Hi Jan,
I agree.
Here is the journal article I talkes about
http://www.heise.de/open/meldung/Offizielle-Open-Source-Treiber-fuer-Kinect-1152510.html
This is the article translated by google:
http://translate.google.com/translate?u=http%3A%2F%2Fwww.heise.de%2Fopen%2Fmeldung%2FOffizielle-Open-Sour
On Sat, Dec 18, 2010 at 01:53:36PM +0100, Tim Moore wrote:
> On Sat, Dec 18, 2010 at 2:27 AM, David Fries wrote:
>
> > Computers are coming out with more and more cores which will only
> > increase the number of threads in use. Currently OpenSceneGraph has a
> > bottleneck in scene graph operati
Hi,
I'm trying to make efficient fluid simulation with osg
I've just found this page :
http://www.mail-archive.com//msg05568.html
It look pretty great as my 1 camera per slice code is very CPU time consuming.
I develop a geometry shader that change gl_layer value per primitive.
It work so i chang
Since you wrote you use gDebugger, please check if glDrawElements index
buffers are taken from CPU or GPU memory. If its CPU mem then all should be
clear...
Wojtek Lewandowski
-Original Message-
From: Sean Spicer
Sent: Friday, December 17, 2010 7:57 PM
To: OpenSceneGraph Users
Subjec
Hi,
I have a Normal Map for an animated Character. To my understanding, I need to
transfrom the Tangent and BiNormal which I got from
osgUtil::TangentSpaceGenerator with the osgAnimation::RigTransform(
Implementation ), otherwise Bump Mapping will not look correct. The
RigTransform computeNorm
Hi Ullrich,
I followed the procedure suggested by you and it worked perfectly. However you
mentioned that the procedure below
"But you should replace this with properly constructed geometry."
I didn't quite follow what you meant by that.
Also, I would like to save each individual geode (geomet
well
i solved my problem to render into cegui elmement but i am facing another one
plesae see the attached image
[Image: http://img811.imageshack.us/img811/7510/screenah.jpg ]
please note the cegui listbox in the left
here my code to create the textitems dynamically
Code:
AvionsListBox
On Sat, Dec 18, 2010 at 2:27 AM, David Fries wrote:
> Computers are coming out with more and more cores which will only
> increase the number of threads in use. Currently OpenSceneGraph has a
> bottleneck in scene graph operations limiting the performance of
> multithreaded programs, even when t
8 matches
Mail list logo