On Monday 27 Feb 2012 19:49:53 Jean-Sébastien Guay wrote:
Hi Magnus,
But maybe this question is more to the authors of osgmaxexporter. Why
does osgmaxexporter unconditionally set the data variance to STATIC?
What are the use cases where one would model a STATIC DOFTransform?
Hiya,
I was able to display osg content on Qt's Declarative interface
(QtQuick, QML, etc) using the osg::GraphicsWindowEmbedded class. I
followed the examples for the FLTK and GLUT toolkits to get this (sort
of) working. There are a few of things I don't understand, and would
appreciate some
Hi,
I got it working, thanks.
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Hi Preet,
On 28 February 2012 09:16, Preet prismatic.proj...@gmail.com wrote:
* What do the parameters passed to the
osgViewer::GraphicsWindowEmbedded constructor (x,y,w,h) actually do? I
played around with the values and it had no visible effect on my
displayed result
They tell the
Hello,
I am surprised about my little test program. I would like compare displaylists
with frame buffer objects. Because, I suppose that the displaylists have to be
faster than the vbo, because the displaylists are precompiled. But in my
example I get another result:
VBO: 225 FPS
DL: 88 FPS
Hi Martin,
I am surprised about my little test program. I would like compare
displaylists with frame buffer objects. Because, I suppose that the
displaylists have to be faster than the vbo, because the displaylists
are precompiled. But in my example I get another result:
I think what you're
Hi,
On Tuesday 28 February 2012, Martin Großer wrote:
I am surprised about my little test program. I would like compare
displaylists with frame buffer objects. Because, I suppose that the
displaylists have to be faster than the vbo, because the displaylists are
precompiled. But in my example
Hello Daniel,
That is basically true. I want to get a feeling about DisplayLists and VBOs. I
know that the display list is a precompiled sequence of OpenGL commands. That
is the reason that I tought the display lists should be faster. But the
question isn't the comparison, but the slow render
Hi Martin,
That is basically true. I want to get a feeling about DisplayLists and
VBOs. I know that the display list is a precompiled sequence of OpenGL
commands. That is the reason that I tought the display lists should be
faster. But the question isn't the comparison, but the slow render
Hello,
thanks to you, it was very helpful. Now I will only use VBOs.
Greetings,
Martin
Original-Nachricht
Datum: Tue, 28 Feb 2012 12:44:15 +0100
Von: Daniel Trstenjak daniel.trsten...@science-computing.de
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Hello Osg-Users,
I want, at a specific time, capture the screen (of my osgViewer) and use it as
a texture for a quad.
What would be the best way to achieve this? Is there already an example for
this?
Thanks for the advice in advance.
Hartmut
--
frag nicht - du könntest eine antwort erhalten
Hi Martin,
Be aware that for some combinaison of driver/hardware, VBO just don't work
properly.
I've encoutered the case on some Intel/ATI chipsets.
A simple terrain created with VPB couldn't be loaded.
With VBO OFF, everything was OK.
Be also aware that if you use small geometries, there is
Also be aware that on some architectures display lists are just plain
faster for static geometry in many cases. I've certainly seen that on
NVIDIA.
Glenn Waldron / @glennwaldron
On Tue, Feb 28, 2012 at 8:29 AM, Luc Frauciel luc.frauc...@star-apic.comwrote:
Hi Martin,
Be aware that for some
Hi All,
I have now checked in the last build and runtime fixes that should be
required for the 3.1.0 dev release, but will await for some more
community testing before tagging the release. So please, svn update
again and let me know how you get on.
Thanks,
Robert.
Hi *,
I submitted a patch to enable MultiTouch Support for Windows 7 and above.
A first patch featured a CMAKE Variable WIN32_MUTITOUCH controlling
support for Multitouch on Windows.
Furthermore:
* It depends on a recent SDK (Which is part of Visual Studio 2010, but
not by default part of
Hi,
I'm new to osgPPU and OSG in general, so please bear with me :)
I'm trying to use the built-in mechanism in osgPPU::Unit for copying the
rendered textures to the CPU. I'm using a simple tester based on one of the
osgPPU, and my initialization code is structured like this:
Code:
//
Hi,
I am wondering if i can load 2 object files and have them share the same scene
or viewer as a whole object? i was thinking the same way as the geode work when
you add a Drawable (addDrawable())
if it is possible? can someone can give me an exemple? much appreciated.
Thank you!
Cheers,
Is there a reason why you can't use a Group node with two children?
-Paul
On 2/28/2012 8:24 AM, Renato Oliveira wrote:
Hi,
I am wondering if i can load 2 object files and have them share the same scene
or viewer as a whole object? i was thinking the same way as the geode work when
you
i guess i really dont know how to use it. i very new to openscenegraph and i
was just able to learn how to load a single obj file for 1 viewer only. i also
saw that that i can split the viewer into views so that the objects can have
diffrent cameras but my real goal is just to have shapes
The osgprerender example shows how to setup a scene to render to a
texture for use on a quad.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL
Hello Paul,
In OpenGL I have to define the varying variables for the transform feedback
between the compiling and linking of the shader program.
glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS);
How can I do this in OSG?
Additinally I use osg 2.8.4 from the Fedora
Hi osg users,
I recently found something strange with osgQT, when a key release event is
added to the event queue the key value is always 0.
