, Stephan Maximilian Huber wrote:
Hi Stephen,
Stephen Northcott schrieb:
I am still getting the OpenGL error references I mentioned earlier.
Is
it possible I am going to the wrong repository? Do you have more than
one! Seems unlikely as you told me you had fixed various other
linking
can't right now.
Kind regards,
Stephen.
On Feb 3, 2008, at 6:50 PM, Stephan Huber wrote:
Hi Stephen,
Stephen Northcott schrieb:
So obviously there is a build order / compilation problem for me of
some sort. Or I am making a silly mistake somewhere perhaps?
Can you shed any light on why SDL
:[EMAIL PROTECTED] On Behalf Of
Stephen
Northcott
Sent: Thursday, January 31, 2008 12:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg clearnode
Hi Vincent,
I used to use a clearnode a while back..
All I do now with my mixed OpenGL and OSG is the following at setup..
All I
Hi Aurora,
From the generality of your question I would suggest you first go
look at the Virtual Terrain Project web site..
It's an awesome source of info.
http://www.vterrain.org/
Kind regards,
Stephen.
On Jan 31, 2008, at 9:32 PM, aurora restivo wrote:
Hi!
I have necessity to draw
, there are lots of different things that could be wrong.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Stephen
Northcott
Sent: Wednesday, January 30, 2008 4:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] Heap and Out Of Memory
Hi Vincent,
I used to use a clearnode a while back..
All I do now with my mixed OpenGL and OSG is the following at setup..
All I do is the following..
sceneViewer-getCamera()-setClearMask(0);
You can put various GL_DEPTH_BUFFER_BIT, and colour buffer bits and so
on in the setClearMask to get
Whoo Hoo..
Thanks for that Eric. I am working on a project which apparently needs
just that.. Do you want feedback?
Have a good holiday Robert.
Kind regards,
Stephen.
On Jan 30, 2008, at 8:21 AM, E. Wing wrote:
This package will let you cross compile for 10.4 or 10.5 using the SDK
feature
Hi Robert,
Sure.. Here you go..
http://www.openscenegraph.org/index.php?page=Downloads.SVN
Kind regards,
Stephen.
On Jan 28, 2008, at 3:55 PM, Robert Osfield wrote:
On Jan 28, 2008 2:44 AM, Stephen Northcott [EMAIL PROTECTED]
wrote:
Hi Stephan, (Robert there is a comment about the svn
For what it's worth..
I am quite lazy and will tend to just hit google (in the top right of
Safari) with loose terms for what I need online..
The old wiki ranks a lot higher in Google, and that is perhaps why so
many people go there...
I am not sure how concerned you are about profile, but
Thanks Stephan,
I'll give those a try.
Kind regards,
Stephen.
On Jan 26, 2008, at 7:19 PM, Stephan Huber wrote:
Stephen Northcott schrieb:
Am I missing something blindingly obvious, or has anyone seen this
before!
Just an idea:
What sdk are you using? There were some problems when using
Very strange problem this one..
Can anyone who's a whizz with XCode help me out please..
I have a fully compiled version of the OSG 2.2 release, which works
perfectly in every way except this one crazy problem which is driving
me mad!!
I built OSG on the same machine with XCode3.0 that is
.
On Jan 26, 2008, at 7:25 PM, Stephen Northcott wrote:
Thanks Stephan,
I'll give those a try.
Kind regards,
Stephen.
On Jan 26, 2008, at 7:19 PM, Stephan Huber wrote:
Stephen Northcott schrieb:
Am I missing something blindingly obvious, or has anyone seen this
before!
Just an idea
, at 2:19 AM, Stephan Huber wrote:
Stephen Northcott schrieb:
Thanks for the suggestions...
Tried both, but on 10.4u I get the same problem.
And the latest svn is unbuildable for me. Lots of errors that I don't
really want to or know where to start trying to fix.
I did a fresh checkout
was actually quite careful to
avoid it.
So (as I said) I have completely re-built OSG against 10.5, and also
my entire project against 10.5
Am I missing something else I have to do to get around this?
Thanks again.
Stephen.
On Jan 27, 2008, at 2:19 AM, Stephan Huber wrote:
Stephen Northcott
Richard,
Probably a stupid suggestion, but have you tried using the OSG
Template, and then adding to that.
You may be doing that already, but from the way you describe it it
looks like you are doing it the other way around.
I have not run into the problem you describe, but have found that
to use the OSG
within an SDL window you'll need to select single threading. See the
osgviewerSDL example.
Robert.
On Jan 23, 2008 3:45 AM, Stephen Northcott [EMAIL PROTECTED]
wrote:
I was really hoping for some kind of reply from my last email about
this.. but perhaps my question was too
Thank you Robert,
That's given me a 'framework' to work within..
Kind regards,
Stephen.
On Jan 23, 2008, at 5:20 PM, Robert Osfield wrote:
On Jan 23, 2008 9:28 AM, Stephen Northcott [EMAIL PROTECTED]
wrote:
My question was simply is there anything I need to be aware of other
than
I was really hoping for some kind of reply from my last email about
this.. but perhaps my question was too vague..
To summarize:
I have a complex OpenGL program which used to run in SDL on OS X.
I am trying to change that to run inside the OSG Viewer system on OS X.
I have done this the other
that, but did notice that the calls that that single call
now covers are deprecated.
Any help / pointers / articles really appreciated.
Kind regards,
Stephen Northcott
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osg-users mailing list
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http
There's a pretty good example here of mixing systems.
You could apply it either way around.. The way I have gnerally done it
is to put OSG inside the other applications loop.
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40
Not sure how deprecated it is now, but worked for me not
Also I still use these tutorials to remind me.. even on 2.0 and
onwards they work.
http://www.nps.navy.mil/cs/sullivan/osgtutorials/
Hope that helps.
Stephen.
On Nov 22, 2007, at 6:58 AM, Renan Mendes wrote:
Hi,
How do I create simple shapes, specifically spheres, cylinders and
boxes
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