Hi,
Builds on VS2010 with osg-trunk and vpb-master without any problems.
The build errors are really strange.
Something like:
error C2039: 'Serializer' : is not a member of 'osgDB'
may indicate that you are pulling in some foreign headers.
I'll check the RC when I've got time
Cheers
Hope it helps
Nick
On Wed, Jul 22, 2015 at 9:25 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi,
Hi,
I need to use cylinder to simulate the “ladder”. So there are
many cylinder to create. I new a osg::Geode
for the ping :-)
Nick
On Wed, Jul 22, 2015 at 1:59 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Nick,
The implementation is almost to complicated. Using instancing with
osg::Image and a texture almost beats all other
for disabling resize/mipmaping .. not sure (getting
old :-)) can not recall if we did these for the instancing, but for
sure I will try it in the lighting system I am working on now ..
Thanks a bunch for these hints !
You're welcome.
Nick
On Wed, Jul 22, 2015 at 2:17 PM, Sebastian Messerschmidt
Hi Elias,
First of all, please try to condense the error logs to a minimum when
posting them. (and maybe attach them if you think someone wants to read
them ;-))
Hi!
1.
/snip
0(5) : error C0204: version directive must be first statement and may not be
repeated
Where is this line of
Am 20.07.2015 um 09:42 schrieb Elias Tarasov:
That would be great if you contact osgHimmel authors :)
Meanwhile of course i try to fix it by myself.
Can't you do this yourself? I can delay some information to them or
explain what might be the problem, but you should establish the contact
Am 18.07.2015 um 16:32 schrieb Elias Tarasov:
Hello!
GPU: nVidia 540M
Driver: 353.30
OpenGL version: 4.3.
OS Windows 7
I intend to use osgHimmel library in my project.
However, when i run the app, i get the shader's compile error:
Atmopshere Precomputed (took 7.95881 s)
Warning, can't assign
Me again,
I've attached a minimal example which illustrates the problem.
It seems the combination
osgUtil::Optimizer::SHARE_DUPLICATE_STATE |
osgUtil::Optimizer::STATIC_OBJECT_DETECTION
causes the both geometries to be rendered as if the define was not set.
If the optimizer is not run the
Tested trunk version, which fixes the problem.
Thanks a lot.
Cheer
Sebastian
Hi Sebastian,
On 14 July 2015 at 09:14, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Me again,
I've attached a minimal example which illustrates
Hi,
I've got some code, where I set up a define inside for an osg::Geometry via
geometry.getOrCreateStateSet()-setDefine(MY_DEFINE)
The geometry is a sibling to another geometry not setting the define.
It works well if I don't run an osg::Optimizer, but running it
effectively removes the
Hi Joe,
Hi :)
Ive been struglling in simplifing a model.
I have the simplifier osgUtil gives. But from a sample ratio and on - it just
doesnt simplify anymore.
I have a model which a sample ratio of 0.5 and 0.01 gives the same result.
Have you tried to change the maximError and
?
If they are spatial separated/clustered it might help. You only gave us
the number of nodes, not how many are visible at a time or how they
distributed.
Maybe describe your structure a bit more detailed.
Cheers
Sebastian
Thanks, Sam
On Mon, Jul 6, 2015 at 8:14 AM, Sebastian Messerschmidt
Hi Sam,
Hi All,
I'm attempting to formulate the best way to stream in nodes that make
up regions. These regions normally consist of anywhere between 4,000
to 6,000 nodes and end getting stitched together. My question is: Is
the PagedLOD node what I want to use? I'm a little confused as to
HI Sam,
Can you please give a bit more detail?
For instance which operating system your are on and some absolute
figures (FPS with Qt and without)...
When running the example osgViewerQt there is some serious lag /
performance issues. Is there something I have to tweak or change in
order to
Am 03.07.2015 um 08:38 schrieb Sonya Blade:
Hi Sebastian,
Usually you use an cosine-matrix for this. It allows to determine
the quaternion which translates one coordinate frame
(i.e. 3 independent vectors) into another, but I think osg doesn't
have this.
Does anybody can confirm also that
Hi Robert,
Where has the include/osg/Version header file gone?
Somehow it disappered from the trunk after 3.3.8 ..
I use it inside CMake to copy the right set of files during install.
