Hi,
By the way,the default vertex specification of geometry is displaylist,if you
need to change vertex frequently,use VAO and VBO.
Thank you!
Cheers,
Yu
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=76167#76167
So, in other words, keep objects preallocated and switch on only the necessary
ones?
And if there is no current object that matches the existing ones, then and only
then create a new one?
Not a bad idea, in fact.
Thanks a lot for the reply.
--
Read this topic online here:
There should be a better approach.
Just a quick idea:
For each kind of object keep an array of pointers to already created geodes.
If you don't need a certain geode switch it off in the osg::Switch.
If you get a request for a new one, check the switch for inactive geodes. If
found, just alter
"Achilleas Margaritis" writes:
> The problem is I need to destroy my house every frame.
>
> There is no standard number of objects received; any object, with any
> configuration, can be received at any time.
>
> My only choice is to destroy everything and repaint everything.
You can also
"Renzo Scaletta" writes:
> What I see is that the camera "follows" in some way the bodies movements
> without having done anything in the code to trigger that behavior explicitly.
Hi, Renzo, certainly it shouldn't be happening by default. I am
thinking about some possible causes (they could be
The problem is I need to destroy my house every frame.
There is no standard number of objects received; any object, with any
configuration, can be received at any time.
My only choice is to destroy everything and repaint everything.
--
Read this topic online here:
Hi Achilleas,
your explanations look to me like "I want to repaint my living room. So I
destroy my house and ..."
My suggestion:
For each kind of geometry create it as geode and add it to a switch node. So
you can switch them on and off as needed.
For alterations keep pointers to the geodes and
Hi Again,
As an update, I whittled my way through several of the dependency issues
Code:
Scanning dependencies of target osgdb_tracker
Scanning dependencies of target osgVRPNwall
Scanning dependencies of target osgVRPNviewer
Scanning dependencies of target osgVRPNmod
[ 65%] Building CXX object
Hi,
I am developing a data visualization application with Qt + OSG, but I have huge
performance problems.
These problems are not due to OSG itself but rather due to how I use OSG (I
just started using OSG/OpenGL for the first time).
The application accepts a lot of data as messages over the
Hi All,
I am able to animate my scene (bodies translating and rotating in the space)
providing a NodeCallback with setUpdateCallback to each
PositionAttitudeTransform I want to animate.
What I see is that the camera "follows" in some way the bodies movements
without having done anything in the
Hi, i finded code, but in this function is failed why?
Code:
osg::Node* addDraggerToScene(osg::Node* scene, const std::string& name)
{
scene->getOrCreateStateSet()->setMode(GL_NORMALIZE,
osg::StateAttribute::ON);
osg::MatrixTransform* selection = new osg::MatrixTransform;
Hi, i finded code, but in this function is failed why?
Code:
osg::Node* addDraggerToScene(osg::Node* scene, const std::string& name)
{
scene->getOrCreateStateSet()->setMode(GL_NORMALIZE,
osg::StateAttribute::ON);
osg::MatrixTransform* selection = new osg::MatrixTransform;
Hi Mike,
The EventQueue's windowResize(..) method is for informing the OSG's
event system that a window has already been resized, i.e. that a
resize has happened and now all the event handles who are interested
in this event can handle it.
If you want to move a window then you need to set the
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