Hi,
I totally support the step to use a more modern feature set of C++. It
really makes code easier to read, maintain and coding more fun. I'd
rather target C++14/17 though since almost all modern compilers are good
at keeping up with the new features (even Microsoft is doing a good job
here)
I am also in total support to move to C++11.
I am even inclined to favor moving all the way to C++17, which includes some
nice features (my favorite being allowing initializers in if and switch
statements). And even Visual Studio is somewhat conformant:
https://blogs.msdn.microsoft.com/vcblog/20
I'm totally in support of moving to C++11.
On Mon, Jun 11, 2018 at 2:14 AM Alberto Luaces wrote:
> Robert Osfield writes:
>
> > I would suggest that OpenSceneGraph-3.x series remain compilable
> > without needing C++11. So 3.6.x for instance we'll make bug fixes etc
> > but never change the c
Hi Andrea,
To display the usage of the cpu cores in the task viewer you need to right
click the cpu graph, select "Change graph to" and select "Logical
Processors".
>From "overall usage" we cannot see if that's one core at 100% and the rest
near zero or something else.
Laurens.
On Mon, Jun 11, 201
Hi Robert,
I have committed and pushed my solution at
https://github.com/emminizer/OpenSceneGraph/commit/4d2601e05e96aa
It's on my branch
https://github.com/emminizer/OpenSceneGraph/tree/crash-vbo-array-bindings
As Laurens pointed out earlier, it may not catch all use cases, including some
im
Hi Laurens,
Thanks for the response.
I’m not super familiar with the back-end of OSG. I tried to tackle the problem
by looking for possible insertion points for the
addVertexBufferObjectIfRequired(), in a way that won’t break binary
compatibility. This attempt did fix the crash for me in the
Hi Andrea,
did you have a look at the load on the cpu cores? The slowdown seems to
indicate a cpu core hitting 100% load.
this link might help you further:
http://forum.openscenegraph.org/viewtopic.php?p=72124#72124
Regards, Laurens.
On Mon, Jun 11, 2018 at 4:36 PM, Andrea Martini
wrote:
> Hi ev
Hi Daniel,
Thanks for looking further into this. I did some investigation
originally but didn't get to the bottom of the issue. FYI, the
support for Vertex Array Objects is what instigated these changes to
way that VBO's had to be managed. Essentially all osg::Array with per
vertex bindings now
Hi everyone,
i'm using osg3.5.6 on visual studio 2013 (windows 10), and i'm using ffmpeg
plugin combined with SDL2 to play video and audio streaming with osgmovie
example.
If i don't use SDL2 (no audio), video streaming works fine.
If i add SDL2 (audio), i get two bad results:
1) video stream g
Hi Daniel,
I don't understand why your modification to addPrimitiveSet() resolves your
issue with the openflight plugin, as it's called before the proper array
bindings have been set (src\osgPlugins\OpenFlight\GeometryRecords.cpp line
601)
Can your problem be avoided by changing
if (geometry->getCo
Hi Robert,
I am back from travel and looking at this again. Didn't get a response on last
set of questions about this crash. Sorry to distract from the Vulkan work --
it sounds interesting, and I'm watching your progress there excitedly.
Core problem seems to be that Array::setBinding() can
Hi Lionel,
as this seems to be a driver issue, the operating system and driver version
info would be useful to compare.
Regards, Laurens.
On Mon, Jun 11, 2018 at 3:01 PM, Lionel Lagarde
wrote:
> Hi,
>
> We have a set of products based on OSG that run well on common hardware.
>
> Recently a custo
Hi,
We have a set of products based on OSG that run well on common hardware.
Recently a customer bought a NVidia Titan Xp. Our software do not work
on this graphics card.
The software do not crash, it stop responding to any event.
The software is always stuck in the middle of a glGenTexture c
Robert Osfield writes:
> I would suggest that OpenSceneGraph-3.x series remain compilable
> without needing C++11. So 3.6.x for instance we'll make bug fixes etc
> but never change the compiler requirements.
Having that fallback (3.x) for the tiny amount of systems that don't
support C++11 is a
"lee xingshun" writes:
> Hi,
>
> while i using staic link libarary to write a demo,i found many error link 2019
> this is my code ,have anybody know? do i need link the lib file or not ?
Hi, so link 2019 means "unresolved external symbol - function". Can you
please copy the names of the unresolv
Hi Lee,
you will need to link to the static libraries, and there will be quite a
few.
something like:
OpenThreads.lib;osg.lib;osgDB.lib;osgUtil.lib;osgText.lib;osgViewer.lib;osgGA.lib;osgdb_ive.lib;osgdb_osg.lib;osgdb_deprecated_osg.lib;osgdb_deprecated_osgparticle.lib;osgdb_deprecated_osganimation
"Bingqian Wang" writes:
> Hi,
>
> I want to export the model to a file,the model was cliped by clipNode,how can
> i do that?
> Thank you!
>
Hi, I'm afraid that it is not possible to do it in an automatic way,
since the clipped model is computed by the GPU on the fly, not by OSG,
so it is not rec
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