Hi Robert,
thanks for your answer!
What do you mean by tracking with a debugger? I attached to my previous message
the output obtained with in the osg debug mode...
Concerning the other info, I am running my code on linux, with 2.8.1 osg
version.
The code I attached is working if I am
Hi David,
Usually there is not much value in a floating point exception. I guess
there is an NaN or division by zero, which I observed for empty or
degenerate scene bounds.
I advise to compile with floating point exceptions disabled, as osg will
print out errors to the console in those cases
Hi David,
A floating point exception is something you'll need to track down with a
debugger as it's not something that usually could be tracked down with a
code review.
One you have a stack trace and share this then perhaps others might be able
to help. Other information that would help would
Hi David,
On 29 June 2015 at 14:19, david boublil davb...@gmail.com wrote:
What do you mean by tracking with a debugger?
A debugger as in gdb, VisualStudio etc.
I attached to my previous message the output obtained with in the osg
debug mode...
Concerning the other info, I am running my
Hi,
I am trying to run a simple code that I got from tutorial which is supposed to
add shadows to the scene but I am getting a floating point exception error. I
have no idea how I can solve it, I would really appreciated some help...
Here is the source code:
using namespace osg;
int main()
{
Hi Émeric,
Could you please share more information on your MFC code? Can you perhaps share
the code?
I'm using CDC to draw the rectangle but it keeps getting erased when the frame
is redrawn. I would really appreciate your help. Thanks in advance.
...
Thank you!
Cheers,
Kulani
Hi Andrew,
Could you please post your MFC code to handle the splitter window? I am not
sure where and how you change the background of the 3D window. Which class is
the 3D Window?
...
Thank you!
Cheers,
Lincoln
--
Read this topic online here:
Hi Joe,
Hi,
Thanks all for the help, i succeded writing a function which splits the
geometry :)
Nice to hear that
So now im in other issue.. The original model has texture. When i split the
geometries i want to keep the texture for each part (every new geode of part of
the model will
Hi All,
I'm attempting to formulate the best way to stream in nodes that make up
regions. These regions normally consist of anywhere between 4,000 to 6,000
nodes and end getting stitched together. My question is: Is the PagedLOD
node what I want to use? I'm a little confused as to how the paging
Hi,
Thanks all for the help, i succeded writing a function which splits the
geometry :)
So now im in other issue.. The original model has texture. When i split the
geometries i want to keep the texture for each part (every new geode of part of
the model will include the right texture part)
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