DKa wrote on Thursday, January 31, 2008 10:19 AM:
Hello!
I am working with an osg::CompositeViewer. There is
one view with a camera on which I set a specific view
frustum. Parallel to the viewer window there is an
editor window in my application which allows the
manipulation of the frustum
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 1:23 PM:
Hello Bryan,
You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO,
so they would then be left out of any but the most verbose output.
I'll submit a change to this effect.
Jeremy already submitted a change to
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 12:40 PM:
Hi Jeremy,
As a side note, I wonder if Robert could be convinced to remove
these messages:
cull_draw() 0x805a808
end cull_draw() 0x805a808
...from DEBUG or INFO level output, as I get about 6 zillion of them
textbook.
Sorry I can't be more help.
On Feb 4, 2008 7:23 PM, Thrall, Bryan [EMAIL PROTECTED]
wrote:
Sorry, hit send too soon, updated below...
Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
Hello at all,
I have osg::Matrixd view matrix and want to remove the rotation
around x- and y-axis. Only rotation around z-axis should stay in the
matrix. I try a lot of possibilties but couldn't find a solution.
When I make the
Sorry, hit send too soon, updated below...
Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
Hello at all,
I have osg::Matrixd view matrix and want to remove the rotation
around x- and y-axis. Only rotation around z-axis
John Kelso wrote on Monday, February 04, 2008 2:31 PM:
Won't this also remove the scale?
Yes, but only for the X and Y axes :)
On Mon, 4 Feb 2008, Thrall, Bryan wrote:
Sorry, hit send too soon, updated below...
Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
Tobias M?nch
[EMAIL PROTECTED] wrote on Wednesday, February 06, 2008 10:08 PM:
Hello
- OSG can be built statically and so can be run as a single file,
without dependence on other .dll files
i didnt realise this could be done, any info on how to do it in vs
2008 c++ ??
You can build OSG static
Tobias Münch wrote on Thursday, February 07, 2008 4:26 PM:
I'm using PostDrawCallback to make a screenshot in a realtime
environment with CompositeViewer. Therefor I add this callback when
user wants to make the screenshot. But after adding this callback to
the camera, a screenshot is taken
Brian wrote on Thursday, February 28, 2008 1:37 PM:
Hi Robert,
Something is always better than nothing.
Thanks for the tip on setViewport. I'll most likely have other
questions in the near future.
And, of course, it's a wiki, so feel free to add to that something :)
Kiff Loh wrote on Thursday, February 28, 2008 8:41 PM:
I have a large area TerraPage visual database loaded in OSG. When my
3D building models and light points (flt or ive) are planted close to
the origin, everything works well. But when they are planted at
somewhere far away, everything
Tamer El Nashar wrote on Monday, March 31, 2008 1:56 PM:
Any ideas why the class from the code below would cause memory leaks?
I've read as many tutorials as i could find, to learn the proper use
of
the osg::ref_ptr, and i tried all the tricks up my sleeve. However
I'm still getting a
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Judie Stanley
I have searched and see there is such a thing as a
osg::ImageBackground object. However, I searched the osg solution
(osg 2.0) and nothing was found has the name changed?
Judie wrote on Tuesday, April 15, 2008 4:58 PM:
I had to add in some buffer group nodes ahead of the ones I wanted to
apply a state change to and so now it works great.
Out of curiosity, why couldn't you just add the state change to NodeC instead
of adding buffer group nodes?
On Apr 14,
leave you alone, then :)
On Apr 15, 3:07 pm, Thrall, Bryan [EMAIL PROTECTED]
wrote:
Judie wrote on Tuesday, April 15, 2008 4:58 PM:
I had to add in some buffer group nodes ahead of the ones I wanted
to apply a state change to and so now it works great.
