Hi Jan,
El 24/6/2016 21:46, "Jan Ciger" escribió:
>
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>
> Hello,
>
> On 24/06/16 20:32, Robert Osfield wrote:
> > If you have a github account you should be able to login in with
> > this account. Alternatively you can create
OK, looks like the fix could be
Code:
IF(APPLE AND NOT (OSG_WINDOWING_SYSTEM STREQUAL "Cocoa"))
RETURN()
ENDIF()
This applies to avfoundation (which only compiles on OSX anyway), as well as
osgmultitouch and osgoscdevice examples, which will continue to compile on
non-apple platforms
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Hello,
On 24/06/16 20:32, Robert Osfield wrote:
> If you have a github account you should be able to login in with
> this account. Alternatively you can create your own account for
> Coverity.
I have logged in with my Github account, but unless
Hi Daniel,
The PolytopeIntersector is the simplest route. If you want to make
things more efficient then you may well need to come up with a custom
approach.
The LineSegmentIntersector is able to take advantage of KdTree graphs
if they have been built for your scene graph and enables O(logn)
Hi Jan,
On 24 June 2016 at 14:20, Jan Ciger wrote:
> Could you, please, post the report from Coverity?
Will try below, but the source/defect browser they provides a nice way
of exploring related code so worth logging in if you can.
> The link above demands
> login from me.
Have you considered looking at osgEarth? There's a lot of capability there,
including line rendering to textures with CSS-like styles using AGG. I've
used it for this sort of thing, and when you're already DOING geospatial
stuff, you should really think about using the OSG toolkit that was really
I am wondering if the default setting to enable use of Display lists in OSG
still makes a lot of sense nowadays.
Christian
2016-06-24 18:20 GMT+02:00 Jannik Heller :
> Hi Philipp,
>
>
> >
> > Also, Im having the issue that my drawCallback is only executed during
> the
Hi Philipp,
>
> Also, Im having the issue that my drawCallback is only executed during the
> first frame and then skipped. Ive disabled culling and depth testing.
>
You need to disable display lists on your drawable. With display lists enabled
it will only draw once and then use the
Am 24.06.2016 um 17:14 schrieb Valerian Merkling:
Hi Robert,
Thanks for your clarification about OccluderNode.
I already looked at the osgocclusionquery example. If I'm right, it just need
to add an OcclusionQueryNode to contain the node wich have to be occluded by
the rest of the scene
Ok OcclusionQueryNode works fine for me now, this post helped me :
http://forum.openscenegraph.org/viewtopic.php?t=8955=occlusionquerynode
It seems this problem is still real : an empty OcclusionQueryNode occludes
everythings !
Can anyone explain me why ?
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Hi Robert,
Thanks for your clarification about OccluderNode.
I already looked at the osgocclusionquery example. If I'm right, it just need
to add an OcclusionQueryNode to contain the node wich have to be occluded by
the rest of the scene graph. I wasn't able to make it works so I may need to
Hi,
I have a Pickhandler and a dynamically changing scene which consists only of a
geometry node. To be more specific, the geometry node represents a point cloud
consisting over ~10 vertices.
Using a line intersector makes it nearly impossible to get an intersection, but
the Intersector I
HI Valerian,
The osg::OccluderNode is not appropriate for what you are trying to
achieve, it only works when you have convex planar occluder geometries
that you can use to do the culling. It's useful for town or building
scenes where walls can form large occluders relative to screen space.
A
Hello Robert,
On Fri, Jun 24, 2016 at 12:13 PM, Robert Osfield
wrote:
> Hi All,
>
> The Coverity Scan has picked up what it thinks is a defect in
> QGraphicsViewAdapter:
>
>
> https://scan9.coverity.com/reports.htm#v25753/p12834/fileInstanceId=5614557=1105702=124679
>
I might show some pieces but there is a lot of code and i'm not allowed to
share it :(
Right now I need to understand how occlusion culling is supposed to be used
with HeightField (is it is possible). I made a few tests in my code but I did
not keep them as nothing was working.
Hi Robert,
thanks for the input!
When thinking about this, I really want to find another approach than the "main
loop" because I need to execute the CUDA code at a very specific point in time.
(After a RTT Camera Texture has been written, but prior to rendering another
texture).
Therefore, I
Hi,
Yes, it works!
Thank you!
Cheers,
Dario
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Hi,
Nice! I'll try as soon as possible!
Thank you!
Cheers,
Dario
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Hi All,
The Coverity Scan has picked up what it thinks is a defect in
QGraphicsViewAdapter:
https://scan9.coverity.com/reports.htm#v25753/p12834/fileInstanceId=5614557=1105702=124679
I've looked at the relevant code, copy and pasted below for reference.
The issue looks to be related to mixing
I found the bug in RigGeometry
Will make a patch again master git soon
Paradox wrote:
> Hi,
>
> As I said in first post, I have experience with scale problem...if a model is
> modeled with scale 10 (for example...) with bones in scale 10 and then
> rescaled at 1, this near/far problem is a
Oh ... Ok.
Then I'll do the math ! Thanks a lot !
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HI Valerian,
On 24 June 2016 at 09:01, Valerian Merkling wrote:
> InfinitePlane is an osg class, defined in osg/Shape.
Oh, that old class. Once written, forever forgotten...
Written back in 2002 It's original intention was to support collision
detection/pyhsics engines
Hi,
InfinitePlane is an osg class, defined in osg/Shape.
According to osg documentation, InfinitePlane cannot be rendered but is used to
support collision detection, so I guess I can use it to compute intersection
between mouse clic and an imaginary ground.
I'm working on a GIS app, rendering
Hi,
As I said in first post, I have experience with scale problem...if a model is
modeled with scale 10 (for example...) with bones in scale 10 and then rescaled
at 1, this near/far problem is a lot visible! This happens with all sw I have
tried like 3ds, blender, c4d. If I build the model in
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