Strangely, ffmpeg in my project works fine ...
(in OSG 2.9.7)
Here the log:
ffmpeg:: open (/ home/maximum2000/LABS/transgaz/video/utz1.mov) size (1024,
768) aspect ratio 1
Attaching FFmpegAudioStream
Finished FFmpegImageStream:: run ()
FFmpegAudioStream:: setAudioSink (0)
Assigning 0
Calling
Hi Maxim,
2010/2/19 Maxim Gammer maxgam...@gmail.com:
Strangely, ffmpeg in my project works fine ...
(in OSG 2.9.7)
Here the log:
ffmpeg:: open (/ home/maximum2000/LABS/transgaz/video/utz1.mov) size (1024,
768) aspect ratio 1
Attaching FFmpegAudioStream
Finished FFmpegImageStream::
Hi Martin,
there are some information in osgModeling::PolyMesh,
...
/** Create segments used by the edge map */
inline static Segment getSegment( osg::Vec3 p1, osg::Vec3 p2 );
/** Get the edge object in specified edge map from two points. */
static Edge* getEdge( osg::Vec3 p1,
Hi,
I have written a clsuter/network module to transport nodes over network
(atm only nodes are serializable, not osg::objects).
I have play a bit with the zlib compressor and the binary and ascii version.
My result was a larger binary result as ASCII result of the identical node.
I didn't
Hi Rafa,
I really is starting to look like the static
osg::Observer::getGlobalObserverMutex() is being destructed before the
scene graph which is a bit bizzare.
Is this only happening in your app? Could you try the OSG examples?
Is there anything specific you do about clean up in your app?
Hi Torben,
The binary should be smaller than the ascii. Are you findings before
or after compression?
As for merging cluster support, I'd have to know a bit more about what
form it would take. There are a number of different approach to doing
clusters, each with their own strengths and
LOL :) I meant SVN, I have not been around for a whileas you can see.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 19 February 2010 07:53
To: OpenSceneGraph Users
Subject: Re:
PERFECT! :)
Thanks Robert! now closes ok, and all is running perfect.
Singletons sometimes makes life easier.. sometimes not! :)
Rafa.
On Fri, Feb 19, 2010 at 9:50 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Rafa,
Based on the assumption that there is ordering of destruction
FYI, I've used the Referenced.cpp file you posted to get things running.
On Fri, Feb 19, 2010 at 9:57 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
PERFECT! :)
Thanks Robert! now closes ok, and all is running perfect.
Singletons sometimes makes life easier.. sometimes not! :)
Rafa.
On
On Fri, Feb 19, 2010 at 8:58 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
FYI, I've used the Referenced.cpp file you posted to get things running.
Excellent news. I've checked this change in (minus the debugging messages.)
Could you remove all the local changes your made and update to
Thanks Umut
-Nick
On Fri, Feb 19, 2010 at 10:47 AM, Ufuk ufuk@gmail.com wrote:
you can add this line to your hosts file which is in mostly in *
C:\WINDOWS\system32\drivers\etc*:
than you dont have problem... :)
208.117.236.69 youtube.com www.youtube.com
On Fri, Feb 19, 2010 at 9:46
All working fine now!
Rafa.
On Fri, Feb 19, 2010 at 10:03 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
On Fri, Feb 19, 2010 at 8:58 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
FYI, I've used the Referenced.cpp file you posted to get things running.
Excellent news. I've checked this
On Fri, Feb 19, 2010 at 9:28 AM, Rafa Gaitan rafa.gai...@gmail.com wrote:
All working fine now!
Thanks, a great relief :-)
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Hi All,
To give you all a chance to thrash the OSG svn/trunk to an inch of
it's life I'm headline for a few hours (to do my weekly long run).
I'll be back at lunchtime, and if all looks well I'll go for making
2.7.9 this afternoon (UK time).
Thanks for all the testing,
Robert.
Hi Robert,
my serialized sizes are:
Ascii format: 137 byte
binary format uncompressed 217 byte (!)
binary format compressed 107 byte.
