We're getting a crash with some ive paged terrains, it was being ht
when the system was under load with 7 OSG application instances all
thrashing their pagers. I've tracked it down to a race condition and
included two patches, the first adds a sleep to greatly increase the
chance of the crash to r
Hi All,
first, thanks cbuchner1 and robertosfield for their last hints.
The code that was missing is the following:
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
camera->setProjectionMatrixAsOrtho2D(0.0, traits->width, 0.0, tra
Hi Carlos,
You also need to add the mapNode to the SkyNode as a child. Try:
s_sky->addChild( mapNode );
Jason
On Wed, Oct 22, 2014 at 9:24 AM, Carlos Sanches wrote:
> Hello !
> How do I have to setup the SkyNode by code?
> In the past I sed this:
>
> // SKY
> const Config& externals =
I'd like to talk to you about OSG+osgEarth+WebGL+Emscripten sometime. Shoot
me a message privately.
On Wed, Oct 22, 2014 at 9:42 AM, Sergey Kurdakov
wrote:
> Hi Chris,
>
> concerning
>
> >have you considered compiling osg and osgEarth 9and their dependencies)
> >via Emscripten into Javascript/We
Hi Chris,
concerning
>have you considered compiling osg and osgEarth 9and their dependencies)
>via Emscripten into Javascript/WebGL?
I still plan to put an update to my port of osg to emscripten, so it is
more useful, than in current state, possibly will port osgEarth ( as it is
one of my priori
You might do better to ask this on the osgEarth forum:
http://forum.osgearth.org/
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Glen, have you considered compiling osg and osgEarth 9and their
dependencies) via Emscripten into Javascript/WebGL? This would give you a
cross-browser solution instead of an ActiveX solution.
It won't be easy, but I think the result might be great.
I don't know anyone who has used OSG+ActiveX=Fi
Please try it in release. Debug will totally change the deal, as each
access to stl containers might be checked etc (at least for VisualStudio)
As OSG uses standard containers quite a lot internally it will have some
serious impact on some platforms.
Some compilers will also disable optimization
Ok, so I meant to imply skinning. I guess what I described was rendering.
I am using debug. I know it affects performance, but by that much?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61372#61372
_
In the past I sed this:
// SKY
const Config& externals = mapNode->externalConfig();
Config skyConf = externals.child( "sky" );
double hours = skyConf.value( "hours", 3.0 );
s_sky = new SkyNode( mapNode->getMap() );
s_sky->setDateTime( 2011, 3, 6, hours );
s_sky->attach( &
Hello !
How do I have to setup the SkyNode by code?
In the past I sed this:
// SKY
const Config& externals = mapNode->externalConfig();
Config skyConf = externals.child( "sky" );
double hours = skyConf.value( "hours", 3.0 );
s_sky = new SkyNode( mapNode->getMap() );
s_sky->
Oppps typo...
On 22 October 2014 12:25, Robert Osfield wrote:
> On 22 October 2014 10:50, Chris Hidden wrote:
>
>> If I understand what Robert has been getting at the CPU is handling all
>> of my data for redrawing vertices. Im not sure how to tell osg to use the
>> GPU or design or import my
If OpenScenegraph can load the 3DSMax 3D object, so can osgconv. osgconv
will write an OSG file when given a file name with osg extension as second
argument.
Christian
2014-10-22 11:50 GMT+02:00 Chris Hidden :
> Hi cbuchner. Thanks for your help.
>
> Does 3ds Max have an osg exporter? Also i
On 22 October 2014 10:50, Chris Hidden wrote:
> If I understand what Robert has been getting at the CPU is handling all of
> my data for redrawing vertices. Im not sure how to tell osg to use the
> GPU or design or import my model so that it does or even how to recalculate
> the bone positionin
Hi cbuchner. Thanks for your help.
Does 3ds Max have an osg exporter? Also if I converted the .3ds file to osg
will it retain the bone structure? The reason I export the hand models from
.3ds to .fbx is to preserve the bone structure.
Im assuming you mean that when I construct a model I wou
convert the hand model to ASCII OSG format maybe, and try exchanging
display lists and vertex buffer objects. In my experience this makes
a big difference on Intel chips for more complex models.
SetUseDisplayLists FALSE
SetUseVertexBufferObjects TRUE
Alternatively use a graph traversal to change
Thanks Robert.
Is there a book or tutorial or example that shows how I might let the GPU
handle the skinning of the model? I realize this is not just a look at and fix
kind of thing. I don't really know where to start though. In the mean time
Ill keep googling :)
--
Read t
On 22 October 2014 02:40, Glen wrote:
> Hi Robert,
>
> Can you help me solve these issues?
>
Err... No...
I have never used Active-X in my life. I hardly touch Windows for
development. I have had minimal experience with osgEarth. I haven't ever
heard of FireBreath before.
There is a
Hi Damian,
On 22 October 2014 02:21, Damian Stewart wrote:
> Could you elaborate a bit on: "It's quite rare of osg::StateSet to have
> callbacks on them". I suspected that this might have been the case, what is
> the usual method of "achieving the same thing" as it were?
>
Achieving the same th
Hi Chris,
Modern graphics hardware should have no problem with a model with 5000
vertices. Modern systems should be able to push a million vertices+
without problem at 60fps.
However, if it's the animation side being done on the CPU that is
bottleneck then simplifying the model could make a diff
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