Hi Heicong,
Fix now checked in... moral of the story... don't check changes in
before going offline for a couple of days...
Robert.
On Sat, Jun 14, 2008 at 8:43 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
I notice that you changed the DatabasePaper.cpp in lastest SVN, but I can't
On Sun, Jun 15, 2008 at 6:58 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Hello Robbert,
The SVN version is missing the changes (ReadQueue definition) to the
Databasepager header file.
How many times do will I have to type this same message now fixed:)
Hi Steven,
I'm confused by what you are actually need to do on the OSG side. You
talk about ray tracing on the OSG side, point clouds, and then talk
about glReadPixels/glDrawPixels, to me they seem un-related so
obviously I'm missing something key to what you are trying to do.
Could you explain
Hi Rick,
I'm sorry that you are struggling but so are everyone else, even the
developers of the software, software engineering is hard, keeping on
top of development, debugging, testing, releases, websites, support,
documentation etc. Given there is only a limited amount of time in
the day we do
Hi Lab_zj?
On Mon, Jun 16, 2008 at 9:37 AM, lab_zj [EMAIL PROTECTED] wrote:
Hi, How are you:
1. When output .ive file, the writter can't process osg::Fog:
The member DataOutputStream::writeStateAttribute(...) in
DataOutputStream.cpp and
the member
Hi David,
You don't say what operations you are actually wanting to do. Is it
OpenGL ops? Or just CPU based code that needs the final view matrix
from each of the viewers cameras?
Robert.
On Mon, Jun 16, 2008 at 11:09 AM, David _ [EMAIL PROTECTED] wrote:
Hi
we´ve got multiple views using
Hi David,
Rather than use callbacks perhaps the osg::AutoTransform is what you
require. Or perhaps just use osg::Point/osg:::PointSprite. Generally
the more you can push down onto the GPU the better.
Robert.
On Mon, Jun 16, 2008 at 12:08 PM, David _ [EMAIL PROTECTED] wrote:
i want to
occasionally show some subpixel? error.
I was looking for a better method than above. I do realize that I am out
in the wilderness with this one!
Thanks
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Mon 6/16/2008 5:34 AM
To: OpenSceneGraph
Hi Donn,
I've done some testing and review of the txp plugin, and it looks like
both the basic terrapage code and OSG code on top of it isn't thread
safe w.r.t multiple camera positions/cull traversals. To prevent
problems I've added a mutex into the TXPNode class that the txp plugin
decorates
Hi David,
There is no callback like you requrest but there renderingTraversals()
is virtual so you can override. However, I'd guess that a Camera
pre/post callback, or one of the core OSG nodes like
osg::AutoTransform is more appropriate.
Robert.
On Mon, Jun 16, 2008 at 2:09 PM, David _ [EMAIL
this is not a simulator. I
warned the users of the program that requested BRLCAD inclusion that ray
tracing was going to be slow.
Thanks
Steve
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Mon 6/16/2008 8:26 AM
To: OpenSceneGraph Users
Hi Andreas,
Either put a mutex to do the sync before the call to
renderingTraversals() yourself or use a custom osg::Operation and
attach it to the viewer via viewer.addUpdateOpeation(). For the later
see the osgterrain's multi-threaded code path.
Robert.
On Mon, Jun 16, 2008 at 2:55 PM,
Hi Adrian,
This warning is now fixed in SVN.
On Mon, Jun 16, 2008 at 3:22 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
hi robert,
warnings in database pager under windows vc 2005
3F:\dev\OpenSceneGraph\Deployment\include\osgDB/DatabasePager(348) :
warning C4099:
Hi Tim,
Which version of the OSG are you using? What is Camera setup?
Robert.
