I notice that, even in the SVN trunk, osg::State::setVertexPointer
doesn't check if the new vertex pointer is the same as the one that's
already set (the check is commented out). My application is getting some
significant overhead because glVertexPointer is called by every
Geometry, even though ma
Anders Backman wrote on Thursday, June 14, 2007 1:47 PM:
> Hi all.
>
> I have a really tricky question regarding distribution of .exe/.dll
> files under windows XP.
>
>
> I recently updated my VisualStudio with the latest patch (I'm running
> VS 2005) on my stationary computer.
> After this, Im
alessandro terenzi wrote on Wednesday, June 06, 2007 9:53 AM:
> I think I found out what was the problem: node visitors skips any
> sub-graph whose root has a nodemask = 0 ...did I understand it
> correctly? ...in this case I understand the reason for my missing
> nodes...because at the beginning o
Mark Hurry wrote on Wednesday, May 23, 2007 9:24 AM:
> Hi Ulrich,
>
> Thanks for the advice, but I am still unclear.
>
> If I root->removeChild(TransformMatrix1), and
> root->removeChild(TransformMatrix2).
>
> Won't that mean that Node is also deleted? Which is not what I want.
>
> Are you sayi
Andy Skinner wrote on Tuesday, May 22, 2007 3:01 PM:
> Thanks for the suggestion. I've been trying things and looking at OSG
> code and have some more questions.
>
> When I actually looked at the sortByState() method in RenderBin, it
> says that it doesn't do anything, because state sorting is mo
2007, Keith Parkins wrote:
>
>> That did it.
>>
>> Thanks,
>> -K
>>
>> On Wed, 25 Apr 2007, Thrall, Bryan wrote:
>>
>>> Keith Parkins wrote on Wednesday, April 25, 2007 1:45 PM:
>>>> I am a bit fuzzy on reference pointers and am not cer
Keith Parkins wrote on Wednesday, April 25, 2007 1:45 PM:
> I am a bit fuzzy on reference pointers and am not certain why the
> following is bad although I have a gut feeling as to why.
>
> I have a class Derived which is derived from base class MY_D_REF
> which is a descendant of osg::Referenced.
in the scene
(which I don't think would be a problem with just separating planes)?
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Thrall,
> Bryan Sent: 19 April 2007 16:14
> To: osg users
> Subject: RE: [osg-users] translucent objects disapp
Paul Martz wrote on Thursday, April 19, 2007 9:58 AM:
> Good analysis.
>
> It occurs to me that there might be room for an enhancement to the
> back-to-front sorting in the transparent bin such that it sorts based
> on minimum distance rather than bounding volume center.
>-Paul
That would be
Andreas Goebel wrote on Monday, April 16, 2007 1:42 PM:
> Hi,
>
> I have a strange problem with the osgUtil::LineSegmentIntersector.
> Everything works as I expect, only in MSVC Release-Mode I get
> occasional crashes. In Debug-Mode and with my MinGW-Build-system I
> cannot reproduce those crashes
Sorry, I can't resist making some improvements ;)
www.hesicong.net wrote on Tuesday, March 06, 2007 9:10 AM:
> class findGeoNamedNode:
> public osg::NodeVisitor
> {
> public:
> findGeoNamedNode();
> findGeoNamedNode(const std::string name):
> osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
> {
>
> result
www.hesicong.net wrote on Monday, March 05, 2007 9:14 AM:
> Hello,
> I load some data from a 3ds file using osgDB::readNodeFile() function,
> and store the Node to osg::Node* machineNode.
> Then I want to get all the vertex data from this Node. I tried to
> convert the point directly to osg::Geomet
Robert Osfield wrote on Monday, March 05, 2007 3:17 AM:
> Hi Peter,
>
> osg::Sphere is a sublcass from osg::Shape, not a subclass from
> osg::Drawable, so its not approrpriate to cast a drawable to a Sphere,
> I would expect at least a crash from what you are doing.
>
> Robert.
>
> On 3/4/07, Pe
Andy Skinner wrote on Tuesday, December 12, 2006 3:55 PM:
> I'm going to try to explain enough of a pretty large system to see if
> anybody has a suggestion to help us out.
