Hi Guys:
I've found a problem when upgrading our application to 3.0.1 (from 2.8) whereby
files (fonts, models, etc) fail to load *after* an archive has been loaded. If
no archive has been loaded, everything is fine.
The offending code appears to be this in Registry::read() added at rev 12638:
Hi all,
I am a beginner of OSG and just learnt the method of setViewport(). Then I try
to test it in a very simple program which code is like following:
#include osg/... // here includes the nessesary files
int main( int argc, char** argv )
{
osg::ref_ptrosg::Node model1 =
HI Jack,
What will be happening is viewer.run() method will see that you
haven't assigned any graphics windows and realized the viewer so will
call viewer.realize() automatically so it's set up properly for
rendering. In your case the viewer.realize() will see that you
haven't assigned graphics
Hi Anthony,
I've just looked at the code an believe I understand the failure path
your describing, and your fix looks like it will address the problem.
Like you am I left wondering if this quick fix is a complete solution
so will need to think some more about the topic before commit a fix.
Hi D.J.
unfortunately even with OVERRIDE | ON it doesn't work.
Regards
Gianni
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HI Anthony,
Like you am I left wondering if this quick fix is a complete solution
so will need to think some more about the topic before commit a fix.
I have done some testing and some thinking about the issue and feel
that the fix you suggested is a good solution, the code I've checked
into
Hi Martin,
Looks like an interesting project and I'd like to try it out. However, I
am having a small linker issue. I'm compiling with the following cmake
options:
BUILD_CEGUI_WRAPPER OFF
BUILD_ENET_INTEGRATION OFF
BUILD_EXAMPLES ON
A big thank for all of you for these suggestions.
I look forward to discover and try it all.
Maia
Ryan Pavlik wrote:
For development at a high level, I'll again shamelessly plug VR JuggLua
- https://github.com/vance-group/vr-jugglua
(https://github.com/vance-group/vr-jugglua) with windows
Hi Gianni,
In addition to the combined flag, I just noticed we are also applying the
material as close to the geometry as possible.
Let's say you have a top level group node that is your root. The children
of that group can either be geometry nodes or other groups. In our
project, when
Hi,
I'm facing the same problem.
Have you found a cause / solution to this issue ?
Thanks,
Aurelien
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Hi John,
yes, that was a bug in the CMake file. I just committed a fix. The editor
depends on JavaScript for camera motion and tools.
I'm affraid without V8 you will only be able to build the dtEntity lib and a
few very simple demos. If you decide to build V8 yourself please build it as a
...I hate it when I do this...
What about PROTECTED states? Could the nodes that aren't being correctly
affected by your material have a PROTECTED state, which prevents your
material from being applied?
See the thread Override of an Override for more information.
Good luck...
D.J.
On Wed,
Hi, again, Gianni...
I think our design approach is largely due to the fact that we only wanted
to apply our material to very specific parts of the scene graph, and
applying a material at a group node in our scene might cause unwanted
material changes in other areas of the scene graph.
So, I
Hi guys,
...I hate it when I do this...
What about PROTECTED states? Could the nodes that aren't being
correctly affected by your material have a PROTECTED state, which
prevents your material from being applied?
See the thread Override of an Override for more information.
I just want to
Hi,
I came across this issue when I coded my own archive format.
I fixed the issue at the oter end and returned a FILE_NOT_HANDLED from my
archive instead of a FILE_NOT_FOUND. This struck me as slightly odd at the time
but I assumed this was the correct return value from my archive as it
Hi,
I'm working on implementing VBSP lightmaps to OSG but I've come across a
problem, I'm not able to copy the image data the way I used to in this function:
Code:
Vector2 insert(int id, const Vector2 size, const BSPFile::LightmapLuxel*
luxels)
{
BSPLightmapNode*
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