Hi All,
i'm tring to build osgswig on my osx
but it give me some problems regarding the python's include files.
i succesfull build osg from svn (2.8) using cmake
(i build both .dylib and debug.dylib)
to build osgswig i used these cmake option :
Hi all,
I try to combine several Chinese named .ive files to a pagedlod file, write
it to disk with postfix .ive . Open it with osgviewer, it works. Then I try
to do the same thing, loading .osg Chinese named files, writing to disk with
postfix .osg, opening it with osgviewer, it doesn't work.
Hello!
Thanks for the clarification; that very likely explains what I saw when
attaching a debugger.
The next two question that arise are: What is the correct how and when?
First, can manipulators be attached to any kind of container graph node
(i. e. Group/Transform/Geode), or are there
And what about performance? Is there any difference for the culling
traversal for example?
Thanks
On Mon, Feb 16, 2009 at 10:19 PM, Paul Melis osg-us...@assumetheposition.nl
wrote:
Cory Riddell wrote:
Are these functionally equivalent? They seem like different ways of
accomplishing the
Hi Christian,
Christian Noon schrieb:
I just built a development build of osg 2.8 successfully with the 10.5 sdk.
However, when trying to compile my app against the 2.8 frameworks, I keep
getting the following linker errors:
Did you use the xcode-projects part of the distribution or did
Hi all,
Trying to make a dll with some osg code, I am having some difficulties.
It appear that a std::string parameter can cause crashes ... but in OSG they
are some std::string arguments... so is there some special code/compilation
to use ?
I use MSVC 2005 to make the dll and to use it in the
Hi Vincent,
Be careful that you respect the ODR (One Definition Rule). Check that
you're not compiling your application with different settings. If I had
to do a wild guess, I might say you're using mixing Debug/Release builds
or that debug/checked iterators are also mixed up.
Cheers,
Hi Tanguy,
It seems a good guess. I make my dll in Release mode, and I was testing my
application in Debug mode. Release Mode for my application launch correctly.
It appears that my std::string problem is solved too
\o/
But I know (I hope) it is possible to debug an application based on DLL
Using a Release DLL in Debug mode is a ODR violation. So the short
answer is no, you can't.
The fact that OSG uses the STL (e.g. std::string) in its interface,
combined with MSVC debug and checked iterators, makes mixing debug and
release binaries resulting in undefined behaviour. Sometimes,
On Mon, Feb 16, 2009 at 11:48 AM, Norman Vine n...@cape.com wrote:
Cory Riddell writes:
A couple of notes:
1. I don't run as administrator all the time (it still amazes
me how many Windows users always operate as an admin)
2. I untarred with cygwin's tar. Perhaps that does something
Thanks a lot for your replies.
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Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6898#6898
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Hi Stephan,
I did use the xcode-projects to build osg. I used the 10.5 sdk and development
build.
I can run the examples no problem.
I have cleaned my project several times also.
I didn't check out the src code from svn, I just grabbed the zipped src from
the osg homepage.
Hope some of this
Hi Philip,
Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have
the following files placed in the bin folder so they work
out-of-the-box on Windows 2000, Windows XP, or Windows Vista without
anyone having to install the MSVC runtime crap.
IMHO, installing the MSVC runtime
You can either modify the OpenFlight loader to store that data in the scene
graph it creates, then write a NodeVisitor to walk your scene graph and
collect the data. Or, you can write your own OpenFlight loader to gather the
data directly from the flt file and convert it into your own format.
Agreed that users should install the MSVC redistribuable (or directly MSVC)...
or switch to Linux/Mac if they get bored with MS-specific ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 17 Feb 2009 15:31:37 +0100, Jean-Sébastien Guay
Hi Christian,
Christian Noon schrieb:
I did use the xcode-projects to build osg. I used the 10.5 sdk and
development build.
I can run the examples no problem.
Check your project-settings, perhaps you have forgotten to add the
OpenThreads-framework?
Another idea:
OpenThreads is now part
I'd like to be able to create a color gradient background for the osg
window rather than the default blue. Is the osghud example a good one to
follow for this? That example draws the hud last. For a background, I
think I would want to draw it first.
Cory
Set the Camera's render order to pre- instead of post-render.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
I cannot seem to turn off the light in osg::View. I can change it between
headlight and sky light, but when I try NO_LIGHT, I still get the headlight.
_viewer-getCamera()-getView()-setLightingMode(osg::View::SKY_LIGHT); //works
. Original Message ...
On Tue, 17 Feb 2009 09:31:37 -0500 Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Philip,
Yeah, those ZIP releases of the OSG 2.8.0 prebuilts should really have
the following files placed in the bin folder so they work
out-of-the-box on Windows
Hi Philip,
I'll defer to others (Robert) for the decision, but I don't agree with
your point of view. I think the redist is as close to a set of system
DLLs as it can be without being on the actual Windows installation CD,
so I think there's no point in putting copies of it everywhere on your
Do end users download and install OSG? What on earth do they do with
it? I believe the intent of the binary packages is to provide a
shortcut for developers on Windows to get OSG and the dependencies. If
that's the case, then it wouldn't make any sense to include the MSVC.
