his algorithm can be used with the OpenSG
framework?
Has this already be done or is it actually a good idea?
How would you solve the highlight problem today in the context of the
scenegraph metapher?
Some recommodation are very appreciated.
kind regards
Johannes
Johannes Brunen
DataSoli
Hello again,
I have another question for which I didn't find a proper answer:
Is it possible to draw part of the scene with logical operations
enabled?
Something like this
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_XOR);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST
Hello Carsten,
Carsten Neumann wrote:
> - copies of the depth and color buffer can be obtained with the
> FBOViewport for example.
This sounds interesting. But what are the requirements with respect to
the OpenGL driver and the graphic card?
Say, can I use FBOViewport with an OpenGL 1.4 environme
Hi Dirk,
Could you please outline the task I have to do for writing a special
StateChunk for the logical ops?
More specifically:
- Is there a good example which I can use for guidiance?
- I do have the impression that there is some code generation
machinery at work for building
Hi,
> Dirk Reiners wrote:
>> Antonio Bleile wrote:
>> I'm afraid 1.4 didn't support that yet (?)
> Well, depends on the card. Thanks to extensions they might.
Sorry, but I didn't get it right. Is the framebuffer object part of some
of the OpenGL versions (e.g. 2.0) or is it merely at the exte
Hello Carsten and Dirk,
the LogicOpChunk implementation is working like a charm. Thank you for
taking the time.
>> And if that's the case,
>> can I use it from within my 1.8
>>(daily build: source) installation?
> just drop the files in OpenSG/Source/System/State and run make/scons
> fr
Hi Carsten,
creation of a new ticked has failed. I was unable to attach the
compressed file. I did tried it several times. Unfortunately I didn't
realized that I have created several new ticked entries. Sorry for that.
I have marked them as duplicate entries. Hope this was correct.
What should I
Hi,
I'm looking for a convenient way for line picking. Is there something
like a polytope intersector in OpenSG?
Is it possible to use the standard OpenGL picking mechanism?
Best,
Johannes
-
This SF.net email is sponsored b
Hi Dirk,
Dirk Reiners wrote:
> Johannes Brunen wrote:
>> Is there something
>> like a polytope intersector in OpenSG?
> Not a general Polytope, but if you really just want to do picking the
> Frustum should be enough.
Yes!
>> Is it possible to use the standard Ope
Hi Dirk,
Dirk Reiners wrote:
> Johannes Brunen wrote:
>> Below you can find what we are currently doing with our none OpenSG
GL
>> app. I would like to see something along that line for OpenSG.
However,
>> currently I can't really estimate all of the implications in
Hi Dirk,
Dirk Reiners wrote:
> Well, not really. It was never supported in hardware, so it's just running
> through the software emulation layer and is not all that fast. It will also
> completely go away in OpenGL 3.
Oh, I didn't know that. Actually, I thought that it was completely done
by th
Hi Dirk,
Sorry, second try, but with proper subject line...
Dirk Reiners wrote:
> Well, not really. It was never supported in hardware, so it's just running
> through the software emulation layer and is not all that fast. It will also
> completely go away in OpenGL 3.
Oh, I didn't know that. A
Hi Dirk,
Dirk Reiners wrote:
> Next try: Really what you need is object-object intersection, aka
> collision detection. As it so happens somebody posted a link to a
pretty
> nice collision detection library a few days ago. ;)
>
> Does that sound like a solution?
Sorry, but no. Collision detect
assert(result1 == result2);
Any mistakes I did in my code?
Best regards,
Johannes Brunen
-
This SF.net email is sponsored by: Splunk Inc.
Still grepping through log files to find problems? Stop.
Now Search
Hi Carsten,
Carsten Neumann wrote:
> well, the NewAction stuff was an experiment to reimplement the
traversal infrastructure,
> but instead of making things easier it brought a whole new wave of
complexity and thus
> is now bitrotting in experimental.
