Zachary Hilbun writes:
Doing a search in Synaptic Package Manager it shows packages such as
linpng12-dev and linpng++-dev but I have no idea if those are
compatible with OSG.
libpng12-dev is the package you have to install. It holds the headers
that will trigger the PNG plugin enabling when
Sajjadul Islam writes:
Hi forum,
I am trying to compile the osg recent stable bersion from source on linux ,
but getting the following error while making:
Code:
[ 10%] Building CXX object src/osg/CMakeFiles/osg.dir/glu/libtess/sweep.o
[ 10%] Building CXX object
Zachary Hilbun writes:
libpng.so.3: cannot open shared object file: No such file or directory
The plugin can't be loaded because it depends on libpng and you don't
even have installed it.
--
Alberto
___
osg-users mailing list
vincent Sauvage writes:
Hi,
i construct some geometry (with setVertexArray, addPrimitiveSet, ...)
when i call getshape() from this geometry, it return me null pointer ?
could anyone tell me why ?
Because what you create with setVertexArray, addPrimitiveSet... is a
osg::Geometry, not a
James Morgan writes:
Hi,
I see. I guess I just assumed the libraries and headers were installed
with 'apt-get install openscenegraaph' because I wasn't sure what else
openscenegraph might comprise...
In the description for openscenegraph, it says: This package contains
utilities and
Hobbes Pierre writes:
/usr/bin/ld: note: 'OpenThreads::Atomic::operator--()' is defined in
DSO /home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12
so try adding it to the linker command line
It seems they are not linking with OpenThreads, but the linker says they
should. I have
Maia Randria writes:
Thanks Alberto.
Which version of Blender and osgExporter ar you using ? Are you
satisfied with the exported file ?
I'm using blender 2.59 and the latest version from Cedric's
repository. Currently I'm just exporting simple meshes and their
associated skeletons, so I
Maia Randria writes:
1. What are the -+ buttons for ?
Those buttons are not specific of the osgExport plugin, they are from
Blender. Pushing them, you can increment or decrement a numerical
postfix into the name of your file, in order to save several versions
into different files quickly.
--
I have seen you solved your problem. Just for information,
Terry Welsh writes:
Sorry about the incorrect subject line before. I hate it when I do that :(
But I'm not talking about that usage. I'm talking to set it just for
your application. I have seen many commercial applications doing
Doug McCorkle writes:
On Jan 8, 2012, at 4:14 PM, Terry Welsh wrote:
Could you get the OSG_LIBRARY_PATH env variable and append it to . and then
set Registry::instance()-setLibraryFilePathList( wholeLibraryPath ); ?
Doug
I think I tried the equivalent to that. I may have worded my
Chris 'Xenon' Hanson writes:
On 1/9/2012 2:24 AM, Jose Luis Hidalgo wrote:
If robert is Ok, with git, and the control of the repository on
github can be transferred, the first thing to do is stop making
changes on the subversion. Then we will address how to migrate the
current wiki to
Terry Welsh writes:
What about using LD_LIBRARY_PATH?
--
Alberto
I honestly don't know if this would work, but I'm trying to figure out
how to package stuff at the quality of commercial release, so I prefer
to avoid LD_LIBRARY_PATH. LD_LIBRARY_PATH is fine for development and
debugging,
Amar Dinsa writes:
Hi,
I'm interested in using OSG for a project but am having difficulty compiling
the example applications. I am running Ubuntu linux and installed the
binaries through the package manager and also built the source. I am able to
run the osgversion command as the OSG
Gianni Ambrosio writes:
Hi All, I'm a little disappointed nobody replied to this topic. I gave
a simple example to reproduce the possilbe leak.
I can also confirm that the leak is there, but maybe no one but you has
the information to craft a patch in order to solve the issue.
Regards,
--
Shawn Kennedy writes:
Hi,
We use OSG for one of our products, and I recently upgraded it from
2.6.0 to 3.0.0. We are now running into a problem where a
Node-asGroup call which once returned non-zero is now returning zero.
