Hi Robert,
just a note, I have tested the osgcluster example and I found a missing
setup, just a line of code. You have to set at ln 530
if (viewerMod != SLAVE) viewer.setCameraManipulator(...)
Otherwise it doesn't work
Cheers,
Nick
--
trajce nikolov nick
Hi Michael,
Hi.
I haven't found any example of using cubemaps from GLSL in OSG
examples and on the web. I only found cubemap usage in osgOcean:
http://goo.gl/NwTTs9
It has the following varying in the vertex shader:
nCube = gl_Vertex.xyz;
And the following usage of it in the fragment one:
Hi Roman,
The valgrind results say possibly loss, which doesn't necessarily mean
that is an actual leak, just that something may be happening that might be
leak.
I'm not aware of any leaks in OpenThreads's pthread in terms of what it
manages itself, if you can spot something from code
Hi OSG users especially Windows experts,
Please could you have a look at what Mattias is proposing and provide
feedback. I don't have Windows machine let alone expertise with Windows
threads so can't directly contribute insights to the specifics of the
Windows threads implementation so have to
Hi John,
I'll add some general comments as others have already provide quite a few
responses.
In OpenGL when you create a texture object you first have the memory for
the imagery in the applications main memory, when you (via osg::Texture2D)
pass that image data to OpenGL fifo, then afterwards
Hi Baker,
It really couldn't say whether this might be an new OSG bug or just
co-incidence that changing OSG version reveavlled a bug in your code that
has be lingering for a while just waiting for the right time to ruin your
day - threading bugs have a habit of doing!
As I don't know your code
Hi Oliver,
I have looked at the OSG code and can't see a specific cause, but then I
don't have your code or models so it's all just guessing.
Does LineOfSight work fine for you? If so I'd recommend stepping through
to see what happening and then compare it with your own usage.
Robert.
On 19
HI Judson,
Standard library includes do seem to have been tightened up to varying
degrees across various degrees across C++11 compiler, previously we got
more stuff included incidentally when you included other headers.
The solution I opted for for Glyph.cpp was to use osg::maximum rather than
Hi Gianni,
I have just tried your model with osgviewer from svn/trunk and it works
fine.
Does the problem appear with your own viewer? Does you own viewer setup
the Camera's replacing the viewer's master Camera? Does this override
neglect to set up any default OpenGL state?
I say this as a
Hi Nick,
This code hasn't changed and used to work. Could you example Otherwise it
doesn't work as I'd like to get to the bottom of when and where it does
and doesn't work and why.
The slave viewer camera's view matrix is overwritten on each new frame just
before renderingTraversals(), this
Hi Robert,
it makes sense what you just wrote. When I ran the sample, I was able to
control the model with the camera manipulator in slave mode, so I just look
fast in the sample and come up with this fix. For some reason, the camera
view matrix gets valid from the camera manipulator, no idea
Friends,
The osgEarth team is proud to announce the release of Version 2.5!
osgEarth is a cross-platform Terrain and Mapping SDK built on top of
OpenSceneGraph. Visit http://osgearth.org to get started.
Head right over to the repo tag and release notes for 2.5 on GitHub:
Hi Robert,
The DatabasePager calls using ReadResult all use a ref_ptrosg::Object to
store the loaded item, unlike the code in
src/osgwrappers/deprecated-dotosg/osg/texture2d.cpp ::
Texture2D_readLocalData(Object, Input), which uses Input::ReadImage(filename)
to load the image.
Hi,
Just wondering how many of you use C++11 with OSG and what you think about it.
Thank you!
Cheers,
deniz
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57376#57376
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Awesome work!
On Thu, Nov 21, 2013 at 7:49 AM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
Congrats Glenn
G.
*Gordon Tomlinson - TeamRV*
*Sustainment Manager/Chief Engineer**(RemoteView)*
*Overwatch*
*An Operating Unit of Textron Systems ** [image: rv4-2]*
robertosfield wrote:
Does the problem appear with your own viewer? Does you own viewer setup the
Camera's replacing the viewer's master Camera? Does this override neglect to
set up any default OpenGL state?
I use the following class:
class ViewerWidget : public osgQt::GLWidget, public
Hi Barker,
I've had a quick look at Input.cpp and all the read file calls use C
pointers which won't be safe when an application is running multi-threading
loads and using the pruning cache at the same time. Temporary workarounds I
can see would be either not use object cache when
Thanks Robert!
Judson
On 11/21/2013 6:02 AM, Robert Osfield wrote:
HI Judson,
Standard library includes do seem to have been tightened up to varying
degrees across various degrees across C++11 compiler, previously we
got more stuff included incidentally when you included other headers.
yay! the next step for one of my favorite toolkits
cheers
-- mew
On Nov 21, 2013 7:30 AM, Glenn Waldron gwald...@gmail.com wrote:
Friends,
The osgEarth team is proud to announce the release of Version 2.5!
osgEarth is a cross-platform Terrain and Mapping SDK built on top of
OpenSceneGraph.
HI Giana,
As I suspected the bug is introduced by the Qt code example that you've
reused. I had to fix the osgviewerQt example so that it didn't create it's
own local Camera, instead uses the view's master Camera() that the view
initializes in a suitable way to work as a topmost Camera. Have a
Thanks for the updates Paul, great to see you able to span such a range of
OSG versions too ;-)
On 18 November 2013 18:07, Paul Martz skewmat...@gmail.com wrote:
Hi all -- I've now tagged new v3.0 releases of osgWorks and osgBullet,
which are compatible with the current OSG v3.3.0 release,
Congrats Glenn
G.
Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
[cid:image005.jpg@01CEE69F.0A10BA20] [rv4-2]
__
From: osg-users-boun...@lists.openscenegraph.org
Thanks Robert for the reply.
In fact I verified that osg example osgviewerQt.cpp works fine witn 3.1.8. I
mean I downloded osg zip file, run cmake gui, generated a VS 2010 express ed
solution and built from there, lobs, ive plug-in and the the example. Modified
the example just to load my ive
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