Antonio García Molina [EMAIL PROTECTED] escribió:
Hi?
I have a tree texture without coordinates and I want position on a shp.
How I can position trees of random form on shp?
thanks.
-
Sé un Mejor Amante del Cine
¿Quieres saber cómo?
Hi Robert,
Robert Osfield wrote:
Highlights:
Lots of additions this week: Improved build configuration under Visual
Studio with versioning of DLL's and dll's automatically placed in the
bin directory - no longer do you need to set up paths or install to
get apps running. New Inventor file
El Martes 04 Septiembre 2007 08:46, Antonio García Molina escribió:
Antonio García Molina [EMAIL PROTECTED] escribió:
Hi?
I have a tree texture without coordinates and I want position on a shp.
How I can position trees of random form on shp?
thanks.
What is a shp? For
Speaking of billboards...other than OSG/IVE is there an existing file format
that can save billboards with transparencies so they appear correct once loaded
in a osgViewer-based app?
I'm new to terrain viz and would like to use the billboards for doing trees,
but they always appear opaque
My thanks to Wang Rui, its really pleasing to see not only the book
being on use but being translated and thereby being even more use to
more people.
Congrats to Paul too, not too many authors can say their book has been
deemed worthy to have been translated into another language :-)
On 9/3/07,
Hi Zach,
On 9/4/07, Zach Deedler [EMAIL PROTECTED] wrote:
Anybody know how to modify osgprerender to only update the texture every
other frame? My goal is to only update the texture if there is time left in
a frame to do so. This will allow rear-view mirror scenes to not affect
performance.
It works now !
Tanks !
Christophe
2007/9/4, Zach Deedler [EMAIL PROTECTED]:
Or you can set the windows environment variable:
set OSG_DATABASE_PAGER_PRIORITY=HIGH
(or set it in the system settings; Start Menu-Control
Panel-System-Advanced-Environment Variables)
So, now I have erased all warnings, but it still does not work. How I
mentioned before, could there be a problem with the texture Matrix
(gl_TextureMatrix[1] in the vertex shader). How can I check, that the
texture matrix is set up correctly in my main program? Btw turning on the
debug level was
Hi Marcus,
It could be that the OpenGL driver isn't implementing the built in
uniforms correctly. Go search for driver updates or the manufacturers
forums.
On 9/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
So, now I have erased all warnings, but it still does not work. How I
mentioned
On 9/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Hi All,
Has anyone ever tried to generate 3D graphs using OSG ?
Essentially I've been asked to produce a library that will generate 3D
graphs - axis, datasets, labels etc. - that can be interrogated (spun) in
3D.
Has anyone done this
Hi there,
the problem I had of eclipse and osg still persists for all examples
(that's, eclipse fails to launch Openscenegraph). Has anybody used
eclipse with osg so they can guide me on what steps exactly to follow.
Thanx in advance,
Felix
On 9/3/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi
Hi Sheman,
Thanks for testing and changes. I have added static Mutex directly
into the DefaultFont::instance() method rather that add it the
DefaultFont class. It should provide the same effect but keep things
a little bit neater.
I have also added a mutex into Font::GlphTexture to marshal the
First of all. Big thanks to Luigi for making the updates to Cmake files.
I've built it on Visual Studio 8.0 and works great.
I have one comment to the naming of the osg core library dll's. Instead
of prefixing them with [osg20-]libraryName.dll, could we postfix the
version
hi to all,
i need help for know if Osg support MipMap and if yes how i can set the
distance to switch the different quality of texture
thanks!
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Hello!
Running the osgimpostor sample under linux first works fine. After some
moving around, however, patches of houses start to disappear or flicker,
and finally the application crashes. Numerous errors are written to the
console, see the end of the message.
After killing the program,
Hi Chris,
I'm afraid this is osgimpostor running out of memory due to too many
impostors being used all at once. The current impostor implementation
doesn't try to provide an overall memory management scheme so is prone
to consume too much resources.
Impostors don't really have that much
Hello All:
I was running some tests with the fade text and I found something
very interesting and was not sure if this is the desired behavior. I
have a cluster of text where each is a FadeText. There are about 200
labels. I thought that the fade in and out was based on distance
from
Hello All:
Just wanted to say that this is from the Release 2.0.0.
Take care
Garrett
On Sep 4, 2007, at 11:00 AM, Garrett Potts wrote:
Hello All:
I was running some tests with the fade text and I found something
very interesting and was not sure if this is the desired behavior. I
have a
hi
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Looking around, I think what I'm after is OSG_MSVC_VERSIONED_DLL.
