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Analyzed 1 day ago. based on code collected 2 days ago.
Posted about 13 years ago by [email protected] (Stefan Eilemann)
The general logic should be to sync() the child if only the version changed, and to create a new one if the id changed. The full code might be a bit hairy at the end, depending on you implementation details. The details you'll have to decide on ... [More] yourself, I'm afraid. It's always a bit different, depending on your use case. The co::DataO/IStream::(de)seriali zeChildren might help as an inspiration. [Less]
Posted about 13 years ago by [email protected] (Matteo Hausner)
Hi Stefan, thanks for your reply! 2012/5/13 Stefan Eilemann <[email protected]>: You are right, I guess I didn't really think this through... This must also be the reason why manipulations on graph nodes are only passed on, if I set the dirty bits for children on all nodes residing above them in the graph.
Posted about 13 years ago by eile
If you were wondering what’s up with last week’s ‘Introducing Lunchbox’ post: There wasn’t one since I’ve been to the Eurographics Symposium on Parallel Graphics and Visualization to present our paper “Parallel Rendering on Hybrid Multi-GPU ... [More] Clusters”. This week I’m attending Eurographics, but I’ll try to post the fourth article in the Lunchbox series by Friday. [...] [Less]
Posted about 13 years ago by [email protected] (Stefan Eilemann)
Looks like your memory layouts don't match. This is typically the case if the compiler settings don't match. Cheers, Stefan. ______________________________ _________________ eq-dev mailing list [email protected] [link]
Posted about 13 years ago by [email protected] (Stefan Eilemann)
Hi, I don't know off the top of my head how to configure lighting in OSG. You surely get help on osg-users. In general, you want to replace the head light with a directional light in the observer's view direction. Head lights typically look into Z ... [More] of the projection surface, which is different on each wall of a non-planar installation such as caves. [Less]
Posted about 13 years ago by [email protected] (Stefan Eilemann)
Hi, Google helps. Apparently you're mixing debug and non-debug libraries of libcmt and msvcrt. Cheers, Stefan. -- View this message in context: [link] Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com.
Posted about 13 years ago by [email protected] (Stefan Eilemann)
Hi, Adding to Carsten's general information: How do you come to this conclusion? In any case, barriers always use unicast connections. Multicast is used only for co::Object data distribution. ______________________________ _________________ eq-dev mailing list [email protected]
Posted about 13 years ago by [email protected] (Stefan Eilemann)
It means that you have a slave object which is behind calling sync() for more than ten versions. This typically happens if you forget to sync() your slave instances on the render clients, either because you're missing to traverse to the object or you've abandoned, but not unmapped and deleted the object.
Posted about 13 years ago by [email protected] (maxtangli)
Hi, Stefan. Thanks for your answer. I copy the eqHello.cpp to VS 2005/2008/2010, WIN7 but still exception here, ——> eqHello::ApplicationPtr app = new eqHello::Application; since class Application inherits class Referenced, Referenced.ref() invokes and void ref( CO_REFERENCED_ARGS ) const { EQASSERT( !_hasBeenDeleted );<—— exception
Posted about 13 years ago by [email protected] (stahn1)
Hello Stefan The Head-Tracking seems to work now (and looks pretty good, btw.) But now we have a problem with the lighting. We can add lights on our own, but I don't seem to be able to simply switch off the headlight (or the lighting overall). Per default there shouldn't be any lights (Because NO_SCENEVIEW_LIGHT is the default option in the