My research tells me that a) hybrid rendering like RTX is the way to
go for the next few years if you want real-time performance, and b)
Vulkan will have ray-tracing extensions but OpenGL will have none.
So once I get time I'd like to dig into VSG or some game engine with
Vulkan support. I don't k
> So you mean that if i want to move or scale these hud nodes on the main
> screen, i have to use the camera's setviewmatrix method to do this? Add the
> hud nodes to a new MT and use the Mt transform methods won't work,right?
>
> The node structure instruction is like the following:
>
I have made plenty of HUD classes derived from osg::Camera. It's easy
to set it up as an orthographic or perspective projection, depending
on what look you're going for. Then I compute some simple coordinates
for the screen corners like this:
mHUDLRBT[0] = -mAspectRatio;
mHUDLRBT[1] = mAspectRatio
Gedalia,
If I understand the original question correctly, you're not seeing
shadows that are cast by off-screen objects. I had that exact problem
back around 2006 and Robert solved it with the introduction of the
View class. Sorry, I don't remember the details beyond that and can't
find our old dis
> Just call it VSG!
There has already been a Vega Scene Graph available from MultiGen
Paradigm for years and years, so I would shy away from VSG or anything
abbreviated VSG. After all, there was some confusion with the two OSGs
last time around.
Is it worth asking if this project will be a scene
rsion
10.18.10.4885.
- Terry
On Wed, Apr 25, 2018 at 1:38 PM, Terry Welsh wrote:
> Thank you, Dan. That is *exactly* the problem I have with the Intel
> graphics driver. This bug affects a driver from September and the new
> one I installed last night. I'll test your workaround when I get
Thank you, Dan. That is *exactly* the problem I have with the Intel
graphics driver. This bug affects a driver from September and the new
one I installed last night. I'll test your workaround when I get home
tonight and report on it.
(My AMD driver, on the other hand, is a complete mess. It crashe
whole time.
Now that's fixed and both drivers are broken, but at least they're
broken in different ways :P Sorry for the false alarm.
- Terry
P.S. Buy NVidia graphics.
>
> Hi Terry,
>
> On 23 April 2018 at 16:12, Terry Welsh wrote:
>> Using the 3.6.0 tag I have cra
>
> Please let me know of success and failures, or any bugs you've seen in
> 3.6.0 but haven't reported yet :-)
>
Robert,
Using the 3.6.0 tag I have crashes whenever an osgText::Text appears
on screen in my application. The osgtext example just doesn't show
anything at all and crashes when I press
fastest combination I found was to only compile
shaders for 0 or 4 lights, and if I only needed to apply 1, 2, or 3
lights I could set some of their color uniforms to black.
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Terry Welsh
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>
> Hi,
>
> Check out my solution - no shaders nee
ormance. Of course, a game engine tuned for that
specific type of game should do more for you automatically and lead
you toward good decisions.
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Terry Welsh
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>
> Message: 9
> Date: Thu, 21 Apr 2016 16:07:12 +0200
> From: "Michael DeForge"
> To: os
That fixes my trouble. Thank you.
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>
> Hi Terry,
>
> I have just checked and Types was missing from the header list in
> src/osg/CMakeLists.txt, this should address the install issue. I have
> checked this fix into svn/trunk and OSG-3.4
:21: fatal error: osg/Types: No such
file or directory
#include
It appears make install just isn't installing it. Copying it to my
installed include/osg/ directory fixes the problem.
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http://www.reallyslick.com
>
> Message: 14
> Date: Sun, 9 Aug 2015 20:54:52 +020
de/osgViewer/api/X11/PixelBufferX11
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T64 STREQUAL "")
+SET(GL_HEADER_HAS_GLUINT64 0)
+ENDIF()
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>
> Message: 1
> Date: Wed, 22 Jul 2015 16:09:09 +0100
> From: Robert Osfield
> To: OpenSceneGraph Users
> Subject: [osg-users] OpenSceneGraph-3.4.0-rc6 tagged
> Message-I
NS_AVAILABLE=ON
-DCMAKE_INSTALL_PREFIX=../../..
I have also tried various ANDROID_ABI settings. Has anyone used these
deps recently and know how to make this work?
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_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF
-DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF
-DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF
-DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF
-DOSG_CPP_EXCEPTIONS_AVAILABLE=OFF
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>
> Message: 6
> Date: Fri, 3 Jul 201
e too inconsistent.
