Am 06.03.2012 20:05, schrieb Sebastian Messerschmidt:
Am 06.03.2012 19:34, schrieb Christian Buchner:
well in our production code each text node would show an individual
text (some radio related parameters).
The thing is: the cull traversal should not even be looking at objects
in the osg::Swit
On 03/06/2012 01:42 PM, Jan Ciger wrote:
OK, it is this thread:
http://lists.nongnu.org/archive/html/bino-list/2011-03/msg00058.html
Interesting stuff, if this works, a 3D projector or TV could be an
interesting option these days.
Here's another one with specific ModeLine values:
http://li
On 03/06/2012 11:58 AM, Ethan Fahy wrote:
Thanks for the info guys. I'll have to think about the best way forward a bit.
I'm still hesitant to add generic vertex attributes just because it seems like
it would add to a given node's memory usage and since I don't use the node's
color values fo
On Tue, Mar 6, 2012 at 6:03 PM, Jason Daly wrote:
> Hi, Jan,
>
> I don't have links, nor do I have personal experience. I haven't actually
> read the HDMI 1.4a spec either, so I very well may be wrong.
>
> That said, most of the information I Googled came from the bino project.
> There were sev
Hello,
On Tue, Mar 6, 2012 at 6:03 PM, Jason Daly wrote:
> Hi, Jan,
>
> I don't have links, nor do I have personal experience. I haven't actually
> read the HDMI 1.4a spec either, so I very well may be wrong.
>
> That said, most of the information I Googled came from the bino project.
> There w
Hello Christian,
Don't forget that the cull traversal also collects all the draw-calls
/objects to be rendered.
So cull should better be called cull&collect.
Also from your example: You're creating one individual node per switch
children.
This means the scenegraph is not able to share any geom
For anyone following this: Colt McAnlis just posted his GDC talk about NaCl
here: http://www.youtube.com/watch?feature=player_embedded&v=R281PhQufHo
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46074#46074
___
Laurens Voerman wrote:
> Hi Martin,
> It's not very pritty, but from reading the code I think this will work:
>
> animationManager->playAnimation( myAnimation );
> myAnimation->setStartTime(myAnimation->getStartTime() -3.0);
>
> Regards, Laurens.
>
>
>
> --
> Post generated b
Thanks for the info guys. I'll have to think about the best way forward a bit.
I'm still hesitant to add generic vertex attributes just because it seems like
it would add to a given node's memory usage and since I don't use the node's
color values for anything other than lookup table purposes
On 03/06/2012 10:56 AM, Jan Ciger wrote:
>From what I've read in several forums. If you create the
1280x1470 format (or 1920x2205 format) directly, you can get a
GeForce card to render 3D content on a 3D monitor.
Jason, could you post links to this info, please? I am interested in
On 03/06/2012 07:39 AM, Ethan Fahy wrote:
I was also wary of using generic attributes after reading the bottom of this
page:
http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php
Just seemed like more trouble than it was worth. But I'm really just learning
OpenGL and osg so
Here is my repro case for the 1 children of a switch node causing
massive cull times.
Just enable the stats with the 's' key. Even though most children are
turned off, they seem to be processed in the cull traversal - the
culling dominates the render time.
I do not understand enough of OpenSc
We had 1 children in an osg::Switch, all osgText::Text objects
(which themselves were children of a PositionAttitudeTransform
object). Nearly all of them were disabled in the parent osg::Switch.
The culling pass would take forever (especially noticeable in debug
builds of the software). Beside
"James Morgan" writes:
> Hi,
>
> I see. I guess I just assumed the libraries and headers were installed
> with 'apt-get install openscenegraaph' because I wasn't sure what else
> openscenegraph might comprise...
>
In the description for openscenegraph, it says: "This package contains
utilities an
HI Ricky,
On 6 March 2012 14:36, Riccardo Corsi wrote:
> I totally agree on the general approach.