6 Month ago, I implemented 2 prototypes (TCP, UDP) . My result was, that
TCP is not as fast as UDP, but it was the only possibilty to (nearly) sync the
Hi all,
I have implemented selection within my scene using the
osgUtil::PolytopeIntersector. My scene comprises a VPB based terrain,
with various other object. What I want to be able to do is to select
only those objects that are infront of the terrain.
Any suggestions on the best way to
Hi Robert,
I am getting a crash when cleaning up dynamic viewer
osg::ref_ptrosgViewer::CompositeViewer viewer;
..
viewer = 0;
osg63-osgViewerd.dll!osg::observer_ptrosgViewer::ViewerBase::objectDeleted(void
* obj=0x019c0ce4) Line 115 + 0x6 bytes C++
Hi,
I'm currently using the DirectShow plugin to play two videos through
DirectShow, which works fine and as intended. I require both of these videos to
play completely in sync with one another, but as they play along they go out of
sync. I have tried comparing the current frame of each video
Hi Robert,
I'm also getting a crash when exiting. This is on Windows XP, displaying
cessna.osg in osgviewer. The crash is deep inside the a Windows DLL, but I
get an error message stating that heap corruption is the likely cause.
I'll keep digging...
___
Hi Julien,
The application I am building models augmented reality for a see through
display. Therefore the camera must integrate the position of the person, as
well as camera (intrinsic) parameters that reflect the users eye+display
combination. These I derive using 2D-3D correspondences based
Hi Robert,
Just checkout the latest build this around 10.30am and am receiving the
following build errors under Windows 7 and VS2008.
I did check the box wrappers under cmake and these are all wrapper errors.
Hope it helps.
Regards
Martin.
Error 62 error LNK2019: unresolved external
Hi Robert,
Robert Osfield wrote:
Hi All,
To give you all a chance to thrash the OSG svn/trunk to an inch of
it's life I'm headline for a few hours (to do my weekly long run).
I'll be back at lunchtime, and if all looks well I'll go for making
2.7.9 this afternoon (UK time).
r11083 looks OK
Hi all,
I am using libcollada14dom21.dll (and libcollada14dom21-d.dll) with OSG2.8.1.
Thanks,
Yashodhan
- Original Message -
From: Yashodhan Nevatia yashodhan.neva...@spaceapplications.com
To: osg-users@lists.openscenegraph.org
Cc: Rares Ambrus r...@spaceapplications.com
Sent: Friday,
HI Nick,
I'm afraid I don't have ideas about the cause yet, the line of code
you quote where the crash occurs looks fine, the objects in play
should all still be valid. Does the error occur on standard OSG
examples? Does both the release and debug builds crash on exit?
Robert.
On Fri, Feb 19,
Hi Robert,
It wasnt crashing before. Only now with the latest from the trunk. Let me
try the examples and will get back to you
-Nick
On Fri, Feb 19, 2010 at 4:00 PM, Robert Osfield robert.osfi...@gmail.comwrote:
HI Nick,
I'm afraid I don't have ideas about the cause yet, the line of code
Hi Martin,
Thanks for testing. The errors are down to two methods that I had
their implementation from Registry into a dedicated companion class,
alas I hadn't removed the declaration though so these methods were
indeed the cause of missing symbols. I have now removed the
offending methods and
Hi Robert,
I implemented my own ReadFile callback, working well.
Would you (and osg) be interested in having it ? I can submitt in
directly in osg src.
I implemented if for WIN32 only, so someone should implement the other
version...
For the moment, it uses psapi.lib ... not very portable
Hi Robert,
the examples works fine but My app was working fine as well too :)
-Nick
On Fri, Feb 19, 2010 at 4:08 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Martin,
Thanks for testing. The errors are down to two methods that I had
their implementation from Registry into a
and yes. both configuration crashes
-Nick
On Fri, Feb 19, 2010 at 4:00 PM, Robert Osfield robert.osfi...@gmail.comwrote:
HI Nick,
I'm afraid I don't have ideas about the cause yet, the line of code
you quote where the crash occurs looks fine, the objects in play
should all still be valid.
Paul,
Yep, exact same system with the same hardware and the same application/models.
