I want to re-open this discussion because it comes up regularly and I think
it's important to address. Sure it's easier to avoid mixing, but combining
osg with toolkits such as Qt Quick/QML can create very powerful and
beautiful user interfaces. The marriage of the two can create great things.
W
This raises the question, when running in the different threading modes,
ThreadPerContext, etc., is it safe to modify the graph in the update
traversals or could there be a rendering thread working on the graph? I
would assume the update phase is safe from conflict, but it's not clear.
John
On F
49 AM, Robert Osfield
wrote:
> Hi John,
>
> I'm certainly open to this approach - it's one I've considered for a
> while, so please post what code you have. Are you adding an extra
> class to manage the distortion correction?
>
> Robert.
>
> On W
Robert-
I'm glad this topic was brought up. I am doing some work with non-linear
distortion correction and have taken the code in osgViewer for doing the
spherical distortion and made it more generic to accept a grid of points
that represent the distortion mesh. This is just what the spherical
d
For my application, I use this function to extract the origin and the
direction of a 2d point on the screen. My windowing system here is Qt.
I can't say this is the most efficient way to get the answer, but it works.
void QOpenSceneGraph::xyVector(const QPoint &screenpoint, osg::Vec3d
&origin, o
I have a problem with 2 independent view windows getting out of sync in a
multi-channel system. Bear with me while I explain the configuration.
My current test system is one machine with 2 nVidia Quadro FX 4600 graphics
cards. These cards are genlocked with the GSync2 option card. Each video
ca
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