Hi Robert,
osgSim::LightPoint only support a single colour, so you'll need to use
two and differentiate using a osgSim::Sector.
Robert.
On Nov 14, 2007 5:14 PM, Robert Balfour <[EMAIL PROTECTED]> wrote:
> I'm taking a first look at lightpoints. If I needed a single lightpoint
> with half the li
El Thursday 15 November 2007 12:28:43 Joakim Simonsson escribió:
> Hi,
>
> I want to generate a grid. I have done this with triangle strips, but I
> want to try to do it with the triangle primitive instead.
>
> Is it possible to define vertices in one array, and vertex-indices in
> another array th
Hello WuCaihua,
>I would like to introduce my working based on osg. I developed
> Creature3D Game Engine. You can download the sdk and The Next-Gen
> FPS game demo on
> http://cid-cc7befe115bfbec3.skydrive.live.com/browse.aspx/Public
I wanted to check it out, but the second RAR file
Hello Ákos,
> I see... I tried to use the osgViewer::Viewer class in my application as
> well.
> how can I display my scene graph so that it is idle when there's nothing
> to do?
If you turn on "Wait for vsync" in your video drivers, it will limit
the frame rate of your app to the refresh rate
Hi,
I want to generate a grid. I have done this with triangle strips, but I
want to try to do it with the triangle primitive instead.
Is it possible to define vertices in one array, and vertex-indices in
another array that forms the triangles, for example:
The indices:
00 01 02 03
04 05 06
Hi,
I'm new to OSG..
I compiled OSG on my Linux box, and I see that any OSG application I
start, it maxes out the CPU, even when seemingly it doesn't do much
like I open osgviewer with a model (say cow.osg), and then don't touch
the window (no rotation, zoom,etc.) - and top shows the viewer takin
Hi Everyone,
I would like to introduce my working based on osg. I developed Creature3D
Game Engine. You can download the sdk and The Next-Gen FPS game demo on
http://cid-cc7befe115bfbec3.skydrive.live.com/browse.aspx/Public
My Blog: http://blog.sina.com.cn/creature3d
My Web(EN): http:
Hello again WuCaihua,
Some preliminary feedback:
* Some minimal information on what to do with the contents of the two
rar files
and the data rar would have been useful. The readme has the keys
and some info
on settings in the ini file, but nothing about how to actually run the demo.
*
Robert,
Could you please explain what you mean by "slow path" in this case? I was
under the impression that glDrawElements and glDrawArrays were basically the
same except that the former expects indices and the latter assumes your
verts are in order.
Thanks for the clarification. -gw
On Nov 15,
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 first version of something is the hard part, then
it can be incrementally improved very easily.
Thanks in any case, it's a useful tool.
in fact, what paul says is very similar to what i often do in test apps:
while ( !viewer.done() )
{
usleep( timeToSleepToGetMeToMyDesiredFrameRate );
viewer.frame();
}
in a more commercial-style app, i'd recommend only redrawing when data
actually
changes. so in a cad app, when
Jean-Sébastien Guay wrote:
>Hello Paul,
>
>
>>I hereby post this tool to the list.
>>
>>
>Nice, I'm sure this could be expanded easily. I hope Robert agrees to
>include this in the distribution (given its small size and usefulness
>as a learning tool).
>
>
Well, I'm not sure this is a
Hello again,
> When you have download the part1 and part2 files, The right way is
> only to decompress the part1 file. Do not decompress part2, it will
> be decompressed automate.
Where does it need to be put for it to be found and decompressed
automatically?
> Then run Creature3D.ex
Hi Joakim,
Always prefer osg::DrawElements* over vertex indices and DrawArrays as
the later will force the OSG to dispatch using OpenGL slow paths.
glDrawElements/osg::DrawElements is by far the best way to dispatch
data to OpenGL.
Robert.
On Nov 15, 2007 11:28 AM, Joakim Simonsson <[EMAIL PROTE
Hello,
I'm so sorry, it's my fault.
When you have download the part1 and part2 files, The right way is only to
decompress the part1 file. Do not decompress part2, it will be decompressed
automate.
Then run Creature3D.exe, Type in the serial from the readme.
Do not copy the files in the d
On Nov 15, 2007 4:35 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
> Very cool! Maybe whip up a plugin Writer wrapper around it, permitting
>
> osgconv cow.osg cow.dot
>
> Then, what about enabling that osgdb_dot.dll plugin as a Reader as well?
> ;-O
I love the sound of some one volunteerin
Hi,
> Then, what about enabling that osgdb_dot.dll plugin as a Reader as well?
> ;-O
You mean to be able to see the scene graph in osgviewer? *That* would
be a nice toy. :-)
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
> -Original Message-
> On Nov 15, 2007 4:35 PM, Mike Weiblen
> <[EMAIL PROTECTED]> wrote:
> > Very cool! Maybe whip up a plugin Writer wrapper around it,
> > permitting
> >
> > osgconv cow.osg cow.dot
> >
> > Then, what about enabling that osgdb_dot.dll plugin as a
> Reader as w
Hello,
Decompress Creature3Dd.rar you will get Creature3Dd.exe, copy it to the
Creature3DGame directory and run it, you can find the log in the console.
