Hi Rober / List
It seams there is a missing CMakeList.txt file in the osgPresentation folder
that causes trunk build to fail
Brgs.
Ralf Stokholm
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I ran Dependency Walker again and it found references in both sdl.dll (from
debug build) and osg55-osgd.dll (debug) to msvcrt.dll. Does that mean they are
both linking to it despite being built in debug config?
I followed the tutorials on how to set SDL and OSG up properly when building
from
Hi Ralf,
Sorry about this, missed the svn add for the CMakeLists.txt when I
checked the rest of the changes in. I've now checked in the
src/osgPresentation/CMakeLists.txt.
Robert.
On Thu, Jun 25, 2009 at 7:33 AM, Ralf Stokholmalfma...@arenalogic.com wrote:
Hi Rober / List
It seams there is
Hi Robert
That part works now btw but seams this on is missing as well.
Cannot open include file: 'osgPresentation/Export':
I will be on osg and vpb trunk testing VPB stuu for the nexe release btw.
Will put in some more information in the proper thread later.
Brgs.
Ralf
2009/6/25 Robert
Hi,
I didn't understand exactly what you need, but another way to be
notified when an object is about to being deleted is to derive your own
class from osg::Observer, and make it point to the node you're
interested in.
At deletion time the method virtual void objectDeleted(void*) will be
On Thu, Jun 25, 2009 at 9:01 AM, Ralf Stokholmalfma...@arenalogic.com wrote:
Hi Robert
That part works now btw but seams this on is missing as well.
Cannot open include file: 'osgPresentation/Export':
Just caught this one, and it's now added too...
I will be on osg and vpb trunk testing
Thank you, J-S, but unfortunately the object still looks flat :(
Cheers,
Nadia
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Hi Hartmut,
On 25/6/09 1:05 AM, Hartmut Seichter wrote:
6. Search the paths specified by the PATHS option or in the short-hand version
of the
command. These are typically hard-coded guesses.
On Darwin or systems supporting OS X Frameworks, the cmake variable
CMAKE_FIND_FRAMEWORK can be set to
Thanks for your advices ! I've tested the uniform one by changing the shadow
technique shader and it works great.
Cheers,
On Thu, Jun 25, 2009 at 4:28 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Serge,
Anyone knows if there is a way to force an object to not receive
Hi,
I'm new to osg. My version of osg is 2.8.0 and vpb 0.9.10 (WinXP).
I have generated a terrain scenegraph with a command like
osgdem -t bottomtype.tif -d elevation.tif -l 3 -o terrain.ive --POLYGONAL
and I have added it to my main scenegraph and it works fine.
Now I want to render the
Maybe msvcrt.dll in the list there has nothing to do with the problem. I
clicked around in dependency walker some more (still learning) and found that
sdl.dll uses msvcr90.dll which is obviously not for debug. That has to the
problem.
But still, I compiled SDL correctly the first time, and
Hi All,
Is there a way I can get a Texture to perform its preparation at construction
time, rather than when it is first required for rendering?
Essentially I'm noticing a significant lag on the first frame that requires a
Texture to be rendered. I've tracked it down to the Texture::apply()
Hi all,
I have a crash on a composite viewer destructor, and I do not see anything
strange or wrong in my code.
My viewer is managed as an external lib, and the frame() call are done by a
method, like the close() call to finish a viewer.
So, if I use the viewer-run() there is no problem, but
Hi all !
I have a image sequence of 30 frames for example .
all is playing well.
I need to know which frame is appearing. later I will use this to verify the
end of the animation.
thanks !
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Hi Neil,
The osgViewer by default will compile texture and display lists on the
first frame of rendering, but if you add textures later these won't be
pre-compiled.