The only difference is compiling with 2.8.2 libraries vs. 2.9.6.
I will try your suggestions and report back.
Thanks for the help,
Garrett
--
Read this topic online here:
Hi Nick,
On Fri, Feb 19, 2010 at 2:13 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
the examples works fine but My app was working fine as well too :)
Could you modify osgviewer so that it uses a ref_ptr rather than let
it be created on the stack so mimicing the usage model of
Hi All,
In order to compile on Windows with Wrappers ON, some exports are still missing
on osgPresentation::AnimationMaterialCallback and
osgUtil::IncrementalCompileOperation::CompileSet.
Regards,
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Thanks Fabien, fixes now merged and submitted to svn/trunk.
On Fri, Feb 19, 2010 at 2:21 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
Hi All,
In order to compile on Windows with Wrappers ON, some exports are still
missing on osgPresentation::AnimationMaterialCallback and
Hi Robert,
I did so. The modified example works with dynamic viewer
construction/destruction. The only difference is that my viewer is in a dll
and it is constructed/destructed there
-Nick
On Fri, Feb 19, 2010 at 4:21 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Fri, Feb
And it crashes on the mutex lock
-Nick
On Fri, Feb 19, 2010 at 4:32 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I did so. The modified example works with dynamic viewer
construction/destruction. The only difference is that my viewer is in a dll
and it is
HI Nathan,
I now nothing about DirectShow so I can't comment on the
API/impementation details of what you are trying to achieve. What I
can say is that when I've done stereo movie rendering with the OSG
we've rendered the two movies streams into a single movie then use
texture coordinates to
Dear all,
I have been trying to apply osgPPU for stereo rendering and that
appeared to work. However, when I took a closer look at the anaglyph
rendering of the osgppu_dof example (run it with --stereo), I noticed
that it does not work as expected (running the osgPPU pipeline on both
views, then
Hi Vincent,
On Fri, Feb 19, 2010 at 2:09 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I implemented my own ReadFile callback, working well.
Yay! :-)
Would you (and osg) be interested in having it ? I can submitt in directly
in osg src.
It's probably a bit too domain specific to be
Hi Robert,
My code is actually based on the stereo image example, but I am using two
ImageStreams instead of the one. My application actually allows you load images
or movies and renders them to two textures which you can then move around just
like the example. It seems I may have to get the
Hi Nick,
On Fri, Feb 19, 2010 at 2:38 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
And it crashes on the mutex lock
Ahhh, good at least we have something to gone on it tracking down what
is going wrong. It does sound kinda similar to the issue that Rafa had
with destruction under
Hi Nathan,
I don't personally have a methodology for creating side by side video
- I've just requested stereo movies for the modellers I've worked
with, then just use movie tools on the Mac to re-render the movies
into a single side by side movie.
My guess is that you could probably code up a
Hi Robert,
I am up to date, before you went running :). I was following this thread
carefully today. The update I did just now has not affected the pointers
stuff
The idea about checking the validation of the mutex is good idea. I am
trying it right now
-Nick
On Fri, Feb 19, 2010 at 4:52 PM,
hum . the _mutex in observer_ptr is pure pointer. No smart thing on it.
How you want to check it?
-Nick
On Fri, Feb 19, 2010 at 5:01 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I am up to date, before you went running :). I was following this thread
carefully
Hi Nick,
I was just reviewing your the code you copied in your earlier message
(below) and spotted that the observer_ptr was access a local mutex
not the GlobalObserverMutex() as it should have been. I've just fixed
observer_ptr and am currently rebuilding. Could you try the
attached
Hi Nick,
I just got a build error with the modified observer_ptr. I fixed
this build error in the file attached so please use this one.
Cheers,
Robert.
observer_ptr
Description: Binary data
___
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rebuilding ...