On Mon, Jun 16, 2008 at 3:22 PM, Tim Moore [EMAIL PROTECTED] wrote:
Hello,
I'm sorry that this isn't an osg-submission, but I'm not sure what the
best fix. Since the applyMaskAction change was made for
On Mon, Jun 16, 2008 at 3:33 PM, Paul Martz [EMAIL PROTECTED] wrote:
As an example, you could use a Barrier in conjunction with a Camera
post-draw callback. (Of course, that assumes you want to sync after the draw
occurs; you didn't say where you want to sync, so I don't know...)
If you want
Hi Shayne,
VPB generates tiles with a local origin, decorated by the
MatrixTransform that place them in the final coordinate system
requested in the build, this could be ECEF if you've gone for
--geocentric, or whatever coord system you've selected, or the coords
system of the first source file
of the
inheritance.
I'm await a clean build to see if it works fine, if it does I'll check it in.
Robert.
On Mon, Jun 16, 2008 at 5:41 PM, Tim Moore [EMAIL PROTECTED] wrote:
On Mon, 16 Jun 2008 16:01:48 +0100
Robert Osfield [EMAIL PROTECTED] wrote:
Hi Tim,
Which version of the OSG are you using
On Mon, Jun 16, 2008 at 5:47 PM, Forum Dude [EMAIL PROTECTED] wrote:
my second question: i couldn't find an answer to my initial problem
(not in the mailing list archive either). can anybody help? (let me
know if this type of question is not appropriate for this list.)
In you checks of the
On Mon, Jun 16, 2008 at 6:52 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Thanks for the input. So is the WGS84 the default setting for osgdem?
No, its not the default, both Glenn and I have explained the setting
you'll get, please go back and re-read.
For
Hi Tim,
On Mon, Jun 16, 2008 at 7:25 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
I'm await a clean build to see if it works fine, if it does I'll check it in.
My build has completed without problems, and testing looks OK.
Could you do an svn update and let me know how you get on.
Cheers
Hi Rick,
On Mon, Jun 16, 2008 at 8:26 PM, Rick Pingry [EMAIL PROTECTED] wrote:
I saw some porting notes on the Wiki, but they seemed to be mentioning the
REASONS for the change from Producer to Viewer, not necessarily step by step
porting directions as I would have hoped. There are a lot of
Hi lab_zj,
Could you please sign with the name you wish to be addressed by as it
makes communication far more human.
Also for future submissions could you please subscribe to and send
them to osg-submissions list as posts to osg-users can easily be lost
amongst the flood of messages.
Thanks,
HI Andreas,
As Serge suggested, it might just be far more productive to use the
OSG's built in database paging support. All you need to do is
decorate your subgraphs with a osg::PagedLOD or osg::ProxyNode, with
osg::PagedLOD being the method of choice as it'll do load balancing
for you - both
Hi Vincent,
I don't have any ideas, having not seen a problem related to
osgFX::Scribe before. The best I can suggest is so further debugging
tips. The first thing I'd try is to se the view into SingleThreaded
mode, then see if this has an effect, if it does then it'll give us
clues as where to
Hi Tuan,
The problem loading models is most likely an issue with finding the
plugins, these are now placed in a versioned osgPlugins-version
directory, so perhaps you've rearranged things from where it's expect
them to be, or not set the paths appropriately. Set the
OSG_NOTIFY_LEVEL env var to
Hi Ricky,
2.x shouldn't be slower than 1.2, if it is then this suggests that
perhaps you are comparing debug build vs release build, or that the
graphics window that's been allocated is forcing the OpenGL driver to
run with software rendering.
You really need to pass on what hardware/drivers you
Hi Adrain,
In future could you specify what your package contains, i.e. binaries
for running under Windows, as I downloaded expecting to find a test
model or two, or source code, but only got a bunch of dll's and
.exe's. Alas not much use for over half the user base that don't use
Windows.
Hi Rick,
On Wed, Jun 18, 2008 at 12:12 AM, Rick Pingry [EMAIL PROTECTED] wrote:
Producer::KeyboardMouse::positionPointer( float x, float y )
Any way to set the mouse position like this?
