I control the update rate of slave cameras by inserting them into the scene
graph as needed. In my PostDrawCallback for the camera I can remove the
camera again when I do not require further updates.
This way, I can do on-demand updates of my simulation (we're doing 4G and
5G radio coverage comput
oad/3rdParty_x86_x64-src_V9.7z>
I hope this is also helpful to others.
Christian
2014-09-29 10:33 GMT+02:00 Christian Buchner :
>
> I will have to create a list of open source code and version numbers of
> the OSG dependencies (for resolving contractual issues)
>
> Currently I am using
Hi Jay,
that is not a lot of information you gave there.
What shadow mapping algorithm is applied?
Does the shader create the shadow map or does it only render out an
existing shadow map to the surface of your cube?
Do you use any classes from osgShadow in your code?
Christian
2014-09-22 8:5
I will have to create a list of open source code and version numbers of the
OSG dependencies (for resolving contractual issues)
Currently I am using the full, precompiled OSG dependencies for VS 2013,
maintained by Torben Dannhauer.
Is there a code repository for the source code of these dependen
see if the video
decoding could be shifted entirely to a separate thread - if the FFMPEG
plugin doesn't already do that).
Christian
2014-09-25 18:01 GMT+02:00 Robert Osfield :
> Hi Christian,
>
> On 25 September 2014 16:35, Christian Buchner > wrote:
>
>> when lo
Hi,
when looking at the osgViewerBase class I noticed a feature where the user
can install "update operations" that get executed once per frame.
addUpdateOperation() is the function I am talking about.
I was wondering if this method of updating the scene graph has any
advantages over the classic
Hi,
I just built the FFMPEG plugin for OSG 3.2.1 using one of the daily builds
found here: http://ffmpeg.zeranoe.com/builds/
I notice that in the osgmultiplemovies example, the movies are initially in
paused state, yet the "current time" counts upwards. When you a while and
then click on a movie
Sorry, I meant to post this to osg-submissions. Oh well, it's too late for
regrets now.
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I am attaching four files that can go into OSG's "examples" folder,
preferrably into the myosgcegui subdirectory. I prefix all my own test
samples with "my" so I can more easily identify them.
It's Wang Rui's CEGUI integration example from the OpenSceneGraph3
cookbook, updated to work and compile
I am always using the texture2DRect() function to access my texture
rectangles. In combination with NEAREST sampling and passing pixel
coordinates as a vec2, this works just fine for getting the original pixel
values.
Is there a specific reason you are using texelFetch() ?
Christian
2014-09-04
Hi,
have you tried also setting the minification filter to NEAREST?
osg::Texture2D::MIN_FILTER
Christian
2014-09-04 13:14 GMT+02:00 shuiying Wang :
> Hello,
>
> I would like the fragment shader to read values from a uniform
> sampler2DRect.
>
> The sampler2DRect stores some data that I wan
My main isse is that the settings are baked into the .osg and .ive objects
that I generate with osgconv, so that I have to add a node traversal in my
application to change the settings to my liking.
But then, node traversal with the visitor pattern really isn't too hard. I
am getting the hang of i
Hi,
I notice that osg and osgconv by default prefers to create drawables that
have useDisplayList set to TRUE and useVertexBufferObjects set to FALSE.
I have a model of Manhattan with 2 million vertices, 800k polygons
consisting of about 800 drawables. As is, the model only renders at 10 FPS
on I
Hi,
just a wild guess - could it be that the exported model itself contains a
transformation node as a parent, possibly with an absolute reference frame?
This can be checked by using osgconv and converting your model to ASCII
.osg format.
Christian
2014-08-25 16:41 GMT+02:00 Jorge D'Alpuim :
could this be worked around by wrapping the OsgOculus library as some kind
of RPC service, and making RPC calls to it instead of dynamically linking?
Christian
2014-08-17 0:13 GMT+02:00 Björn Blissing :
> Hi Jan,
>
> Well, their SDK is still open source. I was actually forced to rebuild the
>
>
> On Wed, Aug 13, 2014 at 4:47 PM, Christian Buchner <
> christian.buch...@gmail.com> wrote:
>
>> Hi,
>>
>> it appears that only the 2015.1 AutoDesk FBX SDK is compatible with
>> Visual Studio
>> 2013. The current OSG FBX plugin builds either agains
Hi,
it appears that only the 2015.1 AutoDesk FBX SDK is compatible with Visual
Studio
2013. The current OSG FBX plugin builds either against the 2014.1 or the
2013.1 SDK
versions.
