Hi Jason
Well, I tried once with the nvidia-drivers as well and I got a segfault
in libGL instead, but I will try again.
This was on a Gentoo Linux, not on a Fedora, but the versions of
nouveau-drivers, mesa, qt and openscenegraph were basically the same.
While I could reproduce it on Fedora 16,
Hi,
On 23/10/2011 04:25, brian tse wrote:
Hi,
I am very new to CUDA and OSG, please accept my apologies if this is
a stupid questions. I am trying to build SPH algorithm using Cuda to
calculate the particle forces and update its position. I would like
to ask is there a way in Cuda to pass the
Hi Tiziano,
On Tue, Oct 25, 2011 at 7:15 AM, Tiziano Müller t...@dev-zero.ch wrote:
Well, I tried once with the nvidia-drivers as well and I got a segfault
in libGL instead, but I will try again.
Do none Qt OSG apps work OK?, i.e. osgviewer, osgcomposteviewe etc.
Have you tried the
Hi Dakota,
On Mon, Oct 24, 2011 at 12:57 PM, Jen Hunter jenr...@web.de wrote:
I was wondering if there is a way to transform a left-handed modelview matrix
into a right-handed one?
You just an osg::MatrixTransform above your subgraph that use
osg::Matrix::scale(sx,sy,sz) with the appropriate
Hi Giachao,
I'm finding to parse exactly what is amiss. Is it that you are trying
to create a geocentric database? Or do you want to destination
coordinate system to be in epsg:3785. Geocentric is computed in
lat/longs and then projected into the Earth Center Earth Fixed (ECEF)
coordinate
Hi,
I'm having problem with concave polygons.
If I use osgUtil::Tessellation it destroys information, that this was a
polygon, so I have two options, glue it together or save data (which is memory
consuming). It can be done, but the worse problem is in outlining them
afterwards with
Hello,
I am so dissatisfied at the moment. I render my scene into a texture and put it
on a quad. I want use shadow maps in my scene, so I have to use a slave camera,
because shadowmap technique doesn't work with nested cameras. But my problem
is, all my callback function doesn't work now. The
robertosfield wrote:
Hi Giachao,
I'm finding to parse exactly what is amiss. Is it that you are trying
to create a geocentric database? Or do you want to destination
coordinate system to be in epsg:3785. Geocentric is computed in
lat/longs and then projected into the Earth Center Earth
Hi Mathias
Am Dienstag, den 25.10.2011, 07:54 +0200 schrieb Mathias Fröhlich:
Hi,
On Monday 24 October 2011, Jason Daly wrote:
If you want things to function reliably, you should probably install the
proprietary Nvidia drivers from http://www.nvidia.com. Otherwise, it'll
be up to you
Hi Robert
Am Dienstag, den 25.10.2011, 08:44 +0100 schrieb Robert Osfield:
Hi Tiziano,
On Tue, Oct 25, 2011 at 7:15 AM, Tiziano Müller t...@dev-zero.ch wrote:
Well, I tried once with the nvidia-drivers as well and I got a segfault
in libGL instead, but I will try again.
Do none Qt OSG
Hi,
I am using osgShadow::ShadowedScene to render shadows. This works fine with
every technique as long as I am not using a castsShadowTraversalMask. If I
set the mask to anything diffrent than 0x the shadow looks like a
quad.The correct nodes casts shadows but the shadow looks wrong.
Hi, Martin
I am assuming you are complaining about limitiation of techniques derived
from ViewDependentShadowTechnique. If thats a such huge problem for you then
you may try to fix ViewDependentShadowTechnique to use RenderStage ptr
instead of CullVisitor ptr to index ViewDependentData. That
On 10/25/2011 02:15 AM, Tiziano Müller wrote:
Hi Jason
Well, I tried once with the nvidia-drivers as well and I got a segfault
in libGL instead, but I will try again.
My mistake. I didn't catch that in your original message. Sometimes I
read too quickly :-)
--J
Hi,
I am new in 3D tools and I am trying to compare several ones that are popular
... Sorry if I am a bit confused.
Could someone give some kind of comparison about the main differences between
Unity3D/OpenSceneGraph/Vizard of WorldViz if they could be compared?
We are looking for 3D tools
shameless_plug
You might also want to consider VR Juggler, which can be used with
OpenSceneGraph. I've built a set of bindings for VR Juggler and
OpenSceneGraph and some extended capabilities that allow interpretive
scripting (in Lua), as well as interactive code execution - it's called VR
Thanks Ryan,
I forgot to mention VRJuggler that I am considering too since we are going
to use several input/output devices inside the CAVE.
Certainly, I will have a look into your VR JuggLua.
My concerns is about comparing the pro/con features of these tools, like
commercial vs. opensource, I
Hi,
Thank you very very much for your reply. I will post the algorithm up once I
got it up and running. From your suggestion, at least now I have a better
direction to search for the solution.
I can't really do the CUDA inside the osg loop, mainly because i need the cuda
to run as fast as
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