Right?
So this only affects Windows, right? All others are as they were
before?
thanks
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Tuesday, September 04,
Hello,
Does anyone know of a good way to keep the size of the rear view relative to
the main view?
Ie. If you change from full screen to smaller window, the rear view gets
relatively smaller also.
Thanks.
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I'm afraid this is osgimpostor running out of memory due to too many
impostors being used all at once. The current impostor implementation
doesn't try to provide an overall memory management scheme so is prone
to consume too much resources.
Impostors don't really have that much potential
Hi Garret,
The intention of fade text is that the nearest labels take precedence,
with labels behind them fade out to prevent lots of text sitting on
top of each other and become unreadable.
Robert.
On 9/4/07, Garrett Potts [EMAIL PROTECTED] wrote:
Hello All:
I was running some tests with
On 9/4/07, Andy Skinner [EMAIL PROTECTED] wrote:
Using the new windows build, should I still get the empty
lib/osgPlugins-2.1.9 and lib/release directories?
These shouldn't be created, instead you should just find the plugins
placed in the bin directory as bin/osgPlugins-version.
Robert.
I have tracked down the issue with automatic resizing of 1D textures with
borders to the following lines from Texture1D::applyTexImage1D:
if(
_resizeNonPowerOfTwoHint ||
!extensions-isNonPowerOfTwoTextureSupported(_min_filter) ||
inwidth extensions-maxTextureSize() )
{
// this is
Initial testing is encouraging. Tried it out on my quad core box, no
troubles at all. Tested in debug/release with anywhere from 3 to 20
threads running at once. No crashesever, exited cleanly, etc.
Currently compiling on my dual-processor box. Will do longer tests on
that system and my quad
Hi,
A very minor nit: I've noticed that the List-Id header included in all
emails on this list has changed repeatedly in recent months. As I
automatically filter my emails based on this info, it's a little bit of
an inconvenience every time that happens. I'd like to make a humble plea
to remember
Hi.
I just want to render a simple node to a texture. All the examples are using
callbacks, osg viewer,etc.. I don't understand all that, I just want to set
up geometry, projection and new camera and then take one shoot with camera
and that's it.
So I need a simple function like this
osg::Image
Hi osg-users, Hi Felix
This is not a real OSG topic but more an eclipse topic.
Felix have problem to launch osg application with eclipse so i will try
to do a small tutorial to
HOWTO use OSG with eclipse.
Felix i need to finish the osg compilation to finish the tutorial and test
it.
Sorry if I've missed this (I looked), but is the OpenThreads.dll file
supposed to use the OSG SOVERSION number or its own?
I've got:
osg20-osg.dll
osg20-OpenThreads.dll
for Windows, but:
libosg.so.20
libOpenThreads.so.7
for Linux.
thanks,
andy
Hi Ivan,
I have this code:
for(Viewer::EventHandlerList::iterator itr =
m_poViewer-getEventHandlerList().begin();
itr != m_poViewer-getEventHandlerList().end();
++itr){
ViewerEventHandler* viewerEventHandler =
Is 2.1.9 considered to be a stable enough release to
use in place of 2.0.0, and, does it fix the text
threading problems? Thanks.
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Hi Robert,
I understand every parameter in the function
osg::CullingSet::computePixelSizeVector, except the 0.7071067811f
factor. Could you please explain where you are getting this from?
Also, what is the CullingSet::setSmallFeatureCullingPixelSize,
diameter or radius of the bounding sphere?
Hi,
Is it possible to just render an empty background without loading a model? If I
set my viewer-setSceneData(0), osgViewer crashes when it comes to
viewer-realize().
Does anyone have a porting guide from version 1.2 to 2.19? The online version
is quite brief, in version 1.2, I will call
Success! Well, not that kind of success. You see, I was running the
osgText multithreaded sample you wrote...it would not crash. Ran
perfectly on all my systems. So..I crank up my app, which just so
happens has an option to update osgText objects on a background
thread. CRASH!!! Time and time
Andy,
VS creates the directories because they are referenced in the project
files. E.g. osg Project has the Program Database File Name output set
to: OpenSceneGraphDir/lib/Debug/../../bin/osg20-osg.pdb.
I'm assuming this is also due to a Cmake limitation. Luigi can probably
confirm/disprove it.
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