Hi Kim:
Have you solved the particle render problem in OsgOcean1.01?
Could I open the glare and DOF effects with fire particle effect?
Cheers,
MT
Kim Bale wrote:
> Haha well I've never played with them so I was rather sketchy on the theory.
>
> Using MRTs would actually make for a pret
Hi Robert,
thanks for all the good news.
Just a heads up... There's been some es-2.0 goings on in Mesa as well.
Some clippings from mesa3d-dev:
---8<---
From: Chia-I Wu
Subject: [Mesa3d-dev] [PATCH 0/6] Make opengl-es-v2 branch work
Date: Fri, 6 Nov 2009 18:11:15 +0800
Hi,
This patch serie
Cull can be multithreaded in osgViewer apps. Do you know which threading
model you're using? Try SingleThreaded and see if the problem goes away.
-Paul
Glenn Waldron wrote:
Folks,
Is it legal to call setNumChildrenRequiringUpdateTraversal() during the CULL
traversal?
I ask because I'm ge
Folks,
Is it legal to call setNumChildrenRequiringUpdateTraversal() during the CULL
traversal?
I ask because I'm getting a very hard-to-replicate crash in that method and
I'm trying to eliminate possibilities.
Thanks.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
Hi all -- I have updated the osgBullet project to include an example
that demonstrates running the physics simulation in a separate thread
concurrently with the OSG rendering.
The source repo is here:
http://osgbullet.vesuite.org
The example is in examples/multithreaded.
--
Paul Martz
Skew Matr
Hi Robert -- Thanks for the update. Here's my additional comments for GL3.
The basic stuff is there provided the app takes the responsibility to
make their scene graph GL3-safe. Win32 context creation works, but X11
is TBD as you noted, so if any Linux people would like to step up and do
GLX G
Hi all -- SIGGRAPH is in Los Angeles again, 26-30 July 2010. I know it
seems early to be thinking about it, but I just got a CFP in my inbox.
Mike Weiblen and I were talking about the annual OSG BOF at SIGGRAPH,
and we decided to step down and let someone else organize it this year.
Would anyo
Greetings, I'm having some trouble using osgconv.exe
after installing
1)
openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip
2) 3rdParty_Win32Binaries_vc90sp1.zip
and setting the paths all works fine except for some of the pluggins
when I run osgconv --formats I get a fail dialog box poppin
Hi Robert,
With optimization I mean calling something like
osgUtil::Optimizer optimizer;
optimizer.optimize(osgAssembly_,osgUtil::Optimizer::DEFAULT_OPTIMIZATIONS );
Anyway, I did my own optimization to create the absolute minimum number of
PrimitiveSets and have basically got back to where I
Hi,
thanks for you answer but iam newbie and i dont understand please give me more
details ... i downloaded the cmake but i dont know what to do with this
also i dont know how add SDL in my projects . please more details i need
that work before friday
...
Thank you!
Cheers,
Ivan
--
Hi,
go to www.libsdl.org and download the compiled library for your
developing system. Then just point the SDL variables in the CMake script
of OSG to their locations.
--
Alberto
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Hi,
i'm programming in Visual Studio 2008, i'm working with osg but i need use
osgmovie and this require SDL and i don't know how add SDL in my projecti
need some help
...
Thank you!
Cheers,
Ivan
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.p
Chris,
I was able to get VPBMaster-0.9.10 installed and built on Sunday with
OSG-2.8.0. I believe I'm pretty close to the solution I'm looking for but I
just had a couple more questions about how to use VPBMaster now. For the prior
version of OSGDem that we were using, my co-worker added so
Congrats Robert. It's a shame champagne can't be sent my e-mail. You'd
probably prefer
The Macallan anyway. ;)
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. Ther
Hi All,
Over the past week I've had my head down beavering away on porting the
OpenSceneGraph across to work on OpenGL ES 2.0, this bulk of this work
is now complete and checked into svn/trunk. While doing the
refactoring work I also took the opportunity to add support for OpenGL
ES 1.1, and open
Hi,
to compile SDL and make it accessible using cmake options
...
Thank you!
Cheers,
Ivan
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Hi,
I’m try.
