Hi Robert,
yep, i think the easiest solution would be to have a proxynode with just one
filename.
For the 'future' I would prefer an association (just the index of the filename
in the group) between the database query and the node which gets paged in. So
the database pager can 'mark' the query
Hi, Farshid Lashkari
Thank you very much.
Cheers,
Yuriy
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Hi Serge,
Serge Lages wrote:
Hi all,
Still having problems playing my big video. Here is our current state :
- On a single screen setup (with only one GT 220 GeForce), with a
composite viewer and 4 windows (450x800 each window), it plays smoothly
at 60 fps with a fluid video, no problem
Hi Tian,
Are you referring to the Request Warp pointer error?
I've seen this before, I believe it's more to do with osgViewer rather than
osgOcean, it certainly shouldn't affect it's the program.
Regards,
Kim.
On 25 March 2010 02:12, Tian Ma tianxiao...@foxmail.com wrote:
Kim Bale wrote:
Hi Brad,
On Thu, Mar 25, 2010 at 4:14 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
I have now resolved the issue. I am not sure exactly what the PBO issue was
but I suspect I failed properly clean my build.
The artefacts were present as it seems that the default
Ok Nick, I'll have a look. I didn't have time last night I'm afraid.
Cheers,
Kim.
On 25 March 2010 05:28, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:
Hi Kim,
getting the same exception as Jean Sebastian from the other thread
-Nick
On Wed, Mar 24, 2010 at 10:50 AM, Kim Bale
Hi Richard,
On Thu, Mar 25, 2010 at 7:57 AM, Schmidt, Richard
richard.schm...@eads.com wrote:
Hi Robert,
yep, i think the easiest solution would be to have a proxynode with just one
filename.
For the 'future' I would prefer an association (just the index of the
filename in the group)
Hi JP,
Thanks for your reply, we've tested to share the contexts but it wasn't much
better.
Cheers,
On Thu, Mar 25, 2010 at 9:24 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi Serge,
Serge Lages wrote:
Hi all,
Still having problems playing my big video. Here is our current state :
-
Hi all,
following the suggestion provided in this thread
http://forum.openscenegraph.org/viewtopic.php?t=1641
I've tried to enable the multisampling in the osgPPU glow example (FBO
render implementation),
changing the attach call to the main camera in this one:
Hi,
I have received these errors when compiling cudakernel. Does anyone know what
might be the problem? I am on windows using MSVS 2005 and I know that my gl.h
file is w/in my include header path yet for some reason it is not being found -
or read.
The MSVS 2005 tells:
1C:/Program
Hi Martin, Stephan,
I've had a chance to finally look at your contribution and looking at
CMake's internals I found out that if one want's a file to be placed
into the MACOSX_FRAMEWORK_LOCATION it must neither be a PUBLIC_HEADER,
PRIVATE_HEADER nor a RESOURCE.
I modified osgViewer's
Kim Bale wrote:
Hi Tian,
Are you referring to the Request Warp pointer error?
I've seen this before, I believe it's more to do with osgViewer rather than
osgOcean, it certainly shouldn't affect it's the program.
Regards,
Kim.
Hi Kim:
Yes. I have saw the problem now!
Hi Tian,
I am having triubles to run it on Windows. What is your platform?
-Nick
On Thu, Mar 25, 2010 at 5:25 PM, Tian Ma tianxiao...@foxmail.com wrote:
Kim Bale wrote:
Hi Tian,
Are you referring to the Request Warp pointer error?
I've seen this before, I believe it's more to do
Hi,
Does anybody know if there is a GDE tool to make cMake, cPack scripts for
people that don't want to deal with all the Alchemy of the whole thing?
It’s been awhile, but the last time I used Installshield on windows, it was
easier than even building a simple cPack script. And I won’t even to
Hi,
Thanks very much!!
Lee
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Hi,
We've been banging our heads against the Collada DOM dependency chain for
awhile now. Thank you for posting these binaries and source. A very nice piece
of work!
Thank you!
Cheers,
Erin
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Hi Matheiu,
Your changes are working for me and now I am able to compile OSG frameworks
installing the headers in the right place. Good job!
Cheers.
2010/3/25 Mathieu Marache mathieu.mara...@gmail.com
Hi Martin, Stephan,
I've had a chance to finally look at your contribution and looking at
Hi,
I did a changes in osgAnimation to use double for time computation, i
did not change the time function in EaseMotion yet.
Could you have a try and tell me if it helps ?
Cheers,
Cedric
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Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson
Hi Mathieu,
thank you very very much for your work! Works as expected on my end.
I'll do some tests tomorrow...
cheers,
Stephan
Am 25.03.10 16:01, schrieb Mathieu Marache:
Hi Martin, Stephan,
I've had a chance to finally look at your contribution and looking at
CMake's internals I found
Pascal Guehl wrote:
Hi,
I'm using the OSG 2.8.2 stable release. I have to build the SVG plugin on
Windows with VC7 and VC8.
It depends on librsvg and cairo.