> Still, if you want to go for the change on the osgGA::CameraManipulator
> base class as a first step,
> I'd be glad to help with that.
Why not have a bash at modifying osgGA::CameraManipulator to
HI Christian,
On 6 March 2012 11:07, Christian Buchner wrote:
> I found that an osg::Switch object will still have all its children
> run through the cull traversal. So we migrated away from osg::Switch
> to conditionally display thousands of child nodes.
A rather curious statement.
If a switch
Hi,
I see. I guess I just assumed the libraries and headers were installed with
'apt-get install openscenegraaph' because I wasn't sure what else
openscenegraph might comprise...
Anyway, I have another problem now. Trying to compile the example program
(using g++) gives me lots of undefined re
On Mon, Mar 5, 2012 at 8:48 PM, Jason Daly wrote:
> On 03/03/2012 10:38 AM, Christian Buchner wrote:
>
>> Geforce cards support stereoscopic 3D through HDMI as part of the
>> 3DVision support for DirectX gaming only.
>> It is called 3DTV Play and it isn't free (there's a 14 day trial
>> version a
Hi Martin,
It's not very pritty, but from reading the code I think this will work:
animationManager->playAnimation( myAnimation );
myAnimation->setStartTime(myAnimation->getStartTime() -3.0);
Regards, Laurens.
On 3/6/2012 12:21 PM, Martin Haffner wrote:
Hi,
I have a little question about osgA
Hi Robert,
I totally agree on the general approach.
Still, if you want to go for the change on the osgGA::CameraManipulator
base class as a first step,
I'd be glad to help with that.
Ricky
On Tue, Mar 6, 2012 at 11:44, Robert Osfield wrote:
> Hi Riccardo,
>
> The current osgGA::CameraManipulat
For using generic vertex attributes, you could refer to these
(partial) code snippets.
I pass some custom texture coordinates as a float2 attribute with each vertex.
Can be easily changed to float4, if needed.
osg::Geometry *meshGeom;
// so we use a float attribute array instead
osg::
I'm using colors just because it seemed like a simple approach and because all
the colors of everything in my scene are replaced wholesale by lookup tables so
there's no need to keep any color data once it's been swapped in the shaders.
I was also wary of using generic attributes after reading
On Tuesday 06 Mar 2012 12:21:39 Martin Haffner wrote:
> Hi,
>
> I have a little question about osgAnimation. When I want to start an
> animation from the beginning I make this call:
>
> Code:
> animationManager->playAnimation( myAnimation );
>
>
>
> Lets say I want to play animation myAnimati
Hi,
I have a little question about osgAnimation. When I want to start an animation
from the beginning I make this call:
Code:
animationManager->playAnimation( myAnimation );
Lets say I want to play animation myAnimation, but this time starting at second
N (for example 3) and NOT from the st
I found that an osg::Switch object will still have all its children
run through the cull traversal. So we migrated away from osg::Switch
to conditionally display thousands of child nodes.
Node masks could be a better solution for what you are trying to
achieve. This will at least get rid of the ba
I don't think 3DVision relies on the depth buffer. As far as I
remember the driver will render the left and right eye perspective
separately, thus cutting performance in half. This has some
similarities to enabling stereo modes in OSG.
Christian
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Hi Ulrich,
Don't worry, thanks for the advice anyways.
I need a coffee, you've already figured that out. Sorry for the noise :-}
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Hi Riccardo,
The current osgGA::CameraManipulator's are a bit of mess, the way they
just control the view matrix is one of their flaws. I merged a set of
sweeping changes from Jan Perciva back in May 2010 that added a new
inheritance hierarchy and more features, but in hindsight I feels
these hav
Hi,
Also found out that it needs
Code:
_graphicsView->setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
_graphicsView->setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
in QGraphicsViewAdapter::QGraphicsViewAdapter or else there are two invisible
scrollbars.
Hope this will be helpful
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