Hey guys,
I am trying to create a custom control that behaves similar to osgviewerMFC ( I
just want OSG to draw within the control.) I've been trying for about a day to
port the code from osgviewerMFC with no success. I get various access
violations and other errors.
I not extremely familar
Has anybody been able to successfully build the latest dev-head in VS2010?
I kept getting several fatal LINK errors saying it cannot open input files
ex:
LINK : fatal error LNK1181: cannot open input file '..\..\lib\Release\osgGA.lib'
I'm assuming it's a path error made somewhere in the
Hi there,
Not sure if there is similar function already in OSG, but I had the need of
being able to capture specific Camera position keyframes so I can use them to
create a video. Before this capturer, they way I accomplished this was I
enabled the Animation path Recorder, positioned my
Sorry if this seems like a noob question, but why do all of the header files in
the codebase not have a '.h' filetype? The reason I ask is because it seems
that Visual Studio won't highlight any syntax, or provide any of its features
while viewing these header files (probably because they don't
Cool, that worked!
Quoted from bouffa's link:
Go to Tools-Options, then Text Editor-File Extension, check Map Extensionless
Files To at the bottom and select Microsoft Visual C++ in the list to the
right.
Thanks!
Nick
--
Read this topic online here:
I get a wierd error as well:
3 -- Up-to-date: E:/OpenSceneGraph/include/OpenThreads/Config
3 -- Up-to-date: E:/OpenSceneGraph/lib/osg.lib
3 CMake Error at src/osg/cmake_install.cmake:50 (FILE):
3file INSTALL cannot find
3E:/OpenSceneGraph-dev/bin/Release/../../bin/osg66-osg.dll.
yeah, I misread the version number, but I'm pretty sure its a problem with
VS2010. When VS2010 builds the solution, the binaries are placed in
bin/release directory... however when I use VS2008, the binaries are placed
directly in the bin directory, thus the install script not having any
robertosfield wrote:
When authors move on, the bucks stops with me
The issue of knowledge about code base become especially difficult when the
original authors have moved on from the project as it falls on me to become
the sole expert, not because I want to be, but because if no one else
Chris 'Xenon' Hanson wrote:
We have tried to conduct an OSG spelling/grammar commenting drive in the past
with some
success. We can continue this.
I wouldn't be too worried about the spelling/grammar, as long as it gets the
point across. What I'm talking about are the areas that can
Ok, i see what you are saying.. The reason I was changed that was because
referenceTime was getting reset back to realtime in the call to viewer.frame()
( more specifically, inside the Viewer::advance() function).
To avoid this, I don't call viewer.frame(), I now have to:
double simTime =
Hi all,
I am thinking of taking the existing AnimationPathManipulator class and
tweaking it so that it iterpolates between keyframes with frames, not time. so
lets say I have defined two keyframes at 'time 0'@position X and 'time 100' @
position Y, instead of interpolating that in 0 to 100
Thanks for the quick reply,
I see the class you are talking about, do you know of any examples that uses
this feature?
I will continue investigating.
Cheers,
Nick
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24369#24369
OK so I ended up taking osgviewer application and modified the last line from:
Code:
return viewer.run();
to:
Code:
double simTime = 0.0;
while( !viewer.done() )
{
//fire off the cull and draw traversals of the scene.
viewer.frame(simTime);
Ok, i got the desired effect that I wanted, I just had to make one change.
On line 787 in Viewer.cpp (in function osgViewer::Viewer::eventTraversal())
I changed the code from:
Code:
_eventQueue-frame( getFrameStamp()-getReferenceTime() );
to:
Code:
_eventQueue-frame(
Hi,
The only thing that was really going for P4 is that it can be clocked extremely
fast. But the fast clock cycle led to an extremely long pipeline (over 30
stages!). HyperThreading (the technique that simulates two threads running at
once) is really only useful in certain situations.
Hi,
I'm trying to display my own GeoTiffs, which are made up of 16 colors and white
as the background.
here is a portion of my .earth file (had to turn '' into '[' for it to
display properly):
Code:
[image name=JF_60_2 driver=gdal]
[min_level]8[/min_level]
Hi glenn,
Also while playing with osgEarth, I got an error saying couldn't find ordinal
63 in libexpat.dll. Took me forever to find out what that meant, but it
actually means that it couldn't find the dll file, whereas I thought it found
the dll but something else was corrupt. Not sure if
Thanks for the suggestion! I will be looking into that now.
Nick
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21639#21639
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Hi OSGers,
So I just got done creating the Pugent Sound example given from the vpb
website. The coloring didn't turn out right, but the elevation map worked.
(only the bottom left hand corner is colored with the texture).
Now I am left with the .ive file that has a great looking 3D terrain.
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