I'm using current OSG from svn on Fedora 19 and getting libgles2ext.h
from mesa-libGLES-devel-9.2.4-1.20131128.fc19.x86_64.
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I have this problem too. Your check for GL_ES_VERSION_2_0 didn't work
for me. Instead I comment out that whole block that typedefs GLint64
and GLuint64 and #include . After all, that's the file
that already typedefs GLint64 and GLuint64.
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Terry Welsh
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>
&g
I've been running my last game (medium fidelity OSG with various
shaders and FBOs) at 60Hz on Intel 4000 under Fedora 19. Also been
prototyping a new one with it. Intel graphics have been much, much
better lately starting with their first in-CPU graphics.
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Terry Welsh
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with OSG's API?
Right now I'm using Geometry::setVertexArray() and
Geometry::setNormalArray(), but I'd like to see if I can get better
performance from an interleaved array. Is there a way to do this?
Perhaps some example code somewhere?
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Terry Welsh
http:/
If you want to see some artsy OSG work, I got my new trailer done last week.
http://youtu.be/z9a2SYQtWcE
Terry Welsh
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have many good graphics cards on
their old XP machines.)
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e compiled with
vs120_xp. If anyone knows where to read an explanation, I would like
to see it. The closest thing I found is this:
http://software.intel.com/en-us/articles/linking-applications-using-visual-studio-2012-to-run-on-windows-xp
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> Hello dear OSG-co
ixed my
problem. You'll have search a little and try things out. In the end I
was only able to give myself full access to C:\terry but not C:. You
may have better luck. Now doing all my compiling and other work in
C:\terry works fine.
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Thanks Farshid. Camera::setRenderingCache() is the secret sauce. It
works perfectly now. I hadn't come across that function yet, so I
don't know if I ever would have found it.
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Terry Welsh
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>
> Hi Terry,
>
> I use osg::Camera objects to render FBOs tha
swered email from
last year. There have been similar threads from time to time as well.
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2012-March/057126.html
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only render pixels that are in shadow; you
could render just a transparent gray for the shadowed pixels that you
keep.
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>
> Hi,
>
> I'm creating a visualization where it is critical for some invisible objects
> to be able to receive shadows o
little workarounds, so I don't like it very much. I
included it because it has some decent notes about the gotchas you'll
run into with this method.
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virtualfilesystem.tar.gz
Description: GNU Zip compressed data
___
is more consistent. Is this
inconsistency intentional or should this code block be removed?
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wElementsUShort and see if I
can get better performance than my DrawArrays solution.
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> Hi Terry,
>
> On 17 July 2013 01:20, Terry Welsh wrote:
>
> > I'm updating some old code and getting rid of deprecated Geometry
> > features.
n
for only drawing part of your geometry and not all of it?
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#x27;m not
using OSG for is particles. OSG has osgParticles, but I haven't looked at
it for a few years. It might have more of what I require now.
I'm also using SDL and SDL_mixer. Together with OSG, these libraries
reliably provide most of the heavy lifting of other game eng
I do not see the attachment. However, the PNG format can store
4-channel images (RGB plus alpha). I make these all the time with
Gimp. You'll need to investigate how to create these with whatever
image manipulation program you are using.
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> Message:
r 100% scores on these tests.
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>
> Message: 1
> Date: Fri, 08 Feb 2013 20:14:09 -0500
> From: Jean-S?bastien Guay
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] anyone have experience with OSG on Intel HD
> Graphics 4
a good
framerate but there are horrible visual artifacts on my OpenGL Vertex
Array particle systems that disappear after about a minute. In short,
good luck understanding the insane mess that is graphics drivers. It's
all very random.
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> Message: 15
> Dat
metries ranging in size from
about 20 to 1000 vertices. I'm not doing a contrived test. My test
scene is about 10% faster using all VBOs vs. all display lists.
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>
> Message: 4
> Date: Thu, 24 Jan 2013 11:39:34 +0100
> From: Mathias Fr?hlich
>
dware. Would this cause a lot of trouble?
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source I'd definitely try to go through distro
maintainers. When I get some more time I want to look harder at tools
like MojoSetup, Makeself, and Nixstaller. They get a lot of use by
other indie game developers.
