Robert,
Just as a follow up on the issue at hand, I bumped up the maximum number of
files to cache in the DatabaseCacheReadCallback to a higher number than the
default 2000. This greatly improved performance. I'm supposing that since
there were not as many external paged tiles being read in from d
Oops, sorry. I accidentally I reset the osg::Billboard mode.
osg::Billboard::POINT_ROT_EYE seems to work for me now. :-)
-YT
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30970#30970
___
osg-users
Yun-Ta Tsai wrote:
Hi,
I am trying to figure out how to make billboard automatic rotate to the screen
like osg::Text.
It's similar to: [Image:
http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ].
Should I reimplement the code for osg::Billboard or there is similar function
already
Hi,
I am trying to figure out how to make billboard automatic rotate to the screen
like osg::Text.
It's similar to: [Image:
http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ].
Should I reimplement the code for osg::Billboard or there is similar function
already existing in OSG befo
Thanks Robert.
The code in osg::FadeText seems fair enough. I will try to write one and
contribute as sample code (hopefully it's not too difficult than I though).
Cheers,
Yun-Ta
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30968#30968
Tom Pearce wrote:
> Hi David,
>
> I'm kind of intrigued... do you have some stripped-down example code which
> reproduces the problem, so we can poke around with it? There are a number of
> things which *could* be going on (in my imagination if not in reality or not
> if I knew more about OSG
Robert,
That sounds like a plausible explanation for the performance hit. I'll
investigate further and try the basic ones as you suggest.
On a related note, I have a couple of questions...
1) Is there a quick way to obtain the closest intersection for a given LOS?
I noticed that for a LOS, all i
Thanks Robert. That sounds right to me.
Our application is a multiple document application meaning that more
than one "document" can be open simultaneously. If I have two OSG views,
each running in their own threads, will I have the same problem? Do I
need a mutex so that only one frame() method
Try commenting out the zero color mask on the phantom globe to see if it "clips"
in the same way as your lines. If the phantom globe doesn't appear to clip, then
try setting the depth test to GL_ALWAYS on the lines (as I advised previously)
to see if that makes them appear.
-Paul
David Gle
Hi,
I am trying to allow the user to configure which axis is up if they are using a
fixed vertical axis, so I wanted to create a CoordinateFrameCallback. I saw
that CameraManipulator just returns a default osg::Matrixd if no callback is
set. So my callback did this first just to test and things
Hi Shayne,
The LOS and HAT techniques use the osgUtil::IntersectionVisitor and
LineSegmentIntersector to the intersection work, and by default add a
special callback DatabaseCacheReadCallback that enables the
intersection traversal to load external tiles when tiles aren't
already in memory. This
Robert,
If I'm using this KdTree feature correctly then perhaps the next step is
digging down deeper with a debugger.
In my app, I'm collecting both HAT and LOS data on a per frame basis on the
terrain. I've narrowed it down to where the intersections are calculated for
the LOS set. It appears I
Hi,
Thanks for your advices :) I was setting the dataVariance of my normal and
vertex array to Dynamic, but not on my color array.
To get it works I also call dirty on my color array (before I was trying to
call "dirtyDisplayList" on my geometry instead of "dirty" on my color Array,
which hasn
Hi Thomas,
Then load is called when no texture object is available so that the GL
texture object has to be created when downloading the image data,
while subload is called when there is a texture object available but
the image data has a changed, where texture subloading should be used.
Texture s
Hi All
I've been using texture2d subload callbacks for quite a while now to stream
video images into power of 2 textures. I also have a Texture Rectangle
version which runs fine on 80% of machines I use so it's not often I run the
Texture2D version.
Any how, yesterday a client was complaining tha
Hi Shayne,
If KdTree aren't helping performance then you either have a bottleneck
outside the actual ray to triangle intersection, or perhaps the
KdTree's aren't being assigned correctly.
Might I suggest you walk through the code in a debugger to see what is going on.
Robert.
On Thu, Aug 19, 20
Hi Cory,
I won't be able to directly diagnose the problem but my guess is that
it'll be an issue with keeping the context current. I would suggest
letting one of the two sets of rendering tack complete control over
the graphics context and just call the other set rendering to just do
basic OpenGL
17 matches
Mail list logo