Hello.
The new TRK plugin that was recently committed fails to compile.
The call to osg::swapBytes() on line 72 of
osgPlugins/trk/ReaderWriterTRK.cpp has the wrong number (and type) of
parameters.
--Kevin Godby
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Hi Pjotr,
On 5/12/12 3:40, Pjotr Svetachov wrote:
> We recently converted our stereo viewer to cull the scene graph in parallel.
> But now we
> are having a crash with some models that have bump mapping effects on them.
> The crash
> happens in Effect::traverse because both threads try to add ne
Hi,
I just figured out that i was having a lot of trouble when creating vbos inside
a drawable because there was no opengl context set during its initialization.
After searching for a while i found out that if i initialized the vbos inside
drawImplementation method then everything would work. T
Hi Tony,
Just use the .tif files. :-)
Wang Rui
2012/12/7 Tony Vasile
> Hi,
>
> Haven't heard anything from this post for a couple of weeks does anyone
> have an idea of what I have to do?
>
> Thank you!
>
> Cheers,
> Tony
>
> --
> Read this topic online here:
> http://forum.o
Hi,
Haven't heard anything from this post for a couple of weeks does anyone have an
idea of what I have to do?
Thank you!
Cheers,
Tony
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One approach is to create a custom RenderBin. The cull pass collects
RenderLeaf objects and puts them into the bin. Each RenderLeaf contains a
single Drawable along with its modelview matrix, projection martix, and
state graph. You can tweak these properties at draw time, or even draw a
leaf multip
Hi,
I'm intersted by this topic, because in my application, sometimes I need to
render the same scene multiple times.
For example, I render the scene a first time to generate a regular OpenGL image.
Then I render with different shaders/textures to generate an image with
computation results (of
robertosfield wrote:
> I wouldn't recommend trying to be "clever" by reusing culling results as the
> rendering backend is rather more sophisticated than just a list of results
Thanks Robert. I thought it might be more trouble than it would be worth. In a
release build, the culling isn't too
osg::PolygonStipple.
Glenn Waldron / @glennwaldron
On Wed, Nov 7, 2012 at 12:49 PM, Nikos Babasakalis
wrote:
> Hi,
>
> I would like to ask if there is a way for applying hatch patterns in
> closed areas e.g polygons, triangles, quads
>
> Thank you!
>
> Cheers,
> Nikos
>
> --
>
Hi Frank,
On 6 December 2012 13:50, Frank Kane wrote:
> Let's say I have two cameras with identical view frusta, say a main camera
> and a camera for reflections that contain the same objects, only flipped.
>
> Is there any way I can avoid incurring the overhead of culling once for
> each camera
Sorry, please ignore.
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Frank Kane wrote on 2012-12-06:
> Let's say I have two cameras with identical view frusta, say a main
camera
> and a camera for reflections that contain the same objects, only
flipped.
Except for in very specific situations, the objects in the reflection
camera's frustum aren't going to be the sa
Let's say I have two cameras with identical view frusta, say a main camera
and a camera for reflections that contain the same objects, only flipped.
Is there any way I can avoid incurring the overhead of culling once for
each camera, when the results will be the same for both? Basically I'd like
t
You can look at the maya2osg project at
http://sourceforge.net/projects/maya2osg/. The problem is that it hasn't
been maintained recently. We are having the same issue and in the past
we exported or models to obj format, then converted to pfb with a custom
performer library to handle some special c
Hi All,
I haven't been able to access wiki.openscenegraph.com successfully to check
out the problems, instead just getting an internal error. Rather than
chase these errors and clean up the wiki I've simply removed the
wiki.openscenegraph.com as Joomla can work in a similar role. The
wiki.opensc
Hi,
you could change the frame scheme from CONTINUOUS to ON_DEMAND.
Or look into viewers run() function and perform the different traversal calls
per frame manually.
Cheers,
Torben
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Hi Ricky,
Thanks for the reply. I had noticed the ScaleUniform Command and couldn't see
any way to send it. I'll maybe give that a try.
Cheers,
Jonathan
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Hi Jonathan,
I have done something similar to what you need by writing a custom dragger
callback instead of the standard one assigned to the manipulated objects.
In my case I manually rebuild the the motion matrix to apply to the target
matrix transform, instead of getting the one that the MotionC
Hi
got that, seems to work. Many thanks once again!
Mike
On 6 Dec 2012, at 03:35, Andrew Cunningham wrote:
Hi Mike,
I have put a zip of the complete build directory on DropBox.
https://dl.dropbox.com/u/82874382/Mesa-7.8.2.zip
Let me know when you get it.
Andrew
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Hi,
In my scene graph, I use a main camera with FBO severals attached :
- a FBO for COLOR0
- a FBO for COLOR1
- a FBO for DEPTH
I would like to use a child camera (not slave) with :
- another FBO attached to COLOR0
- the same FBO a main camera for DEPTH buffer
Is there anyway to inherit the DE
Hi,
I would like to use the osgDB architecture to load script and xml files,
possibly other stuff. I would like to be able to use the CURL plugin to load
these files from the net, which means I can't simply get a path with
osgDB::findFile and fopen that. Ideally I would like to enter a path or
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