What a pity; I really liked the NewAction f
Hi,
may I report a little bug I have found in the assignment operator of
class FrustumVolume (OSGFrustumVolume.cpp, ~360):
At first the implementation fails because of the wrong number of
iterations
const FrustumVolume &FrustumVolume::operator =(const FrustumVolume &b1)
{
=>for(Int32 i = 0;
Hello Carsten,
I have found a bug in the assignment operator of class DynamicVolume.
See OSGDynamicVolume.cpp line 144:
I'm missing a call of function instanceChanged();
=> The intersection code slows down because the volume tests always
fail.
Greetings
Johannes
Virus checked b
Hi,
I'm looking for Python 2.5.1 bindings of OpenSG (1.8 or 2.0) on windows.
I would like to use it for rapid prototyping and testing.
Is there anything usable in existence?
Where can I find the necessary resources?
I have read about pyOpenSG. Is it still supported and in sync with the
OpenSG de
Hi,
since I have trouble posting to the list I try a simple one.
Please forgive me the impoliteness.
Greetings
Johannes
-
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2008.
> Hi,
>
> after some time spending on other task, I have now restarted my
> project using the OpenSG library.
> As you can see below I have spend some time into the OpenSG framework
> and did reach a lot.
>
> But now I'm stuck and need some input from outside.
>
> I have written some new classes
Hi,
Sorry, but I send it again so that leading '>' are gone.
after some time spending on other task, I have now restarted my project
using the OpenSG library.
As you can see below I have spend some time into the OpenSG framework
and did reach a lot.
But now I'm stuck and need some input from out
Hi Carsten,
thank you for your promptly response.
I did found the problem with the frozen windows. It was not a problem
with
the OpenSG framework but with my usage of the windows timer
functionality.
I did implement a tick timer for each window redrawing my scene after
some
period of time. Navig
Hi,
I'm facing the following problem. I would like to use glShadeModel(GL_FLAT) and
glShadeModel(GL_SMOOTH) in my application.
However, I can't find a proper mapping of the glShadeModel command to a OpenSG
primitive.
Would it be a good idea to create a new OSGShadeModelChunk for that?
Currently
Hello Carsten,
thank you very much for the immediat help. I do have two follow-ups.
1. I'm not proficient with the patch utility. Can just give me a short
hand for extracting
and/or applying the content of the patch file? For now I just copied
the content
by hand and removed all the '+' ch
Hi,
I'm using the class PassiveViewport in my application. The function
'activateSize' of PassiveViewport
calls the parent's 'activateSize' function. This is unfortunate because
this function calls
'glScissor(pl, pb, pw, ph)'. My application however, handles the scissor
region independently.
Wou
Hi,
today I would like to contribute a new group core node which allows the
user to
select none, some or all children nodes for rendering. Basically, it is
very (very)
similar to the already existing Switch core but with a slightly altered
semantic.
Following I will give a simple usage example:
Hello Carsten,
Carsten Neumann wrote:
> I'd be happy to add such a contribution, however I'm wondering if it
> would be better to add a MFInt32 _mfChoices; to such a type and allow
> selection of an arbitrary number of children ?
The only advantage I see in my solution is simplicity and the savi
Hi,
I have a problem of translating some native OpenGL code into OpenSG
jargon.
Can anyone give me some hints how I should represent the following
OpenGL code into OpenSG primitves? Additionally, am I going to have
problems, if I later on try to do some shadowing of my scene, because of
using the
Hello Carsten,
Carsten Neumann wrote:
> yes, to create new FieldContainers or modify existing ones you
basically
> write or edit a .fcd file and have FCEdit generate the
> SomeContainerBase.{h,cpp,inl} and (for a new container)
> SomeContainer.{h,cpp,inl} as well. Then you add functions/code to
Hi,
Marcus Lindblom wrote:
> You could perhaps add a convenience function allowing one to select a
> subset of the first 32 (or 64) nodes using bit values, which
internally
> still uses the mfchoices approach?
Done.
