Hey,
it's me... again... :D
Since the osgART community seems to be pretty dead and I have found great
support here, I thought I'd ask here again, since it is 50% OSG question ;)
I have attached an image from the osgart documentation which shows how OSGART
is connected to OSG.
What I am
Hey JP,
sry I somehow missed your reply. Hope its not too late :-P
Anyway, I am still battling this problem but I think I have a better
understanding of it.
I opened a new thread with a better description (at least I hope so):
http://forum.openscenegraph.org/viewtopic.php?t=3577
So I'd say we
Hi all,
Currently trying to set a PagedLod system on my model, I'm facing something
strange for me :
Adding a child on a PageLod node, I need to set a Node* AND a filename ...
Why do I need to set the node ptr ? if the pagedLod load from disk the node,
there is no need of the ptr, isn't it ?
Hi Vincent,
You don't need to assign a node ptr, as you can set the filename
against a child number that isn't yet loaded. i.e.
plod-setFileName(0, firstlod.ive);
plod-setFileName(1, secondlod.ive);
Typically I'd actually assign the first child as an straight subgraph
that is loaded along
Hi Robert,
I remember I wondered the same thing my self. The method I (and I guess
Vincent) wonders about is the:
addChild (Node *child, float min, float max, const std::string filename, float
priorityOffset=0.0f, float priorityScale=1.0f)
Here you have to supply both a Node* and a filename.
Hi all,
I am currently facing a problem with the QuickTime plugin. When I play my
movie with the QuickTime player, it says that the size is 768x576, but if I
load it in OSG with the QuickTime plugin, it says1920x1080 as its size. Does
it ring a bell to someone ? I can post the movie if needed.
Björn Blissing wrote:
I remember I wondered the same thing my self. The method I (and I guess
Vincent) wonders about is the:
addChild (Node *child, float min, float max, const std::string filename,
float priorityOffset=0.0f, float priorityScale=1.0f)
Here you have to supply both a Node*
Hi Maurizio,
I was following the tutorial here
(http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins)
I wrote that tutorial, but note that it's been a very long while since
I've compiled the OpenVRML plugin (or OpenVRML itself, for that
Hi Serge,
Serge Lages schrieb:
Hi all,
I can post the movie if needed.
that would be helpful.
cheers,
Stephan
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Hi Stephan,
Thanks for your reply, it seems to be an export problem instead of a problem
on the plugin side. But it's still weird that the size on the QuickTime
player and in the plugin is different. Here is the movie :
http://labs.tharsis-software.com/test.mov
On Mon, Sep 7, 2009 at 4:51 PM,
Hi Robert,
I had a crash in my application because i use osgDB::readFile from
another thread than Viewer.
In fact there is a short window if the cache is cleared while another
thread reference the data.
Hi guys, I don't have that much experience writing threaded code so please
forgive my ignorance. I've written a very simple test application using
OpenThreads which runs a thread, stops it, and then tries to run it again.
Seems straightforward but I get an unhandled exception from the
Hi Michael --
I believe that after you cancel it, you should test to see if it has
actually been canceled, something like this:
myThread-start();
myThread-cancel();
while( !myThread-iSRunning() )
OpenThreads::Thread::microSleep( 100 );
myThread-start();
Also, I'm not sure what you are
Thanks for the reply Paul. I was calling join because i wanted the main calling
thread to block until myThread was finished. I know it doesn't make much sense
to do it that way in this contrived example but in my actual application it
would be nice to do this between scenario teardown and
Hi Serge,
Serge Lages schrieb:
Thanks for your reply, it seems to be an export problem instead of a problem
on the plugin side. But it's still weird that the size on the QuickTime
player and in the plugin is different.
I think it has something to do with the codec. DVCPro is convenient for
Hi,
I will explain what I didnt understand in the code.Does calling
scene-accept(updateVisitor); everyframe will automatically call the
updatecallbacks and update the scene.Because here no viewer.updateTraversal()
or sceneview-update() methods are not called to update the scene.
Thank
brett01 wrote:
Hi,
I am actually trying the program of callback in osg quick start guide which
rotates the cow using a node callback.
when I change code viewer.run() to
while(!viewer.done())
{
viewer.frame();
}
I am unable to see the models on the screen.What is the
Hi,
Thank you very much for the reply.I also have an another question , in this code
while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
viewer.renderingTraversals();
}
if I remove viewer.updateTraversal(); and Is there a way to update the scene
Hi Brett, Kim,
I am actually trying the program of callback in osg quick start guide which
rotates the cow using a node callback.
when I change code viewer.run() to
while(!viewer.done())
{
viewer.frame();
}
I am unable to see the models on the screen.What is the diffrence between
Hi Cedric,
I wouldn't have though my change will have introduced a new threading
issue, perhaps just revealed on old one though. I've just done a
review of the Registry methods that access the cache and I can't find
any points where the Registr::_objectCacheMutex isn't locked before
access of
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