I'm having difficulty debugging the issue and I'm wondering if
Hi J-S,
Jean-Sébastien Guay writes:
Hi Brad,
It is a commercial product but they licence it free to open source projects
(http://www.atlassian.com/software/views/open-source-license-request ).
I would advise against going with a commercial product that has a
special license for open
Paul Martz writes:
On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote:
Hi Jeremy,
My question is how do I render these objects? Should I treat them
specially (for example, adding them in a post render camera) or should I
simply position them properly to be rendered in the main frame? I'm
Benjamin Gehmlich writes:
Hi all,
I want to export characters with the osgExport-Plugin for Blender 2.59.
I used the nathan file (character.blend) and boxman.blend (found them in the
web), but the versions osgexport_no_mercurial_20100530_r7tar_563 and
Benjamin Gehmlich writes:
Hi Alberto,
thanks for your answer, but there is a Problem with blender.
When I want to add the osgExport file (Install Add-On), there happens
nothing.
What I have done
1.) put the osg folder in blender-2.59/2.59/scripts/addons
2.) the osgExport.py in
Jeremy Moles writes:
Some history: Alberto wrote the first osgexport.py.
Hi Jeremy,
just a clarification: I didn't wrote anything :) As far as I know, the
original osgexport.py script belongs to Rubén López.
--
Alberto
___
osg-users mailing list
Roberto Garrido writes:
Hi,
We are wondering how avatar.osg, which can be found in the 3.0.0 dataset,
was generated. Which modeling software and exporter have do you used? We do
need animations like avatar's or nathan's!!
;-)
Thank you in advance!
Hi Roberto,
that file was made with
George Bekos writes:
Hello OSGers!
The last days I am playing with osgAnimation in order to implement something.
I managed to make something work like I want it to but I don't know if this
is the right approach or not. I will describe my problem and then I will
describe my solution. I
Nagore Barrena writes:
Hi,
I'm rendering new 3d models using OSG. In translate fuction
(preMult-(osg::Matrix::translate(osg::Vec3(x,y,z)) What unit are x, y and z?
There are metres, milimetres, pixels?
Thanks in advance!
Cheers,
Nagore
Hi Nagore,
OSG does not do any modification to
Hi David,
David Guthrie writes:
X11 is not thread safe and requires some locking, but osg doesn't seem
to do any of that. Has no one seen this problem?
OSG calls XInitThreads(), see
src/osgViewer/GraphicsWindowX11.cpp:1911. Nevertheless, I don't know if
this is enough, as the manpage
David Guthrie writes:
Hmm, it's if 0 out in 2.8. I'm not using 3.0 yet. Does 3.0 have it enabled.
Oh, yes, you are right. It's disabled here too.
--
Alberto
___
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Hi Brian,
Brian Keener writes:
[...]
My question(s) is/are where do I find the logic that dictates during
the Cmake configure what libs to include and in what files will I find
this when the generate finishes. I would like to tweak this so the
cmake configure and generate for cygwin was
Donn Washburn writes:
This is my first time to join in on OSGs email.
The main purpose was to notify of a error I am getting on a SVN
version on two different OS versions. It shows up on
ffmpeg/FFmpegDecoder.cpp which is at about 99% and states depreciated
causing OSG to fail. I do have
Donn Washburn writes:
OpenSuSE 12.1 rc2 and A very current CVS/GIT version of ffmpeg.
Because openSuSE version of devel. was not being found.
Do you require the ffmpeg plugin? If not, you could blank out the ffmpeg
entries in CMake in order for it not to get compiled and finish the
build.