> Doesn't Node have an getIndexOfChild() or something similar?
Didn't know that
Hi,
I have a couple of questions about the OpenSG framework and the 2.0
branch especially:
1. Is the semantic part of the light cores implemented? I.e. does a
light core carrying node only influence its childrens graphs? In OpenSG
1.8 lights seems to be always global, which is quite unfortunate.
Hello Carsten,
> Carsten Neumann wrote:
>> Johannes Brunen wrote:
>> Would it be possible to implement the PassiveViewport without calling
>> the glScissor function or
>> with calling it optionally, in order to not break any existing code
>> relying on the c
Hello Carsten,
Carsten Neumann wrote:
> we are still a bit unsure if we should use a new chunk or put it into
> e.g. PolygonChunk. Once that is decided I'll make the same change in
2.0
> as well.
Did you have any news on that?
Best,
Johannes
Virus checked by G DATA AntiVirusKit
V
Hello Stephane,
Stephane Routelous wrote:
> for me, type=both works with 1.8, and i'm almost sure I changed
> nothing.
I did forget about that. Thanks for reminding...
Best
Johannes
Virus checked by G DATA AntiVirusKit
Version: AVK 19.12 from 21.08.2008
Virus news: www.antivirusl
Hello Carsten,
> Carsten Neumann wrote:
>> Johannes Brunen wrote:
>> In OpenSG 1.8 lights seems to be always global, which is quite
unfortunate.
> have you tried RenderAction::setLocalLights(true) ?
No, I didn't know this option. I will try, thanks for pointi
Hello Dirk,
> Dirk Reiners wrote:
>> Johannes Brunen wrote:
>> 6. Does anyone have thougth about a LOD node which does perform
database
>> paging of the branches currently not rendered?
> We're in the process of writing something like that specialized for
> poi
Hi,
can anyone tell me how I correctly setup the light model states in
OpenSG 2.0:
GL_LIGHT_MODEL_AMBIENT
GL_LIGHT_MODEL_LOCAL_VIEWER
GL_LIGHT_MODEL_COLOR_CONTROL
Regards,
Johannes
Virus checked by G DATA AntiVirusKit
Version: AVK 19.106 from 25.08.2008
Virus news: www.antivirusl
Hi,
I'm on the way of testing the OpenSG 2.0 framework. Currently, I'm
building the necessary dependency tree for OpenSG 2.0.
However, I'm uncertain which collada version I have to compile and to
install. Did anyone has successfully compiled and/or installed collada
on the windows platform?
Prob
Hi,
today I have to report a problem I encountered on storing a scene into
the 'bin' file format and subsequentially reading it two times. Below
you can find a very simple program showing the problem. Running this
program crashes on my vc-7.1 windows box. Actually, the problem has
something to do
Hi Andreas,
>> It must be _SCL_SECURE=0. This is a spelling error.
> hmm don't believe this google gave me 3540 hits for _SECURE_SCL and
only
> 100 for _SCL_SECURE
Ok, you are absolutely right. I did it wrong on all my libs. Pardon for
bothering...
> well optdbg would be a better name for thi
Hello Carsten,
today I reviewed the code you checked into the trunk with respect to the
multiswitch core. You did change the MultiSwitch::changed() implementation,
but I do not understand what was wrong with my initial proposal. Actually,
I'm more fond of my original expression.
Additionally,
Hello Carsten,
> Carsten Neumann wrote:
>> Johannes Brunen wrote:
> did you do this for convenience or did it not work otherwise. Using
> python Tools/scons-local/scons.py to invoke scons worked fine for me
> (python has to be in the PATH, of course).
No, only for convenienc
Hello Carsten,
> Johannes Brunen wrote:
>> Carsten Neumann wrote:
>>> Johannes Brunen wrote:
>>> The first problem I did encounter was that the boost filesystem library
>>> could not be found. After some investigations I came to the conclusion
>>
Hello Gerrit and Marcus,
Gerrit Voss wrote:
> I haven't had time to look through all the details, but I'm sure
> 2.x with VS2008 builds on my xp system (without changes and minus
> collada).
