one's instinct for survival
- Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, December 04, 2008 4:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
Hi Umit,
I use libxml2 in Present3D and it works nicely and it really straight
forward to use.
Robert.
On Thu, Dec 4, 2008 at 3:20 PM, Ümit Uzun [EMAIL PROTECTED] wrote:
Hi All,
I need a xml parser library which should be powerful and easier for now and
future usability. I have searched
Hi Andreas,
If you have the libcurl plugin built it should be just read the files
directly, osgDB::Registry should automatically find load the curl
plugin for http:// requests.
Any chance of you open sourcing your firefox plugin? How did you go
about implementing it? What platforms would it
Hi Umit,
On Thu, Dec 4, 2008 at 3:57 PM, Ümit Uzun [EMAIL PROTECTED] wrote:
Himmm, I forgot Present3D :) I used and loved it very much. It's good
starting point. Robert can I ask another question' if you need xml library
to use in OSG releases in the future do you prefer libxml2 again?
Like
:
Robert,
I will see if I can repro the problem with osgpick and send you the osg
file. It may take me a week or two though as I've got a lot on my plate ;-)
cheers,
sean
On Wed, Dec 3, 2008 at 3:28 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Sean,
This sounds like a bug
HI Andreas,
Nice to see the plugin work coming along. The
setUpViewerAsEmbeddedInWindow calls tricks the viewer into thinking
that it has a valid graphics context, but in reality the
GraphicsWindowEmbedded that this call creates is just a non op for all
makeCurrent/swapBuffer calls, which means
Hi Andreas,
I had a quick review of the plugin.cpp you posted and it's tiny, which
is definitely a good thing ;-)
I see that code you are using is being passed in a native window
handle so there is probably a reasonable chance that we could just use
this with and have the osgViewer create the
Hi Tanguy,
The best thing to do would be to modify the OSG code and send it to me
via osg-submissions list. At that point I can review the changes and
get my head around the problem you are trying to address in context.
I have to jump between dozens of different topics each day so having
things
Hi Ferdi,
The VirtualTerrainProject adds a number of continuously level of
detail implementations on top of the OSG so you could look at this for
inspiration.
Personally I feel that doing meshing per frame on the CPU is had it's
day, and graphics hardware is better driven using data that is
Hi Andeas,
On Fri, Dec 5, 2008 at 10:05 AM, Andreas Goebel [EMAIL PROTECTED] wrote:
in my opinion those web-plugins should function as a teaser making people
think: That looks cool, lets try the application. Thus the
embedded-functionality will be enough for me.
It'll be interesting to see
Hi Vincent,
The Quat is stored as doubles, as should the rest of the internal
variables in NodeTracker.
Which version of the OSG are you using? Older versions didn't use double maths.
Robert.
On Fri, Dec 5, 2008 at 10:51 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi,
Using a
Hi Roger,
What they of viewer code are you using? osgViewer? Something else?
Robert.
On Fri, Dec 5, 2008 at 1:53 PM, Roger James [EMAIL PROTECTED] wrote:
I have an app which uses osg::Camera to render to a shadow map. This works
fine until the I try to run it old hardware that does not
!
if (_graphicsContext.valid() callingContext _graphicsContext !=
callingContext)
Roger
Robert Osfield wrote:
Hi Roger,
What they of viewer code are you using? osgViewer? Something else?
Robert.
On Fri, Dec 5, 2008 at 1:53 PM, Roger James [EMAIL PROTECTED]
wrote:
I have an app
Hi Ryan,
On Fri, Dec 5, 2008 at 9:42 PM, Kawicki, Ryan H
[EMAIL PROTECTED] wrote:
Just out of curiosity, what was your previous setup. Thanks.
The latest one is one hand crafted by my youngest daughter (4 years
old) who was watched me put together the Core i7 system that I built
this week.
Hi Paul,
On Fri, Dec 5, 2008 at 10:14 PM, Paul Martz [EMAIL PROTECTED] wrote:
What is your -j parameter to make?
make -j 8
I haven't played with other settings yet.
