Hi Fred,
what bandwidth are you trying to achieve? We've had no issues with
updating multiple osg Images from camera input with just a PBO attached
as per e.g.:
osg_image_buffer[i]->setPixelBufferObject(new
osg::PixelBufferObject(osg_image_buffer[i].get()));
where osg_image_buffer[i] is a
Hi Robert
>>I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES
>>to FITS_IN_CURRENT_ROW, which are both better descriptions and won't
>>overlap your #defines.
>>
>>An update to svn/trunk will get this change.
Thanks, that did the trick, clean builds on Windows and IOS now. This
Hi,
...
I need to snow coming form horizontal direction not from vertical direction.
But so far didnt succeed. I tried to rotate but it is not rotating. I try to
change the wind thts not working as well. How can i do it?
Thank you!
Cheers,
Aruna
--
Read this topic online here
robertosfield wrote:
> Hi Nick,
>
> On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
> <> wrote:
>
> > any ideas/hints how to implement rain/snow accumulation on the screen (like
> > for a driving sim)?
> >
>
> Bring a laptop to Scotland and sit outside. Right now you'll get an
> accumu
rogerjames99 wrote:
> Hi Robert, Chris, David
>
> Thanks for the quick reply. I have been playing with putting osgTerrain
> support into VTP. Ben has probably written me off as a heretic!
>
> I just wanted to get my placement of procedurally generated buildings a bit
> more accurate. So perfor
Agreed...
The terrain is only as accurate as the original source data.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn
Sent: Friday, December 03, 2010 12:30 PM
To: osg-users@lists.op
Hi John,
So no one else has ever had to work with a .IVE file and modify the
images/textures??? A little help is all I am seeking. I don't know enough
about the software to easily modify the textures I am hoping some one here can
help.
Of course others have had to do this in the past, but
So no one else has ever had to work with a .IVE file and modify the
images/textures??? A little help is all I am seeking. I don't know enough
about the software to easily modify the textures I am hoping some one here can
help.
--
Read this topic online here:
http://forum.opens
Thank you. That also shows me where the new code is--the serializers directory
next to the deprecated-dotosg, right? Looks like the equivalent writing code
uses a << operator on the data.
Following that code around to OutputStream.cpp, it looks like the writeArray()
method does a static cast
Hi,
I used osgdem to build a terrain using VPB. I now want to place an object on it
whose coordinates would be a random latitude-longitude.
I browsed the source and found the ObjectPlacer class. I assume that I will
need to use this. But I do not know how to correctly use its place() method
o
Hello Alberto,
Cygwin is aimed to be a UNIX layer to wich you can throw unmodified UNIX
source code, compile it, and run it on Windows. All the programs are
linked to the cygwin dll, which implements the UNIX API in terms of the
Win32 one as faithfully as possible.
That was my impression too.
Thanks for your help, this will do for now.
However, I would be very interested that this functionality becomes part of
osgAnimation, as I am writing on a maya osg exporter. I'll try to look deeper
into osgAnimation functionality. The opossite case, morphing two RigGeometries
with different Ske
Hi Andy,
The deprecated DotOsgWrappers can now be found in
src/osgWrappers/deprecated-dotosg/*/*.
Robert.
On Mon, Dec 6, 2010 at 2:34 PM, Andy Skinner wrote:
> I was looking at submitting a fix for the osg plugin. We use shared arrays
> (see osgsharedarray example) in the last stable release o
I was looking at submitting a fix for the osg plugin. We use shared arrays
(see osgsharedarray example) in the last stable release of OSG. We had a
problem writing osg files of our scene because of a static cast in the osg
plugin. It assumed it knew what the array was (FloatArray, for example
Hi Fred,
I have too much other work on right now to go chasing supports threads
at a low level, I have time to point users in roughly the right
direction, but then have to get back to work - I have 3.0 to get out
the door.
Robert.