Cheers
Sebastian
Hi All,
I have just tagged the final dev release in the 3.3.x series,
Forget my question :)
The file is of course auto-generated correctly
Cheers
Sebastian
Hi Robert,
Where has the include/osg/Version header file gone?
Somehow it disappered from the trunk after 3.3.8 ..
I use it inside CMake to copy the right set of files during install.
Cheers
Sebastian
Hi
Hi Sonya,
Usually you use an cosine-matrix for this. It allows to determine the
quaternion which translates one coordinate frame (i.e. 3 independent
vectors) into another, but I think osg doesn't have this.
I think you can use the makeRotate by applying the resulting quaternion
to the
Hi Joe
Hey sebastian, thank you for the fast reply :)
Im kind of new to this.. Im using a built model and have no idea how it was
constructed.
Ive tried cloning the stateset but it seems it doesnt have one (but it does
have texture, i can tell by loading the model and viewing it)
Then there
Am 30.06.2015 14:49, schrieb Joe Kindle:
Thanks sebastian
:)
So I have done the following :
Copied the texture cordinates of the original model (the big one) by using
'geometry-getTexCoordArray(0)'.
I applied that same coordarray into one of the small models. (And cloned the
whole stateset
Hi David,
Usually there is not much value in a floating point exception. I guess
there is an NaN or division by zero, which I observed for empty or
degenerate scene bounds.
I advise to compile with floating point exceptions disabled, as osg will
print out errors to the console in those cases
Hi Joe,
Hi,
Thanks all for the help, i succeded writing a function which splits the
geometry :)
Nice to hear that
So now im in other issue.. The original model has texture. When i split the
geometries i want to keep the texture for each part (every new geode of part of
the model will
Am 23.06.2015 18:05, schrieb Gianluca Natale:
Hi all,
I'm using OSG 3.0.1.
I have an issue when I try to retrieve the material properties from
the rendering info, in my custom drawable.
To be clearer:
I have a custom drawable, for which I implemented a
Hi Elias,
Seems like you are after a change of coordinate frame (e.g. which axis
is front/up etc.)
From my experience: don't ...
What I usually do ist to transform at the interface by using a
permutation matrix.
So for instance if you want
x = x´
y = -z
z = y
then multiply your incoming
You can traverse the scene using a nodevisitor and build a quadtree from
the drawables.
This is relatively complex, but Robert also pointed to the
osgForest-example which give you an idea.
One option is to decorate separable groups by adding them to a
osg::Group and let the osgUtil::Optimizer
Builds and runs just fine on WIndows 7 64bit VS2010.
Cheers
Sebastian
Hi All,
I have merged various pending submissions for bug fixes and minor
feature enhancements, made a number of bug fixes/improvements myself
and am now ready to tag the 3.3.8 dev release. I've have tested under
Kubuntu
Am 09.06.2015 um 23:05 schrieb Elias Tarasov:
Hello!
Thanks for quick reply, it helped to solve a problem.
SMesserschmidt wrote:
Am 09.06.2015 um 11:35 schrieb Elias Tarasov:
...
there is a bunch of links to get data. Since --geocentric option allows not to
use elevation data, then only
Am 09.06.2015 um 11:35 schrieb Elias Tarasov:
Hello!
I try to build map using vpb in ECEF.
According to manuals i've read it needs to start:
vpbmaster --geocentric -t texture_file -o output_file
So, clearly i need georeferenced texture file.
On that page:
Hi Nick,
I failed to use the default Shadow-Mapping techniques in a deferred
rendering context. I never fully understood how to split the
shadow-map generation into later binding the resulting texture to my
actual lighting/shadowmapping part.
Any insights on this?
Basically I've got
Okay, sorry for the noise.
My problem was a optimizer-run right after the scene was loaded, which
of course might collapse groups.
Any thoughts on how to optimize in the background anyways?
Cheers
Sebastian
I found out, that the crash occurs when a osg:Group is traversed by
the intersection
I found out, that the crash occurs when a osg:Group is traversed by the
intersection visitor.
This is akward.. is the rendering thread somehow modifying children of
the scene?
cheers
Sebastian
Hi,
I need some help with the osg::Operation.
What I'm trying to achieve seems relatively simple.
Hi,
I need some help with the osg::Operation.