GraphicsWindow::requestWarpPointer(x,y);
and
View::requestWarpPointer(x,y);
The later will automatically
On Wed, Jun 18, 2008 at 12:41 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
Robert,
I propose that osg::CoordinateSystemNode should have the same
get/setCoordinateSystemType() methods that are found in osgTerrain::Locator.
Without them, it is not possible to differentiate between a geocentric
Hi Yang,
Try preprocessing your scene using osgUtil::Tesselator, this uses glu
to break concave polygons down into non convex primitives. However,
ideally you should be importing data that doesn't have convex
polygons, as this would do away with the need to preprocess.
Robert.
2008/6/18
Hi Xiadon,
And so to a *third* request... Please could you send the files you
have modified as a separate attachment, inlined submission cannot be
handled as the mail tools breaks the formatting.
Robert.
On Mon, May 26, 2008 at 9:21 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
HI Xiadong
Hi He sicong,
Sorry about this, a missing check-in, could you do an svn update and rebuild.
Robert.
On Thu, Jun 19, 2008 at 2:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
I checked out the latest SVN version and cleared CMake cache. It works find
when I reconfigure CMake
Hi Mark,
Please look at the osgviewerGLUT example.
On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson [EMAIL PROTECTED] wrote:
I want to use the terrain and model systems from OSG, but all of my
rendering is done in OpenGL and GLUT. It's not feasible
to change the entire project to OSG
Hi Kiff,
There is a good chance that if you model is too big to fit in memory
then you are going to have problems. The best you can do is compress
your textures, and possible swtich off display lists. To compress
textures try:
osgconv --compressed-dxt1 mymodel.flt mymodel.ive
As for
Hi Omar,
I haven't personally tested render to texture (RTT) with Texture3D
yet, but in theory all the wiring for it is in place. A couple of
months back I recall another user initially trying to RTT with
Texture3D and found problems, but I believe he got things working in
the end. Hopefully
Hi John,
My guess is that the type of viewer will be irrelevant, i.e. the
problem will still occur on osgViewer::Viewer, or even a SceneView
based viewer, my guess is that there is an issue with management of
osg::State when moving between the cameras. I don't know of any
existing problem in
Hi John,
If you are using GLSL then osg::Fog/glFog will only provide the inbult
fog uniform values will be available to the shader, but no fog will be
applied unless you do something with them nothing will happen.
If Fog is being applied when you are expect to that a subgraph is
using GLSL then
classes without having an osg::viewer realized
Thanks for your help,
-Mark
On Thu, Jun 19, 2008 at 11:30 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Mark,
Please look at the osgviewerGLUT example.
On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson [EMAIL PROTECTED]
wrote:
I want
Hi Liang,
On Fri, Jun 20, 2008 at 2:28 AM, lab_zj [EMAIL PROTECTED] wrote:
Hi, Robert:
How are you,I have a idea for texture-loading plugins currently in OSG:
Why we don't use FreeImage to act as a texture-loader? Because:
1. FreeImage using GPL license,so we can freely use it.
Hi Guys,
On Fri, Jun 20, 2008 at 7:08 AM, Mathias Fröhlich
[EMAIL PROTECTED] wrote:
That change just did not make it into svn.
In source tree builds will work without the patch. Out of source builds
hopefully when Robert has merged that :)
Now merged and submitted to SVN. I'm entirely
Hi Melchior,
Your change looks correct, now applied and checked into SVN.
I am a bit surprised that _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS path
wasn't selected on your machine, perhaps the checks for support need
to be tweaked.
Robert.
On Fri, Jun 20, 2008 at 7:45 AM, Melchior FRANZ
[EMAIL
Hi Vincent,
I wasn't aware of the example on the wiki, this looks out of date,
you'd be much better of using Node::getWorldMatrices() to get the
world matrices.
I'm not sure what you mean be absolute coordinates though - do you
mean eye coords? world coords?
