. Perhaps I'll post a cow exported to FLT as a
Christmas gift... If you've all been good. :-)
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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See my post to osg-submissions regarding reverse_copy. Otherwise, builds
fine.
-Paul
Hi All,
I've just checked in a bevy of additions/bug fixes to the
OSG, to wrap these all up I'm about to do a dev release.
Could users do an svn update and build and let me know of any
problems
The new Reference Manual v2.2 contains an environment variable reference,
which documents the option flags to the osgUtil::Optimizer (amongst other
things). Buy it here: www.osgbooks.com. (Be sure to get the new 2.2
version.)
(...or you can just look at the code...)
Paul Martz
Skew Matrix
blocks... correct? And if the OSGPL _doesn't_ win
out... Then what have we got?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
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append a superseding comment block? Or some other solution? With
most businesses shut down for the holidays, I don't expect any progress on
this until early next year.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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Hi Robert -- I ran into this with current SVN today. ViewerEventHandlers.cpp
does a #include values.h but the VS8 compiler complains that it can't
find the header file.
I deleted this line in my local copy and the file appeared to compile fine.
Paul Martz
Skew Matrix Software LLC
http
I have selected a sphere on the screen that is the drawable (in
the form of a shapedrawable) of an instace of the class Sphere (not the
osg's). How do I access the data that is inherent to every intance of that
class? A ShapeDrawable is not a Node, so I can't get a Parent... How do I
instinct for survival
-Master Tambo Tetsura
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: 24 December 2007 22:36
To: 'OpenSceneGraph Users'
Subject: [osg-users] OpenFlight cow for Christmas
Here's a Christmas gift -- the OSG cow converted
Have you considered using a Switch Node instead?
If your first root was reference-counted and the Viewer was the only
Object referencing it, I'm not surprised your app crashed.
Paul Martz
Skew Matrix Software
On Dec 28, 2007, at 6:50 AM, maruti borker
[EMAIL PROTECTED] wrote:
I have
I just tried this with current SVN and osgviewerMFC exits normally for me.
What version of OSG are you using?
You say the process still appears in Task Manager. Did you try running this
under the debugger? If so, does the debugger still indicate the application
is active after you exit? If so,
Did you try a recursive search through the source? I'm pretty sure OSG does
use this OpenGL call.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Micah Heyer
Sent: Saturday, December 29, 2007 10:34 AM
To:
what you want, as they
aren't limited by the number of fixed function lights.
Paul Martz
Skew Matrix Software
On Jan 2, 2008, at 5:06 PM, Terry Welsh [EMAIL PROTECTED] wrote:
Hi Pavlos,
I'm interested in this topic too. I haven't found the discussions in
the archives, but I probably just
I'm trying to a line using the following. Now, am I missing
something obvious here? as this code doesn't work.
m_markerLine is a geode that contains a line drawable.
You didn't really say HOW it's failing,m so I'm just guessing here...
m_markerLine-getOrCreateStateSet()-setAttribute(
rendering.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Joakim Simonsson
Hi!
I am looking for a way to specify the renderbin index in the
flt format, to prevent
FYI from memory its been a while and I'm get old ;), the
Relative priority if OFLT was matched to Vega Prime to
basically help with sub facing in Creator and doing runway
markings etc by using the RP to do offsetting to aid stopping
the Z fighting that can happen when just using the GL
.
Below, please find additional course information, recently sent to all
registered attendees.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
Hello OSG Training course attendees.
This email contains information regarding
Usually OSG is installed in (on Windows systems): C:\Program
Files\OpenSceneGraph\bin. Is this in your system PATH environment variable?
If not, you should add it.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hannibal Li
Sent: Tuesday, January 08, 2008
1.2 was the last stable release prior to osgProducer being marked
deprecated, if that's what you're asking. However, Producer and osgProducer
still work with current OSG. So, theoretically, you could use 2.0 or 2.2.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
now and the course.
With this work in place, Bob and I will once again consider using SVN head
for the course.
(Shameless plug: register for the course here:
http://www.skew-matrix.com/training.asp.)
Thanks again,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
, NodeA, NodeC, NodeBsub1.
I've yet to find a use for OVERRIDE.
Any light you can shed would be appreciated. The code is not clear.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
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Stare hard at CullVisitor::pushStateSet :)
Been there. :-) But with the info you've provided, perhaps a second stare is
in order. Thanks.
-Paul
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or switching to different RenderBins in the subgraph.
Hm. Interesting. Let me sleep on this now and grow a few neural connections.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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Hi all -- Just another reminder about the upcoming OSG Training courses in
Washington DC, Jan 22-24. You can register online here:
http://www.skew-matrix.com/training.asp
If your company would like to pay using a PO, we can accommodate that.