Compiling Cairo is simple, but librsvg is not so trivial.
rsvg is a pain in Windows. I think you need freetype, fontconfig, glib,
Hi Cedric,
Your chages broke the build of osgAnimation on VS 2008. I get this error :
1Animation.cpp
1..\..\..\OpenSceneGraph\src\osgAnimation\Animation.cpp(129) : error C2666:
'fmod' : 3 overloads have similar conversions
1C:\Program Files (x86)\Microsoft Visual Studio
I came across a nasty little bug today:
(a) Create an osg::Geometry and assign a vertex array that is an osg::Vec4Array
(b) Try to pick with a LineSegmentIntersector
(c) CRASH
Digging a little bit, it looks like LineSegmentIntersector assumes
that vertex arrays are always of type osg::Vec3Array.
Hi,
I override the PositionAttitudeTransform node, but when I try to save the scene
graph, my overriden node and everything below it, is not saved to the osg file.
What do I have to do to be able to save the whole scene graph?
The node class name is MyNode and libraryName is osg.
Thank you!
Sean Spicer wrote:
I came across a nasty little bug today:
(a) Create an osg::Geometry and assign a vertex array that is an osg::Vec4Array
(b) Try to pick with a LineSegmentIntersector
(c) CRASH
Digging a little bit, it looks like LineSegmentIntersector assumes
that vertex arrays are always of
Hi Jason,
Amazing !!
It seems that your Internet link has an archive named
gtk-dev-2.12.9-win32-2.exe with all the needed lib, dll and include
files.
The libxml2 and fontconfig libraries are there too !
I'll try tomorrow, I hope it will work !
Thanks,
Ptibou
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Without giving away too much IP, one of the reasons why one might want
to think about using Vec4Arrays is to take advantage of host-side SIMD
operations - which commonly use 128bit registers (4 floats).
I agree, this is a can of worms.
sean
Hi Folks,
Where is the best place to update application level things before the
frame is drawn? (ie. network reads/writes, model updates, text
setting... )
-B
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Renaissance Sciences Corporation
W: 480 374-5073 x:5073
F: 425 675-8044
Hi,
Thank you for the report,
I updated the file to remove the cast of duration
It should compile fine now
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Thu, 2010-03-25 at
Looking at osg::State::setVertexPointer(const Array *array), I see
that the stride parameter is always 0. If we relaxed this
constraint, and allowed an Array to have a stride, I might be able to
overcome the problem I am working on. Any comments on what impact
this might have ?
Also, in order
Harash, now I understand what you were talking about. I am attempting to use
the hdr example from osgPPU to perform the following procedure you outlined.
However, I am having difficulty in breaking out the blur section of the hdr
example provided with osgPPU.
Could you possibly tell me what
This may be a stupid question, but I have not been able to find a straight
forward answer by googling, so I though I would ask for some help. I need to be
able to turn the visibility of nodes on or off dynamically during a simulation.
I assume I will use a stateset to do this, but I do not see
Sean Spicer wrote:
Without giving away too much IP, one of the reasons why one might want
to think about using Vec4Arrays is to take advantage of host-side SIMD
operations - which commonly use 128bit registers (4 floats).
I agree, this is a can of worms.
Mmmm, yes, I suppose that would be
Are you sure it's the Microsoft compiler that is complaining, and not
Nvidia's CUDA compiler (nvcc)? You'll have to set up paths for it
separately, e.g. using the CUDA build rule.
Hope this helps.
Christian.
On Thu, Mar 25, 2010 at 4:01 PM, Allen Saucier allen.sauc...@itt.com wrote:
Hi,
I
David Cofer wrote:
This may be a stupid question, but I have not been able to find a straight
forward answer by googling, so I though I would ask for some help. I need to be
able to turn the visibility of nodes on or off dynamically during a simulation.
I assume I will use a stateset to do
Hi all --
v2.8.3 release candidate 2 was just tagged, with the following additions
over rc1:
* Updated XCode project file (includes ply plugin).
* r11286 fixes OpenThreads pthreads build on FreeBSD.
* r11289 adds pixel format getter to GraphicsWindowCocoa.
You can check out rc2 from here:
Specifically set the CullMask in the camera with eg.
Code:
#define DRAW 0x8000
viewer-getCamera()-setCullMask(DRAW);
Then just toggle the bit in _nodeMask for each node
Martin
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Trajce (Nick) Nikolov wrote:
Hi Tian,
I am having triubles to run it on Windows. What is your platform?
-Nick
Hi Nick:
My platform is Visual Studio 2005 sp1 and osg2.8.2 on Window XP.
What is your problem?
Cheers,
Tian
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One suggestion that I will offer: build your code in release mode, but
do not optimize. Under MSVC, use the following flags:
/MD /Zi /Od /Ob0 /RTC1 /D NDEBUG
You can add the following CMAKE Option to OSGs CMakeLists.txt to add
this type of build as an MSVC option in the configuration manager:
Hi Tian,
I am using the latest code from the trunk and having the same issues as Jean
S down in this thread.
-Nick
On Fri, Mar 26, 2010 at 4:19 AM, Tian Ma tianxiao...@foxmail.com wrote:
Trajce (Nick) Nikolov wrote:
Hi Tian,
I am having triubles to run it on Windows. What is your
Hi Nick, Tian,
I am using the latest code from the trunk and having the same issues as
Jean S down in this thread.
I think Tian, you did not add the --vbo command line option, that's why
you're not getting the crash. If I remove that option, i.e. the ocean is
rendered using the same
Hi community,
I am about to start implementing synchronization of the ocean surface across
multiple machines. Not familiar with the details of the osgocean code
though, I just started to read it, so any hints are highly welcome. I am
seeing FFTSimulation class that is used in the FFTOceanSurface
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