Has anyone succeeded using the 2015.1 SDK version with VS 2013?
Christian
__
Hi all,
Can we not use this list for political statements/criticism/propaganda
please?
Unless there's a 3d model or OSG based visualization of said arrest, the
majority of this list won't be interested.
Christian
2014-06-30 14:05 GMT+02:00 LearningOSG LearningOSG :
> Congratulation!
>
> chee
I have had other virus scanners also flag some of the osg samples as
viruses. Instructing the virus scanner to always ignore a particular file
or folder will help. Sort of a whitelisting approach.
If your virus scanner doesn't have that option, consider switching products.
2014-05-27 22:05 GM
your render bin must be a depth sorted bin, created e.g. like
pStateSet->setRenderBinDetails( 5, "*DepthSortedBin*" )
the TRANSPARENT_BIN is depth sorted by default.
Christian
2014-02-03 Daniel Schmid :
> Hi all
>
>
>
> I have a custom renderstage, that I use for prerendering of a
> sub-s
can't you split your data set across several 3D textures and join these
back together during the visualization phase?
2014/1/21 Josiah Jideani
> Hi Sebastian,
>
> I checked the KInfocenter on OpenSUSE and it says the Max. 3D texture size
> is 2048. The OpenGL wiki says "For 3D textures, no d
Does OSG have the capability to load image files with multiple images, such
as multi-page TIFF files, or animated GIFs?
Currently we show non-animated state icons on top of some little computer
people our the 3D environment. It would be nice if we could just load an
animated GIF and flip the indiv
I've previously raised this issue here. For me it was two or three code
examples getting flagged by AntiVir (and several other engines on
virustotal.com)
2013/10/28 Chris Hanson
> I call BS. Anti-viruses are always throwing false positives on binaries
> they've never seen before.
>
> I've not
there is a MultiTouch camera manipulator in OSG 3.1 and OSG 3.2 which isn't
truly practical (zoom is way to sensitive), but it is a good sample on how
to process multi touch events.
Christian
2013/9/10 Doran, Mitchell (Student)
> *UNCLASSIFIED*
>
>
> Hi All,
>
> I'm new to Open Scene Graph b
Relevant links to be found here
http://lmgtfy.com/?q=fft+ocean+simulation
2013/9/4 WillScott
> Hi everybody,
> Recently , I have read the open source code provided by osgOcean
> project. And FFTOceanSurface class is really hard to understand ,
> especially in the shader technique in os
A lot of this performance issue may depend on the specific implementation
in your driver. Are you using Intel, nVidia or AMD (ATI) graphics?
Christian
2013/8/28 Marcel Pursche
> Hi,
>
> I am currently evaluating the performance of uniform buffer objects vs.
> regular uniforms. My demo applica
Overriding an object's color (or material) with a fully transparent one
might also work, given that it doesn't come with its own color array
already.
2013/8/22 Dario Minieri
> Hi,
>
> Thanks for replies, this works with traversal mask and drawcullback
> override also.
>
> Thank you!
>
> Cheers,
Have you tried attaching a custom cullCallback to your geometry that always
returns false? This is how I usually force hiding or showing of certain
geometries.
Christian
2013/8/22 Anton Fuhrmann
>
> robertosfield wrote:
> > Hi Tony,
> > It sounds like you are confusing OSG culling and OpenGL c
A possible reason for unmodifiedKey being unavailable for me seems to be
that neither QGraphicsWindowQt.cpp nor QGraphicsviewAdapter.cpp in osgQt
contain any code to handle the unmodifiedKey property of osg Events.
Christian
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os
I am doing some Qt integration, which might complicate things.
class OpenGLScene : public QGraphicsScene, public osgViewer::Viewer;
My osg Viewer is also a QGraphicsScene and displays UI elements in a Qt
Window on top of a 3D GUI rendered in osg.
