Hi Martin,
interesting, I have exactly the same error! (Win7 x64, GTX480 with 296.10
Driver: OSG in 32 bit and in 64 bit has the error)
My thread is http://forum.openscenegraph.org/viewtopic.php?t=10161
Please verify that your error occurs in all aplications using (and therefor
compiling) shad
Hi,
In my here,once inclued "osgUtil/Tessellator" , the project can't be
compiling.it make some errors,some 'Key word' like [GLU] [INT].
vs2008+osg3.01+ qmake(QtCreator).
At 2012-04-04 08:10:32,Preet wrote:
>Hiya,
>
>I need Vec3d precision for my geometry. I spent a long time trying to
>figu
You might also consider whther Joomla has Wiki and forum modules of its
own, that could share a common registration/login system.
Drupal (a Joomla competitor, also Open Source) has basic and advanced
wiki and forum modules that would leverage off Drupal's own core system,
rather than having to
Hi Robert
>>I do wonder if with having a new and more powerful wiki would open the
>>door to better community content and hopefully... documentation. I'm
>>wondering whether we can push much of the documentation onto the wiki
>>and then have the main website act as a place holder for
>>downloads/
Hiya,
I need Vec3d precision for my geometry. I spent a long time trying to
figure out why tessellator wouldn't work at all on my data, until I
changed all of my Vec3d's to 'Vec3' on a whim. Now it works fine...
but the issue still remains. How can I use double precision with
tessellator?
Regard
Paul,
Thanks for your reply.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Thursday, March 29, 2012 9:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem using osgcon
Hi David,
Sorry my last email was a quick test via remote desktop, doh.
It still unfortuantly crashses, osgforest also crashes as well I will have a
play with things, its probably something I have introduced onto my system..
My specs are much the same as yours except, I compile the x64 version,
Well, it's not PhysX, but there is osgBullet:
http://code.google.com/p/osgbullet/ (http://code.google.com/p/osgbullet/)
I don't know if it has the particle fluids capability you need though.
[/quote]
Bullet doesn't have particle fluids that are integrated with rest of the engine
(i.e. intera
>
> has any work been done in this direction yet? I need to port an
> application using Nvidia PhysX (esp. particle fluids) to OSG in the next
> few weeks and I wonder if there is anything better than this demo (
> http://forum.openscenegraph.org/viewtopic.php?t=1101&highlight=physx)
> from 2009 t
Hi,
has any work been done in this direction yet? I need to port an application
using Nvidia PhysX (esp. particle fluids) to OSG in the next few weeks and I
wonder if there is anything better than this demo
(http://forum.openscenegraph.org/viewtopic.php?t=1101&highlight=physx) from
2009 to ba
Hi,
I'm trying to implement VR application where head tracking will be used to
create the 3D illusion by changing the perspective in 3D scene.
The idea is very similar to the one implemented by Johny Lee in his 'Head
Tracking for Desktop VR Displays' project using WiiRemote.
The head tracking
Hi Fred,
On 3 April 2012 16:21, Frederic Bouvier wrote:
> as I understand it, this feature enables one to put unconnected
> strips in a single primitive, while degenerated triangles may
> add a line between the end of a strip and the next.
You say "may" add a line, is this supposition or have yo
Hi Robert,
Yes, I did make minor changes to the example code. The osgkeyboardmouse
changes are identical for both OSG 2.8.2 and 3.0.1 but I attached both patches
anyway.
Below I have listed the output from the modified example and add some comments.
osgkeyboardmouse example run (2.8.2):
// ap
Hi Robert,
as I understand it, this feature enables one to put unconnected
strips in a single primitive, while degenerated triangles may
add a line between the end of a strip and the next.
Regards,
-Fred
- Mail original -
De: "Robert Osfield"
À: "OpenSceneGraph Users"
Envoyé: Mardi 3
Hi Thomas,
On 3 April 2012 14:39, Thomas Hogarth wrote:
> I've had a quick go at creating an account on the new MediaWiki system, was
> very straight forward. I don't have much experience with web backends but am
> very interested in helping out with content and general admin of the new
> site.
Hi Felix,
Having mixed front face/back face within a single subgraph is not
ideal. I would generally recommend that one should build/optimize a
scene graph so that the as much work as possible is done as
pre-processing/optimization/scene graph construction stage that
minimizes the number of state
Hi Robert
I've had a quick go at creating an account on the new MediaWiki system, was
very straight forward. I don't have much experience with web backends but
am very interested in helping out with content and general admin of the new
site.
I've been meaning to create some more detailed informat
HI James,
I was not aware of this difference in behavior and don't recall a
change that specifically might change this, there were a number of
internal changes though, perhaps one of this introduced the different
behaviour. When you say you see the same behaviour with the
osgkeyboardmouse example
Hi Felix,
Is there any reason why you can't just connect the tri strips together
using a repeated indices to create a degenerate triangle that connects
two strips together. This way you can put multiple tri strips into a
single DrawElementUShort and avoid the heavy cost of lots of separate
OpenGL
Hi,
I am working on a project which just upgraded from OSG 2.8.2 to OSG 3.0.1 and
some of our code broke during the upgrade. It was assumed that we had done
something wrong and I started debugging and found the following change in
behavior.
The following example shows the the observed behavio
Hi,
Depending to the camera position, all sea models appear too bright, like
whitewashed. Seems to be not a light issue or osg model material
configuration, I've tried many parameters variations without luck. How I can
try to fix the problem?
Thank you!
--
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Hi David,
All sorted thanks, stupid VS2008.
Deleted my build and rechecked out from SVN/Cmake and it works great
I will get on with some more tests...
Cheers
Martin
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Hi, got errors during today compilation about abstract type
to solve it need to add to
struct OSGImageOutputHandler : public nvtt::OutputHandler
virtual void endImage();
and
void NVTTProcessor::OSGImageOutputHandler::endImage()
{
}
...
Thank you!
Cheers,
Roman
--
Read
I create a line on the terrain using overlayNode, all looks fine. Then, I add a
EphemerisModel to the scene to create some environment effect.
After that, rotate camera is fine, but when I move camera(w a s d), the line I
created moves on the terrain surface!
confusing, ~ @_@ ~
scene grap
Just to raise the flag, the last changeset doesn't seems to be GLES friendly
/home/jizquierdo/dynamicOsg/include/osg/Uniform:416: error: 'GL_SAMPLER_1D'
was not declared in this scope
/home/jizquierdo/dynamicOsg/include/osg/Uniform:418: error: 'GL_SAMPLER_3D'
was not declared in this scope
/home/j
Sorry for the late reply, away from work for some reason~
And, THANKS Jason!
That's exactly what I want!
Find the Geometry of terrainTile which my mouse point at, then loop change
alpha of effected vertex in Geometry's ColorArray, all looks fine~~
: -)
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