Out of curiosity, why couldn't you
David _ wrote on Wednesday, April 30, 2008 7:56 AM:
Hi
i would like to manually specify the near and far clip planes of the
camera
right now i´m using something like this
osg_viewer-getCamera()-setProjectionMatrixAsPerspective(90.0,
1.333, 0.001, 100);
the documentation says this
Brett Wiesner wrote on Wednesday, May 14, 2008 4:02 PM:
So how should someone construct this scenegraph:
Group
PagedLOD
child 0 - local tile geometry at low resolution
child 1 - external file reference
PagedLOD
child 0 - local tile geometry at low
Brett Wiesner wrote on Thursday, May 15, 2008 7:57 AM:
My
next question, is how does the pagedLOD node know when page in/ page
out its child node? In my code I was only setting filenames, not min,
max ranges...
osg::pagedLOD* pagedLod0 = new osg::pagedLOD;
pagedLod0-setFilename(0,
Robert Osfield wrote on Friday, May 16, 2008 3:04 AM:
Use of Windows for a visual simulator is not something I would
recommend, the file system performance sucks big time, memory
management and threading support is not great either. Install a
modern Linux and you'll probably find many of
Robert Osfield wrote on Friday, May 16, 2008 10:10 AM:
On Fri, May 16, 2008 at 3:01 PM, Thrall, Bryan
[EMAIL PROTECTED] wrote:
Robert Osfield wrote on Friday, May 16, 2008 3:04 AM:
Use of Windows for a visual simulator is not something I would
recommend, the file system performance sucks big
Robert Osfield wrote on Friday, May 16, 2008 11:09 AM:
Is there any way I could get you to convince my coworkers of that? :)
Convince them of what part of what I'm asserting? The fact the Linux
is going from
strength to strength for vis-sim apps? That WindowsXP is at end of
life? Or that
[EMAIL PROTECTED] wrote on Monday, June 16, 2008 8:56 AM:
Hello everybody!
I have an application using the osgViewer::Viewer (OSG 2.4) and a
self-made thread, that has to modify the scene graph. To get no
conflict I'm using a self made mutex to lock the add/remove and frame
function calls.
James Reid wrote on Thursday, June 19, 2008 12:13 PM:
Howdy!
When I try to add a child to a node at runtime I get an exception.
Unfortunately, the exception dies quietly so I'm not sure what the
actual
exception is. I know I've done this before (a long time ago) and
things have
Christopher Back wrote on Thursday, December 04, 2008 3:34 PM:
Hi,
I was looking to use the OSG in what is basically a MFC class for a
final
project. I downloaded the example from the website but it does not
compile
properly. The largest issue is the message that is added to make sure
the
Vincent Bourdier wrote on Wednesday, December 10, 2008 10:31 AM:
Hi,
Just a problem of math OSG :
I have
* a vec3d point in relative coordinate
* a matrix to transform in world coordinate
I need to make something equivalent to vec = mat * vec ...
But the 3d vector cannot be
Jean-Sébastien Guay wrote on Wednesday, February 04, 2009 4:43 PM:
What I'm getting at is I'm very flexible as to how I get the color onto
my model, as long as it isn't through the vertex colors since that
overrides the scribe/outline effect's color.
Couldn't you just disable color arrays when
. Modified src/osgUtil/Optimizer.cpp also
attached.
I tested with 2.8.0-rc3 and it fixes the problem. Thanks!
On Fri, Feb 6, 2009 at 10:20 PM, Thrall, Bryan
bryan.thr...@flightsafety.com wrote:
OSG version: 2.8 rc1 (svn 9676)
OS: Windows XP
Compiler: Visual Studio 2005
The OSG Optimizer
Paul Melis wrote on Wednesday, February 11, 2009 5:55 AM:
Sorry to push this topic up, but I think this may be important for
the
2.8.0. I re-write in a shorter manner what was important in my post:
1. How Cygwin/MinGW/nmake packages are named (= the name of the
compiler)?
2. Do Cygwin and
Robert Osfield wrote on Friday, February 20, 2009 9:00 AM:
Hi Brian + Ralf,
I did recall 3DLabs doing something, but didn't recall the name of
this project... thanks for the pointers, and thank too to Mike for
preserving shadergen.
