El Miércoles 08 Octubre 2008ES 07:36:33 Roman Grigoriev escribió:
> Good day!
> I'd like to use dual monitor configuration and use fullscreen mode
> rendering on second monitor and rendering in window on fist monitor using
> osg Could you please tell me how to make it?
> Thanx in advance
> Bye
Hi
Hi Paul,
On Tue, Oct 7, 2008 at 9:58 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
>> I'll see what downgrading the nvidia drivers does for this
>
> Well, going back to 169.12 does seem to make that problem go away (but the
> non-vsynced framerate has gone down to about 1/10th of what it was with the
El Martes 07 Octubre 2008ES 22:58:06 Paul Melis escribió:
> Well, going back to 169.12 does seem to make that problem go away (but
> the non-vsynced framerate has gone down to about 1/10th of what it was
> with the 173 series, doh!)
>
> Paul
Paul,
I wasn't able to reproduce that crash, but I have
Hi John,
osgParticle is written so that the particle themselves are just dumb
data containers, it's the ParticleSystem and it's collection of
associated ParticleProcessors that do all the dynamic data management.
So if you want custom behaviour then you'll need to subclass from
ParticleProcessor/
Alberto Luaces wrote:
El Martes 07 Octubre 2008ES 22:58:06 Paul Melis escribió:
Well, going back to 169.12 does seem to make that problem go away (but
the non-vsynced framerate has gone down to about 1/10th of what it was
with the 173 series, doh!)
Paul
Paul,
I wasn't able to reprodu
Thanx I made it that way
But have some question about borderless window and Vista
My screen resolution is 800*600 and dimensions of my window is 800*600 and I
still see vista status bar.
How can I avoid vista status bar?
And another question about fullscreen mode I use windows dialogs to edit
prope
If you mean the vista task bar then right click on it and select
properties there are 2 options - auto hide (tick) or keep taskbar on top
(untick).
Nick
Roman Grigoriev wrote:
Thanx I made it that way
But have some question about borderless window and Vista
My screen resolution is 800*600 and
Hi Lukas,
I'm not a QT expert so I can't provide a definitive word on this
topic, I can provide a couple of high level guides though.
First up, running multiple windows multi-threaded will give you the
best performance, the OSG is designed for this usage model, and most
easily set up using the na
On Wed, Oct 8, 2008 at 1:58 AM, Alejandro Aguilar Sierra
<[EMAIL PROTECTED]> wrote:
> I think vpb should have a set of well documented and flexible
> parameters that allow to use it for any planetary terrain, otherwise
> we will need --geoecentric-mars, --geoecentric-mercury, etc.
I don't think an
Thanx Nick that helps but my question still here how to get hWnd from osg
screen?
Roman
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Bryan
Sent: Wednesday, October 08, 2008 12:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] fullscereen ren
Thanks Wojtek,
That's very useful information. I must admit, the non linear relationship
between depth map values and view space z coordinates was something that
escaped me. I had assumed the depth value spread was linear between near and
far planes.
So that leaves me with a question about th
Hi Robert,
Thanks so much for quick reply.
Best Regards.
Umit Uzun
2008/10/8 Robert Osfield <[EMAIL PROTECTED]>
> Hi Umit,
>
> Texture3D simply doesn't have a constructor that allows you to pass in
> an Image object like Texture2D, you'll need to call
> texture3D->setImage(image); instead.
>
>
Hmm, thinking about the implications of Wojtek's message in more detail
leads me to think that the only way to get this right is to make sure the
near plane doesn't get too close to the camera.
In my simple test, a scene with small cubes inside a large cube, once my
camera moves inside the large
El Miércoles 08 Octubre 2008ES 10:44:03 Roman Grigoriev escribió:
> Thanx Nick that helps but my question still here how to get hWnd from osg
> screen?
> Roman
See
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01386.html
Cast your osgViewer::GraphicsWindow to a osgVie
Hi Gordon,
Yes, that's was what I was beginning to suspect. However, the extent to
which I think this is a new is the way the problem is amplified by the
requirements of WoWvx. An increase in z-depth resolution would probably not
help at all in this context because in order to transfer z-depth
I have written previously about NIF files and about open source
Niftools. NIF file stores a scenegraph. Import/export is available
for Blender, Max, Maya. Standalone NIF viewer+manipulator, Nifskope,
is available as well.
http://niftools.sourceforge.net
NIF format supports multitextures:
Base Tex
I am building OpenSceneGraph 2.6.0 from source on a machine running SUSE 10.2.
