It was introduced in 3.3.4 .. just as an info if someone
Nick
On Thu, Apr 23, 2015 at 11:40 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Robert :-)
On Thu, Apr 23, 2015 at 10:32 AM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 22 April 2015
of
Arrays? It will save me time to go across the code of each version from
3.3.1
Thanks a lot as always
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::ON)
or Roberts example defining a function:
stateset-setDefine(VERTEX_FUNC(v) , vec4(v.x, v.y, v.z *
sin(osg_SimulationTime), v.w));
Thanks a bunch !
Nick
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this define somewhere down the tree ? Simple removing it
is not helping (as expected I guess).
Any sample how the defines with Values set works?
Thanks a bunch !
Nick
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=6#6
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(), GWLP_WNDPROC);
fWndProc(hdl-getHWND(), msg.message, msg.wParam,
msg.lParam);
}
}
}
#endif
..
/snip
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Hi community,
is there a way to flush (discard) the currently pending PagedLODs with a
call? I read the class and didn;t found anything
Thanks a bunch as always!
Nick
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on anything else
complicated right now.
Robert.
On 25 March 2015 at 17:24, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
here is my situation. My client has large UTM database. Their IOS
software needs to offset the database for each mission, so I have a
NodeVisitor
that need them - this is done by tracking the
frame number that of when the cull traversal hits a PagedLOD and requests a
child.
Robert.
On 25 March 2015 at 16:04, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi community,
is there a way to flush (discard) the currently pending
-openscenegraph.org
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the
SharedStateManager spot places where osg::Texture can be shared when they
use the same osg::Image.
Robert.
On 10 March 2015 at 16:24, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
what was the way to have textures cached and reused on load? any hint?
Thanks
Hi Community,
what was the way to have textures cached and reused on load? any hint?
Thanks a bunch!
Nick
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online here:
http://forum.openscenegraph.org/viewtopic.php?p=62983#62983
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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 verbose at all for this error
still the same :-/
Nick
On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK
suddenly OSG_GL_ERROR_CHECKING=ON is not verbose at all for this error
still the same :-/
Nick
On Thu, Mar 5, 2015 at 11:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Bjorn. I will start debugging
Nick
On Thu, Mar 5, 2015 at 11:21 PM, Björn Blissing
mailing list
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Hi All,
have some of you experienced this error. it is annoying and I have not clue
how to fix it. Any hint is appreciated
Thanks a lot as always !
Nick
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okay... :-) .Thanks Robert
Nick
On Thu, Mar 5, 2015 at 2:39 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 5 March 2015 at 13:33, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
are these matrices local or world?
Neither ;-)
Anyone with a clue
Hi Community
are these matrices local or world? Anyone with a clue?
Thanks as always
Nick
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of Mingw switch to
dynamic linking of libstd++ by default. so libstdc++-6.dll is a right lib.
but as you have the same problems then I have no answer.
Regards
Sergey
On Sun, Mar 1, 2015 at 5:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Sergey,
on my system
shared libstdc++ add -lstdc++_s
Regards
Sergey
On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein u.hertl...@sandbox.de
wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256
Hi Nick,
On 28/02/2015 14:46, Trajce Nikolov NICK wrote:
I am facing a problem with memory clean-up when mixing
Hi Sergey,
on my system with the latest from the Qt bundle I don't have the
libstdc++_s ... only libstdc++.a and libstdc++-6.dll . And I added
-lstdc++ and still getting the same issues. Any further hints?
Thanks a lot
Nick
On Sun, Mar 1, 2015 at 1:07 PM, Trajce Nikolov NICK
!
Nick
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also I am using Qt Creator and MinGW (whatever the last version is). I know
in Visual Studio you can specify the /MD option to use shared CRT libs and
to avoid this problem. Any MinGW gurus around with hints?
Nick
On Sat, Feb 28, 2015 at 2:46 PM, Trajce Nikolov NICK
trajce.nikolov.n
discussions for SUSE and Radeon would also be an avenue to explore.
Robert.
On 9 February 2015 at 19:20, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I spent the whole day today trying to make it work and I need your help
since I am new to Linux development.
My driver
how to setup X11 for this configuration
Anyone can share some nowhow, hints?
As always, thanks a bunch!
Nick
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am missing
Thanks a bunch as allways
p.s. the output is this
~/Dev/osgephemeris/osgEphemeris make all
GNUmakefile:1: /makedefs: No such file or directory
GNUmakefile:6: /makerules: No such file or directory
make: *** No rule to make target '/makerules'. Stop.
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, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi All,
this is not for this list, but I know some of you are using it. I
downloaded the source from
https://code.google.com/p/osgephemeris/source/checkout, run CMake (on
Linux) and run make. or make all. It seam it is not set
osgEarth
for most stuff now, and it includes its own sky, though it doesn't have the
same featureset as osgEphemeris.
