We've worked with the imx6 platform, but not running Qt, just running
OsgViewerEmbedded in an EGL context we created ourselves.
You have a full mouse and keyboard environment on your imx6 platform? Is it
Ubuntu-based?
The output you want is what's in the bin folder -- copy that over to your
imx
BlankDVD wrote:
> I want to implement a dynamic node. Actually, it is a terrain, changing with
> time. The calculation costs a lot, which cannot be done in one frame.
> My "silly" attempts are as follows:
> At first, I tried to change vertices in an UpdateCallback, with the whole
> change done
Hi Xia,
It's a bit late in the evening for me to go into the topic deeply.
It's not possible for us to know what is specifically going amiss in your
case as the details are too scant, the best we can do is provide some
general pointers:
For datasets with a large number of nodes and vertices the
I want to implement a dynamic node. Actually, it is a terrain, changing with
time. The calculation costs a lot, which cannot be done in one frame.
My "silly" attempts are as follows:
At first, I tried to change vertices in an UpdateCallback, with the whole
change done per frame. Of course this a
Hi Chris,
On 14 January 2015 at 11:58, Chris Hidden wrote:
> At the moment Im trying to get hardware skinning working by following the
> osganimationhardware example.
>
> As of now I haven't got it working as for some reason it won't load the
> shaders/skinning.vert file. Not sure why I just ge
Hi Chris,
Did you simply try to do "nothing" in the callback?
Maybe the callback is called to often per frame.
Also I've sort of lost track how you apply the matrices to your boned
model.
If you are using visitors to retrieve the bones in the callback, it
might be simply to slow. I would use so
Hi guys thanks for the quick replies!
I am indeed testing in Release always now. (I've learnt my lesson ;)).
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
shad
Hi guys thanks for the quick replies!
I am indeed testing in Release always now. (I've learnt my lesson ;)).
At the moment Im trying to get hardware skinning working by following the
osganimationhardware example.
As of now I haven't got it working as for some reason it won't load the
shad
On 14 January 2015 at 11:20, Christian Buchner
wrote:
>
> Your posting came through just fine, and it seems your draw performance is
> fine, but your update traversal is excessively slow. It would be important
> to find out if the CPU is spent in some inefficient parts of OSG, or if the
> majori
HI Nicolas,
I don't have time right now to write an essay on this stuff, so just a few
hints.
When the stats talk about even traversal time etc, they are talking about
that the time in milliseconds for that particular traversal.
Frame time includes a wait period for vsync to happen (if you have
Your posting came through just fine, and it seems your draw performance is
fine, but your update traversal is excessively slow. It would be important
to find out if the CPU is spent in some inefficient parts of OSG, or if the
majority is spent in some OpenGL driver API calls. CPU profiling will be
as the update traversal is CPU code, it might help to run a CPU based
profiling tool over it to see where the time is actually being spent. The
Visual Studio Community edition has a lot of useful profiling features.
Christian
2015-01-13 17:19 GMT+01:00 Chris Hidden :
> Now for the update.
>
>
H... maybe my edit and other post haven't come through yet? I did get the
statshandler working, I wrote an edit to my post, and posted some pictures and
details about it yet another post underneath it. Are they not visible maybe?
Thank you!
Cheers,
Chris
--
Read this top
Hi Bob,
How far have you got with porting? BTW, could you try working on at least
OSG-3.2.1, or preferably the svn/trunk so that you are testing against the
latest OSG - this is also where any fixes you have will be checked in.
Retaining backwards compatibility with compiling against GDAL-1.x is
Hi Bob,
On 12 January 2015 at 18:32, Bob Moskovitz wrote:
> Is there a bug tracker for osg? I've seen the trac openscenegraph website
> but the registration page seems to be broke.
>
I've deliberately avoiding bug trackers so that issues are reported
osg-users so that many eye balls can respon
Hi ? (could you please provide a name?)
You could modify the fragment shader for this. AFAIK, you can set your
own shader to the shadow technique.
Cheers
Sebastian
Hi,
I'm using osgShadow::ParallelSplitShadowMap Shadow Technique,but I can
not find function to set shadow color ?
Could you
Hi,
I'm using osgShadow::ParallelSplitShadowMap Shadow Technique,but I can not find
function to set shadow color ?
Could you tell me what should i do ?
Cheers___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegrap
you did press the "s" key several times to enable all these statistics,
right?
I do not really know how to make your application compatible with the stats
handler. maybe you can hack up a full screen, non-transparent version, just
for testing.
Christian
2015-01-13 16:17 GMT+01:00 Chris Hidden :
Am 13.01.2015 um 15:57 schrieb Robert Osfield:
Hi Sebastian et. al,
Do you have any experience with CppDepend?
I've used it a while ago to analyze bigger projects in terms of design,
API breaking changes etc.
It also helps finding dead code, poor design in complex class
hierarchies and potenti
Hi Bob,
AFAIK There is not a bug tracker for OSG. The trac is not open for
registration intentionally, it is out of date and it is up for
backup/historical purposes only.
Cheers.
2015-01-12 19:32 GMT+01:00 Bob Moskovitz :
> Is there a bug tracker for osg? I've seen the trac openscenegraph webs
Hi,
I have some trouble with shadow casting for screen aligned billboards. The
problem is that billboards don’t get the correct rotation for the shadow
casting pass, from the shadows casted on the terrain it seems that the
billboards has the same rotation for the shadow camera as applied by the
Hello everyone.
The application I'm working on (a plane simulation) is producing a low
framerate so I'm trying to figure out where the bottleneck is. For that purpose
I'm collecting the stats from the viewer and the camera. But, even after
looking at the code, I have trouble understanding what
Hi,
This is information I got from the GDAL devs:
> hello all. I was trying to compile OpenSceneGraph-3.0.1 and
> got this error http://pastebin.com/raw.php?i=c1MAC1rQ . Is this related to
> api changes in GDAL 2.0? How do I fix it?
>cgs_bob: yes. see
> http://svn.osgeo.org/gdal
So I was just in the process of trying to attach the statshandler to my viewer
and I can't seem to pull anything up on screen.
I was looking at the osguserstats exmaple and it seems pretty straightforward.
Just attach the pointer of a new statshandler to the viewer right?
I took a look at th
Hi Sebastian et. al,
Do you have any experience with CppDepend?
Robert.
On 12 January 2015 at 22:10, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Folks & Robert,
>
> I've just found this interesting offer:
> http://www.cppdepend.com/CppDependfoross.aspx
>
> They claim,
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