I'd like to try the same thing on my
older dual quad core Xeon / 10GB Mac Pro and see how the build time compares
with your
HI Carlos,
What is missing from the osgViewer supplied events that requires you
to use SDL? Perhaps adding the functionality into osgViewer/osgGA
would avoid the need for extra complexity.
On the SDL front I've used for getting joystick events with an
osgViewer based application, but this
Hi Christian,
My guess is that the modelview matrix above your Drawable is not quite
what you are assuming it to be. In the OSG the view part of the
matrix is supplied by the Camera, and the model part is supplied by
Transform nodes (if any) in the scene graph that decorated your
custom
Hi Oren,
Is there a reason why you aren't following my recommendation of not to
start are new thread when asking the same question? Threading of
topics is essential for anyone trying to follow topics be it right
now, or in the future when trying to find answers to their own
questions. This
Have you ever do a reply to It's a pretty basic mail facility.
Just look at the subject line of ALL other threads, everyone else on
the mailing is able to do it just fine. You seen to be special in
your inability to use mail.
On Sun, Dec 7, 2008 at 4:43 PM, oren david [EMAIL PROTECTED]
Hi Christian,
I can't debug your code, I don't have it in front of me. osgParticle
does do some management of the modelview matrix itself so perhaps this
is confusing you. Beyond this I can't help you, you just need to sit
down a debug your own code.
Robert.
On Sun, Dec 7, 2008 at 9:00 PM,
Hi Tugkan,
On Mon, Dec 8, 2008 at 11:04 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
With printf's I ensured that the mutex code was not called in ref() and
unref(). Here are the results (removed printfs before measurement :) ):
No ref_ptr : ~1.15 ms
ref_ptr but thread safety off : ~1.35 ms
Hi Simon,
Not all your geometries contain colour arrays, so they are randomly
picking up their colour from what ever geometry that had colour arrays
was last applied. Add the missing colour arrays and everything will
work fine.
Robert.
On Mon, Dec 8, 2008 at 10:13 AM, Simon Loic [EMAIL
HI Tugkan,
I used standard configure with cmake . -DCMAKE_BUILD_TYPE=Release .
Check the CMAKE_CXX_FLAGS_RELEASE, it should read something like -O3,
I mention this as I had found that CMake 2.6.0 pulled down from the
Ubuntu 8.10 repositories erroneously left this field blank.
Hi Lilinx,
Static linking of OSG is still a bit bleeding edge, and a path not
often walked so a few teething problems are likely till we get more
exposure of this type of build - so you're feedback is very useful :-)
To home in what the problem is we'll need to follow up on a couple of
different
Hi Andreas,
Have you considered trying to static link the OSG and dependencies
into the browser plugin?
Static linking brings it's own issues with plugins (see recent post of
lilinx on this topic) but might be a good solution for this type of
usage. If we can iron out the static linking
Hi Andreas,
On Mon, Dec 8, 2008 at 4:50 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Is there an up-to-date howto about static linking the osg, and how to use
those macros?
The only guide right now is the osgstaticviewer example.
Robert.
___
Hi Lilinx,
There certainly looks like an issue with auto registration via proxy
objects, both .osg and .flt plugins use it.
Robert.
On Mon, Dec 8, 2008 at 4:58 PM, Lilinx [EMAIL PROTECTED] wrote:
hi ,Robert Osfield
yes, write to ive succeds.
read osg was also failed.
I also
Hi Lilinx,
The RegisterDotOsgWrapperProxy objects are the proxy mechanism that I
mentioned in my previous email. The ReaderWriter's have a similar
proxy object mechanism, and this one also only works properly when
using dynamic libraries as they symbols are not exported. This is
actually by
Hi Don,
Cmake should only build the curl plugin if it finds libcurl installed.
So I presume that you do have libcurl installed on your system but
an older version perhaps that the OSG can't compile against.
Could you pass on the errors, and information about which version of
libcurl you have
Hi JS,
osg::View by default has a head light so you could just use this, or
if you wish to use a LightSource in the scene graph then use the
LightSource::setReferenceFrame(osg::LightSource::ABSOLUTE_RF) to put
the light source in eye coordinates.
