Re: [osg-users] OSG for Android

2011-08-08 Thread Rafa Gaitan
Hi Hector,

ThirdParty package for android is deployed here:
http://www2.ai2.upv.es/difusion/osgAndroid/3rdpartyAndroid.zip

I'm sure other developers reported that they were able to build in
windows using mingw or cygwin but we usually work on linux or mac
(making our life easier! :)).

Cheers,
Rafa.


2011/8/8 Jorge Izquierdo Ciges :
> There's no trouble in that. Android binaries are platform independant (they
> are from Android) and I suppose following the google instructions shouldn't
> give much trouble to anyone. I didn't like MinGW so I sticked with Linux.
> I'll try to find the 3rd party package link and submit it when I can... but
> right now I'm on vacation so i can't reach physically where it is.
>
> El 8 de agosto de 2011 14:36, Héctor Martínez
>  escribió:
>>
>> . But, will I be able to use the compiled library in an Eclipse+Windows
>> environment for the Android development?
>>
>> Regarding to the plugins, I thought that there were the same as the ones
>> inside the 3rdparty folder of OSG. Do you think I will be able to get those
>> you mention?
>
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Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
http://gvsig3d.blogspot.com
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] osgVolume not working with latest ATI Radeon drivers on Windows

2011-08-08 Thread Mark Hodson
Thanks for that information.  I have bought a nVidia GTX550Ti and that works 
fine with 275.33 drivers in osgVolume.  Both ATI cards remain an issue with 
Catalyst 11.7 drivers.

Does the issue you linked to about array uniform naming apply to 3D Sampler 
uniforms as well?  If so I could try it out sometime...


jiha wrote:
> This can be the same problem that exist with new Nvidia drivers.
> 
> John Ivar
> 
> 


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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-08 Thread Jorge Izquierdo Ciges
If you get a blue screen of OSG that it is. There is a menu button (by
clicking the usual menu button you have in your phone/pad) that shows more
options like opening models. It's only a example viewer for reference. It
doesn't have anything more.

2011/8/8 anurag mairal 

> Hi Jorge,
> Yah that error i got when i tried with OpensceneGraph2.9.6;
> with OpensceneGraph3.0.0 i could build osgNativeLib.so file.
> but when i run that application my screen shows just three buttons light
> on/off, navigate and color,
> when i click, it just shows some text, nothing happens when i drag, or try
> to zoom,
> nothing appears on screen.
> is there any documentation how to use that example
> or what result i should expect?
> Thanks again,
> Anurag
>
>
>
>
> On Mon, Aug 8, 2011 at 11:11 AM, anurag mairal wrote:
>
>> Hi Jorge,
>>  I am able to build native library and i am able to run osgAndroidExample.
>> Thanks to you,
>> Bye
>> Anurag
>>
>
>
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-08 Thread anurag mairal
Hi Jorge,
Yah that error i got when i tried with OpensceneGraph2.9.6;
with OpensceneGraph3.0.0 i could build osgNativeLib.so file.
but when i run that application my screen shows just three buttons light
on/off, navigate and color,
when i click, it just shows some text, nothing happens when i drag, or try
to zoom,
nothing appears on screen.
is there any documentation how to use that example
or what result i should expect?
Thanks again,
Anurag



On Mon, Aug 8, 2011 at 11:11 AM, anurag mairal  wrote:

> Hi Jorge,
>  I am able to build native library and i am able to run osgAndroidExample.
> Thanks to you,
> Bye
> Anurag
>
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Re: [osg-users] Mac OSX | Problem loading curl-plugin inside OSG-web-plugin

2011-08-08 Thread Guido Lucci Baldassari
Hi
Solved!
I set manually osgDB::Registry::instance()->setLibraryFilePathList to the 
(absolute) path where plugins reside.
I don't know why, but seems that OSG_LIBRARY_PATH setted manually in terminal 
and also at runtime with putenv is overwritten somewhere (maybe in 
appendPlatformSpecificResourceFilePAths ?).
Thanks everyone for help :)

Another question:
Does anyone know how I can obtain the path of @loader_path at runtime (a better 
solution than getenv(PWD))?
Thanks in advance
Regards
G.