Anybody know about the portability of this app? Is
Robert Osfield wrote on Friday, February 20, 2009 9:56 AM:
Curious little titbit. When you say you could access GL_LIGHTING
state, do you mean the GL_LIGHTING mode, or the glLight associated
uniforms?
I haven't come across modes being exposed as built in uniforms in
GLSL, and my own
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote on Tuesday, February 24,
2009 5:07 PM:
Microsoft's mantra from the get go has been to kill OpenGL. Much to their
dismay and despite their bully tactics, OpenGL is still here...and growing.
I know in the IG world, most IG vendors
Brian R Hill wrote on Monday, March 02, 2009 2:29 PM:
You can't modify the hierarchy during an active traversal - this will
mess
up the traversal. You need to cache your updates and perform them
between
traversals.
Changes to the scenegraph should be made during the update traversal
(so,
I'm rather new to using float textures and GLSL, so maybe I'm missing
something. I'm trying to use a float texture as a lookup table in my
fragment shader. I create the texture using osg::TransferFunction1D (see
attached modified osgviewer.cpp), and use the following in my input
file:
---8---
50
David Spilling wrote on Wednesday, March 04, 2009 5:06 PM:
My initial thought was that nowhere were you saying that the image was
floating point. Digging further, I realised that TransferFunction
should be
doing it for you - I've never used this before - but this line (in
::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
I am sad to report that that doesn't work either :(
-osg-users-boun...@lists.openscenegraph.org wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Thrall, Bryan bryan.thr...@flightsafety.com
Sent by: osg-users
Großer Martin wrote on Thursday, March 12, 2009 7:20 AM:
Hello Robert,
first ist works fine with setActiveTextureUnit(0)! Now I would like to
specify my request. I create my Scene and build on my scenegraph and
render my scene with frame(). I use a gtk embedded viewer like the
Paul Melis wrote on Thursday, March 12, 2009 9:33 AM:
Hi,
While trying to debug a collegue's code that uses a dynamically
updated
color array on a Geometry that uses VBOs I'm getting confused about
VBO
support in OSG 2.8.
Given the attached simple .osg file (a single colored quad, flagged
Art Tevs wrote on Monday, March 16, 2009 11:24 AM:
Hi Roland,
yes I can do some adjustments, however the current setup is the most
one can
take out of the current situtation, I think.
Users are forced to write a real name. Email is sent as: From: Real
Name
osgfo...@tevs.eu or if user do
Adrien Mazaud wrote on Thursday, March 19, 2009 11:59 AM:
I have to develop an OSG application with timer trigger. Each object
(ie.
Geode) into my scene have to launch a timer when there are displayed
(ie. in
front of the camera, visible, showed or whatever you call it). When
the timer
is
Paul Martz wrote on Thursday, June 26, 2008 2:37 PM:
For PagedLOD multiple children really should be tackled by
placing both children into a single group and then having
this group at this range.
If each child is currently in a separate file, then this restriction
requires reformatting the
John Vidar Larring wrote on Friday, June 27, 2008 4:48 AM:
PS: I know that I can generate the doxypages locally (have done so),
but
it is not the same without the search engine;) I am not a stranger
to
studying code either, but the reference manual is helpful for getting
a
quick overview.
Franclin Foping wrote on Thursday, July 31, 2008 7:34 AM:
Hi Alberto,
Indeed, that conversion is not possible. Do you know any other algorithms to
retrieve texture coordinates of nodes made of a loaded model? In your
previous post, you mention using indexes but assuming a Geometry node. The
Vincent Bourdier wrote on Thursday, August 07, 2008 9:56 AM:
Hi,
I just need to move a light, and for that I try to use a callback.
So I implement a simple class lightMoveCallback : public
osg::StateAttribute::Callback
with virtual void operator()(osg::StateAttribute* ss,
brettwiesner wrote on Thursday, August 21, 2008 9:01 AM:
Hi,
I was wondering if update callbacks are suppose to occur in between
calls to glBegin and glEnd? I think this test code demonstrates that
they do.
