HI Wojciech,
Interesting observation. If GL_TEXTURE_2D_MULTISAMPLE
and GL_TEXTURE_2D_ARRAY shouldn't be used with modes it's would be
appropriate for us to modify the Texture2DMultisample and Texture2DArray
headers to define the getModeUsage() as an empty set rather than let it
default to the
Hi Michael,
On 24 January 2014 07:08, Michael Jensen mich...@ifad.dk wrote:
Yes you may suggest upgrading to 3.2 ;-). It is indeed a good time since
we have shipped our product to the customer and it will be a while until
the next release. We are using osgEarth, osgBullet (and thus osgWorks)
Hi Robert,
define the getModeUsage() as an empty set rather than let it default to
the texture target as is the default with the osg::Texture subclasses.
It makes sense.
Cheers,
Wojtek
2014/1/24 Robert Osfield robert.osfi...@gmail.com
HI Wojciech,
Interesting observation. If
On 24 January 2014 10:52, Wojciech Lewandowski w.p.lewandow...@gmail.comwrote:
Hi Robert,
define the getModeUsage() as an empty set rather than let it default to
the texture target as is the default with the osg::Texture subclasses.
It makes sense.
I have checked in non op
Hi all,
I just noticed that the OpenFlight Plugin contains some support for
RoadSegments and RoadPath records (RoadRecords.cpp) so I was wondering if
somebody is using this
and how.
Background: I'm developing a driving simulator in OSG 3.01 and have lots of
legacy flt-based roads that I am
Ok. I will do that.
Michael
On Fri, Jan 24, 2014 at 9:55 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Michael,
On 24 January 2014 07:08, Michael Jensen mich...@ifad.dk wrote:
Yes you may suggest upgrading to 3.2 ;-). It is indeed a good time since
we have shipped our product to
Hi All,
I have been busy merging submissions, fixing bugs and warnings this week
and am now ready to tag the 3.3.1 dev release and OSG-3.2rc2. Could you
all try out svn/trunk and/or OSG-3.2 branch to check that everything is
compiling and running cleanly across all our platforms and report back
Hi,
In the OpenSceneGraph 3 Cookbook is explained how to highlight the
selected triangle face of a model.
This is performed by creating a new triangle Geode that overlaps the
selected triangle face.
As outlined in the book: Maybe you are still looking for a way to
change the face's color to
Hi Robert,
Here are the interesting results for OSG r14046 trunk compiled in Visual
Studio 2013:
snip
30..\..\..\..\src\osgPlugins\dxf\dxfEntity.cpp(185): error C3861: 'min':
identifier not found
30..\..\..\..\src\osgPlugins\dxf\dxfEntity.cpp(191): error C3861: 'min':
identifier not found
Hi,
The OpenSceneGraph 3.0 Beginner's Guide states that OSG doesn't
support algorithmic topology functionalities at present, probably
because it seems a little weird for a rendering API to implement
this.
I'm fine with this.
Now, I've written a ReaderWriter plugin to read a custom file format
Hi,
I've written a ReaderWriter plugin that read a custom file format.
If you had a quick look at my previous post, you know that the models
described in such files can be regionalized.
Some of these models are regionalized thanks to topological
informations provided by yet other complementary
Hi Judson,
Could you update to svn/trunk as I have merged the fixes for Vs2013.
Robert
Hi Robert,
Here are the interesting results for OSG r14046 trunk compiled in Visual
Studio 2013:
snip
30..\..\..\..\src\osgPlugins\dxf\dxfEntity.cpp(185): error C3861:
'min': identifier not found
On 22 Nov 2013, at 21:02, Torben Dannhauer tor...@dannhauer.info wrote:
I’m working on the precompiled dependency package for Visual Studio 2013.
I was trying to build FlightGear using VS 2013 and encountered some of these
issues, I am glad they are being worked on.
If you want testing of
Hi Robert,
Now down to:
3 Creating library E:/work/attic/OpenSceneGraph/build/lib/osgViewerd.lib
and object E:/work/attic/OpenSceneGraph/build/lib/osgViewerd.exp
3GraphicsWindowWin32.obj : error LNK2001: unresolved external symbol protected:
virtual void __cdecl
Hi Emeric,
although they are right in the book about colors being vertex attributes I
think You can achieve the effect You are after by using osg::Material and
adjusting the alpha and then use a proper Blending Function. Have a look at
osghud example it has blended quad on top of the screen.
If
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