I should also test the ea.getUnmodifiedKey() func
Hi
I added this piece of code into a GUI event handler on OSG 3.0.1
My intention was to react to presses of shift-0 through shift-9 in a way
that does not depend on the current keyboard layout.
if (ea.getModKeyMask() &
osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT ||
2013/6/11 Robert Osfield
> You can use osg::PixelBufferObject to assist with transferring data to and
> from the GPU. The
> OpenSceneGraph/osgscreencapture example illustrates the use of PBO's
> including buffering.
>
Hmm, strange. The osgscreencapture sample does not use the
osg::PixelBufferOb
Thanks for this information. I think I can tolerate a frame of delay in my
read back.
My frame buffer format is float with four color channels, I hope that does
not cause
additional slow-downs (due to falling out of the fast path in the driver)
Christian
__
Hi,
my osg based application creates several FBOs and lets slave cameras render
into them "on demand" (i.e. the slaves are turned on only whenever an
update is required().
I now require high speed access to this rendered data with the CPU, ideally
without stalling the render pipeline to avoid stu
Why not just build an approximate mesh based on the Oculus projection
formula? ;)
Christian
2013/4/3 Jan Ciger
> On 04/03/2013 10:58 AM, Robert Osfield wrote:
>
>> The question for me is how best to wire up the interface for the stereo
>> support and any other schemes. One approach is to lea
Would supporting barrel predistortion for the Oculus Rift VR headset touch
this area of work as well? Mathematically speaking it's slightly more
advanced than keystoning, but both could be implemented with a distortion
mesh.
Christian
2013/3/29 Robert Osfield
> Hi All,
>
>
> With the work o
My point is that there is no need to wait for the thing to arrive to
actually implement something. The barrel distortion parameters can also be
adjusted when the hardware finally arrives ;)
Christian
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The front and back material properties were set to same values, it's just
that when doing the calculations for the back side, the normal vector is
not pointing towards the light source but away from it.
I only looked at this issue briefly, and concluded that it would take some
GLSL to fix it.
Chr
@cbuchner1
> Hmm, well I bet a lot of software relies on that feature...
I found threads by the Blender team who had to create workarounds because
on some newer Geforce cards (4xx and 5xx series) suddenly the viewport
update were orders of magnitude slower.
http://blairwillems.com/2012/04/28/blen
When I tried two sided lighting yesterday, I found that the back faces were
lit, but not in the same way as the front faces.
Also note that on most recent Geforce cards two sided lighting will not be
hardware accelerated. They did that to boost the sale of their professional
Quadro series of cards
Hi,
I am building OpenSceneGraph 3.0.1 on Windows 7 32bit using Visual Studio
2010 Express using dependencies found here:
http://members.iinet.net.au/~bchrist/3rdParty_VC10_x86_x64.zip
What really is annoying is that some of the compiled examples persistently
trigger AntiVirus alerts. We've had t
Maybe your pre/post cameras have a clearMask that erases the depth buffer?
Just in case it matters:
My recent osg-submission "myosgoit" shows how to copy the depth buffer from
one pre/post render camera to another - in case a multi pass algorithm
needs to be based on some kind of pre-initialized
My problem is that the clouds are supposed to become part of my depth
peeling algorithm for achieving proper transparency, and hence I cannot
just draw them after everything else ;)
I need to draw the clouds without any alpha blending enabled, because the
depth peeling will blend the clouds into t
I've done this stuff before for buildings that are vertically extruded from
a polygon shape
step
1) create an osg::Geometry
2) create a vertex buffer with two copies of the polygon vertices, the
second copy having a different z coordinate. use setVertexArray()
3) For proper lighting, create a norm
I've just posted an overhauled version of osgoit to osg-submissions. You
may want to have a look.
Compositing with solid geometry is now possible, and mix-and-match with
GLSL shaders in transparent objects works fine.
Tested on nVidia so far. Hopefully that HeatMap GLSL thing also renders on
Inte
your end?
>
> cheers,
>
> Stephan
>
> Am 23.02.13 20:50, schrieb Christian Buchner:
> > Hi,
> >
> > in order to successfully build the resthttp plug-in from OpenSceneGraph
> > trunk I had to modify its CMakeLists.txt file to this:
> >
o& to an actual fbo pointer. *sigh*
Christian
2013/2/21 Christian Buchner
> Hi,
>
> I've been modifying the "osgoit" code sample to allow opaque objects to
> occlude the depth peeled layers.