I'm using a glGet command (in this case glGetIntegerv) and checking
for
it's
I'm attempting to implement a multiple pass rendering algorithm in OSG,
but I'm not sure what the best way is. I am just learning how to do this
and how to use Frame Buffer Objects. I initially tried to implement an
osgFX::Effect, since it supports multiple passes transparently. The
problem is
doesn't seem to work with OSG svn HEAD and my network proxy isn't
letting me access osgPPU's svn repo. Oh well, I can copy the concepts
from the source code :)
Does anyone have an answer to the question I asked:
Thrall, Bryan wrote:
It looks, from
osgUtil::RenderStage's Camera support, like osg
in runCameraSetUp() (after FBO apply()) and drawInner()
(only if an error occurs).
My understanding is that this function needs to be called before doing
any rendering to the FBO, and it doesn't look that will happen if you
just use an FBO in a StateSet. Maybe my understanding is wrong?
--- Thrall, Bryan [EMAIL
Tomlinson, Gordon wrote on Monday, September 22, 2008 10:45 AM:
Culling IS done against the near and far clip, this is standard
operating procedure of OGL and OSG
To be precise, OSG only culls based on the sides of the frustum by
default (as Roland says); OGL does the near and far plane
I've compiled OSG from svn HEAD (revision 8952)on Windows XP, but
osgstereomatch isn't working. I have an NVIDIA 8800 card; I tried driver
version 169 and 175 with the same results.
I'm using OpenSceneGraph-Data from svn HEAD (revision 8952) as well.
When I run
osgstereomatch --left
without params should display a light yellow
square.
I also post my warnings, they are similar to yours, you do not need a
specific enable for sampler2DRect, OSG does this.
It seems something is up with FBO and multiple targets. Can you check
if
osgprerender works properly?
jp
Thrall
Thrall, Bryan wrote on Monday, September 29, 2008 10:06 AM:
J.P. Delport wrote on Monday, September 29, 2008 4:17 AM:
Hi,
just recompiled latest svn (8953) and stereomatch and
multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).
sorry I can't help on Windows. Anyone else
brettwiesner wrote on Wednesday, October 01, 2008 11:02 AM:
I've got a requirement to ship certain 3rd party model data only in an
encrypted format. So I wrote my own loader that does the encryption/
decryption but uses the IVE loader for everything. This works except
for
files that reference
brettwiesner wrote on Wednesday, October 01, 2008 3:27 PM:
Hey Robert,
I'm confused about what you mean here. Many plugins have read/ write
methods that take istreams/ ostreams (ReaderWriterIVE being one of
them). However, since I can't subclass them I can't attach to the
stream. For
brettwiesner wrote on Thursday, October 02, 2008 2:22 PM:
Jean,
I did try my original solution which is how I know it writes out .ive
files. I also just implemented the visitor solution to see what happens.
As expected, the visitor goes and changes the names of all the
referenced files.
Jean-Sébastien Guay wrote on Monday, October 06, 2008 9:37 AM:
Hi all,
I wanted to see what the graph for a file looked like, and I remembered
the osgdot tool that Paul Melis had made. I got it off Mike's osgtoy
SVN, and I quickly did a few modifications which I'd like to
recontribute.
Jean-Sébastien Guay wrote on Monday, October 06, 2008 10:19 AM:
Hi Bryan,
Another improvement I'd be interested in seeing applied is:
http://sourceforge.net/tracker/index.php?func=detailaid=1866010group_id=139833atid=744686
Yes, I saw that, I just wanted to keep the modifications small
Gordon Tomlinson wrote on Thursday, October 23, 2008 7:39 AM:
If you want to use shaders then you will have to use GLSL
Or the ARB shader assembly language (see osg::VertexProgram and
osg::FragmentProgram), if you aren't interested in a high level shader
language :)
--
Bryan Thrall
FlightSafety
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote on Friday, November
14, 2008 10:49 AM:
Mike,
Thanks for the reply. There was an exchange on this subject back on
August
28 in the archives. I tried all the suggested solutions to the problem
to no
avail. I have tried binding to an empty
Bradford, Chase wrote on Monday, August 13, 2007 2:34 PM:
Is there a way to use double precision vertex arrays with an
osg::Geometry? I didn't see an enum for Vec3d entries, but I
wouldn't doubt that the TemplateIndexArray provides some support.
