Thanks Per, improvement merged and submitted to svn/trunk.
On 20 November 2014 07:37, Per Nordqvist nordqv...@gmail.com wrote:
Thanks Robert, fix looks good.
The README.txt is still somewhat confusing so I have updated it
accordingly, see attached file.
Regards,
/Per
On 19 November 2014
Hi Marcus,
On 19 November 2014 21:32, Markus Hein mah...@frisurf.no wrote:
I'm still sitting here with making an osgexample app for SSBO's but
basically it is working as expected under a modified osg-3.2.1. I have
attached some screenshots, showing number of 512x512 particles computed
and
Hi KOS,
I have just got to reviewing your proposed change to Animation.cpp. What
name would you like me to use when attributing this fix when I check it in?
Cheers,
Robert.
On 27 August 2014 13:03, Konstantin lalakos...@gmail.com wrote:
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From:
Hi.
a) try playing with activating setUseDisplayLists(false);
setUseVertexBufferObjects(true) on all your geometry objects. It really
makes a big difference on Intel chips - not so much on nVidia.
b) Reduce the geometry complexity of the stadium. The geometry is rendered
twice because of your
One more thing... with 600 animated characters of several types consider
using hardware instancing.
It will greatly reduce the number of draw calls. I see you already have
several thousand draw calls in your scene.
Christian
2014-11-20 10:52 GMT+01:00 Christian Buchner
Would't this add cpu overhead for animations that are done playing because the
channels are still updating?
Cheers,
Pjotr
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Thanks Christian!
I try to put into practice your suggestions.
Cheers,
Aitor
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On 20 November 2014 10:36, Pjotr Svetachov pjotrsvetac...@gmail.com wrote:
Would't this add cpu overhead for animations that are done playing because
the channels are still updating?
That was a question I had. I looked like the animation would get to the
end and then keep resetting itself to
Hi all,
git mirror should be back on track with svn repository
HTH,
Mat
On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com wrote:
So, what do you think The Right Thing to do would be? I'm not GitHub savvy
enough to have a valid opinion.
Hi Robert,
Well, not really. My limited benchmarks did not show any performance
differences. But in the current form the code will result in compiler errors,
due to the fact that both _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS and
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED are defined.
A simple
Thanks a lot, Mathieu!
Mathieu MARACHE writes:
Hi all,
git mirror should be back on track with svn repository
HTH,
Mat
On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com
wrote:
So, what do you think The Right Thing to do would be? I'm not
GitHub savvy enough to
I am using the quad-buffer support that OSG provides not replacing it, don't
worry. However OSG doesn't provide easy arbitrary multi-monitor support for
many differently positioned screens. In that regard I am only expanding upon
it's support, not replacing it. This is something that VRjuggler
Hi Bjorn,
On 20 November 2014 12:02, Björn Blissing bjorn.bliss...@vti.se wrote:
Hi Robert,
Well, not really. My limited benchmarks did not show any performance
differences. But in the current form the code will result in compiler
errors, due to the fact that both
Ran into a new problem. Its related directly to this HUD so I figured I would
just continue this thread.
I want the HUD to slide on and off the screen. I figure the best way to do
this would be with a nodecallback attached to the camera. Then i can just move
the viewport or the viewmatrix
Side-by-side is an entirely different kettle of fish which would be easy
to code up, it's just two cameras and
two views so I haven't done anything with that. Quad buffer is an
inherrent requirement for shutter glasses however
set OSG_STEREO=ON
set OSG_STEREO_MODE=HORIZONTAL_SPLIT
and OSG
Did the updateCallback you added call traverse() on its own node? If you
missed that, you may have accidentially disabled some required
functionality.
Christian
2014-11-20 15:49 GMT+01:00 Chris Hidden ch...@erghis.com:
Ran into a new problem. Its related directly to this HUD so I figured I
Hi Chris,
There is too many unknowns for the rest of us to be know what is going
wrong with this latest issue - only you have your code and models, and can
view what is happening first hand and use a debugger to step through what
is happening.
The best we can do is provide general
Ok, I understand. I also initially thought moving the viewmatrix would be the
way to go.
I wish I knew what to provide as far as information on my code goes. Ive been
testing trying to figure out why my models don't render properly on the HUD.
I've narrowed it down to the UpdateCallback.
The moment I add virtual void operator(Node *node, NodeVisitor nv); with
an empty implementation it causes the problem. So somehow the
operator method is creating or at least triggering the problem.
what I just said. Don't make it empty.
Add at least traverse(node, nv); to the
:-* :-*
And this is what happens when you don't sleep enough.
sorry...
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Hi,
Thank you a lot!
I've got it :3
Cheers,
Drake
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Hi Liu,
I have just tried your model on OSG svn/trunk and it loads fine, and
running it with osgconv works fine too.
Looking at the code you suggested, the only way it could fail would be if
the map being passed into the resolveBindMatrices() contained a pointer to
a null for the OSG Node it
Thanks!
On Thu, Nov 20, 2014 at 6:04 AM, Alberto Luaces alua...@udc.es wrote:
Thanks a lot, Mathieu!
Mathieu MARACHE writes:
Hi all,
git mirror should be back on track with svn repository
HTH,
Mat
On Wed Nov 19 2014 at 18:28:19 Chris Hanson xe...@alphapixel.com
wrote:
Side-by-side is an entirely different kettle of fish which would be easy
to code up, it's just two cameras and two views so I haven't done anything
with that. Quad buffer is an inherrent requirement for shutter glasses
however so I am on about circumventing this need in software but it's
Hi Robert,
A rather crude implementation could look something like this.
Best regards
Björn
Från: osg-users [osg-users-boun...@lists.openscenegraph.org] för Robert Osfield
[robert.osfi...@gmail.com]
Skickat: den 20 november 2014 15:04
Till: OpenSceneGraph Users
Hi all,
We've been finding some problems with playback of a set of videos. The issue is
reproducible using osgMovie but only when --audio is enabled. A particular
video will freeze at the same moment on every playback instance (although
different videos will freeze in different places). We
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