>
> I found that rendering the opaque geometry into the depth
Hi,
I've been modifying the "osgoit" code sample to allow opaque objects to
occlude the depth peeled layers.
I found that rendering the opaque geometry into the depth buffer of each
peeled layer causes a lot of overhead because of the extra culling and
geometry passes each time.
Instead I would
I am currently finding a problem with the osgoit demo (as found in OSG
3.0.1). The osgviewer by default starts in full screen mode, and never
generates an initial RESIZE event. I am testing this on Windows, if that
matters.
The _texWidth and _texHeight members of the DepthPeeling object remain at
undertaking.
Alternatively I might have to switch from Texture Rectangles to regular
Texture2D objects, fortunately there is a #define for that.
Christian
2013/2/20 Mathias Fröhlich
>
> Hi,
>
> On Tuesday, February 19, 2013 19:07:59 Christian Buchner wrote:
> > After some futile at
_depthTextures[i]->setShadowCompareFunc(osg::Texture::GREATER);
_depthTextures[i]->setShadowTextureMode(osg::Texture::INTENSITY);
It seems that I will have to roll my own shadow comparison in GLSL. This
would be in the fragment shader, I presume?
2013/2/19 Christian Buchner
>
Maybe you can find existing GLSL metal effects and accompanying artwork in
tools such as ATI RenderMonkey or nVidia's FX composer or Shader Designer.
http://www.opengl.org/sdk/tools/ShaderDesigner/
Just watch out for the license of whatever code and art snippets you choose.
Christian
ecome too complicated for the simpler algorithms. Depth
peeling seems to be the way to go for us.
Thank you for providing the osgoit demo!
2013/2/19 Mathias Fröhlich
>
> Hi,
>
> On Monday, February 18, 2013 15:56:02 Christian Buchner wrote:
> > does osgoit require the loaded 3D
does osgoit require the loaded 3D model to be transparent already?
I remember that I was able to run osgdepthpeeling with the dumptruck model
successfully, but with the osgoit sample I can't get this to render any
transparency at all.
2013/2/17 Mathias Fröhlich
>
> Hi List,
>
> On Sunday, Feb
Check out the osgdepthpeeling code sample for one (somewhat slow)
implementation of depth peeling.
We don't have automatic triangle sorting, but we do have sorting of
drawables and geodes in the "DepthSortedBin" render bins.
Christian
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This nodekit is a godsend! And the license seems pretty permissive, too.
Christian
2013/1/18 Limberger, Daniel
> ** **
>
> ** **
>
> *From:* Limberger, Daniel
> *Sent:* 18 January 2013 15:50
> *To:* Engel, Juri
> *Subject:* Integration of a NodeKit for Sky Rendering into OSG
>
> ** **
>
>
You could use an individual bit in the node mask of each geode or drawable
added to a specific render bin. Then you can turn on and off bins by
setting the appropriate bitpattern in the camera's mask.
Caveat: This only supports up to 32 individual bins and may clash with
other code already using n
Is there one definitive list that explains all the built-in osg uniforms?
This one would have come handy earlier, but I did not know about it.
Christian
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if you look at the implementation of osgShadow, in particular the
osg::ShadowMap class you will see how to render the scene from the light's
point of view for the purpose of creating a depth map. The depth map is
then later used when rendering the main view, for superimposing a shadow.
Warning: th
There's definitely sample code for depth peeling available (osgdepthpeeling)
Sorting of geodes by distance is also implemented as a render bin feature -
but sorting at geode level may be a bit too coarse.
Transparency has been an issue in many forum/mailing list topics - because
it's hard and non
Have you played with osg::LightModel state attribute yet?
Maybe enabling/disabling two sided lighting makes a difference.
// Enable two sided lighting
osg::LightModel* lightModel = new osg::LightModel;
lightModel->setTwoSided(true);
stateSet->setAttributeAndModes(li
Are you sure your agents need to be full 3D models?
I've done something using perspective billboards, in the osgrvo2 sample in
the osgRecipes repository maintained by Wang Rui. The billboards were
rendered in Poser using a python script that rendered it out from many
viewing angles.
The GPU can e
You're trying to set the view matrix on the camera which may get
overwritten by the camera manipulator at the beginning of each frame.
