VT-Mak's VR-Vantage product is OpenSceneGraph-based, and it does in fact
support CIGI... They told us we'd have better luck using DIS or HLA (their
specialties), and weren't in a position to demo CIGI capabilities to us...
It's actually a pretty great product, otherwise, and we told them if they'd
e that effort ended up though...
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
> Best
> Sent: Tuesday, May 28, 2013 2:29 PM
> To: OpenSceneGraph Users
&g
Hi Chris,
I work on an OpenSceneGraph-based image generator for the Federal Aviation
Administration that is built on the CIGI protocol. Like you, we originally
started from MPV and worked from there. Thankfully we threw all that code
away and started from scratch.
I don't know how much has change
ed.
I guess my question still kinda stands, though... Wouldn't it be
better to use an explicit std::isnan on line 221 instead of using
whatever is in the global namespace?
Thanks!
-Chris B
On Tue, Apr 10, 2012 at 5:25 AM, Alberto Luaces wrote:
> Hi Chris,
>
> Chris Best write
Been having a compile problem trying to build our system on Fedora 16
for a while now. We waited for a couple more releases of OSG to see if
it would resolve itself, but it seems it hasn't...
In file included from /usr/local/include/osg/Vec2f:17:0,
from /usr/local/include/osg/Vec
David,
Now that I've had a chance to review the literature, this does seem
like a much better approach. Of course, convincing everyone to throw
away all the work we've done in the mean-time will be an interesting
exercise in diplomacy, but it will be worth it.
Thanks for the pointer.
-Chris B
O
David,
Interesting. I'll read some of the papers on this later this week when
I have some more time. Based on my cursory glance at the wikipedia
entry on 'deferred rendering,' am I understanding correctly that
what's primarily done is to use the Z-buffer to cut down on the amount
of geometry that
Hi all,
I'm currently working on extensions to our existing application to
allow us to render several (as in 100+) lights in a single scene and
(hopefully) maintain usable framerates. Currently I'm using a cull
callback to create multiple RenderStages so that the lights can be
additively blended i
I'm currently trying to render infinite shadow volumes in OSG using
the GL_NV_depth_clamp extension. This extension disables the near and
far clipping planes on nVidia graphics cards. I've tried both using
setMode() on the stateset associated with my shadow volume geode and
calling glEnable() in th
upport
> yourself, see the osgscreencapture example, in 2.5.1/SVN, for a guide,
> note that for performance you'll need to double buffer and use RGBA
> frame buffer formats.
>
> Robert.
>
> On Thu, Jun 5, 2008 at 4:39 PM, Chris Best <[EMAIL PROTECTED]> wrote:
>
Quick question... Based on digging through the source, it seems all
PixelBufferObjects are currently automatically set to
GL_PIXEL_UNPACK_BUFFER_ARB by default and there's no way to change this to
GL_PIXEL_PACK_BUFFER_ARB, correct? Meaning they can only be used for writing
to the framebuffer, not r
First time posting to the list, so please bear with me...
I'm currently trying to attach a lightsource node to the front end of
an aircraft model in the application I'm working on that acts as a
spotlight (to simulate landing lights/head lights).
Even though I am setting the stateset up how (I thi
12 matches
Mail list logo