When running cmake script I get the following warnings.
...
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Failed
-- Performing Test _OPENTHREADS_ATOMIC_
Hi Richard,
I have written an osgDot some time ago, maybe you can use it as a base for
yours. It's designed as a plugin, contains the cmake makefiles and uses the
visitor concept.
Curious, is this a similar tool you wrote yourself, or is this my
original tool completely restructured? It's h
El Miércoles 08 Octubre 2008ES 10:17:40 Roman Grigoriev escribió:
> Thanx I made it that way
> But have some question about borderless window and Vista
> My screen resolution is 800*600 and dimensions of my window is 800*600 and
> I still see vista status bar.
> How can I avoid vista status bar?
T
Hello Björn,
I am building OpenSceneGraph 2.6.0 from source on a machine running SUSE 10.2.
When running cmake script I get the following warnings.
...
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Failed
-- Performing Test _OPE
Hi Robert,
Builds fine on Windows Vista 32 bit, VC++ 2005 (VC8), CMake 2.6.1. Ran
osgviewer and a few other examples (to verify that the recent changes
were merged) and all looks fine.
Just FYI, I thought I'd build and test again in light of the changes
that were checked in in the last few h
Hi All,
It's been five weeks since the last dev release which is unusually
long I'm afraid. This is done to a volume of work that I have been
personally tackling, and the number and breadth of submissions that
have come in since 2.7.2 released at the begining of September. In
this period 10 new
Hi All,
I am trying to create shader texture with noise. And try to read
NoiseVolume.dds formatted image from file as
osg::ref_ptr image0
(osgDB::readImageFile("NoiseVolume.dds"));
osg::ref_ptr tex0 (new osg::Texture3D(image0.get()));
but when I try to create Texture3D, compiler gives me
Right now I am using XP Pro, OSG 2.6.0, CMake 2.6 path 2. The error I
was getting is listed exactly as I had it in the first message.
I did read that there is a Borland tag for the CMake, but couldn't
find a whole lot of documentation on it.
Right now I am trying to create a COM DLL with VS2005 t
Hi Umit,
Texture3D simply doesn't have a constructor that allows you to pass in
an Image object like Texture2D, you'll need to call
texture3D->setImage(image); instead.
Since this is an inconsitency in the interface I am adding and
Texture1D(Image*), Texture3D(Image*) constructors, but this will
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Robert Osfield
> > The pole looks weird. Is there any way to fix it?
>
> Poles are little bit awkward to fix with the simple quad tree
> approach used by the OSG (and many other whole whole
> tec
I've always been a big fan of Borland compiler (until recently when the price
went though the roof :-).
Borland probably doesn't like the "protected" definition of
_databasePagerThreadPaused along with the nesting structure of ReadQueue
class... The error message is a little criptic.
Try chang
Hi Geoff,
On Wed, Oct 8, 2008 at 1:46 PM, Geoff <[EMAIL PROTECTED]> wrote:
> Right now I am using XP Pro, OSG 2.6.0, CMake 2.6 path 2. The error I
> was getting is listed exactly as I had it in the first message.
The message was rather light on context, knowing what line number,
file and module t
Hi, everyone. My messages have been kind of ignored these days, but I'll
give it another try with a different problem:
In my GUIEventHandler derived class, I'm doing the usual override of the
osgGA::GUIEventHandler::handle() function. Well, I made that whole
switch-case structure and I would like
This has been the problem and trade off since the inception of the
z-buffer :)
It will get a little better with when get OpenGL 3.0 out in the wild as
that has provision for a 32 bit Zbuffer which will extend the range 32
bit is still not great
Gordon
Thanks Christophe, both your vpbmaster.cpp and Destination.cpp changes
are now checked in.
On Tue, Oct 7, 2008 at 7:06 PM, christophe loustaunau
<[EMAIL PROTECTED]> wrote:
> Hi,
>
> If osg is compiled with OSG_USE_FLOAT_BOUNDINGSPHERE = OFF
> There is compile errors with VPB :
>
> osg::maximum(cut
> Hello Björn,
>
> > I am building OpenSceneGraph 2.6.0 from source on a machine
> running SUSE 10.2.
> > When running cmake script I get the following warnings.
> > ...
