up!
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Wed, 24 Sep 2008 14:51:28 +0200
Subject: [osg-users] matrix transformation order
Hi, right now i have a matrix which contains N transformations. One of these is
a scale, and i want to modify that scale
i call the
i hate you all
;)
Date: Thu, 25 Sep 2008 09:19:19 -0400
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] matrix transformation order
I'll beat you all:
up!
left!
Right!
Frustum!
Ha! I got all your answers and 3 more!
J-S
--
Hi, right now i have a matrix which contains N transformations. One of these is
a scale, and i want to modify that scale
i call the decompose method of the matrix
matrix.decompose(traslation, rotation_quat, scale, scale_orientation);
then i modify the scale with the new value and when i try
Colin,
At last! A genuine requirement for obfuscated C skills! (
http://en.wikipedia.org/wiki/International_Obfuscated_C_Code_Contest)
Time to start misusing the GLSL preprocessor...
David
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John,
If you just want it visually in a map style format, you can texture the hill
with a banded texture, generate the texcoordinates based on a texgen node,
and then view it in ortho from the top.
David
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Ernst,
Your 1.2 docs have been a permanent shortcut on my desktop for several years
now, so many thanks for doing the same for 2.6!
David
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OSG also writes Radiance format (.hdr)
David
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Hello all, I've a mesh onject I've build from a .STL file. how do I get it
colored using a gradient colors?? and how do I specify which color I want in
the gradient ( I dont want all the range between blue and red).
thank you
OrenDavd
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.
Is there a general OSG wide recommended approach for this, or do people just
end up with their own personal customised loaders?
Advice appreciated,
David
(PS : shouldn't map_opacity be map_d in the obj loader?)
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Hi
Using Vista 32 bits and visual studio 2005
we´re using a lot of intersections in our project, so we decided to move to osg
2.6 to test the new kdtree functionality
we´re unable to load png´s right now, which is a little wierd cause i can see
in the visual studio output window that the
any ideas???
is every LOD children update callback supposed to be called every graph update
traversal, or just the active one???
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Mon, 1 Sep 2008 15:49:05 +0200
Subject: [osg-users] LOD nodes and traverse order
Hi
ok, that solved the problem
thanks
Date: Tue, 2 Sep 2008 09:38:34 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] LOD nodes and traverse order
HI David,
The update visitor defaults to TRAVERSE_ALL_CHILDREN TraversalMode,
but you can set
thanks
Date: Tue, 2 Sep 2008 09:38:34 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] LOD nodes and traverse order
HI David,
The update visitor defaults to TRAVERSE_ALL_CHILDREN TraversalMode,
but you can set this to just active children i.e
12:43:39 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] LOD nodes and traverse order
Hi David,
The update visitor doesn't know about the camera's eye point so can't
make any decisions about what LOD child to visit - so it'll default
Hi
i´ve got some LOD nodes with 5 children each one. Those children are group
nodes and each one have it´s own update callback
my problem is that the update callback is called for every children in every
frame. Is it supposed to be that way??? If it is not i´ll spend even more time
searching
Barkah,
I guess that you are using the prebuilt 3rd party binaries. If this is
right, note that these have been built with VS2005 and are probably
incompatible with VS2008.
Do all the examples all run OK both in debug and release?
David
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to the screen height,
many time the glyph height is half of the screen
height, but for some glyph ( for example the | or $ glyph)
the height is 3/4 of the screen height.
HTH
David Callu
2008/8/22 sherman wilcox [EMAIL PROTECTED]
Can someone explain why the code below consistently produces text
Alex,
There was a whole load of message traffic on this topic a while ago. From
what I remember, the upshot was that the freetype library wasn't thread
safe. I don't know whether it all got finally resolved or not; my advice
would be to check the archives.
David
::FrameBufferObject an id to use, it wants to create its own buffer.
Is there any way I can solve this? I would like to avoid modifying osg if I
can. If I can't, do you have an suggestions on how I should change it?
I'm using OSG 2.4 ATM.
--
David Guthrie
[EMAIL PROTECTED]
Alion Science
-isRunning() )
{
OpenThreads::Thread::microSleep(50);
}
delete p;
}
garbage.clear();
return 1;
}
Regards,
David Johansson
On Thu, Aug 14, 2008 at 10:14 AM, Robert Osfield
[EMAIL PROTECTED] wrote
Hi Paul,
type view 2 times to get 2 views.
close the first window, i always press 'f' to get out of fullscreen,
type view again.. turns up black.
Maybe this is my driver?
I'm using the default ubuntu Nvidia driver. Also, running Compiz in
the background..
Regards,
David Johansson
On Thu
there is some problem there?
Hmmm, can you easily try without compiz?
Done, and it did nothing im afraid.
Regards,
David Johansson
On Thu, Aug 14, 2008 at 3:45 PM, Paul Melis [EMAIL PROTECTED] wrote:
David Johansson wrote:
Hi Paul,
type view 2 times to get 2 views.
close the first window
Hi Robert,
This does nothing i'm afraid.
nvidia-xconfig --sli=Off followed by a restart of X..
