Hi there
I have a scenario with around 100 cars driving around in my scene. I wondered
if I could gain some performance by using impostors to simplify the rendering
if this high-poly objects.
For now I have no experience with impostors, and I don't know if they integrate
well with Shadow (VDSM)
Hi,
I had a bug using setTextureAttributeAndModes with a TextureBuffer and realized
there are two methods (i used the setTextureAttribute and now all is good)
Code:
/** Set this StateSet to contain specified attribute and override flag.*/
void setTextureAttribute(unsigned int unit,StateA
This is OT, however, the ramifications of this affect our entire
industry. Oracle has lost their case claiming that APIs can be the basis
for copyright infringement. This was a claim we all thought was determined
(against them being copyrightable and infringe-able) back in the 80s with
the BSD Un
Hi Robert,
Unfortunately the fix didn't address the crash I am encountering. The issue of
the dynamic cast in objectDeleted()
(\openscenegraph\src\osgUtil\CullVisitor.cpp) failing remains...
virtual void objectDeleted(void* object)
{
osg::Referenced* ref = rei
Hi,
ask moderator to send you one more email
Thank you!
Cheers,
alex
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67241#67241
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Hi,
GDAL plugin uses outdated function extractImageLayer
Code:
virtual osgTerrain::ImageLayer* extractImageLayer(unsigned int sourceMinX,
unsigned int sourceMinY, unsigned int sourceMaxX, unsigned int sourceMaxY,
unsigned int targetWidth=0, unsigned int targetHeight=0);
for extraction of ti
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