--
Hi Robert,
rev 12547 breaks the build when using ffmpeg 0.5.x (mine is
0.5.2-6). The pixdesc.h header doesn't exist and neither the function
av_get_pix_fmt:
src/osgPlugins/ffmpeg/FFmpegParameters.cpp:38: error: ‘av_get_pix_fmt’
was not declared in this scope
Reverting those changes makes the
Hi Robert,
Robert Osfield writes:
HI Alberto,
On Fri, Jun 17, 2011 at 9:15 AM, Alberto Luaces alua...@udc.es wrote:
rev 12547 breaks the build when using ffmpeg 0.5.x (mine is
0.5.2-6). The pixdesc.h header doesn't exist and neither the function
av_get_pix_fmt:
src/osgPlugins/ffmpeg
Robert Osfield writes:
Hi Alberto,
Thanks for the detective work. What I have gone for is:
#if LIBAVCODEC_VERSION_MAJOR = 53 || \
(LIBAVCODEC_VERSION_MAJOR==52 LIBAVCODEC_VERSION_MINOR=49)
#include pixdesc.h
inline PixelFormat osg_av_get_pix_fmt(const char *name) { return
Hi Jeremy,
Jeremy Moles writes:
Hey, I just wanted to remind all of you lovely individuals that we have
an IRC channel on Freenode. I know a lot of professional coders simply
don't have the time or inclination for this kind of thing, but nothing
would make me happier than to have real-time
Damyon Wiese writes:
Hi Amigoface,
Sorry - I think this commit to blender changed one of the import paths.
http://comments.gmane.org/gmane.comp.video.blender.scm/22522
Ie - my blender auto updated and I had to change one of the import paths to
make the script work - but obviously that
aaron wetzler writes:
Hi,
I have the following task to do:
1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender
2. Skin the armature with the hand mesh.
3. Export this armature and mesh into OSG.
4. Alter the armature poses in OSG and output a set of jpgs or bmps
aaron wetzler writes:
Hi Alberto
You are right. I found the osgExport and osgAnimation. Im currently
really stuck on the osgExport though and would really like to be able
to find a version of blender and a version of osgExport that work
together.
Do you have any experience with this? Do
Hi,
what is the usage of the script? I guess it is not run from Blender,
because of the commented out line importing the osggui module.
I have tried to do the same as the 2.4x exporter from the command line,
${blender_exec} -b ${model} -P ${path_to_osgexport.py} --osg=filename=name.osg
but it
Damyon,
Damyon Wiese writes:
Hi Alberto,
The script is for using within blender. Copy the files from the
blenderExporter directory to your blender scripts folder. I'm on linux so my
folder is at:
~/.blender/2.57/scripts/addons/
Then when you open blender you will need to enable the
Roman Grigoriev writes:
I tested developer releases so starting from 2.9.12 this thing happens
my config g++4.5.2 and tested with 260 270 and even beta 275 drivers
on quadro 4200m and nvidia ion2 and 8600mgt
It happened to me just once yesterday, the rest of the time worked
fine. I'm running
J.P. Delport writes:
Can anyone on Linux check if the same happens for them? Also let me
know your OSG version.
I happens the same for me (always blocks or segfaults in several ways)
if I don't use --SingleThreaded. OSG version 2.9.14.
--
Alberto
Andrew McLean writes:
Hi, Build fails with this error:
OpenSceneGraph-2.8.3/src/osgPlugins/svg/ReaderWriterSVG.cpp:25:34: fatal
error: librsvg/rsvg.h: No such file or directory
even though rsvg.h is installed. I understand from the README that there is a
specific problem on 64-bit Linux:
Andrew McLean writes:
Yes I have installed it - that's what I meant when I said rsvg.h is installed.
Then it is not under the requested directory -- librsvg-2.
I am building on 64-bit, so I deduce that the README.txt does apply.
But that README talks about the osgdb_qt plugin and the
Martin Haffner writes:
Hi,
Unfortunately there is no file flags.make in my OpenSceneGraph folder:/
Not in the OSG source folder, but in your build folder. Anyway, just
compile with the VERBOSE environment variable to see how it is going.
