Hi, Doug,
Thanks very much for the tips. I will give it a try. After I sent my last
email, I also noticed that the option for caching was handled at the registry
level, before it got down to the functions in the reader plugins that actually
read the image files.
Best Regards,
Yefe
Hi, Robert
I got what you mean to some extent.
Maybe I need deep learning of OSG.
And later, I will ask you about related issues.
Thank you for your interest in my topic. :)
...
Thank you!
Cheers,
YoungStone,
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Hi,
I'm studying OSG with Beginner's Guide Book.
But I did not learn about OpenGL.
First, let me show you the code related questions.
Code:
#include
#include
#include
#include
osg::Node* createLightSource( unsigned int num,
const osg::Vec3& trans,
Hi Yefei,
I do this in my code:
osgDB::ReaderWriter::Options* opt = new osgDB::ReaderWriter::Options;
opt->setObjectCacheHint( osgDB::ReaderWriter::Options::CACHE_IMAGES );
osgDB::Registry::instance()->setOptions( opt );
which seems to solve the problem you describe. I am
Hi, Robert,
I'm working on an application that loads multiple ive files and the memory
usage gets quite high. A lot of these ive files share textures. It appears that
the image files for these textures gets loaded multiple times. For example, if
I just run "osgviewer cow.osg cow.osg", the refle
Hello,
Apologies for the general off topic question but this is the only Linux 3-D
list I lurk on.
Configuration is a Windows XP box with 3 virtual Machines [1 Windows XP VM,
2 Linux VM's]. Google Earth works on the VM using OpenGL but I need it to
work using DirectX/3D. DirectX is installe
Hi,
I'm looking at the osgoit example. The cameras that are used to compute the
layers are all set to not compute the near and far clip planes during the cull.
Can anyone explain why this is required? I do know that if you set it to
actually compute, the result is incorrect. I would think that
Robert Osfield wrote on 2012-06-27:
> I have just updated your permissions to publisher, editor and author
> so you'll be able to write a page and then publish it directly without
> requiring publishes to review your work.
Thanks!
> On 27 June 2012 18:01, Thrall, Bryan
wrote:
>> I'd like to hel
Hi Bryan,
I have just updated your permissions to publisher, editor and author
so you'll be able to write a page and then publish it directly without
requiring publishes to review your work.
Robert.
On 27 June 2012 18:01, Thrall, Bryan wrote:
> I'd like to help migrate the OpenSceneGraph.org we
Hi Robert, thanks for the reply.
I am using the OSG 3.01 that is part of Ubuntu 12.04's repositories
(libopenscenegraph-dev 3.0.1-2). I did make-clean and rebuild my project after
upgrading to Ubuntu 12.04.
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I'd like to help migrate the OpenSceneGraph.org website over to the new
OpenSceneGraph.com, but I'm having a bit of trouble:
I have a login at OpenSceneGraph.com but I think I don't have author
permissions because I don't see a button or link anywhere allowing me to submit
new pages or edit exi
In my case, I decided I will keep a parallel OSG node with "real" geometry that
I can use for picking. Picking is not typically as performance sensitive as
say, rotating the model in real-time.
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Hello,
On Tue, Jun 26, 2012 at 5:19 PM, Wang Rui wrote:
> Hi,
>
> More searches show that the phone number also appears on the following
> Chinese bolg:
> http://mayun198.bokee.com/
>
> No need to translate it into English, it is totally about 'how to make
> money out of thin air'. :-)
>
Maybe
Hi,
On Tue, Jun 26, 2012 at 5:42 PM, Martin Naylor wrote:
> Hi all,
> The only other way I can see of tracking it is to write some sort of script
> that sends a message to every list member including a unique address in the
> body/subject for each member, then the author who sent it will see whi
Unfortunately, the osgQt-QFileDialog problem are not solved in both OSG
3.1.2 and OSG trunk.
And there is another problem introduced in 3.1.2 and trunk: when I press
ESC, osgviewerQt will be dead.
In conclusion, each version is problematic in linux(Fedora 14, x86, for
both Qt4.7.4 and Qt4.8.2).
O
Thanks Robert. I had edited my earlier post to include the code. With your
mention of managing the viewer, I placed breakpoints and found that I just
needed to use setRunFrameScheme(osgViewer::ViewerBase::CONTINUOUS);
Works now. Thanks :-)
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Hi Bob,
> I tried OSG 3.0.1 and Qt4.8.2 in Fedora 14 x86The
> QFileDialog::getOpenFileName(.) problem remains.
I agree, but apparently not all problems are solved, so good luck with the
trunk tests.
Cheers,
Torben
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Hi Nav,
The redraw of the window is down to your application and how it
manages the frame loop. As you've said nothing about how you are
managing the viewer/windows there is nothing we can add.
Robert.
On 27 June 2012 09:03, Nav Joseph wrote:
> Correction: Just tried the same program, and the
Hi Daniel,
osgManipulator was never written with you specific type of usage in
mind, and don't have any ideas how you might try to address this, you
are driving very much off road without a map I'm afraid.
Robert.
On 27 June 2012 08:15, Daniel Schmid wrote:
> Hi all
>
>
>
> I render my scene in
Hi Jerome,
On 27 June 2012 02:05, J.YoungStone wrote:
> I want to compare the rendering time( Time of first loading the model on
> viewer)
> when loading model using 'osg::Node' type and 'osg::ProxyNode' type.
Nodes don't get rendered so you can't measure how long they take to
render, you can o
Hi Matthew,
I can't think of reason why middle mouse click would have stopped
working. I'm using Kubuntu 12.04 and have just double checked and
middle mouse is working fine with osgviewer.
My best guess is that there is a build/linking issue of some sort.
You haven't said what version or where y
HI Andrew,
On 26 June 2012 22:29, Andrew Cunningham wrote:
> I am also confronting the issue of needing to "pick" the individual objects
> rendered as "draw instances". Any best practices that can be recommended for
> use in the OSG world...
This is one of the challenges with using vertex and
Correction: Just tried the same program, and the switching between textures is
happening. When I click and drag, an object in the viewer rotates. When I
simply click on the viewer, the object stops rotating.
After clicking, when I drag to rotate the object, I see that the texture switch
had happ
Hi all
I render my scene into a frame buffer object which is attached to the main
camera. Then I add a post render camera that renders the scene on a quad. So
far so good, all is well, the quad fills a quarter of my screen as expected.
Now I wanted to add a Dragger (TabPlaneDragger) to my quad
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