On Fri, Jun 20, 2008 at 10:00 AM,
On Fri, Jun 20, 2008 at 10:13 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
I wasn't aware of the example on the wiki, this looks out of date,
you'd be much better of using Node::getWorldMatrices() to get the
world matrices.
I've just fixed this wiki page to now use getWorldMatrices().
Robert
Hi Vincent,
The tutorial looks a bit out of date as well (from 1.x days). For
camera tracking you are far better of recording a single osg::NodePath
from the root to the node you want to track, and then using
osg::computeLocalToWorld(path) on this on demand, using a callback is
pretty daft.
On Fri, Jun 20, 2008 at 10:39 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hum, just a little question:
what is the difference between :
using a nodeVisitor to get the nodepath
use getWorldMatrices()
You have the code, go look at it. getWorldMatrices() is implemented
using NodeVisitor!
Hi Donn,
On Thu, Jun 19, 2008 at 2:41 PM, Mielcarek, Donn
[EMAIL PROTECTED] wrote:
It's helped, but hasn't solved the problem. It doesn't crash right away,
but it eventually will hit a random point and the program dies.
Could you try to get a stack trace of the location of the crash.
Also,
the build
2008-06-20 13:16 + [r8474] robert:
* From Terry Welsh, new flatten static transforms visitor that
duplicates subgraphs that are shared beneath differnt static
transforms From Robert Osfield, made a range of changes to
Terry's visitor integrating
the
size of the GLUT window from glutInitWindowSize().
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer
Hi
Hi John,
Does the slave camera share the same scene graph as the viewer?
Robert.
On Fri, Jun 20, 2008 at 4:18 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
In OSG 2.4's osgViewer::CompositeViewer, when using an RTT setup, if you
specify the RTT camera as a slave of CompositeViewer,
On Fri, Jun 20, 2008 at 4:44 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
So what do the arguments do that are passed into the
setUpViewerAsEmbeddedInWindow() do? Are they used internally to OSG?
The window position and dimensions are passed in so it can
Hi All,
To help out an present3D end working under OSX, who was having
problems with the Carbon version of osgViewer, I have added an option
OSG_WINDOW_SYSTEM into Cmake to allow the CMake to compile either the
X11 or Carbon support into osgViewer. The default setting for
OSG_WINDOWING_SYSTEM is
Hi Eric,
Very cool, long awaited progress on CMake/Xcode ;-)
I am just turning in right now so can't do anything about reviewing
them myself, I also don't a Mac to test against right now, although
next week I will have access. Could other OSX users dive in here and
test out these changes, if
Hi Stephan,
On Fri, Jun 20, 2008 at 11:27 PM, Stephan Huber [EMAIL PROTECTED] wrote:
to clarify the observed problem:
xcode builds for example osgdb_osgd.so and osgviewer / osgDB::Registry
looks for osgdb_osg.so
A quick fix for this would be to change the CMAKE_DEBUG_POSTFIX value
from 'd'
On Fri, Jun 20, 2008 at 5:30 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
To increase the sample population, perhaps put a note about the poll on
the front page of http://www.openscenegraph.org/
I've now added a link on the front page.
___
osg-users
Hi Andy,
The support for mouse coordinates is rather complicated by support for
multiple graphics contexts, and multiple windowing systems. If there
is a bug it is unlikely to be a general problem - as examples like
osgpick and the camera manipulators are all working well - suggesting
that
Hi Eric,
On Sun, Jun 22, 2008 at 11:33 AM, Stephan Huber [EMAIL PROTECTED] wrote:
the new files broke cMake 2.4, I got weird errormessages (looked like a
memory dump :), after upgrading to 2.6 the compile went fine on OS X.
Could you post the error messages?
Exactly which version of CMake
Hi Stephan,
The error looks like several threads are writing to the console at one
time, I can't see any theme behind it though, other than it's well
f*** ;-)
Robert.