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Terry Welsh
www.reallyslick.com
>
> On 12/04/2012 12:59 AM, Terry
F-8
>
> Hi Terry,
>
> On 3/12/12 12:30, Terry Welsh wrote:
>>> From: "Thomas Hogarth"
>>> Really like the dust clouds kicking up as you approach the ground. Glow
>>> effect is great too.
>>>
>>> I'm running windows 7 on a Mac
> Great work! It really looks like a game where you need to practice to
> get better, which I love. Graphically I love your particle effects (the
> rotation with movement and all), the lighting on weapon impact, the way
> the ship's thrust effect changes when you take damage, etc. Lots of
> little
> From: "Thomas Hogarth"
> Really like the dust clouds kicking up as you approach the ground. Glow
> effect is great too.
>
> I'm running windows 7 on a Mac Book via Parallels.
>
Thanks, I spent a long time on the particles and glow. And maybe I
won't have to port to OS X after all :) The glow mi
lems on Windows with my old OpenGL screensavers,
and I have never heard of a solid catch-all multi-monitor solution on any
platform. Seems like it's only ever possible to get consistent behavior
with one monitor :(
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Terry Welsh
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Cool, well done!
>
> I have only a
A little more blatant self-promotion here. I just released the first
playable demo of my OSG-based game. Check it out if you want to see some
crazy OSG action. http://www.reallyslick.com/retrobooster/downloads.html
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Objects randomly disappearing are usually a culling issue, but it's
strange if it only happens when using VBOs. Also, is your graphics
driver up to date? I just got a new machine with Radeon graphics, and
the Linux driver is kind of a mess with lots of incorrect OpenGL
state.
--
Terry
::Node::setNodeMask() to
define their masks.
When doing collisions, use osgUtil::IntersectionVisitor::setTraversalMask()
If the bitwise AND of both masks is true, a collision will be
attempted. Be careful to not set a more restrictive mask higher in the
scenegraph than the mask on some lo
Attached is the MetaFlight pager code that I wrote a while back. Once
people who are interested in it get familiar with it, we can discuss
whether or not it should be rolled into OSG.
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Terry Welsh
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metaflight.tar.gz
Description: GNU Zip compressed data
ve it.
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pplying:
https://jobs.ucsc.edu/applicants/jsp/shared/frameset/Frameset.jsp?time=1336681474922
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Don't forget to make good use of level-of-detail. Your distant
objects can be extremely simple in a case like this. Also, if you
have transparency in any of your objects, make sure to remove it from
the low-LOD versions so they don't get put in the transparent bin and
sorted.
--
T
the rest of my site, but I have not found a very clean way to do this.
Wordpress seems to do better on its own, where it controls your
entire website.
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>
> Message: 19
> Date: Mon, 30 Apr 2012 15:32:57 +0200
>
> So if you want to attract people to OSG, you should give them raw tech
> renderings which prove that "this uber cool XYZ technique" is easily
> achieved with OSG. That's more of 'feature' sorting, not application
> domain sorting.
>
> So I would add some Gallery section named "OSG features", "OSG
Holy moly. I wore myself out hiking ten miles yesterday, but now I
feel sallow and weak by comparison.
- Terry
>
> Hi all,
>
> Quick update: had an AWESOME day out, finished in 10:45. Now very tired and
> achy, but still on a high.
>
> Robert
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t! Our
> team is currently working on Mahjong:
> http://opengamestudio.org/lang/en/ogs-mahjong , but we're thinking of
> a scroll shooter too, once we finish Mahjong :)
>
Nice Mahjong video. The lighting and shadows look really sexy.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslic
Well, my game is called Retrobooster, but it isn't finished yet. It's
at www.reallyslick.com and it's all for fun; absolutely not for
simulation, training, or education of any kind. Yuck! OSG has been a
good tool for this so far, but I have little experience with game
engines such as Ogre. I ca
er. So far just coop and
deathmatch modes. I ruled out networked multiplayer really early on
to keep the scope more reasonable.
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optimize the heck out of it, so I just did it from
scratch. However, Farshid, I am using OSGExp for the models :)
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elopment.
http://www.youtube.com/watch?v=VkVbq4jIr2k
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in both cases so that the full full
directory structure is not required inside the archive. Do you agree?