--
Alberto
Garrett Cope writes:
Am I correct that invBindMatrixInSkeletonSpace is the rotation from
the bone to the skeleton root rather than the previous bone as in
earlier versions of osgAnimation?
Yes, I think you are, by looking for example at the compute function in
Martin Haffner writes:
I know you can force the compiler to create 32 bit binaries per flag -m32 but
I don't know how to tell osg to compile into 32 Bit.
That's it! But please note that you also need the 32 bit version of the
libraries used as a dependency for OSG.
--
Alberto
Martin Haffner writes:
Hi,
Ok, I modified the CMAKE_CXX_FLAGS line in CMakeCache.txt to this line:
CMAKE_CXX_FLAGS:STRING=-m32
Then I call CMake and it also generates a Makefile. I searched in the whole
Makefile but there is no m32 flag! Did I miss something?
It seems cmake bundles the
Michael W. Hall writes:
I type osgversion.
Then you have two items left to check.
On Thu, 2011-04-07 at 15:56 +0200, Alberto Luaces wrote:
Michael Hall writes:
I have compiled ash on my laptop. It is running Ubuntu 10.10 X64. OSG
compiles and installs. When I run osgversion from my
Michael Hall writes:
I have compiled ash on my laptop. It is running Ubuntu 10.10 X64. OSG
compiles and installs. When I run osgversion from my home dir I get an error
about an undefined symbol. If I go to/use/local/lib64 and
run osgversion, it works. Can someone tell me what is missing?
Hi Mathias, Grahame,
Mathias Fröhlich writes:
Good morning,
On Monday 04 April 2011, Grahame Bowland wrote:
`__sync_bool_compare_and_swap_4' src.cxx:(.text+0x78): undefined reference
to `__sync_bool_compare_and_swap_4' collect2: ld returned 1 exit status
gmake[1]: *** [cmTryCompileExec]
Hi Peter,
Peter Watson writes:
Hi,
Thanks for that information, I have got a bit further now with the
help of your link. I used ccmake to configure the CMakeLists.txt. I
find that I can cross compile OpenThreads but not the rest of the OSG,
which is as you suggest.
Our code includes from
Robert Osfield writes:
Hi Grahame,
On Fri, Apr 1, 2011 at 4:20 AM, Grahame Bowland
grah...@fugro-fsi.com.au wrote:
Thanks very much, that was it! gcc-4.4.3 was failing the
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test, which succeeded for 4.5.2.
That changed the Atomic header file, which
Grahame Bowland writes:
Hi all
I'm shipping a version of OpenSceneGraph to users which has been
compiled with G++ 4.4.3. I've also compiled my app with this version of
G++.
I'm now compiling the same OpenSceneGraph source code (2.8.2-rc4) with g
++ 4.5.2. Running my g++ 4.4.3 compiled
Aitor Ardanza writes:
What I have to do to swap the Z and Y axes? multiply that by the matrix C?
C = 1 0 0 0
0 0 1 0
0 1 0 0
0 0 0 1
That would swap, but also invert some axis (det C = -1). Not sure if
that is your intention.
--
Alberto
Melanie Presa writes:
I'm just worried incase I get so far down the line with my application, need
to use a 3rd party library which won't work with the compiler Qt requires.
Looks like I might have some flexibility in updating it then...
Well, the first thing is to check that both builds of
Peter Watson writes:
Hi,
How can I cross compile OpenThreads for a different platform?
Use a toolchain file. I do this for cross-compiling OSG with mingw from
Debian Linux:
http://www.itk.org/Wiki/CMake_Cross_Compiling
As part of this - how can I compile the OpenThreads module
HAMAD Moez writes:
Hello,
I am Masters Student and as part of my master thesis I have to connect two
applications each using a different open source graphics rendering i.e. OSG
and Ogre.
If you have any idea I would be very grateful
Be more specific, please. In what way are those
Mourad Boufarguine writes:
Hi Josue,
Just a quick note. When using osg::ref_ptr, you should test for
escena.valid() to know whether the file was loaded or not.
if (!escena.valid()){
coutNo estoy leyendoendl;
exit(0);}
I think (!escena) is fine:
bool
Thanks for the examples.
