Hi,
I am interested in WPF development as well. I have been playing around with
the C++/CLI example to make a managed window. It seemed to work ok, except
when I tried running it in Release mode, in which case it kept crashing,
apparently with some memory corruption errors.
I am using a
Thanks Paul,
I ended up just creating a second dll to handle the csg extension, so I am
doing ok now, but I like your idea. I don't know about anyone else, but I know
I like using the standard OSG viewer with my models, and I think it is a good
idea to NOT have to modify the OSG code to load
Hi,
I am writing a plugin to handle the nsm file type, so my plugin is named
osgdb_nsm(d).dll. That is working well, but I have found that my customer
also uses the extension csg for exactly the same file type. I would like my
plugin to be called for the csg extension as well.
I call
Hey guys,
Thanks for the replies. I can do those, but both answers concern me a bit.
The idea of needing to modify the osgDB/Registry.cpp file directly does not
make sense to me. Why should I need to recompile the OSG source to get a
plugin working? Isn't that the purpose of plugins to
Thanks Farshid, that puts things in perspective.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=15692#15692
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I have seen some examples, somewhere I think, where you could have one
texture on the lit side of an object and then have another texture on the
dark side. I am thinking of the earth where you could see lights in cities
on the dark side. Did I really see that somewhere or is that my
imagination?
That reminds me of an issue I have not resloved yet. Our space ships have
thruster engines and I use an image map with transparency and point it back
at the camera to make a pretty glow around it. (First off, is this the best
way to do it? I have thought that perhaps a shader would work better,
I have build 8572 running using Visual Studio 7.1 and linking with my
project just fine. Win XP, CMake 2.4
-- Rick
On Sat, Jul 12, 2008 at 1:18 PM, Mike Weiblen [EMAIL PROTECTED]
wrote:
I'll verify and send details later this afternoon
-- mew
On Sat, Jul 12, 2008 at 11:59 AM, Robert
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.
James, Are you seeing the long orange bar in the stats window?
On Thu, Jul 10, 2008 at 10:23 AM, James Killian [EMAIL PROTECTED]
wrote:
I have ran Rick's app on my machine (using XP, dual monitors, and NVidia
6200) I did not
Wow, the ability to limit the maximum texture memory sounds like it would
really help. What/where might I find that environment variable?
-- Rick
On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz [EMAIL PROTECTED] wrote:
Robert's comment regarding texture atlas usage in low-res LOD children is
and there is some kind of OpenGL resource?
Thanks
-- Rick
On Thu, Jul 10, 2008 at 10:38 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
On Thu, Jul 10, 2008 at 3:28 PM, Rick Pingry [EMAIL PROTECTED]
wrote:
I have dual NVIDIA GeForce 8400 GS cards in an SLI configuration.
James, Are you seeing the long
I was wondering about this too. I remember at one time seeing the number of
polys and vertices. In the code it seems to be macro'd out with
#if 0
(but not all of the code, not enough to there to see how it would have
worked I think)
It would be handy. Can we not have this toy anymore ? ;D
I had thought about maybe express being non-optimal as well, so I had some
friends do the compile on their machines with a full version of VS 9, with
the same results. The only thing remaining I can think of is making new
projects in VS 9 as suggested.
Thanks,
-- Rick
On Wed, Jul 2, 2008 at
Hello All,
We have succesfully ported from OSG 1.2 to the newest SVN version (well,
almost newest, I think we are on 8512 at the moment). Thanks again for all
the fantastic forum support.
We have been using VS 7.1 for all of our work so far, but since we were
missing a well build freetype
project files with
cmake, instead of generating VS7.1 files and converting them? I'm not sure
this will have any effect, but it seems like it might be worth a shot...
-Paul
--
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Rick Pingry
(If you are using windows), I also use the Print Screen button, which
effectively copis the image to the clip-board.
-- Rick
On Thu, Jun 26, 2008 at 11:08 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Carlos,
This has been discussed lots in the last month so have a look through
the
Hello all,
As I was running the viewer and trying to understand osgHUD, I see errors
about not being able to find the plugin to load arial.ttf.
As I dug, I realized that the freetype plugin was responsible for this (I
started off looking for a ttf plugin).
The freetype plugin does not show up
changed in the VS80 3rdParty binaries, and perhaps the CMake
dependency code isn't checking for that case.
-- mew
On Thu, Jun 26, 2008 at 2:58 PM, Rick Pingry [EMAIL PROTECTED]
wrote:
Hello all,
As I was running the viewer and trying to understand osgHUD, I see errors
about not being
Ah, I see. That 7.1 SVN is frozen because mew does not have VS 7.1 access
anymore. That one is still using version 219 of freetype, and the one in
the newer 8.0 directory is 235. Looks like I need to go build. ;)
On Thu, Jun 26, 2008 at 4:29 PM, Rick Pingry [EMAIL PROTECTED] wrote:
WOW
Subject says it. Might have forgotten to SVN add OpenThreads\Config.
-- Thanks,
Rick
Check us out at http://fringe-online.com/
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:
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
Thanks guys,
that is just what I did.
Now I am looking for the equivilent of
Producer::KeyboardMouse::positionPointer( float x, float y )
Any way to set the mouse position like this?
Thanks Again,
-- Rick
On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello
it moved
since last frame (for a game). Perhaps someone knows of a better way to do
this?
Thanks much
-- Rick
On Tue, Jun 17, 2008 at 7:12 PM, Rick Pingry [EMAIL PROTECTED] wrote:
Thanks guys,
that is just what I did.
Now I am looking for the equivilent of
Producer::KeyboardMouse
Hello All,
We are finally taking the plunge from OSG 1.2 and Producer to the newest
version on SVN. (GULP!)
We are using osgProducer::OsgCameraGroup with a single camera and a
Producer::KeyboardMouseCallback. I have been reading that we COULD possible
keep some of the Producer stuff, but it was
maintained, but mixing them w/ VS9
seems asking for trouble. The VS7.1 prebuilts are frozen but still
available at the osgToy svn; there may be a couple you will have to
build from a newer version (eg freetype)
my $0.02
cheers
-- mew
On Mon, Jun 16, 2008 at 2:26 PM, Rick Pingry [EMAIL
From what I can tell from that site, the list is about the Most Reviewed
Open Source Engines, meaning the most number of votes, not necessarily the
quality of the engine. That said, there are a lot of engines out there, and
I am proud to see OpenSceneGraph on the top ten of a list that is not its
Hello all,
Is there a way to set the resolution of the screen itself for gaming? Lets
say you have your viewer window full screen, but the player is on a machine
that does not have quite the hot graphics card, so they want to dump their
resolution to keep the frame rate up. Are there any other
PM, Rick Pingry [EMAIL PROTECTED]
wrote:
Hello all,
Is there a way to set the resolution of the screen itself for gaming?
Lets
say you have your viewer window full screen, but the player is on a
machine
that does not have quite the hot graphics card, so they want to dump
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