On Mon, Dec 6, 2010 at 1:16 PM, Fred Smith wrote:
> Hi Robert,
>
Hi Robert,
Let's leave GPU -> CPU transfers aside. I don't mind if they are slow.
You usually have to use 2 PBOs.
If I use a single PBO to upload texture data to the GPU, performance will be
very low.
It seems to me I have two ways to do CPU -> GPU transfers efficiently.
1) Use 2 differents P
Hi J-S,
Jean-Sébastien Guay writes:
> Hi all,
>
> I've got this thing, I like to find and fix build problems. I guess
> I'll have to get checked by a psychologist sometime. :-)
>
> Just for the fun of it, I tried to build OSG on Cygwin today. Has
> anyone tried that lately, or is anyone using a C
Hi Peter,
I have a fix, but it's not the ideal solution. The idea is to cull the
morph geometry but to update it. In order to do that you can add a cull
callback that does not traverse child.
I have updated your sample to demonstrate the technique. Note you have
to add group in your hierarchy in o
Arf sorry, I have not seen the link about the attachment :)
I will dig into
Cedric
On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
> Hi,
>
> I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation
> with Facial Morphing. The system works, but it is unclear where to
Hi Tom,
On Mon, Dec 6, 2010 at 10:16 AM, Robert Osfield
wrote:
> I'll have a look at the enum and rename it to something less likely to
> overlap with other libs over zealous using of #define.
I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES
to FITS_IN_CURRENT_ROW, which are
Hi Neil,
Are you rendering your scene before writing it out to disk? If so
then the Optiimizer is enable the osg::Texture::UnRefImageAfterApply()
option that is used to cut data usage of the application.
Robert.
On Mon, Dec 6, 2010 at 9:37 AM, wrote:
> Hi All,
>
> Sorry to bother you but I ha
Hi Gabriel,
First up strongly I'd recommend that you don't use glBegin()/glEnd()
in OpenGL. This path was supported in OpenGL 1.0, but not longer
after was replaced by much more efficient vertex array and primitive
classes. glBegin()/glEnd() support is also deprecated in OpenGL and
the OSG. Als
Hi Peter,
Do you have some sample data in order I test it and debug ? In theory
piece are here to make it work but I have not been able to use this
path.
I would need to experiment with an example if you have one
Cheers,
Cedric
On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
> Hi,
>
> I'
Hi Tom,
I'll have a look at the enum and rename it to something less likely to
overlap with other libs over zealous using of #define.
Robert.
On Sat, Dec 4, 2010 at 2:51 PM, Thomas Hogarth wrote:
> Hi Robert
> Nice one on the fix for the subload it's much appreciated.
>
>>>Thomas could you tes
Hi Fred,
The PBO support built into osg::Texture/osg::Image for passing image
data from the osg::Image to the texture, and does not presently
support reading the result back.
When doing read back using PBO's the situation is a little more
convoluted than when passing data from main memory to the
Hi Hartwig,
I believe the current implementation is correct. If the bounding box
has be computed then _boundingBoxComputed should be false, regardless
of whether it's valid or note, otherwise you'd get repeated attempts
to compute an invalid box which is pointless. Please note that it's
not _bou
Hi Sajjadul,
Have a look at the osg::Uniform class (include/osg/Uniform), is
supports arrays of uniforms, see the Uniform::setElement(..) method
for passing in the data. Uniforms are assigned to osg::StateSet, so
have a look at include/osg/StateSet, and also the shader related
examples. Just do
Hi All,
Sorry to bother you but I have an FLT file that references a number of textures
via relative paths, and I wish to save this scenegraph as an IVE file,
maintaining the relative path references to the textures so that the IVE
doesn't become too large.
When I save the scene graph as an IV
I did a IR scene by making my own cull visitor. In order to make this efficient
I had to put a virtual in front off osgUtil::CullVisitor::pushStateSet().
My cull visitor look like this
class SpectrumCullVisitor : public osgUtil::CullVisitor
{
public:
SpectrumCullVisitor()
{};
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