Now the textures are working fine, but I still can't solve the problem
with the double-sided plane (I get the same result with your sample
file as well), and the box with the flipped normals.
It must be supported by OSG, since one of the exaples (osglight) uses
a
Hello all.
Today, I downloaded Cedric Pinson's osgexport script (and I've pulled
the latest version from the mercurial repo). I made a simple scene,
consisting only a plane. I UV-mapped the plane, and exported it to a
.osg file. Then loaded this into osgviewer, and the plane was there,
but
Okay, sorry for replying to my own message, but I've played with the material
settings a bit, and now the texture shows up in osgviewer, but completely
ignoring the uv-coordinates, and the plane is double
sided, even if I made it one sided in Blender. The situation is the same if I
make a
Nagore Barrena writes:
Hi,
I'm working in Windows XP with Osg-2.8.2. I use Catia to generate my 3d
models. The only possibility to save the model in Catia and then to load it
right in osg is to save the model in .stl extension. But
when I save the model using this extension the model
Josue Hernandez writes:
i dont mix the versions, i just said that i route the path to the adress of
osg 2.8.3. but wherever, let's star again: after that i compile the .sln that
genered the cmake, what next?
Throw a FBX file to osganimationviewer.
P.S.: Dont't mix the versions!
--
Alberto
Josue Hernandez writes:
to make it clear, i follow the instructions of the dwight page, but use the
binares of osg 2.8.3 and i copy the .dll of fbx that i gererated with the
.sln you toldme to compile
You can't mix versions like that! Use only the OSG you compiled
(binaries + plugins).
--
Joel Skelton writes:
Hi,
I'm looking for alternate ideas on how to achieve a particular
result. I've figured out a couple of ways to do it but each
has issues.
What I'd like to end up with is a scenegraph that renders
something that is sort of like a web page with a 3D rendering
Anders olofsson writes:
Hi,
Is there some specification for the file format? I was thinking about using
the same files I use for my meshes for collision/physics too but dont know
how to parse out the triangles.
There isn't, except for the code. Anyway, for parsing purposes it is
easier
GeeKer Wang writes:
Yes, it's CXXFLAGS. I just misspelled it and did nothing wrong.
I configured it in ccmake and found those flags in gcc comandline.
Nothing changed anyway. I don't know what's the real reason for that.
The last resort is then to compile the Fedora package yourself with
GeeKer Wang writes:
I tried without optimzation: let CMAKE_BUILD_TYPE be empty.
It works even worse. And I don't know why the RPM version doesn't
comflict with compiz on my computer while the compiled version does.
Ok, I couldn't find the build logs for 2.8.3-3.fc14 but found instead
the
GeeKer Wang writes:
My system is i686, and I found there is no -march=i686 by default.
I found this in CMakeCache.txt
CMakeCache.txt://Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
CMakeCache.txt:_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS:INTERNAL=1
GeeKer Wang writes:
Unfortunately, after I have add the CXXFLAG, still the compiled version runs
bin/osgviewer cow.osg with fps10,
while the RPM version fps40.
It seems even worse than before.
Did you make sure that cmake is using those flags during the build by
adding VERBOSE=1 to the make
GeeKer Wang writes:
I downloaded OpenSceneGraph-2.8.3-3.fc14.src.rpm.
and found this in file OpenSceneGraph.spec
%cmake -DBUILD_OSG_EXAMPLES=ON -DBUILD_OSG_WRAPPERS=ON
-DBUILD_DOCUMENTATION=ON ../%{OSGSRCDIR}
Does BUILD_OSG_WRAPPERS matter?
No, it doesn't.
File
Josue Hernandez writes:
mmm, I think what you say was what I meant when I said something about
compiling the plugins, the problem is that I do not do that.
