Re: [Opensg-users] OpenSG 1.6.1 or 1.8?

2005-12-02 Thread Matthias Stiller
I don't think this is really needed. OpenSG is a rock solid toolkit for us and furthermore the binary format simply rocks. Things that the other scenegraph does not have (of course it does have other things ...) but we can realize our projects with it without getting too much headaches (OpenGL

Re: [Opensg-users] OpenSG on Solaris 2.9

2005-12-02 Thread Dirk Reiners
Hi Patric, On Fri, 2005-12-02 at 12:41 +0100, Patric Schmitz wrote: > > We still have a small sparc whatever lying around so I can try > > to resurrect it tomorrow and see what is going to happen. > That would be great. > > I have tried to compile the stable 1.6.0 version on Solaris. I

Re: [Opensg-users] OpenSG 1.6.1 or 1.8?

2005-12-02 Thread Dirk Reiners
Hi Allen, On Fri, 2005-12-02 at 13:47 -0600, Allen Bierbaum wrote: > Any plans on when an update version of 1.6 will be released. There are > quite a number of bug fixes and additions that are starting to pile up > in the 1.6 head and of course I am starting to become dependent upon >

[Opensg-users] OpenSG 1.6.1 or 1.8?

2005-12-02 Thread Allen Bierbaum
Any plans on when an update version of 1.6 will be released. There are quite a number of bug fixes and additions that are starting to pile up in the 1.6 head and of course I am starting to become dependent upon them. :) -Allen --- This SF.

Re: [Opensg-users] Re: Volume Rendering and VR Juggler

2005-12-02 Thread Dirk Reiners
Hi Smilen, On Thu, 2005-12-01 at 20:32 +0100, Smilen Dimitrov wrote: > > First of all, thanks for the reply !! :) that's part of what we're here for. ;) > Thanks for this - I tried to mess with WinDbg a little, and I managed > to get, I > hope, a more meaningful stack trace. I use the

Re: [Opensg-users] OpenSG on Solaris 2.9

2005-12-02 Thread Patric Schmitz
We still have a small sparc whatever lying around so I can try to resurrect it tomorrow and see what is going to happen. That would be great. I have tried to compile the stable 1.6.0 version on Solaris. I used: bash configure --enable-glut --with-compiler=CC (the configure script seems to use

Re: [Opensg-users] Re: thread synchronization of GL-object flags

2005-12-02 Thread Gerrit Voss
Hi, On Fri, 2005-12-02 at 11:32 +0100, Carlo Moritz Göllner wrote: > [...] > > > void OSG::Window::validateGLObject(UInt32 id) > > > { > > > [...] > > > if(_mfGlObjectLastReinitialize[id] == 0) > > > { > > > obj->incRefCounter(); > > > obj->getFunctor().call(this

Re: [Opensg-users] Adding and removing material textures

2005-12-02 Thread Andreas Zieringer
Hi, quite recently I fixed a bug where changing a material of a geometry recreated the geometry display list and this is quite slow for large geometries. Can you try it with a current cvs version? Another way is to create a ChunkMaterial with a TextureChunk and just add/sub the TextureChunk.

[Opensg-users] Re: thread synchronization of GL-object flags

2005-12-02 Thread Carlo Moritz Göllner
[...] > > void OSG::Window::validateGLObject(UInt32 id) > > { > > [...] > > if(_mfGlObjectLastReinitialize[id] == 0) > > { > > obj->incRefCounter(); > > obj->getFunctor().call(this, packIdStatus(id, initialize)); > > --->_mfGlObjectLastReinitialize[id] = 1; <-

[Opensg-users] Adding and removing material textures

2005-12-02 Thread Glyn Matthews
Hi all, I'm working on a 3D project which uses OpenSG, and I'd like to know if there is an efficient way of adding and removing materials (in fact I'm using SimpleTexturedMaterial) in a way such that a texture can be toggled on or off. The 3D data is reconstructed from 2D images and I want to to