osg::Camera subclasses from osg::CullSettings so you can do:
viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
On 9/10/07, 方之 <[EMAIL PROTECTED]> wrote:
> Hello Mr Wang:
>I want to know how to use cullingsetting class, can you gave me a simple
> example?
>
Hi,
advanced problem:
Is there a chance to preprocess scene by OSG to use PagedLOD?
The scene contains 3GB of textures (or any higher number).
My idea was to make PagedLOD scene that would load high-resolution
textures only for the most close scene parts to the camera.
The problem is clear: OSG
Hi,
Can you send the osgmanipulator.cpp modified and your scene to test?
David Callu
2007/9/10, hesicong2006 <[EMAIL PROTECTED]>:
>
> I know why. root should add an Child include the scene.
>
> But another question. I can drag the Teapot01, but the whole scene now
> has two "Teapot". Then how c
I tried by best and I found a way to solve thi problem.
The idea is:
First see the scene structure:
SceneRoot
Teapot01 Box01
Teapot01 and Box01 are the children of SceneRoot.
When I select "Teapot01", the osgManipulator::selection (I call it in my
program Selection) set Teapot01 as one if its chi
Hi John,
On 9/10/07, PCJohn <[EMAIL PROTECTED]> wrote:
> Is there a chance to preprocess scene by OSG to use PagedLOD?
Yes, but you'll need to write the database conversion yourself. The
osgpagelod example may help a bit as this converts LODs to PagedLODs.
> The scene contains 3GB of textures (
Hi all,
has anyone produced code that outputs a graph with just points(nodes) and
links (edges) to these nodes. If so, you code please let me know how to do
it.
Thanks,
Felix
On 9/7/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> On 9/7/07, Alberto Luaces <[EMAIL PROTECTED]> wrote:
> > Thank yo
Please see osgViewer application. The osgGA::StateSetManipulator() may help
you~
2007/9/10, Felix Bwire <[EMAIL PROTECTED]>:
>
> Hi all,
> has anyone produced code that outputs a graph with just points(nodes) and
> links (edges) to these nodes. If so, you code please let me know how to do
> it.
>
Hello,
This is with this mornings' SVN version and FLTK 1.1.6 on FC4. When
exiting the osgviewerFLTK example (run with cow.osg as argument) with
escape it hangs with the following strace when attaching to the process:
...
sched_yield() = 0
sched_yield()
>> The scene contains 3GB of textures (or any higher number).
>> My idea was to make PagedLOD scene that would load high-resolution
>> textures only for the most close scene parts to the camera.
>
> 3GB is not overly large, and the reason for PageLOD existance is
> helping handle this and much lar
In my previous posts "[osg-users] Help - trying to get a wxWidgets
implementation ofosgViewer::Viewer working!" I described a problem with the
viewer scene not being updated.
I have now tracked this down to the implementation of makeCurrent in
osgViewer. My application renders an osg scene in i
Hi Roger,
If your app makes the context current in a different thread than
osgViewer has for rendering to the same graphics context without
osgViewer knowing about the fact that the context has been stolen from
underneath it then it is not suprising you'll find problems.
You'll need to either add
Hi Robert,
Thanks for the quick reply. My app is single threaded. I have implemented a
work around using an explicit makeCurrent on the viewer's current camera's
graphicsContext. I could not see a simple way of dirtying the viewer in a
way that did not cause an erroneous releaseContext on a contex
On 9/10/07, Roger James <[EMAIL PROTECTED]> wrote:
> I flagged this up because it seems rather a bold assumption to make that a
> single instance of an osgViewer object is in control of all the OpenGL
> rendering contexts that might be in use by an application. Am I correct in
> my assumption that
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: 10 September 2007 15:48
> To: Public OpenSceneGraph Users discussion list.
> I don't know the source of your problem, the existing osgviewerWX
> works fine, as to what
Hello Luigi,
Sorry I am on a really slow connection now, so just hints, I can not test:
That's fine, thanks for helping even in less than optimal work conditions :-)
The idea is that TARGET_ADDED_LIBRARIES is interpreted by SETUP_PLUGIN
macro as a list of undifferentiated external lib librar
I'm working on a system with several 100,000 separate items for
rendering. So, they are being added to the scenegraph via PagedLOD's
since each was originally created as a separate geometry file and later
spatially partitioned at higher levels to reduce the number of actual
distance evaluations. Ho
Jean-Sébastien Guay wrote:
> Hello Luigi,
>
>> Sorry I am on a really slow connection now, so just hints, I can not
>> test:
>
>
> That's fine, thanks for helping even in less than optimal work
> conditions :-)
>
>> The idea is that TARGET_ADDED_LIBRARIES is interpreted by SETUP_PLUGIN
>> macro
Hi Robert,
thanks for the quick reply. I've been playing around and it seems happy with
using the same texture to render into. I've since used just a osgViewer::Viewer
rather than the CompositeViewer, and it seems fairly happy.
-J
_
Hello Luigi,
> A typo... sorry.
That's what I thougt, no problem.
> Try deleting the cache, I think the Find stuff does not recompute if the
> variable is in cache
Ok I'll try that. I'll submit the changes once it all works well. Thanks.
J-S
--
> > The problem is clear: OSG would probably freeze the computer during
> > preprocessing when loading all the textures. In Inventor, it seemd
> > simple: just to override the texture type and make the
> implementation
> > not to load texture data. Any chance for solution in OSG?
>
> There ever
Hi Robert -- My understanding of the DatabasePager is that PagedLOD children
that are not visible in the current view volume should eventually "expire",
which I assume means be unloaded from memory. OSG would then have to reload
such children from disk if they ever came back within range. However,
I am a new user to OSG and been trying to download and compile from source.
I have tried SmartSVN on windows and svn on linux both connected to
the 2.0OSG repository.
Syncing works fine up until I need to sync OpenThreads when I am presented
with the following error:
Fetching external item into
Paul Martz wrote on Monday, September 10, 2007 4:31 PM:
> Hi Robert -- My understanding of the DatabasePager is that PagedLOD
> children that are not visible in the current view volume should
> eventually "expire", which I assume means be unloaded from memory.
> OSG would then have to reload such c
Hello Paul,
I went through many pitfalls when I was doing paged databases. I'll list
them here, and maybe something will catch your eye?
1) Originally I wasn't using osgviewer, and I was loading models on demand.
After you load the model you have to call some function to register the
paged lo
> The DatabasePager has a lower limit on the number of expired
> PagedLODs before it starts removing expired ones; I believe
> the default is 100.
> So, unless 100+ PagedLODs are loaded, you won't see any
> removed due to expiring. I recall someone adding a function
> to the DatabasePager so y
Paul Martz wrote:
> Hi Robert -- My understanding of the DatabasePager is that PagedLOD
> children that are not visible in the current view volume should
> eventually "expire", which I assume means be unloaded from memory. OSG
> would then have to reload such children from disk if they ever ca
I'm trying to use osgCal with osg::CompositeViewer. I did exactly what was
showed in the osgCompositeViewer example. When I use osg::Viewer all works
OK! With osg::CompositeViewer, everything loads OK, but the characters
animations stops.
Is there anybody with the same probem?
Ah! I also got this
I have a question about the functionality of the osgviewer example
functionality with OSG 2.0+. I see at
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/osgViewer
that there is plans to support ASCII configuration files. Does this
include both the camera config file and reading fl
Paul,
PagedLODs are registered as inactive when their frame count gets out of synch
with the overall viewer. Once they become inactive, their children are
released. In other words, if each child has an identical bounding sphere, none
of them will get freed until the lowest child is culled.
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