Hi Jesse,
Jesse Stimpson wrote:
I feel that we're diverging from what I think is most perplexing about
what I'm seeing. When I restrict the process to use less cores, I get
increased rendering performance. This is what leads me to believe there
are some load-balancing issues.
yes, and it
Thank you both for your replies.
I think this little bit from Robert might be the issue:
robertosfield wrote:
However, if OpenGL FIFO fills up because the rate at which you are pushing
data into it exceeds the rate at which it's been emptied then the application
thread will stall and the
Hi Karl,
I ended up with DART from Presagis and converted the metaflight into
terrapage. Now I can have huge database runing on solid 60 Hz that Vega was
not able to even display it. I wrote couple of OpenFlight processing tools
to support this conversion though, and from what I experienced,
Hi,
I reached some difficulties with handling of lights when I was
considering some improvements to osgShadow, like multiple light sources:
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations.
On 18 March 2010 19:50, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
wrote:
One possible stumbling point is that we already use boost in our software,
so the Collada plugin would have to be built with the same version, but I
guess it should work.
No, you don't need to worry about
Hi,
it looks like TangentSpaceGenerator doesn't support POLYGON (mode 9), and
outputs this warning.
Is there a possibility that the tangent could be computed for polygons ?
Thank you,
-Fred
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Hi,
I can confirm that currently getting and building the Collada DOM is really
trivial on Windows, and then having the dae plugin building is also very
simple :
- Download
http://sourceforge.net/projects/collada-dom/files/Collada%20DOM/Collada%20DOM%202.2/collada-dom-2.2.zip/download
- Build
I have updated mingw gcc and still same error.
I try to compile vpb under my vmware ubuntu and no link error.
I think may be I should work under linux environment !
I have attached the openthreads I generated using svn osg code, I think there
may have some error in it.
--
Hi Kim, Chris,
I have a feeling that it might be to do with the number of variables in
the shader rather than the MRT though as I think Umit had the same
problem a while back.
That's probably the case, the 7 series cards support less uniform
variables per shader, and if I remember well we
Hello Zhang,
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Hi John,
I can't really help with the crux of your question, but I was wondering
about one thing:
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
Hi Michael,
No, you don't need to worry about this. How you use boost elsewhere is
unimportant, you should build Collada with the boost version it comes
with, it won't affect anything else.
But then if we distribute our app, we'll have to distribute multiple
versions of boost won't we? Or
Hi JS,
Collada links statically, you'll don't have to provide Boost dlls, you only
need to provide libxml2.dll with the collada dll.
Cheers,
On Fri, Mar 19, 2010 at 1:39 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Michael,
No, you don't need to worry about this. How
Again with the database / Trac errors:
Traceback (most recent call last):
File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in
send_error
'text/html')
File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684,
in render_template
data =
Rohit,
There is sample code in VR Juggler of a vrj::osg::App application:
juggler\modules\vrjuggler\samples\OSG\simple\osgNav
If you have any more VR Juggler questions, please post to the VR Juggler
mailing list - You will find it to be more focused on your topic.
PCJohn wrote on 2010-03-19:
2. LightSource question: I was always wondering why there are two light
classes - osg::Light and osg::LightSource - and not just one. Is the
only purpose for having both osg::Light and osg::LightSource the ability
of LightSource to specify ReferenceFrame?
Works great! Thanks 8)
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Hi Guy,
Obviously, the meshed FLT file could ne invalid, right? So I used a
different application (an old 3D Explorer app) to load the meshed version and
it works correctly.
I can't exaplin it.
I'm able to see the mesh (osg flt) in osgviewer with and without
lighting enabled but that's
Hi J-S,
1. single light source object can be placed two times to the scene.
Because of multi-parenting, the light may have two different
transformations. Although one object and one unique pointer, it
identifies two light sources, thus it is not unique light
identification.
How do you give a
Hi,
Didn't someone understand my question?
Please, tell me and I fix!
Thank you!
Cheers,
Paulo
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Hi John,
This works perfectly in OSG until I start to think about shadows... :-)
Wow, how does it work I wonder? If I were to make a shader, I would
access light 0's position/direction with gl_LightSource[0].position. I
thought the light's position was global to the whole scene, but in your
The wiki/website seems to be down since monday. I already sent Jose Luis an
e-mail, but he hasn't responded yet. He's probably out of the office.
Roland
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Hi Allen,
Actually osgPPU is a NodeKit for osg, hence it can, but do not must, to be
installed somehow specially. So, the way I do is just to install it somewhere
under c:\programs\osgPPU. This is the standard installation directory which
cmake proposes. For osgPPU examples to work, you of
What is wrong with OSG web page?
I try several times, but can not be accessed.
2010-03-19
ijustfu
发件人: ijustfu
发送时间: 2010-03-18 21:14:06
收件人: OpenSceneGraph Users
抄送:
主题: Why I reveive less email these days
Dear All,
I find during the passed several day, I received less
I have attempted to add a ADD_GLINT_SERIALIZER for the cases where I got
errors. I did as Robert suggested and just blindly cast to int.
