Allen,
Thanks very much! I had seen traffic about the database pager, but I
thought it was an alternate way to load terrain data (more of a lower
level "hands-on" approach). This tells me I glossed over the wrong
material ;-)
Although new to OSG, I am most certainly not new to software
en
I sent you a personal email Richard with a few suggestions.
What I believe Richard was getting at, is there any global settings that should
be made to the system. What I instantly thought of was this :
osgDB::DatabasePager* pPager =
osgDB::Registry::instance()->getOrCreateDatabasePager();
Occurs on OSG 2.x on FreeBSD 6.2.
Definitely a FreeBSD-specific problem.
Already tried single-threading.
Fatal error 'Recurse on a private mutex.' at line 986
in file /usr/src/lib/libpthread/thread/thr_mutex.c (errno = 0)
Abort trap: 6
___
osg-users mai
Hi, Brede,
Actually, no. I was just looking for the place to migrate my custom
code that writes the object flags to the comment field of the converted
node. In particular, we are using the daylight, dusk and night flags. I'll
add it in readRecord(), as before. I believe OSG still doesn't pr
Hi Yefei,
If my memory is correct I believe this flag is used by Creator for the
"Calculate shading" operation. Using this flag to enable flat shading
didn't work very well.
Do you have a model that renders incorrectly?
Regards
Brede
On Jan 25, 2008 11:16 PM, Yefei He <[EMAIL PROTECTED]> wrote:
Hello, Brede,
I did an update on OSG yesterday, and noticed that in the OpenFlight
plugin, it used to set the shade model of an object to flat shaded when
the flag FLAT_SHADED was set, but the latest version does not do it
any more. Was this left out by intention?
Thanks,
Yefei
Hi guys,
I implemented an osgDB::Registry::ReadCallback to catch when an LOD page
gets loaded. Now the issue I have is distinguishing if the node that I
get in readNode() came from an LOD page since the ReadCallback gets
executed for anything that gets loaded as a node.
The only option I see is
Ok, before we get anymore bad blood here let me just say I did not
frame my original question properly, which has lead to a
misunderstanding and elevated blood pressures. I basically got my
answer (and then some), but I did not mean to cause a goading war.
Richard
On Jan 25, 2008, at 4:38 P
Hi Richard,
You shouldn't have to do any performance tuning with VPB dataset, they
are supposed to built well balanced in the first place. If there is a
problem then its not a general problem but something very specific
about your system and the way you've set things up - from the little
stats it
"lots of in depth best practice advice"?
I didn't realize it was that complicated a question, I'm sorry. If
someone asked for some general performance tips for using OpenGL, I
could probably spout off about 10 or so cold. I didn't realize OSG was
so complicated that you needed a training cla
Hi everyone,
I put up a page for past events on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Community/PastEvents
I also moved the old past events from the old wiki (which only contained the
Highland Gathering 2006). Please make corrections where appropriate (both the
old and the
I did some debugging in CullVisitor and it seems that it is acting
correctly.
If I set the CullMask of the camera to 0x10 the traversal mask will be
set to 0x10 since the
inheritanceMask & osg::CullSettings::CULL_MASK evaluates to 0.
It seems that if the traversalMask gets set to 0x10 it shoul
On Fri, 2008-01-25 at 10:17 -0500, Jean-Sebastien Guay wrote:
> Hi Jeremy,
>
> > Here are some screenshots,
>
> Wow, very nice! The potential for this is endless! How is performance compared
> to just a normal texture that you would map onto a quad?
Well, the way it current works is that the im
Hello Robert,
Sorry for turning this into a troubleshooting thread. Bringing it back to
osg-users instead of osg-submissions. But please integrate the code I sent
yesterday when you have a chance. Thanks.
> Seems I spoke too soon. With only 2 levels, it works well, but with 4 levels,
> for some r
Hi Richard,
I'm afraid you're best to go to a training course if want lots of in
depth best practice advice.
As for why things are going slow, well the high draw time is great
place to start, sounds very much likely a driver the OpenGL badly
optimized for the type of data the OSG is throwing at i
Hi Jeremy,
> Here are some screenshots,
Wow, very nice! The potential for this is endless! How is performance compared
to just a normal texture that you would map onto a quad?
I hope to be able to test this on Windows soon and give you some feedback on
that front.
J-S
--
___
On Fri, 2008-01-25 at 09:30 -0500, Lucas Goss wrote:
> Sweet! I see the movies are in wmv... eww, haha. That may help Windows
> users but then Linux and Mac users can't watch them (without finding
> codecs). A standard video format would be nicer...
Trust me, I tried, but I was unable to find a t
Sweet! I see the movies are in wmv... eww, haha. That may help Windows
users but then Linux and Mac users can't watch them (without finding
codecs). A standard video format would be nicer...
But anyways, I found some more issues when building. If I try to build
with Lua I get compiler errors that
Robert,
I didn't give all those details because I'm looking for more of a
"best practices" type of advice. Just loading the terrain "just
works", but is this the typical usage scenario for most users? What
are some of the common ways to speed up a terrain database created
with osgdem in th
Hi Brian;
Try to use " osgdem --xx 10 --yy 10 -d heightmap.png
-t texturemap.png -o land.ive -a land.osga -v 0.08 -l 5 " command!
if it doesn't work look at the
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem link.
But I advice you to use coordinated images and eleva
I am trying to use the SVN version(Jan 24,2008) of Virtual Planet Builder on
windows XP.
It is creating terrian with a texture, but it has no height.
I used the following
osgdem --xx 10 --yy 10 -d heightmap.png -t texturemap.png -o land.ive -a
land.osga
The images are 2048x2048.
Is there somethi
Hi Paul,
osg::observer_ptr<> is the only public example of osg::Observer in
action that I can think of.
Robert.
On Jan 25, 2008 12:26 AM, Paul Pocock <[EMAIL PROTECTED]> wrote:
>
> Hi Robert, I was wondering how you would use osg::Observer and are there
> any examples. Would you construct it as
On Jan 25, 2008 10:00 AM, <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Thanks for that. I thought it would be easier to derive from existing zip
> reader, but evidently that wasn't the way to do it as I then ended up
> creating two "zip" reader instances as the proxy construction and the class
>
Hi Robert,
Thanks for that. I thought it would be easier to derive from existing zip
reader, but evidently that wasn't the way to do it as I then ended up creating
two "zip" reader instances as the proxy construction and the class definition
for the base zip reader are in the cpp file. I've fix
Hi Richard,
Way too little information to be able to know what is up with
performance, so lets start with a few questions to get the information
needed to guide you in the right direction:
What platform are you working on?
What hardware?
Did you compile a release build?
What performance did yo
Hi Stephane,
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with other work.
Robert.
On Jan 24, 2008 9:49 PM, Stephane Lamol
Hi Paul,
On Jan 24, 2008 10:18 PM, Paul Pocock <[EMAIL PROTECTED]> wrote:
> I was wondering this myself - If I build with cmake in 64 bit linux, how
> do I know I'm getting 64 bit. Does Cmake do auto detecting of
> architectures and is this reliable ?
It will default to 64bit if your OS is 64bit.
27 matches
Mail list logo