- Terry
>
> Hi Terry,
>
> On 11 March 2012 01:58, Terry Welsh wrote:
>> I think your osgDB::Options idea is mostly working for finding
>> references in the same archive as t
Is the problem in the public domain Zip Utils code? I would only
suggest looking for a more current version. I bet the code in OSG is
pretty dated by now, and maybe someone has addressed this.
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www.reall
Hi Brad,
Thank you for the binaries. Now that I have things figured out a
little better, I don't see anything additions or changes that need to
be made. Everything compiles and runs fine, and, as a bonus, I was
able to leave a couple DLLs out of my installer when building with
VS2010.
--
Linux.
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On Fri, Feb 10, 2012 at 9:17 PM, Terry Welsh wrote:
> Hi,
> I just upgraded to Visual Studio 10 Express. After compiling I found
> I was missing plugins for freetype, png, and zip. I believe these
> projec
e 3rdParty binaries for VS9 contained these and they were very
helpful.
So is there a known better way to deal with freetype, png, and zlib
nowadays, or are they just missing? And if they're just missing, who
maintains those downloads and do you want me to try to compile them
and contribute
s possible with OSG so I am doing all the culling twice. I hope
someone can tell us otherwise.
I still have not gotten around to trying to use multiple render
targets and shaders to direct different information to each one, but
this might be an option.
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Sorry about the incorrect subject line before. I hate it when I do that :(
> But I'm not talking about that usage. I'm talking to set it just for
> your application. I have seen many commercial applications doing that ?a
> launcher script that sets LD_LIBRARY_PATH *in that shell* and then
> execu
> What about using LD_LIBRARY_PATH?
>
> --
> Alberto
>
I honestly don't know if this would work, but I'm trying to figure out
how to package stuff at the quality of commercial release, so I prefer
to avoid LD_LIBRARY_PATH. LD_LIBRARY_PATH is fine for development and
debugging, but it's generally c
> Could you get the OSG_LIBRARY_PATH env variable and append it to . and then
> set Registry::instance()->setLibraryFilePathList( wholeLibraryPath ); ?
>
> Doug
>
I think I tried the equivalent to that. I may have worded my original
question poorly. As far as I know, OSG_LIBRARY_PATH starts out
oth, search first in . and still have the
flexibility of using OSG_LIBRARY_PATH?
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e);
const int context = state->getContextID();
if(!(program->getPCP(context)->isLinked()))
return false;
Can you use this to detect your own shaders that don't work?
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mogumbo 'at' gmail.com
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>
> Message: 6
> Date: Sat, 22 Oct
x27;t think OSG has any of those benefits I listed. If they're
hiding somewhere I must have missed them. I'll keep trying to think
of some concrete way to integrate this stuff into OSG (without being
too invasive). So far it's pretty messy with my function overrides.
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Terry
tried converting everything to zlib in order to remove
the libzip dependency. I'll get to that one of these days. Currently
I'm trying to use this infrastructure to load my .wav and .ogg files,
but that's not an OSG problem.
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oblems I come across...
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>
> Message: 25
> Date: Tue, 6 Sep 2011 11:17:01 -0400
> From: Jason Beverage
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] tight integration of virtual file system
> Messag
is last detail yet (I hope it's not too messy), but I need a
programming break
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>
> Message: 9
> Date: Fri, 5 Aug 2011 08:50:10 -0400
> From: Jason Beverage
> To: OpenSceneGraph Users
> Subject: Re:
ith a good spatial hierarchy, then you
shouldn't have to worry about adding different objects as children of
the near or far camera. Just add the entire scene to each camera and
let OSG's culling take care of everything.
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
>
very cool, but it doesn't appear to be as tightly integrated
as what I want to do.
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Everything works well in my apps. Thank you for the improved TextBase
culling workaround.
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12467
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052394.html
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>
> Message: 10
> Date: Wed, 13 Jul 2011 20:33:17 +0200
> From: "Kurt Sierens"
> To: osg-users@lists.
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-June/052479.html
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>
> Message: 11
> Date: Fri, 01 Jul 2011 11:31:00 -0400
> From: Jean-S?bastien Guay
> To: OpenSceneGraph Users
> Subject: Re: [osg-use
ink it's better because now text that
takes this code will get drawn instead of staying invisible forever.
I suppose it's still possible for text to get culled as a small
feature this way, but it *always* gets culled the other way.