>
I can't confirm that. With msdev .net 2008 sp1 little tweaking of the scons
system is necessary.
Maybe,
Hello Gerrit,
I have tried on two different machines. On the first one I have vc7.1 and
vc9. On the second one I have only vc9 active, but a properly deinstalled
vc7.1.
Best,
Johannnes
-
This SF.Net email is sponsored b
Hi,
my 2 cents...
Go with a recent boost version and adapt for more exotic platforms.
Best,
Johannes
-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applicatio
Hello Andreas,
"Andreas Halm" <[EMAIL PROTECTED]> schrieb im
Newsbeitrag news:[EMAIL PROTECTED]
> However, I asked myself, as boost is a prerequisite to OpenSG and
> compiling
> that is very easy, why OpenSG is not using jam, too. However, I really
> don't
> know anything about build systems, t
Hello Carsten,
may I send you an example of the clip plane capping problem as a
contribution to the OpenSG tutorials. Probably it needs some clean up but I
think it is worth the effort. Could you please take a look. Comments are
welcome. Currently it is only OpenSG 1.8. I did not have had time
Hello Carsten,
there are some quirks however. Attached you can find a slightly modified
version which allows movement of two clip planes by keystrokes.
keys:
a = enable/disable clip plane 0
s = enable/disable clip plane 1
y = move clip plane 0 on positive normal direction
x = move clip plane 0
Hello Carsten,
you are right. I did overlook that. Unfortunately, I have still problems now
on moving the geometry. I did change the example a little so that I'm i)
able to create two objects and ii) to move them around. Possibly, that
problem is of similar nature as the former one.
If you try
Hello Carsten,
Ok, new trial...
Greetings,
Johannes
// OpenSG example: ClipPlaneCaps
//
// Demonstrates the use of the ClipPlaneChunk, StencilChunk for capping of
clipped geometry
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#i
Hello Carsten,
I did check my mails. The last mail from the opensg user list does contain
my attachment and I could open it without any problem. So the problem might
be found on your side.(?)
Perhaps some window/unix conversion thing.
Best regards,
Johannes
---
Hello Carsten,
now I have understood what was wrong.
How can I force rendering to draw the geometries independently from each
other? I.e. to draw each branch with the proper stencil settings independent
of the settings of other geometry branches?
Doing this should, imho resolve the overlapping
Hello Carsten,
> hm, I know Gerrit has most/all his projects running off 2.0 and the
> things we are working on over here also use it. In general my impression
> is that it works decent and the increased strictness wrt. to reference
> counts and object lifetime have turned up some nasty bugs in
>
Hi,
today I ask for some guidance with the following problem:
I have written a pick framework which allows fast frustum picking of polygons,
lines and points. In principle this works fine until recently. Problems show up
the moment I have introduced the first 'InverseTransform' core into the sc
Hi,
> Of course, I could write different handler functions for each
> class, like 'enterAccumulateInverseTransform', but that is
> cumbersome and does not scale very well.
No this is also not possible. 'InverseTransform::accumulateMatrix' is also
protected. So, I can't build my 'SelectionFunc
Hi,
> So if there is not another way, please make the functionality public.
In particular...
System/FieldContainer/OSGNodeCore.h
System/NodeCores/Groups/Misc/OSGBillboard.h
System/NodeCores/Groups/Misc/OSGInverseTransform.h
System/NodeCores/Groups/Misc/OSGScreenGroup.h
Best,
Johannes
---
Hello Carsten,
> I'll make accumulateMatrix public, but will keep adjustVolume protected
> unless you have a pressing need for it (the code you posted did not
> attempt to use it?).
Yes, I only use function accumulateMatrix. I was a little bit fast to assume
a future need of adjustVolume.
