Yes, two different groups in the scenegraph under the same camera, but I
cheat the large object part by scaling it and moving it closer to the
camera, so there is no risk of clipping due to the cull settings.
On Mon, Jun 29, 2009 at 7:39 PM, Ren Liwei wrote:
>
> rpingry wrote:
> &g
Something that I have done (please let me know if this is not a good way to
do it or if there is a better way), is to break up my scene into parts. I
have the "large distant" things in one part of my scene graph, and then
everything else in another part. I then render them in separate render
bins
Oh, and about being apologetic; I have seen posts on the forum where people
are grousing that make me feel that people are just not thankful for how
great this all is. I never wanted anyone to think I am not grateful for OSG
(or your time for trying to explain it to me). I can see that there mos
> I even gave you a batch file that would do some of that automatically, and
it's easy to supplement that with a couple more commands that will do it all
automatically (see below).
You did? Maybe I missed it. Could you please send it again? This does not
look nearly as hard as I had imagined. P
If the switch were the default sure. Right now there IS a switch with a
name that infers it would do what I want, but it just doesn't work and in
fact breaks other things. That switch is off by default (or ON I should
say, adding versioning info to the DLL's). It is even an advanced switch
that
I don't think I quite communicated what I meant to say in the end there. I
am not super bothered by the whole naming thing, just a bit irritated and in
my organization I think it causes more problems that it is worth. I was
hoping that perhaps with the power of CMake that someone had already
prov
> With the command line SVN it's easy to script whatever you want. I really
> think you're making a mountain out of an ant hill. It's useful
> functionality, and all it takes on your side is a few more steps (not that
> often, unless you recompile OSG extremely often) or a little scripting.
>
> But
> So yes, either delete the old one and add the new one or rename the
directory and then checkin the updated plugin DLLs over the old ones...
That is unfortunate :(
> (which is not exactly the same thing, it preserves history, so SVN will
know they're actually the same files).
History is not all t
> Why is it hard? Just svn add the whole directory, that should add all
contents and subdirectories by default... Unless I'm missing something?
Well, which Plugin directory am I supposed to add? If I add a particular
plugin directory with a given name, and then I do an update and the plugin
versi
> You say your examples are in bin\Release. This is not the case for me;
there
> is no bin\Release in my build dir. The release build of my osganimate.exe
> file is in "\bin". Not sure why yours would be elsewhere,
but
> this appears to be the source of your problem. What CMake variables did
you
>
Thanks for the help guys, and the reminder to check the previous posts and
the web-site. UNFORTUNATELY:
> Being able to run an example directly from Visual Studio (using Set As
Active Project and pressing F5) is another issue. You need to first run at
least the ALL_BUILD target, so that all plugi
Hello All,
I have noticed that for the past little while the plugins are compiled to
their own directory with the version number. I am not quite sure why this
is beneficial, it seems like you would always want the plugins compiled with
the version of OSG you have compiled, and it seems that havin
Hi Thomas,
We have been seeing some ghost particles here and there. Since the
September updates, we have been seeing the particles offset in space as you
had described, so your notes have really helped. To get my particle
"explosions" working, I followed the osgparticleeffects example. These we
Oh, I almost forgot the thorniest thing I am trying to understand ...
In the game I am using particle effects for things like vapor trails,
explosions, smoke, etc. They seem to have their own relationship with time,
and I do not know that they are "rewindable". Lets say that I am in the
middle o
Hello all,
I am wondering about the best way to record some aspect of a scene that is
playing from a game. Quite often in games when your character gets killed,
you want to see an "instant replay" of getting killed. The camera motion in
these cases is probably overridden to show the reverse angl
Thanks Paul,
Lots of great project ideas.
We are looking for text book kinds of materials. Do you have
recommendations in that regard, perhaps something you and Bob have already
written? Like I mentioned, I would really like to start off with OpenGL and
then show how OSG helps.
-- Rick
Hi R
Thanks Simon,
A CSG library would be a great idea to work on. I needed one of those for
some work I did with Northrop Grumman. The generalized extrusion function
is cool too, maybe for a single student or as a feature of the CSG library.
I didn't look too deeply, but does the gts library work wi
Hello All,
I am going to be teaching my first semester as a part-time adjunct professor
at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to
graphics course that has not been taught before at this school. Our focus
will be on juniors and seniors wanting to get out in the industry
OK, I could not figure out how to donate to OSG (I looked for a link on the
OSG site and did a search for 'donate' with no joy).
-- Rick
On Mon, Jul 14, 2008 at 12:43 PM, <[EMAIL PROTECTED]> wrote:
> Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D
> tree implementation
Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D
tree implementation into an application that uses OSG?
I appreciate all the hard work everyone does. I appreciate it to the tune
of $25. (actually, I appreciate it much much more than that, but it is
about all I can affor
Hi J-S, et. al.
When you mention caching the intersect visitors, when should you use reset()
and when are setStart()/setEnd() used?
