tions.
Like, sometimes the question is "how do I make my axe cut faster" but the
real answer is "here, use a chainsaw instead".
On Mon, Mar 2, 2020 at 4:48 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
>
> I found a reasonably good generic sol
tions.
Like, sometimes the question is "how do I make my axe cut faster" but the
real answer is "here, use a chainsaw instead".
On Mon, Mar 2, 2020 at 4:48 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
>
> I found a reasonably good generic sol
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ea so that culling is maximized.
Cheers,
Robert.
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Without looking at the source too closely, is there any reason why this
couldn’t be included as an OSG plugin rather than an osgEarth plugin?
Kind regards,
Phil.
> On 18/02/2020, at 2:11 PM, OpenSceneGraph Users
> wrote:
>
> We have a gltf importer/exporter that we use in osgea
cannot find it. Does
anyone have a solution?
Thanks
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project.
and I need one more help. where I can found elevation data and texture data
to create terrain data in .ive format.
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Have you tried just using the OSG's native
windowing?
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Hi ?
On Thu, 12 Mar 2020 at 11:14, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I want to create one airport runway terrain data. for creating terrain
> data osgdem and virtual planet builder libraries are required.
>
> I have osg 3.2.0 libraries which ar
Thank you for your suggestions..
I will use higher version osg.
And actually i need elevation data and texture data for free. And i require
one airport (any) area.
So if possible send me the details.
On Thu, Mar 12, 2020, 8:05 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org>
t link for
getting the screen scale factor, which you then apply anywhere you use
pixel size/coordinates in your program. The resulting code code is
cross-platform, since the pixel scale will be 1.0 for Win/Linux but
something higher on OSX.
Ravi
On Thu, Mar 12, 2020 at 4:24 AM OpenSceneGraph Users &
Robert,
What are you working on?
-p callahan
On Thu, Mar 12, 2020 at 2:30 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Thank you for your suggestions..
> I will use higher version osg.
>
> And actually i need elevation data and texture data for fre
(socket programming).
On Fri, Mar 13, 2020 at 3:28 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Robert,
>
> What are you working on?
>
> -p callahan
>
> On Thu, Mar 12, 2020 at 2:30 PM OpenSceneGraph Users <
> osg-users@lists.openscenegra
our own (using OSG), then we read those .osgb in our app.
Thanks!
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Hi Vaillancourt
On Fri, 13 Mar 2020 at 09:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> We've recently been having some intermittent crashes ("hangs"--Windows
> shuts down the process after a 2 seconds freeze in the graphics API)
> occurr
descriptive error
string. This page explains how to set that up with OSG:
http://thermalpixel.github.io/opengl/osg/2014/02/06/gl-khr-debug-in-osg.html
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(socket programming)
On Fri, Mar 13, 2020 at 3:28 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Robert,
>
> What are you working on?
>
> -p callahan
>
> On Thu, Mar 12, 2020 at 2:30 PM OpenSceneGraph Users <
> osg-users@lists.openscenegra
y
reporting OpenGL errors unless you create a debug context.
I was not aware that there was such a thing as a debug context, I'll check
into this.
Again, thanks for the help provided!
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t)?
>
> We're using OSG 3.6.3, we read .flt files and convert them to .osgb with
> a convert tool of our own (using OSG), then we read those .osgb in our
> app.
>
> Thanks!
>
> --
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>
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Could you also disable the debug console output to see if that addresses
the problem?
Robert.
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t; Could you try with the Viewer threading set to SingleThreaded to see if
> it's related to threading.
>
> Could you also disable the debug console output to see if that addresses
> the problem?
>
> Robert.
>
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uld you try with the Viewer threading set to SingleThreaded to see if
>> it's related to threading.
>>
>> Could you also disable the debug console output to see if that addresses
>> the problem?
>>
>> Robert.
>>
>
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You received this message bec
ndows iostream
>>> implementation?
>>>
>>> Could you try with the Viewer threading set to SingleThreaded to see if
>>> it's related to threading.
>>>
>>> Could you also disable the debug console output to see if that addresses
>>> th
Hi Yuan,
On Wed, 18 Mar 2020 at 16:25, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Yuan,
> I created a workaround for this problem on 22 Aug 2017 titled "reduce the
> need to reallocate the std::ostream buffer behind osg::Notify..." - l
Hi Robert,
you are right about that. In my position I would like to use 3.6x.