Thank
Hello Carsten,
I have found the following problem on compiling a fresh CVS OpenSG 1.8
on windows:
Source\System\NodeCores\Groups\Misc\OSGMultiSwitch.cpp : error C4335:
Mac file format detected: please convert the source file to either DOS
or UNIX format
If have solved the problem locally with th
Hello Carsten,
>> I'm not sure if OpenSG 2.0 is also affected.
>
> yes, it has a similar problem, but the TextureChunk is deprecated there
> and replaced with TextureObjChunk and TextureEnvChunk. Anyways I'll
> change the SFImage to be a child pointer field, then it should handle
> this automagica
Hello Dirk,
I would also go for a clear self explaining naming scheme.
However, I'm a little puzzeled about the variants you are going to build on
default. Normally, I use the following variants:
DEBUG-> /MDd /Od
DEBUG_OPTIMIZED-> /MDd /O2
RELEASE-> /MD /O2
This gives me the opport
Hello Marcus,
Ok, I understand. But then it is desirable that the DEBUG_OPTIMIZED variant
is added too. This one is typically used (at least by me) for application
development.
Regards,
Johannes
"Marcus Lindblom" schrieb im
Newsbeitrag news:49de04e5.3080...@yar.nu...
>
>
&
Hello,
I would like to build OpenSG 2.0 with the new CMake build system for
win32 and win64.
Before I start with this, I would like to collect some information about
the new build system and the win64 environment. I'm quite new to the
CMake system, so please excuse if my questions are trivial...
Hello,
short question. Did you specify the /Oi compiler option for the usage of
intrinsics on all targets correctly?
Best
Johannes
--
Stay on top of everything new and different, both inside and
around Java (TM) tec
Hello Carsten,
"Carsten Neumann" schrieb im
Newsbeitrag news:4a3e7c0a.9030...@gmx.net...
>
> first off I believe the fact that it prints the right versions is likely
> a red herring, I don't think cmake 2.6.4 has support for boost 1.39,
> i.e. it is not on the list of versions it looks for and I
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag
> On Thu, 2009-06-25 at 08:37 +0200, Johannes Brunen wrote:
>>
>> Debug -> /MDd /Od as usually found on windows: suffix 'D'
>> DebugOpt -> /MDd /O2 /Ob2 this one is perfect for applicati
Hello Gerrit,
>
> Debug -> (short for DebugDbg) debug runtime + debug compiler
> DebugRel -> debug runtime + release compiler (was DebugOpt)
> ReleaseDbg -> release runtime + debug compiler
> Release-> (short for ReleaseRel) release runtime + release compiler
>
> the lib suffixes than w
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag news:1245983834.3311.65.ca...@feynman.camtech.ntu.edu.sg...
>
> As I said I really don't have a preference as long as it is consistent
> in some form. So your solution would be:
>
> Debug-> (short for DebugNoOpt) debug runtimr + no opt c
Hello Carsten,
"Carsten Neumann" schrieb im
Newsbeitrag news:49e74194.3000...@gmx.net...
>> Here are some of my questions:
>>
>> 1. How can I adapt the build process with respect to the following
>> parts:
>> - special compiler flags: I build all my libraries with the
>> follwing switches
>> /D
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag news:1246004014.13150.14.ca...@feynman.camtech.ntu.edu.sg...
>
> hmm, on windows cmake comes with a user interface to change the settings
> directly at least for me start->programs->cmake->cmake brings up one.
>
> Is it a problem to change/append
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag news:1246007112.13150.31.ca...@feynman.camtech.ntu.edu.sg...
based libraries and would actually find a generic solution.
>
> well if you use cygwin already some sed or awk should work to
> postprocess the cmakecache file and than rerun cmake. Tha
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag news:1246336792.3319.14.ca...@feynman.camtech.ntu.edu.sg...
>
> short question. what are the correct windows debug define settings or
> if this is not well defined, which are the once you expect to be set ?
>
> Debug-> -D _DEBUG
> DebugOp
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag news:1246422106.3445.21.ca...@feynman.camtech.ntu.edu.sg...
