Hi,
I had modified the code to just ignore all loaded mipmaps in a few of the
plugins to fix it, but everything work in older versions of OSG. The code is
so different now, it's hard to tell what change triggered the problem.
David
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I did do a diff between 3.2.1 in Texture and Texture2D, but there are so many
changes it got muddy. I have a lot to do before next week, so unless someone
else finds it before then, I'll just have to stick with what I have until then.
Thank you all for the quick replies.
David
Hello everyone,
I started upgrading delta3d to use osg 3.3.x, but I ran into a strange problem
that that seems like it must be something that changed in the osg::Texture
code, thought it only manifests on OS X. The texture is setting compressed
mode, I think it turns on mip mapping correctly,
Hey,
You are a lifesaver. I took it out in the ive plugin as well, and between the
two, all my textures came back.
Thank you!
Cheers,
David
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Hi Chris,
Yes, the moon and stars are both part of osg ephemeris. We scaled the moon up,
so maybe there is an issue with that.
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Hi,
I occasionally have issues with X11 and multi-threading osg viewer where I get
Xlib: unexpected async replay ...
It happens on window resizes sometimes. X11 is not thread safe and requires
some locking, but osg doesn't seem to do any of that. Has no one seen this
problem?
Thank you!
Hmm, it's if 0 out in 2.8. I'm not using 3.0 yet. Does 3.0 have it enabled.
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Okay, I just added XInitThreads() to my app and that seems to help, but that's
kind of a problem that it's not called by default.
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Hi,
Isn't marching cubes patented?
Thank you!
Cheers,
David
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I was just thinking of making isCurrent() virtual and implementing it for each
of the windowing implementations.
Then in releaseContext, it could check to see if the context being released is
actually the current context.
It may be nice to get the current GraphicsContext, but the cost of
2.8.3 and older use.
/Library/Application Support/OpenSceneGraph/PlugIns/osgPlugins-{version}/
In your case {version} will be 2.9.9.
I'm not sure that changed in 2.9.x, but I would try that.
...
Thank you!
Cheers,
David
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cases, although I am still working with
2.8.3 and the changes will have to be ported to the trunk.
Thanks,
David Guthrie
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Hi,
I'm having an issue which with warping the mouse pointer on Mac OS X that is
generally expected, but behaves differently than on other platforms.
That is, when you warp the mouse pointer using either of the warp functions
(GraphicsWindowCarbon uses CGDisplayMoveCursorToPoint), all input is
Hi,
In several different apps after switching to 2.8.0/2.8.1 from 2.6.0, we've
started seeing frequent issues with NaN in the cull visitor, Specifically
printed out from line 826 in CullVisitor.cpp
osg::notify(osg::NOTICE)CullVisitor::apply(Geode) detected
NaN,std::endl
Hi,
Yes, it does fix the keyboard issues, at least most of them, and I have done
some minor testing with the threading and it seems to work.
...
Thank you!
Cheers,
David
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on a recursive pthread mutex?
David Guthrie
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recursion so that this case
functions the same across platforms. Does anyone know of a reason why this is
NOT a good idea?
Thank you!
David Guthrie
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Try the Qt demo where you can set all the window flags. I've tried in on
Windows XP, Linux, and Mac OS X, and many of the flags don't really do much,
and it's system dependent. I was unable to find a set of flags that would
create a borderless window either.
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We never create particle systems in code. Artists create them in the delta3d
particle system editor. You can see all of your changes and tweaks in realtime
and then save an osg file. I don't see creating a particle system as a
programming task at all. It's an art asset.
I don't see why you
I'm using PAL for a physics integration with delta3d. I'm still confused
about why people want to integrate things like physics and audio into a
scene graph, but that aside, I am adding features and such to PAL since
I have commit access.
We should all work together implementing features in
It seems to be both that and the osg file. Someone developed a hack that
caches the osg file in memory and just reparses it. That helps, but the
texture load hits it too.
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It's being done in the main loop, but we would actually prefer to load assets
up front and cache them.
Loading resources in a background thread queue is something I would like to do,
but either way, that still has latency, plus there is no reason to have to load
a particle system more than
I guess I understand why people do it, but I would rather that OSG kept the
limited scope of being a scene graph, that is with the features just of doing
3d rendering. I think a more limited scope makes it more useful as a drop in
component of a game engine.
physics and audio, while they
This has been discussed on this list a number of times in the past, but I never
saw any resolution.
osgParticle systems cannot be cloned, so they can't be cached and cloned any
time you want to use one. This means that each time a particle system is
needed, it must either be read from disk
::FrameBufferObject an id to use, it wants to create its own buffer.
Is there any way I can solve this? I would like to avoid modifying osg if I
can. If I can't, do you have an suggestions on how I should change it?
I'm using OSG 2.4 ATM.
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/wasatch_utm.ive
Any input on the matter would be appreciated.
-Shayne
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or not VBO is supported by the graphics card
by using the State::isVertexBufferObjectSupported(), but the 945GM must be
incorrectly reporting that it does support VBO.
Does anyone have any suggestions on what I should do in this situation?
Thanks!
Jason
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variable to displaylists but still got a crash.
I believe this is due to the fact that I was zoomed all the way out on
the paged database which was still using vbo.
Gotta love integrated graphics cards huh...
Jason
On 8/14/08, David Guthrie [EMAIL PROTECTED] wrote:
Have you tried setting
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to make the code work the same on different drivers and vendors
implementations.
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dtAnim in delta3d isn't tied too heavily into delta3d. We have
software and hardware skinning submesh code. It's probably not an
exact fit to just use with osg, but it has a lot better rendering
support than osgCal2.
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David Guthrie
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I understand that you can cast to the window type, but I was wondering
what one should do if the window is an embedded window? I mean this
from a generic coding perspective.
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David Guthrie
[EMAIL PROTECTED]
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at all, even though the window(s) to which the viewer is
actually being drawn has one somewhere.
Is there some workaround, or does anyone envision a way to implement
such code in OSG? I need this because we are bugfixing the Delta3D
upgrade to OSG 2.2.
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David Guthrie
[EMAIL PROTECTED]
Alion
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