Unfortunately my App is restricted to that old osg due to some project
releated reasons. Thank you all the same.
Regards
Yuan
Am Mittwoch, 18. März 2020 18:52:08 UTC+1 schrieb OpenSceneGraph Users:
>
> H
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these capabilities soon.
Kind regards,
Phil.
> On 9/03/2020, at 4:43 PM, OpenSceneGraph Users
> wrote:
>
> Without looking at the source too closely, is there any reason why this
> couldn’t be included as an OSG plugin rather than an osgEarth plugin?
>
> Kind regards,
&
Hi Chris,
On Fri, 20 Mar 2020 at 04:55, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Is there any reference material that indicates positively whether osg
> Intersection tests are thread safe to be run in parallel with each other,
> and/or safe to run in par
Hi,
I'm trying to find the origin of the two warnings we're getting in our
application (OpenSceneGraph 3.6.4):
Warning: detected OpenGL error 'invalid operation' after applying attribute
Viewport 0x576608a0
Warning: detected OpenGL error 'invalid operation' after applying GLMode
0xc11
right?
Is there some kind of flag missing, if 'glTexStorage2D' has already been called?
Greetings,
Daniel
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On Tue, 24 Mar 2020 at 21:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> > If I'm using the OpenGL debug message extension then I can see a
> GL_INVALID_OPERATION
> > with the message 'Texture is immutable' caused by a call of
> g
Hi Robert,
> From your description it does sounds like reusing of the texture
> objects should be forbidden.
I think it might be fine to reuse the texture objects, because
'Texture::generateAndAssignTextureObject' takes all the parameters
needed by 'glTexStorage2D', so the returned texture object
racking the problem down.
Cheers,
Chris
On Wednesday, 25 March 2020 09:17:16 UTC, OpenSceneGraph Users wrote:
>
> Hi Robert,
>
> > From your description it does sounds like reusing of the texture
> > objects should be forbidden.
>
> I think it might be fine to reuse t
What i can think of that doesn't break whole design is to call
glGetTexParameter
<https://www.khronos.org/opengl/wiki/GLAPI/glGetTexParameter>
(GL_TEXTURE_IMMUTABLE_FORMAT)
before calling glTexStorage
Le lundi 23 mars 2020 16:39:50 UTC+1, OpenSceneGraph Users a écrit :
>
> Hi
Hi all,
I’ve been working on an (improved) port of OSG to WebAssembly, and have a
question for the experts :-) So far, my port runs well when built with
threading support, but some browser implementations currently disable some of
the threading support, so I need to have an alternative port whi
Hi Phil,
OpenThreads is just written to support threads, there is no option for
building without threads. You'd need to add this yourself.
Cheers,
Robert.
On Thu, 26 Mar 2020 at 11:35, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi all,
>
> I’v
OK, let me rephrase the question then. Is OpenThreads essential in OSG?
Kind regards,
Phil.
> On 27/03/2020, at 12:43 AM, OpenSceneGraph Users
> wrote:
>
> Hi Phil,
>
> OpenThreads is just written to support threads, there is no option for
> building without threads. Y
On Fri, 27 Mar 2020 at 05:50, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> OK, let me rephrase the question then. Is OpenThreads essential in OSG?
>
OpenThreads is used throughout the core OSG libraries.
If you want to build without threading then the way to
Hi, Phil,
when you run single threaded osgViewer, you have single thread. Which
browsers don't like that and why?
Regards,
Michael.
On Fri, 27 Mar 2020 at 12:20, OpenSceneGraph Users
wrote:
>
> On Fri, 27 Mar 2020 at 05:50, OpenSceneGraph Users
> wrote:
>>
>> OK, le
Hi!
I'm using PagedLOD nodes in my scene with good success. Unfortunately when my
textures
dynamically change I cannot see the changes because of the caching inside OSG.
I'm now looking since many hours to find a way on how to clear the caches.
Without success.
Can anybody give me a short hint?
I am back (again and again) on this subject. Tried CGAL, it is nice but
still limited to what I need. Anyone knowing something even commercial or
willing to develop a library?