-Nick
On Fri, Feb 19, 2010 at 5:16 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
I was just reviewing your the code you copied in your earlier message
(below) and spotted that the observer_ptr was access a local mutex
not the GlobalObserverMutex() as it should
got this Error while building
SceneView.cpp
4D:\OpenSceneGraph\include\osg/observer_ptr(54) : error C2664:
'OpenThreads::ScopedLockM::ScopedLock(const OpenThreads::ScopedLockM )'
: cannot convert parameter 1 from 'OpenThreads::Mutex *' to 'const
OpenThreads::ScopedLockM '
4with
4
looks like I am on faster machine LOL :)
-Nick
On Fri, Feb 19, 2010 at 5:18 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
I just got a build error with the modified observer_ptr. I fixed
this build error in the file attached so please use this one.
Cheers,
Robert.
Hi Nick,
Did you use the second of observer_ptr header that I posted? As I
believe this addresses the issue you've got - my build failed here
with my first cut, I fixed it and posted the new observer_ptr header.
Since then my build has completed without problems.
Robert.
On Fri, Feb 19, 2010
-openscenegraph.org
__ Information from ESET NOD32 Antivirus, version of virus signature
database 4880 (20100219) __
The message was checked by ESET NOD32 Antivirus.
http://www.eset.com
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osg-users
yes. I am using the second post. Building so far good
-Nick
On Fri, Feb 19, 2010 at 5:40 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
Did you use the second of observer_ptr header that I posted? As I
believe this addresses the issue you've got - my build failed here
with my
Hi Nick,
I've just run the runexamples.bat and all the examples run cleanly so
I've now checked in my change to observer_ptr.
Robert.
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Hi Robert,
with the latest files (including the observer_ptr you posted at 15:18)
everything is working fine for me now (Visual Studio 2008, Windows XP).
However, is observer_ptr's destructor thread safe? It looks like if the
target of _ptr were to be destroyed on another thread at the same time
Hi Robert,
still crashing. I am building debug now
-Nick
On Fri, Feb 19, 2010 at 5:48 PM, Michael Platings mplati...@gmail.comwrote:
Hi Robert,
with the latest files (including the observer_ptr you posted at 15:18)
everything is working fine for me now (Visual Studio 2008, Windows XP).
Ok,
When loading cow.osg I experience the same problems described above. Works fine
when my app is compiled with osg 2.8.2, warning message and no visible geometry
when using v. 2.9.6.
When viewing an .osg version of my test plane, there don't seem to be any
special GL features being used. In
Hi Michael,
On Fri, Feb 19, 2010 at 3:48 PM, Michael Platings mplati...@gmail.com wrote:
How about:
~observer_ptr()
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(*getObserverMutex());
if (_ptr) _ptr-removeObserver(this);
}
Looks appropriate. Now merged and checked into
Hi Nick,
On Fri, Feb 19, 2010 at 3:50 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
still crashing. I am building debug now
Is it still crashing with Michael's suggestion of add the mutex lock
to the observer_ptr destructor? I've just checked in this fix.
Robert.
Hi Robert,
I have more input now after tracing this issue
virtual void objectDeleted(void* obj)
{
T* ref_obj = static_castT*(obj);
OpenThreads::ScopedLockOpenThreads::Mutex
lock(*getObserverMutex());
if (ref_obj-referenceCount() == 0) _ptr = 0;
Hi Nick,
On Fri, Feb 19, 2010 at 4:27 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I have more input now after tracing this issue
virtual void objectDeleted(void* obj)
{
T* ref_obj = static_castT*(obj);
Garrett Cope wrote:
When loading cow.osg I experience the same problems described above. Works fine
when my app is compiled with osg 2.8.2, warning message and no visible geometry
when using v. 2.9.6.
You're saying that if you run the 2.9.6 version of osgviewer:
osgviewer cow.osg
...you
Hi Robert,
the dll is not undloaded. When I do
viewer = 0;
the viewer address and the one that gets down to objectDeleted(void* ptr)
are slightly different, means viewer.get() != ptr.
_ptr is not equal to obj
-Nick
On Fri, Feb 19, 2010 at 6:37 PM, Robert Osfield
Hi Nick,
On Fri, Feb 19, 2010 at 4:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
the dll is not undloaded. When I do
viewer = 0;
the viewer address and the one that gets down to objectDeleted(void* ptr)
are slightly different, means viewer.get() != ptr.