David
On Thu, Aug 14, 2008 at 4:02 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
On Thu, Aug 14, 2008 at 2:56 PM, David Johansson [EMAIL PROTECTED] wrote:
output of : cat /proc/drivers/nvidia/version
Hi Jason,
Setting multigpu did nothing either.
You don't happen to have the same card and can test my code posted earlier?
Regards,
David Johansson
On Thu, Aug 14, 2008 at 6:02 PM, Jason Daly [EMAIL PROTECTED] wrote:
David Johansson wrote:
Hi Robert,
This does nothing i'm afraid
/wasatch_utm.ive
Any input on the matter would be appreciated.
-Shayne
--
David Guthrie
[EMAIL PROTECTED]
Alion Science and Technology
BMH Operation - A CMMI Maturity Level 3 Organization
5365 Robin Hood Road, Suite 100
Norfolk, VA 23513-2416
(757) 857-5670, ext 269, Fax (757) 857-6781
or not VBO is supported by the graphics card
by using the State::isVertexBufferObjectSupported(), but the 945GM must be
incorrectly reporting that it does support VBO.
Does anyone have any suggestions on what I should do in this situation?
Thanks!
Jason
--
David Guthrie
[EMAIL PROTECTED
.
Regards,
David Johansson
On Thu, Aug 14, 2008 at 8:07 PM, Jason Daly [EMAIL PROTECTED] wrote:
David Johansson wrote:
Hi Jason,
Setting multigpu did nothing either.
You don't happen to have the same card and can test my code posted
earlier?
Hi David,
I gave it a quick try with OSG 2.2
That's odd. If you set it to use Display lists, it should override the
settings on the database pager so that it only uses display lists, and not
VBO's. Do you thing they are broken for the 945 too?
On Thursday 14 August 2008 02:53:44 pm Jason Beverage wrote:
hi David
I set the environment
--
David Guthrie
[EMAIL PROTECTED]
Alion Science and Technology
BMH Operation - A CMMI Maturity Level 3 Organization
5365 Robin Hood Road, Suite 100
Norfolk, VA 23513-2416
(757) 857-5670, ext 269, Fax (757) 857-6781
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());
viewer.addEventHandler(new osgViewer::ThreadingHandler());
viewer.addEventHandler(new osgViewer::WindowSizeHandler());
viewer.setSceneData(g);
viewer.setThreadingModel(osgViewer::Viewer::ThreadPerContext); /**/
viewer.run();
Any help would be great!
Regards,
David Johansson
Look in the osghandglide example for MoveEarthySkyWithEyePointTransform;
you will need to add the z-coordinate transform as well (currently 0.0 in
the code).
David
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http
Fangqin,
Can't comment about your file size, but you could save yourself a step by
doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
David
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within the code. I personally don't have
much experience here, so any feedback on x-plaform issues is useful.
Secondly, the code readability drops, and the use the source argument may
be trickier when many might not know much SSE.
So - your opinion, experience and suggestions welcome!
David
and
memory/register usage e.g. based on cycle counts.
I understand (from other sources) that the Intel vectorising compilers are
much better at this, naturally.
Perhaps this is then all only aMS/Windows thing?
David
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sense to
include manual performance tuning.
I agree. This call-for-ideas was motivated by an understanding that several
people are pushing in the same direction, and it would be perhaps beneficial
to make use of this push.
David
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James,
I have to disagree, using VS 7 and up to VS 9.
Just to clarify - what are you disagreeing with? Do you find that MS
compilers will produce SSE vectorised code _without_ use of intrinsics or
raw __asm?
David
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libraries does seem to be appropriate.
Supporting the general SSE case with aligned vectors and things would be
good (e.g. the osgsharedarray example class is very useful to provide
aligned wrappers).
David
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similar. Or just create a new Vec4f / Matrix4f
type with an overriden new operator.
David
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I had something possibly similar a while ago - search the archives for GLSL
Shaders and Points (repost), or go to
http://osgcvs.no-ip.com/osgarchiver/archives/July2005/0003.html
It might be related to what you are doing.
David
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this programmatic model hacking
(although useful for understanding OSG) seems quite clumsy...
Regards,
David
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Hi
i´m currently rendering to a texture using a slave camera
my problem is that i can´t set the clear color to alpha. Each time the slave
camera renders a new frame i get a nice blue background instead of the
transparent background i´m looking for
i´ve tried with values of 0.0, 0.5 add 1.0
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Render to texture and ClearColor
Dous you FBO have an alpha channel
On Thu, Jul 24, 2008 at 12:42 PM, David _ [EMAIL PROTECTED] wrote:
Hi
i´m currently rendering to a texture using a slave camera
: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Render to texture and ClearColor
Dous you FBO have an alpha channel
On Thu, Jul 24, 2008 at 12:42 PM, David _ [EMAIL PROTECTED] wrote:
Hi
i´m currently rendering to a texture using a slave camera
covered by your image(s) drives how many levels are
required to reach the highest resolution of those image(s).