Robert.
On Mon, Dec 8, 2008 at 8:36 PM,
Hi Ari,
Has anyone noticed that Google has published a quite interesting
application called Native Client.
http://code.google.com/p/nativeclient/
Thanks for the link. I've just looked through the NativeClient docs
and mailing lists traffic and it looks like OpenGL isn't supported
right now,
HI Francesco,
osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON isn't an event type, so you
can comparing two different types and not surprisingly getting the
wrong result.
Instead you should use the PUSH and RELEASE event types, within the
switch to find out when buttons are pressed or released, then
Hi Andreas,
On Mon, Dec 8, 2008 at 8:42 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
I tried the static build, and it failed. I think I know why it failed:
I don´t see the sense in trying a static build with a dynamic linked msvcrt.
So I changed the settings in CMake from Multithreaded dynamic
Hi Dusten,
You'll need to use osgUtil::IntersectionVisitor/LineSegmentIntersector
or PolytopeIntersector. The osgpick example will give you guidance on
how to do this.
Robert.
On Mon, Dec 8, 2008 at 10:56 PM, Dusten Sobotta [EMAIL PROTECTED] wrote:
Has anyone implemented a picking solution
Hi All,
Following on from my earlier topic of discussion on OSG packaging
granularity and naming, and picking up on Andreas experiments with a
Firefox plugin, and Cedric's further dev of the Blender Python scripts
for exporting to .osg, and the other community activity on various
plugins for
HI Simon,
On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
Well I'm not too keen on having loads of third part stuff in the default core.
Building osg is already painfully slow, the only machines I have
access to are over 3 years old...
The CMake build system only
HI Paul,
On Tue, Dec 9, 2008 at 4:04 PM, Paul Martz [EMAIL PROTECTED] wrote:
The only conceivable downside (that I can think of) is that new users might
attempt to use some code that has fallen into a state of disrepair, giving
them a bad out-of-box experience.
If a component of the OSG does
HI Simon,
This isn't the thread to be discussing existing build issues, could
you please start a new thread for this.
Robert.
On Tue, Dec 9, 2008 at 5:17 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
HI Simon,
On Tue, Dec 9, 2008 at 3:30 PM, Simon
Hi Paul,
I work out what you mean by remove spaces from subject line as I
haven't noticed anything like sice. Could you give an example.
As far as I know mailman doesn't modify the subject line save for
prepending the [osg-users].
Robert.
On Tue, Dec 9, 2008 at 5:59 PM, Paul Martz [EMAIL
HI Luigi,
On Tue, Dec 9, 2008 at 7:23 PM, Luigi Calori [EMAIL PROTECTED] wrote:
Are you thinking of a sort of 'battery included' OSG, with dependency and
addons?
I see dependencies as an external issue, any 3rdPartyPlugins directory
would just provide source and Cmake files to find/specify
Hi Robert,
On Tue, Dec 9, 2008 at 5:31 PM, Sukender [EMAIL PROTECTED] wrote:
That may require another thread, but I also have a question that may sound
crazy at first: why not hiring people so that OSG's deployment, testing,
packaging, and more are centralized, systematic and well tested?
Hi Paul,
I don't see issues like this on the list. I'm just using gmail in
Firefox. What mail client are you using?
Robert.
On Tue, Dec 9, 2008 at 8:20 PM, Paul Martz [EMAIL PROTECTED] wrote:
I work out what you mean by remove spaces from subject line
as I haven't noticed anything like sice.
Now fixed and checked in.
On Wed, Dec 10, 2008 at 8:01 AM, Mattias Helsing [EMAIL PROTECTED] wrote:
Hello Robert,
I get a compile error at:
c:\public\openscenegraph\src\osgvolume\imageutils.cpp(340) : error
C4716: 'osgVolume::clearImageToColor' : must return a value
on msvc2005 and osg rev
On Wed, Dec 10, 2008 at 10:34 AM, Sukender [EMAIL PROTECTED] wrote:
Hi Roman,
Hum, it seems you're in the Funding thread (If my mail client doesn't make
a mistake). Please start another thread.
