> > > DDS files are not compressed for file storage and they
> > > don't require decompression which means they load quite
> > > quicly. PNG and JPG require this.
> >
> > If you say, DDS files are not compressed, the DXTn
> > compression doesn't matter, because the algorithms
> > are hardware acce
Hi Wojtek!
First thanks for the quick response. You wrote:
> DDS files are not compressed for file storage and they
> don't require decompression which means they load quite
> quicly. PNG and JPG require this.
If you say, DDS files are not compressed, the DXTn compression doesn't matter,
beca
Hello OpenSceneGrapher!
I want to texture by shading some geodes that are sticked together as a huge
landscape. I wonder what file format for the textures is most suitable. Usually
I take squared JPG. But short while ago I read about Direct Draw Surface (DDS)
which supports mipmaps.
Does any
Thanks for your replies!
In my self-made thread I'm loading large 3d models and attaching them as PATs
to the scene graph (or removing them). If I do this in the main loop, the
loading process is interrupting the image generation. That's why I created the
thread and so I need a sync so that the
Hello everybody!
I have an application using the osgViewer::Viewer (OSG 2.4) and a self-made
thread, that has to modify the scene graph. To get no conflict I'm using a self
made mutex to lock the add/remove and frame function calls.
Now I want to know, if there is a built-in functionality to sy
> Hi all,
> I am trying to compile osgephemeris and it looks to depend on Producer,
> them I downloaded Producer and I get compile errors that may be well
> because I have the SVN head of osg installed and no other past version
> (as 1.2).
> Do I need to install osg 1.2 in order to compile producer
Hello Jean-Sebastien and Stephan!
> Please reply directly to the thread you are engaged in instead of a
> digest mail, as this makes threads hard to follow.
Sorry, forgot to change the email subject.
> You might have to delete your CMakeCache.txt and regenerate
> the project files with CMake
Hello again!
> > And finally I'm not sure, if the preprocessor flags like
> > OSG_LIBRARY in osg.vcporj have to extended to
> > OSG_LIBRARY_STATIC like in the OSG 1.2 solution.
> this is all done by ccmake. Set DYNAMIC_OPENSCENEGGRAPH and
> DYNAMIC_OPENTHREADS to OFF and you'll get SolutionFile
First thanks for the answer!
I can't belief that I'm the first one asking for static libs, because some
win-apps based on OSG imho are built static. So someone already has gone this
way...
In cmake I found the options to switch from /MDd and /MD to /MTd and /MT but I
can't still find the optio
I want to built my osg app statically linked to avoid copying DLLs all along. I
found a how-to on the website
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink
but it seems to be history, because it only works with osg 1.2.
If I generate with CMake the osg 2.2 so
Hello everybody!
I have a big app that uses at the moment the osgViewer::Viewer in the classic
way. Now I want to integrate a picture in picture so I wrote a demo using the
osgViewer::CompositeViewer and it works well.
After porting the compositeViewer code to the big app, it stucked at the
vie
> The KeySwitchMatrixManipulator only handles events that havent'
> already been handled, and in your case you are signalling
> that you've handled the event by returning true from your own
> handler. Just return false and the key switch handler with
> work with it just fine.
Many thanks, now i
Hi folks
I switched from OSG 2.0 to version 2.2 and stumbled over the keyboard
handler. I add to my viewer some manipulators like in osgviewer:
osgGA::KeySwitchMatrixManipulator* ksm = new
osgGA::KeySwitchMatrixManipulator();
ksm->addMatrixManipulator( '1', "Trackball", new
osgG
Hello everybody!
I have following unspectacular problem: I created cloud of billboards
attached to a PAT-node. If the PAT is spinning around its z-axis
sometimes one billboards pops up in front of an other. If I generate my
cloud with a particle system, let it freeze and then start it spinning
aro
> Well I have already tried to change the stateset of the geode of the
> osgText for example with something like
>
> stateSetGeode->setRenderBinDetails(15, "RenderBin",
> osg::StateSet::OVERRIDE_RENDERBIN_DETAILS)
>
> , but it doesn't seem to help. The bigger the renderbin the
> later it is ren
> Hello everybody.
>
> I have a transparency problem which you can see in the attached
> image. As you can see the strings rendered on the orange
> window, which is
> in front of another blue window, have a blue outline from the
> blue window
> behind. The strings are in front of a semi-trans
> > I'm using an old-fashioned GeForce FX 5900 XT. I will try it with
> > the newest Nvidia driver hoping that helps.
>
> It will not help. Stereo (quad buffer mode) works *only* with nVidia
> Quadro cards.
Thanks Jan for this info. I think now I have to get a Quadro card. ;-)
--
Andreas Richte
First thanks for fast answer.
> What graphic card are you using ?
I'm using an old-fashioned GeForce FX 5900 XT. I will try it with the
newest Nvidia driver hoping that helps.
--
Andreas Richter
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Hello everybody!
I wanted to watch my application in stereo mode so I set the two
environment variables OSG_STEREO with value ON an OSG_STEREO_MODE with
QUAD_BUFFER. After starting the app (also starting OSG demos) OSG tells
me this:
---8<---
Error: [Screen #0] GraphicsWindowWin32::setPixelForma
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