Hi,
please forgive my english...
I'm developping an interractive application where people's movement affect
the content of a 3D scene. Somewhere in the appication, when people move,
planty of small insects appears and follow their hands. I modelized these
insects by a small square plane on wich I
subclass from osg::Image) as a base for streamed images, the xine and
> quicktime plugins both have movie reading code that provide their own
> subclass from osg:::ImageStream so have a look at these for
> inspiration.
>
> Robert.
>
> On Fri, May 9, 2008 at 6:34 PM, alexandre am
Hi,
I have a plane built with 60X60 vertex and I constantly update the alpha
channel of these vertex to create a specific effect for my application. When
I launch the application, everything runs fine for a while, but comes a time
where everything starts to lag.
Do you know why such a thing happe
Hi,
I want to use osgPPU::UnitTexture to shoot a video as a texture input for
another unit.
So I tried this code :
Image * myVideo = osgDB::readImageFile( "myVideoFile.mov" );
osg::ImageStream * videoStream_ = NULL;
videoStream_ = dynamic_cast( myVideo );
videoStream_->setLoopingMode( osg::Imag
Hi Art,
yes, the rest of my setup is exactly like you said :
osgPPU::Processor->addChild(videoUnitTexture);
videoUnitTexture->addChild(anotherUnit);
It works great if I load a simple image (.png) rather than a video file (.mov).
Also I checked if the video streaming works well when apply to a mo
Hi again,
I added this line to my code and now I don't get the weird crash.
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
Don't know why, but it work :)
Thank you for your help
Alex
Hi Alexandre,
> Hi Art,
>
> yes, the rest of my setup is exactly like you said :
>
> osgPPU::P
Hi,
I'm trying to use osgParticle in combinaison with osgPPU but it doesn't
work, my application crash at the beggining. If I dont use osgPPU,
everything work fine.
The error message I got in my console is :
*"osgParticle::ParticleSystemUpdater::traverse(NodeVisitor&) requires a
valid FrameStamp
Hi Art and Robert,
First of all I dont use my own viewer class, I use osgViewer. I initialize
the viewer camera like this to support osgPPU :
// Set single thread model
viewer_.setThreadingModel(osgViewer::Viewer::SingleThreaded);
// Set the main window position and size
osg::ref
Hi,
I was wondering if it's a good practice to build 2 or more ppu graph and
then altern them to render differents effects.
Example :
I instanciate a osgPPU::Processor * processor1 and add some unit to it :
processor1->addChild( osgPPU::Unit* aUnit )
processor1->addChild( osgPPU::Unit* aUnit
Hi Art,
It works fine to switch between multiple processor, with or without
osg::Switch. It was my error too many threads in my application :D
Thanks
Alex
> Hi Alexandre,
>
> I have never tried to alternate osgppu's processors dynamicly while
rendering. I am not sure if it is a good idea a
Hi (Art :) )
I just upgrade osgPPU to version 0.3. After I changed every osgPPU::Shader
to osgPPU::ShaderAttribute, my application still crashes in an unexpected
way.
But after a couple of hours of investigation (I almost went back to version
0.2), I finally found what was the bug. I have a lot o
It does work fine.
Thanks
> Hi Alexandre,
>
>
> The problem is that from somewhere in the osg there is a node visitor
running over the osgPPU pipeline which hasn't specified type. I would expect
here to run the update visitor first, but there is some other visitor
running, and I do not know which
Hi Art,
Do you think its possible that the version 0.3 of osgPPU affect the frame
rate considerably ?
Since I merge to v0.3 (I was using v0.2 before), my application runs
slowly and I get a lot of glitches that never happened before. The
code is exactly the same.
For now Im stuck to
Hi Art,
I know you are probably very occupied, but is it possible for you to provide
a small example of using osgParticle with osgPPU. I still have the same bug
as I had 2 months ago and Im not able to fix it. Just to remember it, my app
crash just after I get this warning :
osg::notify(osg::WARN
Hi Art,
Forget about the example, I made one myself and it work, jut don't know what
I'm doing different in my app. But now it's my problem :)
Thanks
Alex
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Hi,
I'm using an osg::Camera to do a render to texture. My setup looks like this
:
osg::Camera * rttCamera = new osg::Camera();
rttCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
rttCamera->setRenderTargetImplementation(osg:
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