You might need to change how and when the osg viewer frame() is called. You
migh also need to apply new osgQt patch waiting at submissions. I'am pasting
modified osg Qt viewer example with more general frame update solution:
#include
#include
#include
#include
#include
#include
#include
Hi Conan,
You can either use the Camera's RenderOrderNum to determine which
order the cameras are rendered in, or simply nest the Camera that you
want to drawn first. You should still use PRE_RENDER RenderOrder in
both approaches.
Robert.
On Mon, Sep 5, 2011 at 10:03 PM, Conan Doyle wrote:
> I
On Tue, Sep 6, 2011 at 12:48 AM, Patrick J Neary wrote:
> Do you have an issue with adding the friend declaration to support the older
> compilers?
It all depends upon whether there is any risk of such a change
breaking the build on other compilers.
Robert.
_
Hi Michael,
I'm afraid I can't help on this, I can point you in the direction of
the existing OSG Qt examples, but have very little Qt expertise
myself.
Robert.
On Mon, Sep 5, 2011 at 8:03 PM, Michael W. Hall wrote:
> Robert,
>
> Trying to use your example you mentioned to get a GUI going. I a
Hi Boon Wah,
Loading shouldn't cause frame drops as the loading is done in back
ground thread. Downloading the objects to graphics card is much more
likely to cause frame drops, but for most VPB database on modern
hardware this usually isn't an issue.
>From the sound of it you are setting the ti
Hi Robert,
In VPB, I have set my tile-image-size to 2048 and tile-terrain-size to be
2048. The rationale is for me to have larger tiles so as to minimize the number
of files. My development platform is Windows and it is pretty poor at handle
large number of files.
Is it possible to mod
Hi Jimmy,
I also use VPB and osgTerrain with 500GB+ databases. Genereally you are right,
NTFS isn't the best database for handling folders with lots of files.
But I think you mix up two different aspects: In my opinion the handling
capability of large file numbers is another topic than loadin
Hi Boon Wah,
On Tue, Sep 6, 2011 at 12:25 PM, Boon Wah wrote:
> Hi Robert,
>
> In VPB, I have set my tile-image-size to 2048 and tile-terrain-size to be
> 2048. The rationale is for me to have larger tiles so as to minimize the
> number of files. My development platform is Windows and it is
Hi,
While using the Viewer::setUpViewerAsEmbeddedInWindow() I saw a possible
problem with it. If you setup your viewer that way, all GUI events seem to
bring incorrect information about the window size. This is because that method
does not call GUIEventAdapter::setWindowRectangle() while the ot
Hi,
Can anyone explain how i get a simple OSG example on the iPhone with the git
repository?
I use Xcode 4 and sdk 4.3
Help me pls!
Thank you!
Cheers,
Tobias
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Hi,
for forcing load from disk to CPU mem you can check what osgposter or
osgSim HeightAboveTerrain does. This does not however force tiles to GPU
memory.
jp
On 06/09/2011 13:25, Boon Wah wrote:
Hi Robert,
In VPB, I have set my tile-image-size to 2048 and tile-terrain-size to be
2048
Hi there,
This should be a quick one. I am using OSG compiled for Android OpenGL ES 2.0.
I have my app up and running on the device. My shaders for the object I am
displaying doesn't do anything special, but it works just fine.
My problem is, I need to update the camera matrix manually, this mea
I am already using the RenderOrderNum, I guess my question is more along the
lines of where do I place the cameras in the scenegraph? Should one be the
parent of the other, or should they be siblings? Or is that what nesting
means, i.e. one a child of the other
Thanks for the reply.
CD
Robert Osfield wrote on 2011-09-05:
> There isn't a scheme for missing nodes during serialization.
>
> On Sat, Sep 3, 2011 at 12:01 PM, Joel Graff
> wrote:
>> Hi,
>>
>> I have a graph that I serialize with a simple call to
> osgDB::writeNodeFile(), but it contains a node that is auto-generated
Hi,
... setCullingActive(false) works
Thank you!
Cheers,
Lv
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Hi,
disable small feature culling with
Code:
viewer.getCamera()->setCullingMode(viewer.getCamera()->getCullingMode()
| ~osg::CullSettings::SMALL_FEATURE_CULLING);
Enable it with:
Code:
viewer.getCamera()->setCullingMode(viewer.getCamera()->getCullingMode()
| osg::CullSettings::SMALL_FEA
On Sat, 2011-09-03 at 13:01 +0200, Joel Graff wrote:
> Hi,
>
> I have a graph that I serialize with a simple call to osgDB::writeNodeFile(),
> but it contains a node that is auto-generated when the application starts.
> Is there a way to exclude that node from serialization? I'm familiar with
Hi Terry,
On Sun, Sep 4, 2011 at 9:29 PM, Terry Welsh wrote:
> Excellent ZipFS plugin Jason. Thank you for the help. I think that
> was the hardest part of the problem. I finally got around to working
> on this more and I have the other half of the problem mostly solved.
Thanks, glad it worked
Hi all,
Thanks for all of your replies. I will re-look and see how best to optimise
my code.
Thanks again!
Kind Regards,
Boon Wah
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Hi Rubén,
The osg should be setting the osg_ModelViewMatrix uniform, which is
equivilant to the gl_ModelViewMatix found in GLSL on OpenGL 2.0.
Robert.
On Tue, Sep 6, 2011 at 2:42 PM, Rubén Díaz wrote:
> Hi there,
>
> This should be a quick one. I am using OSG compiled for Android OpenGL ES 2.0.
Hi Conan,
On Tue, Sep 6, 2011 at 2:42 PM, Conan Doyle wrote:
> I am already using the RenderOrderNum, I guess my question is more along the
> lines of where do I place the cameras in the scenegraph? Should one be the
> parent of the other, or should they be siblings? Or is that what nesting
Ok. got it. Thanks,
CD
robertosfield wrote:
> Hi Conan,
>
> On Tue, Sep 6, 2011 at 2:42 PM, Conan Doyle <> wrote:
>
> > I am already using the RenderOrderNum, I guess my question is more along
> > the lines of where do I place the cameras in the scenegraph? Should one be
> > the parent
Okay, I'm sure I'll have something to submit. Just don't expect it
anytime soon. I've got a vacation coming up :) and I want to
consider switching to zlib (just to save my game an extra dependency)
and figure out a fix for the shaders not loadingand fix whatever
other problems I come across.
Hi, I'm working on a feature that requires modifying a scene graph after it's
been loaded, including those that may be loaded from the DatabasePager.
Unfortunately the process depends on any ancestor transforms that may be
present in the graph that the node may be merged into. I've looked (at so
On 9/6/2011 12:33 PM, Craig S. Bosma wrote:
Hi, I'm working on a feature that requires modifying a scene graph after it's
been loaded, including those that may be loaded from the DatabasePager.
Unfortunately the process depends on any ancestor transforms that may be
present in the graph that t
Hi,
Am 06.09.11 14:56, schrieb Tobias Weißhaar:
> Can anyone explain how i get a simple OSG example on the iPhone with the git
> repository?
Do the three examples inside the xcode-project work?
cheers,
Stephan
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Thanks Paul, That's a helpful suggestion, but wouldn't it still require the
DatabasePager to be modified to also stash the parent node/nodepath in the read
node's UserData, since the callback won't know when a read comes from the pager?
Craig
On Sep 6, 2011, at 1:57 PM, Paul Martz wrote:
> On
No when i try to run the example_osgVieweriPhone i got a linker error at the
end.
I still wrote a topic about this.
http://forum.openscenegraph.org/viewtopic.php?t=9047
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