Hi everybody,
i am trying to compile openscenegraph in our new server (64 bit double quad
processor), but I get some errors with the dependencies, which are pre-compiled
(in 32bits I suppose). Does anybody have the dependencies pre-compiled in
64bits? Did anybody already compile openscenegraph
Hi,
On 14/08/09 9:56 PM, Rabbi Robinson wrote:
I compile the code in debug mode. Well, the image is good either on the screen
or saved
as file, which likely rules out the dimension problems. Its the delete that is
causing
the problem Thank you!
You're saying 'code' but does that imply your
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
Hi everybody,
i am trying to compile openscenegraph in our new server (64 bit double quad
processor), but I get some errors with the dependencies, which are
pre-compiled (in 32bits I suppose). Does anybody have the dependencies
pre-compiled
Hi,
actually I also want to compile 2.8.0. The platform will be Windows Server
2003. So you recommend to download the sources of 3rdparty and re-compile
everything in 64?
J.
Date: Sun, 16 Aug 2009 15:39:03 +0200
From: pazarb...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re:
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
Hi,
actually I also want to compile 2.8.0. The platform will be Windows Server
2003. So you recommend to download the sources of 3rdparty and re-compile
everything in 64?
J.
Date: Sun, 16 Aug 2009 15:39:03 +0200
From: pazarb...@gmail.com
Yes 64bit on windows compiles and works fine, but I highly recommend you
compile everything yourself including all the 3rd party dependencies and
plug-ins you require,
While this may take you a couple or so extra hours it fully ensures that all
your libraries will match, you need to unsure they
I'm sorry but I don't have a lot of experience in compilation. I downloaded the
required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now they say
to use this to compile it:
nmake /f makefile.vc
but where do I have to change the configuration to specify the 64bits? they
don't
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
I'm sorry but I don't have a lot of experience in compilation. I downloaded
the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now
they say to use this to compile it:
nmake /f makefile.vc
but where do I have to change the
thanks!
I suppose that I should change something in the nmake.opt file?
J.
Date: Sun, 16 Aug 2009 17:21:05 +0200
From: pazarb...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
2009/8/16 lucas Grijander
2009/8/16 lucas Grijander dev_crisa...@hotmail.com:
thanks!
I suppose that I should change something in the nmake.opt file?
J.
Date: Sun, 16 Aug 2009 17:21:05 +0200
From: pazarb...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] how to compile openscenegraph in
Finally found it. I am having trouble compiling it. I keep getting
osg/Geode does not exist. It is in
C:\Program Files\OpenSceneGraph\include\osg. What could be wrong? I
have changed the project and told the project file where my osg is
installed.
Michael
On Sat, 2009-08-15 at 12:07
Oh you need to setup the environment variables to tell Windows where to look
for the files.
Here, follow this guide:
http://www.macs.hw.ac.uk/modules/F24VS2/Labs/OpenSceneGraphTutorial.pdf
Cheers,
Andrew
On Sun, Aug 16, 2009 at 8:52 PM, Michael W. Hall hal...@att.net wrote:
Finally found it.
Hi Andrew, Michael,
Here, follow this guide:
http://www.macs.hw.ac.uk/modules/F24VS2/Labs/OpenSceneGraphTutorial.pdf
No, please don't. It's horribly out of date.
Please use the documentation on the OSG web site, which has gotten much
better, in particular:
http://www.catb.org/~esr/faqs/smart-questions.html#id308182
__
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Goering
With any 3rd party product typically your are going to have to do some
initial setup especially going to 64 bit builds this will be slightly
different for each package so you will have to investigate what they are
But I'm afraid your venturing out of the realms of OSG help in to a whole
other
Hey,
I didnt mean to be annoying.. and I didnt want to repost the same question.
I hope I didnt come across that way
I just figured the problem was probably not very complex (maybe a wrong
assumption) and so I thought it was possible that my description was flawed, or
that it wasnt clear what I
Check the archives , I'm pretty sure that a very similar question was asked
wit in the few couple of days and answered
( its certainly be answered several times over the last year, so the answer
is lurking in the archives etc )
Hi Martin,
2009/8/15 Mamu ma...@gmx.de:
My guess is that you need to call the base class constructor like this:
class WithInitNodeVisitor(osg.NodeVisitor):
def __init__(self):
osg.NodeVisitor.__init__(self) #-- !!
you guessed right, thanks! Now, my example does not fail anymore,
Hi, anyone know if there's a paged geometry plugin out there or in the works
for OSG? I was hoping for something like this to assist in the rendering of
terrain features such as forests, vegetation and things like that.
Thank you!
Cheers,
Peter
--
Read this topic online here:
Osg::PageLOD
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com
__
Thanks Robert,
I will try that.
By the way, when I remove an object from the scene graph by remove the PAT
above the model, do I need to call releaseGLObjects on the model node as well?
or just the PAT?
I use the model to create mutiple instance (use mutiple PAT) in the scene. If
one of the
Hi,
Does anyone has solution for this?
I am doing a simliar thing as well.
I tried to update my 3D Axis object with camera's position by using
CullCallBack, but I have flickering problem with mutiple view/camera.
It seems it's too late to update the node position/matrix at the culling stage,
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