WuCaihua
2007.11.16
在2007-11-16,"Jean-Sébastien Guay" <[EMAIL PROTECTED]> 写道:
Hello again,
> When you have download the part1 and
Hello,
I'm so sorry, it is unusual. When has something error in loading it will
appear something, I had not test the progam in English version of Windows. When
it crashes, what happens. And I builded a new file of Creature3Dd.exe, can you
help to try it.
Thanks a lot!
WuCaihua
在20
Hi Thibault,
I am using WinXP SP2 CH, and I have tested many machines. My Code has been
compiled with SSE, When I compiled with SSE2 and I runned on an computer that
dose not support SSE2, then it occur some unsual error. What is my freshly
compiled executable's log, is there something code ap
Hello,
> Decompress Creature3Dd.rar you will get Creature3Dd.exe, copy it
> to the Creature3DGame directory and run it, you can find the log in
> the console.
All I get is this:
> Creature3Dd.exe
Using OpenAL EAX2.0 extension
Loading...
Then it crashes. I have decompressed it as you s
Hi WuCaihua
I've tried to download and launch your demo and I get the same error
as Jean Sébastien. I am using WinXP SP2 EN.
It seems that at at least 1 DLL is not found (dwmapi.dll, saw that
with the dependency walker) and also that this DLL is part of windows
Vista. Are you running vista? If so,
I've tried writing a start-stop frame loop, and it seems to work fine.
You have to make sure you know when objects are moving in the scene. I
also added a periodic redraw (i used something between once a second and
once every 5 seconds) just so the app wouldn't get swapped out and have
troubl
we'll have to agree to disagree. i think rendering when data hasn't
changed is a bad use of system resources. what matters ultimately
isn't frame-rate, but _perceived_ frame-rate, and if the user is
staring at an immobile object from an immobile view, 60Hz is no better
than 1Hz.
eof.
b
On
> how can I display my scene graph so that it is idle when
> there's nothing to do?
The osgviewer app calls viewer.run(), which is effectively the same as:
while (!viewer.done())
viewer.frame() // draw a single frame
So, if you only want to draw when your app is not idle, then you should n
On Nov 15, 2007 3:19 PM, Bob Kuehne <[EMAIL PROTECTED]> wrote:
> in fact, what paul says is very similar to what i often do in test apps:
>
> while ( !viewer.done() )
> {
> usleep( timeToSleepToGetMeToMyDesiredFrameRate );
> viewer.frame();
> }
>
> in a more commercial-style app, i'
Hello,
> I am using WinXP SP2 CH, and I have tested many machines. My Code
> has been compiled with SSE, When I compiled with SSE2 and I runned
> on an computer that dose not support SSE2, then it occur some unsual
> error.
What I get is the basic "This application has encountered a pr
Bob Kuehne wrote:
> yes - osgviewer simply 'free runs', that is, renders new frames
> constantly, as fast as it can. hence, it's always busy doing
> something, even if that's just redrawing the same picture.
I see... I tried to use the osgViewer::Viewer class in my application as
well.
how ca
Ditto Glenn's post. The big "gotcha" I ran into when I modified SimAuthor's
FlightViz to render only when necessary, was discovering just how much of
the application assumed and depended on a constantly-running render loop. No
doubt there are portions of OSG that also have such a dependency. For
ex
Bob Kuehne wrote:
> in fact, what paul says is very similar to what i often do in test apps:
>
> while ( !viewer.done() )
> {
> usleep( timeToSleepToGetMeToMyDesiredFrameRate );
> viewer.frame();
> }
>
> in a more commercial-style app, i'd recommend only redrawing when data
> actual
Ellery,
Be sure to account for the DatabasePager if you plan to use PagedLOD nodes.
You will have to check that the pager has no more work to do before stopping
your loop. Another thought... you may need to do something to prevent
PagedLODs from appearing to expire because the cull traversal isn't
whups, moved it to
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgtoy/trunk/application
s/osgdot/
-- mew
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Mike Weiblen
> Sent: Thursday, November 15, 2007 10:58 AM
> To: OpenSceneGraph Users
On Nov 15, 2007 3:45 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> Robert,
>
> Could you please explain what you mean by "slow path" in this case? I was
> under the impression that glDrawElements and glDrawArrays were basically the
> same except that the former expects indices and the latter assum
Hello,
The Creature3DGame.part1.rar and the Creature3DGame.part2.rar is one file
that compressed into two volumes. Put them in the same directory then
decompress the Creature3DGame.part1.rar.
Can you try it again.
WuCaihua
在2007-11-16,"Jean-Sébastien Guay" <[EMAIL PROTECTED]> 写
The recently posted wxTabbed example has a method to block update till
they are needed. Look at it.
Ciao!
mario
Ákos Maróy wrote:
> Bob Kuehne wrote:
>
>> in fact, what paul says is very similar to what i often do in test apps:
>>
>> while ( !viewer.done() )
>> {
>> usleep
Hi,
I want to read in nodes from a .obj or .3ds file.
For doing this I use
osg::ref_ptr osgNode = osgDB::readNodeFile(snode.filename);
Now I want to get the objects from this file. This shall be a Square, a
Sphere and a Pyramid. I tried to do this by using:
osg::ref_ptr myOsgGroup;
myOsgGroup
Very cool! Maybe whip up a plugin Writer wrapper around it, permitting
osgconv cow.osg cow.dot
Then, what about enabling that osgdb_dot.dll plugin as a Reader as well?
;-O
cheers
-- mew
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of
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 first version of something is the hard part, then
> it can
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