It looks like a separate thread to me... So I'd guess your mail client
is playing up.
Robert.
Hi Renan,
You can pass in window space coords into the LineSegmentIntersector
constructor. This is illustrated in the osgpick example so please
view it.
Robert.
On Wed, Dec 10, 2008 at 11:25 AM, Renan Mendes [EMAIL PROTECTED] wrote:
Hi,
My question is regarding picking using
.
2008/12/10 Robert Osfield [EMAIL PROTECTED]
Hi Vincent,
How are you going about configuring your project? Are you trying to
use the deprecated XCode projects or generating Xcode projects from
cmake?
Robert.
On Wed, Dec 10, 2008 at 12:10 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote
I observed that for this model and camera position
enabling/disabling thread safe ref/unref makes around 20% performance
difference. I thought GCC builtins should reduce this.
Tugkan
Robert Osfield wrote:
Hi Tugkan,
On Mon, Dec 8, 2008 at 11:04 AM, Tugkan Calapoglu [EMAIL PROTECTED]
wrote
Hi Renan,
There are lots of options for controlling the windowing. Have a look
at the osgcamera and osgwindows examples. You could also use viewer
configuration files - OpenSceneGraph-Data/Configuration including one
which is called SmallWindow.view. You can set a the configutation as
the
of
warning on osg sources ... I stop compilation after 8000 warnings.
Not sure to understand you with Cmake.
If I remove the Cmakecache.txt, I need to configure from zero again, and the
result would the same as previously...
Vincent.
2008/12/10 Robert Osfield [EMAIL PROTECTED]
Hi Vincent,
I'm
Hi Tugkan,
On Wed, Dec 10, 2008 at 1:09 PM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
Yes the scene has many state sets and drawables. We heavily optimize our
scenes to reduce the number of state sets and drawables but going beyond a
certain point is not possible.
If I remember correctly,
...
Thanks,
Vincent
2008/12/10 Robert Osfield [EMAIL PROTECTED]
Hi Vincent,
Have you built the OSG before on this Mac? If so which version?
I do wonder if you don't have an Apple SDK missing that contains the
AvailabilityMacros.h that the Config is trying to use.
Robert.
On Wed
Hi CMake/build experts,
I am currently looking at the static build of the OSG, and in
particular the problems with static libraries only including .o's that
have symbols that are explictly referenced in the main, or one of the
objects referenced by main. The problem with this is that the OSG
, but when a submission i done, i
want to test it, maybe someone can solve/have solved bug I am looking at...
Thanks Robert.
Vincent.
2008/12/10 Robert Osfield [EMAIL PROTECTED]
HI Vincent,
Dev releases are static tags that don't get patched, once they are
made they never changed, so you would
HI Vincent,
Dev releases are static tags that don't get patched, once they are
made they never changed, so you would only need to compile once.
The trunk is where all the new submissions get merged, then once ever
week or two a dev release comes out. So if you want all the absolute
latest day
of configuration possibilities...
If anyone succed to configure a project with OSG trunk under VisualStudio...
Thanks,
Vincent.
2008/12/10 Robert Osfield [EMAIL PROTECTED]
Hi Vincent,
If you are using windows then how come you have Xcode in your path...
Did you do something odd w.r.t doing
HI Randolf,
Soes SketchUp not support Collada?
Robert.
On Wed, Dec 10, 2008 at 4:07 PM, R Fritz [EMAIL PROTECTED] wrote:
3DS and OBJ formats seem the most plausible channel, short of writing an
actual SketchUp OSG exporter (which is plausible, but I'd like to do some
tests first.) Anyone
Hi Ferdi,
I could be a driver bug or limit. Try disabling the display lists and
don't enable VBO's.
