Hi, Robert,
I just did an svn update and got a buildi error with osgViewer
under VC8: the file vsynctoggle_custom.h could not be found. It also
used glext.h and wglext.h, which I just did download (I guess I should
have done that long time ago). Did I just catch the checked in source
code
Ah, just saw the thread myself. Sorry for not reading other recent
posts first. So far the old viewer with the new osg core seems to
hold up fine.
Thanks,
Yefei
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org]
Hi, Robert,
Thanks for your reply. Yes, I agree it will take quite some
effort and possibly format change to implement texture sharing
between ive files with built-in textures. That's why I would like
a quicker way out:) -- using ive files without built-in texture but
refer to compressed
To: OpenSceneGraph Users
Subject: Re: [osg-users] Compressed texture
Hi Yefei,
On Wed, Apr 1, 2009 at 4:24 PM, Yefei He y...@nads-sc.uiowa.edu wrote:
Thanks for your reply. Yes, I agree it will take quite some
effort and possibly format change to implement texture sharing
between ive files
Hi, Folks,
If I create a flt file that uses compressed .dds files as textures,
and then convert the flt file to ive format with the option
-O noTexturesInIVEFile, do I still get compressed texture when loading
the ive file? Reading through the source code, it seems to indicate that
the
Sorry, the first sentence in the second paragraph should read ...flt
files that uses uncompressed textures
Yefei
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Yefei He
Sent: Tuesday, March 31
Hi, Folks,
Do you have any recommendation for a run-time OpenGL debugger,
something like the GLIntercept (glintercept.nutty.org/index.html)?
GLIntercept appears out of date and does not work with multiple
render contexts.
I'm doing this because I'm having a problem with an OSG app
Hi, Folks,
Could any of you test to see if the latest version of the
Nvidia GeForce driver fixed the bug with the multi-monitor,
multi-threaded configuration? I'm one of those that use an
older version of OSG with Producer that doesn't have Wojtek's
workaround built in, and could see
Of Yefei
He
Sent: Thursday, May 29, 2008 6:18 PM
To: OSG Users
Subject: [osg-users] Problem with osgProducerViewer on new GeForce
videocards
Hello, folks,
Some time ago there was a discussion here about osgviewer
rendering junk when running in multi-threaded mode on newer
GeForce
Hello, folks,
Some time ago there was a discussion here about osgviewer
rendering junk when running in multi-threaded mode on newer
GeForce video cards and multi-core CPUs. One solution was to
use single-threaded mode instead. This works on my own Windows
XP box as well, but when I tried
Hi, Mike, Robert, folks,
Thanks for the help from this list, I've decided to use a
uniform to solve the problem of switching lighting mode between
fragments. My idea is to add the program and a LightingOn uniform
to the stateset of the root node of the scenegraph, and set its
value to 0
Hi, J-S, Mike, Leif,
Thanks for the replies. J-S, using the node visitor indeed seems
like the best solution. I'll try that out for sure.
Cheers,
Yefei
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
Hi, Folks,
This maybe OT but I'm hoping other OSG users may have worked on
the same issue. I would like to use per pixel shader lights as car
headlights in place of standard GL spotlights in my driving simulator
program based on OSG. The geometric models are loaded from external
files
Hello Mike,
Do you plan to build the VS7 version of the Freetype v2.35 library?
I tried to build the OSG code with the VS8 version of freetype235.lib. It
built but with a bunch of warnings about mismatched VS versions. I'm a bit
worried that this may cause some errors at run time.
Hi, Brede,
Actually, no. I was just looking for the place to migrate my custom
code that writes the object flags to the comment field of the converted
node. In particular, we are using the daylight, dusk and night flags. I'll
add it in readRecord(), as before. I believe OSG still doesn't
Hello, Brede,
I did an update on OSG yesterday, and noticed that in the OpenFlight
plugin, it used to set the shade model of an object to flat shaded when
the flag FLAT_SHADED was set, but the latest version does not do it
any more. Was this left out by intention?
Thanks,
Yefei
-users] Matrix::makeLookAt confusion
HI Yefei,
The OSG's makeLookAt() implements everything exactly the same as
gluLookAt so OpenGL docs will be a good guide. The only difference
you'll see if there is transpose between the two.
Robert.
On Nov 30, 2007 12:23 AM, Yefei He [EMAIL
Hello Filip,
Thanks very much for the information. Hopefully this will get me
going in the right direction when I start to implement IR sensor
simulation myself.
Yefei
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of [EMAIL
Hi, Robert,
Attached are two jpeg files. I have verified that the jpeg loader
identifies the file blank.gray.jpg to have internalFormat and
pxielFormat of GL_LUMINANCE, and the file blank.color.jpg to be
GL_RGB. The former image causes all subsequent images to show up as
gray scale when
is. Is it a problem in the
Jpeg plugin? What do you mean by black and white mode? Do you mean
its the plugin is generating an luminance or intensity image?
Robert.
On 8/18/07, Yefei He [EMAIL PROTECTED] wrote:
Hi, folks,
I have noticed this phenomenon regarding textures. I wonder
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