On Sun, Jun 22, 2008 at 7:27 PM, Stephan Huber [EMAIL PROTECTED] wrote:
Hi Robert,
Robert Osfield schrieb:
Could you post
Hi James,
On Sun, Jun 22, 2008 at 7:49 PM, James Killian
[EMAIL PROTECTED] wrote:
Does your suggestion mean 2.6x for just OSX or for all platforms?
Just for OSX. Although for other later platforms combinations we
might need to require this as well.
I
initially tried 2.6 for VS 9, and it had
is probably up, but there are problems in our Data center
because I can not reach several machines from here. I'm trying to
contact someone there to see if we can solve this as soon as possible.
Sorry for the inconvenience.
JL.
On Sun, Jun 22, 2008 at 8:04 PM, Robert Osfield
[EMAIL PROTECTED] wrote
Hi James,
On Sun, Jun 22, 2008 at 11:08 PM, James Killian
[EMAIL PROTECTED] wrote:
If 2.6 can solve the need to having the config files in the source (for
out-of-source environment) then I'll be looking forward to the change. :)
As far as I'm aware fixes on Friday mean that the config header
Hi Davd,
ElevationSlice is designed to extract the high res level. Selecting
the elevations that are on screen would require a visitor that makes
LOD decisions based on a view frustum - this could be written - a
variation/tweaks of the osgUtil::IntersectionVisitor for instance.
You are welcome
Hi Peter,
What you'll need to do is adjust the viewers Camera's LODScale as you
do the zoom i.e.
viewer.getCamera()-setLODScale(scale); // scale = 1.0 is default
Robert
On Mon, Jun 23, 2008 at 8:12 AM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
Hi users,
In our application we are using
Hi Hesicong,
I'm afraid I've got waaay to much work on my plate right now to get
looking at user code, perhaps others can dive in.
Robert.
On Mon, Jun 23, 2008 at 8:53 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert:
I googled again and again and searched OSG code, but found little about
Hi All,
Since Eric's changes moves things forward under OSX, without any
impact on other platforms I have gone ahead and merged his changes.
Cheers,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
HI Alex,
I can't work out exactly what you mean w.r.t your setup. What
threading model is the viewer set up as?
W.r.t SingleThreaded not setting the _threadsRunning flag... well, if
it's single threaded then no extra threads will be running, so the
code is perfectly correct.
Also if you report
)-isRealizedImplementation()))
{
(*citr)-realizeImplementation();
}
}
and everything works fine.
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
HI Alex,
I can't work out exactly what you mean w.r.t your setup. What
threading model is the viewer set up as?
W.r.t SingleThreaded
Hi All,
I would like to tag 2.5.3 today, I'm ready at my end, but need an
extra round of testing as other build changes (such as Eric's changes
for OSX) have been introduced. So if you could spare a few CPU cycles
could you do an svn update and build/test on as many platforms that
you have can.
Hi Mathieu,
On Mon, Jun 23, 2008 at 11:03 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
I have some issues with the modifications made on the CMAKE_DEBUG_POSTFIX
with an updated an clean out of source build. I have some mods I'd like to
submit that are now been tested with a CMake 2.4.x and an
, mOSG);
in MFC example and to have 2 single viewer.
So in my app, when I add a new view, i create a new osgViewer::View with
it's own GraphicsContext with a
osgViewer::graphicsWindowWin32::WindowData(hWnd); and add it to the
composite viewer.
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi
On Mon, Jun 23, 2008 at 11:11 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
I've already posted it on osg-submissions.
Now merged, could users do another svn update if you've already kicked
off a build.
Thanks,
Robert.
___
osg-users mailing list
( parameters.GetFloat(0) );
note: m_rCamTex-GetCamera() returns an osg::CameraNode*
Am I missing something?
