s build options - are you compiling
under Release build under 2.4?
Robert.
On Tue, May 6, 2008 at 8:59 PM, DC Fennell <[EMAIL PROTECTED]>
wrote:
Hi everybody,
Our application is loading IVEs and DDS textures. With OSG 2.4.0, the
load
times seem to have been increased significantl
Hi everybody,
Our application is loading IVEs and DDS textures. With OSG 2.4.0, the load
times seem to have been increased significantly and the framerate in our scenes
has decreased around 10%. It's quite difficult to figure out what exactly has
caused this based on the changes from 2.2.0 to 2
d starting to use virtual memory?
--
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DC Fennell
Sent: Monday, May 05, 2008 12:33 PM
To: Public OpenSceneGraph Users discussion list.
Subjec
Hello,
I've built OSG core and plug-in libraries statically. The performance I get is
quite a bit slower than using DLLs. It would seem that the performance should
be equal, if not better using the static libraries. I followed the instructions
from the link below.
http://www.openscenegraph.org
Hi Scott,
Yes, the function, as it is written, is [min, max]sorry about my typo.
If the intent of this function is, as you say, is [min, max], then the
comment needs to change so there is no ambiguity. It's nit-picking, but I
always assume a get_random is [min, max), which can be used for i
uot; <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Thursday, January 31, 2008 10:09 AM
Subject: Re: [osg-users] get_random
> El Thursday 31 January 2008 16:41:55 DC Fennell escribió:
>> Hello everybody,
>>
>> I believe the get_random() function in ra
Hello everybody,
I believe the get_random() function in range under osgParticle should be:
minimum + (maximum - minimum) * rand() / (RAND_MAX + 1);
It is written as:
minimum + (maximum - minimum) * rand() / RAND_MAX;
If you expect the values returned (as specified in the comments) to be between
Hello,
I am curious as to why OSG never resets glActiveTexture or
glClientActiveTexture back to GL_TEXTURE0 after usage. In my opinion, this
should always be done. Specifically since glClientActiveTexture is set quite
often in display lists.
As a test, I modified osg and osgUtil to reset these
Hello,
Is there anything planned on making Image::isImageTranslucent work for
compressed textures?
I'm not sure how long it's been there, but I see the TODO comment regarding
this feature in ReaderWriterDDS.cpp.
Thanks.___
osg-users mailing list
osg-u
Hello,
The settings you mentioned below have been set. These are set by default
within the osg particle system. The problem still exists when I create
another bin.
I wish I could be of help with the polygon sorting, but I have never
implemented it with osg.
- Original Message -
From
to 'blend' particle systems.
--
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DC Fennell
Sent: Wednesday, September 05, 2007 12:20 PM
To: osg-users@lists.openscenegraph.org
Hello,
I have several particle systems, which may be close to each other. Unless all
particles emitted are grouped and sorted as one bucket, then drawn, I get
visual anomalies. For example. If I have 3 smoke stacks (each a separate
particle system) close together, and if an explosion occurs in
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