Also try breaking the data up into a number of Geometry objects rather
than packing all the data into a single Geometry. Chunking the data
in this way will help with culling and with the OpenGL
Hi Andreas,
If you are up for it would could trial building your plugin as a
src/3rdPartyPlugin/firefox project. If you don't have the cmake
skills right now then either just try copying an existing plugin -
such as the gecko one, or perhaps another member of the community can
help volunteer to
Hi Vincent,
The OSG's support for Vec3 * Matrix does an implicit case up to Vec4,
and the does the w divide, so what you are getting is Vec4(Vec3,1)
*Matrix.
The OSG convention is also post multiplication so to convert an
objects from local coords to world you do:
v_world = v_local *
Hi Vincent,
On Wed, Dec 10, 2008 at 4:55 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Maybe you can use billboard for trees ... cull is easy for a billboard ...
instead of a complex geometry.
Actually billboards are relatively expensive as they require a
individual modelview matrix to
Hi Juan,
in an ideal world one should build databases that don't require
running Optimizer on them, as the Optimizer can only do what it's
algorithm thinks would be best given the data, and it can only do
certain types of optimizations of certain types of data. Humans are
far far better
HI Shayne,
I looks like the reprojections that GDAL is used for has screwed up.
I've never personally seen such errors. Are you able to isolate this
problem to a particular tile/source imagery?
Robert.
On Wed, Dec 10, 2008 at 5:14 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL
Hi Roman,
On Thu, Dec 11, 2008 at 6:57 AM, Roman Grigoriev [EMAIL PROTECTED] wrote:
So for now I solve problem by doing all postprocess operations for left and
right eye and have huge frame drop to 25 fps L
Stereo rendering normally incurrs a performacne hit, as you are
doubling the amount of
HI Ferdi,
The osgUtil::Simplifier wasn't designed to handle really large meshes,
so there are no special schemes to doing the simplifier incrementally.
The class makes extensive use of std contains like std::set/map so
memory consumption won't be too linear, but shouldn't be exponential
so it
PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, December 11, 2008 12:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] RTT and stereo (corrected)
Hi Roman,
On Thu, Dec 11, 2008 at 6:57 AM, Roman Grigoriev [EMAIL PROTECTED]
wrote:
So for now I solve problem
Hi Dieter,
You shouldn't need any special draw code the OSG can do multiple
cameras already, you just need to set up a single View with multiple
slave Cameras, you can have as many as you want, 5 will be no problem.
The code in osgViewer::View::setUpViewForSpephicalCode(..) would
HI All,
I remain curious about the possibility of finding funding routes that
would support a dedicated dev team, although also a bit sceptical
about the ability for us to draw in enough cash to cover a full time
salary for engineer just dedicated to OSG infrastructure/build
Hi Adaya,
The OSG's build system checks to see if you have the libpng/libjpeg
etc. dependencies installed, if you have it'll build the plugins, if
you don't it want build them.
To include them download and install the dependencies. See the
dependencies page on the wiki. If you are using debian
. So OSG
simply duplicate geometries?
Or maybe I don't understand something?
Roman
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, December 11, 2008 1:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] RTT
]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, December 11, 2008 2:58 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] RTT and stereo (corrected)
Hi Roman,
When doing stereo you would typically use a single View with a single
master Camera that controls the what
Hi Sukender,
On Thu, Dec 11, 2008 at 1:05 PM, Sukender [EMAIL PROTECTED] wrote:
I agree with 99% of what you say. And I would like to insist on the fact that
visivility (marketing/web site/etc.) is a weak point of OSG. It's really too
bad since OSG has a great source code and great
Hi Roman,
On Thu, Dec 11, 2008 at 1:31 PM, Roman Grigoriev [EMAIL PROTECTED] wrote:
P.S. Could you please tell me in what situation I should use
CompositeViewer?
Please search my previous explanations of CompositeViewer vs Viewer.
Because as far as I got for opengl it's better to have one
Hi Sukender,
On Thu, Dec 11, 2008 at 2:28 PM, Sukender [EMAIL PROTECTED] wrote:
Blogging can be an idea too... but to be effective, it has to be made on
blogs/pages that have a relatively hight importance for search engines, I
guess. The problem is then the same as adverts, isn't it?