What I'm trying to achieve seems relatively simple. After loading a
model, I want some background operation to visit with an intersections
visitor.
Pseudo code:
Load Node
Create osg::Operation-derived ref_ptr and do
Hi Dark Zero,
Could you please use a human-readable name, so mailing list users can
address you with a name?
Your code probably throws an exception cause you are modifying the scene
graph while traversing it.
Simply add your nodes to be removed to a list in your callback and
remove them
Hi Harshal,
osgDB::readImageFile is your friend (see examples for usage)
As far as I know JPEG is compressed so, simply assigning the data will
result in displaying the raw-compressed data.
Cheers
Sebastian
Hi,
I am trying to set an image on disk to my texture. Image dimension is 1800 by
Well great then. Move on and stop wasting everyones time...
--
Joshua Robinson shooki.robinson@gmail.comschrieb:
Hi Mike,
you can add an
osgDB::Registry::ReadFileCallback
and implement the readImage member function.
For registering it to the registry use:
osgDB::Registry::instance()-setReadFileCallback(myCloneReadFileCallback);
This will be triggered by the database-pager when loading the image.
It won't
Am 27.05.2015 um 13:54 schrieb Joshua Robinson:
Howdy,
Newbie to OSG.
Downloaded osgmovie.c++ to learn, But can't compile: first look show
wrong coding.
What exactly did not compile?
The example is part of the osg-source package and builds fine with the
rest. So please point to where you
have asked where to start, instead of ranting about OSG
being a toy etc.
Judging OSG based on a self-induced compiler error shows nothing but
ignorance to me.
Cheers
Sebastian
4) Cheers :),
-Joshua Robinson
Live long and prosper
On Wed, May 27, 2015 at 8:27 AM, Sebastian Messerschmidt
:58 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Howdy,
I have 4 things to say:
1) I compared OSG to OpenInventor or OpenCV and it is a toy.
And OpenInventor/OpenCV compare to OpenSceneGraph how exactly
thes ASCII grid
format (If you can point me to a sample set).
Cheers
Sebastian
2015-05-21 9:26 GMT+02:00 Sebastian Messerschmidt
sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de:
Hi Christian,
Have you checked if osgdem supports it? I think it will happily
Hi Christian,
Have you checked if osgdem supports it? I think it will happily convert
anything into osgTerrain which can be interpreted as height data by gdal ...
Hi,
I am currently wondering which is the better way to go from a simple
digital elevation model (ESRI ASCII Grid format) to a
Hi Nick,
Hi Robert, all,
I finally ported all my shaders to the this new thing. I have a
question. Probably simple but will go anyway
in my shader I have something like
#define MYDEFINE
.. do stuff here ...
#endif
at the root of the scene I have
stateSet-setDefine(MYDEFINE);
how can I
Hi Dave
Yes, I linked to those libraries intentionally, since cmake seemed to detect a
32-bit architecture. Since I have a 64-bit OS, I'd like to figure out how to get
cmake to detect the appropriate architecture. Thats a low priority for me
right now, and I posted the real reason for the
Hi Andreas,
Hi,
my bad for not explaining it very well ;)
I want the following:
With the RTT Camera I want to render a specific geometry. The texture I get
from that, will be used in the main scene later.
The RTT Camera must not point in the same direction as the main camera.
If this
Hi Andreas,
you are not showing the part where you use the
createRTTCamera
function.
Are you setting it up as relative to the main camera?
Cheers
Sebastian
Hi,
ok that was a big mistake from my side.
I forgot to set the width and height of the Texture, but I used
getTextureWidth() and
You lost me here,
You want a relative RTT camera (pointing to where the main camera
points to) but you set up da absolute camera (having its independent
Viewport, matrix etc.)
You most likely want to have a ABSOLUTE ref frame for screenspace passes
and final output only-
Cheers
Sebastian
Hi Dave,
C:/osg/OpenSceneGraph-3.2.2-rc2/3rdParty/x86/lib/libpng16.lib (found version
1.6.7)
- you are linking the 32bit libraries ..
Hi,
I've been struggling to get the PNG plugin working. I've built it, but the
cookbook_02_7 is crashing down inside libpng16.dll.
I have a couple of
Have you tried to use the gl_ModelviewProjectionMatrix? I dont have seen any reference to enableVertexAttributeAliasing.