Il giorno 08.ago.2011, alle ore 01:08, Guido Lucci Baldassari ha scritto:

> Hi! Thank you for your prompt replay.
> 
> I tried two different situations that return different error messages.
> 
> The first one is when I keep the OpenSceneGraph original installation 
> directory in its correct place.
> In this case I get warning and errors about OpenThreads, which is the first 
> dynamic library that the plugin uses; this seems quite a normal error. The 
> OpenThreads library is the first that the plugin tries to use, referenced 
> from the plugin osgdb_osg.so, that belongs to the original installation 
> directory; I compiled frameworks with the @loader_path/../../../.. 
> installation path, so the system cannot find the correct library for the 
> plugin that is in this (wrong) location.
> 
> Obviously I'm not interested in such behavior, therefore I renamed the 
> OpenSceneGraph original installation directory (after that the plugin bundle 
> was built), in order to hide other unwanted libraries to the system. In this 
> way the plugin looks for the requested libraries in the correct path, and 
> seems to load correctly, until it needs the curl plugin (the viewer is 
> loaded, but the main node is not retrieved). 
> 
> The error message I get in console is: "Warning: Could not find the .curl 
> plugin to read from server.".
> 
> The structure of my plugin is
> ...Plugin bundle
> ---   Contents
> ---   ---MacOS
> ---   ---lib
> ---   --- ---one-example-framework-dir-for-all
> ---   --- --- ---Version
> ---   --- --- --- ---80
> ---   --- --- --- --- ---the-framework-lib
> ---   --- ---osgPlugins-3.0.0
> ---   --- --- ---Version
> ---   --- --- --- ---80
> ---   --- --- --- --- ---allplugins (also osgdb_curl.so)
> 
> As you can see I tried also adding two intermediate directories, in order to 
> make the length of the path compliant with the one of the frameworks
> 
> the output I get from
> 
> otool -L osgdb_curl.so
> 
> is like
> 
> @loader_path/../../../../lib/OpenThreads.framework/Versions/12/OpenThreads
> 
> for every listed osg-lib.
> So I think that everything should be ok. But it isn't.
> 
> Thanks in advance (again :) ) for any further suggestion.
> G.
> 
> 
> Il giorno 07.ago.2011, alle ore 18:50, Stephan Huber ha scritto:
> 
>> Hi,
>> 
>> what error messages do you get? does osg find the plugin and fails when
>> trying to open it? (you'll get some error-messages in the console.log,
>> or if you run the plugin from inside xcode with safari as
>> helper-application in the debug console.)
>> 
>> Have you adjusted the @loader_paths for the osg-libs and for the
>> curl-plugin too? It's not sufficient to do this for the bin only.
>> 
>> What is the output of "otool -L osgdb_curl.so" ? All references to the
>> osg-libs should begin with @loader_path.
>> 
>> 
>> cheers,
>> Stephan
>> 
>> 
>> Am 07.08.11 17:53, schrieb Guido Lucci Baldassari:
>>> Good afternoon to everyone.
>>> I'm on the early deployment phase of our OSG-based web plugin. I'm trying 
>>> to embed all the needed libraries inside the package bundle, in order to 
>>> ease the distribution and the installation for the final user. 
>>> Unfortunately I encountered some problems with the curl plugin, that cannot 
>>> be found at runtime. I did many tries and looked through the web, searching 
>>> a solution, before posting here.
>>> 
>>> My procedure is:
>>> 
>>> -build osg with the correct @loader_path for the plugin to work
>>> -build the plugin
>>> -copy inside the plugin bundle all the needed libraries
>>> -fix the bin inside the plugn bundle with install_name_tool
>>> 
>>> in this way everything loads correctly, except the curl plugin.
>>> 
>>> My env is:
>>> 
>>> OSG 3.0.0 (I use frameworks - I tried both: with  and without the 
>>> osg_plugin_search_install_dir_for_plugins)
>>> CMake 2.8.5
>>> Safari 5.1 (or Chrome Canary Build)
>>> Mac OSX 10.6.8
>>> 
>>> Trying to understand where lies the problem:
>>> 
>>> I used otool to check that everything was correct
>>> 
>>> I tried setting explicitly OSG_LIBRARY_PATH to the absolute path, inside 
>>> the plugin source code.
>>> 
>>> I tried finally with this method:
>>> 
>>> I built OSG with INSTALL_PREFIX=
>>> then I copied all libraries from a previous build on another machine with 
>>> the same specifications, except the plugins directory
>>> and everything worked, so I presume it's something hardcoded into the 
>>> plugi

Re: [osg-users] Crash on startup on Win7 x64

2011-08-08 Thread Mihail Churbanov
Hi, Zonk

I do not use osgVisual, but still making zlib.dll visible to my exe helped!

