Hi,
When I run my application (on Linux Debian) which has call to do intersection
tests, I get:
undefined symbol: ZN11OpenThreads6AtomicmmEv
when the application is trying to call addIntersector() function of the
osgUtil::IntersectorGroup. In my application's Makefile I only link with
Hi,
On 27/10/10 05:44, Serg Radkov wrote:
Hi,
How to make transparent geometry located at various osg:: Drawable properly
sorted in depth?
properly sorted is difficult.
OSG sorts the geometry by the distance from the camera.
This leads to incorrect results.
what else do you think would
Hi Thomas,
One shouldn't mix primitives that will have some form of alpha
blending with opaque ones in the same osg::Drawable/osg::Geometry
leaves, as the depth sorting of the transparent bin is done at the
Drawable level. However, it doesn't matter how you group the Drawables
themselves in the
Hi Thomas,
On Tue, Oct 26, 2010 at 8:44 PM, Thomas Dickerson osgfo...@tevs.eu wrote:
Over the last few weeks I've been working on upgrades to the ReaderWriterBSP
class to allow it to load drawable geometry from files in the Dynamix
Interior Format, a bsp format used by the Torque Game
Hi Huron,
On Wed, Oct 27, 2010 at 1:02 AM, Huron Sam Perera
hsper...@bellhelicopter.textron.com wrote:
When I run my application (on Linux Debian) which has call to do intersection
tests, I get:
undefined symbol: ZN11OpenThreads6AtomicmmEv
when the application is trying to call
Hi,
When I only have one point in a GL_POINTS DrawElements primitive, the shaders
in my StateSet have no effect. It seems a primitiveset cannot contain use only
one point, or the point does not reach the shaders for some reason.
To reproduce the problem, change the osggeometryshaders sample so
Hi Fred,
My guess is that small feature culling is culling the Geometry before
it even gets into the draw traversal. You can switch off small
feature culling by doing:
viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()
~osg::CullSettings::SMALL_FEATURE_CULLING);
Robert.
Thanks for the replay!
Another question how can I know the hardware limit vertex attributes?
Thank you!
Cheers,
Aitor
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osg-users
Hi all
I'm trying to push the IPhone fps to the limit, at moment I can render
10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I
think we can squeeze a lot more out of it. So i'm writing a node visitor
which could eventually be added to the optimizer to remove all un used
Hi Tom,
The CPU cost of depth sorting the transparent objects is pretty low,
and will only be significant if you have a very large number of
geometries that need to depth sorted.
Do you think you are CPU limited by the sorting of transparent bin?
Robert.
On Wed, Oct 27, 2010 at 11:19 AM,
robertosfield wrote:
Hi Fred,
My guess is that small feature culling is culling the Geometry before
it even gets into the draw traversal. You can switch off small
feature culling by doing:
viewer.getCamera()-setCullingMode(viewer.getCamera()-getCullingMode()
Hi Robert
At the moment I'd say my scene isn't complex enough to really tell,
everything is in one location and there aren't many geodes. Main reason I'm
looking into it is the apple docs state that it's a waste of cpu to depth
sort and I'm just looking for all the extra performance I can find
Hi all
Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I
found a bug with the up axis. When exporting from 3ds max the axis are
stored as
x=0
y=1
z=2
But for some reason the fbx sdk 2011.2 sets the eUpVector enum in
kfbxaxissystem.h to the following
enum eUpVector {
Alright then... but why didn't my app compile, then? Are there known
regressions?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Robert Osfield robert.osfi...@gmail.com a écrit :
Hi Sukender,
Right now I'd recommend just sticking with
Hi Thomas,
On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
At the moment I'd say my scene isn't complex enough to really tell,
everything is in one location and there aren't many geodes. Main reason I'm
looking into it is the apple docs state that it's a
On Wed, Oct 27, 2010 at 1:21 PM, Sukender suky0...@free.fr wrote:
Alright then... but why didn't my app compile, then?
I can't answer this.
Are there known regressions?
I don't know of any present regressions, if there are lets us know.
Robert.