Open for hints and thanks a bunch as always!
Cheers,
Nick
--
trajce nikolov nick
__
-threaded WebAssembly there are apparently still
gcc-style internals available for atomics, so it wouldn’t be necessary to
create new code for all stubs.
Kind regards,
Phil.
> On 30/03/2020, at 10:22 PM, OpenSceneGraph Users
> wrote:
>
> Hi, Phil,
>
> when you run single
Does the code crash whether you enable or disable the debug output?
On Tue, 31 Mar 2020 at 08:15, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hello everyone,
>
> recently I encountered a sporadic crash in my App at same position upon
> calling function R
Hey,
I've got the issue, that when there is a high aspect ratio (48:9 in my case)
and a high fov (120 degrees) I get the effect that objects near the side
edges are stretched significantly.
While trying to understand how it works, I've noticed as well, that a fov
of >= 180 completely brea
.
Kind regards,
Phil
> On 19/03/2020, at 3:13 AM, OpenSceneGraph Users
> wrote:
>
> Hello everyone,
>
> recently I encountered a sporadic crash in my App at same position upon
> calling function Renderer::draw() in osgViewer/Renderer.cpp. The crash
> happend at
>
m/openscenegraph/OpenSceneGraph/commit/9ae47b921b2184788e6efe85692908bd0ba900a2
>
> Could you please test this out. You should be able to remove your own
> manually clearing of the ObjectCache now, as it will be done automatically
> when required.
>
> Cheers,
> Robert.
>
--
ii files in one system but then reading with another. This
isn't a Qt specific issue, but perhaps Qt is changing the locale.
Robert.
On Tue, 31 Mar 2020 at 14:42, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Robert,
> I stumbled upon this topic while I w
Do you have hangouts
On Mar 31, 2020 14:42, "OpenSceneGraph Users" <
osg-users@lists.openscenegraph.org> wrote:
> Hi Robert,
> I stumbled upon this topic while I was looking for a similar problem that
> I am having using osgEarth in an osgQt viewer. I am posting this
On Tue, 31 Mar 2020 at 15:20, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Do you have hangouts
>
Whom are asking this question of? There are thousands of people in the OSG
community.
If you are referring to me then, not for general public OSG support, if I
d
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Hi Nick,
It's not known to be broken, and works for me on both windows and linux.
As a blind guess: you might be trying to set the LODScale on the viewer,
and we set it on the main Camera(s).
Laurens.
On Tue, Mar 31, 2020 at 11:20 PM OpenSceneGraph Users <
osg-users@lists.opensceneg
OpenSceneGraph Users writes:
> Hey,
>
> I've got the issue, that when there is a high aspect ratio (48:9 in my case)
> and a high fov (120 degrees) I get the effect that objects near the side
> edges are stretched significantly.
>
> While trying to understand
openscenegraph-cross-platform-guide open issues).
Regards,
Michael.
On Tue, 31 Mar 2020 at 02:35, OpenSceneGraph Users
wrote:
>
> The issue is actually before anything runs, it’s link-time errors (in this
> case, linking the compiled WebAssembly). OpenThreads uses the standard
> FindThreads.
I get a "Missing jat3 framework plugin" when I go to the homepage.
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t
ks!
I'm using OSG 3.6.3.
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.
Regards, Laurens.
On Fri, Apr 3, 2020 at 2:21 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hello all!
>
> I’m not sure I totally understand what I’m currently doing.
>
> I’m trying to make one of our models displayable only with the “core”
> profil
openscengraph.org is back on track.
Thanks for the heads u.
El vie., 3 abr. 2020 10:24 a. m., OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> escribió:
> I get a "Missing jat3 framework plugin" when I go to the homepage.
>
>
> --
> You received this mes
wrong with this? Any hints?
Thanks a bunch as always!
Cheers!
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t
Hi Nick,
I don't recognize the comma in the options string, but I don't have osg
ready to test.
Can you try:
osgDB::ReaderWriter::Options("includeImageFileInIVEFile compressImageData
compressed");
Laurens.
On Mon, Apr 6, 2020 at 8:18 PM OpenSceneGraph Users <
osg-users@l
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Hi,
You could just set uniforms in the osgt file if you want an osgt file that says
uniforms.