Thank you very much for sharing your wizdom! :)

When I forgot other dll's I got appropriate message like "can't find aaa.dll", 
and this crash with strange error confused me, I've had no idea what was 
happening! Thank you again.

Cheers,
Mihail

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Re: [osg-users] OSG for Android

2011-08-08 Thread Jorge Izquierdo Ciges
There's no trouble in that. Android binaries are platform independant (they
are from Android) and I suppose following the google instructions shouldn't
give much trouble to anyone. I didn't like MinGW so I sticked with Linux.
I'll try to find the 3rd party package link and submit it when I can... but
right now I'm on vacation so i can't reach physically where it is.

El 8 de agosto de 2011 14:36, Héctor Martínez  escribió:

> . But, will I be able to use the compiled library in an Eclipse+Windows
> environment for the Android development?
>
> Regarding to the plugins, I thought that there were the same as the ones
> inside the 3rdparty folder of OSG. Do you think I will be able to get those
> you mention?
>
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Re: [osg-users] Crash on startup on Win7 x64

2011-08-08 Thread Torben Dannhauer
Hi Mihai
Have you compiled the 3rdparty dependencies compiled yousrlf, or habe you 
downloaded the precompiled from the website provided by alphapixel or osgVisual?

Building 32bit apps on win7 x64 works well, I do it all time.
 
If you use the osgVisual one, be sure that the
binary folder is in your path environment to allow the apps to find zlib.dll 
and others.


Thank you!

Cheers,
Torben

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Re: [osg-users] OSG for Android

2011-08-08 Thread Héctor Martínez
Thank you again, Jorge. I will try with MinGW. But, will I be able to use
the compiled library in an Eclipse+Windows environment for the Android
development?

Regarding to the plugins, I thought that there were the same as the ones
inside the 3rdparty folder of OSG. Do you think I will be able to get those
you mention?

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: lunes, 08 de agosto de 2011 13:36
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Mmm first it doesn't find the plugins because…

 

 

 

Thank you Mourad. As I say above, I will try with MinGW.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: lunes, 08 de agosto de 2011 13:40
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Hi Hector,

 

You can't use Visual Studio to build OSG for android. You need to choose
"Unix Makefile" as generator in CMake gui.

 

Mourad 

 

Héctor

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[osg-users] Crash on startup on Win7 x64

2011-08-08 Thread Mihail Churbanov
Hi,

Have anybody faced similar ploblem?
I have OSG-3.0.1 installed and want to build x32 application, but when I run it 
- I have crash with message: 

Error during application startup (0x07b)

Similar error for any osg applications and examples.

Thank you!

Cheers,
Mihail

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Re: [osg-users] Moving skinned mesh by manually transforming the bones.

2011-08-08 Thread Leoenl Serra
Hi,

I'm trying to do something similar as George is doing.

I'm using a CyberGlove II and my task is to "translate" my hand movements to a 
simple FBX 3D model.

I managed to place the model and the data from the glove. I also managed to get 
this data to command the model, attributing
the correspondent glove data to the corresponding bone.

But there's something I didn't quite catch when updating the bone. 

I had this from the osgAnimation::UpdateBone:
(I know this can be a lot more efficient but for now is just for testing)


(For the thumb finger - 3 sensors
"luva" is the object where I get the data from the glove sensors)


Code:

osgAnimation::Bone* b1 = dynamic_cast(node1);
osgAnimation::Bone* b2 = dynamic_cast(node2);
osgAnimation::Bone* b3 = dynamic_cast(node3);

osg::Matrix mt1;
mi1.makeRotate(luva.finger0[0], osg::Vec3f(0.0,0.0,1.0));
b1->setMatrix(mt1);




I thought this was enough to update the bone position, since I read that the 
setMatrix would do this.

