Hi Mark,
Thanks for the example. I'll see if I can recreate the problem.
In the example you've provided the whole viewer and scene aren't being
reused, so its rather surprising there is an issue as in the past its
closing the viewer and then opening an new one while sharing the same
scene that
Hi David,
Geometry that changes colours/lighting randomly as the vieweing
position or other state changes is almost always down to geometry in
the scene not being completely defined, something like a missing
colour or normal array on the fence geometry. If this arrays are
missing then this state
Hi Steven,
On Jan 7, 2008 8:33 PM, [EMAIL PROTECTED] wrote:
Ok, I'm still a bit confused about whether the Collada plugin is
supposed to use the development version of the DOM or the last stable
release (1.3 from 30 March 2007).
It'd be more sensible to use the last
stable release of the
Hi Mark,
On Jan 8, 2008 8:57 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Thanks for the example. I'll see if I can recreate the problem.
I've now recreated the problem, and established the particular failure
mechanism.
The OpenGL object clean up mechanism built into osg::GraphicsContext
and
Hello Renan,
But what exactly these four numbers relate to the rotation
matrix? More specifically, how do they relate to the arguments of the
constructor osg::Quat(angle1, axis1, angle2, axis2, angle3, axis3).
This document should be useful to you:
Hi!
I am looking for a way to specify the renderbin index in the flt format,
to prevent transparent artifacts. While studying the help files from
MultiGen Creator, I found that there is one property on Object basis that
defines a Relative Priority. Quote:
Some functions, such as Fixed List
Conceptually, FLT relative priority and OSG RenderBin numbers are a good
match.
In practice, most FLT files I've seen that use relative priority are
designed for rendering on old display systems that lack depth buffers. OSG
relative priority alone is not sufficient to support painter's algorithm
Hi Markus.
Hi Art,
sounds very interesting. I checked out the files and
built everything.
Got some showstopper GLSL errors.
like this:
error C1115: unable to find compatible overloaded
function
clamp(vec2,int,int)
etc.
Aha. Hmm, this is strange. I do not have any errors
either
Robert Osfield wrote:
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote:
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote:
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
Hi All,
The new geometry shader support is now checked into OSG SVN. I'll tag
a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up.
Many thanks to Mike for his efforts over the Christmas/New year break ;-)
Robert.
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osg-users mailing
Robert Osfield wrote:
On Jan 7, 2008 5:06 PM, Omkaranathan [EMAIL PROTECTED] wrote:
Hi all,
I got the following error while trying to use osgdem(VPB). I am using
RedHatLinux and ATI X1900 graphics card.
OSG applications are working normally.
Error: In
Hi Art,
Art Tevs schrieb:
Could you please send me a
complete list of errors, so that I try to fix them.
Or if you want to, you can fix them and send me the
corresponding patches (just corrected files).
I will try to fix it for my installation and send you the fixed files. I
have linked
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 08 January 2008 09:12
To: OpenSceneGraph Users
Subject: Re: [osg-users] Which version of the Collada DOM does OSG use?
Hi Steven,
On Jan 7, 2008 8:33 PM, [EMAIL
Hi Paul
FYI from memory its been a while and I'm get old ;), the Relative priority
if OFLT was matched to Vega Prime to basically help with sub facing in
Creator and doing runway markings etc by using the RP to do offsetting to
aid stopping the Z fighting that can happen when just using the GL
Hi, Jean-Sébastien.
Thanks for the interest, I'll check into that link you gave me.
Renan M Z Mendes
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Hi,
No, I do not have the latest drivers. Here at my work
I have 8800Ultra with just 100.14 version of the
drivers, hence pretty old. At home I've got 8800GTS
also with not the newest drivers as far as I know.
I'll try today evening to install newest driver to see
if I can reproduce the linker
AWESOME!Been waiting to see this in osg! Great work Mike!
biv
On Jan 8, 2008 8:03 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
The new geometry shader support is now checked into OSG SVN. I'll tag
a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up.
Many thanks
Thanks for the feedback guys!
So if there are no objections, i will try to make the flight plugin to use
the Relative Priority as RenderBin.
På Tue, 08 Jan 2008 15:31:35 +0100, skrev Gordon Tomlinson
[EMAIL PROTECTED]:
Hi Paul
FYI from memory its been a while and I'm get old ;), the
Michael,
I often run into text mipmap issues when I use an ATI card. To get around it I
always set the env var OSG_TEXT_INCREMENTAL_SUBLOADING to off and it solves the
problem. Im still running the osg 2.0 series.
Andy
-Original Message-
From: [EMAIL PROTECTED] on behalf of
Hi, Andreas
here a bit of code, which you will have to adjust to your setup (meaning
that I use a GUI and you use a Viewer, where Functions for retrieving
the mouse are different):
//
//Here you get the
Hi. I'm trying to compile on Mac (OSX 10.5.1) but I'm receiving the
following errors.
[EMAIL PROTECTED]/devEnv/research/APIs/osgPPU$ make
prefix=/Users/gbivins/devEnv/research/APIs/installs/
Used flags for compilation are:
CFLAGS = -m32 -pthread -O2 -Wall -I../../include
Hi Gerrick.
Unfortunately I do not have Mac to test the
compilation process. But it seems that the linker try
to search for the main function, which is of course
not there, since this is a library. I do not know how
gcc on mac works, hence I cannot say which parameters
need to pass to gcc on mac
On Jan 8, 2008 2:25 PM, Omkaranathan [EMAIL PROTECTED] wrote:
version - 0.9.1
Everything was working fine with NVIDIA-6600 card. Changed to ATI card
yesterday and getting the error now.
