Does anyone have an example on how to use the osgPartilcle::ExplosionOperator
class? I have tried to modify the osgshaderparticle example to include this
but I can't work out how all the parameters are used.
I have tried to look at http://www.particlesystems.org but it appears to be no
longer
Hi all,
Is there any problem in any my example code.??
...
Thank you!
Cheers,
Uma
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Hi Mathieu,
Here is a summary of what I did to get it to compile in MSVC 2015.
at line 130 where is says
SET(OPENSCENEGRAPH_SOVERSION 145)
add the following lines that set the version numbers
SET(OPENSCENEGRAPH_MAJOR_VERSION 3)
SET(OPENSCENEGRAPH_MINOR_VERSION 5)
Hi Davide,
to addition to Robert - the way how I resolved similar case in the past was
indeed by having the NodeMask only on/off (0x0/0x) and in
combination with osg::Node::setUserValue where I was holding my ids (here
you can put your layer id for example) I was able to make the
Hi Robert,
thank you very much: Group override solves visibility and intersect problem at
once.
Cheers,
Davide
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Hi Hannes,
There really isn't much info to go on from what you are written so
far. Using the StatsHandler is a good first step but just the frame
rate reports doesn't tell us enough to know what is going on.
Try toggling the the high levels of stats info and then look at the
size of the update,
OK. Scratch that, I no longer believe that this is a performance
measurement issue, but rather a performance issue. I have replaced my
measurement code with the built in StatsHandler class, so my code now looks
as follows:
int main() {
ref_ptr viewer=new osgViewer::CompositeViewer();
ref_ptr
Hi Davide,
On 17 October 2016 at 15:48, Davide Raccagni wrote:
> thanks for your quick reply. If I have well understood, the NameMask allow to
> define up to 32 masks (32 bit). My problem is that I have an unpredictable
> number of layers (in general more than 32):
Hi Robert,
thanks for your quick reply. If I have well understood, the NameMask allow to
define up to 32 masks (32 bit). My problem is that I have an unpredictable
number of layers (in general more than 32): this is the reason why I have used
DrawableCullCallback. As an alternative you suggest
Hi ,
Thanks for the reply sebastain and robert. Hope I will get help from
osg forum to fix this .
...
Thank you!
Cheers,
Uma
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I'll look into that thanks for the update
Le lun. 17 oct. 2016 à 13:04, Stev Kookmal a écrit :
> Hey all,
>
> When building with MSVC2015 and WIN32. CMAKE throws am error at this line
>
> INCLUDE(Find3rdPartyDependencies)
>
> This probably shouldnt be there anymore and is
Hi all
New to OSG so apologies if this is a stupid question.
I have written a visualization tool in OSG and as a last step, I wish to
ensure that it runs at the screen refresh rate. My perception was that it
mostly runs smoothly but stutters every few frames or so, so I wrote code
to print the
Hi Uma,
On 17 October 2016 at 12:40, Uma Devi Selvaraj wrote:
> Hi Robert,
>
>I have used the example code.I have attached code.Yeah I am building
> OpenThreads with QT in cmake. Yes I am using in single threaded mode since
> "Qt5 is currently crashing and
Hi Davide,
The Intersectors don't have specific handling of drawable callbacks so
I don't think it'll be possible to do it how you want.
Personally I wouldn't use DrawableCullCalbacks to toggle on/off
drawables from rendering. I'd either use a osg::Switch or a NodeMask
that decorates the
Hi Robert,
I have used the example code.I have attached code.Yeah I am building
OpenThreads with QT in cmake. Yes I am using in single threaded mode since "Qt5
is currently crashing and reporting "Cannot make QOpenGLContext current in a
different thread" ".
...
Thank you!
Cheers,
Hello,
I need to define a specific DrawableCullCallback for each Geometry to
hide/show them by using a layer approach like in AutoCAD. I've noticed that
LinearIntersector and PolytopeIntersector don't skip drawable with
a DrawableCullCallback assigned that returns true. Is there a way for the
Hi Uma,
Hi Robert,
Thanks for the reply. Shall I post it in some other forums like
(osgPlugin,etc) so that I can get any idea ..?
A good portion of the folks here use the mailing list (where the posts
to the forum are mirrored to), so using a different forum is not likely
to get you
Hi Robert,
Thanks for the reply. Shall I post it in some other forums like
(osgPlugin,etc) so that I can get any idea ..?
...
Thank you!
Cheers,
Uma
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Hey all,
When building with MSVC2015 and WIN32. CMAKE throws am error at this line
INCLUDE(Find3rdPartyDependencies)
This probably shouldnt be there anymore and is artifact from the original OSG
.cmake. Deleting it makes things run fine again and CMAKE configures and
generates without
Hi Uma,
On 17 October 2016 at 11:43, Uma Devi Selvaraj wrote:
>Just now I have installed stable release of OSG 3.4.0. I have tried
> with both Debug and Release mode. I am getting error message. I have attached
> it.
I made a mistake earlier in suggesting the
Hi Robert,
Just now I have installed stable release of OSG 3.4.0. I have tried with
both Debug and Release mode. I am getting error message. I have attached it.
robertosfield wrote:
> Hi Uma,
>
> The stack trace you have provide doesn't really give us any clues to
> what might be
Ah ok .. That makes sense then .. Thanks Robert
On Mon, Oct 17, 2016 at 9:46 AM, Robert Osfield
wrote:
> HI Nick,
>
> Culling works on the bound volumes of objects so if the objects have
> any point of their bounding box/sphere the eye side of the far plan
> they won't
I'm currently working with Qt 5.6.0 but Qt 5.5.1 worked fine as well.
Cheers,
Gianni
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11:06, 17 october 2016 г., Uma Devi Selvaraj :Hi all, Can somebody tell me which version of Qt does OSG 3.4.0 supports.??... Thank you!Cheers,UmaFor me it's work with Qt 5.5 and 5.7 on Windows.You can try my prebuilt binaries at: http://dad.podsvirov.pro
Hi Uma,
The stack trace you have provide doesn't really give us any clues to
what might be amiss. Form the OT version it's clear you use a dev
version of the OSG/OT, there is chance that there is bug lurking in
the recent OT changes. I would have expected this to be to appear in
the debug
Hi all,
Can somebody tell me which version of Qt does OSG 3.4.0 supports.??
...
Thank you!
Cheers,
Uma
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HI Liu,
I'm not the author of the osgcomputeshaders example so can't off the
top of my head put your code snippet in context. If the text2D is a
texture that is being written to then it won't have an osg::Image
assigned to it, the data will just reside on the GPU. You need to use
a post or
HI Nick,
Culling works on the bound volumes of objects so if the objects have
any point of their bounding box/sphere the eye side of the far plan
they won't be culled.
Robert.
On 16 October 2016 at 23:31, Trajce Nikolov NICK
wrote:
> Hi Commuity,
>
> I have RTT
Hi all,
I am trying to create GUI which renders 3D model using OSG and Qt in
VS2013. I am able render 3D model successfully in Debug mode. but In release
mode i am not able to render 3D model. I am getting access violation error in
OpenThreads and symbol not loaded message. I have
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