Hi,
I found a deadlock in Scene.cpp. The problem exhibits itself when calling
std::exit() instead of standard way of terminating of the application.
The deadlock is seen on Windows only. On Linux, I get sigsegv or, at least,
valgrind gives me info about using already freed memory.
After the
and
s_sceneCache into the global scope to ensure they get created before
the first Scene object ever gets created.
Robert.
On 12 March 2012 10:03, PC John pec...@fit.vutbr.cz wrote:
Hi,
I found a deadlock in Scene.cpp. The problem exhibits itself when
calling
std::exit() instead
Hi Marco,
I can not test it right now, but when Qt 4.8 will be made available with the
new Ubuntu release in April, I will probably dig in the problem if I notice it
on my application.
John
On Monday 12 of March 2012 11:10:51 Marco Fiocco wrote:
I've even disabled the vsync but it does not
Hi,
I want to place a light into the scene without using fixed pipeline. Thus, I
created uniforms to pass light parameters to shaders. These works fine except
light position and light direction.
I want to pass light position in eye coordinates. I expect, I have to multiply
Thanks Brad,
osga is really what I was looking for. It can store everything and it contains
index, so the only overhead on open is to read the index (and not the whole
file as with some other formats). I am going to try it.
John
On Thursday 08 of December 2011 20:20:16 Christiansen, Brad
on start-up and prolonging opening
process. (My initial wish was to have everything in one file.)
John
On Wednesday 07 of December 2011 09:02:25 Chris 'Xenon' Hanson wrote:
On 12/7/2011 12:29 AM, PC John wrote:
Thanks Chris and J.P.,
I am wondering that flt and vpb and similar formats does
Hi,
what is the best file format for paged scene database? The database may be both
- small and big (gigabytes) and it may or may not contain geospatial data.
The special requirement is that it should be possible to store non-standard
data like reflective color (not present in OpenGL), for
is up to you, you can add shaders to do
fancy things per layer if you want.
regards
jp
On 06/12/2011 17:44, Chris 'Xenon' Hanson wrote:
On 12/6/2011 2:24 AM, PC John wrote:
what is the best file format for paged scene database? The database
may be both - small and big (gigabytes
What about:
viewer-setCameraManipulator( new OrbitManipulator( DEFAULT_SETTINGS |
SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT ) );
Cheers,
John
Original message
From: Joe Kilner uns...@joek.net
Subject: [osg-users] setCenterByMousePointerIntersection
Date: 8. 7. 2011
Hi Graham,
neither I succeed with Samsung UE40C7000.
You can see some thoughts at
http://forums.developer.nvidia.com/index.php?showtopic=5885st=0gopid=18408;
Feel free to contribute to the thread.
I am too looking for the solution :-) .
John
Original message
From:
There is one research group at our university waiting for any new
official release. They ask me from time to time about it. However, they
are not apparently reading mailing list too often as they are busy with
their own things. I guess that number of people would welcome the new
release
Is there any feature they specifically want in a new release, or are
they just wanting the 3.0 stable release?
If I remember correctly, it was mostly related to CMake scripts. Probably
those responsible for finding the libraries on the disk. These should not
be difficult to include in
There is one research group at our university waiting for any new official
release. They ask me from time to time about it. However, they are not
apparently reading mailing list too often as they are busy with their own
things. I guess that number of people would welcome the new release if
What about keeping your cameraManipulator using ref_ptr (instead of deleting
and creating another one.
By the way, your code deals with HOME position, not with current manipulator
position.
If you will be still lost, look at lexolight.sf.net sources. It uses two
manipulators and you can swap
Hi all,
I am using osgViewer::Viewer in ON_DEMAND RunFrameScheme, e.g. there is no
continual re-rendering and 100% CPU loading, but the scene is rendered only
when really needed.
Bug: The window is not repainted when obscured by another window and re-shown
again.
I was trying to fix the
Hi Vincent,
void CameraManipulator::setHomePosition(const osg::Vec3d eye, const
osg::Vec3d center, const osg::Vec3d up, bool autoComputeHomePosition=false)
takes eye parameter as a position of the camera.
Center is any position that camera is looking at, giving the orientation of
the camera.
Hi,
I am currently puzzled by some code inside OSG to detect extensions. Example
code:
_isSomethingSupported = OSG_GLES2_FEATURES || OSG_GL3_FEATURES ||
isGLExtensionOrVersionSupported(contextID, GL_EXT_something, 2.1);
Question 1:
Why we are sometimes testing for version? e.g. 2.1?
Hi Holger,
I would prefer to have an export to OptiX native format. And if there is none,
to have a class that would take OSG scene graph as a data source, setups OptiX
node graph and does OptiX rendering, returning final image. That would be a
very cool class for anyone interested in
Hi,
I want to put textures and geometry files to one archive file.
I looked at osga plugin, but I am not sure if it can be used for such a
purpose. If I read particular geometry file from osga, it may trigger loading
of a texture that is used by the geometry (e.g. standard material texture).
19 matches
Mail list logo