Hi,
Currently the rendering is handled by a thread which calls
while(!viewer.done)
{
viewer.frame);
}
but in the software there can be up to 3 viewers active at one time, all
running a seperate thread to render, this is a CPU hog and ideally i want to
only update the viewer if the scene has
Adam Heppenstall wrote:
Hi,
Currently the rendering is handled by a thread which calls
while(!viewer.done)
{
viewer.frame);
}
but in the software there can be up to 3 viewers active at one time, all running a seperate thread to render, this is a CPU hog and ideally i want to only update the
Hi,
I have built a geometry in which I have defined vertices, faces, normals per
face and color per vertex.
When I use this code in a simple openscenegraph progam with only one node (the
geometry) the rendering is perfect.
But, when I use it in my application scenegraph, the color is
Hi,
Miguel Lokida wrote:
Hi,
I have built a geometry in which I have defined vertices, faces,
normals per face and color per vertex.
Mixing per face/per vertex like this causes OSG to fall back to slow
OpenGL paths (glBegin and friends). Please try using normals and colours
per vertex.
Hi Miguel,
It' sounds like lighting or material properties aren't set up correctly, or
perhaps your geometry isn't complete in some way.
Robert.
On Thu, Sep 17, 2009 at 12:19 PM, Miguel Lokida mlok...@yahoo.fr wrote:
Hi,
I have built a geometry in which I have defined vertices, faces,
5 matches
Mail list logo