It seems to be related to the void GLWidget::keyReleaseEvent( QKeyEvent*
event ) function in the osgQT/GraphicsWindowQt.cpp file.
On key press the
Got it working after setting the scales. but possitioning and scalling properly
will be a challenge.
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Hi, Martin
afaik, there is no way, you should use opengl calls to get it working
28.02.2012, 20:10, Martin Groer grosser.mar...@gmx.de:
Hello Paul,
In OpenGL I have to define the varying variables for the transform feedback
between the compiling and linking of the shader program.
On 2/28/2012 9:10 AM, Martin Großer wrote:
Hello Paul,
In OpenGL I have to define the varying variables for the transform feedback
between the compiling and linking of the shader program.
glTransformFeedbackVaryings(programHandle, 1, varyings, GL_SEPARATE_ATTRIBS);
How can I do this in OSG?
Hi Shahar,
I would say that this is expected behaviour. This is due to the case, that the
texture has to be copied from the GPU memory to the CPU memory. With PBOs this
should be done through DMA or somehow directly without involving CPU for this,
however the PCIe bus is the bottleneck here. I
In fact, I want to set the camera direction by setting the setHomePosition()
function but seems useless.
Thanks in advance.
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Hi,
I use compositeViewer, (osg 2.8.1) and each view contains no more than small
amount of vertices. However the culling time, showed by the Statshelper, can be
more than 30.
The tricky thing is it is inconsistent between runs. Sometimes the culling time
is 5 ~ 6. Then after I rerun the
Hi,
As OSG newbie, I'm working on a terrain texture brush task.
My goal:
Use mouse controlled brush paint grass area on a prebuild terrain(has original
texture)
Progress:
Now I successfully complete a demo, but the method I use seems unattractive.
My implementation now:
(Use OverlayNode
1) Are you running on Linux or Windows?
2) Are you running OSG debug or release optimized?
3) Are you running with the default cull settings?
If you want helpful feedback, providing more info will provoke a better
response from the community.
I just see a screenshot of your stats. I don't see
On 02/26/2012 06:58 AM, Cao Wenjie wrote:
Hi,
As OSG newbie, I'm working on a terrain texture brush task.
My goal:
Use mouse controlled brush paint grass area on a prebuild terrain(has original
texture)
Progress:
Now I successfully complete a demo, but the method I use seems unattractive.
After experiencing problems, a quick review indicates to me that the ZIP
plugin is not thread safe. Has anyone had any experience in using it in a
multi-threaded environment?
Evidence: ZipArchive holds an HZIP handle that corresponds to an open ZIP
file. This handle contains internal file
Is the problem in the public domain Zip Utils code? I would only
suggest looking for a more current version. I bet the code in OSG is
pretty dated by now, and maybe someone has addressed this.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
No, it's that the OSG ZipArchive uses a single control structure that ends
up getting shared across threads (and not in a good way). It is a pretty
simple fix, I think.
Glenn Waldron / @glennwaldron
On Tue, Feb 28, 2012 at 3:21 PM, Terry Welsh mogu...@gmail.com wrote:
Is the problem in the
Hi
Culling time is more about amount of nodes\drawables in scene and how they
organized into graph, and less about vertices itself. You can try to run your
model through osg optimizer with SPATIALIZE_GROUPS option. Also check if you
use any cull callbacks with heavy running time.
And if you
I am using osgDB::readNodeFile to load in some .flt files. What I am
wondering is if there is some type of option that can have it not load
the external references in the files. Right now I just send a
NodeVisitor through to round up a list of all the ProxyNodes and then I
run through that list
Hi
From my own experience, display lists runs with good speed when:
1) vertex number is at most like 100k, with huge vertices count per drawable
vbos tends to be faster
2) display lists works best with triangle strips \ indexed list
both display lists and vbos performance can greatly vary with
Hi Robert,
Thanks for the thorough response. Simply put, QtQuick is a different
way to build up GUIs. It uses a hybrid CSS/JS language called QML to
design a UI instead of the widget / forms approach that GUI toolkits
usually employ. It is geared specially towards mobile and tablet
devices.
I'm
I would be very interested in this as well. I have been having this
issue for a long time. Our development systems all have one widescreen
monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to
run a 1280x1024 window on the widescreen as the left monitor, all is
fine. However if
On 02/28/2012 04:04 PM, Cary, Karl A. wrote:
I would be very interested in this as well. I have been having this
issue for a long time. Our development systems all have one widescreen
monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to
run a 1280x1024 window on the
In my application I have a bunch of cameras that render to textures. Is there
a way for me to trigger them to render without calling osgViewer::frame or
going through the osgViewer class? Ideally I could simply call
camera-renderView() or something similar. Is this possible?
On 02/28/2012 06:20 PM, Sean O'Connell wrote:
In my application I have a bunch of cameras that render to textures. Is there a
way for me to trigger them to render without calling osgViewer::frame or going
through the osgViewer class? Ideally I could simply call camera-renderView()
or
Hi Sean,
In the coming OpenSceneGraph 3.0 Cookbook (will be published in March), I
provide such an example that renders OSG scene graph using
osgUtil::SceneView directly in GLUT. You may find the source code at:
https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_06
The source
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