>
> We're switching windows for our OpenSceneGraph tree. When we remove
> the window we're drawing in, we call releaseAllGLO
'm just not
sure what the best way would be. I intended my email more as a call out
for suggestions than a request for a fix ;)
> On 11/29/06, Thrall, Bryan <[EMAIL PROTECTED]> wrote:
>>
>> When you attach a BoundingSphereCallback to a Geode, there is no way
>> th
When you attach a BoundingSphereCallback to a Geode, there is no way
that I can see to update the Geode's bounding box (which is returned by
getBoundingBox() and is normally updated by computeBound()).
This seems obviously wrong, but I'm not sure what the best way to fix it
would be. Does Geode e
eRenderBin when that prototype is cloned!
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Thrall,
> Bryan Sent: Wednesday, November 22, 2006 12:05 PM
> To: osg users
> Subject: RE: [osg-users] RenderBin::drawImplementation
>
Andy Skinner wrote on Wednesday, November 22, 2006 10:51 AM:
> So as I'm setting up the SceneView, I do this:
>
> osg::ref_ptr prototype(new EraseNoneRenderBin());
> osgUtil::RenderBin::addRenderBinPrototype("EraseNoneBin",
> prototype.get());
>
> (EraseNoneRenderBin exten
Farshid Lashkari wrote on Monday, November 13, 2006 1:57 PM:
> Hi Zach,
>
> On 11/13/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
>> Yes, removing the shaders causes it to render just fine. Somehow,
>> shaders applied to light points causes big problems.
>>
>> Anybody else use light points in the
Stephan Huber wrote on Friday, September 08, 2006 12:06 PM:
> Hi Bryan,
>
> Thrall, Bryan schrieb:
>> I finally got around to looking at this, but I'm having some trouble
>> creating a simple test case; I don't see how you can have two
>> Geometry object
Robert Osfield wrote on Monday, August 21, 2006 2:54 PM:
> On 8/21/06, Thrall, Bryan wrote:
>> I suspect that Optimizer::MergeGeometryVisitor should be checking
>> whether or not Drawables pass isOperationPermissibleForObject(), but
>> it doesn't look like it is doing
Update callbacks replace the standard traversal (see osg::NodeCallback's
header file), so you have to call osg::NodeCallback::traverse() to
traverse the Node's children. So:
Kenny Chang wrote on Friday, September 01, 2006 5:27 PM:
> class callback : public osg::NodeCallback
> {
> public:
> c
Don Burns wrote on Friday, August 18, 2006 6:33 PM:
> There may be another way, but what I've done in the past is to
> subclass from your base Node class (Geode in this case) and override
> the traverse function to do this:
>
> void MyGeode::traverse(osg::NodeVisitor&nv)
> {
>
> // Abort tr
Thrall, Bryan wrote:
>>> I really think it is a texture coordinate problem, but I've traced
>>> through the rendering of one of the polygons that isn't textured
>>> properly, and it has the correct texture coordinates, and I can see
>>> they are pas
com/gltrace), which I was able to get working! I'll comb
through its output and see what I can figure out.
Thanks!
>
> Thrall, Bryan wrote:
>> Robert Osfield wrote on Tuesday, June 13, 2006 10:36 AM:
>>
>>> On 6/13/06, Thrall, Bryan <[EMAIL PROTECTED]> wr
Robert Osfield wrote on Tuesday, June 13, 2006 10:36 AM:
> On 6/13/06, Thrall, Bryan <[EMAIL PROTECTED]> wrote:
>> I can also say that it looks like the right texture is bound when the
>> polygons are drawn (I notice that OSG seems to have a default texture
>> object w
olygons are drawn (I notice that OSG seems to have a default texture
object which is bound when no other one is, but all my Drawables are
drawn after when my texture is bound and before any other texture
binding). This doesn't seem likely to be a problem with that, but I
thought I'd c
I'm implementing an OSG loader for my company's proprietary database
format, and this is going to require passing information from an
existing Node to the loader (for example, when loading a new database
page, the loader needs to know which color table to use for coloring
polygons). I would really
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