Please contact me directly.
Thanks,
Paul Martz
303
traversal will create a fresh RenderBin
for each stage.
Ah ha. Glad I'm finally digging in and gaining a deeper understanding of
this part of OSG. Thanks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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the case, I would have expected the VS7.1 linker to complain
about the 3rd party libraries being in an unknown format...
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
-- Build started: Project: Plugins tiff, Configuration: Debug Win32
with VS8, and the MSDN online help indicates it should be
defined in stdio.h, but including this in BuildLog and BuildLog.cpp for the
VS7.1 build seems to have no effect, the symbol still comes up as unknown,
and vpb fails to compile as a result.
Any ideas?
Paul Martz
Skew Matrix Software LLC
http
I'd suggest you take a look at the osgtext example. Also, look at the
AutoTransform class and look at places where it's used in the examples.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ZHMW
Sent: Sunday, January 13, 2008 4:43 AM
To:
Hi J-S -- Not sure I understand the issue you've encountered. Are you saying
that nothing in your scene is getting a shadow? Or are you saying that parts
of your scene not marked with the receive mask are getting a shadow?
_receivesShadowTraversalMask and _castsShadowTraversalMask are available
as newer NVIDIA Windows drivers kill
performance for occlusion query. Is there an environment variable that will
make ShadowMap behave like it used to in 2.2?
Thanks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
we use
OSG, latest developments in OSG, employment opportunities, etc. Who knows,
maybe even some giveaways!
I'll also post this to the events page.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
/projects/osg/wiki/Community/Events
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
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an update to GLObjects.cpp but not to
OcclusionQueryNode. They were part of the same check in / revision.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Andy Skinner
The osgUtil::GLObjectsVisitor is used for compiling objects
in the scene graph. It's automatically called by osgViewer
on the first frame that the viewer is run. If you are adding
a scene graph later on then all you need to do is use a
Camera pre draw callback that uses the
settings.
Robert.
On Jan 15, 2008 3:58 PM, Paul Martz [EMAIL PROTECTED] wrote:
Thanks, this resolved the message about glProgramParameter.
Unfortunately, that appears to be unrelated to the rendering issue.
The rendered image with 2.3.x is still incorrect compared to 2.2.
I've attached
Interesting. I changed ShadowMap's clamping to CLAMP_TO_BORDER some time ago
to eliminate seeing the square of the shadow map texture on the base
geometry, which occurred when CLAMP_TO_EDGE was used (the shadow map did not
contain an edge, so it defaulted to black, producing a shadow for any
Since it's a simple 1x1 white texture, I guess using
CLAMP_TO_BORDER would make it try to blend into black (by
default) borders, which caused the visual result we were getting.
Could the shader use a 3x3 white texture with a white texture border? Would
this resolve the issue?
-Paul
to 1 texture coordinates and no border specified in the texture, that
would cause a black edge where the texture tiles meet... If this is the
case, proper use of the texture border would eliminate the problem.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
Just testing, haven't seen any posts in 16 hours.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
303 859 9466
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).
Paul Martz
--
Garry Keltie
garry.@rmit. .au
keltieedu
VR Centre - Research Innovation
RMIT University
/ ... .. - / .- .--. .--. . -. . -..
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Yes, this is correct behavior. The UpdateVisitor doesn't waste time
traversing the scene graph if there are no registered update callbacks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Eric Pouliquen wrote:
Hi All,
I would like to be sure
Eric Pouliquen wrote:
OK, good optimization :)
So Maybe using the apply function is only a good point when defining custom
visitors, no ?
Due to the updateVisitor behavior, seems that it's better using NodeCallbacks
on predefined visitors... is it correct ?
In the case of the
The protected update() method runs the update visitor, so this appears
to be designed to allow you to attach update callbacks to your scene
graph just like any other OSG application.
I hope that helps?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com
you need to do that can't be accomplished with an
update callback?
Paul Martz
Skew Matrix Software LLC
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+1 303 859 9466
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efficient solution.
Paul Martz
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, SceneView, or even manually by your own app.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Tim Allen wrote:
Hi,
I will explain what I didnt understand in the code.Does calling
scene-accept(updateVisitor); everyframe
Thanks for the info on join(), but I guess I prefer the manual control
feeling I get by waiting in my own loop. Good to know about join() though.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Thibault Genessay wrote:
Hi folks
Hi Tim -- In place of viewer.updateTraversal(), simply modify your scene
graph.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Tim Allen wrote:
Hi,
Thank you very much for the reply.I also have an another question
. If it is, submit
a fix.
Paul Martz
Skew Matrix Software LLC
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Hi all -- Does anyone know of an OpenGL extension to GL 2.x that adds
the clip distance feature found in GL 3 / GLSL 1.30? It does not appear
to be in ARB_gpu_shader4...
