Hello everyone.
I am using custom vertex attributes but running into a strange issue. I
do not seem to be able to use:
BIND_PER_PRIMITIVE
..when using custom vertex attributes. Is this a known limitation, or is
it likely a bug/me doing something wrong? I have attached a simple
example of
Nerazurri:
In a tree, nodes can by definition only have one parent. If you want to display
a scene graph in a tree structure you could display a node multiple times for
each parent?
BTW Maybe one of the existing applications has something for you?
http://www.openscenegraph.org/projects/osg/wiki/
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wanted - if you know anyone who could be interested then please forward.
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>However, it is targeted for a specific host OS / GPU combination and is
NOT a general >"enhancement". Of course, the problem may not exist on
Red Hat or Fedora or Ubuntu [or Linux variant here>] or Windows
or Macintosh.
>Can NIST prove that it does not exist on those platforms!
They provide links
Hay John.
Maybe next year I can get my Miku Miku Dance port to OSG done and I can
entertain the crowd with a singing, dancing figure as a demo. Or would that be
a bit over the top for a technical audience?
D Glenn
D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!
Hi Martin,
I'll take a look at the MVC in Qt.
Expanding on the last point you made, the fact that most tree structures such
as QTreeWidget, etc seem to have the option for only one parent node, is that
an enforced limitation on a scene graph being built - for example, someone
would have to lo
Hi,
I am trying to use the excellent application from osgworks - osgwbvv to draw
bounding spheres around any particular selected node in the scene graph.
The function used to draw the bounding sphere is below:
Code:
void OsgViewerWindow::drawBoundingSphere(osg::ref_ptr &node)
{
osg::MatrixL
Hi Sanat,
Maybe you should use Qt's Model View Controller framework. It is a lot more
complex than the Tree Widget, but also gives a lot more possibilities. You
could write a QAbstractItemModel that directly accesses the live scene graph.
You would have to inform the model of changes to your sc
Hello,
The Problem [or bug or required enhancement]: A problem in this system has
been observed where parallel, multi-threaded applications do not scale
properly to multiple graphics cards resulting in low frame rates.
I believe that they may want an enhancement. They may also want a bug fix
sinc
Someone from the OSG BOF apparently raised an issue about the Execute bit
(not being)
set on the Mac binaries produced by the AlphaPixel build system. We haven't
been able to
pinpoint this, and wondered if anyone who had run into this might step forward
so we can
figure it out?
--
Chris 'Xen
Hi,
I am trying to create a QTreeWidget to represent the scene graph in a
hierarchical tree view. I used the thread
http://forum.openscenegraph.org/viewtopic.php?t=4486 as a starting point.
The code used to create the tree nodes is:
Code:
void BuildTreeNodeVisitor::CreateSubTree(osg::NodePat
Well I have it for linux I can send it to you. If it really is a Bug they
will solve in the next rc.
2011/8/22 Luca Vezzadini
> Searching on many forums it comes out that other people do have similar
> issues with that linker warning. Not sure if that is related to the
> execution errors that we
Searching on many forums it comes out that other people do have similar issues
with that linker warning. Not sure if that is related to the execution errors
that we have (see original post from Ricky) but there might be a relation.
Somewhere it was mentioned that the _dso_handle thing is defined
Hi,
I recently started some experimenting with osgPPU.
The first results are very nice and promising!! (osgppu rocks ;-))
I added osgswig wrappers to the osgswig project to do some testing, and i
experienced a few glitches.
1. there were some manipulation glitches, these were caused by our camer
I have tested osgViewer on the pc with two GPU card, windows 7 and osg 2.8.3.
When I display the statistics, I can see the 2 GPUs. And, If I move the scene
from one screen to the other, I can see the load of the GPUs that change.
But, I have some problem with the mouse. Sometimes, using the mous
Wow, so this is how a government dept submits a bug report :)
Should be nice to hunt this one down, I was just wondering over the
weekend what happened to it.
References here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/62225
http://thread.gmane.org/gmane.comp.graphics.open
I actually used 10 for both (OSG and the example).
Luca
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Hi community,
I'm trying to create a transparent text in the HUD. I'm adding the text via a
widget over the canvas windowmanager, but my guess is the process for setting
the text transparent is independent.
How can I achieve what I'm trying to do?
I can get the background BoundingBox transpare
10 doesn't matter for Ndk because the last change was in 9 (if you look
there's no platform 10). If you already did this don't botter. But just to
be sure you did it with the OSG library not the example, right?
2011/8/22 Luca Vezzadini
> Hi Jorge,
> Actually I did already change that, so to comp
Hi Jorge,
Actually I did already change that, so to compile for platform-10 even. But no
success either.
If you think that it might help to try explicitly with platform 9 I will. But I
seriously doubt that it can help...
Luca
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