Unfortunately, no; I think this is because
Nick Prudent wrote on Monday, August 27, 2007 10:05 AM:
Thanks Rafa. That's what I'm already doing...I was hoping for a more
elegant solution than dynamic casting...
I'm surpised there's no such thing as osg::Node::_type where _type is
a compound of different flags to test against.
-
Alberto Luaces wrote on Thursday, October 04, 2007 3:20 AM:
As far as I know, when a cygwin compiled program crashes, it only
spits a fairly useless stackdump, which consists on the register
values at the exit. I'm investigating how to get a decent core dump
or stack trace in order to track
Jeffrey M Short wrote on Thursday, October 11, 2007 12:28 PM:
First off, I'm still using OSG 1.0 with osgProducer::Viewer.
I am using a vector of osg::Vec3d to represent a missile path in
Earth-Centered Earth-Fixed coordinates and a vector of doubles to
store the time associated with each
Fuat ULUBATLI wrote on Wednesday, October 17, 2007 6:54 AM:
hi all,
i want to set the x,y,z of 3D objects as double since float is not
sufficient for me due to large position values. how can i do this?
thanks in advance...
fuat
OpenGL generally does not support double precision, so the
Enrico Villani wrote on Friday, November 16, 2007 4:38 AM:
Hello, I have a osg::Node* that has applied a osg::StateSet* with
many Attribute, in particular an osg::Material*. When I try to
switch the stateset to another, no changes are visible.
I tried with
Paul Martz wrote on Friday, November 30, 2007 1:28 PM:
1. I always understood reentrant to refer to code or an object that
could be executed safely by multiple threads or processes. However,
the ReentrantMutex would only be used for code that is safe for the
_same_ thread or process to execute
Kim C Bale wrote on Tuesday, December 04, 2007 8:01 AM:
Is it possible to specify change the polygon winding for individual
Primitive Sets?
I've just noticed I've got the winding incorrect on some bands
between terrain tiles and rather than modify the draw order I thought
I'd just flip
Eyal Raab wrote on Wednesday, December 12, 2007 6:25 AM:
Hi,
* Can someone point me to an explanation on how LOD is used in
intersection testing?
* When doing intersection testing, can I specify the LOD for the
testing?
* I'm trying to find all of the drawable
Basic Soft wrote on Thursday, December 13, 2007 8:40 AM:
I have found various resources about setting modes for
light in OSG. But I do not want to use setMode(), but
getMode(), which is giving me some problems.
I want to issue a command like the OpenGL
glIsEnabled(GL_LIGHT0) to see if a
Colin Branch wrote on Friday, December 14, 2007 10:30 AM:
Hi all,
What I'm trying to do:
Asynchronous model loading using OSG 2.2
How I'm currently doing it:
I'm trying to use the Database Pager's requestNodeFile.
I created a new node class that I can add (as well as place temporary
Micah Heyer wrote on Saturday, December 15, 2007 12:25 PM:
Hi every one,
This may be stupid n00b question but, how would you recommend
implementing a bsp tree in OSG?The three ways I thought of were:
1) use standard osg::Groups for each node and Geodes for leaf nodes.
2) subclass
Micah Heyer wrote on Monday, December 17, 2007 12:54 PM:
Hi,
thanks for you reply.I'm afraid my knowledge of osg internals is quite
limited but I will look into it and see if I can understand renderbins
and what ever else.
I'm currently trying to implement the my second method.I looked at the
Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM:
Robert,
Thanks, yes I have used the Fog approach before, it is especially
effective for underwater scenes.
However, I need to be able to see quite a ways distant (flight sim).
If I was NOT using a scene graph, I would draw
Stephane Lamoliatte wrote on Wednesday, December 19, 2007 11:32 AM:
Hello,
I created a new node, MyGroup, which extends osg::Group.
