by
sharing the contexts or something like that? As I
Hi again,
I'll look about starting that wiki page soon.
Here you go,
http://code.google.com/p/osgocean/wiki/HarwareSupport
I'll add details as time passes...
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Robert,
Yes you will be able to reproduce the valgrind output with the the code
sample in the email.
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Fri, 2009-10-09 at 14:24 +0100, Robert Osfield wrote:
Hi Cedric,
Thanks
Hi,
I take an osg example (I tried with the osgTeapot example project), then I add
the command
Code:
viewer.run();
_CrtDumpMemoryLeaks();
return 0;
at the end of the main function. (it dumps all the memory blocks in the debug
heap when a memory leak has occurred)
I launch it in debug mode,
I will be out of the office starting 09/10/2009 and will not return until
12/10/2009.
I will respond to your message when I return. For urgent matters, contact
the Warrington office - 01925 286 800.
___
osg-users mailing list
Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
Is there a place where I can
get your changes? Ideally, just make an experimental branch, commit it
there and once it is tested, merge into the trunk. That is fairly easy to
do with SVN.
I'll try to get that done before the end
Hi Kim,
http://code.google.com/p/osgocean/wiki/HardwareSupport
Heh, did I actually make a typo in the page title? Geez... Sorry, I was
in a hurry and didn't notice it.
Thanks for your vigilance.
J-S
--
__
Jean-Sebastien Guay
On 9/10/09 5:01 PM, stefan nortd wrote:
I am trying to use the osg::ImageSequence without much result. Maybe
somebody can point me in the right direction.
Did you look at osgimagesequence.cpp?
I am creating the ImageSequence object, use addImageFile(...) to
populate at and then try to
Chris 'Xenon' Hanson wrote:
I don't think I'm qualified to nominate myself for this right now.
However, I'm wondering who does have SVN commit access, and if one of these
people is
willing to accept interim changes? I have several finished changes ready to
check in, and
I worry about
Hi,
We're running 2.8.2 on a 64-bit Centos system. OSG was configured to use
Coin-3.1.1.
Not too long ago I ran an old demo using the new releases and noticed that
an Inventor file that used to load properly no longer did. Checking around,
many others also didn't.
Here's a simple example
Robert,
I tried the 2.9 trunk code with.
osg::DisplaySettings::instance()-setMaxTexturePoolSize(1);
osg::DisplaySettings::instance()-setMaxBufferObjectPoolSize(2);
The problem still exists. As memory usage was growing and growing. I just left
the computer running and observed the
Hi Chris,
It seems like we don't have any capacity in this regard right now. I'll
shorten the
question -- other than Robert, who does have SVN commit access?
Well, I think you've been with us for a while now, so you must have some
idea about this. It seems to me that whenever commit
Hi,Phil
I just have met the same problem , like the switching of 2 MatrixManipulators
, that the home position is not the position which is like the default position.
I just look forward to anyone could give some advice.
Thank you very much!
Cheers,
Shiina
--
Read this
Hi,
Here just a quetion confused me:
I have a KeySwitchMatrixManipulator , which served as a swithcer between 2
MatrixManipulator : a default Trackball and a MatrixManipulator that I
defined(bounding to a object) .
The problem is : when I hit the button to switch the above
MatrixManipulator
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