On 2/9/07, Paul Martz [EMAIL PROTECTED] wrote:
In in here it masks out all but StateAttribute::OVERRIDE
StateAttribute::PROTECTED so only these have meaning in the
case of attributes.
Yes, but setAttributeAndModes() handles the case where the override value is
INHERIT (by removing the
Hi André,
On 2/9/07, André Garneau [EMAIL PROTECTED] wrote:
FYI: I have double-checked this today and this is not an issue. The new
NVIDIA worker threads will only appear on the first wglMakeCurrent() of
newly created OSG graphic threads.
It would complicate code, but perhaps one way to
Hi all,
I'm new to OSG and have a question. In a modelling program my mesh has its
fore-aft axis long the Z axis, with +Z being forward.
When I load it into an OSG scene with the camera at 0,0,500, looking towards
the origin where the mesh is, rather than seeing the front of my mesh I'm
I have a problem with computeIntersections, which I am using to see if I pick
an object or not.
The problem is that it is not working when I set the setComputeNearFarMode to
DO_NOT_COMPUTE_NEAR_FAR
using the following code and at the same time use anaglyphic stereo.
Hi,
I know why there is a difference in behavior between the two different
ways of settings DO_NOT_COMPUTE_NEAR_FAR. In principle the results
should be the same. Try putting some debugging messages in the
computerIntersections method to see what projection matrix it is used
in each case, this
I don't think we need to change the API. I just want to make sure the
comment in the code is right, because it didn't match my understanding of
how these values are used.
What confused me in the comment was the statement that OFF applied to
attributes, because I don't think OFF applies to modes,
Hi Robert,
That seems like a sensible approach as it would avoid the issue altogether,
at the expense of a little bit more code to properly handle the threading
model transitions.
André
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Hi Paul,
On 2/10/07, Paul Martz [EMAIL PROTECTED] wrote:
I think what we have is as follows:
* OVERRIDE causes a parent node's attribute/mode to override child settings
of the same attribute/mode, unless the child's attribute mode is PROTECTED.
* PROTECTED applies to attributes and modes as
Hi André,
On 2/10/07, André Garneau [EMAIL PROTECTED] wrote:
That seems like a sensible approach as it would avoid the issue altogether,
at the expense of a little bit more code to properly handle the threading
model transitions.
I was afraid you'd say that :-)
Right now I'm juggling way too
On 2/8/07, Paul Speed [EMAIL PROTECTED] wrote:
elekis wrote:
hi all
I have a little probleme,
I have two node who represent two differents things,
and I would like to render one, and afer pushing a touch, changing on
other
something like that
//init
osg::Group* root = new
Hi Robert,
That seems like a sensible approach as it would avoid the issue
altogether,
at the expense of a little bit more code to properly handle the threading
model transitions.
I was afraid you'd say that :-)
:-)
Right now I'm juggling way too many balls to tackle this, or to help
out
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