Hi,
Have you checked all the variables ? I have encountered the problem because
my Node was not good... sometimes you get an error but it is another bug in
your code...
Try to verify each variable (in debug mode for example (step-by-step)) and
you'll find your problem.
I don't think it is an OSG
Hi Sergey,
First up, from my brief experience with CEGUI I can say it's not up to
scratch, as well as being a bit of coding mess it lacks support for
threading and multiple graphics contexts, it falls a long way short of
the capabilities of what OSG applications are capable of. The
osgWidget
On Thu, Mar 13, 2008 at 12:17 PM, [EMAIL PROTECTED] wrote:
Sorry if this has been answered before.
Just a few days ago
I need to go from an OSG Scene to a format that Multi-Gen Creator can read
in. Does anyone have any suggestions please ?
Wait till Paul Martz makes his OpenFlight
Hi Adrian,
i have retested osgShadow and get some really strange behaviour. event
PSSM doesn't work on my ATI x1600 based pc. was there changes and did we
really test all options of osgshadow / implementation, or do
i only have such a problem
I remarked a while ago that osgshadow --pssm
I think you could also use REMO 3d http://www.remograph.com/ to osg-flt
and flt-osg until good work Paul is doing is published
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, March 13, 2008 8:34 AM
To: OpenSceneGraph
Hi,
does anyone know a way to make OSG headers syntax-colored in Xcode? I can
change the file type to sourcecode.cpp for individual files in a given
project and make them colored, but I am interested in an automatic way. I
saw there was some support for other IDEs on OSG website.
Thanks,
Raphael
Version 96.43.05
On Thu, 2008-03-13 at 19:21 +1300, Gert van Maren wrote:
Hi Jeremy,
I am getting similar crashes in osgText - nvogl.dll - division by zero.
If I get rid of all spaces in my text - no crashes.
I am running a GeForce 8800 GTS. 169.21 forceware drivers. Which legacy
Hi Loinel,
Performance when using the preciptiation effects is heavily dependant
on fill limit as overdraw is so high. Ideally it'd be possible to
disable FSAA when doing precipitation effects as the motion and
texture blending pretty well do away with any noticable effect of FSAA
on the
Hi,
Multitexturing has absolutely nothing to do with threading on the OSG
side, so if the enabling Thread Optimization on the NVidia control
panel is almost 100% percent certain to be a bug in the NVidia driver.
Robert.
On Thu, Mar 13, 2008 at 2:41 PM, zhangguilian [EMAIL PROTECTED] wrote:
Hi all,
I recently tried running osgmotionblur example on my macbook pro and I
recieved the following error:
OpenGL extension 'GL_ARB_shader_objects' is supported.
OpenGL extension 'GL_ARB_vertex_shader' is supported.
OpenGL extension 'GL_ARB_fragment_shader' is supported.
OpenGL extension
Hi,
I am trying for hours to make a rotation with two vectors...
The code is :
osg::Matrixf MR = osg::Matrixf::identity();//matrix rotation
MR.rotate(angle*osg::PI/180.0, _NodeTranslation^_NodeTranslationStart);
osg::Quat qrotation = osg::Quat();
qrotation.set(MR);
_rotation *= qrotation;
hi ,
VPB compile fine under windows 2000, with Visual 2005.
--
Christophe Loustaunau.
2008/3/13, Robert Osfield [EMAIL PROTECTED]:
Hi All,
I am now preparing for another developer release of the OpenSceneGraph
and VirtualPlanetBuilder. I'd very much appreciate testing across
platforms,
Hi All,
I am now preparing for another developer release of the OpenSceneGraph
and VirtualPlanetBuilder. I'd very much appreciate testing across
platforms, please write if things compile and run fine or not. If
there are any errors I'll try and get them merged in time for the dev
releases that
Since the OSG 2.2 or event some version before, osgShadow is broken. I don't
yet know why. but it doesn't work on ATI based computers as far as i could
test it.
2008/3/13, Raymond de Vries [EMAIL PROTECTED]:
Hi,
All I know that the PSSM implementation was not changed, the last I
looked at
I didn't see the original post here, but I'm downloading SVN now.
I'll try to build on solaris, windows, and linux. But it will take me a bit to
get it set up to build under our environments, so hang on a bit.
thanks
andy
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL
Hi all,
I have an application that consists of a terrain, and a few other natural /
man-made features, and vehicles, populated on it. I had earlier asked a query
related to computation of Normals at each pixel. Robert was kind enough to
suggest the use of shaders for the purpose. The
I hit a problem compiling on solaris.
I've attached a part of the output. I don't see what it wrong. It says
line 61 of the header file SceneGraphBuilder has an error:
line 61: Error, norparerr: ) expected instead of -
and line 61 looks like:
void glColor4f(GLfloat red, GLfloat green,
On Thu, Mar 13, 2008 at 6:15 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I built SceneGraphBuilder.i to get a look at the preprocessed code.
This looks like:
void ( * sunOglCurPrimTablePtr - oglColor4f ) ( sunOglCurrentContext ,
GLfloat red , GLfloat green , GLfloat blue , GLfloat alpha ) ;
It seems that there is a SUN_OGL_NO_VERTEX_MACROS define that I should
set. If I google that, I get a lot of source references, and a few
people who had to use it. I'm trying it now. One of them said that
Sun's GLU wouldn't work if you compile your code with this define.
Here is one comment:
Hi,
A simple problem:
When I try to modify the viewport zone during execution: the new
viewport content is displayed on top of the old one. Do you know why
the old one is not cleared?
I guess I should use a specific clearing function, but can't find
the right one.
Not my real application
Hi J-A,
If the viewport is smaller than the window and there is nothing else
clearing the window then you will see a left over contents of the
window.
To handle cases like this there is a clear in GraphicsContext that you
can enable via the GraphicsContext::setClear*() methods. The
On VS 2005, WinXP, with Debug build selected:
* Built, installed, and tested OSG
* Build and installed VPB
...and all is well.
Release build is in progress. Will test the Release build of VPB once it's
complete.
-Paul
Hi All,
I am now preparing for another developer release of the
I'm not finished yet, but your change plus my include in
GraphicsWindowX11 seem to work. (See my other email for that.)
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, March 13, 2008 2:55 PM
To: OpenSceneGraph Users
On Thu, Mar 13, 2008 at 8:55 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I'm not finished yet, but your change plus my include in
GraphicsWindowX11 seem to work. (See my other email for that.)
When you are done could you send me changed file(s), this will avoid
the chance of my guessing at the
As a general comment. I am aware of the regression in some of the
osgShadow implementations, these alas seem to have come in along with
fixes with to other problems. I don't which set of changes broke
things for which sets of models though.. a clear case for more
osgShadow related unit tests.
Hi All,
I was working with observer_ptr and noticed that a const gets added to the
get() return type. The observer_ptr::get() const method returns a const
T*. I think the const modifier on the method should only apply to the
observer_ptr object, not to the object that is pointed at. If the
I downloaded osgWidget and ran sample programs, I liked it a lot.
I would like to use it for the project I will be working on.
The first version of the software used OSG1.2 + CEGUI. It worked fine after
some workarounds, but I was never happy about them.
So yes now I am working on next version
I have a geode that I have added as a child to a osg::PositionAttitudeTransform.
If I call setPosition (x,y,z), it seems to work OK. If I then call setScale with
(1.,1.,1.) as arguments, it doesn't change as expected. But, if I change the
scale values to something other than one, in addition to
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