Hi,
I find:
if geom->setUseVertexBufferObjects(true), the process of "addPrimitive()" is
also very long.
for example:
osg::Geometry* geometry = new osg::Geometry;
geom->setUseVertexBufferObjects(true)
for (unsigned int i=0;i<6;i++)
{
geometry->addPrimitiveSet( otherGeometry->getPrimitiveSet(i
On 8/25/2011 3:15 PM, Jean-Sébastien Guay wrote:
> Hi Chris,
>>Spammers seem to have found the wiki:
>> http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
>> http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
> Ironic, since I (not being a
Hello to All,
I recently wanted to use OSG in a separate thread (a thread created with the
Boost library) although I encounter a new issue. When I run the viewer in this
separate thread the window that is created is completely frozen.
The scene is correctly rendered in the window (and the scen
Hi Ulrich,
It is through my own application. What did you pass as arguments to
cmake? I used :
OSG_WINDOWING_SYSTEM=Coca
CMAKE_ARCHITECTURE='i386;x86_64'
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio
CMAKE_BUILD_TYPE=Release
Le 25 août 2011 à 09:50, Ulrich Hertlein a écrit :
> Hi Yann,
>
> On 24/08/
Hi Chris,
Spammers seem to have found the wiki:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
Ironic, since I (not being a spammer) cannot seem to get to it at all
for the last fe
I don't know how if the wiki is down.
2011/8/25 Chris 'Xenon' Hanson
> Spammers seem to have found the wiki:
>
> http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
>
> http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
>
> --
> Chris 'Xenon
Spammers seem to have found the wiki:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/GiftBaskets
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/X-RayRecycling
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digit
Hi Justo,
Surfaces that are parallel to the light source will be subject to
numerical aliasing issues that will mean that either the fragment is
inside or outside that shadow map. You can't avoid these aliasing
issues completely but if the vertex and fragment shaders are set up
correctly then the
On Wed, 2011-08-24 at 06:43 +0200, Mark Kilgard wrote:
> Jeremy,
>
> Very cool to see this OpenSceneGraph support for NV_path_rendering.
And even cooler to get an @nvidia.com response. :)
> I hope you'll explore the ability to mix 3D and path rendering within a
> depth-buffered perspective scen
HI Luc,
On Thu, Aug 25, 2011 at 9:41 AM, Luc Frauciel wrote:
> And of form of 'generic uniforms' provided by ShadowMapcan make the
> adaptation of the technique easier.
> For example, a setBaseTextureCoordIndex( std::vector index )
> could allow to declare multiple texture units.
> Even if this u
I'm a school student to study the osg for further study ,I regist the
osg.china.Thanks!___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi,
I had the same problem under Lion as well. It seems that it hangs in a call to
acosf in the Billboard constructor (gdb stack trace).
The problem seems to be related to the default compiler being now based on llvm:
> gcc -v
[...]
gcc version 4.2.1 (Based on Apple Inc. build 5658) (LLVM build
Hi,
I'm having problems with OSG in Mac OSX 10.7 (lion). When I run a code that
don't load models it runs well, showing the image, but when I load any model it
seems to be running in background but nothing happens!
osgviewer debug runs normally but osgviewer release seems to be running
backgro
Hi,
My app stops running in the line: osg::ref_ptr model =
osgDB::readNodeFile("/Users/josafassj/OpenSceneGraph/OpenSceneGraph-Data/cow.osgt");
with no error message, it seems to be running background but don't go on, when
executes the osgDB::readNodeFile the debugging cursor stops.
Can you he
Hi,
I find it is very time-consuming if osgCUDA::Geometry is added too much
PrimitiveSet. But if replace osgCUDA::Geometry with osg::Geometry, it is very
fast even if osg::Geometry is added the same number of PrimitiveSet.
for example,
osgCuda::Geometry* geometry = new osgCuda::Geometry;
for
Hi Robert and J-S,
In fact, that was what I was doing too. (with
LighSpacePerspectiveShadowMap)
Our data/global parameters are dynamically build and we have to adapt
dynamically the shaders applied
However, in the old way, the searchAndReplace stuff was mixing up custom
shaders too.
I had to c
Hi Yann,
On 24/08/11 23:17 , Yann Blaudin de Thé wrote:
> #include
> #include
> #include
> #include
>
> int main(int argc, char *argv[]) {
> osg::Group* root = new osg::Group;
> osg::Geode* geode = new osg::Geode();
>
> geode->addDrawable(new osg::ShapeDrawable(new
> osg::Sphere
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