HI Brian,
Could you try the SVN version of the OSG, all the examples are ported
over from Producer to osgViewer. This might not solve the problem but
it will give us another data point.
As a general note, I am not familiar with Windows Remote Terminal, and
don't know whether one should expect
Hi Gazi,
On 2/23/07, Gazi Alankus [EMAIL PROTECTED] wrote:
I can, but I wouldn't because it's ugly and it doesn't solve the
problem of future bugs for everyone who never uses bitwise xor!. The
whole point of having an operator is to provide a more intuitive way
of using a function. IMHO
Gazi Alankus wrote:
You can write:
operator^(a, b)
I can, but I wouldn't because it's ugly and it doesn't solve the
I'd agree it's ugly and would vote for additional aliases for cross and
dot product as well.
/Ulrich
___
osg-users mailing
Thanks for your input. Having transpose matrices is definitely not my
problem (I've checked how the matrices are stored and tried both ways
anyway), but it could be a pitfall for some people.
Reading through your posts I have picked up on something though; I
didn't realise quite what the
Thank you for your response, Robert.
We have been using OSG intensely for the past 2-3 years and are now in the
integration phase of a relatively large OSG project. We are finding performance
problems that are preventing us from passing our acceptance tests.
One of these problems is after we
Hi Doggory,
The OSG convention is:
v' = v * M
So transforming a proint for objects space to eye is:
v_eye = v_object * ModelMatrix * ViewMatrix;
Into clip space is:
v_clip = v_object * ModelMatrix * ViewMatrix * ProjectionMatrix;
Into final window coords:
v_clip = v_object * ModelMatrix
Hi Paul,
This topic, while important isn't related to the next OpenThreads
release so I'll start a new thread.
Robert.
On 2/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Thank you for your response, Robert.
We have been using OSG intensely for the past 2-3 years and are now in the
Hi Paul,
The frame stalls you are see when you change uniforms is probably down
to the OpenGL driver recompiling the vertex or fragment program as
its probably treating uniforms as a constant variable that it compiles
directly into the shader.
While compiling uniforms directly into programs
I'm not sure I understand why the compiler would treat my uniform as a constant
when I told it I wanted it to be a uniform. I thought uniforms are meant, by
definition, to be changed. Bad decision by the compiler if it is the case.
Also, its my guess that you are not seeing this problem with
Hi Paul,
On 2/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
I'm not sure I understand why the compiler would treat my uniform as a constant
when I told it I wanted it to be a uniform. I thought uniforms are meant, by
definition, to be changed. Bad decision by the compiler if it is the
Thanks a lot for the message, Robert! We are glad to be part of this
effort. Hope we can carry forward the good job that you, Don and Sean
have done so far.
- Praveen
Praveen Bhaniramka
+91-98185-15641 (M)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
Hi!
Some osgPython users reported me a bug in output parameters ( for example
osg::Quat::getRotate(...) function).
I did a C++ test to check if it was a osgIntrospection bug or a osgPython
bug. I think it is a osgIntrospection bug, but I haven't the knowledge to
fix this.
I attach a C++ test
On Saturday 24 February 2007, Mike Weiblen wrote:
Hi all,
so did y'all see the new OpenGL SDK that went live
http://www.opengl.org/sdk/
In particular, http://www.opengl.org/sdk/libs/OpenSceneGraph/ :-)
kudos to Paul Martz for the spiffy page!
Robert, be interesting to monitor the
HI Mike,
I have re-reun the the propdel and propset on all the examples, could
you test and provide feedback.
Cheers,
Robert.
On 2/23/07, Mike Wittman [EMAIL PROTECTED] wrote:
Thanks, Robert. That worked in part, but it looks like the change did
not take on the 77 .dsp's in the attached
Jan Ciger wrote:
Hello,
Nice page! However, if you or Paul have way to fix few things, please:
Hi,
sorry no can do, each project is responsible for its own content.
For the SDK as a whole, there's a email link at the bottom of the main page.
Pls contact the other projects directly.
And
Hi Mike,
Thanks to yourself and Paul for getting the SDK pages up.
Is it intended to keep the SDK entry for each project to a single
page, with links to the main websites, or will these expand in future.
The GLEE approach of having a mini tutorial is interesting, quite
different from out sales
Hi All,
As part of the latest OpenGL newletter there is an article about
OpenGL oin MS Vista:
http://www.opengl.org/pipeline/article/vol003_7/
Upshot seems to be that OpenGL will work fine, but expect performance
to be down, and memory to be in shorter supply as the window manager
gobbles up
Hi Robert,
each project can do pretty much whatever (within reason) for their own content,
including hosting everything from pages to downloadable release files on the
opengl.org server.
ihmo keep the SDK page to a polished single page elevator pitch, with
plentiful links back to the more
I modified the osgprerender and osgvertexprogram examples to use the current
framebuffer:
http://binarymillenium.googlecode.com/svn/trunk/osg_vertexprogramfeedback/
http://binarymillenium.googlecode.com/svn/trunk/osg_feedback/
The second one requires wxWindows, it has a capability to grab the
On Saturday 24 February 2007, Robert Osfield wrote:
This all makes me curious how much of hit OSX has with its 3D window
manager, and what we might see with new Linux 3D window managers.
I have tried to run Compiz and Beryl and OSG worked just fine with Nvidia
drivers. I didn't benchmark too
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