I think your problem is a very common one, but we know almost nothing of
your setup. I would search for the FBX plugin in the
GeeKer Wang writes:
I tried cmake with -O2 instead of -O3, it's still much slower.
So, how is the rpm version compiled?
Try without specifying optimizations, the same way as they did with the
rpm: call cmake without -DCMAKE_BUILD_TYPE in a clean directory.
--
Alberto
Josue Hernandez writes:
ok, I installed osg according to the instructions on this page:
http://dwightdesign.com/2009/05/installing-openscenegraph-280/, is osg 2.8.
and i work in windows xp
and check out my folder osg_plugins and find nothing of fbx
Certainly; 2.8.0 is older than the first
Anthony Face writes:
Hi,
i would like to load a 3ds file, that point is ok i have my node*
but now i need an Vec3Array from this node*,
can i do it and how if possible?
Hi Anthony,
Depending on your purpose to get those points, several solutions
exist. Can you specify?
--
Alberto
GeeKer writes:
Hi, guys
I have installed OSG 2.8.3 using '*yum install OpenSceneGraph**'. This
version works well.(osgviewer cow.osg = fps=40)
But when I compiled OSG 2.8.3 myself, using './configure make', it
run much slower than pre-compiled version. (fps 20)
Still,
Nan WANG writes:
Hi,
I've created my 3D scene, and now I want to move camera's position in this
scene, using keyboard controlling, like using some key lik A, S, W, D to move
the camera...
Is there any simple example of using keyboard handler?
...
Take a look at
Nan WANG writes:
hello
As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator
in my scene?
I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project
folder, then add it in my project. then add '#include
osgGA/FirstPersonManipulator' above main()
Antonio Gal writes:
Hi guys,
I am just beginning to get friendly with the osg api because i want to
realize an application that animates a loaded model of a human head. the head
will copy the motion of a real person.
well, my question is: can osg really help me ? i understand how to
Antonio Gal writes:
Thank you! is there a guide about osgAnimation library?
Unless others can point to more resources, I think the only available
documentation is the osganimation* examples themselves.
Regards,
--
Alberto
___
osg-users mailing
Very concise and educational, good work!
--
Alberto
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Petr Srom writes:
Hi,
I have problem convert .flt to .ive
console debug output:
USING: c:\Program
Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll
cmd osgoconv --plugins
find all .dlls in c:\Program
Tysen Chan writes:
I Load a 3ds file into osg. The file contain a model with texture. I use
readNodeFile function. but when i load the file to osg ,the texture is
losing. why and how to solve it. is there has example about this ?
It's fine as it is. Look executing the program from a
Mike Hatcher writes:
I see SceneView is deprecated. SceneView is something the app I'm working on
uses. Can anyone tell me what has replaced it?
Well, from include/osgUtil/SceneView:
/**
* SceneView is deprecated, and is now just kept for backwards compatibility.
* It is recommend that
Petr Srom writes:
Hi,
i have problem with struct alignment - my project include this structs:
typedef struct __DSPOS__
{
float x;
float y;
float z;
float h;
float p;
float r;
}DSPOS;
typedef struct __PLAYER_POS__
{
UCHAR index;
Hi,
Wang Rui writes:
Hi Robert,
I've tried adding an OSGDB_EXPORT macro to the RequestQueue struct but
the error still appeared. I'm a little confused, too, and don't know
if this is an MinGW compiler issue. I'm doing a complete rebuild now
and will report the result later.
Nevertheless,
Robert Osfield writes:
Hi Alberto + Rui,
Thanks for the testing. I've gone ahead and checked in the addition
of the OSGDB_EXPORT to the nested protected classes in the
DatabasePager.
Thanks Robert. Updated rebuilt succesfully.
--
Alberto
___
Axel Spirtaat writes:
Hi,
I need to place the imported model of a table on the floor of my virtual
room. Since the table is longer and wider than high, the related
boundingSphere radius is really imprecise and i can't place it correctly (i
use also bullet for physics).
