On 4.9.2013 15:39, Robert Osfield wrote:
Hi Robert,
When implementing the osg::ShaderComposer functionality I had in mind that
ability to have a custom StateAttribute/ShaderAttribute::apply() compute
the view dependent uniform state and apply this to the osg::State. The
apply() method would
Hi all,
Sorry to disturb but I have a question about the line breaker '\n'.
If I use text-setText(This is the first line \n This is the second line);
It works and gets the result as:
This is the first line
This is the second line
But if I read the string from a variable, it does not work,
Hi Fan,
Could you try:
String str = This is the first line \\n This is the second line;
text-setText(str);
(note the double \)
cheers
Sebastian
Hi all,
Sorry to disturb but I have a question about the line breaker '\n'.
If I use text-setText(This is the first line \n This is the second
Thanks for your reply but it still does not work:(
Sebastian Messerschmidt wrote:
Hi Fan,
Could you try:
String str = This is the first line \\n This is the second line;
text-setText(str);
(note the double \)
cheers
Sebastian
Hi all,
Sorry to disturb but I have a
Hi,
Its just a guess, but I believe your call:
text-setText(This is the first line \n This is the second line);
is done implicit conversion to std::string and calling following method:
TextBase::setText( const std::string );
so in your code I would try declaring str variable as std::string
Thanks for your reply.
In my codes, I did declare it as std::String str.
Just simply put String here to illustrate:)
Wojtek wrote:
Hi,
Its just a guess, but I believe your call: text-setText(This is the first
line n This is the second line);
is done implicit conversion to
Hi,
Hmm, still have doubts. Because of uppercase String name yu just wrote.
std::String does not exist. I would be ok, though, if you wrote you did
declare it as std::string (lowercase) ;-). But lets assume you did just
that and it still does not work, so then I would suggest to enter setText
Forgive my silly typo, I did mean std::string.
It is strange that now
std::string str = This is the first line \n This is
the second line;
text-setText(str);
works!!!
I don't know why it failed two hours ago.
But if I change the str content with
Here is what I get:
Set the text using a std::string, which is converted to an internal TextString.
I think I should find out the secret of TextString.
Oceane wrote:
Forgive my silly typo, I did mean std::string.
It is strange that now
std::string str = This is
On Wed, Sep 4, 2013 at 5:47 PM, Roland Hill
roland.h...@fourwindstechnology.com.au wrote:
In point 7, while you pass a raw Camera* to viewer.addSlave, you will
probably find that it then stores that pointer in a
osg::ref_ptrosg::Camera, which then increments the reference count.
Therefore the
On Thu, Sep 5, 2013 at 6:26 AM, Chris Stankevitz
chrisstankev...@gmail.com wrote:
Thank you. I did not expect that behavior, although I knew I was
wrong about something. There must be some interesting plumbing that
allows
I see now. osg::ref_ptr is more like an intrusive_ptr than a
Hi Chris,
On Wed, Sep 4, 2013 at 5:47 PM, Roland Hill
roland.h...@fourwindstechnology.com.au wrote:
In point 7, while you pass a raw Camera* to viewer.addSlave, you will
probably find that it then stores that pointer in a
osg::ref_ptrosg::Camera, which then increments the reference count.
Problem solved!
Because I read texts from XML files, so I just put '
' instead of '\n'.
Thanks for all the replies above!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56126#56126
___
osg-users
Hi,
it looks like the driver in your virtual machine does not support OpenGL =2.0.
The function pointers for some newer features can not be found. So things like
shaders, occlusion queries, framebuffers and instancing will not work.
If fear there is nothing much you can do about that. You can
Hi,
according to the homepage of VMWare they support DirectX 9.0 and OpenGL 2.1 and
VirtualBox has DirectX 9.0 and OpenGL(no version mentioned) support.
So hardware accelaration should work, if a new version of VMWare or VirtualBox
is used.
Thank you!
Cheers,
Marcel
--
Read
Hi All,
This month I'm planning on making a OpenSceneGraph-3.2.1 that will wrap up
some bug and build fixes that slipped through testing of 3.2.0.
I believe the OpenSceneGraph-3.2 branch in subversion should be pretty
close to 3.2.1 now so believe it's a good time for the community to start
Hi Marcel,
2013/9/5 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
according to the homepage of VMWare they support DirectX 9.0 and OpenGL
2.1 and VirtualBox has DirectX 9.0 and OpenGL(no version mentioned) support.
So hardware accelaration should work, if a new version of
Hello,
I need to short-circuit the CMake detection of FreeType, for annoying reasons
on Mac (users being pestered to install Xquartz at odd points during the app
when the osgFT plugin is loaded).
OSG_3RDPARTY_BIN seems like it was designed to do this, based on my reading of
Hi,
I've got some bad experience with virtual machines.
The 3D hardware acceleration in a virtual machine is generally not that good.
In fact, hardware acceleration is usualy not available at all on a Virtual
Machine. Because this is a virtual machine.
Just like a remote session on windows
Hiya,
I think some of the recent code wrt osgPresentation is causing the Android
build to fail. Here's my cmake config call:
cmake \
-DOSG_BUILD_PLATFORM_ANDROID=ON \
-DANDROID_NDK=/home/preet/Dev/env/sys/android-ndk-r8e \
-DCMAKE_INSTALL_PREFIX=/home/preet/Dev/env/android/osg-git-debug \
On 5 Sep 2013, at 17:23, James Turner zakal...@mac.com wrote:
OSG_3RDPARTY_BIN seems like it was designed to do this, based on my reading
of Find3rdPartyDependencies.cmake, but there's no examples of using it
anywhere that Google can find. Can someone provide one?
My reading was wrong,
Hi James,
The Find3rdPartyDepedendencies.cmake is written specific for Windows
pre-built dependency package and isn't appropriate for other platforms.
Other platforms we just rely on the standard CMake find scripts to find
each dependencies independently.
If the default Cmake find scripts don't
Hi Preet,
Yesterday afternoon I missed a svn add for the Model.cpp, this morning I
fixed it, so you should you be able to do a update and get the Model.cpp,
unless the git mirror is falling behind too much, in which case I'd suggest
using svn/trunk.
Robert.
On 5 September 2013 16:37, Preet
On 5 Sep 2013, at 17:43, Robert Osfield robert.osfi...@gmail.com wrote:
If the default Cmake find scripts don't find the lib you are looking from
using ccmake . to bring up the console based UI for setting various build
variables such as paths to the 3rd Party libs.
This is an automated
Hi James,
On 5 September 2013 17:38, James Turner zakal...@mac.com wrote:
This is an automated build scenario, so that's not possible unfortunately.
I'm investigating if Eric Wing's tweaks to FindFreeType work as described
(CMAKE_PATH_PREFIX is searched first)
You can set various
Hmm. Even with the osgPresentation issue fixed, I'm unable to build the
libs
I get hundreds of errors like:
/home/preet/Dev/env/sys/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/linux-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/ld:
Chris,
Yes. To use osg::ref_ptr the object has to be derived from
osg::Object. That's where the reference count code is.
Roland
--
ROLAND HILL
Director
Four Winds
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