> > -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
> > -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Fai
Hi Renan,
To check when a key is pressed you use the
osgGA::GUIEventAdapter::KEYUP or osgGA::GUIEventAdapter::KEYDOWN event
types, the osgGA::GUIEventHandler::DRAG is just for when a mouse is
moved when a mouse button is pressed. There are plenty of examples of
EventHandlers in action in both the
Sorry, Robert, I think I wasn't very clear. What I meant was: when I detect
a drag event, I'd like to also detect a keydown event. It would be like
testing for simultaneity of events...
Renan M Z Mendes
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On Wed, Oct 8, 2008 at 3:44 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:
>> I think vpb should have a set of well documented and flexible
>> parameters that allow to use it for any planetary terrain, otherwise
>> we will need --geoecentric-mars, --geoecentric-mercury, etc.
>
> I don't think anyone
Hi Björn,
What hardware are you using?
Do you have any other OS's in house to test against?
While for this problem I don't think upgrading to the OSG-2.7.3 will
solve it, but upgrading would at least give us a platform from which
we can easily make fixes and get them checked in quickly.
In term
Jean-Sébastien Guay wrote:
Hi Richard,
I have written an osgDot some time ago, maybe you can use it as a
base for yours. It's designed as a plugin, contains the cmake
makefiles and uses the visitor concept.
Curious, is this a similar tool you wrote yourself, or is this my
original tool comp
Hi Renan,
switch(ea.getEventType())
{
case(osgGA::GUIEventHandler::DRAG)
{
// Here I'd like to check if a key was pressed -- how can I
do it?
}
}
You would need to handle the case where a key is pressed and released,
and keep some state in your event handler your
Yeah, that was the kind of approach I was thinking in the beginning. I
thought there would be something else. OK, then.
Thanks, Jean and Robert.
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Hi Renan,
Yeah, that was the kind of approach I was thinking in the beginning. I
thought there would be something else. OK, then.
Nope, that's it, and it works well. :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi again,
Weird, I didn't get that message though I'm on osg-submissions... I also
didn't get Richard's first message about osgdot the other day (the one
where he said he had an osgdot that's a plugin with cmake files) - I
only got the second one (where he said it was based on your idea)...
Hi Paul,
I think I saw Richard's submission come in on osg-submission today...
Weird, I didn't get that message though I'm on osg-submissions... I also
didn't get Richard's first message about osgdot the other day (the one
where he said he had an osgdot that's a plugin with cmake files) - I
> Hi Björn,
>
> What hardware are you using?
This computer is a Intel Xeon CPU 3Ghz running OpenSuse 10.2.
GCC version 4.1.2.20061115 (prerelease)
> Do you have any other OS's in house to test against?
The application that fails linking has been successfully compiled and linked
against the fo
On Tue, Oct 7, 2008 at 11:04 PM, Csaba Halász <[EMAIL PROTECTED]> wrote:
> On Tue, Oct 7, 2008 at 10:58 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
>>
>> Well, going back to 169.12 does seem to make that problem go away
>
> Interesting, since I have the problem with the 169.12 driver.
> Maybe I shoul
On Wed, Oct 8, 2008 at 2:49 PM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Sorry, Robert, I think I wasn't very clear. What I meant was: when I detect
> a drag event, I'd like to also detect a keydown event. It would be like
> testing for simultaneity of events...
Events don't occur simultaneously
Hi Björn,
The application that fails linking has been successfully compiled and linked
against the following computers.
Intel Core 2 Duo running Windows XP sp3, Visual Studio 2005 sp1.
Intel Pentium 4 running Ubuntu 8.04, GCC version 4.2.3-2ubuntu7
Both have OSG 2.6.0 built from source.
Can
Hi Alejandro,
On Wed, Oct 8, 2008 at 2:49 PM, Alejandro Aguilar Sierra
<[EMAIL PROTECTED]> wrote:
> Sure. Where should I start?
The wiki... ;-)
I will actually be doing docs on VTP in the next month so it probably
worth waiting till I get this done then adding to bits that could
deserve with mor
Hello,
I'm trying to visualize a scene with ~15 million triangles. The source
data is in Collada format. From the Collada files I generate 12 ive
files using the osgconv tool.
