Hi Trajce,
Where I can get samples about using osgGA::FirstPersonManipulator?
...
Thank you!
Cheers,
Elmar
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Hi,
As a solution, I decided to change the viewpoint of the camera and then take
pictures as I change the viewpoint. However, with the code I have, it's really
slow (cow rotates very slowly) Any suggestions or ways I can over come this
problem?
Code:
//capture an image of the scenegraph
Hi Ricky,
You are doing two things that are very expensive - reading back from
GPU and writing to disk. You can help lower the cost of GPU read by
using double buffer of PBO, and the cost of writng to disk by using a
separate thread. Both topics aren't straight forward and pretty
advanced
Hi Magnus, Maxim, et. al,
Magnus' fix is now checked into svn/trunk and will be part of the the
next dev release 2.9.9.
Cheers,
Robert.
2010/6/19 Magnus Kessler magnus.kess...@gmx.net:
On Friday 18 Jun 2010 20:10:16 Maxim Gammer wrote:
error:
Scanning dependencies of target osgQt
[ 98%]
ok)
21 июня 2010 г. 16:21 пользователь Robert Osfield
robert.osfi...@gmail.com написал:
Hi Magnus, Maxim, et. al,
Magnus' fix is now checked into svn/trunk and will be part of the the
next dev release 2.9.9.
Cheers,
Robert.
2010/6/19 Magnus Kessler magnus.kess...@gmx.net:
On Friday 18
Hi Elmar,
have a look at osgviewer. or you can do viewer.setCameraManipulator( new
osgGA::FirstPersonManipulator ) - that is only you need
-Nick
On Mon, Jun 21, 2010 at 8:04 AM, Elmar Alizade elmar_aliz...@hotmail.comwrote:
Hi Trajce,
Where I can get samples about using
Hi Robert,
Congratz with this, but perhaps you should update the date (applies for 2.9.7
as well):
* OpenSceneGraph-2.9.8, released on 18th June 2009, key
I guess it should be 2010...
Apart from that it builds fairly ok on a OSX, though I am a bit puzzled about
the lack of ability to
Hi,
I'm working on virtual camera distortion using the method describes in Model
View Geometry and osgdistortion example. My problem is that I have some bad
edges as you can see in the following screenshot.
[Image: http://img686.imageshack.us/img686/305/testpp.jpg ]
Hi,
I want to know if it is possible to make objects transparent without using a
transparent texture .I am using the following code but it turns out to be
opaque.
ss-ref();
ss-setMode(GL_BLEND, StateAttribute::ON);
__
Gordon Tomlinson
gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com
www.vis-sim.com
www.gordontomlinson.com
www.PhotographyByGordon.com
Hi,
Thanks for the reply gordon.
Which examples are you referring to?
Cheers,
nikhil
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Hi,
I am interested in using a geometry shader to do calculations on the GPU but
instead of drawing the result, it should be piped back into a vertex buffer.
A high level description of the process is:
1. Load scene and shaders to be used for transform feedback. (I do not know if
I would
Hi Brad,
I have now reviewed Wang Rui's fixes and rather than adopt these
directly, I've learnt from them what the problem was - which enabled
me to recreate the problem under Linux, so can confirm now that it's
now Windows specific issue, it was just I wasn't quite recreating the
same usage.
Hi All,
As part of my prep work of the OSG for the up coming 3.0 I will be
moving osgIntrospection and the associated wrappers out into their
separate project, and looking for a member of the OSG community to
step up and take over management of this project. My thought is that
one would place
Hello.
I'm working on configuring a cave-like device using OSG. The device has 3
walls along side each other, the two on the outside rotated in about 30
degrees. To account for this, I tried rotating the slave camera's that display
to the outside screens but this doesn't seem to work.
This is not related to OSG, please refer to the Qt website at
http://qt.nokia.com/products/developer-tools/.
Christian.
On Mon, Jun 21, 2010 at 5:17 PM, nikhil raprolu simha
r.nikhilsi...@gmail.com wrote:
Hi,
how to use qt creator?
Thanks in advance
Cheers,
nikhil
--
Hi,
Sorry, I meant how to use qt along with osg ,i mean the how the .pro file must
be directed to osg libs
Thank you!
Cheers,
nikhil
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Hi Nick,
This is usually where I chime in and say that we use VR Juggler
(http://code.google.com/p/vrjuggler/) with OSG for displays like that.
VR Juggler handles things like view frustum calculations, clustering,
and input device management.
Regards,
Todd
On 6/21/2010 12:54 PM, nick
We were hoping to do it without VR Juggler because we had issues getting it to
run on our systems, but it looks like we are just going to have to bite the
bullet and see if we can't get it to run.
Thanks
Todd J. Furlong wrote:
Hi Nick,
This is usually where I chime in and say that we
On Mon, Jun 21, 2010 at 9:35 PM, nick waller nhwalke...@yahoo.com wrote:
We were hoping to do it without VR Juggler because we had issues getting it
to run on our systems, but it looks like we are just going to have to bite
the bullet and see if we can't get it to run.
Thanks
You may want
Nick,
What's your platform? We posted some VS2008 32-bit binaries to the VR
Juggler mailing list not very long ago.
-Todd
On 6/21/2010 3:35 PM, nick waller wrote:
We were hoping to do it without VR Juggler because we had issues getting it to
run on our systems, but it looks like we are
Hi,
Thank you very very much for your suggestion! I actually ran into another
problem with the code. I tend to get segmentation faults. My idea was to take
multiple pictures as I changed the position of my camera.
Any way I can get rid of these seg faults?
Thank you!
Cheers,
Ricky
Ricky,
Based on the code you posted, you're taking a screenshot every frame - and from
the same position, no less. You're creating the same matrix each time, and
thus setting the view matrix to be identical each frame. Then you're doing
file I/O that is the exact same too.
When I ran your
Hi,
I created some models in ive formats and want to do instancing. As far as I red
to get good FPS I should avoid using glLoadMatrix but store my matrixtransforms
as uniforms and use glDrawElementsInstanced but in .ive file all primitiveset
are DrawElementsUshort.
Maybe someone already have
Hi Robert,
I have just completed an update and build and all seems to be running correctly
again. Thanks so much to yourself and Wang Rui for solving the issue
(especially given I was kicking back on holidays at the time! : ). I will now
be able to move on to testing your fixes to the DB
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