hi
did there is any osg plugin for maya 2011.
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Vikas Sharma
(3D Artist)
M.91-032065
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Ok, this is what exactly i want to know...now i try to solve this
problem..thank you very much
Thank you!
Cheers,
Antonio
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Hi
one node callback can be called multiple times per frame if node is shared in
several graph paths (and iirc event callbacks can be called once per event
happened between frames).
If you just need to know framerate - there are osgViewer::StatsHandler.
Other than that - you should track frame
Hi
you can just change 2012.1 version check to 2012.2 in osg fbx plugin code, it
will compile just fine, and 2012.2 sdk is googlable
Cheers.
16.10.2012, 04:14, Brad Colbert bcolb...@rscusa.com:
Hi Folks,
Does anyone know of a source for getting the FBX 2012.1+ SDK? Autodesk has
released
Hi,
My approach to learn about the depndencies was to built OSG with the mandatory
plugins only (CMAKE will tell you) and then added all optional plugins
/dependencies I wanted to use.
This helps to learn which feature is based on which plugin - but of course this
approach is quite time
Hi Mathieu,
I tried to build OSG 3.1.1 (latest development release available) but it seems
the pdb files are located in the same place of OSG 2.4.19 I tried before (in
which your modifications didn't work).
Now, I suspect I call cmake with different defines or the OSG trunk version is
the only
Hi,
thanks for your response.
The memory usage only increases if I add a uniform variable to the stateset and
use it in the shader. I also noticed that the memory increases just once per
osg::Program, so I can use the same program in multiple statsets, even with
different uniform parameters.
Great work, thanks!
-B
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall Hand
Sent: Monday, October 15, 2012 6:53 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBX 2012.1?
Just the other day I hacked the URL, they
Hi Clemens-
What version of the OSG are you using?
There was a bug fixed in OSG r13015 that would cause out of memory issues for
our application. It still seems like the Intel driver uses more memory than the
other drivers (AMD/nVidia), but it's workable now.
Hi,
Short Version
Run the attached files with the osgCamera example on your nVidia Geforce GPU
(we're on Windows), with the parameters -s -3 [FILENAME]. You'll notice the
file 1_UV.OSG renders the single triangle fine. 2_UV.OSG does not render
correctly across the windows (it added only a
Hi,
I'm using OSG 3.0.1 in Windows and compiling with Visual Studio V9.
I am having problems when trying to use depthPartition on a view in
osgviewerQt.
To see the issue, change the following in the Examples osgviewerQt project:
1) comment out the QWidget *Widget2 through *Widget4 in the
Hello.
I add to the viewer the following scene graph:
Group
MyEffect
Model
MyCamera
Model
The effect uses a 2 pass technique.
In the first pass i render to texture the contents of color buffer 0 using
MyCamera.
In the second pass, i use the previous texture and i render
Hi Bradley,
Good detective work on getting a minimal repro example.
In the past, I've reported a few driver bugs to devsupp...@nvidia.com
and gotten pretty quick responses. I encourage you to submit your
example to them, just make sure you include all necessary DLLs so they
can run it. They
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