Hi,
Thanks for the suggestion, but now my problem wont repro, so I guess
that isn't the problem.
But a further question, are manifests relevant to native win32 binaries,
or windows managed assemblies? If the former, then that including of a
manifest better be captured the cmake build
On 9/17/07, Carlos Nava [EMAIL PROTECTED] wrote:
Hi,
I need to declare arrays of various types of objects, like transformations
and groups, can you help me?
C++ question really:
typedef std::list osg::ref_ptrosg::Transform TransformList;
___
HI John,
Um... there really isn't much to go on to know why your app might be
crashing, a good place to start is to provide a stack trace.
Robert.
On 9/17/07, John Steinbis [EMAIL PROTECTED] wrote:
Hi,
I'm trying to convert an IplImage (OpenCV) type to osg::Image type for
use as a texture
Hi,
Just in case, Have you check the format of yours iplImage ?
Because there is two main difference between an osg::image and an iplImage
: the origin of a iplImage is the top left corner of the screen (down left
corner for osg) and the colors are BGR (RGB for osg).
And I also remember a
Igor Naigovzin wrote:
Hello to all!
I have a simple question.
I want to render a two cameras (two different render surfaces) by exactly
the same scene.
Hi Igor,
if I understand you correctly, you're doing the same sort of thing I am. I have
a few cameras rendering to the same texture.
This is
Hi Renan
If it just for display your CSG operation, there are
openCSGhttp://www.opencsg.org/
If it is for building a eometrey then display it, there are effectively
BRL CAD, or OpenCascade http://www.opencascade.org/.
The best I found is CGAL http://www.cgal.org/ but it have a double
Hi,
first I would like to reask the question I sent few days ago since it might
have been overlooked so here it is:
Hello,
in the osg examples there are several examples of how to use RTT.
I would like to concatenate several renderings. I mean, render the scene to
texture1, then use texture1
Hi John,
I wrote a osgImage2IplImage, not sure if it could help you, but here it is:
/*! Image conversion functions
Utility functions to convert between different image representations */
IplImage* osgImage2IplImage(const osg::Image p_osgImage)
{
const unsigned char *buffer =
thanks, I'll try that.
more problems I'm facing is setting the image internal data type, I've seen
in the examples setting the internal type to 3 or 4. what does it mean? how
do I set it to float or int?
and I couldn't read from the image even that I used code very similar to
osgprerender example
[EMAIL PROTECTED] wrote:
thanks, I'll try that.
more problems I'm facing is setting the image internal data type, I've seen
in the examples setting the internal type to 3 or 4. what does it mean? how
do I set it to float or int?
I use the following code for rendering to a floating-point
Robert Osfield wrote:
Hi John,
On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
Thanks Robert,
I have this working now without rescaling the image. My solution was
to pad the image with zeros making it a power of two and then specify
the correct percentage of the image to use as 2D
Hi Robert,
We are using the osgViewer::Viewer to integrate our app with
Java using jogl to create a GL context and
GraphicsWindowEmbedded class. In the past using the
SimpleViewer we had the call releaseAllGLObjects(),
which internally calls to sceneView-releaseAllGLObjects()
and some more stuff.
Hi Rafa,
I'm not 100% sure it will work but try:
viewer-getSceneData()-releaseAllGLObjects();
Robert.
On 9/17/07, Rafa Gaitan [EMAIL PROTECTED] wrote:
Hi Robert,
We are using the osgViewer::Viewer to integrate our app with
Java using jogl to create a GL context and
GraphicsWindowEmbedded
Hi Robert,
On 9/17/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Rafa,
I'm not 100% sure it will work but try:
viewer-getSceneData()-releaseAllGLObjects();
Node doesn't have a releaseAllGLObjects, and trying with
releaseGLObjects, doesn't work as I expect. Maybe I'm using
a bad approach
HI Rafa,
On 9/17/07, Rafa Gaitan [EMAIL PROTECTED] wrote:
Node doesn't have a releaseAllGLObjects, and trying with
releaseGLObjects, doesn't work as I expect. Maybe I'm using
a bad approach to the problem! :(.
Sorry,
viewer-releaseGLObjects();
Is the call I was thinking of.
Thank you everyone for replies to my problem...
Bill's code was instructive by showing that the basic idea behind what
I was trying to do was correct. My old method (and Bill's) would
attempt to perform a deep copy. In this method, I'd simply forgotten
to initialize something before using it.
On 9/17/07, Rafa Gaitan [EMAIL PROTECTED] wrote:
viewer.getSceneData()-releaseGLObjects(); // or getCamera()...
viewer.getCamera()-getGraphicsContext()-getState()-reset();
osg::flushAllDeletedGLObjects(0);
Yes, This works better, Thank You!, there is some issues with
PagedLOD nodes, so
thank Jhon.
I want to read the buffer from the texture only for debug purposes. In the
final program I won't do it. I need to associate image with the texture to
set it's initial values, and later some passes in the multipass sequences
are updating this data. The problem is that after
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