The official
Cory Riddell ha scritto:
Do end users download and install OSG? What on earth do they do with
it? I believe the intent of the binary packages is to provide a
shortcut for developers on Windows to get OSG and the dependencies. If
that's the case, then it wouldn't make any sense to include the
Hi all,
I think I'll bow out of this discussion, we're not going forward at all
and instead concentrating on relatively uncommon use cases.
I think the big picture is the case where the binaries are used either
to evaluate OSG for an upcoming project or to use in an existing
project. In
Luigi Calori wrote:
If you are a developer and want to test OSG on different hardware
platforms, then you need something that run with minimum hassle
This might be a dumb question, but if you are really looking for minimal
hassle, why not just statically link everything?
Cory
Hello,
I am trying to use osgParticle::ParticleEffect which uses the Images/
smoke.rgb texture as its default texture. However, it doesn't look
like the texture is being loaded up, even if Images/smoke.rgb is in
the executable path. Has anyone else used textures with ParticleEffect?
Hi all, hi Robert,
for Windows we could generate an .msi installer
If CMake can do that, I'll open a bottle of Champagne! :) That would be great
to directly generate an installer for each platform...
But to end up the discussion, I'll say, until we got a real installer (which is
the best
One reason for not statically linking for many 3rd party libs this would
break their licensing terms
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
I have added the OpenThreads Framework to the project settings. I have also
built OpenThreads Frameworks two different ways:
- The first was with the OpenSceneGraph.xcodproj.
- Then I read some of the notes and it said sometimes there are problems with
the OpenThreads Framework, so I built it
I still don't know why osg::View::NO_LIGHT doesn't work, but to answer my own
questions, to turn off the default light completely:
_viewer-getCamera()-getView()-setLightingMode(osg::View::HEADLIGHT);
osg::Light* light = _viewer-getCamera()-getView()-getLight();
if (light != NULL)
{
Hi Massimo,
we don't have a working version yet of osgswig that is compatible with
OpenSceneGraph 2.8. I recently posted this on the osgswig issue list,
you can keep track of this through the following link:
http://code.google.com/p/osgswig/issues/detail?id=25. I hope to look
into this in the
Hi Jeff and J-S,
There's this page
(http://www.openscenegraph.org/projects/osg/wiki/Community/LanguageWrappers)
which lists available wrappers.
As far as I can tell, both the original PyOSG and osgPython by
Miguel Escriva et al. haven't been updated since early 2007.
I'm still actively using (and
Hi Gerwin,
As far as I can tell, both the original PyOSG and osgPython by
Miguel Escriva et al. haven't been updated since early 2007.
I'm still actively using (and maintaining) osgSWIG, with Python being
the main target (see http://code.google.com/p/osgswig/).
Hah, so I had it backwards,
Gerwin de Haan, I'm a little confused as the page on links to osgPython, unless
SWIG is osgPython..?? Also, there is only a version for Python 2.6 - anything
for Python 2.5?
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6923#6923
Jeff,
yes, the naming of that file is indeed confusing, but the file should
have been called something cryptic like osgSWIG/Py 0.9.1 - Python 2.6
- OpenSceneGraph 2.6.1.
Here is the release note:
---
The osgSWIG team is happy to announce osgSWIG/Py 0.9.1 for Python 2.6
which corresponds to the
just an FYI, that does not turn the light off, its still on and you
paying the cost of it being applied to all the geom in the scene
attached to that view
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @
Ben,
osg::View's setLightingMode with NO_LIGHT as a parameter doesn't actually
turn any lights off (just look at the source in osg/View.cpp). If the
lightingMode is *not* NO_LIGHT, then it sets light 0 with the default 0.8
diffuse value etc. I presume this is by design, although I'm not sure why!
I noticed that there is an environment variable
OSG_COMPIlE_CONTEXTS=OFF/ON that, Enable/disable the use a backgrouind
compile contexts and threads. I was wondering if this particular
functionality is only used in conjuction with the database pager. In
other words, if my database does not have any
Final Call for Papers for the Computer Graphics for Simulation Workshop at
the Summer Computer Simulation Conference (SCSC'09) conference in Istanbul,
Turkey on July 13-16, 2009.
The Society for Modeling and Simulation international (http://www.scs.org
http://www.scs.org/ ) is the sponsor of
Quoting Simon Loic simon1l...@gmail.com:
And what about performance? Is there any difference for the culling
traversal for example?
PAT would be slightly slower since it has to create the transform
matrix from the translate, rotate, scale components.
/ulrich
Hi, my friend just spent all day fixing this problem :)
He said it occurred because the osg binaries were compiled with 10.4, so he
compiled our project with 10.4 (instead of 10.5) and it worked fine.
I am not sure if he tried compiling osg with 10.5, or how you would do that.
Cheers,
Dylan
On
- From: Ben Axelrod at 2009-02-18 07:09-
I
still dont know why osg::View::NO_LIGHT doesnt work, but to answer my own
questions, to turn off the default light completely:
{
light-setAmbient(osg::Vec4(0,0,0,1));
light-setDiffuse(osg::Vec4(0,0,0,1));
On Tue, Feb 17, 2009 at 2:25 PM, Sukender suky0...@free.fr wrote:
Hi all, hi Robert,
for Windows we could generate an .msi installer
If CMake can do that, I'll open a bottle of Champagne! :) That would be
great to directly generate an installer for each platform...
CMake supports
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