Is it possible
Michael W. Hall writes:
My bad. The error now states:
osgversion: symbol lookup error: /usr/local/lib64/libosg.so.70:
undefined symbol: _ZN11OpenThreads5MutexC1ENS0_9MutexTypeE
Ideas?
It seems you are mixing libraries and executables from different OSG
versions. Use the ldd command with
David Glenn writes:
Chriss10 wrote:
I added eventhandler, but it doesn't work for me!
It does not matter how many times I pess 'f', my application will only be
shown on one screen.
Can somebody help?
Other ideas? I think it should be possible to span it over 2 fullscreens.
Well I'll
David Glenn writes:
Greetings Alberto!
Just for grins, I tried this on a similar example program, and other
than the ability to change resolutions and go to a full single screen,
I was not able to get it to span both screens! Maybe there is
something in the XConfig file that I have to set
Hmmm, I see you didn't follow my advice with the WindowSizeEventHandler:
// Press f key several times
viewer.addEventHandler(new osgViewer::WindowSizeHandler());
--
Alberto
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Alex (software) writes:
Hi folks,
I have a strange problem with loading. On my normal machine everything works
find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop openSUSE
11.3 (x86_64))
Hoever it does not work on the following machine Linux 2.6.26-1-686 Debian
Lenny.
Hi J-S,
Jean-Sébastien Guay writes:
[...]
Certainly you can use the win32 OpenGL library and have working
executables, that is what I did in the past until I volunteered to
package OSG for cygwin. I was told -- and it makes sense -- that for
this library to be included into the cygwin
Hello J-S,
Jean-Sébastien Guay writes:
[...]
I don't follow you here. What is the relationship between the cygwin
compiler and the Android cross-compiler? I don't know much of Android,
but my impression is that those compiler environments only share the
shell and maybe other general purpose
Hi J-S,
Jean-Sébastien Guay writes:
Hi all,
I've got this thing, I like to find and fix build problems. I guess
I'll have to get checked by a psychologist sometime. :-)
Just for the fun of it, I tried to build OSG on Cygwin today. Has
anyone tried that lately, or is anyone using a Cygwin
Sometimes when also using TwinView it happened the same for me. As a
temporal hack, I used a WindowSizeHandler, and pressed `f' two times at
the start of the program. I should dive in the code to do it
programmatically.
Take a look at osgViewer::WindowSizeHandler::handle, maybe that
Samuel Grant writes:
Hi,
Ok, I have completely recompilied everything. Even downloaded the 'latest and
greatest'...or what I could find.
I compiled libjpeg, libpng, zlib, etc. Then compilied GDAL, then OSG.
Everything compiles fine. When I try to open a JPEG, I get one of two errors:
Axel Spirtaat writes:
Hi aa,
i know that my problem is probably really stupid, forgive me!
I'm novice of C++ and i need to create a small scene with osg libraries. So i
successfully installed osg-sdk on my ubuntu 9.10 by apt, downloaded the
sample datasets and configured environment
Cosimo Luigi Manes writes:
[...]
viewer.addEventHandler(new osgWidget::MouseHandler(wm));
viewer.addEventHandler(new osgWidget::KeyboardHandler(wm));
viewer.addEventHandler(new osgWidget::ResizeHandler(wm, camera));
viewer.addEventHandler(new
Terry Welsh writes:
Is there any formal support for compiling on linux with -pg and using
gprof? I can only find support from before the cmake days.
I think there is not any, but it should not be complicated. Just a
matter of calling
cmake -DCMAKE_CXX_FLAGS=-pg -DCMAKE_EXE_LINKER_FLAGS=-pg
Sébastien Barthélemy writes:
1) when one presses the h key, the text appears (after several seconds
on my macbook pro) but is so small that it is unreadable
Hi Sébastien,
I think this is the default font when arial.ttf is not found, you can
check this from the messages in the console. You can
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