Hi,
Thanks for the hint, but I tried that already, it gives me a
C2761: 'void osgUtil::RenderBin::addRenderBinPrototype(const std::string
,osgUtil::RenderBin *)' : member function redeclaration not allowed
The code which I want to replace is outside a class, like this:
Code:
#include ...
Hi Bob,
osgUtil::RenderBin::addRenderBinPrototype() is static member function call,
so you just call it with the body of your initialization code. You could
do this within a proxy object if you wished to keep the implementation
similar to what you've used before.
Robert.
On 25 April 2013
Hi Robert
You mean calling it from outside the new renderbin class, for example from the
main function, where the root node gets created and the renderbin is assigned?
Sorry, I haven't done anything yet with custom renderbins, hence the questions..
Bob
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Hi Bob,
On 25 April 2013 10:08, Bob Smith robert.ha...@gmail.com wrote:
You mean calling it from outside the new renderbin class, for example from
the main function, where the root node gets created and the renderbin is
assigned?
You'll want to register your RenderBin prototype prior to
Hello Nick,
How can I check what version of the txp is the format of the terrain?
Mess ag e: 2 Date: Mon, 22 Ap r 20 13 09 :4 4: 5 5 +0 20 0 From : Tr ajc e
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Hi Daniel,
somewhere in the header of the txp archive should be something like
GetVersion or such. Look in the trpage_* headers
Nick
On Thu, Apr 25, 2013 at 1:10 PM, Daniel Krikun krikun.dan...@gmail.comwrote:
Hello Nick,
How can I check what version of the txp is the format of the
Hi,
I think I got it. It didn't work in the main program, but found a place in the
library itself where it should be called first.
Thank you!
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http://forum.openscenegraph.org/viewtopic.php?p=53804#53804
Marcel, just to clarify, the example isn't mine. I only fixed it to work
again. The original author moved on and works at NVidia.now.
I would love to see an OSG version of this code.
On Wed, Apr 24, 2013 at 11:08 PM, Mathias Fröhlich
mathias.froehl...@gmx.net wrote:
Hi,
On Tuesday, April
Hi all
once i've wrote small utility to optimize models with rig geometry, which,
among other things, apply INDEX_MESH, VERTEX_PRETRANSFORM, VERTEX_POSTTRANSFORM
optimizations and remaps vertex influences of rig geometry to new vertex
indices. Now it suddenly dont work any more.
Problem is
Perhaps developing an OSG version of this example would be a good candidate
project for funding through catincan.com? What would be appropriate --
$1000USD? $2k? More?
On Thu, Apr 25, 2013 at 7:58 AM, Chris Hanson xe...@alphapixel.com wrote:
Marcel, just to clarify, the example isn't mine. I
Hi Robert,
Ah. I missed that. Unfortunately, my project is going to be stuck with OSG 2.8
for a while. I guess I will have to try the separate camera approach. Thanks so
much for looking into this though.
Thank you!
Cheers,
Arun
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Sergey,
I believe the IndexMeshVisitor attempts to detect and remove duplicate
vertices. Could that be the reason?
Glenn Waldron / @glennwaldron
On Thu, Apr 25, 2013 at 11:16 AM, Sergey Polischuk pol...@yandex.ru wrote:
Hi all
once i've wrote small utility to optimize models with rig
Hi Chris,
won't AMD Eyefinity 6 monitors on one card ( and I think 12 monitors on two
cards - because they could work together, though I did not try, but if I
understand correctly this will work
http://hardforum.com/showthread.php?t=1645343
http://hardforum.com/showthread.php?t=1645343see also
It is my understanding that AMD cards won't frame-lock without the S400
card (
http://www.amd.com/us/PRODUCTS/WORKSTATION/GRAPHICS/S400/Pages/s400.aspx ) ,
and it is listed as only supporting certain FirePro cards, which drive the
price up quite a bit. Do you know of a way to frame-lock without
Hi Chris,
It is my understanding that AMD cards won't frame-lock without the S400
card
you might be correct, but
you mentioned, that rendering in not very demanding, thus setting VSync
might be enough to soft-frame-lock on powerful card ( which should be oders
of magnitude more powerful than
Hi yes, it's doing just that, but it written in a way to keep duplicate vertices with same position if other vertex attributes for this vertex is different. I checked it's sources and all looks fine to me. Also, same code was working fine like half a year ago. Cheers. 25.04.2013, 21:06, "Glenn
Hi,
after reading some of the commit messages it looks like not all necessary api
methods are integrated in OpenSceneGraph right now. glMemoryBarrier for example
is not called anywhere but necessary to make sure all data is written to the
image before starting the next rendering stage.
So my
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