Why not put the glu tessellation code in an ignore list ?
Embedded code that can be upgraded once in a while should be left alone unless
critical bugs are found.
I don't know if the glu code falls in that category.
--
Read this topic online here:
Check out http://www.osgearth.org, it likely does everything you're trying
to do.
Jason
On Tue, Jul 5, 2016, 5:18 AM Bruno Oliveira
wrote:
> Hello,
>
>
> can someone give me some hints on where to start implementing a
> tile-based, large scale 2d map renderer?
Hi,
What is the best way to place a contrasting color background behind HUD text so
that the text is always easy to read?
I did not see anything in osgText to do this
Also no examples that do this easily.
Thank you, for your suggestions!
Cheers,
Mike
--
Read this topic
Defect count now down to 0.04 reported defects per 1000 lines of code.
This is well below the average for an open source project of the OSG's
size, but now so close to zero it feels pretty obtainable.
The only places defects need fixing are in the osgjs/gles plugins and
the glu tessellation code
Hello,
can someone give me some hints on where to start implementing a tile-based,
large scale 2d map renderer? This is similar to, for instance, Google maps,
i.e., it only shows the visible tiles, and increases scale as I zoom in.
I have a large tiled 2d raster map (e.g. 200k x 200k pixels)
Am 05.07.2016 um 10:05 schrieb Philipp Meyer:
Hi,
I want to track the delta movement of every fragment in my scene. Only tracking
on a per object basis would not be enough because an object may, for example,
rotate (so that one side of the object approaches the camera, the other side
doesnt)
Hi,
I want to track the delta movement of every fragment in my scene. Only tracking
on a per object basis would not be enough because an object may, for example,
rotate (so that one side of the object approaches the camera, the other side
doesnt) or it may have moving parts.
You are talking
Hi Philipp,
The osg::Stats class can be used to collect stats on all the
traversals. Have a look how the StatsHandler gets the stats, see
src/osgViewer/StatsHander.cpp.
Robert.
On 5 July 2016 at 08:29, Philipp Meyer wrote:
> Hi,
>
> thanks for your (as always)
Hi,
thanks for your (as always) really quick response!
I'm trying to achieve various things. As a simple example, I want to measure
the time it takes to render 1 frame (CPU and GPU time).
For that, I used something along the lines of:
> //..
> start = highPrecisionTimer.now();
>
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On 5 July 2016 at 05:02, kiran naik wrote:
>
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On 5 July 2016 at 04:37, vrgiser wrote:
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