On Thu, Feb 5, 2015 at 9:25 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Me again, on this topic. I hope noone will be mad for using this list for
3rd party
Nick
On Thu, Feb 5, 2015 at 4:12 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again
Nick
On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson xe...@alphapixel.com wrote:
Seems like we rebuilt it a while ago
( gl_Fog.color.rgb, color.rgb, fog
); \n
gl_FragColor =
color; \n
} \n );
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never mind .. blind me.. It is commented out .. Please ignore
Nick
On Sun, Feb 1, 2015 at 3:21 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I am seeing in the default fragment shader (snippet bellow) that a fog is
used into account but for some reason I can
Thanks Robert, Robert,
I will wait for the new code then.
Nick
On Thu, Jan 29, 2015 at 11:54 AM, Robert Milharcic
robert.milhar...@ib-caddy.si wrote:
On 29.1.2015 0:23, Trajce Nikolov NICK wrote:
I read the shader composition code and the used classes - which are really
without any
Hi Community,
I read the shader composition code and the used classes - which are really
without any documentation :-). Can someone give a fast intro into this, the
sample for example?
Thanks a bunch as always
Nick
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and Windows, and it works as it should,
only strange on Mac
Thanks for any input as always
Cheers,
Nick
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and any dds texture.
Thanks a bunch for any hint/finding
Cheers,
Nick
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since a couple of
months or so. Can you verify this ?
cheers
Mattias
On Sun, Jan 18, 2015 at 9:15 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I have this case:
osg::ref_ptrosg::Node node = new osg::Geode;
osg::Group* group = dynamic_castosg::Group
Hi Nicolas,
yes it is possible. Have a look at osgprerender example. You have to attach
the texture to the camera. Look for
camera-attach(osg::Camera::COLOR_BUFFER, texture,.
Nick
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yes That is what I was look for !! Thanks a bunch Robert!
Nick
On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 12 January 2015 at 09:54, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
yes, I know that, but thanks. I was looking
at 20:48, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I remember there was a change in the later OSG for calling explicitlly
the setting of some defaults for the Camera (not sure though) stateset?? or
something like that?
If you know what I mean can you point me
Thanks a bunch as always
Nick
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mailing list
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and then New Year.
May you all have a great end of year and happy prosperous 2015 ;-)
Robert
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/download.php[image: Send a CostX
Invitation] http://www.exactal.com/viewer/invite.php
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*Sent:* Thursday, 18 December 2014 6:14 PM
.
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Yeah, work well now. Thanks !!!
Nick
On Mon, Dec 1, 2014 at 9:45 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Sebastian.I could of thought of this. Let me give it a shot.
Thanks again!
Nick
On Mon, Dec 1, 2014 at 9:26 AM, Sebastian Messerschmidt
Hi Community, Robert,
I debug the code where I have my own drawable down to
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);
}
and it is not taking into account the number of instances. Any pointers
what is needed to be modified?
Thanks
Nick
On Tue, Nov 25, 2014 at 12:51 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community, Robert,
I debug the code where I have my own drawable down
also it has to be number of instances instead of indices
Nick
On Tue, Nov 25, 2014 at 12:52 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
it sent the email too fast
The code debug down to
void Statistics::drawElements(GLenum mode,GLsizei count,const GLuint
. Although the description is very well
written the code samples seams incomplete and sort of outdated. Was to ask
you if any of you have done some work with this and is willing to share
hints, code snippets?
Thanks a bunch as always,
Nick
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Hi Community, again :-)
what can be the reason for the drawImplementation to not be called? I have
set setCullingActive(false) to not cull the node but still I am not hiting
the call to this method.
Thanks a lot,
Nick
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be the reason for the drawImplementation to not be called? I
have set setCullingActive(false) to not cull the node but still I am not
hiting the call to this method.
Thanks a lot,
Nick
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, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 24.11.2014 11:38, schrieb Trajce Nikolov NICK:
HI Sebastian,
thanks for the reply. I also have vegetation generated on the GPU, works
really fine - like 5mil trees on 60Hz. Now I want to try HW instancing for
moving models
On Mon, Nov 24, 2014 at 1:41 PM, Julien Valentin julienvalenti...@gmail.com
wrote:
Have you tried
geom-setUseDisplayList(false)
geom-setUseVertexBufferObject(true)
?
Trajce Nikolov NICK wrote:
I have attached a callback for this, but it is never called as well .
Nick
On Mon, Nov
this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61815#61815
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://forum.openscenegraph.org/viewtopic.php?p=61823#61823
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Hi Community,
any hints for this one? I see there is osg::TriangleFunctor that extracts
triangles from a osg::Geometry but this is not preserving the uv's and
normals. Any hint is appreciated
Thanks a bunch,
Nick
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Yeah, there is osg::TriangleIndexedFunctor. Works well so nevermind :-)
Nick
On Mon, Nov 24, 2014 at 5:48 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
any hints for this one? I see there is osg::TriangleFunctor that extracts
triangles from a osg::Geometry
submission from Robert with the VertexAttribDisvisor StateAttribute now.
