Hi,
> Those implementations are truly ugly.
Yes, the C++ code is realy ugly. But the C++ interface (which is what
developpers realy use) is ok, and the generated asm is great.
Maybe there are some interesting ideas to take from that.
Thank you!
Cheers,
Aurelien
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Those implementations are truly ugly.
2013/6/13 Aurelien Albert
> Forgotten link from previous message :
>
> http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
>
> => interesting ideas on how to implement "developper friendly but asm
> efficient" swizzle in C++
>
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Forgotten link from previous message :
http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
=> interesting ideas on how to implement "developper friendly but asm
efficient" swizzle in C++
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Hi,
I think this is a really interesting idea.
Have a look here : http://glm.g-truc.net/
This library already implements a lot of glsl-like syntax. Before rewriting
everything (that's not complex, but a lot of work) maybe we could make osg and
glm work together ?
Maybe adding to glm headers t
Hi Martin,
in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and th
forgot [osg-users] in Object
Hi Robert, Hi All
>
>
> About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code
> harmonisation
> of all this header to provide
> - operator + - * / += -= *= /= (value_type)
> - operator + - += -= (vec_type)
> - operator -() for signed type
> - componentMultipl
Hi Robert, Hi All
About Vec{2,3,4]{b,s,i,ub,us,ub}, I think we need to do a code harmonisation
of all this header to provide
- operator + - * / += -= *= /= (value_type)
- operator + - += -= (vec_type)
- operator -() for signed type
- componentMultiply, componentDivide
- swizzle, this meen 256 p
Hi All,
After brief foray back to do some client work and merging submissions
I have returned to looking at the new cleaned up Geometry and a
GeometryDeprecated fallback implementation. Currently I'm doing a
experimental build of the OSG with GeometryNew now named Geometry, and
the old Geometry r
Hello Robert and Pjotr.
Actually, I was sure that the data variance is set to Dynamic. But now after a
closer look I've found out that instead of
text->setDataVariance(DYNAMIC);
I wrote
this->setDataVariance(DYNAMIC);
Thanks to you I've found the problem!
Have a nice day and thank you very muc
Hi Martin,
On 12 June 2013 13:22, Martin Scheffler wrote:
> in reference to my submission here:
> http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
>
> as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
> the extra hooks from the osg main classes.
> The moveT
Hi,
in reference to my submission here:
http://forum.openscenegraph.org/viewtopic.php?p=54555#54555
as I said, I simply submitted Vitezslavs patch. I can certainly try to remove
the extra hooks from the osg main classes.
The moveToThread command must be called with the Qt widget and the Qt graph
Hi Peter,
If you are getting a crash then it's likely running the viewer
multi-threaded (the default if you are on a multi-core machine) so
that you are updating the text at the same time it's being used in the
draw traversal. The way to resolve this is to do
text->setDataVariance(osg::Object::DY
Hi,
Have you set the datavariance of the text to dynamic?
Cheers,
Pjotr
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Hi,
I have problems with changing text during rendering. I am trying to change the
text in the update callback of the text node, but sometimes I get a crash
(operator not incrementable) in the osg::osgText.
Here is what I do in the update callback (Call the updateText() function on a
different
Hi Michael,
On 12 June 2013 09:28, Michael Borst wrote:
> we encountered another Problem with Textures.
> If i add more than 50 different Models (500 Polygons each,different Textures)
> only the first ~30 get their Texture. The other are added correctly, just
> their Textures are missing.
> I tr
Hi,
we encountered another Problem with Textures.
If i add more than 50 different Models (500 Polygons each,different Textures)
only the first ~30 get their Texture. The other are added correctly, just their
Textures are missing.
I tried manipulating the Texturepool without succes.
How can we f
Big Thanks,
it was the mergeModel->accept(famv); which i was missing.
Now this Problem is solved!
Thank you!
Cheers,
Michael
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