Cheers,
Chris
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On Tue, Apr 7, 2020 at 12:17 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Nick,
> I don't recognize the comma in the options string, but I don't have osg
> ready to test.
> Can you try:
> osgDB::ReaderWriter::Options("include
On Tue, 7 Apr 2020 at 17:20, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Laurens,
>
> thanks for the hint. I debugged the code and the image saved inside the
> input ive was having empty fileName (although set by the producer of this
> input file).
Hi Chris,
You could just set uniforms in the osgt file if you want an osgt file that
> says uniforms.
>
That's an option we could look into, thanks!
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ny help is appreciated.
Christopher
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To view this discussion on
les/Chart 10/.tif as its min level
> excees destination max level.
> Skipping source Reprojected_files/Chart 11/.tif as its min level
> excees destination max level.
>
> What is causing this error and does anyone know how to mitigate it.
>
> Any help is appreciated.
&g
Sending thanks to whoever fixed the website!
On Friday, April 3, 2020 at 4:24:49 AM UTC-4, Thom DeCarlo wrote:
>
> I get a "Missing jat3 framework plugin" when I go to the homepage.
>
>
>
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&qu
r the "closer" picking would not work), something
is wrong in the transformation into model space.
Thx
Andrew
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setting.
Have you tried the osgViewer::View(er)::computeIntersections(..) method?
This method knows about the View's Camera so can account for it's
projection matrix.
Robert.
On Tue, 14 Apr 2020 at 23:35, OpenSceneGraph Users <
osg-users@lists.openscenegraph.or
ived this message because you are subscribed to the Google Groups
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ice into the Texture/Texture2D::apply() code
to see if it's being applied correctly.
On Wed, 15 Apr 2020 at 12:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I'm trying to figure out the correct way to notify Texture2D that I've
> modified the raw
min level
>> excees destination max level.
>> Skipping source Reprojected_files/Chart 10/.tif as its min level
>> excees destination max level.
>> Skipping source Reprojected_files/Chart 11/.tif as its min level
>> excees destination max level.
>>
>> What i
In my case its Perspective.
I was able to work around the problem by using a PolyTope intersector with
a 1x1 rectangle. That worked perfectly.
On Tuesday, April 14, 2020 at 11:56:24 PM UTC-7, OpenSceneGraph Users wrote:
>
> Hi Andrew,
>
> When you say you have a isometric view,
tank.osg example. Through all the attempts I
still getting NULL when casting.
I’m looking for any guidance/suggestions/lessons learned on how to properly
do this.
Thanks in advance
Jeremy
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you'll need to add one.
Robert.
On Wed, 15 Apr 2020 at 21:55, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> First off, I hope everyone is staying sane and healthy during this
> pandemic.
>
>
>
> I’m working with a collection of 3D models that ha
optimize it to a Group again.
To test your edits, use these commands:
set OSG_OPTIMIZER=OFF
osgconv helicopter.osgt rw_test.osgt
winmerge helicopter.osgt rw_test.osgt
You should find all default values filled in the rw_test.osgt.
Laurens.
On Wed, Apr 15, 2020 at 10:17 PM OpenSceneGraph Users
optimize it to a Group again.
To test your edits, use these commands:
set OSG_OPTIMIZER=OFF
osgconv helicopter.osgt rw_test.osgt
winmerge helicopter.osgt rw_test.osgt
You should find all default values filled in the rw_test.osgt.
Laurens.
On Wed, Apr 15, 2020 at 10:17 PM OpenSceneGraph Users
From: osg-users On Behalf Of
OpenSceneGraph Users
Sent: Mittwoch, 15. April 2020 21:54
To: OpenSceneGraph Users
Subject: [osg-users] Edit 3D (osgt) model to add DOFTransform and perform
"node" rotation
First off, I hope everyone is staying sane and healthy during this pandemi
---osg::DrawArray
osg::Vec3Array
--osg::Group "Tail_Hub"
Again I'm looking to access the osg::Group "Main_Hub" get Transform
functionality from it.