_ptr is not equal to
Good point. Actually, I think the correct solution is more
complicated than either of us is thinking. Right now the delimiters
are allowed to be either the first or last character on a line,
depending on what fits the best. This is clearly wrong since none of
these characters should ever be the
Hi Robert,
attached is the sample that crashes. Please let me know if crash for you as
well
-Nick
On Fri, Feb 19, 2010 at 7:10 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Fri, Feb 19, 2010 at 4:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
the dll is
Hi Nick,
attached is the sample that crashes. Please let me know if crash for you as
well
I've just tested you osgviewer.cpp and it doesn't crash for me, but..
some debugging that I added into my include/osg/observer_ptr reports a
mismatch of pointers. When I run the standard osgviewer it
correct. The viewer pointer was missmatching
-Nick
On Fri, Feb 19, 2010 at 7:55 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
attached is the sample that crashes. Please let me know if crash for you
as
well
I've just tested you osgviewer.cpp and it doesn't crash for me,
Ok, i see what you are saying.. The reason I was changed that was because
referenceTime was getting reset back to realtime in the call to viewer.frame()
( more specifically, inside the Viewer::advance() function).
To avoid this, I don't call viewer.frame(), I now have to:
double simTime =
On Fri, Feb 19, 2010 at 5:59 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
correct. The viewer pointer was missmatching
I've been reviewing the observer_ptr code and it looks correct.
Added a mutex to the copy constructor looks appropriate, but this
isn't the issue we're up against.
Hi Robert -- r11087 is currently broke for GL3 builds. I get errors of
this form:
5..\..\..\src\osg\TexEnvFilter.cpp(41) : error C2039: 'notify' : is not
a member of 'osg'
5..\..\..\src\osg\TexEnvFilter.cpp(41) : error C2039: 'NOTICE' : is not
a member of 'osg'
Hi Paul,
I need a complete list is am to fix them... :-)
Robert.
On Fri, Feb 19, 2010 at 6:39 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- r11087 is currently broke for GL3 builds. I get errors of this
form:
5..\..\..\src\osg\TexEnvFilter.cpp(41) : error C2039: 'notify' : is
Hi Paul,
Is it simply that these .cpp's don't pull in include/osg/Notify any
more due to clean ups of the headers?
Robert.
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Okay, I'm seeing some decidedly weird results from mixing osgEarth and
osgOcean. I've attached a picture link, but here's the text description...
I've cut the code back to creating an osgEarth globe but I'm not putting any
map data into it. (If I do, I get the same results anyway.) This means
Robert Osfield wrote:
Is it simply that these .cpp's don't pull in include/osg/Notify any
more due to clean ups of the headers?
It's only occurring in the GL3 build; GL1/2 builds fine. If it were just
a header issue, I'd think it'd be the same for both builds.
-Paul
On Fri, Feb 19, 2010 at 7:24 PM, Paul Martz pma...@skew-matrix.com wrote:
Robert Osfield wrote:
Is it simply that these .cpp's don't pull in include/osg/Notify any
more due to clean ups of the headers?
It's only occurring in the GL3 build; GL1/2 builds fine. If it were just a
header issue,
On Fri, Feb 19, 2010 at 7:23 PM, Paul Martz pma...@skew-matrix.com wrote:
Robert Osfield wrote:
I need a complete list is am to fix them... :-)
Downloading gl3.h from opengl.org would allow you to do your own build.
Please remember there is only one of me. I do try and chase up lots
of
Hi Robert,
yes, osgcompositeviewer cow.osg crashes
-Nick
On Fri, Feb 19, 2010 at 8:10 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
In testing at my end I got the pointer mismatch occur when running and
then exiting osgcompositeviewer cow.osg. Does the crash happen for
you
Hi Nick,
I've been contemplating the crash you have and the mismatch of
pointers, which is little doubt down to multiple inheritance causing
difference between the osg::Referenced location and the pointer to the
actual object (class T for the template). This difference means that
casting the
Robert Osfield wrote:
On Fri, Feb 19, 2010 at 7:23 PM, Paul Martz pma...@skew-matrix.com wrote:
Robert Osfield wrote:
I need a complete list is am to fix them... :-)
Downloading gl3.h from opengl.org would allow you to do your own build.