Instead, check your camera manipulator (e.g. TrackballManipulator) if it
has a member function that accepts a view matrix.
Some camera manipulators (like the Terra
shapes. The
ground looks so strange because it displays radio coverage by radio cell.
Christian
2012/11/14 Christian Buchner
> Hi,
>
> Congratulations, this is looking really good!
>
> I am also building a city model, but on a much smaller scale - it is used
> in a radio simulation
Hi,
Congratulations, this is looking really good!
I am also building a city model, but on a much smaller scale - it is used
in a radio simulation of 4G networks. I have recently added Silver Lining
for sky and clouds, shadow mapping (the very basic algorithm), some water
and reflections of buildi
I've been testing integrating the silver lining clouds and sky SDK into our
application. The light source (position and color) is dynamically updated
by silver lining, and it would be nice to have matching shadows.
The application display part of a city skyline (about 2km by 2km). The
ground and w
Hi Kevin,
You should not try to install a debug build in the first place, as it
will depend on the Visual C++ debug runtime, which isn't legally
redistributable. Furthermore you'd have to ship a debug build of OSG
too, which is bigger and bulkier and runs much slower.
Christian
__
A lot of the older Intel graphics cards do the vertex transformations
(T&L, vertex shaders etc) on the CPU. If your scene has lot of
vertices, you will feel it.
If you need the performance to be acceptable on Intel cards, you have
to account for that - for example by adding dynamic level of detail
Have you seen this bit of output? One of the shaders failed validation:
#
glValidateProgram FAILED "" id=1 contextID=1
#
infolog:
#
Texture unit 0 is accessed both as sampler1D and sampler3D
Christian
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Hi,
Sorry, please disregard my last message - I wasn't reading carefully.
There are "is supported" and "is not supported" messages.
The "is not supported" messages require a closer look.
Christian
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> I am not quite sure what to make of the "...is not supported" entries.
> Is anyone able to help?
The sections
OpenGL extensions supported by installed OpenGL drivers are:
and
OpenGL extension 'XXX' is supported.
are somewhat contradicting each other.
I suspect your driver installation may b
> I've been asked to add some tool tips to objects in a 3D scene, and I
> wonder if there is anything existing in OSG that would facilitate an
> implementation.
I figured it out myself - and I think I got that done with quite minimal effort.
We're already integrating Qt and OpenSceneGraph by mean
Hi,
I've been asked to add some tool tips to objects in a 3D scene, and I
wonder if there is anything existing in OSG that would facilitate an
implementation.
Essentially as you hover over a 3D object and leave the mouse there
for about one second, it should pop up with a small overlay containing
> How would I use the object's own geometry of the object as the clickable hot
> spot?
I've been trying to implement a geode called DraggableCylinder which
inherits from the dragger. And I want this geode to also implement the
constrain() and receive() functions from osgManipulator::Constraint
an
Here's my shot at using a subclassed Translate2DDragger to move actual
objects on a plane (without displaying any handles).
They key is to make the movable object a child of the dragger, and to
disallow the dragger to override the color of that child.
See attachment.
Christian
/* OpenSceneGraph
Hi all,
a quick followup. The TabPlaneDragger seems to work fine in OSG 3.0.1,
so it appears the problem is limited to the current development
branch.
Christian
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in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release):
Why is the gray cylinder not moving with the TabPlaneDragger ? I can
only move the dragger frame around, but the object linked to it does
not respond. Is that a bug or a feature? Are composite draggers
broken?
How would I
Are you serious about offering an OSG thong? ;)
Christian
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Do you also need support for rotating the cubes? Or is displacement
and scaling and color manipulation sufficient?
Christian
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I don't have experience with true OpenGL instancing. But...
the last pseudo-instanced renderer I worked on was based on the
osgforest osg sample. It even runs on outdated Intel GMA 945 chipsets,
using ARB fragment shaders performing the dynamic repositioning of the
geometry. The osgforest sample c
Hi,
Programming vertex shaders is most likely what you want, as these
allow you to modify your geometry "on the fly" to create a wavy
appearance. If your mesh is rather coarse, you may either have to
tesselate it finer, or you also have to add a pixel shading as well,
e.g. for a per pixel displace
Thank you for your input.
