[osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Danny Riflko
Hi, If I use in the main: Vec4d C1 = Vec4d (1, 1,1, 1); Then the vector has garbage in it. But if I declare Vec4d C1 = Vec4d(); before main, then I can use the setter in the main to put some values in it, and it works. Why is that? How does that work? Thank you! -- Read this

Re: [osg-users] Hosting non-OSG-core projects on OSG servers

2009-11-07 Thread Robert Osfield
Hi Chris, On Fri, Nov 6, 2009 at 10:40 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:  I'm about to begin working on a project with some significant interest to OSG developers. I'm wondering if this is a time where it would be appropriate to ask if I should go set up hosting under

Re: [osg-users] osgText artifacts

2009-11-07 Thread Robert Osfield
Hi Don, My guess this is a minification mipmapping issue on the texture atlas where the neighbouring glyph images are bleeding into the character you want to render. Choosing a font resolution nearer to your screen resolution will probably help. Robert. On Fri, Nov 6, 2009 at 7:10 PM, Don

Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Robert Osfield
Hi Danny, I'm not aware of any bugs related to copying Vec4d's - doing what you quote has been done for many years without problems, I would recommend that you double check your own code and your build to see if something has gone amiss. Robert. On Sat, Nov 7, 2009 at 9:36 AM, Danny Riflko

Re: [osg-users] osgText artifacts

2009-11-07 Thread Robert Osfield
On Sat, Nov 7, 2009 at 10:46 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Don, My guess this is a minification mipmapping issue on the texture atlas where the neighbouring glyph images are bleeding into the character you want to render.   Choosing a font resolution nearer to your

[osg-users] Renderer and SceneView classes

2009-11-07 Thread Dan R
Hello, I'm new to OSG and am just looking over the code structure to better learn how a proper scene graph library is laid out. I'm interested in using (porting a stripped down version) of osg for a project I'm working on in another language. I pretty much understand the flow of the graph,

Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Chris 'Xenon' Hanson
Robert Osfield wrote: Hi Danny, I'm not aware of any bugs related to copying Vec4d's - doing what you quote has been done for many years without problems, I would recommend that you double check your own code and your build to see if something has gone amiss. Yeah, what you're doing should

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett s.d.hamm...@googlemail.com wrote: I've gotten good results with exporting blender - .lwo as long as you split your model meshes up the right way, so you can run the smoothing visitor on it. Why? There is osg exporter too. Works fine:

Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Danny Riflko
Hello, it seems the error I was referring to was simply because I debugged (Step Into) with release mode in Visual C++ 2008 Express Edition. Here is a screenshot. The content of C12 is garbage. So it was a noob question. robertosfield, could you remove my e-mail from the post? The bots can pick

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Simon Hammett
2009/11/7 Jan Ciger jan.ci...@gmail.com: Simon Hammett s.d.hamm...@googlemail.com wrote: I've gotten good results with exporting blender - .lwo as long as you split your model meshes up the right way, so you can run the smoothing  visitor on it. Why? There is osg exporter too. Works fine:

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett s.d.hamm...@googlemail.com wrote: Well .lwo was the first format I found that worked and it's binary so the models load quickly. The apps I work on, load lots of stuff outta dbs, run third party dlls black boxes etc on start up, so they are already irritatingly slow to start

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Simon Hammett
2009/11/7 Jan Ciger jan.ci...@gmail.com: Simon Hammett s.d.hamm...@googlemail.com wrote: Well .lwo was the first format I found that worked and it's binary so the models load quickly. The apps I work on, load lots of stuff outta dbs, run third party dlls black boxes etc on start up, so

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Jan Ciger
Simon Hammett s.d.hamm...@googlemail.com wrote: which is yet another step in the process. that's making things more complicated, not less. and .lwo works rather nicely so why change? Because .osg can capture also things that are native to the scenegraph that you cannot capture in .lwo (e.g.

Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Danny Riflko
Can't you simply edit the post and delete the e-mail. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19329#19329 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Declaring and using Vec3d and other.

2009-11-07 Thread Jan Ciger
Danny Riflko do_th...@luukku.com wrote: Can't you simply edit the post and delete the e-mail. No, because the forum is actually attached to a mailing list where your posts are re-posted automatically. We wouldn't be able to reply back to you without the e-mail. Regards, Jan signature.asc

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Simon Hammett
2009/11/7 Jan Ciger jan.ci...@gmail.com: Simon Hammett s.d.hamm...@googlemail.com wrote: which is yet another step in the process. that's making things more complicated, not less. and .lwo works rather nicely so why change? Because .osg can capture also things that are native to the

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-07 Thread Cedric Pinson
Hi Simon, Blender file is a container like 3dsmax file. If you want to load .blend in osg directly it will be very complex and not suitable for a lot of cases. Anyway, if you really want it i would suggest to make a plugin that run osg export in background mode and then load the result in osg. Of