Viewing a single ive file or not all ive files at once works fine. When
I try to render the full scene (with osgviewer)
> -Ursprungligt meddelande-
> Från: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] För
> Jean-Sébastien Guay
> Skickat: den 8 oktober 2008 16:20
> Till: OpenSceneGraph Users
> Ämne: Re: [osg-users] Problem with OpenThreads::Atomic when
> buildingapplication with OSG 2.6.0 on SUSE 10.2
Hi Robert:
It's not my intention to jump into a new scheme, but using current vpb
algorithms, it should be possible to do a few adaptations to better
deal with spherical terrains, that's all.
Ok I will wait until there is a minimal set of documents about vpb at
the wiki, next month.
Regards,
--
Hi to all,
I need to get information about a node in my scene by placing the mouse
cursor is it.
You could give me a hint?
Thank you
Miriam
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Hint = Intersections
Try searching the mail archives on intersections, the wiki, the OSG
starter guides, the examples
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
Thanks, Robert, that' s some useful information. Another thing: when is the
handle method called exactly? My point is: If I want some other function to
be called continuously, do I have to put it on the FRAME event, or if I only
put it inside the handle method my objectives will be accomplished?
T
Hi All,
I have now tagged the VirtualPlanetBuilder 0.9.8 developer release.
It's be seven months since the last VPB dev release, and a lot has
been moved forward in this period, so much I've kinda forgotten all
the details :-)
The 0.9.8 can be grabbed from the svn tag.
http://www.openscenegra
Hello Björn,
Just as you we put OSG under source control, although only the include files.
But the OpenThreads/Config file is NOT under source control.
Ok, just as I suspected.
I have built OSG with CMAKE "out of source" and if I check the
OpenThreads/Config file on each computer I can cle
Hi Robert,
thanks for the reply. That gives me a really good starting point and
overview for further development. I don't know how much effort i can put
into subclassing GraphicsWindow to interface between QT and OSG to do a
clean base for further integration since i'm not an expert in both of
the
Hi Robert,
Hiding the standard functions and classes with our own fopen and
fstream/ifstream/ofstream does seem the ideal option.
Hiding fopen in the osg and osgDB namespaces is trivial.
However, hiding fstream/ifstream/ofstream is not so easy as they are in
the std namespace.
This works:
//head
> > Just as you we put OSG under source control, although only
> the include files. But the OpenThreads/Config file is NOT
> under source control.
>
> Ok, just as I suspected.
>
> > I have built OSG with CMAKE "out of source" and if I check
> the OpenThreads/Config file on each computer I can
Hello Björn,
We actually build OSG out-of-source on each machine. So the OpenTreads/Config
file is generated and used on each computer.
So the problem seems to be something else...
Hmmm, yes in that case it seems to be something else. Sorry, I was under
the impression that you were not usin
EventHanderls/callack are called during the Viewer::eventTraversal()
which is part of Viewer::frame().
On Wed, Oct 8, 2008 at 4:01 PM, Renan Mendes <[EMAIL PROTECTED]> wrote:
>
> Thanks, Robert, that' s some useful information. Another thing: when is the
> handle method called exactly? My point is
Hi Michael,
A tweak to the below suggest is that I'd place an IO support into
osgDB not core osg. The file IO in classes like osg::Shader should be
deprecated, we now have a plugin that can read shaders so the Shader
method isn't essential anymore, so needing IO in core OSG won't be
required. Th
Thanks, Robert.
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Hi all,
When "jumping" to a close-up view of a PagedLOD database you will see
that it takes a few frames before all the appropriate PagedLOD's have
been loaded and displayed.
This works well for active rendering, but is a bit problematic for
passive / lazy rendering.
What I'd like to do is
Hi John,
The OSG's DatabasePager is built around assumption of a frame driven
app with continuously rendered frames, so using paged databases in an
event driven app will introduce problems such as the ones you are
seeing.
It should be technically possible to come up with a scheme in
DatabasePager
Paul Melis wrote:
Alberto Luaces wrote:
El Martes 07 Octubre 2008ES 22:58:06 Paul Melis escribió:
Well, going back to 169.12 does seem to make that problem go away (but
the non-vsynced framerate has gone down to about 1/10th of what it was
with the 173 series, doh!)
Paul
Paul,
I wasn
Hi,
I'm having semi-random crash bugs when I add an osgText drawable to my
scene. The actual error is a mem access violation, and it occurs after I've
added & removed the node containing the drawable from the scene a random
number of times' (usually from 1 to 10 times)
The exception occurs in the
Chris wrote:
I'm having semi-random crash bugs when I add an osgText drawable to my
scene. The actual error is a mem access violation, and it occurs after
I've added & removed the node containing the drawable from the scene a
random number of times' (usually from 1 to 10 times)
The exception
Hi Chris,
Are you dynamically updating the text each frame? If so set the
DataVariance to DYNAMIC.
