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