Peter
On Mon, Jun 23, 2008 at 10:10 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Peter,
What you'll need to do is adjust the viewers Camera's LODScale as you
do the zoom i.e
On Mon, Jun 23, 2008 at 1:48 PM, Zoltán [EMAIL PROTECTED] wrote:
浣�浼� wrote on Monday 23 June 2008:
I load a car model in a big scene,i want to control
the car like the camera in the DriveManipulator.
Anybody give me a hint?
Same question here: I would like to write a Space-shuttle
Hi Art,
Perhaps it's just that one of the osg-users subscribes is at the
address that is firing back the email at you automatically because it
just not set up correctly for handling subscription to public mailing
lists.
Robert.
On Mon, Jun 23, 2008 at 1:59 PM, Art Tevs [EMAIL PROTECTED] wrote:
On Mon, Jun 23, 2008 at 2:09 PM, Art Tevs [EMAIL PROTECTED] wrote:
Do you also see that mails, as soon as I write something? Or is it only my
email-account that makes this problems.
Occasional I do see odd mails go fast, but not everyday, and not so
far from the same address as yourself
On Mon, Jun 23, 2008 at 3:08 PM, amalric alexandre
[EMAIL PROTECTED] wrote:
I wonder why stopThreading and startThreading aren't call in
CompositeViewer::removeView ??
They are in the SVN version of the OSG. What version are you working on?
___
Hi Alex,
But stopThreading() is only called if _threadsRunning is true, wich is not
the case because as I said in a previous post we return before setting this
variable to true in void ViewerBase::startThreading() function if we are in
SingleThreaded mode.
So in this case (SingleThreaded)
Robert,
Tomorrow I hope I will have time to derive the MFC sample to reproduce my
behaviour.
It will help me to show you some others odd behaviour that I have.
Kind regards,
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi Alex,
But stopThreading() is only called if _threadsRunning
Hi All,
There have been too many build changes, and not enough testing
feedback for me to go with a dev release with any confidence so I'll
not do one today. I'm away on a trip Tuesday and Wednesday, when I
get back online on Thursday I could possible make OSG-2.5.3 then, so
you have a few more
Hi Rhaul/Sumit?
You should avoid doing CPU based frame buffer reads if you can as it's
en extremely slow way of getting this info. You are far better off
use using ray based testing as per the osgpick example, or if you need
to try and do the op on the GPU, such as by doing a render to texture.
Hi Shayne,
The view matrix is the matrix that takes the world coordinates into
eye coordinates, not the eye into world, so you'll need to apply the
inverse of what you are doing.
Robert.
On Mon, Jun 23, 2008 at 10:43 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Hi Guys,
We'll need to add a version check into the CMake build so that under
OSX you need 2.6 or later. Once I've done my trawl through the
email/support backlog I'll look at this. Others are welcome to dive
in and implement it before I get to it ;-)
Robert.
On Tue, Jun 24, 2008 at 2:31 PM,
Hi Jon,
The pixelSize function is an approximation of the mapping, making
assumptions, for the purposes of speed, with the intention of
providing good enough results for most purposes. So rather than being
wrong, is just not accurate for your particular usage model.
The question then really is
Hi Paul,
On Mon, Nov 24, 2008 at 3:57 PM, [EMAIL PROTECTED] wrote:
Using CullDrawThreadPerContext and it works..
If the problem is with stateset and Drawable not being set to DYNAMIC, why
wouldn't my SetDataVariance NodeVisitor (see below) convert everything to
DYNAMIC. I call this during
Hi Adrian,
You'll need libxul 1.8.x, it's not compatible with 1.9.x
A copy and paste form ccmake .
XUL_DIR /usr/lib/xulrunner
XUL_INCLUDE_DIR /usr/include/xulrunner
XUL_LIBRARY /usr/lib/libxul.so
XUL_MOZJS_LIBRARY
]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial
Hi David,
On Mon, Nov 24, 2008 at 9:26 PM, David Spilling
[EMAIL PROTECTED] wrote:
Only just caught this thread. I'm happy to update the OBJ plugin (reader
only, presumably) if you want to lose the sscanf, as it's only recently I
was looking at it anyway.
