Hi Pavel,
We used Java and OpenGL intensively several years in the scope of the
Project gvSIG 3D [1]. We created a library called osgVirtualPlanets[2]
which had suffered various refactors. In a first instance it was a Java
project, but it evolved over the years to become a C++ library with Java
Hi Nick,
ok, added to my list. Starting with multiple shadow-casting lights seems like
the first thing to start with, nearly everyone wants it.
Could you guys also comment on which compiler /platform you would like to use?
Currently I am using VS2013 but it seems like I should implement
Hi all,
For my project, I've done an update from 3.0.1 to 3.2.0 and got a strange
behaviour of rendered text.
The Text appears blocky and like a bold font.
After 2 days of debugging I found the problem at the call adding the camera to
the viewer.
// Add the Camera to the Viewer
HI Christian,
This difference is likely down to a bug fix in OSG-3.2 that meant that
Camera state you set up is honoured rather then being discarded. This
change means that if you set up your own Camera and then assign it to
the viewer the you can easily mis the global StateSet settings that
the
I vote for GCC (MinGW in case of Windows) :)
2014-05-16 14:55 GMT+07:00 deniz diktas denizdik...@gmail.com:
Hi Nick,
ok, added to my list. Starting with multiple shadow-casting lights seems
like the first thing to start with, nearly everyone wants it.
Could you guys also comment on which
As I've hit the same problem some time ago, seeing already the third person
having the same problem makes me think this issue deserves special notice
somewhere.
2014-05-16 16:17 GMT+07:00 Robert Osfield robert.osfi...@gmail.com:
HI Christian,
This difference is likely down to a bug fix in
I agree on improving shadows.
For example, 'advance' shaders (using attrib vertex) with shadows. Nick and I
were talking about this a few time ago.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59456#59456
Hi,
I fixed this by replacing all std::ifstream with osgDB::ifstream.
And all std::ofstream with osgDB::ofstream.
And then you will have to replace the following line in include/vpb/BuildLog:
Code:
#include fstream
with:
Code:
#include osgDB/fstream
Maybe this should be submitted as a
Finally I solved it!
I linked with last version in Spark SVN
(https://svn.code.sf.net/p/sparkengine/code/), using SPARK Engine CORE DLL.lib
and SPARK Engine GL DLL.lib.
The problem were in:
- osgspark.cpp (line 50) === //SPK::randomSeed = static_castunsigned int(
time(NULL) ); I had to
Hi Deniz,
re compilers, I would vote for cross-platform (any), osg alike
Nick
On Fri, May 16, 2014 at 11:57 AM, Jaime xatp...@hotmail.com wrote:
I agree on improving shadows.
For example, 'advance' shaders (using attrib vertex) with shadows. Nick
and I were talking about this a few time
We are finally attempting to test out OSG 3.2, but we are having some issues
with building with GDAL. This is for CentoS 6 x86_64 with gdal 1.9.2-4,
however, we are building 32 bit as we have some external libraries in 32 bit
only. For 3.0, we got gdal fully installed and cmake automatically
Hi
you should be able to specify it explicitly like this:
cmake -DGDAL_INCLUDE_DIR:PATH=\/path/to/gdal/include\
-DGDAL_LIBRARY:PATH=\/path/to/gdal/lib/libgdal.a\ ….
So be able to specify .so if you're using the dynamic library
This is how I do it when cross compiling for iOS.
Mike
On 16
This actually clued me in, the issue was that I had installed gdal-libs but not
gdal-libs-devel!
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Mike Krus
Sent: Friday, May 16, 2014 11:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Building OSG 3.2 With
HI Remo,
On 15 May 2014 14:48, Remo Eichenberger osgfo...@tevs.eu wrote:
Any news on this? I've tried to fix it, but it is really complicated.
I haven't had an opportunity to look at yet. Had lots of other work to tackle.
Robert.
___
osg-users
Hi,
I have a 4x4 float texture containing positions ranging from 0 ..10.
I have a lookup float texture a 64x64x64 packed as a 2D texture 64x4096
containing some vectors in each texel.
the 64x64x64 is packed into a 64x4096 2d image:
data[y * height + z+0] = value;
data[y * height + z+1] =
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