But then I've continued to add the code present in UpdateBone, like this:


Code:

osgAnimation::Bone* parent1 = b1->getBoneParent();
if (parent1)
b1->setMatrixInSkeletonSpace(b1->getMatrixInBoneSpace() * 
parent1->getMatrixInSkeletonSpace());
else
b1->setMatrixInSkeletonSpace(b1->getMatrixInBoneSpace());




This code makes the trick, but I think displaces the bones to a relative 
position from the correspondent parent bone. It seems like it displaces the 
bones to the
origin.

What can I do to correct this? I'm thinking of something like a normal 
transformation in OpenGL (pushMatrix, popMatrix),but
i'm a newbie with OSG.

I've atteached two screenshots illustrating my problem.

Thank you!

Cheers,
Leonel

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http://forum.openscenegraph.org//files/glovedata_2011_08_08_12_14_31_80_200.bmp


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Re: [osg-users] OSG for Android

2011-08-08 Thread Mourad Boufarguine
2011/8/8 Héctor Martínez 

> Hi Jorge,
>
> ** **
>
> thank you for your response! You were right, it works with command line.
> But now I have new problems:
>
> ** **
>
> **-  **It doesn´t find some plugins (jpg, png… etc).
>
> **-  **When trying to build the solution I get this error:
>
> 2>InitializeBuildStatus:
>
> 2>  Touching "Win32\Debug\ndk\ndk.unsuccessfulbuild".
>
> 2>CustomBuild:
>
> 2>  The system cannot find the path specified.
>
> 2>  Generating Android-OpenSceneGraph
>
> 2>C:\Program Files
> (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error
> MSB6006: "cmd.exe" exited with code 3.
>
> 2>
>
> 2>Build FAILED
>
> ** **
>
> Any ideas about what’s wrong?
>
> ** **
>
> Thank you.
>
> ** **
>
> Cheers,
>
> ** **
>
> Héctor
>


Hi Hector,

You can't use Visual Studio to build OSG for android. You need to choose
"Unix Makefile" as generator in CMake gui.

Mourad

>
>
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Re: [osg-users] OSG for Android

2011-08-08 Thread Jorge Izquierdo Ciges
Mmm first it doesn't find the plugins because you don't have them xD we have
a third party package that... it seems we forgot to publish the link in the
wiki (and i don't know the address in my head). The other thing is probably
a error because i think ndk is not prepared to run in windows as it is. I
think you need mingw or something like that.  I use to make my tests over
Linux so I don't know exactly the conditions that google have for windows.
(check that on the developers android)


El 8 de agosto de 2011 11:13, Héctor Martínez  escribió:

> exited with code 3.
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Re: [osg-users] OSG for Android

2011-08-08 Thread Héctor Martínez
Hi Jorge,

 

thank you for your response! You were right, it works with command line. But
now I have new problems:

 

-  It doesn´t find some plugins (jpg, png… etc).

-  When trying to build the solution I get this error:

2>InitializeBuildStatus:

2>  Touching "Win32\Debug\ndk\ndk.unsuccessfulbuild".

2>CustomBuild:

2>  The system cannot find the path specified.

2>  Generating Android-OpenSceneGraph

2>C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error
MSB6006: "cmd.exe" exited with code 3.

2>

2>Build FAILED

 

Any ideas about what’s wrong?

 

Thank you.

 

Cheers,

 

Héctor

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jorge
Izquierdo Ciges
Sent: lunes, 08 de agosto de 2011 10:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG for Android

 

Try cleaning Cmake configure of the osg directory first. And don't use a
graphical Cmake bad shit happens sometimes. In wiki there is a comand line
cmake example.

El 8 de agosto de 2011 07:55, Héctor Martínez
 escribió:

and clicking the Configure button, a huge amount of similar errors appear. I
have tried with An

 

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Re: [osg-users] OSG for Android

2011-08-08 Thread Jorge Izquierdo Ciges
Try cleaning Cmake configure of the osg directory first. And don't use a
graphical Cmake bad shit happens sometimes. In wiki there is a comand line
cmake example.

El 8 de agosto de 2011 07:55, Héctor Martínez  escribió:

> and clicking the Configure button, a huge amount of similar errors appear.
> I have tried with An
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Re: [osg-users] osgAndroidExampleGLES1 crashed

2011-08-08 Thread Jorge Izquierdo Ciges
Hey that's cool. What was the cause of the bad script error you sent me?