Will ping you with the findings . Stay tuned :-). And thanks for the
support so far
Cheers,
Nick
On Mon, Nov 24, 2014 at 4:53 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Roman,
yeah, I thought
with this and is willing to share
hints, code snippets?
Thanks a bunch as always,
Nick
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http
Hi Community,
I have a case where I work with osg::Image on the CPU and uploading it to a
osg::Texture object. However, it is terribly slow - the osg::Image is
modified on each frame.
Any hints techniques for this tip of task?
Thanks a bunch as always!
Nick
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it is not resized during upload (NPOT)
2. If possible try to keep it on the GPU. I.e. try to move your
CPU-algorithm to the GPU.
Cheers
Sebastian
Thanks a bunch as always!
Nick
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, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 29 October 2014 11:14, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
it is TextureRectangle so NPOT is not an issue. Also, I am using the
osg::Image for transfer of data from the CPU to the GPU, so it is not
possible
://forum.openscenegraph.org/viewtopic.php?p=61456#61456
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::ReferenceFrame to
REALATVE_TF so that it inherits the view and projection matrix from above?
Robert.
On 25 October 2014 08:35, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
below is my frame code, and this seam to fix it. But, just a question,
shouldnt the main
FollowMainCameraNodeCallback(_viewer-getView(0)-getCamera()));
Nick
On Fri, Oct 24, 2014 at 5:31 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
thanks Robert
Nick
On Fri, Oct 24, 2014 at 5:19 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
The update
it is not the case?
Any hints on this?
Thanks a bunch as always!
Nick
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own application can override any of the viewer.frame() or
updateTraversal/eventTraversal() methods so if you want to take control and
do things in a different from standard you can do.
Robert.
On 24 October 2014 16:13, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community
Hi community,
This is question for those who has debug OpenGL apps. I am getting the
following message:
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
0x40b3
Any hints how to resolve it or at least get some more info?
Thanks a lot,
Nick
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...@lists.openscenegraph.org] On
Behalf Of Trajce Nikolov NICK
Sent: Thursday, October 23, 2014 6:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] invalid enumerant error
Hi community,
This is question for those who has debug OpenGL apps. I am getting the
following message:
Warning: detected OpenGL
it.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
Behalf Of Trajce Nikolov NICK
Sent: Thursday, October 23, 2014 7:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] invalid enumerant error
Thanks Karl,
I set this in my code:
std
OSG_GL_ERROR_CHECKING=ON
In my case this pointed me to a Texture2DRectangle that I was improperly
declaring a min filter on. Hope this helps.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
Behalf Of Trajce Nikolov NICK
Sent: Thursday, October 23, 2014 6:57
Thanks Conan!
Nick
On Thu, Oct 23, 2014 at 3:08 PM, Conan Doyle o...@celticblues.com wrote:
+1 on gDEBbugger.. very useful tool... also look into AMD CodeXL, which I
believe, is an updated version of gDEBugger.
Trajce Nikolov NICK wrote:
Thanks Sebasitian . I have heard
Thanks Robert,
I will have a look at freetype and osgText::Text then
Thanks again
Nick
On Mon, Oct 20, 2014 at 10:39 AM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 15 October 2014 14:47, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
any clue how to load
Hi community,
what are the steps to have different characters (language, like russian for
example) working with osgText?
Thanks a bunch!
Nick
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http
NICK
trajce.nikolov.n...@gmail.com wrote:
Hi community,
what are the steps to have different characters (language, like russian
for example) working with osgText?
Thanks a bunch!
Nick
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osg
Hi Community,
any clue how to load fonts (or set) with underlined characters?
Thanks a bunch,
Nick
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Hi Community,
any hints or sample how to use this technique? I was not able to find
anything in the rep
Thanks a bunch!
Nick
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when light sources move, expect some artifacting
from ViewDependentShadowMap also when the camera moves around. For us this
was the reason to stick with the standard shadow map.
Christian
2014-10-02 13:42 GMT+02:00 Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com:
Hi Community,
any hints
, 2014 at 2:10 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Christian,
Nick
On Thu, Oct 2, 2014 at 1:46 PM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi,
The osg shadow mapping techniques are interchangeable, as they share a
common base interface
with its associated matrix to compute stuff for the shader
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:28 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert, Community,
this will be hard to be described I guess, but I will try. Will make a
video as well later.
I am doing something with lights and in a CullCallback I do computation of
some light attribs for a shader
. Look for changes in
array binding setup.
Cheers,
Wojtek Lewandowski
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the most important is the OpenFlight
plugin
Thanks again !
Nick
On Fri, Sep 19, 2014 at 12:03 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
HI Nick,
On 19 September 2014 10:47, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
yes, that is it. In very brief. Any clue what
Ok. I think I will definitely give it a try and see.
Thanks again !!!
Cheers,
Nick
On Fri, Sep 19, 2014 at 12:40 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 19 September 2014 11:29, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
thanks a lot
was it.
Can you/someone give me brief insights in the changes made in the last
versions what were they and why?
Thanks a bunch !
Nick
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