>
> ok, I did the changes, could you check if they make sense for you.
> Small warning of which you most likely are aware, you have to start
> with a blank/empty cache to get these chang
Hello Lars,
"Lars Bilke" schrieb im
Newsbeitrag news:4a4b198b.1060...@ufz.de...
> Johannes,
> it would be really cool to provide all these libraries for everyone. Is
> it possible to upload them to the OpenSG wiki or at least all the
> binaries to the subversion repository?
>
If there is a broad
Hi Gerrit,
I did send a message with an attachment. I got the following answer:
"Your message to Opensg-users awaits moderator approval"
Will the message be approved or should I resend it (maybe privately)?
Best,
Johannes
-
Hi Marcus,
"Marcus Lindblom" schrieb im
Newsbeitrag news:h2hp5u$gs...@ger.gmane.org...
>
> We/I need to reduce the #include-hogging for that.
>
I didn't understand that!?
>
> Note that for third-party libs, we don't really need all those variants
> there. Just something built against debug/rele
Sorry Gerrit,
but could you provide me than you e-mail address?
Best,
Johannes
--
___
Opensg-users mailing list
Opensg-users@lists.sourceforge.net
https://lists.sourceforge.
Hello Gerrit,
>
> I'm still thinking of how to do that most efficiently on windows.
> Unfortunately it is such an empty system, and I don't like to make
> cygwin a prerequisite. One way is to go the VTK way and include
> all the sources needed, which is ok for the small stuff like
> image libs but
Hello Gerrit,
"Gerrit Voß" schrieb im
Newsbeitrag news:1246609102.3442.40.ca...@feynman.camtech.ntu.edu.sg...
>
> hmm, fascinating I'll have a look. I thought I tested it but it might be
> that I screwed something in between.
>
Be aware that I could only take a tiny glance at the result this mo
Hello Georg,
OpenSG 1.8 does set the locale in osgInit(). I did solve problems with
respect to the locale settings by resetting them 'correctly' after
osgInit().
IMHO OpenSG should not set locale at all. It is the business of the
application not of a library component.
Only my 2 cents.
Best,
Hello Gerrit and Georg,
>
> short question what is the correct setting so that floats always
> go through any kind of ascii IO as 1.34234 ? I don't really want to deal
> with cases where files can't be read because floats are expected to be
> 1,2343 or written as 1,24143.
>
We use the following set
Hi Dominik,
"Dominik Rau" schrieb im
Newsbeitrag news:4a4f572f.9050...@gmx.de...
>
> I discovered this issue in OSG::SimpleSHLChunk.inl
> ...
> I think getValue() != NULL would be a better choice.
>
Yes.
There are at least three other files which contain the same problematic
line:
OSGShaderPro
Hello,
currently I'm trying to switch to the OpenSG 2.0 codebase. In this
context I have a couple of questions.
1. Can I safely assume the support of a boolean context from the XRecPtr
smart pointer types, i.e. can I write something like the following?
NodeRecPtr node = ...
if (no
Hello,
I have the following problem. Currently I'm porting an application from
OpenSG 1.8 to OpenSG 2.0. Simuntanously, I'm bringing it into a 64Bit
compatible state.
Now I have encountered the case, that I have once written an Attachement
derived class which just holds an multi field of type UI
Hi,
I'm still not completly sure about the correct smart pointer usage.
Please allow me to outline a usage scenario I found in my code:
I have a home grown scene manager class which does manage the scene.
class scene_manager
{
public:
Node* getRoot() { return _node; }
voidsetRoot(Nod
Hi,
I have found a little difference between 1.8 and 2.0 which is
problematic. I'm using PassiveWindow and have implemented a custom scene
manager which basically calls the PassiveWindow 'render' method. Now,
this one is not implemented in PassiveWindow and the base implementation
of Window is cal
Hello Carsten,
Thank you, actually I do not monitor the commits. How can I do that? I would
be interested.
