Hi Thorsten,
On Mon, May 9, 2011 at 6:41 PM, Thorsten Brehm bre...@gmail.com wrote:
Oh, of course, that's our main font:
http://www.gitorious.org/fg/fgdata/blobs/raw/958c11a1b8e67c24035c19d2ef75aeeec387c58b/Fonts/Helvetica.txf
Plenty more txf fonts available here:
Hi Thorsten,
I have tracked down the problem to the txf plugin not setting the
width and height of the glyph, adding this addressed the
sizing/spacing problems I saw when running the osgtext3D --2d --no-3d
-f Helvetica.txf test. My fix is now checked into svn/trunk.
Could you please test
HI Lars,
On Mon, May 9, 2011 at 3:17 PM, Lars Ivar Haave
lars.ivar.ha...@kongsberg.com wrote:
I would like to know if there is any way to get a callback or something when
a paged scene is finished loading.
My scene (terrain) is paged from disk and when i move my camera it will take
some
Hi Dennis,
For a pure physics sim I wouldn't have thought you'd need any viewer
at all. You'd just need to use a UpdateVisitor and your own updating
of the FrameStamp to signal the new frames. You will need to the
updates from the physics to update the scene graph, I'm not familiar
with
Hi Gianni,
On Tue, May 10, 2011 at 4:02 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
robertosfield wrote:
I do plan to add support for this in the 2.9.x dev
series using the ffmpeg plugin to do the video encoding, but I don't
have any dates for the work.
Is there anything new about this
Hi Ido,
I'm rather rusty on VirtualPlanetBuilder code since it's a while since
I was working on it. From your description it sounds like I made some
assumptions about the likely aspect ratio of the input data and how to
subdivide it. VPB does aim for a quad tree decomposition of the
extents,
Hi Kris,
On Wed, May 11, 2011 at 11:10 PM, Kris Dale cdd0...@uah.edu wrote:
I am seeing the fluctuations in osgviewer as well, but anything I run that's
strictly OpenGL is steady. Is this indicative of something being up with my
OSG build perhaps? I'm building against release libraries,
Hi, Gianluca NataleYou can use simple 2pass osgFX effect with 1st pass writing only depth, and second pass writing only color with correct alpha value set to material and depth func set to equal. There could be problems with multiple layers of transparency in fading object.Cheers,
Hi all,
In our CentOS environment I can build osg-2.9.10 just fine with the command:
cmake \
-D CMAKE_INSTALL_PREFIX=$DIR/osg-$v/installed \
-D INVENTOR_INCLUDE_DIR=`coin-config --prefix`/include \
-D INVENTOR_LIBRARY=`coin-config --prefix`/lib/libCoin.so \
-D
Hi, Gianni
In linux you can use glc for grabbing video from opengl render in realtime.
osgscreencapture-like screen capture takes a lot of time each frame and would
be slow as hell in good resolutions (you can speedup it to some point by
writing to drive created in ram).
11.05.2011, 12:17,
On Wed, May 11, 2011 at 7:55 PM, Paul Martz pma...@skew-matrix.com wrote:
Would this be an improvement that would better be separated into a
distinct
option string like OutputRelativeTextures or something like that?
Yes, that's the way I'm leaning now. Your patch changes
Hi John,
Is you version of CentOS and old or recent one?
2011/5/12 John Kelso ke...@nist.gov:
When trying to build osg-2.9.14 using the same cmake command (and after
adding a trailing space to include/osg/GraphicsCostEstimator to get rid of a
lot of annoying compiler warnings) I get:
Could
Hi Robert,
Please see below...
On Thu, 12 May 2011, Robert Osfield wrote:
Hi John,
Is you version of CentOS and old or recent one?
As far as I know it's a fairly new one. If I type /proc/version I get this:
Linux version 2.6.18-238.9.1.el5 (mockbu...@builder10.centos.org) (gcc
version
Hi John,
Thanks for the clarification and warning output.
I've added a newline to the end of GraphicsCostEstimator. I can only
guess that recent versions of gcc don't have problems with the lack of
newline. Your gcc seems rather out of date by comparison to what I've
been using for a while,
Hi,
I have an OSG-based simulation that I'm considering retrofitting to decouple
the actual simulation rate from the render frame rate. It's not viewer-based. A
simplified example would be and application that listens for a network message
identifying two world positions, performs and
Craig,
We've done something similar to what you want to do but in a separate process
rather than a separate thread. We have done it in an asynchronous thread as
well. The reason we chose to go with a process is that it allows us to run it
on a remote machine away from the rendering process if
Hi Shayne, Craig,
Bottom line is that it can be done. It basically amounts to having asynchronous
traversal of the same scenegraph, one for rendering traversal and the other for
intersections. These traversals can either be done in different threads or
different processes.
But the case of
J-S,
Yes, a great point I failed to bring up about the mutex. Thanks for mentioning
that. We did have to do that to protect the shared resource when we used
threading.
For our stuff, one process (out-the-window) does the usual traversal (via
viewer.frame) while the other sits idle until a
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