In my game, I keep simplified, bounding box representations of the ships in
the scene and then do line segment intersections. When I do the
calculations, I start at
Sorry, I only have the core, plugins, and apps compiling. I am not building
the wrappers or examples.
-- Rick
On Sat, Jul 12, 2008 at 3:27 PM, <[EMAIL PROTECTED]> wrote:
> I have build 8572 running using Visual Studio 7.1 and linking with my
> project just fine. Win XP, CMake 2.4
> -- Rick
>
>
I have build 8572 running using Visual Studio 7.1 and linking with my
project just fine. Win XP, CMake 2.4
-- Rick
On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:
> I'll verify and send details later this afternoon
> -- mew
>
>
> On Sat, Jul 12, 2008 at 11:59 AM, Robert
Hello All,
Is there a way to use image maps with some of the other material properties,
like emission or specular or diffuse? I am working on adding some
functionality to the LWO reader. We have been able to get the transparancy
working along with how LightWave does it, by taking the transparenc
It seems that getting a driver update did the trick. I have a pretty new
setup, so I was surprised there would be new drivers out there, but indeed
there were.
Now I do not have the growing Draw callback, but everything still shows the
orange bar across the entire screen. I am getting 60 fps ok,
Hello All,
I have been trying to get my scenes to run faster, balancing my scene graphs
using LOD. I use quite a bit of UV mapping in my models, and they can be
fairly high res because I want them to look good up close. There are
usually several instances of the same model in the scene, all poin
Something else I noticed that I thought was strange was that the orange GPU
bar has 8 short blocks all drawn in the first frame. I have included an
image to show. What does this mean? When I look at a smaller model, the
Orange block fills alll along the lower bar.
On Wed, Jul 9, 2008 at 9:46
Hello all,
I recently added a stats handler to our game viewer. Something I noticed is
that if you have the stats window open, showing the bars, that the draw bar
grows and grows. The framerate starts dropping and gets slower. If I turn
the bars off, the framerate returns to 60. When I turn th
Hi Robert,
I got the stats handler working on our scene and displaying. I am not sure
I understand what the different numbers mean and how I might work with
them. I can see the optimization effort is a big deal. I know it is beyond
the scope of this group. Are there any resources out there to
Thanks Robert,
(James and I are working on this together. He has decided to focus his
attentions on understanding OpenSceneGraph and optimizing where he can,
where most of the client game code dealing with the scene graph is mine). I
was planning on asking some of these questions eventually anywa
Hello All,
Is there a way to find out how much texture memory is being used? We are
finding that keeping texture memory in check is critical to the performance
of our game, depending of course on how much memory the card has.
Thanks
-- Rick
___
osg-us
Hello All,
We are looking for some opportunities to get some OSG training. I saw that
Skew Matrix was doing a class in Paris, but we would like to stay state-side
if we could. I have already attended an intermediate class from Andes
Engineering, but there are some more people in the group, and I
Ah, yes. that would do it. I am not creating a graphics context at all, just
using the code I showed above. I can do that (all though it seems
unfortunate.) Is there a utility already in OSG that provides this
functionality?
Thanks,
-- Rick
On Wed, Mar 19, 2008 at 3:33 PM, Robert Osfield <[EMAIL
Hello All,
I wrote a little application that simply takes as a command line param the
name of an image, a new res, and a new filename. The program then reads in
the image with osgDB, resizes it, then writes it back out with osgDB. (Now
that I think of it, is there already a quick utility to do t
One other thing,
When I downloaded the osgNetDemo (It was EXTREMELY helpful, thanks to you
hesicong2005, is that you Ralph?), it was not fully set up in release mode.
It was hooked up to the debug libraries in debug mode, but not hooked up in
release mode at all. I get the impression that it was
Thanks,
I had done that originally, but I would get the crash if I was linking to
release OSG from either the debug or release versions of my app. For the
time being, I link to the debug versions OSG from both my debug and release
versions of my app, which seems to work. I would of course like t
AHA!!!
I found out that the problems I was having are only on the RELEASE
versions. When I link to the debug versions of the OSG libraries, all seems
to work well. Anyone know why?
-- Rick
On 3/18/08, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I just used the latest stable build, OSG 2.
I just used the latest stable build, OSG 2.2.0, and I got a crash at
precisely the same point. I do not think it is a versioning problem.
Looking at the call stack, I wonder if there is something I am doing wrong
with setting up memory, either in the OSG build, or in the managed code that
uses the
Hello All,
I have been working with Phil Tessier on some work using OSG in a managed
code environment. We tried using OsgDotNet, but we had some problems with
that, and others on this list recommended we use C++/CLI directly to wrap
just what we need form OSG directly, and there is an example pro
Hello All,
We are using OsgDotNet and noticed a couple of things we would like to ask
about.
1. We noticed that the quat multiply is not exported in .NET. We saw that
this was because of the OsgIntrospection not properly exporting some of the
overloaded operators, so there are probably other on
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