HI EVERYBODY
i am currently working on creating user interface with OSG version 1.2 with
osgart same version, so what is your advice :)
Privilege can't be for lease, and you have to pay anything because they are
still your own
Proud to be your friendYours Omar
On 4/12/2011 1:11 AM, Martin Haffner wrote:
> Thanks for your answer!
> Well, the last 3 children of the LOD node are Geodes where each of the Geode
> contains about 30 to 70 Drawables. They represent a triangulated road on 3
> LOD (high, mid, low poly count).
> When the user edits the road I hav
In the post :)
They are attached to the email I sent.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Anastasia Papas" a écrit :
> I guess you're right.. I am not really experienced, that's why I am so
> stuck on this :-(
>
> Where can I find the so
Hi,
I see that we have to use another external signal networking for safe
distributed rendering. There are frame ids printed on slave clusters, but i
think it is just information about which frame the master is rendering, since
there is no actual external sync signal.
By the way slave render
Hi Chris,
On Mon, Apr 11, 2011 at 8:23 PM, Chris 'Xenon' Hanson
wrote:
> Robert, you might want to wait until we have all our ducks in a row before
> you make it
> official. I've never done this before, and there are still several steps to
> complete.
Just give me a prod when you want me to d
Hi,
Thanks for you work on this release, I really apreciate this and I'm
going to use it in a few days :-)
Regards,
Vincent.
Le 11/04/2011 20:43, Chris 'Xenon' Hanson a écrit :
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4
We will need to go about th
I do really apologise that my questions are really newbiesh.
Thank you!
Cheers,
Dan
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38433#38433
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Thank you Robert.
Do you suggest running the project in debug mode?
I tried that but it takes forewer stepping through it as in the begining when i
load the globe the DatabasePager performs ok. Its only after some time i notice
it stopping. Is there any more advanced debugging options i can try
I guess you're right.. I am not really experienced, that's why I am so stuck on
this :-(
Where can I find the source files you submitted ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38431#38431
Hi Per,
You can modify the scene graph in different ways, and at different
points in the frame, some are easier to fit within the context of
multi-threaded viewer and others aren't. Nodes and viewer level
objects it generally safe to modifying the outside the viewer.frame()
call. You're example
On a related note, it says in Rui Wang's new OSG 3.0 book that it is
dangerous to
do scene graph updates in the frame loop due to multithreading issues.
(Chapter 8, p193)
Snippet from the specific example:
while ( !viewer.done() )
{
...
rttcamera->setViewMatrixAsLookat(...); // unsafe!?
view
Let me post this to a more appropriate mailing list in hopes of getting a
response. See below for e-mail.
Paul P.
- Forwarded Message
From: Paul Palumbo
To: osg-submissi...@lists.openscenegraph.org
Sent: Fri, April 8, 2011 8:58:36 AM
Subject: Re: [osg-submissions] txp loader fix
ro
Hi Anastasia,
I guess you did not understand what I wrote... I suggest to get the source
files I submitted, and recompile the Collada plugin with them.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Anastasia Papas" a écrit :
> Hello Suken
Hi there,
I have been looking into easemotions for a project I'm carrying out.
Is there a reason why AnimationPath can't be assigned an easemotion?
I'm using an AnimationPath from a CameraManipulator, and therefore I set the
camera much in the same way the AnimationPathManipulator does, using t
Hi Ethan,
You code segment looks OK, and if the the getAttribute is returning a
NULL then the most likley reason is that there in no osg::Material
attached to that particular StateSet. It's perfectly normals for
StateSet to not contain an osg::Material, so returning NULL is nothing
out of the ori
Hi Dan,
You'll need to stop the application in a debugger and find out what is
happening as the details you have provided are not sufficient for
others to be able to help investigate the issue further.
Robert.
On Tue, Apr 12, 2011 at 9:54 AM, Darko Radiceski wrote:
> Hi all,
>
> I seem to be ex
Hi,
Sythel wrote:
>
> I will share it when (and if) i can do some coding about the implementation.
>
Thats great :)
Well, somewhere in the OSG code the OpenGL swap command is executed I assume.
At this place it would be correct to add some syncing code. (UDP signal on a
dedicated sync ne
Hi,
I have also used ENET version. However ,in a hurry, i have isolated UDP
implementation from osgVisual and tried distributed rendering. I will share it
when (and if) i can do some coding about the implementation.
I have examined Framesync @ Nvidia website. It is hardware supported as you
ha
Hi,
I am trying to access the material stored in a stateset. Is this possible?
My approach is below- the first line returns a null pointer.
Code:
osg::StateAttribute* sa =
myGeode.getOrCreateStateSet()->getAttribute(osg::StateAttribute::MATERIAL);
osg::Material* mat = dynamic_cast(sa);
Th
Hi all,
I seem to be experiencing weird problems with the DB pager. I have OSG 2.9.8.
The rendering of the models and globe seem to just stop after a point. I can
print the scene graph and i can see there are quite few nodes left to draw but
none get drawn.
I have in the code something like th
Hi,
with framelock I meant some kiond of "hard" lock: the whole rendering cluster
waits until all includes machines have rendered their image and the swap
together.
This way even in high dynamic scenes you can't see the blendzone between two
channels.
Otherwise you could the the blendzone, if
Hi,
I have implemented UDP version communication of osgVisual for the distributed
rendering. It sends Viewmatrix and receives viewmatrix then applies it via
callbacks.
I will test with a dense scene for different machines (different graphics cards
/ different performances) if it makes any diff
Hi all,
I'm sorry to bother you with a problem already analyzed in a lot of different
threads, but I cannot manage to find a simple solution.
My problem is this:
I have several widgets to create (each one has it's own window in which it's
created) : in each widget I have a mix of geometry and t
Thanks for your answer!
Well, the last 3 children of the LOD node are Geodes where each of the Geode
contains about 30 to 70 Drawables. They represent a triangulated road on 3 LOD
(high, mid, low poly count).
When the user edits the road I have to retessellate and create new vertices.
Thus I ha
Hi,
On 11/04/11 23:03, Dan West wrote:
Thanks for the link JP. I didn't see anything drastically different
in what you were doing, so I started fiddling around with a bunch of
the different parameters that MAY have something to do with the
issue.
After no success there, I realized what I needed
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