This would be very helpful, as I'm
HI Jeremy,
On Mon, Nov 24, 2008 at 8:54 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Hello all! Allow me to talk briefly about osgWidget's current design and
perhaps how I can change it for the better.
I'm afraid I have yet played with osgWidget enough to give a
definitive answer about
Hi Tugkan,
I've just tried the same thing on my system and it worked fine. What
window manager are you using?
A couple of things you could try:
Enable vsync
Disable any 3D desktop effects if they are on
Robert.
On Tue, Nov 25, 2008 at 8:02 AM, Tugkan Calapoglu [EMAIL PROTECTED]
then. Anyway, what you say is
interesting for me. Thanks again.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 10:38:36 +0100, Robert Osfield [EMAIL PROTECTED] a
écrit:
Hi Sukender,
If the two LightSource node, that use the same light
Hi Oren,
This is a topic that has been discussed in osg-users before so please
check through the archives.
You started the thread before, and got and answer that looked for
clarification, but instead of engaging you just ask the same question
again in another thread. This isn't a good use of
Hi Sukender,
If the two LightSource node, that use the same light number, fall in
the same RenderStage then the last one to be traversed will be the one
that takes precedence, and the previous one will be ignored.
Effectively a light can only be in one place at one time.
Robert.
On Tue, Nov 25,
Hi Wojtek,
On Tue, Nov 25, 2008 at 11:39 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
But the other side is that proper fixing would probably require modifying
hundreds of OSG headers. I doubt that there is anyone brave enough to accept
this time consuming task and I doubt Robert will
osgviewerd.exe!mainCRTStartup() Line 414 C
kernel32.dll!7c816d4f()
[Frames below may be incorrect and/or missing, no symbols loaded for
kernel32.dll]
kernel32.dll!7c8399f3()
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent
Hi Sukender, I'm really overload right now, so I'll defer to others
for this support.
On Tue, Nov 25, 2008 at 3:37 PM, Sukender [EMAIL PROTECTED] wrote:
Hi all,
I have another question about light sources (This may be more directed to
Robert, but maybe someone has the answer):
Why does the
, so
tarballs are preferred.
thanks in advance!
-bob
Date: Mon, 24 Nov 2008 19:18:24 +
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] OSG_GECKO
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain
Hi Brad,
Load balancing is as much a database creation issue as it is a runtime
issue so you may need to look at your database itself. Compressed
textures are one area that you can help keep memory requirements
smaller. Use of osgTerrain::TerrainTile based database can also help
as you can
, content, locale, and view to the parent directory. I also needed to
link js/jsproto.tbl to the parent as well. I presume this is the result of
building the package instead of using Ubuntu's install method.
best regards,
bob
Date: Tue, 25 Nov 2008 19:59:51 +
From: Robert Osfield [EMAIL
Hi Michael,
On Wed, Nov 26, 2008 at 12:57 AM, Michael [EMAIL PROTECTED] wrote:
Thanks for the clarrification. After reading through the OpenSceneGraph API
docs we definitely require two views. So to summarise
2 monitors (projectors)
1 View on each monitor
1 XScreen, and therefore 1 context
Hi J-S,
If you are hitting frame then I wouldn't worry about it too much :-)
I presume that you won't be selecting too many objects in the scene,
so it's not like you'll be doubling the cost of the whole scene, and
if there is only one object in the scene that you select you are
unlikely to be
Hi Rick,
On Wed, Nov 26, 2008 at 8:06 AM, Rick Appleton
[EMAIL PROTECTED] wrote:
I can confirm that enabling Registry caching of images with paged databases
causes the issue. We haven't tried to disable the caching, but from what I've
seen I believe that if the cache is disabled the same
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