I want to visit it in the scene graph with a NodeVisitor. So, I wrote
MyNodeVisitor which extends osg::NodeVisitor. MyVisitor contains an
apply function which
Robert Osfield wrote on Thursday, November 15, 2007 9:37 AM:
On Nov 15, 2007 2:46 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Paul,
Well, I'm not sure this is a good OSG coding example :)
The point I think is that once it's in SVN we can improve it more
easily. Getting the
Wyatt B. S. Earp wrote on Thursday, September 03, 2009 2:38 PM:
I posted this via the mailing list, but it seems to never have gone
through.
I want to use a struct in my glsl shader.
osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an
Ben Axelrod wrote on Thursday, September 03, 2009 4:25 PM:
I am trying to view transparent objects inside of other transparent
objects.
My objects are simple ShapeDrawables with some color and alpha
transparency.
I am seeing strange behavior where the inner object is sometimes
completely
Martin Beckett wrote on Friday, September 04, 2009 5:20 PM:
Hi,
I have a class derived from PositionAttitudeTransform. It's simply an
Adapter
it contains no new variables but fixes up some methods for osg::PAT to
be
used in an existing design for some navigation routines.
The existing
Brett Thomas Lee wrote on Tuesday, September 08, 2009 4:51 PM:
Hi,
Similar to Mr Paul I tried to modify my scene by calling update like
this
viewer.realize();
while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
//viewer.updateTraversal();
Brett Thomas Lee wrote on Tuesday, September 08, 2009 6:49 PM:
Thank you! very much.I also have an another question.What is attach in
mPreRenderCamera-attach(osg::Camera::COLOR_BUFFER,img.get()); code.If
I
attach an image to color buffer whenever I update the camera scene
does the
image gets
Travis Friedrich wrote on Thursday, September 10, 2009 11:31 AM:
Where can I find a list of all the current supported writable formats?
Use 'osgconv --formats' and look for writeNode or writeObject in the
features list.
--
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
Frederic Marmond wrote on Wednesday, September 23, 2009 10:03 AM:
I'm making a study on how integrate OSG inside an external openGL
engine.
I know it's not the best use of osg, ok... :)
So I used osgViewer::Viewer::setUpViewerAsEmbeddedInWindow() as a
start.
It's ok, as long as I don't
Maurizio Lodo wrote on Friday, October 02, 2009 2:45 AM:
Thanks for your replies!! I have been reading through this forum and
googled
a lot and it seems the best solution for my problem would be to create
a
simplified cylinder geometry (which I have done), divide all the
cylinders
into bins
Bilal Zeidan wrote on Friday, October 02, 2009 3:10 PM:
I am asking if some can help me to set a non shaded color to a node.
In
another words, I don't want the color of the node to be affected by
the
light source of the scene. In my case, I don't have a direct access to
the node's drawables
Giering Joseph wrote on Saturday, October 03, 2009 9:26 AM:
I have a problem to load a model by using this code:
// load model
osg::Node* pLoadedModel = osgDB::readNodeFile(
C:\Programme\ADTF\2.1.1\lib\OpenSceneGraph-2.6.1\bin\tour.obj );
if(!pLoadedModel) {
std::cout
p...@graphics.cs.uni-sb.de wrote on Friday, October 16, 2009 4:32 AM:
Problem reconstruction :
osgAnimation Example osganimationnode, exchange the main proc. Instead
of creating a viewer write out a file, as this.
int main( int , char** )
{
osg::ref_ptr osg::Group root = new
p...@graphics.cs.uni-sb.de wrote on Monday, October 19, 2009 3:14 AM:
The reason you get no update callback in the .osg file is that
osganimationnode uses a custom callback, AnimtkUpdateCallback, that
the
.osg writer doesn't know about.
From the OpenSceneGraph-Data .osg files that have
p...@graphics.cs.uni-sb.de wrote on Wednesday, October 21, 2009 8:05 AM:
Cedric Pinson wrote:
Hi pp,
Did you try to modify an osgAnimation example and add a
osgDB::writeNodeFile of the root node to see if it writes the
animation
correctly in a osg file ?
