Hi Chris,
I don't know if its related but I did introduce a bug fix last week
for a case where SceneData is set after realize, this wasn't for the
SDL example, but might have any affect.
Which version are you using?
Robert.
On 8/8/07, Christian Muschick [EMAIL PROTECTED] wrote:
Hello!
There
Hi Adrian,
On 8/8/07, Adrian Egli [EMAIL PROTECTED] wrote:
thank you very much. Now i can use the latest SVN version and my application
still works fine. I guess this prototype
archi is quite good. i didn't know this implementation.
The new implementation works, and hopefully good enough for
Hi Rafa,
Sorry about this, checked some changes in that I thought were fine,
then went for a day out to the beach - it was sunny for the *whole*
day, something which has only happened a couple of time this summer in
the UK, so me and the family just had to head out :-)
Fixes should now be
Hi Adrian,
On 8/8/07, Adrian Egli [EMAIL PROTECTED] wrote:
The camera's setComputeNearFarMode doesn't affect the wished behaviour:
osg::Viewer* m_OSGViewer
m_OSGViewer-getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
does not transfer the
Hi Luc,
On 8/9/07, Frauciel Luc [EMAIL PROTECTED] wrote:
When using an OverlayNode to project a flat polygon on a DEM, the polygon is
not shaded using the DEM normals (see image attached).
Is it an intended behaviour ?
The mode used is OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY
Is there a
-Message d'origine-
Objet : Re: [osg-users] Question about osgSim::OverlayNode behaviour
Hi Luc,
On 8/9/07, Frauciel Luc [EMAIL PROTECTED] wrote:
When using an OverlayNode to project a flat polygon on a
DEM, the polygon is not shaded using the DEM normals (see
image
I think I might be having a related problem. I have recently updgraded from
OSG1.2 to 2.1.1. In my old app, I had a node inherited from Camera, loosely
based on the osgDepthPartition example, which worked as a parent for
skyboxes/spheres. It used to:
1) prevent its children from participating in
Hi Nick,
On 8/9/07, Nick Prudent [EMAIL PROTECTED] wrote:
I don't think it is progressing. After this messgage, the whole process
stops. Look at the line after that where it says that it had to exit in an
unusual way.
Could you copy and paste the error.
Robert.
Its for control the priority that children are paged in with, higher
priority tiles get read in first. The computation of the actual
priority uses the distance from the eye point multiplied by the
priority scale + priority offset. This approach is used to ensure the
most visually important tiles
Hi guys.
Yeah. Was nice to meet the guys outside of the virtual
world.
As I have already mentioned in my Talk at BOF, I want
to provide a new node kit osgPPU (post processing
units) to do a simple postprocessing with the osg.
There were question about the publication time. I just
want let to
OK, problem solved: I updated the drivers and osgDem seems to be working.
I'm processing the images now.
Despite being prehistoric, the Quadro2 Ex is very good for what I use it
for which is CAD and OpenGL 1.5 stuff (no shaders). I don't need a game
card.
Thanks for the prompt answers.
-
On Aug 7, 2007, at 7:26 PM, Daniel E. Shipton wrote:
On 8/3/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Doug,
There are number of hoops one has to jump through to do safe
multi-threading with the OSG, osgViewer does these all for you, while
SceneView knows nothing of it and requires
Hello Nick,
OK, problem solved: I updated the drivers and osgDem seems to be working.
I'm processing the images now.
Good to know it helped.
Despite being prehistoric, the Quadro2 Ex is very good for what I use it
for which is CAD and OpenGL 1.5 stuff (no shaders). I don't need a game
Hey !
I work on a project where i need to setup a few slaves to the mastercamera,
and i suffer a slight problem during this operations.
The viewport and the different offsets is no problem, however the frustum
is not get the values that i
send in as parameters to
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