Figured I'd post here first instead of to submissions since I have no
idea if this will break other builds, but it allows the serializers to
compile for me
Sounds like the jpeg plugin DLL can't be found - make sure it has been
built, and it's in a place that's accessible to the application.
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Hi All,
I just came across this article that talks about a google project
called ANGLE that is developing a wrapper that maps GLES 2.0 calls to
Direct3D 9.0. GLES 2.0 being a pretty small subset of full OpenGL
makes the task rather more straight forward that wrapper GL 1.x/GL
2.x/GL 3.x, still
Interesting. Maybe a way to have osg on XBox :))
-Nick
On Fri, Mar 19, 2010 at 6:50 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi All,
I just came across this article that talks about a google project
called ANGLE that is developing a wrapper that maps GLES 2.0 calls to
Direct3D
On Fri, Mar 19, 2010 at 5:06 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Interesting. Maybe a way to have osg on XBox :))
This thought did occur to me... :-)
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On Fri, Mar 19, 2010 at 2:51 PM, Roland Smeenk roland.sme...@tno.nl wrote:
The wiki/website seems to be down since monday. I already sent Jose Luis an
e-mail, but he hasn't responded yet. He's probably out of the office.
subversion is still running so the server is up, but it looks like the
Hi Robert and all,
I am one of the contributors to the ANGLE project. Feel free to send
questions/concerns my way. I have been an old-time osg user (since my
grad school days) and would love to help.
As a side-project I am also porting osg to native-client. Since
native-client only supports
Yep, got it thanks. It just seemed weird since I'm not a multithreader
understander, how you could start the graphics thread before getting
to the main frame loop, but at the same time be sure that the culling
happens before the draw of the graphics thread. But I guess it just
works.
Thanks.
On
In Cmake, is there some sort of option for 32-bit and/or 64-bit?
Because there might be a thing with how the dlls work in different
environments...
-Masoug
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Are you using the source code or the pre-built binaries?
-Masoug
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I have some source code where I use a trackballmanipulator to rotate a
terrain. If I drag the mouse I can set the terrain spinning. How do I
programatically stop this (i.e., without clicking the mouse again)? I
tried setting Manipulator-setRotation(last_saved_angles), which does
reset it , but
Hi Mike,
You need just to set the throw flag of the trackball manipulator to false.
See setAllowThrow method.
Mourad
On Fri, Mar 19, 2010 at 8:24 PM, Mike Greene mgre...@hiwaay.net wrote:
I have some source code where I use a trackballmanipulator to rotate a
terrain. If I drag the mouse I
Hi Bryan,
osg::Light is a StateAttribute and osg::LightSource is a Group, so Light
represents the OpenGL state (like the light ID) for a light in the scene, and
LightSource represents the location of that light (note that LightSource has a
Light).
And why there is LightSource? What is
Hi Alok,
On Fri, Mar 19, 2010 at 6:20 PM, Alok Priyadarshi al...@chromium.org wrote:
I am one of the contributors to the ANGLE project. Feel free to send
questions/concerns my way. I have been an old-time osg user (since my
grad school days) and would love to help.
Nice to see how exposure to
PCJohn wrote on 2010-03-19:
Hi Bryan,
osg::Light is a StateAttribute and osg::LightSource is a Group, so
Light represents the OpenGL state (like the light ID) for a light in
the scene, and LightSource represents the location of that light (note
that LightSource has a Light).
And why there
On Fri, Mar 19, 2010 at 3:17 PM, ijustfu ijus...@163.com wrote:
What is wrong with OSG web page?
I try several times, but can not be accessed.
I looks like Tracs has lockup up the server so the site is not responding.
The server itself is still up though, subversion is working find, as
is ftp,
Hi,
I am using the captureNextFrame function from the ScreenCaptureHandler class in
order to create the view screenshot. As far as I understand the view capturing
is happens on the next frame in the render thread.
How can I synchronize the thread calling the captureNextFrame with the thread
Hi Oleg,
I am using the captureNextFrame function from the ScreenCaptureHandler class in
order to create the view screenshot. As far as I understand the view capturing
is happens on the next frame in the render thread.
How can I synchronize the thread calling the captureNextFrame with the
Hi,
I am using OSG embedded in the ActiveX control.
Is there any option to get the OSG trace/error log into the file?
Thank you!
Cheers,
Oleg
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Hi Oleg,
I am using OSG embedded in the ActiveX control.
Is there any option to get the OSG trace/error log into the file?
Recently functionality was added to OSG to be able to redirect
osg::notify messages in whatever way you want. See osg::NotifyHandler (I
think).
Hope this helps,
J-S
Hi when trying to compile OpenSceneGraph 2.8.3 on my MacBook Pro I get the
errors:
Building CXX object
src/osgWrappers/CMakeFiles/osgwrapper_osg.dir/osg/OcclusionQueryNode.cpp.o
/Users/tonyvasile/source/OpenSceneGraph-2.8.3/src/osgWrappers/osg/OcclusionQueryNode.cpp:
In constructor
Hi Robert,
Is there any reason why the StatsHandler will only show up if it can
find a GraphicsWindow? (see StatsHAndler::setUpHUDCamera())
I have an app where I want to use a pbuffer as the main graphics
context, but I'll be copying the image onscreen by some other means, and
I want to be
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