Cheers
Sebastian
--
Alexander Wieser alexander.wieser@crystalbyte.deschrieb:
Hi,
I am currently working on my bachelor thesis which involves the
HI Adam
Simply configurethe geometry to
geom-setUseDisplayList(false);
geom-setUseVertexBufferObjects(true);
in order to deactivate the display list generation
Also, I think you don't have to use setVertexArray, as long as you keep
the array as a pointer. (@Robert, is the data actually
Hi Damian,
Fragment shader branching is extremely fast nowadays, so I would not
worry here to much. If the uniform is set at the top at the view's
camera stateset, the branch prediction will do its job here.
If you are rendering from the same point of view, you could also simply
do a
Hi Steven
I have a piece of geometry that has a lot of interior articulated parts / light
points etc. They are all within the main groups bounding box and will never
cause the bounding box to be extended.
These extra nodes cause my cull traversal to be extended due to the increased
scene
This is a test
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Things are still strange. I re-registered and requested removal of my old
account and no mails came through. Can you somehow check if they have been sent?
Cheers
Sebastian
SMesserschmidt wrote:
Hi Robert
I'm using the forum to reply and read the messages.
Maybe the problem is gone by
Hi Robert,
I've double checked and I simply don't get any emails from the list.
I also sent a new request to be added to the list. Could you check if you
received anything? Might re-adding me help?
robertosfield wrote:
Hi Sabastian,
I haven't seen any problems with the mailing list -
Hi Robert
I'm using the forum to reply and read the messages.
Maybe the problem is gone by tomorrow, else I'll simply re-register with a
different email-account
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=63171#63171
Hi,
Is anyone else experiencing problems with the mailing list? 'm haven't been
receiving any mails for the osg-user/submissions in a week.
Could someone check if I'm still on the list?
Thank you!
Cheers,
Sebastian
--
Read this topic online here:
robertosfield wrote:
Hi Sebastian,
On 19 March 2015 at 09:17, Sebastian Messerschmidt () wrote:
I've double checked and I simply don't get any emails from the list.
I also sent a new request to be added to the list. Could you check if you
received anything? Might re-adding me help
Hi Nick,
Is this what you are looking for?
snip
osgDB::ReaderWriter::Options* opt =
osgDB::Registry::instance()-getOptions();
if (nullptr == opt)
{
opt = new osgDB::ReaderWriter::Options();
}
//setup caching
osgDB::Options::CacheHintOptions
(start_of_line,
end_of_line-start_of_line+1);
if (source[source.size()-1]!='\n')
source.push_back('\n');
I've checked this into svn/trunk, also attached the file. Could you
try this out?
Robert.
On 4 March 2015 at 15:05, Sebastian Messerschmidt
sebastian.messerschm
, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Nick,
Try geDebugger [1] etc.. Under visual studio they even integrate
into the GUI, so you will be able to debug the offending line
which causes the error.
[1] http
Hi Nick,
Try geDebugger [1] etc.. Under visual studio they even integrate into
the GUI, so you will be able to debug the offending line which causes
the error.
[1] http://developer.amd.com/tools-and-sdks/archive/amd-gdebugger/
Cheers
Sebastian
suddenly OSG_GL_ERROR_CHECKING=ON is not
Hi Robert,
If I put a complex version line line
#version 400 compatibility
at the beginning of my shader's source a non-valid shader code is produced.
I've dived into the problem and found that finding the end line
terminator is non-robust in this case.
It determines the line's end with
Hi Robert,
Hi Stephan,
You don't seem to like my name ;-)
I have return to the issue of the visualization problems with the
database you provided. Eventually was able to isolate the problem to
the binary parsing of the ClusterCullingCallback which in the end was
fixable by just adding a
Am 26.02.2015 um 15:38 schrieb Robert Osfield:
Hi Sebastian,
On 26 February 2015 at 13:38, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
'm not talking recompiling OSG. I'm referring to the re-attached
database from the start
Hi Robert,
with osgb/t serialization problems solved, are there any plans to adress
the osgTerrain-Issues regarding the state-problem/missing tiles?
Cheers
Sebastian
Hi Robert,
Did you have a chance to look into this?
