Zachary1234 wrote:
> Not quite, unfortunately, it seems. I can't install linux at this time.
>
> I was wondering if someone over there has a file tree of libraries that
> exists on a Windows 64 bit filesystem? I figure that OSG was programmed and
> tested on Windows, and that hoefully
Not quite, unfortunately, it seems. I can't install linux at this time.
I was wondering if someone over there has a file tree of libraries that exists
on a Windows 64 bit filesystem? I figure that OSG was programmed and tested on
Windows, and that hoefully someone still has something for all
HI Catalin,
On Mon, 29 Jul 2019 at 08:38, Catalin Flower wrote:
> Is there is a way to deactivate the entire part of the engine which it is
> testing the cull mask for every node?
>
I believe you are the first to ever ask this question :-)
The osg::NodeVisitor, which osgUtil::CullVisitor
Hi,
Is there is a way to deactivate the entire part of the engine which it is
testing the cull mask for every node?
Thank you!
Cheers,
Catalin
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Zachary,
I can give you a Linux VM for VirtualBox with OpenSceneGraph built
from sources, free of charge, if that's enough for you.
Regards,
Michael.
On Sun, 28 Jul 2019 at 09:44, François Cami wrote:
>
> Hi Zachary,
>
> On Sun, Jul 28, 2019 at 4:42 AM Zachary1234 wrote:
> >
> > Is there some
Hi,
In the book that I have it says to use the Geode class to add your geometries,
but the osg::Geometry class is extended from osg::Node and it can be added
directly on the scene graph and it works.
Is there any reason to use osg::Geode?
Thank you!
Cheers,
Catalin
--
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Hi Robert,
I was trying to evaluate the impact of cull mask testings on rendering. We have
large number of objects, and when hide them by using cull mask on the camera
the frame rate goes up only 4-6 fps. I was expecting more.
Thank you!
Cheers,
Catalin
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Hi,
i don't understand what's the values on the saved_camera.path and how can i
change it, i want to see models on the ogsviewer but it seems like the camera
dont look at it, but the model is here but not viewable.
Help me Please
...
Thank you!
Cheers,
soheib
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Hi,All.
After applying the texture to the cones.
I want to let the texture run down.
Just like the rain.
Is there no way?
Let me know how.
Texture2d, TexGen, TexGenNode could be used to implement it?
I do not know how to do it.
Thank you!
Cheers,
RYUDAEWOO :O :-<
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Hi,
Could you please point me out how to build OpenSceneGraph for iOS?
Generally two thing I did not get:
1) Full stack of OpenSceneGraph seems to be not being compiled successfully:
got the following error:
> /Users/andrew/MyDev/osg-ios/osg/src/osgPlugins/curl/ReaderWriterCURL.cpp:25:10:
>
Hi OSG community,
I defined my projection matrix for camera looking along +Z direction and I put
a sample object at position (0,0,13). Surprisingly, it was not rendered.
Here is my projection matrix:
1.4792376379346175f, 0.0f, 0.0f,
0.0f,
Hi Catalin,
On Mon, 29 Jul 2019 at 09:54, Catalin Flower wrote:
> I was trying to evaluate the impact of cull mask testings on rendering. We
> have large number of objects, and when hide them by using cull mask on the
> camera the frame rate goes up only 4-6 fps. I was expecting more.
>
The
Hi,
osg::Geometry was modified to inherit from osg::Node at later date after
the book was published. You are free to use it without osg::Geode if you
don't need backwards compatibility
On Mon, Jul 29, 2019, 14:38 Catalin Flower wrote:
> Hi,
>
> In the book that I have it says to use the Geode
Hi,
It's hard to know what you are actually after. Is it simply that you want
the texture coordinates to be updated? There a number of different ways to
do this, how you'd want to do it depends on what you are wanting to do, and
the performance constraints you have. Could you explain what you
Hi Soheib,
The osg::AnimationPath file format isn't something I'd expect people to
edit manually, it's really just a means of serializing in/out a animation
path that is created programmatically - such as a recording a path within a
viewer.
Robert.
On Mon, 29 Jul 2019 at 14:58, Soheib Kehal
Hi Catalin,
oso::Geode has been deprecated. Replace it with osg::Group.
Thanks, Sam
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