I have some subset of the 3rd party dependencies. Don't, mix these with
plugins :-) ... I am not sure to which dependencies the collads plugin is
based, but I can send you what I have, I know others like Chris and
Sebastian also have something build with VS2015 and there was a discussion
here on t
Hi Trajce,
I would be happy about these builds ;)
Trying right now to build osg and the 3rdPartys so I can work again with it.
I would need the collada plugin as well. Do I need to build these as well for
VS 2015?
...
Thank you!
Cheers,
Andreas
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Hello Christoph,
You can use either a texture which contains all the textures and modify
the texture coordinates (so to say a matrix of different textures).
Also texture arrays might help here a lot, if all the textures are of
the same dimensions.
Anyways, what you might you see are initial cos
Hi everyone,
I'm working on a project where I need to display different patterns
(textured rectangles) as quickly as possible. Currently, i have an
osgViewer with a single view running that holds a single textured rectangle
and upon user request, the texture / image is updated. This works quite ok
Hi Robert,
I'm getting back to this late for a followup, after I had to burn through a
bunch of development and testing for a few weeks. Here is the resolution for
the benefit of future visitors:
The models were in .ive format, but the textures were not stored after file
load, even when usin
There is a very high number of PrimitiveSets in your screenshot. In fact you
seem to have roughly one PrimitiveSet per 4 vertices, that is ridiculous. Each
PrimitiveSet needs an OpenGL draw call to render it. Try reorganizing your
models to use as few PrimitiveSet's as possible.
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It seems to me that OSG eats the 3DConnexion messages, until you move the
window explicitly with the mouse.
The code below show that a console window works just fine, all messages are
intercepted by the "message window".
However, when a osgViewer run loop is being used, the messages seem to be
filt
I found an other problem. When I rotate my object, the light direction also is
rotated. How can I prevent this?
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If you have lots of similar objects (crates boxes and whatnot), maybe GPU
instancing would be a way to speed up draw calls. We've managed to get
15000 cars on screen at high frame rates using OpenGL instancing, with
several hundred polys per instance.
Christian
2015-11-13 10:09 GMT+01:00 Robert
Ah thats great. A good step forward.
However, two minor questions:
1. Do you need the instance to the main osg window?
2. If not, how do you manage to get events from the device when you apply
force on it?
I get it to read data (in my message callback) but only if a move/modify
the osg window (Im
Hi Alexandre,
On 12 November 2015 at 20:30, Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com> wrote:
> Thanks for your reply, and of course I should have specified the version.
> It's 3.2.0, we're planning to update to the most recent one within the next
> 3 months.
>
> I have attac
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