Hi Robert,
Attached is a link[1] to the database build with the current
Am 26.02.2015 um 12:29 schrieb Robert Osfield:
Hi Sebastian,
On 26 February 2015 at 10:08, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
with osgb/t serialization problems solved, are there any plans to
adress the osgTerrain
Hi Robert,
Hi Sebastian,
I have been narrowing down the problems with the serialization and
while I haven't yet spotted the bug yet it does like the the
serialization of the VertexAttribArrayList is broken. In your
original files that list there as being 8 arrays, but only two are
listed.
Hi Robert,
right now I'm the only active moderator, so getting some help/redundancy
is certainly good (Biggest part of the job is removing spam and telling
people to change their names according to the rules)
But I got some mixed feelings adding a moderator which hasn't been an
active member
Hi Jacob,
I do understand your reservations :)
I am 'jacmoe' at the www ogre3d org/forums and have been a moderator with
administrative privileges since 2005.
Normally, I'd hang around a bit before jumping into a moderator role, but as
far as I can see, you're in dire need of some help,
Sebastian
Thanks,
Robert.
On 18 February 2015 at 13:00, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Robert, can you have look into the issue?
I've attached two versions of the file.
The working one is created by simply
since I'm not familiar with
serialization approach. The only thing I can do is to narrow it down
to the nodes which cause the problems.
Cheers
Sebastian
Thanks,
Robert.
On 18 February 2015 at 13:00, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de
Hi Robert,
Hi Sebastian,
I've tried to get things rendering with the e_works.osgt and have
found that if I substitute in an image file that are part of the
OpenSceneGraph-Data/Images rather than the file references local to
your system I get it to load. It looks like part of the problem
composition.
Cheers
Sebastian
Robert.
On 18 February 2015 at 13:00, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Robert, can you have look into the issue?
I've attached two versions of the file.
The working one is created
Hi Christian
simply use the setKeyEventSetsDone method of the viewer.
Cheers
Sebastian
Hi,
this may be a bit of a stupid question, but at the moment I don't
know any answer.
We use a handheld powerpoint clicker device with 4 buttons to navigate
through an OSG based application. One of
Hi,
Hi Robert,
I was amazed by the simplicity of the new pragmatic shader composition
- but yet it is so powerful. Well done! So, I was making good progress
porting old shader composition code to pragmatic one until I hit the
wall. The problem is, I don't see any obvious way to extend the
and .osgb
files, but perhaps something has gone amiss here. What it might be I
can't say at all at this stage.
Robert.
On 3 February 2015 at 09:53, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi,
I've just created some osgb/osgt
Am 17.02.2015 um 17:13 schrieb Robert Osfield:
Hi Sebastian,
On 17 February 2015 at 15:37, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
I've just refactored my previous ShaderComposition driven attempt
to use the new pragmatic
Hi Robert,
I've just refactored my previous ShaderComposition driven attempt to use
the new pragmatic scheme. (It turned out to be relatively easy)
At first glance the basics work fine, but I have some questions:
1. When will the debug output in console be removed? ;-)
2. I have some
Hi Robert,
I've encountered some small problem in the shader composition example.
You are using GL_LIGHTING which per defintion is not allowed for macros.
Some glsl compilers will ignore this, but on my Quadro card it produces
an error:
0(1) : error C0118: macros prefixed with 'GL_' are
Am 17.02.2015 17:52, schrieb Robert Osfield:
Hi Sebastian,
On 17 February 2015 at 16:33, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
It seems to act differently :-(.
It could be you've hit upon and bug, or perhaps just a
mis
Hi David,
I don't see where you see problems. The old ShaderComposition is still
there, and basically nothing has changed, as the new feature is
orthogonal to the old one.
I'm using some adapted version of the ShaderComposition framework, and
it still works with the current trunk, so could you
HI Alexandre,
There is no automagic thing to do what you are asking for.
Why are you insisting on not adding an osg::Program here?
Right now Robert is doing some work on a shader composition like
approach, which might do the Program-injection automatically, but for
now the preferred way to
Hi,
I've just created some osgb/osgt files and most of them cannot be loaded
anymore. They are failing with
InputStream::readObject(): Unsupported wrapper class ☺
for osgb files and
AsciiInputIterator::readProperty(): Unmatched property Values, expecting
UniqueID
for osgt.
