What is the best way to rotate an osgParticle::FireEffect? It defaults to
spraying particles down the +Z axis, but I want the effect to spray down the +Y
axis. I tried modifying the class so that the emitter was added to a
positionattitudetransform but that does not seem to change anything.
When I load an animated gif file into osgmovie demo, the movie plays fine.
However, the '+' key slows the movie down, and the '-' key speeds the movie up.
Why are the keys backwards? I am using osg 2.8.3 on windows.
Also, in the demo, why is the pointer returned by the osgDB::readImageFile
I found the problem. I had a reference pointer to my camera which prevented
the camera from getting deleted by the removeSlave function. I didn't want to
delete the camera, so I just did
Code:
cameraHUD-setViewport(NULL);
which worked. Then I could set the viewport again when I wanted the
I have switched to point sprites and performance is over 10X better! However,
I had to do much research to get point size to match world unit sizes, as well
as transparent textures and depth sorting to create spheres. Here is what I
did:
I used a shader to calculate point size:
Code:
I created an HUD with the following code:
Code:
//SETUP HUD
m_rootHUD = new osg::Group();
// create a camera to set up the projection and model view matrices, and the
subgraph to drawn in the HUD
m_cameraHUD = new osg::Camera;
// set the projection matrix
Thanks for your help Robert. I think I will take your advice as to seeing why
my app is so cpu limited. I am doing a 600 particle simulation using the
bullet physics library. Therefore, I have 1 geometry, 600 geodes, 600
materials, and 600 Positionattitudetransforms. The shared geometry and
Hi,
I have a 1 camera 1 viewport OSG app that uses close to 50% of the CPU. When
I enable stereo (anaglyph/quad buffered), CPU utilization nearly doubles. Is
there a way to split the left and right eye frame rendering into separate
threads so that I can take advantage of mulitcore? I am
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