You
HI Renan,
EventType does not map to mouse buttons so you misusing the
LEFT/RIGHT_MOUSE_BUTTON enum. For button you just do ea.getButton(),
the event type of buttons are osgGA::GUIEventAdapter::RELEASE/PUSH.
Please do a search of examples and osgGA for usage.
Robert.
On Thu, Dec 11, 2008 at
Hi Brian,
You'll need to modify the src/osgViewer/CMakeLists.txt to add the
option in of compile with X11 under Windows. Have a look at the OSX
blocks for a guide how to do this.
Robert.
On Thu, Dec 11, 2008 at 7:36 PM, Brian Keener
bkee...@thesoftwaresource.com wrote:
Not sure I can explain
Hi Mark,
Could you modify one of the OSG examples to recreate this issue, once
I can recreate it at my end I'll be able to look into solve the bug.
Robert.
On Thu, Dec 11, 2008 at 7:44 PM, Mark Sciabica msciab...@itracs.com wrote:
I encountered some unexpected behavior when a Viewer is
Hi Sukender,
On Thu, Dec 11, 2008 at 9:53 PM, Sukender suky0...@free.fr wrote:
Seeing your answer, it seems that I was not as clear as I should have been.
Well, about blogs, that's okay.
But about gaming industry, I was just saying that advertising/marketing
towards game developpers should
Hi Guys,
I really don't know enough about COLLADA to dive fully in on this
topic, it's good to see it being thrashed out.
The only thing I can add to discussion is that we've had the issue of
deciding whether an object is transparent or not in the OpenFlight
plugin as OpenFlight itself doesn't
into the problem. Attached is my
test code. Closing one of the windows unexpectedly reloaded the texture in
the other window.
My texture testing exposed another bug when changing the image attached to a
texture. I'll provide a description and sample in a separate e-mail.
Mark
Robert Osfield wrote
HI Mark,
I've previous used the ability of resizing images and it did have it
working. I did require a bug fix, but this was done a while back.
Which version of the OSG are you using?
Robert.
On Thu, Dec 11, 2008 at 10:48 PM, Mark Sciabica msciab...@itracs.com wrote:
Hello Robert,
I have
HI Sukender.
On Fri, Dec 12, 2008 at 11:18 AM, Sukender suky0...@free.fr wrote:
You're absolutely right about the fact that OSG isn't a game engine. I
personnaly think OSG should be considered as a good layer to create a game
engine on. That explains what I said about quick and dirty:
1.
Hi Yong,
On Fri, Dec 12, 2008 at 2:53 PM, Yong Wang yw...@dandp.com wrote:
Does OSG support continuous Level of Detail? Or support only discrete LOD?
The core OSG only includes discete LOD, but it's possible to extend
the OSG to provide CLOD. The VirtualTerrainProject has a number of
CLOD
Hi All,
I have just made my last check in that I plan to do before tagging the
OpenSceneGraph-2.7.7 dev release. Could users check svn/trunk and do
a build and test and let me know if any problems arise/or if the build
works fine for your platform.
Thanks,
Robert.
can find
standalone working implementations. Both would require paged DB. The
internal representation would use different data structures.
The only two OSG ready implementations I found at vtp was demeter and
chunked lod.
-- A.
On Fri, Dec 12, 2008 at 9:00 AM, Robert Osfield
robert.osfi
HI Adrian,
The place to put new types of multi-view displays is in osgViewer
rather than SceneView. My plan is to migrate all stereo support
directly into osgViewer. The philips wow and spherical display
support in src/osgViewer/View area good examples how to go about
implementing it.
You
Hi Peter,
I'm afraid on just reading your email I can't get my head around the
exact issue you are trying to address. Would it be possible for you
to modify one of the OSG example to reproduce the problem?
Robert.