___
Hi,
Small piece of code:
Code:
osg::ref_ptr osg::Vec3Array verts = new osg::Vec3Array();
verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) );
verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) );
verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) );
verts-push_back(osg::Vec3(-100.0f,
Hi Robert,
DrawElementsUInt can make use of std::vector methods directly, such like:
osg::DrawElementsUInt* de = new
osg::DrawElementsUInt(osg::PrimitiveSet::LINE_LOOP);
de-push_back( 0 );
de-push_back( 1 );
de-push_back( 2 );
Or
de-resize(3);
(*de)[0] = 0;
(*de)[1] = 1;
(*de)[2] = 2;
Just
Sounds sensible to me. I'm just a little too keen. All in all though I've
been really impressed by the performance already. I'll start making a test
scene and perhaps add a few features that can be toggled, like render to
texture etc. I'll see if I find time this weekend
On 27 October 2010
In the current trunk in include/osgText/Text it looks like the first
definition of setEnableDepthWrites() should be getEnableDepthWrites()
instead.
bool setEnableDepthWrites() { return _enableDepthWrites; }
void setEnableDepthWrites(bool enable) { _enableDepthWrites = enable; }
Ken.
Hi Ken,
This is a mistake, thanks for spotting it. I've fixed this and
checked it into svn/trunk.
Robert.
On Wed, Oct 27, 2010 at 2:40 PM, Sewell, Kenneth R Civ USAF AFRL/RYZW
kenneth.sew...@wpafb.af.mil wrote:
In the current trunk in include/osgText/Text it looks like the first
definition
On 10/26/2010 12:13 PM, Chris 'Xenon' Hanson wrote:
On 10/26/2010 11:56 AM, Matt Caron wrote:
The demos work fine - I have tried the occlusion demo and it seems to be
working for both sound intensity and doppler shift...
Can you start with that and modify it incrementally to be what you
Hi,
I need OSC ActiveX + option to load IFC file.
If there is someone who can do that, please contact me for details.
Thank you!
Cheers,
Zdravko
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Hi,
I need OSC ActiveX + option to load IFC file.
If there is someone who can do that, please contact me for details.
Thank you!
Cheers,
Zdravko
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Hi Huron,
On Wed, Oct 27, 2010 at 5:49 PM, Huron Sam Perera
hsper...@bellhelicopter.textron.com wrote:
I added libosg.so and I still get the unresolved symbol. To answer your other
questions:
Yes, I built OSG myself.
I think I am using 2.8.3. By the way, is there any file in the dowload
Hi Robert,
My debian version is 5.0.2. When I type gcc -v on my system the response is
(along with bunch of other information):
gcc version 4.3.2 (Debian 4.3.2-1.1).
Thank you!
Cheers,
Huron
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Hi,
Hmm, the same effect, doesn't work (why should?). There is something wrong with
elements-addElement() method?
Thank you!
Cheers,
Robert
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Hi,
Am 22.10.10 05:47, schrieb Thomas Hogarth:
I'm gonna continue digging but would really appreciate if you could lend a
hand. Once this is working I think we have the full set of features I
commonly use in OSG all working for IPhone.
I tried some stuff to get FBOs working on the iPhone, but
robertosfield wrote:
If there are lots of changes then consider placing the changes into a
separate plugin, but this does also assume that their is a different
file extension for this file format, I don't know anything about the
Dynamix Interior Format so can't comment on this. Whether you
Robert,
That is the response I was anticipating, but it's good to have my suspicions
confirmed.
Thanks,
Thomas
Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) ||
Village2Village Project (http://www.village2villageproject.org)
Hi
I think i've pinned it down to the fact the context isn't actually ready on
the first call to frame (only get created once the views are shown) So I'm
gonna have a play with changing when the timer gets started and see if that
fixes things.
Tom
On 27 October 2010 20:30, Stephan Huber
Hi Robert,
The problem may be in the way I am linking with OSG libs in my Makefile. To
check that I tried to create a Makefile for the osgintersection example. when I
run cmake I get the following:
The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for
Hi Robert,
In fact both your code and mine work fine under my platform. It is OK to use
addElement(), too and a triangle line (made up by the first three elements
in the vertex array) will appear. Is there something wrong with your
makefile or project settings? What is the error message?
Cheers,
Hi Huron,
On 28/10/10 9:17 , Huron Sam Perera wrote:
The problem may be in the way I am linking with OSG libs in my Makefile.
This may be a silly question, but are you linking OpenThreads?
I usually link with '-L/usr/local/lib -losgViewer -losgGA -losgDB -losgUtil
-losg
-lOpenThreads'.
To
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