Hi all,
I have a scene with large terrain where a node starts moving from a given
arbitrary location on the terrain.
As the starting location of the node is known, i set the camera's target to
look as the node's starting position.
My problem is I want to set the initial camera eye to get a
Hi David,
Thanks for the clues to achieve the effect i needed.
I have already attempted textured quad, with transparency on it. But it gives,
as u said, a cheap look.
Being new to multi-pass rendering with blur filter and read the link you shared.
Any example on how to get started with this
Hi,
I am working on a project which requires me to put my OSG updates into a thread
so that the main thread can continue for integration into another process. All
OSG events are done in the thread and locked with mutexes when i need to add
new nodes. This works perfectly on Linux and Windows
HI Rob,
The OSG uses a chain of responsibility pattern for the plugins and
will first attempt to load file by calling all of the currently loaded
plugins first, then if it fails then look for the plugin named the
same as the file extension, in your case .ogr.
There are also some built in aliases
There are a few ways of doing this. What you most likely want to do is to look
up information on high dynamic range rendering. This involves multi-pass
rendering where you use some kind of blur filter to make the brighest parts of
your scene bleed out.
This is a resonable example:
I am trying to understand why osgDB::readImageFile( "abc.ogv" ) does not
get routed to the ffmpeg plugin. I get no image loaded and I see that
the readImage method of the plugin is not even called.
If I call osgDB::readImageFile( "abc.ogv.ffmpeg" ) it works, but that is
not going to be an
Hi Robert.
Thanks for your reply. People here are so helpful I tend to forgot they are not
omniscient.
I'm working with OSG 3.4.0, QT 5.4, and for the rest, I'll try to make a small
example.
--
Read this topic online here:
Hi Valerian,
It's not possible to know what might be amiss as you don't provide
enough details about how you are doing what you are doing. You don't
mention which OSG version you are using, so again it's not possible to
know if this might be related.
The best way to test things and make it
Hi,
I can't figure out how to properly manage my composite viewer creation and
destruction.
My main problem is when I close one of my view and destroy my composite viewer,
flushDeletedGLObjects isn't called.
Then when I create a new one, I create the shaders, OSG links them to the
context.
Hi,
I have started working on Qt5.7 and OSG 3.4. Is it safe to use osg with Qt
without any issue like specially Event handling .
...
Thank you!
Cheers,
InnaReddy
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=68695#68695
Hi,
I am very beginner for OSG and my first post in Forum. Currently , I am able
to draw the text on the Ellipsoid , suing the lat , log and height. How I
achieve the same with sphere instead of Ellipsoid.
Code:
osgText::Text* createText(osg::EllipsoidModel* ellipsoid, double latitude,
Hi Chris,
On 23 September 2016 at 09:19, Christoph Weiss wrote:
> This actually has a very bad side effect that I only noticed now. Since it
> explicitly sets the affinity to core zero, any other application that does
> so will share its CPU entirely with it. In particular
Hi Robert,
When running SingleThread the OSG just sets the affinity of the
current thread. That's it, that's all it's doing.
This actually has a very bad side effect that I only noticed now. Since
it explicitly sets the affinity to core zero, any other application that
does so will share
On 23 September 2016 at 08:42, Christoph Weiss wrote:
> Thank you so much for pointing this out, Pete. So in
> ViewerBase::setUpThreading() osg decides the whole application should be
> confined to a single core.
When running SingleThread the OSG just sets the affinity of the
Hi Robert,
wouldn't it be a better approach to give the user the option to change
such a setting for their application?
But thanks for pointing out the subclassing option, that's what I'll go
for! Still it took me half a day to track down what was going on. (I
didn't suspect OSG in the
Thank you so much for pointing this out, Pete. So in
ViewerBase::setUpThreading() osg decides the whole application should be
confined to a single core.
Judging by your comment, this has already been discussed and not deemed
a fault that should be fixed?
Also, I suppose there is no way to
On 23 September 2016 at 05:25, Pete Black wrote:
> This is, bizarrely, by design.
>
> In single-threaded mode, OpenSceneGraph silently sets CPU affinity to a
> single core by default. Personally I think this is incredibly obtrusive on
> the programmer, and the reasons
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