Hi David,
The osg::ShapeDrawable classes is only simply convenience classes, it
isn't able to map all the possible combinations of the way you might
want to apply. For fine control you have to use osg::Geometry to
build up the coordinates and texture coordinates yourself. See the
osggeometry
Hi Paul,
On Fri, Feb 19, 2010 at 10:50 PM, Paul Martz pma...@skew-matrix.com wrote:
Also, the general rule for most software development projects
is: you break it, you fix it.
In the context of community software project this attitude is corrosive.
If we were all to apply this rule to all the
Hi Robert,
sorry for the late reply. I was really till late yesterday evening at work,
so I finish the test today just now.
and yes, no more crash, all work great !! :)) ... So my port to the latest
from the trunk is successful
Thanks !!
-Nick
On Fri, Feb 19, 2010 at 9:54 PM, Robert Osfield
Hi,
My tests today were sucessful. At the moment I'm not aware of all improvements
in 2.9.7, but it seems that my application has some fps more than before. and
loading of new terrain tiles is smoother.
Thank you!
Cheers,
Torben
--
Read this topic online here:
Hello all,
I try to rexplain my problem(cf
http://forum.openscenegraph.org/viewtopic.php?t=5016)
I 'm trying to use the RTT to build an algorithm of fast iterative method
it's a 2 render step:
1)build the 2ndpass input texture combining datas from several inputs textures
to one with a fragment
Hi J-S -- Thanks for trying to intervene, it's appreciated.
Jean-Sébastien Guay wrote:
And Robert's under the gun (perhaps his own gun) to get a dev release
out the door in a few days too. So suggesting he set up something new at
this point in time was the same as him suggesting you fix the
Ok. I still think it is silly that the default implementation does not produce
a basic texture mapping, but I will accept that. However, I also tested a
texture mapping using a loaded .obj file. It has the explicit u,v texture
coordinates defined in the file, but it still does not work. I have
Hi Martin,
I'm getting a crash with osgsimulation as well, with the same strack
trace as well. Now investigating...
Robert.
On Sat, Feb 20, 2010 at 10:53 AM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
Hi all,
I am getting a crash when running osgsimulation.
Attached is a screen
Hi Nick,
On Sat, Feb 20, 2010 at 10:57 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
sorry for the late reply. I was really till late yesterday evening at work,
so I finish the test today just now.
and yes, no more crash, all work great !! :)) ... So my port to the
Hi Torben,
On Sat, Feb 20, 2010 at 1:32 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
My tests today were sucessful. At the moment I'm not aware of all
improvements in 2.9.7, but it seems that my application has some fps more
than before. and loading of new terrain tiles is
okay I have a trick:
I have to render my preprocessed texture in my main scene with a dummy geometry
I attached to in order texture changes to be display in the second debug view
...
Do you see a less dirty way to do this?...
mp3butcher wrote:
Hello all,
I try to rexplain my problem(cf
Hi Paul,
On Sat, Feb 20, 2010 at 4:02 PM, Paul Martz pma...@skew-matrix.com wrote:
Robert isn't angry with me because I didn't submit a fix. he's angry because
I said I thought he would want to test a GL3 build before tagging the
release. His assertion that I should've fixed the errors came
Hi Robert,
yes, because it is a visual system for flight simulators with HIres Data (up to
25cm per pixel): yes, there are a lot of tiles comming in and out ;)
but some minutes ago, a problem rised : if I change my manipulator from
osgviewer default manipulator, I get a crash in transform.cpp
Hi Toben,
On Sat, Feb 20, 2010 at 5:07 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
but some minutes ago, a problem rised : if I change my manipulator from
osgviewer default manipulator, I get a crash in transform.cpp line 83:
code
const_castNode*(nodePath[i])-accept(*this);
Hi Martin,
On Sat, Feb 20, 2010 at 4:32 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
I'm getting a crash with osgsimulation as well, with the same strack
trace as well. Now investigating...
I have replaced the local adhoc std::vectorosg::obsever_ptr with
the new osg::ObserverNodePath
Hi Torben,
On Sat, Feb 20, 2010 at 5:21 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
The std::vectorosg::oserver_ptrNode seems be getting null pointers
now whereas before it wasn't. I'm note sure why this is yet, am
investigating. My first stop will be stop replace this local
David Cofer writes:
[...]
I also tested a texture mapping using a loaded .obj file. It has the
explicit u,v texture coordinates defined in the file, but it still
does not work. I have to be missing something here.
Yes. There is no need to create an StateSet here. The problem is that
your
Hey Robert,
Yes, i know that's its def possible. It used to work when OSG used producer,
but the new system somehow overlooked this feature.
I believe it has something to do with glfwSwapInterval()
Cheers,
Maxim
--
Read this topic online here:
Hi Robert,
yes the problem is solved, thank!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24541#24541
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I added the recommended line to the mtl file and it did apply the texture to
the object this time, but it was still incorrect compared to what is seen in
directx. See picture. I tried a couple of the options for the map_Kd command
and none helped.
Also, this will not help me in the long run
Hi Robert,
That works great now.
Thanks
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 20 February 2010 17:39
To: OpenSceneGraph Users
Subject: Re: [osg-users] svn trunk
On 2/19/2010 3:16 PM, Torben Dannhauer wrote:
Hi Robert,
compiling under Vista32, VS2005 SP1 works.
Same here, Vista64, VS2005sp1.
But I get some warnings, e.g.
- CullSettings.cpp Line 31: Warnung osg::CullSettings::VariablesMask in
unsigned int, signed/unsigned-Konflikt.
Same here.
Hi Chris, et. al,
I won't attempt to address warnings right now as I'd like to keep the
code as stable as possible so we are all testing the same code. This
is only a developer release.
Once 2.9.7 is out we can start looking at addressing warnings,
personally I have a bucket load of submissions
On Sat, Feb 20, 2010 at 6:55 PM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
Hi Robert,
That works great now.
Excellent news.
I believe the crash was paradoxically down to a problem elsewhere in
the OSG (to osgGA) meant that a bug in the coordinate frame code went
unnoticed, once the
Hi Robert,
not a problem at all. was my pleasure. Also, I turn off the notifications in
the build and I am experiencing higher frame rates as well
-Nick
On Sat, Feb 20, 2010 at 6:33 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Sat, Feb 20, 2010 at 10:57 AM, Trajce (Nick)
Hi Robert,
I am angry because of your attitude towards me, accusations of
un-professionalism - something based on my inability to live up to
your expectations on just how much work I can personally take on.
These expectations *are* unreasonable, so I will never be able to live
up to your
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