You welcome. I would help more often if I had more free time.
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Robert,
Thanks a lot for your quick answer!
I understand the design difference you mentioni and it is relevant.
Now from my readings of the beginners' guide, I understood that callbacks were
needed to enforce thread safety. Your answer suggests that it is not the case.
Can you confirm? i.e. do
HI Antoine,
Callbacks are just one way of managing updates to the scene graph, whether
they are the most appropriate tool for each job depends entirely and usage
case, within one application you may well use multiple approaches, using
the appropriate tool for each task.
As a general guide I would
On 18 August 2017 at 18:12, Nickolai Medvedev wrote:
> You can unclench your fingers, now everything works. The error has been
> fixed.
>
>
Good to hear, Thanks for the repeated testing, really helps improve the
quality of the code.
Cheers,
Robert.
__
Hi all,
I have a custom DataModel describing objects, relations between them. The
objects of my custom DataModel are rendered using OSG.
Depending on user events in my app, the objects of my DataModel are modified
and OSG is being notified of all these modifications. These modifications leads
You can unclench your fingers, now everything works. The error has been fixed.
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Allright, let's see... Give me a hour, i rebuild all, then i will test.
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Hi Nickolai,
On 18 August 2017 at 15:41, Nickolai Medvedev wrote:
> Maybe, all problems in driver. Although, with OSG 3.4.0 everything works
> fine.
>
I had some feedback from another user who's recreated it.
I've also been reviewing changes to StatsHandler.cpp in the 3.4 branch and
master and
Hi, Robert.
Maybe, all problems in driver. Although, with OSG 3.4.0 everything works fine.
My computer data:
NVidia GeForce 640M
OpenGL Driver version: 365.19
It is necessary, that someone else has checked up a branch 3.4.1 on Visual
Studio. If on another computer everything will work well, th
Hi Nikolia,
On 18 August 2017 at 11:07, Nickolai Medvedev wrote:
> Do you mean this stack?
>
Yes, although wa hoping for a bit but debug info.
>
> > ntdll.dll!779315ee()
> [Указанные ниже фреймы могут быть неверны и (или) отсутствовать,
> символы для ntdll.dll не загружены]
>
Strange, thought the reply-to address was set from osg-users...this was
what I accidentally sent to Robert only:
Hi Robert,
Thanks for your reply, I realize you're busy with 3.4.1 right now. But
if you can find the time to look into this I have also attached a simple
example reproducing the i
Am 16.08.2017 um 13:31 schrieb Robert Osfield:
Hi Robert,
> I don't know the full details of your usage case but the usual
> approach I would take for adding event handling to subgraphs that are
> loaded indepdently from the viewer is to use an event callback
> assigned to a node.
> Would this wo
Hi,
Code:
double fovy, aspectRatio, zNear, zFar;
_camera->getProjectionMatrix().getPerspective(fovy,
aspectRatio, zNear, zFar);
double aspect = (double)scrw / (double)scrh;
_camera->getProjectionMatrix().makePerspective(45,
Hi Nickolai,
Robert wants something like this:
https://i.stack.imgur.com/SjnI9.png
It is called "Call stack" in VisualStudio.
Cheers
Sebastian
Do you mean this stack?
ntdll.dll!779315ee()
[Указанные ниже фреймы могут быть неверны и (или) отсутствовать,
символы для nt
Do you mean this stack?
> ntdll.dll!779315ee()
[Указанные ниже фреймы могут быть неверны и (или) отсутствовать,
символы для ntdll.dll не загружены]
ntdll.dll!779315ee()
ntdll.dll!7792015e()
nvoglv32.dll!5e627fed()
nvoglv32.dl
Hi Andreas,
In my rewrite of osgText my approach was that the internal implementation
details aren't meant to be something that users need to meddle with.
The fact that you are needing to meddle with the internal details to
workaorund performance issues in your usage case suggest an issue with
ba
Hi Andreas,
On 18 August 2017 at 08:30, Andreas Ekstrand wrote:
> Did someone manage to reproduce this problem? Any suggestions are welcome,
> I really don't understand what's happening here...
>
I haven't had a chance to test the issue yet. In the latest OSG there are
rewrites of various part
Hi,
With OSG 3.2.1 I have been able to do fast shallow cloning of
osgText::Text in my own subclass, copying the _textureGlyphQuadMap
instead of calling computeGlyphRepresentation, since the latter is a
slow operation for my thousands of texts.
In OSG 3.5.6 this isn't possible, I guess due to
Hi,
just an update that can be useful for others.
As suggested I split the original huge geometry in chunks (1-3 vertices
each works fine) and it works fine now.
Thanks again,
Gianni
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Did someone manage to reproduce this problem? Any suggestions are
welcome, I really don't understand what's happening here...
/Andreas
On 2017-08-04 13:12, Andreas Ekstrand wrote:
Hi,
I recently moved from OSG 3.2.1 to 3.5.6 and now I have problems with
light points going invisible if rendere
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