Hi,
What is the best way to catch openGL errors?
My scenegraph uses osg::PagedLOD nodes and in some cases it happens that GPU
goes out-of-memory and I can see this message on std::cout.
I would like to catch this error and adjust PagedLOD settings to have less
nodes in the scene.
My idea is
Hi Robert,
>
> However, I think this is probably just a hack around what it
> essentially an issue of poor load balancing in the paged database you
> have built. In essence what you are trying to do when using
> LOD/PagedLOD's is to keep the load on the whole computer to a level
> that the syst
Hi,
I am using osg::PagedLOD nodes in my project for large models visualization.
The model is splitted into several parts (like octree) and multiresolution tree
is made - same as VPB uses:
Code:
Group
PagedLOD
child 0 -> local tile geometry at low resolution
child 1 -> external
Hi Laurens, Hi Jason,
thank you very much, the osg::ref_ptr on osgDB::readNodeFile helped! In
almost all OSG examples reading node from the file is done without
ref_ptr, that is why I did it too. After using ref_ptr many of the leaks
detected are gone.
Jason, you are right, I had to recompil
0/lib/libosgUtil.so.2.8.0)
-
The linux code is OSG 2.8.0, I tested the same with 2.9.7 as well.
Thank you very much for any comments and help in advance,
Tomas Hnilica
bool generateSimplifiedNodes( MyObject* node) {
/*
node is a object representing spatial r
..@lists.openscenegraph.org] On Behalf Of Tomas
Hnilica
Sent: Friday, March 27, 2009 5:19 AM
To: OpenSceneGraph Users
Subject: [osg-users] setProjectionMatrix and FOV
Hello osg users,
I am trying to set the camera perspective projection to 'near'
orthogonal. I achieve desired projecti
Hello osg users,
I am trying to set the camera perspective projection to 'near'
orthogonal. I achieve desired projection by setting the FOV to some low
number (1.0).
When the projection matrix is changed in this way, the scene is
'zoomed-in'. This means, that MatrixManipulator::home does also
eFile(fileName);
does it mean that the input file must fit into the memory to process it?
Many thanks,
Tomas
Robert Osfield napsal(a):
Hi Tomas,
On Tue, Oct 14, 2008 at 2:07 PM, Tomas Hnilica
<[EMAIL PROTECTED]> wrote:
does anyone know about dynamic Level Of Details implementation in OSG?
Hello all OSG users,
does anyone know about dynamic Level Of Details implementation in OSG?
There are well described algorithms like several types of Hoppe's
Progressive Meshes or Garland's Quadric Error Metrics.
I am wondering if no one made an OSG implementation (or is there some
major proble
Hello OSG users,
I am making an "Compass" (x,y,z axis arrows) node to show current rotation of
the scene (model). Arrows are OK, but i have problem to set osgText into
Billboard node (to show label on each axis).
I cannot see the text, but it's processed, because the bounding box of the scene
is c
Hello all,
does anyone use the osgSim::ScalarBar with vertical display in HUD?
I would like to show the scalarbar vertically on the left screen side.
In the example osgscalarbar there are two ways of ScalarBar displaying, HUD one
does not show when changed to VERTICAL, the other one does not affe
l won't be as fast as using .
It far far more efficient to repeat colours to get the effect than to
use per array indices, it might be more data you are managing but it
used OpenGL fast paths.
Robert.
On Wed, Jul 2, 2008 at 8:20 AM, Tomas Hnilica <[EMAIL PROTECTED]> wrote:
Hello all
Hello all OSG users,
does anyone know how to use the Geometry::getColorIndices() method? I do
not know how to work with the returned IndexArray - how to access and
change the values.
My situation: Geometry uses generally one color and sometimes it's
necessary to draw some primitiveSets by an
Just few notes:
- tested on Windows box (Win XP)
- using QT4
- I was not able to execute the example with QOSGWidget - had same
error like described in "fate error using QOSGWidget in develop release
2.3.0" thread from Shuxing Xiao, 2008-01-08.
Tomas
Tomas Hnilica napsal(a):
&
ously :-)
Robert.
On Thu, Mar 20, 2008 at 11:07 AM, Tomas Hnilica
<[EMAIL PROTECTED]> wrote:
Hello all OSG users,
I found few issues by intergration OSG(2.2.0) with QT (4.3.3) :
The ViewerQT class from OSG-2.2.0 works well in the osqviewerQT.cpp
example.
But when I add it to existing Q
Hello all OSG users,
I found few issues by intergration OSG(2.2.0) with QT (4.3.3) :
The ViewerQT class from OSG-2.2.0 works well in the osqviewerQT.cpp
example.
But when I add it to existing QT window, I have these problems:
- no keyboard actions are emitted to OSG, mouse works ok
- when resizin
Hi Markus,
the code works great. The frame update through OSG methods is much
faster than using FOX's FXGLCanvas::makeCurrent(), no idea why.
I also tried to use one common FXGLVisual for all GraphicsWindowFOX's,
like in FOX's glviewer example. Works fine, initialization is much
faster of cours
Hello Marcus,
could you please describe your test of multiple viewer windows?
When I add another FOX_OSG_MDIView to the MDICllient, both scenes are
drawn to the newly created window and the first one is not actualised,
mouse actions are token from both windows correctly. (I think this would
be
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