Robert.
On Wed, Oct 8, 2008 at 6:09 PM, Chris <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'm having semi-random crash bugs when I add an osgText drawable to my
> scene. The actual error is a mem access
Robert Osfield wrote:
Are you dynamically updating the text each frame? If so set the
DataVariance to DYNAMIC.
Hmmm, if setting it to STATIC causes a crash like this, might that be a
design flaw?
Paul
Robert.
On Wed, Oct 8, 2008 at 6:09 PM, Chris <[EMAIL PROTECTED]> wrote:
Hi,
I'm
Kyprianidis, Jan Eric wrote:
I also also tried the 2.6 release. Here some of the geometry is
rendered totally broken when rendering the full scene.
Do you have a screenshot showing what "broken" means?
Paul
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On Wed, Oct 8, 2008 at 6:21 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> Hmmm, if setting it to STATIC causes a crash like this, might that be a
> design flaw?
Is a design constraint for when running in DrawThreadPerContext or
CullThreadPerCameraDrawThreadPerContext threading models as these
thread
I had just read the osg archive and set the text DataVariance to DYNAMIC,
with high hopes..unfortunately still crashes :(
_text->setDataVariance(osg::Object::DYNAMIC);
I create my Text in response to a keystroke, and add it to the scene. The
next keystroke removes and deletes it. Each time I crea
Hi Jan,
It' pretty likely you've blown OpenGL memory and the driver simply
can't handle it.
Try disabling display lists on the scene.
Robert.
On Wed, Oct 8, 2008 at 3:43 PM, Kyprianidis, Jan Eric
<[EMAIL PROTECTED]> wrote:
> Hello,
>
> I'm trying to visualize a scene with ~15 million triangles.
Hi Chris,
I create my Text in response to a keystroke, and add it to the scene.
The next keystroke removes and deletes it. Each time I create it, the
initial rendered text string does not change.
This is more of a workaround than an actual fix, but why are you
adding/removing/deleting the ob
Hi Chris,
With so few details about your viewer setup and scene graph usage the
best we can do is guess what you might have done wrong given other
common mistakes we see pop up - have the DataVariance recommendation.
Another thing you could try setting the threading model on the viewer
by calling
Robert Osfield wrote:
On Wed, Oct 8, 2008 at 6:21 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
Hmmm, if setting it to STATIC causes a crash like this, might that be a
design flaw?
Is a design constraint for when running in DrawThreadPerContext or
CullThreadPerCameraDrawThreadPerContext th
Thanks Jean,
The adding / removing / deleting is because I am using it to enter typed
text. You're right, I don't have to actually delete the Text drawable each
time I'm finished entering text, but I do need to set it's text repeatedly
in response to my typing. I have a feeling it would crash any
Thanks Robert,
I do realize it's tough to tell without seeing the code. Up to yesterday I
used osg 2.1, but just upgrade to 2.7.1 (bug still occurs). FWIW, I'm not
using the viewer setup in the examples, I use my own osgUtil::SceneView and
use cull & draw directly. Note I setup my viewport proper
Greetings All,
Is it possible to define a normal for every triangle without using
primitive type TRIANGLES? For instance, if I am using TRIANGLE_STRIP,
what is the effect of setting normals with BIND_PER_PRIMITIVE? And why
does BIND_PER_VERTEX seem so wrong on a triangle strip? If the triangle
str
Hi Pail,
The default setting of DataVariance is UNSPECIFIED. There has been
lots written on this topic, please go look at the archives.
Robert,
On Wed, Oct 8, 2008 at 7:17 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> Robert Osfield wrote:
>>
>> On Wed, Oct 8, 2008 at 6:21 PM, Paul Melis <[EMAIL
Were are you changing, adding, removing etc the text.
You need to ensure you are updating only in the APP thread ( not a gui
thread )
>From the snippet below, you need to do this in the Render function ( or
that thread ) or in the Update traversal
Gordon
__
Hi John -- I think normals with BIND_PER_PRIMITIVE on a N-triangle strip
would mean you have N-2 normals. As we discussed previously, you'll use the
OpenGL slow path (albeit stored in a display list) so the effective OpenGL
calls would be:
glVertex3f
glVertex3f
glNormal3f // normal for first
Sorry if I don't quite understand the GUI/render thread
distinction...(learning as I go :)
Pseudo code for adding/deleting is as follows, (all in the same (and only)
thread,which receives GUI events)
on_key_press()
{
toggle = ! toggle
if (toggle)
addTextToScene()
else
removeAndDeleteTex
Hello.
