I'm trying to build OSGExp for 64 bit, but I'm experiencing a runtime
problem when executing the lines:
osg::ref_ptrosg::MatrixTransform rootTransform;
rootTransform = new osg::MatrixTransform();
in particular the OSGExp plugin crashes at the 2nd line. I tryed to replace
the osg::ref_ptr
Hi Jordi,
On Wed, Mar 10, 2010 at 6:51 PM, Jordi Torres jtorresfa...@gmail.comwrote:
The XCode build fails for me in osgunittests when running
runFileNameUtilsTest(osg::ArgumentParser) because ld: symbol(s) not
found. Let me investigate further...
The runFileNameUtilsTest(..) method is
Hi all,
Thanks for your advices. About the current setup, we're using only one
screen with a 9800GT card (and 4 windows) for our tests, but the final setup
will be composed of 2 9800GT cards and 4 screens.
I'll let you know how our tests goes.
Cheers,
On Thu, Mar 11, 2010 at 8:28 AM, J.P.
Is it possible to include plugins? I am particularly interested in
updated Inventor plugin.
John
Paul Martz wrote:
Hi folks -- I am 99% certain that I'll be doing a 2.8.3 release in the
next few weeks. The release will not be API compatible with 2.8.2. I
wanted to let you all know my plans,
Hi Kai,
I checked RenderStage::runCameraSetUp() source code, and found that
bufferAttachments only have Texture1D, Texture2D, Texture3D,
TextureCubeMap, TextureRetangle, but without TextureArray, and I don`t
know weather OSG using glFramebufferTextureLayer or glFramebufferTexture
when bind
Hi,
I have problems building osgdotnet wrappers.
To explain my problems a bit, i build osg with cmake and visual studio without
osg_wrappers first and then built generator project for osgdotnet,
after that i start it without debbuging and it starts to generate the files,
but after osgterrain
are you trying to display an image that has the same size as your screen? If
so, you might want to do it with HUD (have a look at osghud example) and
with TextureRectangle instead
-Nick
On Thu, Mar 11, 2010 at 4:29 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
Extremely
Hi,
Akilan Thangamani wrote:
Hi,
Extremely sorry for my first question as I was not reading the image file
properly, I couldn't get the display as I thought. But regarding my 2nd
question, I m taking a buffer(filled with image pixels) of size exactly
equivalent to of my screen resolution
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
A few more details can be found here:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669
This isn't something I was expecting, looks like
Hi Vedran,
Which version of the OSG are you using? My guess is that you are
using svn/trunk or a recent dev release as I recently moved
PerContextShader into the public scope of Shader, but hadn't added an
export and didn't spot any issues (I work under linux). I've just
added OSG_EXPORT to the
Hi,
I have an openFlight terrain that I want to convert to .ive. I've notived while
watching some of the example files that it is possible to get a Master .ive
that references to several nested .ive terrain patches. I was wondering how I
could achieve this considering my openflight database is
Hi David,
have a look at this thread, Might help you
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
-Nick
On Thu, Mar 11, 2010 at 5:25 PM, David Marchessault
dmarchessa...@simthetiq.com
Hi,
I just had a more extensive stroll through the osgVolume code in the 2.8.2
release but I don't think it has changed in more recent versions (I guess)
after playing around with the node for a more extensive period. I am a bit
suprised by especially the raycasting shaders they seem to be
On 3/11/2010 7:46 AM, Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
Wow.
Looking for a short overview of the changeset now...
--
Chris 'Xenon' Hanson, omo sanza lettere
Thank you very much!
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
(Nick) Nikolov
Sent: March-11-10 10:35 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] nested .ive
Hi David,
have a look at
Chris 'Xenon' Hanson wrote:
On 3/11/2010 7:46 AM, Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
Wow.
Looking for a short overview of the changeset now...
Looks like it's
Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
A few more details can be found here:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669
This isn't something I
All,
I have a need to turn certain views on and off in a composite viewer
during runtime. I know that the composite viewer has the capability of
adding and removing views but I'm not sure this is the proper mechanism to
use for what I want to do. The views I want to manage sit on top of a
Hi Shayne,
My question is, is adding and removing the views during runtime the way
to go or is there a more efficient/elegant way of turning my views on
and off? Is there an equivalent of a switch node for managing views in a
composite viewer?
To add/remove views at runtime you have to stop
Hi Jordi,
thanks for the updated. Sorry for being a pest. I do really appreciate your
help and I definitely understand your pressure. I have been totally swamped
myself.
I'll let you know how the latest info you've given me works. Talk to you soon!
:D
Best regards,
Allen
--
Hi
the subroutines added in GLSL 4.
yes it might also affect the major feature of osg being discussed lately -
the way to handle shader composition.
Regards
Sergey Kurdakov
On Thu, Mar 11, 2010 at 8:49 PM, Jason Daly wrote:
Robert Osfield wrote:
-
I was interested in the OpenGL course (still am), but there isn't
exactly a lot of info about the course available. It would be nice to
know where it is (more specific than Los Angeles), what the
pre-requisites are (software environment) and what is and isn't included
(lunch?). The daily schedule
J-S,
Thanks for the input. Controlling the node mask does the trick...:)
Thank you!
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Thursday, March 11, 2010 11:28 AM
Hi,
thanks again for answering.
J.P. Delport wrote:
Hi,
Georg Martius wrote:
Hi JP,
thanks for you hint. I tried to code from the linked thread.
Unfortunately it does not really work very well. To get you updated:
I have 2 cameras, one is the original viewer cam and the other is a
Hi Wojtek,
I'll try your method first, it sound a good idea. Later when I have time, I'll
try to modify the RenderStage.cpp for testing.
Thank you!
Cheers,
Kai
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25551#25551
Hi community,
is there a way to force the threading in osg (cull, update, draw) to use
different priority (let say RealTime)? My IG works fine but I thought I
might force it to even do better :)
Thanks
-Nick
___
osg-users mailing list
i just tried with the latest update, and osg builds fine now,
after that i build osgdotnet generator for the svn osgdotnet version and went
to start without debugging. And it gives me this output:
Instantiating augmented libraries and types...
osgFX Caught exception: failed to load OSG
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