This strongly suggest and OpenGL driver limitation/bug of some kind.
osgdem tries to create a graphics
On Tue, 2008-01-08 at 14:03 +, Robert Osfield wrote:
Hi All,
The new geometry shader support is now checked into OSG SVN. I'll tag
a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up.
Many thanks to Mike for his efforts over the Christmas/New year break ;-)
Naturally,
Hello Renan,
About the your commentary right above: I've searched thoroughly in
the doxygen documentation and I haven't found any method equivalent to
getProjectionMatrix, in osgUtil::SceneView, in osgViewer::Viewer.
osgViewer::Viewer has a camera (well, osg::View has one actually,
Thanks J-S, warning fixes now checked in. The warnings in the .cfg
plugin are just down to automatically generated code, the warnings are
just benign as far as I know.
On Jan 7, 2008 3:12 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Robert,
Yes send the warnings in, even better
Hi Robert,
Thanks J-S, warning fixes now checked in. The warnings in the .cfg
plugin are just down to automatically generated code, the warnings are
just benign as far as I know.
Ok, I figured as much.
What about the one in osgIntrospection/Value?
Not quite sure how to read this one:
Hello,
I am using osgShadow::ShadowMap. Shadows show up fine, but I am trying
to change shaders on it, and it doesn't react to my changes.
I've even added this code to try some things out, in my frame loop:
static int f = 0;
if (f == 200)// After 200 frames
{
On Jan 8, 2008 4:41 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
What about the one in osgIntrospection/Value?
Can't make any sense of this one.
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FYI from memory its been a while and I'm get old ;), the
Relative priority if OFLT was matched to Vega Prime to
basically help with sub facing in Creator and doing runway
markings etc by using the RP to do offsetting to aid stopping
the Z fighting that can happen when just using the GL
Hi Art,
First, thanks for releasing nice code! I gave it a try on Windows
Vista machines, one with GeForce 6800 and the other with GMA X3100.
Compilation went fine with few modification for Visual Studio 2005.
But when it's fired to run, the example code started throwing out some
GLSL
Hi all -- The OSG Training courses in Washington DC are only two weeks away.
If you'd like to attend either or both courses, now would be an excellent
time to register. To register online, please visit
http://www.skew-matrix.com/training.asp. You can also contact me by phone or
email to register.
Hi, Im currently working with paged databases and need to
further my knowlwdge on the way OSG handles terrain paging.
I have a 30G OpenFlight database with LOD
osgviewer handles paging nativelely yes? Or do I have to
manually give osg the name and number of tiles I'm using
from my database? or
Hi all,
I tried OSG in C++ today and constantly got an error message saying This
application has failed to start because osg25-osgd.dll was not found.
Re-installing the application may fix this problem. when I run my code
whatever it is.
Previously I used OSG in C# and have never met this
Usually OSG is installed in (on Windows systems): C:\Program
Files\OpenSceneGraph\bin. Is this in your system PATH environment variable?
If not, you should add it.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hannibal Li
Sent: Tuesday, January 08, 2008
1.2 was the last stable release prior to osgProducer being marked
deprecated, if that's what you're asking. However, Producer and osgProducer
still work with current OSG. So, theoretically, you could use 2.0 or 2.2.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Hi folks,
All the issues with the new nVidia driver are
corrected now. It seems that nVidia drivers starts to
be more restrictive to the shader code. The shaders
were rewritten to be supported on the Shader Model 3.0
hardware. Hence the shaders should link now (However
let me know if they still
Hi Paul, Thanks for responding. Yes, I did.
Ke Li
From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 8 Jan 2008 17:20:18
-0700Subject: Re: [osg-users] error: osg25-osgd.dll was not found
Usually OSG is installed in (on Windows systems): C:\Program
Files\OpenSceneGraph\bin. Is this in your
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 08 January 2008 20:49
To: OpenSceneGraph Users
Subject: Re: [osg-users] Which version of the Collada DOM does OSG use?
I propose that we leave the current situation as it is for now (don't
Your program is looking for the Debug version of the DLL. You either
need to build the Debug version of OSG, or build the Release version of
your app.
-ellery-
Ke Li wrote:
I'd like to add something to my previous emails: I couldn't find any
dll file named osg25-osgd.dll on my computer
Thanks, Robert, I too am not very familiar with the windows API, it's just
the whole lab uses the Microsoft Windows Operating system.
I wonder if there's anyone who has tried the QOSGWidget successfully on a
Windows Box, so that I can know whether it's the problem of Windows API that
can't create
Dear Jean,
I have followed the instructions. I downloaded the latest CMake and the
latest svn of osg. It worked like a charm. :)
thanks!
sashidhar
On Jan 5, 2008 11:47 AM, Jean-Sébastien Guay [EMAIL PROTECTED]
wrote:
Hello Sashidar and Wojciech,
I recently moved my home machine
Hi
just 2 questions.
1. Can the visual studio 2008 use the
compiled win32 binaries and libs in
the osg 2.2 release or not ? I seen a lot
of to and fro about this issue on the mailing
list and wonder can some one give me a definite
answer on this.
If the naswer is no, then what do i
Hi J-S,
Can you try to use a ref pointer instead of the regular pointer for
osg::Shader* shader. I believe I encountered exactly this issue when
working on the PSSM, please see a patch that I sent +/- a week ago.
The shader was not cleaned up in the case of PSSM, and hence the new one
was not
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