Please remember there is only one of me. I do try
:) .. I like your enthusiasm .. Rebuilding
-Nick
On Fri, Feb 19, 2010 at 9:54 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
I've been contemplating the crash you have and the mismatch of
pointers, which is little doubt down to multiple inheritance causing
difference between
On Fri, Feb 19, 2010 at 7:55 PM, Paul Martz pma...@skew-matrix.com wrote:
It took me about 5 minutes to download gl3.h and set up an automated GL3
build for CDash on my second system. Regardless of your time constraints,
you're just about to tag a release, so I'd think you would take the time
Hi Rafa Jordi,
Rafa, something you said triggered an old memory of mine: I must run the
vcvarsall.bat file to setup the correct environment for vs8 and for compiling
from the command line.
I only could guess that you opened the wrong Visual-Studio command line, so
the environment is
It doesn't sound reasonable that the Collada loader has created one drawable
for all the geometry that shares a shader group across different high-level
objects, unless it and you can be sure that you never need to manipulate the
objects position, etc. seperately. On the other hand, it is
Robert Osfield wrote:
On Fri, Feb 19, 2010 at 7:55 PM, Paul Martz pma...@skew-matrix.com wrote:
It took me about 5 minutes to download gl3.h and set up an automated GL3
build for CDash on my second system. Regardless of your time constraints,
you're just about to tag a release, so I'd think you
On Fri, Feb 19, 2010 at 9:09 PM, Paul Martz pma...@skew-matrix.com wrote:
I reject your assertion that I'm out of line. If you were an employee at any
company I've worked at in the past, and were about to tag a release without
testing the build, you'd be cited for poor QA.
Right back at you
Hi All,
I've just done builds under GLES1 and GLES2, had to make a few build
fixes, these are all now checked in. It's clearly too late in the day
now to attempt a release, and all the changes today need build and
runtime testing too.
So while I take a well earned rest, you've got no excuses
I hate being the one to get between you two, but I think this is getting
out of hand. As is often the case in these heated arguments, you're both
right, and you're both wrong.
Paul, finding which header is missing from the places where you get the
errors would probably not be too hard.
Hi Robert,
compiling under Vista32, VS2005 SP1 works.
But I get some warnings, e.g.
- CullSettings.cpp Line 31: Warnung osg::CullSettings::VariablesMask in
unsigned int, signed/unsigned-Konflikt.
- graph_array.h line 106:
'triangle_stripper::detail::graph_arraynodetype::node':
Hi,
I am new to OSG and I am attempting to port some work that was done in directX
over to OSG. I am using some of the basic geometric objects like osg::box and
osg::sphere. I got those working like I wanted, but when I tried to add texture
mapping to them the results are very different than
Jean-Sébastien Guay wrote:
Paul, finding which header is missing from the places where you get the
errors would probably not be too hard.
I often do provide fixes, but I'm under the gun to get demos out the
door in a few days. Also, the general rule for most software development
projects is:
Hi,
I'm little confused about when it's appropriate or even necessary to call
setDataVariance(DYNAMIC) - assuming we are not running in SingleThreaded mode.
For example:
1) If I have a switch node and want to change its state in the update or event
sequence (i.e during runtime), does the
Robert Osfield wrote:
Thanks for the error file. GL1/2 build fine because for the files
you've specified there is not notify usage in the GL1/2 paths, only in
the non GL1/2 paths.
Ah! Makes sense.
r11097 has fixes the vast majority of the errors. There is only one
dangler at this point:
Guy Volckaert wrote:
Hi,
I'm little confused about when it's appropriate or even necessary to call setDataVariance(DYNAMIC) - assuming we are not running in SingleThreaded mode.
You should read through the archives, as this has been discussed quite a
bit. In summary, DYNAMIC keeps things
Hi Paul,
Paul, finding which header is missing from the places where you get
the errors would probably not be too hard.
I often do provide fixes, but I'm under the gun to get demos out the
door in a few days.
And Robert's under the gun (perhaps his own gun) to get a dev release
out the
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