I now understand that the tesselation does not take into account any
vertex attributes, so I cannot really rely on the tesselator to
produce a visually pleasing result when these vertex attributes differ
from vertex to vertex.
I worked around it by manually specifying th
Hi,
I was trying to generate a textured halo around a flat (2D) geometric
shape that is supposed to fade with distance without using any GLSL.
The shape is a convex polygon.
My approach is to create a polygon with a hole, where the vertices on
the outer ring has alpha transparency 0 and those on
I've been thinking about this problem as well, as there is currently
no generic multi touch capable
camera manipulator. In my application I would need something like the
terrain manipulator, but
capable of handling two touch points.
Multitouch dragging/rotation could be implemented by alternating
Permission granted to use my osgrvo2 integration example (massive
agent simulation)
Christian
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So who will be porting this to OSG ;)
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That estimate would be provided by running benchmarks with scenes of
varying complexity.
Record FPS vs. polygon count. Pressing the "s" key in osgviewer a
couple of times will also yield some detailed statistics about the
number of primitives in the scene, and more.
Christian
> I'm glad to announce the publication of the book OpenSceneGraph 3.0
> Cookbook
Overall I like the book. And interestingly, the examples are not
scaring me away with their complexity.
Here is some nitpicking. Spelling errors like "phone shader" (should
be phong) or "salve" instead of "slave". So
I'd say you would have to modify the DAE reader according to your
shader's needs, or alternatively you'd need to do some postprocessing
on the returned geometry.
I would think that modifying the reader might be easier than
processing its generated output.
Christian
___
There are some objects in osg::ShapeDrawable, but they are not
optimized for speedy rendering.
Its constructor takes an osg::Shape, such as Box, Capsule, Cone,
Cylinder, Sphere, ...
Good enough for composing test scenes.
Christian
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I am not the original poster, but I'd love to see a library of
implicitly (mathematically) defined shapes that use GLSL
raytracing/raymarching for rendering. So you can get perfect spheres
without any geometry load.
Spheres, Cones, etc... that kind of stuff that is hard to tacke with meshes.
If t
Hi,
with the recent addition of Multitouch support for OSG 3.1 on Windows
(thank you whoever committed this), I would like to ask what kind of
support for Multitouch the current camera manipulators have.
I think what could be very useful is an osgGA::TerrainManipulator
where you can grab two poin
My guess is that it affects the drawable only. But I am not really
qualified to answer that.
Christian
Am 13. März 2012 17:57 schrieb Ethan Fahy :
> Thanks Christian,
>
> To clarify, if I have a scene with lots of objects that are bound per vertex
> and just one, relatively simply object that is
Attention, almost anything that is BIND_PER_PRIMITIVE will force osg
into a slow render path that does make use of immediate draw calls.
Christian
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I have just just posted this to osg-submissions. For the required 2D
artwork, please contact me by E-mail once you have succeeded compiling
this.
It is probably a bit easier to get going on Linux than on Windows. The
FindRVO2.cmake module needs more work to work on windows and accept
pre-built RVO
The algorithm in RVO2 switches to some kind of fluid model for very
dense clusters of agents. They have papers about it on their web site
if you are interested.
I have my demo running now. Some 1200 people trying to walk across an
intersection, like in Japan ;)
Now I need to make sure the required
Hello,
I am currently working on a demo that shows the use of the RVO2 C++
library with OpenSceneGraph. Check out these videos to get an idea of
what RVO2 is capable of:
http://www.youtube.com/playlist?list=PLD56A0C7765234DCD&feature=plcp
This amazing library can be used for simulating large crow
> Here is my repro case for the 1 children of a switch node causing
> massive cull times.
Tried this piece of code on Linux with osg 3.1.1 developer release. I
do not observe any high cull times here, even when drastically
increasing the number of children of the switch node. Too bad, my
inten
Here is my repro case for the 1 children of a switch node causing
massive cull times.
Just enable the stats with the 's' key. Even though most children are
turned off, they seem to be processed in the cull traversal - the
culling dominates the render time.
I do not understand enough of OpenSc
We had 1 children in an osg::Switch, all osgText::Text objects
(which themselves were children of a PositionAttitudeTransform
object). Nearly all of them were disabled in the parent osg::Switch.
The culling pass would take forever (especially noticeable in debug
builds of the software). Beside
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