I've attached the
will start a new thread today or tomorrow on the topic of my work,
but first I need to flesh out a bit more of the design and
implementation so I can illustrate what I'm talking about with actual
OSG and GLSL code.
Cheers,
Robert.
On 5 February 2014 at 12:01, Sebastian Messerschmidt
Hi Robert,
Hi Sebastien,
(SebastiAn ;-)
That's really great news and I cannot wait to replace my messy code with
such core feature :-)
If you need help testing/use cases, feel free to contact me.
Cheers
Sebastian
Thanks for the modified files. Will be reviewing them this afternoon.
Hi Christian
Hi all,
I was wondering if there are commonly used conventions which texture
units do what in 3D models used for realtime rendering (games etc).
For example I see that most 3D models enable texture unit #1 for the
diffuse texture, whereas unit #0 is unused most of the time.
Hi Robert,
Did you have a chance to look into this?
Hi Robert,
Attached is a link[1] to the database build with the current trunk of
OSG and VPB.
It works as intended with the trunk osgviewer.
However, I think I just found the next issue :-(
I cannot use vpbmaster anymore for compiling. It
, so
chances even the older Intel chips support fragment shaders is high.
Cheers
Sebastian
Then I can put a better GLSL fragment shader on top if the hardware
permits.
Christian
2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt
sebastian.messerschm...@gmx.de mailto:sebastian.messerschm
, but the rest of my text applies. There is no fixed rule for
assigning textures to the units. There is some extension for bumpmapping
and I guess it will take a texture unit somehow.
Christian
2015-01-28 13:24 GMT+01:00 Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
Am 28.01.2015 um 10:32 schrieb Robert Osfield:
On 28 January 2015 at 09:29, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Robert,
Did you have a chance to look into this?
Sorry not yet.
Currently wrapping my head around
Hi Robert,
Attached is a link[1] to the database build with the current trunk of
OSG and VPB.
It works as intended with the trunk osgviewer.
However, I think I just found the next issue :-(
I cannot use vpbmaster anymore for compiling. It gets stuck after adding
all tasks (I've waited a fair
Am 20.01.2015 um 09:46 schrieb Robert Osfield:
Hi Sebastian,
On 19 January 2015 at 21:42, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Windows 7, VisualStudio 2010.
It is crashing in a minimal application as well as using
Am 20.01.2015 um 12:28 schrieb Robert Osfield:
Hi Sebastian,
On 20 January 2015 at 10:41, Robert Osfield robert.osfi...@gmail.com
mailto:robert.osfi...@gmail.com wrote:
I will now focus on why the stats is causing a crash as it's
something I can reliably recreate and get a stack
Hi Robert,
after inspecting the new DisplacementMappingTechnique I have some ideas.
First of all, the shader source code should be configurable from the
outside via interface in order to integrate it into own pipelines (in my
case I have a CustomShaderProgram based pipeline.
Another option
Hi again,
I've identified one crash in the GLBufferObject::bindBuffer due to an
uninitialized _extension member.
It seems, it gets destroyed somewhere in the middle. Unfortunately the
GLExtensions object doesn't have a declared destructor, so chasing this
down is harder than I thought.
I'll
Hi Robert,
as already written, the problem is an invalidated _extensions object.
It seems to be invalidated by the State destructor, which causes the
destructor of the GLExtensions object to be called. (I've got there
using a memory breakpoint)
I've attached a callstack for analysis. (i've
Am 19.01.2015 21:40, schrieb Robert Osfield:
Hi Sebastian,
On 19 January 2015 at 12:43, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
after inspecting the new DisplacementMappingTechnique I have some
ideas.
First of all
try to hunt this down too.
Any suggestions how to narrow down the problem on my side?
Cheers
Sebastian
Robert.
On 19 January 2015 at 10:07, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Robert,
as already written, the problem
Hi Chris,
Did you simply try to do nothing in the callback?
Maybe the callback is called to often per frame.
Also I've sort of lost track how you apply the matrices to your boned
model.
If you are using visitors to retrieve the bones in the callback, it
might be simply to slow. I would use
, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hi Folks Robert,
I've just found this interesting offer:
http://www.cppdepend.com/CppDependfoross.aspx
They claim, that an open source project such as OSG could get a
free pro
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