Jeremy
On Thursday, April 16, 2020 at 2:39:10 AM UTC-4, OpenSceneGraph Users wrote:
>
> Hi Jeremy,
>
&
gt; To test your edits, use these commands:
> set OSG_OPTIMIZER=OFF
> osgconv helicopter.osgt rw_test.osgt
> winmerge helicopter.osgt rw_test.osgt
> You should find all default values filled in the rw_test.osgt.
>
> Laurens.
>
>
> On Wed,
ly in the osgt
file.
Thanks
Jeremy
On Thursday, April 16, 2020 at 7:14:18 AM UTC-4, OpenSceneGraph Users wrote:
>
> Hi Jeremy,
>
>
>
> As your geometry-parts are usually under a transform /group you can use a
> NodeVisitor to collect those (Find the nodes by name) and replace the
you are subscribed to the Google Groups
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, but this pattern for sure works.
If you have more questions fell free to ask.
Cheers
Sebastian
From: osg-users On Behalf Of
OpenSceneGraph Users
Sent: Donnerstag, 16. April 2020 14:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] Edit 3D (osgt) model to add DOFTransform and
there a more appropriate
location for this?
Thanks,
Rob
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inters are appreciated. Thanks!
Eric
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Hi.
For context I'm developing a VR solution for the OpenMW project.
To achieve stereo view i'm using two slave cameras.
To avoid a redundant traversal of the scene graph and the associated
performance hit, it would be beneficial to reuse shadow textures computed based
on the total FOV of both c
2) when I attempt rotation of the object it seems to be around the
origin of the model instead of the previous “pivot pilot”
I seem to be missing how to squeeze that transform between the parent and
child appropriately.
Jeremy
On Thursday, April 16, 2020 at 9:41:55 AM UTC-4, OpenSceneGraph
er of years since I work with videos so that's just off
the top of my head.
Robert.
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t
text3d->setFont(font_d.get());//only sets font for
X label, no effect on Y,Z label
emit propertyChanged("font");
}
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I think the easiest is to give the labels a certain name, then use a
NodeVisitor and implement apply(Text3D) checking the name and setting the new
font.
On 18. April 2020 09:54:24 MESZ, OpenSceneGraph Users
wrote:
>I want to set the font of the axes labels(X,Y,Z) using GUI so I
>tr
Okay, it's good to know I'm at least in principle trying the right thing
then. There are unfortunately lot of texture changes happening, but I'll
try a break-point in ::apply and see I can spot the correct one.
On Wednesday, 15 April 2020 12:08:11 UTC+1, OpenSceneGraph Users wro
Hi Robert,
Yes, I was also looking at the osgcluster example. I may use something
similar to synchronize the video playback.Thanks.
Eric
On Sat, Apr 18, 2020 at 1:33 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hi Eric,
>
> The osgcluster example prov
is, maybe supply a minimal osgt.
Cheers
Sebastian
From: osg-users On Behalf Of
OpenSceneGraph Users
Sent: Samstag, 18. April 2020 01:38
To: OpenSceneGraph Users
Subject: Re: [osg-users] Edit 3D (osgt) model to add DOFTransform and perform
"node" rotation
Sebastian
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Ok, I misinterpreted your previous post. AFAIR you can set a pivot-point for
the PAT. (at least for the osgSim::DoFTransfrom).
If I’m mistaken, you need to put a transform in your change yourself.
hth
Sebastian
From: osg-users On Behalf Of
OpenSceneGraph Users
Sent: Samstag, 18
.
>
> Maybe I could create both a transform and a PAT, but I would still need
> some of that basic information to set its reference points.
>
> I've attached an osgt example.
>
> Thanks
> Jeremy
>
> On Saturday, April 18, 2020 at 6:53:10 AM UTC-4, OpenS
something. In the meantime: Can you provide some info on the above? Does
the resulting (untransformed) PAT-replaced hierarchy look the same as the
original? And could you maybe supply the resulting file?
Cheers
Sebastian
From: osg-users On Behalf Of
OpenSceneGraph Users
Sent
vance,
Mauricio.
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h
n Mon, 20 Apr 2020 at 07:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hello all,
> I'm wondering how to design the scenegraph to make LOD and Animation of
> shared objects to work.
>
> I'm trying to make a simulation of 2,000 human characters.
a viewport to the viewer and attach the scene graph
pViewer->setSceneData(pTopGroup);
// Run the viewer
return pViewer->run();
}
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