Best,
Johannes
--
Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day
trial. Simplif
e always rendered in the order the children list?
3. Why does the StateSortingGroup node has gone?
Any help is very much appreciated.
With best regards
Johannes Brunen
P.S.: I hope that the model image is more or less self explaining.
Virus checked by G DATA AntiVirusKit
Version: AVF
Hello Carsten,
"Carsten Neumann" schrieb im
Newsbeitrag news:4a954859.5090...@gmx.net...
>> In OpenSG 1.8 I first used the StateSortingGroup class. After some
>> experimenting I discovered that the usage of this node is not necessary
>> at all.
>
> hm? why not, i.e. what does ensure the correct
Hello Carsten,
I have some additional questions about the GroupingStage class.
I'm a little bit confused about the core aspect of the GroupingStage. Is it
kind of a core at all and especially is it kind of a grouping core. I.e. am
I allowed to add multiple childrens to a node carrying this core
Hello Carsten,
I'm still not able to get correct cap rendering in case of multiple defined
clipplanes. For that I did write my scene into an OSB file (test3.osb) and
loaded it with the 10loading.exe example. I couldn't see any geometry. Ok, I
thought it might be better to start with a simpler c
Hello Carsten,
I did some more investigations and found that I have had an error in my
SceneManager.cpp file. I did not store the clip plane beacon node
separately. I thought that the setBeacon call would deliver ownership to the
clip plane chunk. But this is not the case. I have to record the
Hello Gerrit,
could you please check if the following line in CMake/UpdateCompiler.cmake
ADD_DEFINITIONS("-DCRT_SECURE_NO_DEPRECATE")
is correct. I think that is should be
ADD_DEFINITIONS("-D_CRT_SECURE_NO_DEPRECATE")
Best,
Johannes
"Gerrit Voß" schrieb im
Newsbeitrag news:1251728979.3205.
Hello Carsten,
"Carsten Neumann" schrieb im
Newsbeitrag news:20090831171934.68...@gmx.net...
> sorry for the delay in getting back to you on this.
No problem...
> Ok, IIUC you've solved the problem that your beacon nodes
> were lost by keeping pointers to them in ClipPlaneDetails.
Yes.
> Howe
Hello Carsten,
I did change the clipplanecaps.cpp example:
- move the stage node down the graph
- added container collection attachment
- added key event for file storing
- added some preloadSharedObject statements
- minor docu changes
I did upload the file to
http://drop.io/OpenSG_RenderEngine
Hello,
I have a problem with the conversion of an OSB file saved with OpenSG
1.8 and loaded with OpenSG 2.0. The file contains a ChunkMaterial with a
TextureChunk applied to it. After reading in OpenSG 2.0 I only found a
TextureObjChunk but no TextureEnvChunk. I looked into the
OSBTextureChunkElem
Hello Gerrit,
I do have still a problem. Now I have two TextureEnvChunks in my scene graph
according to the two model entities of my root.osb model. Unfortunately, I
do see both geometries rendered with the texture environment mode
GL_REPLACE. However, the two TextureEnvChunks do carry differen
Hi Gerrit,
I do have some more information. After loading of the root.osb model I only
see a ChunkMaterial instead of the original SimpleMaterial of the model.
I.e I did wrote the following scanner in 1.8 (enter function only shown)
which I run after model file load:
OSG::Action::ResultE enter
Hi Gerrit,
After further looking into the file OSGOSBChunkMaterialElement.cpp I think
that the problem comes from the line
setContainer(ChunkMaterialUnrecPtr(ChunkMaterial::create()));
of the read function in this file. Here the actual type of the element is
lost. Later on in the code the read
Hi,
I'm facing an additional small problem with the CMake build system with
respect to the specific image file types. Let me start by saying that
I'm not using the support libs OpenSG provides. After some
instrumentation I got the following output on running cmake (only JPEG
on the compass)
-- Co
1 - 100 of 319 matches
Mail list logo