Cheers,
Cedric
Hi
Felipe Lemus wrote on Tuesday, October 27, 2009 1:57 PM:
tankDataType::tankDataType(osg::Node* n)
{
rotation= 0;
tank = dynamic_cast osgSim::DOFTransform* (n);
}
void tankDataType::updateTurretRotation()
{
rotation -= 0.01;
tank-setCurrentHPR( osg::Vec3(rotation,0,0) );
Jean-Sébastien Guay wrote on Tuesday, November 10, 2009 10:55 AM:
Are there advantages to modifying CullVisitor rather than overriding
traverse(), other than one dynamic_cast per frame per node? I think if
that's the only advantage, I'd personally prefer keeping all the code
related to the
Frank Sullivan wrote on Tuesday, November 10, 2009 3:26 PM:
Slow App
-
Lights: 0
Bins: 30
Depth: 0
Matrices: 15,789
Imposters: 0
Drawables: 15,789
Vertices: 1,361,039
Quick App (without Object Cache)
-
Lights: 0
Bins: 9
Depth: 0
Matrices: 1,379
Imposters: 0
Drawables:
Frank Sullivan wrote on Tuesday, November 10, 2009 3:51 PM:
Thanks, Bryan, I'll try and see if there's anything causing multiple
re-draws
of the geometry or something.
Do you happen to know what the stats under the 'View' column refer to,
in
this case? E.g., StateSet, Group, Transform,
Thorsten Werner wrote on Wednesday, November 11, 2009 9:56 AM:
int posX = 585;
int posY = 370;
std::vectorTGWidgetElement ElementLower;
for(int i=count_width; i0; i--)
{
ElementLower.push_back(TGWidgetElement(posX, posY,
Thrall, Bryan wrote on Wednesday, November 11, 2009 10:00 AM:
Group and other OSG Nodes declare operator= to be non-public so they
cannot be instantiated on the stack (which would easily lead to
problems
with OSG's smart pointers); you have to dynamically allocate them.
I should've checked
Thorsten Werner wrote on Wednesday, November 11, 2009 10:31 AM:
Ahhh. Ok that worked. But now i uncommented
Code:
this-addChild(ElementLower[count_width]);
It compiles but gives a Segmentation Fault at startup.
Not a lot of information to go on, but here's a WAG:
count_width is counting
Thorsten Werner wrote on Wednesday, November 11, 2009 11:47 AM:
Hi,
It only gives a segfault if count_width is higher than 1. I've no idea
what
could be wrong...
Try looking at it in a debugger and compare count_width with the current
size of the vector.
For example, if count_width is 5,
Thorsten Werner wrote on Friday, November 13, 2009 1:02 PM:
Really tried everything and changed some lines. But this error once i
try to
Code:
osg::ref_ptrTGBaseWidget WidgNode01 = new TGBaseWidget(2,1);
instead of
Code:
osg::ref_ptrTGBaseWidget WidgNode01 = new TGBaseWidget(1,1);
Xiao Han wrote on Tuesday, November 17, 2009 10:13 AM:
How can I get group's geodes? Thanks.
The best way is to create a subclass of osg::NodeVisitor and override the
visit(osg::Geode) function. There are lots of examples that do this, such as
the osgcallback example.
Wang Rui wrote:
Hi
Andrew Cunningham wrote on Wednesday, November 18, 2009 4:51 PM:
OK, I think I have resolved the mystery. The VBO was being stalled by
a
setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
If I remove that, and compare FPS, then the VBO performance is
slightly
better than the displaylist
Chris 'Xenon' Hanson wrote on Tuesday, December 01, 2009 11:06 AM:
I'm sort of thinking out loud, on (e-)paper here, so feel free to
shoot
holes in this design:
We design a class called something like CompositeUserData (I dislike
this
name, and prefer something like
Robert Osfield wrote on Wednesday, December 02, 2009 4:11 AM:
I've done something similar to this in the OSG in the
osg::ArgumnetParser::Parameter class - this one uses a union
internally like the Variant class above, with the twist that it's for
passing in data to be set so it uses a pointer
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