You can only compile texture objects from within a valid graphics
context, so you can't just do it a construction time. The only
Hi Vincent,
What exactly do you mean by when I use the other way and call the
destructor (I clear the viewer map I get) there is a crash in, as
these seems odd, you never call the destructor, all you can do is call
delete, but in the case of the Viewer class you should never be
calling delete
Hi Sukeder,
Thanks Sukender. I have decided to achieve Collision Detection in Physics
Engine as you suggested. And I have searched about PhysX library and I found
lots of paper which says we can only use PhsyX if we have geforce * or upper
level graphics card. And so I don't think about using it.
Hi ulrich,
Thank you very much, now I can see it just fine!
Another question, though, because I am new to osg, and probabily this is the
next step I want to do the previous code: does osg have any functions for
smoothing a surface? or should I implement it manually?
Cheers,
Nadia
Hi Ümit,
Isn't the geforce* needed only when you want to accelerate PhysX (=computed
partially on the GPU)?
Anyway, if you wish an engine and don't know which one to choose, you can
always try PAL (Physics Abstraction Layer), which works with ODE, Bullet,
PhysX, and more (
I can say that I am 100% sure that you do not need a Geforce card, or
actually any video card at all, to write and use programs that are
built on the PhysX SDK. You would only need a Geforce card if you
decided to use hardware acceleration, which currently only works for
fluids and cloths. So
Hi Vic,
I ran Dependency Walker again and it found references in both sdl.dll (from
debug build) and osg55-osgd.dll (debug) to msvcrt.dll. Does that mean they are
both linking to it despite being built in debug config?
In the project configuration, in the C/C++ - Code Generation section,
Hi Robert,
The 3d engine is called by an other application, frame by frame, so the
application call a personal method to close a View (we have one or more
Viewer). There is a map to get the viewer pointer associated to the Opengl
Context it has, which allow us modifying a viewer or an other one.
Hi Vincent,
It does sound like the destruction of threads and wait for them to
complete it not functioning correctly somehow. I'm afraid this isn't
something one can debug remotely, could you please modify one of the
OSG examples to behave in similar way to your app so that it recreates
the bug
You know, I keep coming back to the done flag. It isn't volatile and I
don't see the mechanism that keeps the value synchronized between
threads. I know there has to be something that does it, because nobody
else is seeing thread related shut down problems.
Perhaps that's my first problem:
Hi Cory,
Try changing the flag to volatile and see what happens.
Robert.
On Thu, Jun 25, 2009 at 3:39 PM, Cory Riddellc...@codeware.com wrote:
You know, I keep coming back to the done flag. It isn't volatile and I don't
see the mechanism that keeps the value synchronized between threads. I
Hi All,
Im doing some tests with FBOs and so and im getting some troubles defining
proper pixel formats and so. I have a couple of questions, some od them perhaps
are more OpenGL related, but i am not able to find responses :-(
First of them is regarding depth Textures. Im trying to render the
Hi Robert,
This is not possible for me to reproduce the behavior on an example, too
much external things are required.
But I have some idea : there is some shaders running, and they are not
removed before the viewer have to stop ... and the
crash is in the Program and Shader flush ... does it
On Thu, Jun 25, 2009 at 5:17 PM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
Hi Robert,
This is not possible for me to reproduce the behavior on an example, too
much external things are required.
There isn't much we can do then.
But I have some idea : there is some shaders running,
Hi Robert,
On the SVN, osgPresentation doesn't build (lots of linking errors, see the
attached file). I am under Windows Xp.
Cheers,
--
Serge Lages
http://www.tharsis-software.com
1PickEventHandler.obj : warning LNK4217: locally defined symbol
Hi Serge,
Sorry about this, a copy and paste error in the CMakeLists.txt looks
to have foiled the export of symbols. I've now fixed this error could
you do an svn update and let me know how you get on.
Robert.
On Thu, Jun 25, 2009 at 6:11 PM, Serge Lagesserge.la...@gmail.com wrote:
Hi Robert,
Hi Robert
I still get a heap of linker errors. Have my nose in something else so I
havent investigated it further.
Log attached.