I tested the example of osgparticleeffects yesterday.I find a problem:When
we create particle effects to the scene and the particle effects
disappeared,the memory don't release.If we add many particle effects,the memory
will increase all the time until the end of the program
It seems from the information presented that your Basically running a
multi-threaded GUI app like MFC/ WInd32 and trying to changing
something that is being accessed concurrently ( which is bad)
So as your key press happens in your application GUI event thread your
on timer is also firing in it
Are you removing effects from the scene ?
I believe you have to remove them from the scene when they have finished their
cycle, I don't believe they self destruct
Gordon
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Email : gtomlinson @ ove
I don't believe there is any concurrency going on. The "on timer" is in the
same thread as the key press. AFAIK it is the main app thread, i.e. the one
that receives window messages. I"m using wxWidgets' wxTimer class for the
timer. There is only one thread, and as I read the docs, it could only
Paul,
I'm just trying to learn how it works. If the way you've described it is
in fact how I can give each triangle its own normal in a triangle strip,
then I thank you my friend. I hope that this is how it works in OSG when
using tri strip and bind per primitive.
What about bind per vertex and
Hi
I use osgShadow example and add a replicantbody avatar into the scene, but I
cannot see any shadow from it? Does anybody know what is the tricky thing for
casting shadow on replicantbody?
Thanks a lot
Hui
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Well, looks like I am wrong. I had assumed that wxWidgets managing these
timer events and executing the callbacks whenever it could from within its
message dispatch thread. I did a quick test, and indeed my key event is
getting called while my timer callback is active. I guess the wxTimer is
actual
Hi John -- BIND_PER_VERTEX is BIND_PER_VERTEX, just one normal for each
vertex. To approximate a curved surface, apps typically average the facet
normals from each facet that shares a vertex, and use that average normal as
the normal for that vertex. I'm pretty sure the SmoothingVisitor does this
f
This may be a silly question but I was wondering if VPB supports stitching
multiple ive files or databases together? In other words, can I build two
separate ive files with VPB and then merge them together? I would like to
build a whole earth model in one ive file and then merge in another ive file
The ParticleSystem also inherit from osg::Referenced.I think it can be
released automatically.It may be a bug!
在2008-10-09,"Tomlinson, Gordon" <[EMAIL PROTECTED]> 写道:
Are you removing effects from the scene ?
I believe you have to remove them from the scene when they have finished
again, Are you removing effects from the scene once they have finished?
Gordon
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Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
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(C): (+1) 571-26
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Hi Hui,
hui wrote:
|
| Hi
|
| I use osgShadow example and add a replicantbody avatar into the
| scene, but I cannot see any shadow from it? Does anybody know what is
| the tricky thing for casting shadow on replicantbody?
The problem is that Replic
Hi Shayne
>From what I understand about your question, this is what VPB is build for,
but in stead of chreating two ive*s you would simply feed the data to VPB
and ass for a whole world output.
VPB will then automatically handle merging your high resolution area into
the whole globe terrain.
Not
Ralf,
I did try your suggested approach but VPB crashes with an exception. I'm
assuming that I've reached the limits of VPB and that it can't handle the
high resolution database (all 1 meter texture with level 1 DTED over a 2
degree by 2 degree region) along with building the --whole-globe option.
Shayne
What version of VPB are you using?
I have succesfully build a database using two different input datasets one
overall covering app 15x10 deg around denmark to give some area in the
surroundings. This is very low res. And the 40 cm orthofoto covering all of
denmark.
I found that it will fa
I'm using 0.9.7 on Window XP SP 2. I'm using the command osgdem. What is VPB
master?
The database size is about 30gig...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ralf
Stokholm
Sent: Wednesday, October 08, 2008 3:40 PM
To: OpenSceneGraph Us
Hi everyon. I have a question about the osgDB::ReadNodeFile();
I used that API to read a FLT format model simply, and I could
visit the Nodes using NodeVisitor.
But now , my question is, can I get some information of some
exact Nodes in that model, eg. the vert
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