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Thanks for the explanation Paul. I hadn't had to look at the auto
near/far feature for so long I didn't make the connection. It looks
like this old app I'm using has it disabled as you'd expect.
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>
>
ng with the far plane when you shouldn't
isn't near as bad as ignoring the far plane when you should use it.
(I suspect NEAR_PLANE_CULLING is not as useful for most apps.)
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Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
_
Hi Robert,
Thanks for the reply. Turning off small feature culling does indeed
fix my problem, but it's not ideal. I'm not sure I understand all the
details of what you're saying, but let me take a crack at it. With
the current code you can a) turn off small feature culling, which will
get you a
(osg::Vec3(_textBB.xMax(),_textBB.yMax(),_textBB.zMax())*matrix);
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Hi Jason,
Thank you for the suggestion. I feel like I'm missing something
still. Is there an Optimizer feature or something that combines
Arrays for you? Or did you write a bunch of custom code that
processes your models after you load them?
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Terry Welsh
mogumbo 'at&
large VBO to store the date for multiple Drawables in
order to minimize buffer state changes?
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Is there any formal support for compiling on linux with -pg and using
gprof? I can only find support from before the cmake days.
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How about just a vector of vector of integers? Each integer would
represent the nth child of the previous node, and each vector of
integers would represent a whole nodepath. So "4 6 7" would mean the
7th child of the 6th child of the 4th child of the root node.
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m
It
rocks. (Just so you know, I don't work for digitalversus.com or
Dell).
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>
> Message: 4
> Date: Fri, 6 Aug 2010 11:26:09 -0400
> From: Jason Daly
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] OSG a
matrix and everything else in the view matrix in order to do
computations for lighting and fog. I think it may be able to mess up
your clipping too. Some of this stuff can be dependent on your
graphics hardware and drivers.
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>
&g
This sounds very much like a problem I had a while ago. Try this:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg39201.html
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
> Message: 9
> Date: Fri, 4 Jun 2010 09:12:24 +010
In a graph, a leaf node is a node with no children. In the context of
a pagable terrain database, the leaf nodes would be the
highest-resolution tiles.
> Hi Terry,
>
> sorry that I can' help you, I have no deep experience with polygonal and flat
> database.
>
> Can you explain me what the leaf n
xt week, so maybe I'll load up a CD
with models to test and include some generated terrain tiles.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
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e. Maybe I can do some tri-stripifying when
converting back from .flt to .ive.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
>
> Message: 4
> Date: Thu, 01 Apr 2010 17:20:04 -0400
> From: Jean-S?bastien Guay
> To: OpenSceneGr
>
> Message: 2
> Date: Thu, 01 Apr 2010 09:13:21 -0400
> From: Jean-S?bastien Guay
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] looking for a terrain database building
> Message-ID: <4bb49bf1.8070...@cm-labs.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Hi Terry,
dividually? I just
want to consider all the options.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
>
> Message: 14
> Date: Tue, 30 Mar 2010 10:33:34 +
> From: "Torben Dannhauer"
> To: osg-users@lists.opensceneg
toolchain using OSG-based tools like VPB? And am I unaware of any
current or soon-to-be-released features that might help, such as the
ability to build or page tiles that don't contain PagedLOD nodes? I'm
amenable to programming pieces of this toolchain if necessary.
--
Terry We
pretty
bad, but computing enough vertex positions could slow down updating
even worse, depending on many factors. Manipulating the modelview
matrix like a billboard sounds a lot simpler. If we did a big change
like that, this problem I'm having would likely just go away.
--
Terry Welsh / mo
mes a sibling in the scene graph structure. So I can
work around the problem now. However, I still can't pinpoint the
exact logic that's causing the Text to be culled improperly.
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
On Mon, Mar 22, 201
aling.
It seems to me the BoundingBox should be computed when you call
setText(), but this doesn't happen. Something else triggers the bound
to be computed later on. If I could figure out what causes the bound
to be computed, this problem might make more sense.
--
Terry Welsh / mogumbo
if I call mytext->dirtyBound() after mytext->setText(),
the BoundingBox does not get computed until sometime later after I
have panned the camera too much. I'm stumped, so I thought I'd throw
this out there an see if anyone else has seen this problem or has any
suggestions. Anyone?
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