Brgs. Ralf
2009/6/25 Robert Osfield robert.osfi...@gmail.com
Hi Serge,
Sorry about this, a copy and paste error in the CMakeLists.txt looks
to have foiled the
Thank you Mark. I won't worry about it now.
Dat
On Wed, Jun 24, 2009 at 8:37 PM, Mark Sciabicamsciab...@itracs.com wrote:
Hi Dat,
I wouldn't worry about this error. It seems that the WGL_ARB_pixel_format
extension is not provided by your driver. This extension is a prerequisite
for
FYI
A little of topic but thought that some folks on this list might find
this interesting
http://www.falconview.org/trac/FalconView
http://www.falconview.org/trac/FalconView
Gordon
Product Manager 3d
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Gordon Tomlinson
Email :
Hi Ralf,
On Thu, Jun 25, 2009 at 7:30 PM, Ralf Stokholmalfma...@arenalogic.com wrote:
I still get a heap of linker errors. Have my nose in something else so I
havent investigated it further.
I've double checked all the export set up in the headers and the
CMakeLists.txt, I can't spot anything
Hi Robert,
I've double checked all the export set up in the headers and the
CMakeLists.txt, I can't spot anything amiss. I'm afraid I'll have to
defer to Windows experts to solve this one as I can't do anything at
my end.
The error was a typo in the osgPresentation CMakeLists.txt. It defined
Hi,
Has anyone experimented with an Ultra High Resolution Building (UHRB)
loader?
Thanks,
Brett
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Hi,
looking for some advice on what would be the best way to implement a water leak
out of the side of a barrel? I've got the barrel as a ive file, and want to
have a 'leak' appear out of the side of it, ideally such that when you rotate
(i.e. pick the barrel up and rotate it around) the water
On Thu, Jun 25, 2009 at 1:04 PM, brettwiesnerbrettwies...@gmail.com wrote:
Hi,
Has anyone experimented with an Ultra High Resolution Building (UHRB)
loader?
I don't have an answer to your specific question, just some thoughts
if you were looking in that direction. UHRB buildings often need
Hi Vin,
That's a pretty big field, but I would suggest looking into SPH (Smooth
Particle Hydrodynamics). It's a fast, gridless, particle implementation.
Otherwise, there is no easy way to do liquids, generally. SPH is probably
the easiest. (IMHO, of course). Good luck!
Charles
On Thu, Jun
Hi,
My boss was running my 3D engineering app on a 32 inch touch screen
(no multi-touch yet, I suppose) and he liked how he was able to rotate
the camera with a fingertip.
That gave me an idea - are there any affordable Multi-touch LCD
screens (standalone) and how difficult would it be to add
ive been working on this for a little while. we build our own MT devices
in house
for the most part but have used overlays from NextWindow. we just got a
46 one
for about $600ish. im not sure what their smaller sizes run.
as far as MT interaction, ive modified the
Hi,
Christian Buchner schrieb:
My boss was running my 3D engineering app on a 32 inch touch screen
(no multi-touch yet, I suppose) and he liked how he was able to rotate
the camera with a fingertip.
That gave me an idea - are there any affordable Multi-touch LCD
screens (standalone)
Hi J-S,
I made this change and checked it in earlier this evening. I've just
checked svn at it looks to have been checked in - it's r10418O.
I can only guess that Ralf hadn't done svn update after I emailed in
about my fix being checked in.
Robert.
On Thu, Jun 25, 2009 at 9:04 PM,
Hi,
I have some basic questions about the light setup in osg. I looked at the
example osglight. It seems there is a osg::Light class and there is a
osg::LightSource. One is state attribute and another is a group. Can someone
explain practically how a light and lightsouce work together. For
Hi,
I'm using AnimationPathManipulator and set setLoopMode( NO_LOOPING ) , how can
I know tha animation is stopped or not?
PS. the _pause is only true when press key 'p' manully. I need to know when it
stops automatically. Thanks.
2009-06-26
Leeten
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