Hi J-S,
Jean-Sébastien Guay writes:
[...]
Certainly you can use the win32 OpenGL library and have working
executables, that is what I did in the past until I volunteered to
package OSG for cygwin. I was told -- and it makes sense -- that for
this library to be included into the cygwin
Hello!
I found a strange problem with vertex control
// This code works correctly:
osg:: Array * p_array = zzz- geom- getVertexArray ();
if (p_array)
{
std:: cout type: p_array- getType ()
size: p_array- getDataSize () num elem: p_array-
Hi guys,
I am writing a wrapper for screen capturing logic. I used osgscreencapture
example as a start, and it works.
However, I am experiencing strange bugs:
1. if you order the viewer to change the background color
viewer.getCamera()-setClearColor(::osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f);
and
Hi,
i have *.pro
Code:
QT += core
QT -= gui
TARGET = untitled
CONFIG += console
CONFIG -= app_bundle
TEMPLATE = app
SOURCES += main.cpp
INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/
INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/osg
INCLUDEPATH +=
in my .pro file
win32 {
LIBS = -lOpenThreads \
-lopengl32 \
-losg \
-losgDB \
-losgGA \
-losgUtil \
-losgText \
-losgViewer \
-losgShadow \
-losgParticle \
-losgAnimation \
.
2010/12/7 Cracj Kurt
+
CONFIG += opengl
QT += opengl
2010/12/7 Maxim Gammer maxgam...@gmail.com:
in my .pro file
win32 {
LIBS = -lOpenThreads \
-lopengl32 \
-losg \
-losgDB \
-losgGA \
-losgUtil \
-losgText \
-losgViewer \
-losgShadow
Hi,
I can not use binaries files in QT. Because they was build on VS(Visual Sudio).
But i want use it libs in QT.
1) How can i build it sources on MiniGW(manual, samples...)
2) Or may be exist binaries files for QT , may give link?
Thank you!
Cheers,
Cracj
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Read this
Thanks for the info David.
Roger
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Hi,
osgTDS is a little bit outdated, it works only with polygonal field, not with
osg TERRAIN format.
Thank you!
Cheers,
Torben
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For information this is what I decided on eventually. It seems to work.
Code:
bool vtExternalHeightField3d::FindAltitudeAtPoint(const FPoint3 p3, float
fAltitude, bool bTrue, int iCultureFlags, FPoint3 *vNormal) const
{
if (NULL != vNormal)
return false; // Cannot do normals at the
Hello Alberto,
I don't think the accelerated branch is merged yet. Here is the call for
testing and the instructions for retrieving it:
http://cygwin.com/ml/cygwin-xfree/2009-06/msg00088.html
I'll take a look at this, thanks for the link, seems I didn't find this
info when searching myself.
Hello J-S,
Jean-Sébastien Guay writes:
[...]
I don't follow you here. What is the relationship between the cygwin
compiler and the Android cross-compiler? I don't know much of Android,
but my impression is that those compiler environments only share the
shell and maybe other general purpose
Hi Alberto,
If I'm not mistaken, Android is a Linux ELF platform, so it would make
sense to build up a cross-compiler from a vanilla GCC linux version
instead than from cygwin's one, which builds Windows COFF
binaries. Maybe they are just taking advantage of the environment
(shell, unix tools,
Hi,
It's a Qt purpose.
To fill the LIBS variable, prefix the paths with -L and the library names with
-l
So,
LIBS += -LD:/openscenegraph/OpenSceneGraph/lib -losg -lOpenThreads
Cordialement,
Eric Zaremba
European Rail Software Applications
5, rue
Hi,
I have multiple render targets attached to separate color buffers in my
application. One of them is used to store linearized, normalized depth
values as well as absolute depth values and some additional information.
My problem now is that this color buffer should in fact be cleared with
Hmm, after some testing I found out that the Images don't get their background
updates only if END_FRAME is passed to WindowCaptureCallback.
