Re: [osg-users] Manipulator warning: eventTimeDelta =
Hello, it used to be INFO, so it might not be so visible before. It is caused by an event that comes with lower timestamp than the previous one, e.g. event from the past. For me, it looks like a bug in event time routines. John Torben Dannhauer wrote: Hi, after upgrading my osg to newest SVN with the new manipulators, my software throws a lot of warnings during flight manipulator usage. The warning text ist: Code: Manipulator warning: eventTimeDelta = - -XXX is a quite small number down to XXe-005 Any clue what this warning causes? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28339#28339 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integrate 3rd Party OpenGL Library Callback
Hi, no one answered me, but i found a link about this topic: http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40 Cheers, Remo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28346#28346 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] LOD simple textures strategy
Hi, I've been contemplating an LOD system for a project I'm working on, and I'm wondering a few things about textures as they are used by OSG. Does OSG perform texture scaling of any kind so that it will reduce the size of a texture in memory as an object reduces in scale? Most of the objects I'm planning to render are either small or fairly simple in detail and could conceivably use a small simple texture for a number of LOD cases, many objects would share this aspect in similar at the same time, would it make sense from a memory use or performance standpoint to have one larger texture which is referenced by all models at certain LOD's instead of having each model using its own small texture? A good example would be a bunch of primitives representing buildings making up a city. Thank you! Cheers, Dean -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28341#28341 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Integrate 3rd Party OpenGL Library Callback
Hi, you can backup the current OSG states, perform your OpenGL operation and restore the preevious render states. cons: low performance. For example: Code: // save OSG-State osg::ref_ptrosg::StateSet clonedStateSet = reeinterpret_castosg::StateSet*( renderInfo.getCurrentCamera()-getOrCreateStateSet()-clone(osg::CopyOp::DEEP_COPY_ALL) ); // perform your OpenGL operation // restore OSG-State renderInfo.getCurrentCamera()-setStateSet( clonedStateSet ); Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28347#28347 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org