Hi Community,
I have a scene with different models that are built with different LOD
setup. I know I can tune the appearance with the LOD scale in the camera. Is
there a way, idea, how to set up an LOD scale per node? What I am trying to
achieve is to have different LOD scales per node in the
Thanks Ulrich for the ReadFileCallback, I'll investigate that way :)
my need is really to NOT load the textures files for some objects,
it's not good for me to only unlink just loaded images. I hope your
suggestion will allow that !
cheers
Fred
2010/3/17 Ulrich Hertlein u.hertl...@sandbox.de:
Hi,
Morphological Antialiasing maybe an other solution :
http://visual-computing.intel-research.net/publications/publications.htm
http://visual-computing.intel-research.net/publications/mlaa.pdf
http://visual-computing.intel-research.net/publications/testMLAA.zip
Yann
On Tue, Mar 16, 2010
Hi Lillith,
Could you please create an small example that reproduces this issue,
or modified the code so that it solves the problem at your end.
Fixing this remotely will be rather awkward.
Thanks,
Robert.
On Tue, Mar 16, 2010 at 11:42 PM, Lilith Bryant dark...@gmail.com wrote:
I have an app
Hi Nick,
On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Community,
I have a scene with different models that are built with different LOD
setup. I know I can tune the appearance with the LOD scale in the camera. Is
there a way, idea, how to set up an
ahh .. you mean like write a nodevisitor and apply the scale . ok :-) ..
thanks
-Nick
On Wed, Mar 17, 2010 at 11:10 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Community,
I have
thanks Ulrich, it worked as expected :)
Fred
2010/3/17 Frederic Marmond fmarm...@gmail.com:
Thanks Ulrich for the ReadFileCallback, I'll investigate that way :)
my need is really to NOT load the textures files for some objects,
it's not good for me to only unlink just loaded images. I hope
Hi,
I would be very interested in a meta flight loader for OSG.
Have you made any progress so far?
...
Cheers,
karl
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I am on it these days. Expect to have something in a week or so
-Nick
On Wed, Mar 17, 2010 at 1:38 PM, karl jones karl...@yahoo.com wrote:
Hi,
I would be very interested in a meta flight loader for OSG.
Have you made any progress so far?
...
Cheers,
karl
--
Read
Hi Masoug,
However, running a debug binary on a machine that does not have the
same version of Visual Studio installed won't work in general (there
are ways to get it to work, but it's pretty complicated).
Sorry, I did not phrase that correctly. That was what I meant. I was in
a ruch when I
How about:
It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;.
-Masoug
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Hi Masoug,
How about:
It is okay to run binaries, but it is not used for release versions, so
don't use them to deploy your app;.
Hehe, don't worry about it, I think the misunderstanding has been
cleared up. :-)
J-S
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Jean-Sebastien
Hi Harash. Well, I truly do not know what you're talking about but I kinda
understand in principle. Would your methodology work in a real time simulation
- ie can this methodology be performed in milliseconds?
2nd question: where would I start?
I've no idea how to render a scene to a texture
Yann, can this be perfomed in OSG?
yann le paih wrote:
Hi,
Morphological Antialiasing maybe an other solution :
http://visual-computing.intel-research.net/publications/publications.htm
(http://visual-computing.intel-research.net/publications/publications.htm)
Hi All.
I'm setting node masks so that I can use different node visitors with
different traversal masks
to exclude some node from traversal.
But I'm a bit confusing for the description of the tutorial NodeMaskDemo
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDe
mo
Gianluca Natale wrote:
So, I guess that the tutorial meant AND comparison and not OR comparison.
Am I wrong?
No, you're correct :-)
It's actually doubly wrong, it should say bitwise AND, not logical OR
--J
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Hi Allen,
Yes, This principle does work in real time. I do a more intense computation
and am still able to get 60+ fps. For this you need to use osgPPU in your
project. This library allows you to define your Post Processing pipeline. Mr.
Art Tevs has provided some very good examples with
Brett
wrote:
Paul,
Were there any database pager fixes that could be backported to 2.8.3? I
believe there were some serious bugs concerning the release of paged tiles.
Hi Brett -- Thanks. Do you have an svn revision number? Was it the same
one requested by Stephan, r10520?
-Paul
Brett Wiesner wrote:
Paul,
One more... There are a feature added to PagedLOD that lets users
specify options similar to the osgDB options. This lets users say
something like use dds_flip for node under this PagedLOD which is
useful if you have a paged terrain that has backwards dds textures.
Hello,
When using the osgSim::ScalarBar on a linux machine, I keep getting warning
messages like Warning: font file fonts/arial.ttf not found. Is there a
way to turn off such warning message? After all fonts/arial.ttf may only
be valid on windows.
Yanling
Hi Yanling,
After all
fonts/arial.ttf may only be valid on windows.
Why do you say that? OSG comes with a freetype plugin that loads .ttf
fonts on any platform, including Linux. In the OpenSceneGraph-Data
distribution we even include a few such font files.
Hello,
I get the following 2 errors when trying to compile the latest svn on a
Mac running 10.6 but using the 10.4 SDK. This compiles fine using the
10.6 SDK with gcc-4.2, but since the 10.4 SDK requires gcc-4.0, I assume
its a compiler quirk. Any suggestions on how to get around it?
Hello Farshid,
Does anybody else notice these artifacts? Is there a downside to
changing the sizeAdjustment value back to 0? Any insight is appreciated.
Yes, it has been discussed in the past on the list, check the archives.
It was even stated by Jeremy Moles as the major reason why he
Stephan Huber wrote:
Hi Paul,
I think changeset 10520
http://www.openscenegraph.org/projects/osg/changeset/10520/OpenSceneGraph/trunk/
should be part of 2.8.x, as this fixes a memory leak with the object
cache when not using the database pager.
I added a workaround to all my 2.8-based apps, so
yeah, looked through that one a while ago. I was hoping there will be an
osgpolytopeintersection demo out there with
some of these ideas.
thanks,
ted
On Mon, Mar 15, 2010 at 11:12 AM, Jason Daly jd...@ist.ucf.edu wrote:
ted morris wrote:
I have been looking for an example of using this
Hi,
I am trying to use OSG, but cannot get a project that builds fine on a windows
box to build.
In eclipse, I get a weird external build error (inside the OSG include files),
claiming that all manners of members weren't declared in some scope.
I installed OSG using the package manager
Hi,
Does anybody have any objections to changing the notification
in DatabasePager::updateSceneGraph() from NOTICE to INFO? I'm getting these
notices pretty frequently and I don't really understand its importance. I'm
getting these notices on scenes with no PagedLODs and can foresee this
causing
Hi,
I would also like to know it because on the Mac there is a bug. If I have two
monitors connected next to each other (left and right) the right part of the
picture is displayed on the left and vice versa!
Cheers,
Hartwig
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On 17/03/10 16:53 , Joe Gaudet wrote:
I am trying to use OSG, but cannot get a project that builds fine on a
windows box to
build.
In eclipse, I get a weird external build error (inside the OSG include
files), claiming
that all manners of members weren't declared in some scope.
I
? Is there a downside to changing
the sizeAdjustment value back to 0? Any insight is appreciated.
Cheers,
Farshid
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Hi Martins,
I have no experience in Mac. But it seems that type definition of
GLint changes to some other types in your system. In most other cases,
we have:
typedef int GLint;
in the gl.h header. And an ADD_INT_SERIALIZER is workable with it.
Maybe we should have more tests on 64bit systems
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