With START_FRAME it works ok.
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zonk wrote:
Hi,
osgTDS is a little bit outdated, it works only with polygonal field, not with
osg TERRAIN format.
Thank you!
Cheers,
Torben
Well zonk, it was brought to my attention by Bob Kuehne in his OSG class. I
also heard that osgTDS might get depreciated. What I would like
Hi,
Issues with osgWidget
My System: Widows 7 x64, VS2010
Building for x64
osgWidget couldn't build ( Input.cpp ) due to: 'inserter' : is not a member of
'std'
fixed that with #include iterator
Cheers,
ParticlePeter
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Hi Peter,
Could you post the whole modified file to osg-users so I can review
the change whilst avoiding the chance of mis-interpreting your
suggestion.
Cheers,
Robert.
On Tue, Dec 7, 2010 at 8:29 PM, Peter Wrobrl particlepe...@gmx.de wrote:
Hi,
Issues with osgWidget
My System: Widows 7
Hi,
I tried to build static OSG from Trunk on Windows today (VS 2008 Express)
even though I turned off the check marks by DYNAMIC_OPENSCENEGRAPH and
DYNAMIC_OPENTHREADS, I had issues with static OpenThreads Release config. It
was correctly built by librarian into a static lib (not a DLL).
Hi Robert,
I don't think that this is a valid fix, just mentioned what worked for me and
my system. File attached.
Cheers,
ParticlePeter
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Attachments:
I don't know what functionality osgTDS provided, but as to the original
question at hand, osgSim for osgTerrain paged databases is the answer...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Hi,
What I am trying to do is draw a large quad (purpose to use ground, using a
high res google earth jpg). I have been doing this by specifying the end
points of the square, and then putting the texture onto it. This works fine.
However this results in only one lighting condition being
Hi,
the same way you created your quad you can create many quads ( have a look
at osggeometry example ) or quad strip. Then run osgUtil::SmoothingVisitor
on your Geode to get nice normals. It should be enough for what you want to
do
-Nick
On Wed, Dec 8, 2010 at 4:35 AM, Alden Peterson
Hi,
I'm a complete newbie with Macs, but I am charged with the task of porting some
apps that ran on Win32/64 on the Mac. In addition, the application lets
students create their own dlls that are then opened interactively to test
simulation solutions and visualize results.
I looked at some
Hello All
Hopefully a simple question.
How do I get the text out of a picked drawable?
I need to reduce it to a simple char* string to pass it onto another
programming language for processing.
The following picker compiles except for the line:
Hi Barry,
This is a C++ question.
osg::ref_ptrosgText::Text theText = hitr-drawable.get();
should be
osg::ref_ptrosgText::Text theText =
dynamic_castosgText::Text*(hitr-drawable.get());
Then you should test theText.valid() to make sure it was really an
osgText::Text object and not
Or you can use osg::HeightField ... much easier to use . have a look at
osg::HeightField (osgshape.cpp example)
-Nick
On Wed, Dec 8, 2010 at 5:48 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi,
the same way you created your quad you can create many quads ( have a look
With a little more fiddling this seems to work.
Not sure if it leaks yet though...
void PickHandler::pick(osgViewer::View* view, const osgGA::GUIEventAdapter ea)
{
osgUtil::LineSegmentIntersector::Intersections intersections;
float x = ea.getX();
float y = ea.getY();
Hello all!
Thanks for the good answers!
My question is:
We have here our own mesh implementation, and as was pointed out should rather
map it witch the geometry class into OSG.
(i mean we basically would not like to have created a second mesh in OSG behind
somewhere... we just want to use our
Hi,
I wrote and application which integrates freeVr and osgViewer, now everything
seems to be working very good. but still i get this error when I compile my
code.
Warning: detected OpenGL error 'stack overflow' after RenderBin::draw(,)
I tried search the Internet but I could not find what
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