Thanks.
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Thanks for digging and verifying my suspicion. Too bad; many features in
GL3 are available as extensions in GL2, which really eases the porting
effort. However, looks like clipping is just one of those cases where
the code has to change between versions.
Paul Martz
Skew Matrix Software LLC
There is an easy way to calculate the frustum; it's a fairly
straightforward trig problem. If you need help with it, then see the
TrackballManipulator code.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Johannes Schüth wrote
Pretty vague question, but you'd probably use a NodeVisitor for that.
Have you read the OSG Quick Start Guide?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Terrence Vergauwen wrote:
Hi,
I'm new to openscenegraph,
i've loaded
Hi J-S -- Would a custom cull callback help? You could decide per-View
whether you are culled or not.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Jean-Sébastien Guay wrote:
Hi all,
I was wondering if someone could suggest
Check the archives, this was discussed not long ago (and multiple times
in the past).
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
zhuliangxi...@hotmail.com wrote:
Hi there,
How could i get progress information when osgDB
behavior as the default,
to ensure you don't break existing applications.
Regarding setting colors, see the OpenFlight spec. Colors can be
explicit or indexed. If the index is -1, the color is explicit.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com
at the code, but if you pass
lighting=OFF in the Options string, then the exporter might handle
materials differently. I'm not sure about this; check the code to see
exactly what the effects of this option are.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew
that also covers FFP lighting.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
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You'll need to set OSG_FILE_PATH to include the OpenSceneGraph-Data
directory. If you don't have it, it's under svn. See the wiki.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
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it looks like if you osgconv -O OutputTextureFiles in.ive out.osg
that should do the trick.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Chris 'Xenon' Hanson wrote:
I was just converting a VPB terrain scenegraph from IVE to OSG
sure other lighting-related state is correct. (E.g., make sure
the scene graph isn't turning lighting off, has correct normals, etc.)
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Miguel Lokida wrote:
Hello,
When using
if I find anything.
Paul Martz
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reviewing the
OpenGL spec to understand whether this is a driver bug or a problem with
OSG's usage.
Anyhow, let me know what you think. Thanks for your review time on this
change.
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Robert Osfield wrote:
On Sat, Oct 3, 2009 at 3:17 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- Current svn builds OK on OSX, but osgDB::ReadNodeFile is coming
up as an undefined symbol when I try to build any of my own code. Note that
the OSG examples all appear to build fine. So
and install on my system.
Cleaning things out and rebuilding resolved both issues.
Paul Martz
Skew Matrix Software LLC
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easy to do in OpenGL, but the fact that OSG's Camera
interface hides FBOs from the developer makes things more complex. I'd
be in favor of an interface that exposes FBOs to the developer.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
of the present FBO implementation.
Paul Martz
Skew Matrix Software LLC
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it to a StateSet, for example. Can you shed any light on this?
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Skew Matrix Software LLC
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Have a good time!
Paul Martz
Skew Matrix Software LLC
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+1 303 859 9466
Robert Osfield wrote:
Hi All,
It's school mid term holidays so my family and I are heading off to
see the extended family for the week. I'll be beavering away
? (This is
currently handled automatically by RenderStage.)
2) Ripping the current FBO management out of Camera and RenderStage
would probably break many applications. Is there a way to move forward
that doesn't break existing apps?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http
to UNSPECIFIED, then OSG
will automatically detect that it's actually dynamic because you have an
update callback attached to the node.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Cory Riddell wrote:
Ok, stupid question.
Does
. And it has to be non-lossy, so JPG/DDS are not candidates.
I think the PNG format supports this, but wanted to check to see if
anyone knows for sure that the OSG PNG plugin supports it.
Thanks.
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859
Hi Art -- Thanks, I'd like to take a look at this. I will probably need
to support 3D texture data, which means a regular 2D file format will be
insufficient.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Art Tevs wrote:
Hi
Jason Daly wrote:
Paul Martz wrote:
Hi Art -- Thanks, I'd like to take a look at this. I will probably
need to support 3D texture data, which means a regular 2D file format
will be insufficient.
DDS supports 3D images as well.
Thanks, but DDS is lossy, as noted in my first post.
-Paul
Jason Daly wrote:
FYI, DDS doesn't necessarily imply DXT compressed images. The DDS
format will handle uncompressed 32-bit floating point just fine. I
think the OSG DDS plugin also handles it.
Really? Does the OSG DDS plugin has some kind of option to turn
compression off?
-Paul
would've expected it to work, but is good news for what I'm doing.