Thank you!
Cheers,
Xiao
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Chris 'Xenon' Hanson wrote:
Paul Martz, myself and occasionally Mike Weiblen are sort of the old guard of
OSG
community in the Colorado area. we ought to get together sometime and talk. I
know Paul
had a couple of interns this summer, he might be able to tell you more.
Right. I run my own O
Hi Andrew,
On Tue, Nov 17, 2009 at 3:44 PM, Andrew Cunningham
wrote:
> Hi Robert et al,
>
> As usual, some great and helpful replies!
>
> - The geometry consists of probably 20 or so geonodes, so is probably
> reasonably well subdivided , but not too much...
>
> - What the bleep is a VBO and ho
Xiao Han wrote on Tuesday, November 17, 2009 10:13 AM:
> How can I get group's geodes? Thanks.
The best way is to create a subclass of osg::NodeVisitor and override the
visit(osg::Geode) function. There are lots of examples that do this, such as
the osgcallback example.
> Wang Rui wrote:
>> Hi
Eric Coppock wrote:
> Hi all,
> I have two questions, but I'll post them separately as they really don't
> belong in the same thread. Here's the first...
> I'm horribly noob to OSG, but it's obvious this is pretty good stuff and a
> capability I could really use. I'm heading up the second year
Most of the types you're trying to handle are Nodes as superclass.
Probably you'll have to use getNode for the case and than verify the class
with dynamic_cast
or className() that is a member from Node if you want to retrieve the class
type.
Andre Simoes
2009/11/17 Xiao Han
> Thanks,Wang Ray
>
Thanks,Wang Ray
It‘s not a geode. This is a Group.
How can I get group's geodes? Thanks.
Xiao Han
Wang Rui wrote:
> Hi Xiao Han,
>
> Check the root of 'road_deming.ive' first, is it really a geode?
>
> Cheers,
> Wang Rui
>
>
> 2009/11/17 Xiao Han < ()>
>
> > Hi,everyone,
> >
> > Please
Hi Robert et al,
As usual, some great and helpful replies!
- The geometry consists of probably 20 or so geonodes, so is probably
reasonably well subdivided , but not too much...
- What the bleep is a VBO and how do I use it. Seriously, I am an OpenGL 1.2
guy so do not have lot of experience w
Hi Xiao Han,
Check the root of 'road_deming.ive' first, is it really a geode?
Cheers,
Wang Rui
2009/11/17 Xiao Han
> Hi,everyone,
>
> Please why gn==null in following codes?
>
> "
>osgViewer::Viewer* viewer=new osgViewer::Viewer();
>osg::Group*root= new osg::Group();
>
Hi,everyone,
Please why gn==null in following codes?
"
osgViewer::Viewer* viewer=new osgViewer::Viewer();
osg::Group*root= new osg::Group();
osg::Node*node=new osg::Node();
node=osgDB::readNodeFile("road_demimg.ive");//cow.osg");
osg::Geode* gn=dyna
Hi Harash,
First take a look into documentation of osgPPU. osgPPU is very well documented,
look here (http://projects.tevs.eu/osgppu and
http://www.tevs.eu/doc/osgPPU/namespaceosgPPU.html)
If this does not help you, then take a look into examples. Every example has
tons of comments to help new
Hi,
why I can't submit a topic in general forum?
What need I do?
Thank you!
Cheers,
Xiao
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Hi all,
I have two questions, but I'll post them separately as they really don't belong
in the same thread. Here's the first...
I'm horribly noob to OSG, but it's obvious this is pretty good stuff and a
capability I could really use. I'm heading up the second year of a 3D
visualization relat
Dear Mr. Art Tevs,
I am trying to pass a GL_RGB texture to one of the Proceessing units
for Lookup table. I attach a shader to the processing unit to compute the final
color. The scheme works when I attach the shader to the scenegraph and access
the lookup texture thererin. However when
Hi Andrew,
For this type of task I would use VBO's and in conjunction with
DrawElementsUint() usage. Breaking up the model in to spatial zones
so that rather than having one very large osg::Geometry you have a
whole series of osg::Geometry each with a modest number of vertices -
I've found around
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