Hi Sebastian,
In my case I am trying to simulate an illumination shell dropping from a
height and lighting the scene below for a given duration so I don't have a
model. Is it just a case of creating a node at the desired position and add a
lightsource to it as per the osglightsource example? T
Hi All,
I have a Qt application ad I have to initialize a WindowManager with some
default width and height like follows:
osg::ref_ptr wm = new osgWidget::WindowManager(view,
1280.0f, 1024.0f, MASK_2D, osgWidget::WindowManager::WM_USE_RENDERBINS);
When the Qt application starts up then the QWidg
Hi Tony
Hi Sebastian,
In my case I am trying to simulate an illumination shell dropping from a
height and lighting the scene below for a given duration so I don't have a
model. Is it just a case of creating a node at the desired position and add a
lightsource to it as per the osglightsource
I verified that when the application starts the code falls into the following
method (osgQt\GraphicsWindowQt.cpp),
void GLWidget::resizeEvent( QResizeEvent* event )
where it seems a resize event is insert into the event queue with proper width
and height:
_gw->getEventQueue()->windowResize( x(
The problem seems to be here:
osg130-osgGAd.dll!osgGA::EventQueue::clear() Line 37 C++
osg130-osgGAd.dll!osgGA::EventQueue::setStartTick(__int64 tick) Line 212 +
0x25 bytes C++
osg130-osgViewerd.dll!osgViewer::CompositeViewer::setStartTick(__int64 tick)
Line 355 + 0x1d bytes C++
osg130
Hi,
Most of the time when i resize/decrease a window with high resolution (f.e 3860
x 2160) the app crashes. This is normally not the case in full hd and lower
resolutions.
The process of resizing the window takes to long. Maybe has something to do
with sleep calls.
In my special case the cr
Hi Sebastian,
You might want to add a few more details about your OS, your hardware, OSG
version, memory footprint of your application, the strack trace at crash.
Without this there isn't too much others in the community can suggest.
Robert.
On 15 April 2016 at 12:44, Sebastian Schmidt
wrote:
I recently moved from OSG 3.0.1 to 3.4.0 and I'm getting this unexpected
behaviour only with OSG 3.4.0. In fact comparing the code of 3.0.1 and 3.4.0 I
realized the clear() call in EventQueue::setStartTick() is only present in
3.4.0 code. I don't know the reason of that but from my point of view
Hi all,
I'm working on an CAE software in which users need to setup some params on the
boundary. I extract point, line, and face elements so that users can pick and
choose them, and it will give a feedback, like change color.
I referenced osgpick example and the OpenSceneGraph 3 cookbook, for su
Hi Zhouhan,
LineSegmentIntersector is only able to intersect surfaces. For points and
lines you need to use another Intersector, either a custom one or the
osgSim::PolytopeInersector. The PolytopeIntersector allows you to use a
collection of planes to set up the picking region.
Robert.
On 6 Apr
Hi All,
I'm having some trouble getting my code to use hardware instancing. I've
referenced OSGEarth, DrawInstanced example, and a few different code
samples on the web. I've gotten pretty close but I seem to be at a bit of
an impasse.
This screenshot shows what the map looks like with the defaul
Sam,
I think you are not calling setNumElements() on your uniform array. You
could also do that in the osg::Uniform constructor.
Anyway, a uniform array of matrices is going to be limiting in terms of
scale and speed -- I'd recommend a buffer object instead. (osgEarth uses an
osg::TextureBuffer.)
Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
its starting to look considerably better. I will definitely looking to
using a TextureBuffer.
On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron wrote:
> Sam,
> I think you are not calling setNumElements() on your uniform arra
Would there be a big performance difference between using a TextureBuffer
Object and a UniformBuffer object?
Thanks, Sam
On Fri, Apr 15, 2016 at 1:15 PM, sam wrote:
> Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
> its starting to look considerably better. I will defi
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