On Fri, Dec 12, 2008 at 3:41 PM, Peter Hrenka
p.hre...@science-computing.de
Hi Fred,
I've just looked at include/osgDB/FieldReader in svn/trunk and it
doesn't use strcasecmp, it does include string.h so perhaps this is
which is introducing the conflict. The OSG code is perfectly legal
so I can only guess that something else is happening in
Cal3D/osgCal/Delta3D code to
Hi Vincent,
Other people do use osgManipulator but not with the same problems as
you've seen.
I have I've been busy so haven't had a chance to try out your example,
no doubt others are also rushed off their feet, so you just need to be
patient.
I must admit from your explanation it does sounds
Hi Tim,
On Fri, Dec 12, 2008 at 6:10 PM, Tim Moore timo...@redhat.com wrote:
The Flightgear project is preparing it's first official OSG-based release.
Great news ;-)
What time frame are you working to?
Right now we're dependent on OSG 2.7.5+. We'd like to make the release
depend on a
HI Alejandro,
On Fri, Dec 12, 2008 at 6:25 PM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:
But by all means go spend time on stuff that isn't really useful...
I rather would like to contribute vpb with useful stuff. IMHO there
is yet room for improvement, and I would be more than
Hi Cedric,
On Fri, Dec 12, 2008 at 6:31 PM, Cedric Pinson morni...@plopbyte.net wrote:
did you merge osgWidget branch with ?
No I haven't merged in recent changes from the osgWidget branch. I'm
inclined to get 2.7.7 out the door, then merge osgWidget. My plan is
to start making dev release
Hi Umit,
--geconetric and --terrain controls completely orthogonal features.
It's perfectly normal to use both --geocentric and --terrain, and in
fact it's my plan to make this the default setting.
Robert.
On Fri, Dec 12, 2008 at 7:02 PM, Ümit Uzun umituzu...@gmail.com wrote:
Hi Tueller,
Do
Hi Tim,
Forgot to asks. Which openscenegraph components will the next release
of FlightGear rely on? The bit I'm particular curious about is what
OSG packages you'll need, I presume it'll be libopenscenegraph for
runtime, and libopenscenegraph-dev for build, but will you need some
of the more
Hi All,
I've just tagged the OpenSceneGraph-2.7.7 dev release, details on the
release can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
* OpenSceneGraph-2.7.7, released on 12th December 2008.
OpenSceneGraph-2.7.7, changes include:
o
Hi Lukas,
It is possible to pick items in a 2D hud, the osgpick example
demonstrates this. I don't know what might be wrong at your end, my
best guess would be the projection matrix has zero depth range or
something similar to that. SInce the osgpick example does work
compare you code to it.
HI Umit,
The --terrain option enables the use osgTerrain::TerrainTile rather
the use of osg::Geometry based tiles, and osgTerrain supports both
geocentric and flat earth projections.
Robert.
On Fri, Dec 12, 2008 at 8:37 PM, Ümit Uzun umituzu...@gmail.com wrote:
Hi Robert,
Thanks for
Hi Fred,
On Sat, Dec 13, 2008 at 4:02 PM, Frederic Bouvier fredlis...@free.fr wrote:
The same problem affect FlightGear too : it rains into the cockpit.
Would it be possible to kill a particle when it comes under a certain
distance from the viewer ?
If you want to see this funny effect in
Hi Tatsuhiro,
On Sat, Dec 13, 2008 at 3:40 PM, Tatsuhiro Nishioka
tat.fgmac...@gmail.com wrote:
Ah, I need to resubmit the patch for the workaround of an OpenGL driver
bug/crash on nVidia 7x00 GT,
The recall the original fix was suitable for inclusion in the core
OSG, resbumitting it in its
Hi FlightGear-er's,
On Fri, Dec 12, 2008 at 6:46 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
What time frame are you working to?
No answer, but it's important for me to have an idea. If you are
pushing out a release this weekend then there is no way we can get 2.8
in time, if it's next
HI Joakim Fred,
I noticed the same vertical rain artifact.
osgParticle::PreciptiationEffect will normally fall vertically but
when the camera moves it will appear with the correct motion, so it
looks like the effect is moving with the camera with this usage,
normally the effect would be move
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