2011/8/8 anurag mairal 

> Hi Jorge,
>  I am able to build native library and i am able to run osgAndroidExample.
> Thanks to you,
> Bye
> Anurag
>
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Re: [osg-users] osg::Geometry and GL_PRIMITVE_RESTART

2011-08-08 Thread Sergey Polischuk
Hi, Peter

This is because osg tries to compute bound of drawable based on vertices it 
uses. So if your restart index behind memory allocated for vertices storage osg 
will go out of array bound when computing bounds of drawable, thats where your 
access violation comes from. You can try to avoid this with setting initial 
bound yourself and\or setting your own computeBoundCallback on drawable. 
Another way is to add additional vertex to vertex array and use it index as 
restart index to make osg bound computation happy.

Cheers,
Sergey.

07.08.2011, 00:26, "Peter Wrobel" :
> Hi J-S,
>
> Yes, thank you, that did the trick, now it works. And to answer my question 
> above, it has to be glEnableClientState, otherwise its not working.
>
> I have one more issue now. Sergey, I am getting a Access Violation Exception 
> directly after calling viewer.run inside osg::Vec3f line 84, if I use the the 
> default restart index of USHRT_MAX.
> To debug this, I added a method to set the index, and got wired results. I 
> created an 18 Elements TriStrip, code is bellow. When I set the restart index 
> between 0 and 18 (18 is not a typo ), everything is fine. When I set it to 19 
> and higher I get this in the console:
>
> Code:
>
> CullVisitor::apply(Geode&) detected NaN,
>    depth=-1.IND, center=(-2 0 -7.942e+037),
>    matrix={
>   1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
>   1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
>   1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
>   1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
> }
>
> If I set the index between 1000 and 2000 it works right ( ! ), and if I set 
> it to 5000 and above I get the Access Violation Exception again.
> Do you have any idea what's going on ? Is this related to not creating an 
> StateAttribute ?
>
> TestCode, uses the class posted by hybr:
>
> Code:
>
> #include "DrawElementsUShortRestart.h"
>
> #include 
> #include 
> #include 
>
> osg::ref_ptr< osg::Node > createDrawElements() {
>
>    osg::Geometry * geom = new osg::Geometry() ;
>
>    osg::Vec3Array * vrts = new osg::Vec3Array() ;
>    geom -> setVertexArray( vrts ) ;
>
>    unsigned int numVrts = 18 ;
>
>    // Create Vertex Positions for TriStripe
>    for( unsigned int i = 0 ; i < numVrts / 2 ; ++i ) {
>   vrts -> push_back( osg::Vec3( i , 1.f , 0.f ) ) ;
>   vrts -> push_back( osg::Vec3( i ,-1.f , 0.f ) ) ;
>    }
>
>    // Create a PrimitiveRestart DrawElements
>    DrawElementsUShortRestart * drawElems = new DrawElementsUShortRestart() ;
>
>    // This is set to false by default in the constructors initializer list
>    drawElems -> enableRestart( true ) ;
>
>    // Added this method to the DrawElementsUShortRestart Class
>    drawElems -> setRestartIndex( 1000 ) ; // Try also 20 and USHRT_MAX
>
>    for( unsigned int i = 0 ; i < numVrts ; ++i ) {
>   if ( i == 9 )
>  drawElems -> push_back( 1000 ) ; // Try also 20 and USHRT_MAX
>
>   drawElems -> push_back( i ) ;
>    }
>
>    geom -> addPrimitiveSet( drawElems ) ;
>    geom -> getOrCreateStateSet() -> setMode( GL_LIGHTING , 
> osg::StateAttribute::OFF ) ;
>    geom -> getOrCreateStateSet() -> setAttributeAndModes(
>   new osg::PolygonMode( osg::PolygonMode::FRONT_AND_BACK, 
> osg::PolygonMode::LINE ) ) ;
>
>    osg::ref_ptr< osg::Geode > geode = new osg::Geode() ;
>    geode -> addDrawable( geom ) ;
>
>    return geode.release() ;
>
> }
>
> Thank you!
>
> Cheers, ParticlePeter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41911#41911
>
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