HI Sebastian,
To be clear, it's not a case of a democratic vote of whether osgQt
remains part of the core or not. I've discussed the mater at length
previously, it became clear that the current status quo isn't viable,
osgQt really should never have been merged in the first place, Qt is
such a hu
Hi,
I'd vote for keeping osgQT in the core, with maintenance for the
current Qt version only.
Basically that would mean to keep the legacy qt things out of the core,
thus reducing maintenance efforts but keeping compatibility for the
current versions.
Right now the Qt+OSG combination is frust
Hi Werner,
The key problem we have is that the osgQt can't support both Qt4 and
Qt5 without rebuilding osgQt. This is fine if you build the OSG
yourself, but for distributions that include OSG binaries have to
choose between OSG with Qt4 or Qt5. This just doesn't work for all
end users, it's bro
HI Dairo,
Make sure you are do all benchmarking with a release build as this
make a huge difference to performance on CPU limited usage cases.
osgAnimation by default will be using software skinning, which is
heavy on the CPU, try switching to hardware skinning. See the example
that shows of har
Hi All,
I use osgQt. Currently I'm on Qt 5.5 with OSG 3.4 but if I remember correctly
older OSG versions are not compatible with Qt5 and vice versa. So probably
there should be two different forks: osgQt4 from the OSG version compatible
with Qt4, and osgQt5 from an OSG version compatible with Qt
Hi,
As I said, in a real simulation the issue comes up again. It is osg 3.2.3. In a
real simulation if I have no object with bones I have for example 90fps, with
only one object with bones the fps low down to 45/50if I use the same
object without bones the fps come up to 90 again so isn't t
Hi Robert,
We are users of the osgQt library, we are in the process of migrating from
Qt4 to Qt5. I can propose to be the maintainer of the osgQt Nodekit...
I would propose, in order to keep the history, to fork the current osg repo
and cut out everything else to create an osg Nodekit library.
A
Hi Dario,
Hi,
I'm experiencing for a very huge performance issue using models with bones (and
animation). Look at images attached. The little cute dolphin WITH bones
(animation stopped) show 107FPS, the one WITHOUT bones (animation stopped) show
over 3400FPS. Used in a simulation, performance
Hi,
I'm experiencing for a very huge performance issue using models with bones (and
animation). Look at images attached. The little cute dolphin WITH bones
(animation stopped) show 107FPS, the one WITHOUT bones (animation stopped) show
over 3400FPS. Used in a simulation, performances issue is v
Dear All,
I currently draw graphics with:
osg::Geometry* geometry = getGeometry();
geometry->setVertexArray(vertices);
geometry->addPrimitiveSet(elements);
where:
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::DrawElementsUInt* elements = new
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGL
Hi Robert,
if I recognized well, there are still frequent questions on the list
about Qt-interface in OSG.
At least we are using it very intensely. There was not much move in the
interface since long and so
we just take it as it was and as it works so far.
The threading problem is a bit unsatisfac
Do we not have any Qt users anymore? No one care enough to chip in?
I'm not going to wait around forever before making decisions. I need
to get on with moving the OSG towards OSG-3.6.
The OSG/Qt users need to decide how they want to progress from here
once osgQt has been move out from the core O
On 5 September 2016 at 23:41, webmaster wrote:
> Hi Robert,
> What is the plan to deal with osgQt?
I have written about my suggestions in a separate thread dedicated to
the topic so I won't answer here.
___
osg-users mailing list
osg-users@lists.opens
13 matches
Mail list logo