HI,
Have you installed the COLLADA DOM, and built the appropriate OSG plugin?
Robert.
On Sun, Mar 16, 2008 at 12:46 AM, skunkwerk [EMAIL PROTECTED] wrote:
i'm new to openscenegraph. i tried to use osgconv to open/save a collada
file, but couldn't find the correct osgdb for .dae files to
HI Sebastian,
I see the artificate on Nvidia hardware so this rules out an ATI bug.
So far it I looks like an osgShadow bug, exactly what's gone amiss I
don't know though...
Robert.
On Sun, Mar 16, 2008 at 10:15 AM, Sebastian Messerschmidt
[EMAIL PROTECTED] wrote:
Hi Adrian,
As I've
Hi Sebastian,
i tested the osgShadow also on NVidea. It behaves similar, so we have a bug
inside the osgShadow library. :-(
Adrian
2008/3/16, Robert Osfield [EMAIL PROTECTED]:
HI Sebastian,
I see the artificate on Nvidia hardware so this rules out an ATI bug.
So far it I looks like an
Hi everyone,
I have implemented Terrain library using Geometry Clipmap algorithm. In my
project, I have to display terrain two different windows. And, I have used
vertex buffer object to render the terrain. When I use to second display,
float* cachedData =
Hi J_S
Could not wait until Monday so I came in to work test your suggestion ;)
Setting the data variance to dynamic seems to have fix the issue, one to
remember
Thanks
Gordon
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sebastien Guay
Sent:
Hi Gordon,
On Sun, Mar 16, 2008 at 4:22 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
Could not wait until Monday so I came in to work test your suggestion ;)
Setting the data variance to dynamic seems to have fix the issue, one to
remember
The requirement for setting Drawables and
Hi Selman,
This is the way that OpenGL objects work - they aren't by default
shared between separate graphics context. You'll either need to
maintain separate VBO's for each context or share graphics contexts.
There is a lot of support in the OSG for managing separate objects
across multiple
All,
First, please forgive me if my etiquette is not up to par; I'm new to
the community.
My team has recently switched from Visual Studio 2003 to Visual Studio
2005. We maintain the bulk of our code in traditional ANSI C++, for
portability concerns, and provide a thin C# user interface, joined
Hi Robert,
Yes i mean a visual simulation that can respond to
inputs and get an output(my problem is whether a user
can play with inputs on an osg model).The model is abt
a building with a finite number of classrooms and
labaratories and is supposed to determine how they can
be used optimumlly
Hi Jeremy,
Is it osgWidget causing the BSOD, or just other things with that driver
version? If I could track down a workaround for newer versions, I most
certainly would--but every debugging app I've run watches the crash
happen in proprietary libGL and stops there...
No, not osgWidget. OSG
Hi Gordon,
Could not wait until Monday so I came in to work test your suggestion ;)
:-)
Setting the data variance to dynamic seems to have fix the issue, one to
remember
Good to know. That's generally a good idea for things you're modifying
at run time (vertex buffers, osgText, etc. -
Hi,
Old Managed C++ Extension in Visual Studio 2003 has changed to C++/CLI
in Visual Studio 2005. I've managed to merge native C++ to my C#
program. But for the easy way, you should try using C++/CLI to write
your whole application. A simple demo may give you a guide, you can
find it here:
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