Paul Martz
Skew Matrix Software LLC
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AnimationPath runs off of sim time, so if you mod your app to not
increment sim time, then the animation will not play.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Martin Großer wrote:
Hello,
my short question is. When I have
Duh. After a thorough discussion on this topic, it occurred to me (like
a flash of light) that osg::Image is an Object, so I can save and
restore this data using writeObjectFile(foo.ive,Image).
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303
a myth.
Paul Martz
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I don't see the problem. Quoting from the GLSL 1.20 spec below, it looks
to me like you're lucky you're even getting 2 matrices -- the minimum
value for gl_MaxTextureCoords.
You can't simply use a uniform?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew
Art Tevs wrote:
P.S. The solution is practicaly for implementing iterative image processing
algorithms with osgPPU for example.
I've been thinking about the same issue, rendering a subgraph repeatedly
with different texture input and FBO setup output, for purposes of depth
peeling.
Sergey Polischuk wrote:
I'm currently trying to render lots of instanced geometry and i need to setup
some data for each instance (at least one 4x4 matrix :)
Is there support for using uniform buffer objects in OSG? Or may be there are
some another way to set per instance data in OSG to get it
Frank Sullivan wrote:
Is it possible to perhaps override the normal rendering of the entire subgraph
by, perhaps, setting the objects to use a simple set of shaders that does
nothing but transform the vertices and render the depth? Could I do this using
the camera node?
Yes, that'sexactly
Hi Art --
Art Tevs wrote:
However, currently any node visitor is going in depth-first-search (DFS) manner. Does anybody has already tried to implement breadth-first-search (BFS) in osg?
Rather than calling NodeVisitor::traverse() from your overridden apply()
methods, iterate over the child
has a Program set with
the PROTECTED mode bit.
Paul Martz
Skew Matrix Software LLC
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I guess my point was that traversal control is up to you.
Paul Martz
Skew Matrix Software LLC
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+1 303 859 9466
Art Tevs wrote:
Hi Paul,
ok, I think I have to reject my previous post and will have to say that BFS
with osg
to specify my own RenderStage at the Camera level yet.
Paul Martz
Skew Matrix Software LLC
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is functional and tested.
Thanks.
--
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this will be
sufficient for my purposes.
I'll discuss with the client and see if they prefer a non-ABI compatible
2.8.2 branch, or a 2.8.3 with CMake controlled MSFBO resolve behavior.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
J.P. Delport wrote:
Art Tevs wrote:
- then as soon as I reach a group node, which's subgraph should be
repeated, I retraverse the subgraph as often as there are iterations
Is the number of iterations known before execution?
In Art's case, the number of iterations would have to be known at
Art Tevs wrote:
- then I have specified some kind of extra pre-draw callback for this special
repeatable group node (by placing empty drawable under that group), which is
active only on iteration = 2. In this callback I reset textures to the shaders
accordingly to the output of the very last
could eventually lead to a 2.12
release. The downside of this is there might be a potentially nasty
merge in there somewhere.
Robert, Chris: Thoughts?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
the new CMake option I added in r10664).
Thanks,
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
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API that supports multiple OpenGL flavors, Robert has
made the only viable choice with his present approach. This means we
have an increased dependency on Robert and his experience to review code
changes made against an increasingly complex OSG code base.
Paul Martz
Skew Matrix Software LLC
Chris 'Xenon' Hanson wrote:
I think the normal posse rallying cry is Who is with us? If we can get a
few more
people who can work on this on a rotating basis, I think we can really help
things along
without taking away anything Robert wants to keep control of.
I'm running a more-or-less
Himar Carmona wrote:
is there anything a sheep can do for the sheperds? I read this
thread and it seems the leaders are discussing how to organize the job
to free Robert a bit. So, forgive me if i'm not targeting the real
discussion, but i want to know if a person like me without too much
time
?
I have some large ProxyNode-nested DBs that I'll use for testing. Should
I wait for these submissions to roll into svn head, or start playing now?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Hi Robert --
Robert Osfield wrote:
Just for clarification, I'm not a significant way through the OpenGL
ES 2.0 port,
I think you're intending to say that you're almost done with the port.
Ahead of schedule, right?
If my current progress on the port keeps up we could well see the bulk
of
and might have some bugs. I don't
have a lock for the RenderStage cache yet, for example, so this might
crash with multiple cull threads. But I'll have this fixed eventually.
When all this is working for depth peeling, I'll make it available in
some public form.
Paul Martz
Skew Matrix Software
, which is important.
Please test if you can, and if there are better fixes or ways to improve
this change, please suggest or submit them. Thanks.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
your Text. If you
do this correctly, the Text request to be placed in the transparent bin
will be ignored by the CullVisitor.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
stefan nortd wrote:
Hi,
I am working on a widget system
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