David Riepl
Visualization IG/DB Team
Training Systems Services
The Boeing Company
314-777-4741
From: Lourdes Perez I [mailto:[EMAIL PROTECTED
Hi
i´ve got a problem concerning the material attributes of an illuminated object
i want some of them to reflect only the ambient light, but not diffuse
i guess i can do it by setting the object diffuse color to zero but i don´t
know how to specify the material attributes of an object
any
in advance!
- David
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need to
attach two images to separate buffers? Right now I have one set to the
depth buffer and one to the color buffer, and I expect that after calling
renderingTraversal() the rendered scene is available in the image. Is there
something wrong with that logic?
Thanks again,
- David
On Mon, Jul
processing. While testing, I
removed all of the OpenCV code and was just checking the central pixel
color, to ensure that OpenCV wasn't causing the problem.
Thanks for the help!
- David
On Mon, Jul 21, 2008 at 3:07 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi David,
What makes you say that you've
Paul,
FYI, the HDR (Radiance format) plugin also supports writing 32Fs, which can
be viewed with a number of applications. I think I also saw a recent
submission that allowed the TIFF plugin to write floats, but I might be
mistaken.
David
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(GL_DEPTH_TEST, osg::StateAttribute::OFF)
I looked at my code and noticed that I also do
camera-setCullingMode(osg::CullSettings::NO_CULLING), but can't remember at
the moment whether it's relevant.
Lastly, what OSG version are you using?
Hope that helps,
David
said, DO_NOT_COMPUTE_NEAR_FAR, and the
other
rendering the rest of the scene.
Exactly. That's what I do (although I control a bunch of other stuff in the
camera, like projection matrix, in order to avoid the later issues).
David
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,
David
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as a child to said parent, and move the geode across to be a
child of the MatrixTransform via addChild, removeChild etc., which is a bit
trickier.
It will come down to how 3DStudio works in the end, I think, and what you
can persuade it to output so that your approach can be generalised.
David
Hello All
I havent been following the vis-sim world for a while since I have been working
in the game industry. We use 3D Max, Maya and some of our own programs. Nobody
here has even heard of Creator. We are now looking at osg as a game engine. I
looked at the Delta 3D engine but it seems to
LEQUAL,
depending on how you cleared your zbuffer. Depending on what you are dong,
you might still also run into a problem in which your skydome is clipped, so
you'll need to control the projective camera; look at the DepthPartition
example if you need a way forward.
Hope that helps,
David
) RGBA16F, or RGBA32F, or something slighly more
esoteric.
Hope that helps,
David
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thanks, that worked for me
Date: Tue, 8 Jul 2008 11:18:44 -0400
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] how to disable zbuffer
Hi David,
You just need to disable GL_DEPTH_TEST for the desired object(s).
or
stateSet
guess if neither of these works, then I'm down to subclassing Vec4Array...
Thanks,
David
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somewhere else. Even if I do __declspec(align(16))
Vec4Array* myarary = new Vec4Array(MY_ARRAY_SIZE) I don't think I'm
guaranteed 16 byte alignment of the first vector entry...
(I think the gcc equivalent to __declspec(align(X)) is __aligned__(X), by
the way).
Regards,
David
an indication that I'm no longer quite so up to date
as I though I was!)
Thanks a lot,
David
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::ON);
David
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this line it appears integrated in the browser but
onPaint function is never called. I would thank you if somebody can help me.
Best regards,
David.___
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just one of the
arrays in the VBO space?
Thanks,
David
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for the help,
David
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Serge,
Thanks for the tip. I'll give that a shot.
David
On Tue, Jul 1, 2008 at 6:40 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hi David,
Instead of including it into the Core OSG, a possible addition should be a
XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes
://www.w3schools.com/xpath/xpath_syntax.asp?output=print
David Johansson
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Hi
running vista 32 with osg 2.4 stable release and visual studio 2005
our app can switch between one view to multiple views of the same scene. We use
compositeviewer for that and we´ve got some pagedlod terrains
when we switch from one view to four, and during the switch the
Wojtek,
You could see if SoftTH (http://www.kegetys.net/SoftTH/) works for you - my
colleagues have had some good OpenGL experience with it (although not
specifically with OSG).
David
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http
You're right - I got confused between SoftTH and the Matrox box. I think I
remember there being an OpenGL version of SoftTH in the pipeline though, but
not sure what it's status is.
David
2008/6/26 Wojciech Lewandowski [EMAIL PROTECTED]:
Thanks, Unfortunately it looks like DirectX only
power linux Serge ;-).
Regards
David Callu
2008/6/25 Serge Lages [EMAIL PROTECTED]:
Hi all,
I have a question not related to OSG but I can't find any answer, and this
is something that some of you probably knows. That's why I try here to find
some help.
Here is my problem : I have a big
We've found that if you play with the database pager settings (look in
DatabasePager.cpp), you can change the performance of terrapage databases
significantly.
The TXP pager code on the trunk has some optimizations in it that speed it up
quite a bit. Plus it runs the optimizer, although, we
Hi
i´ve created an osg::image and i want to call the method allocateImage to
allocate memory for the image data
void allocateImage (int s, int t, int r, GLenum pixelFormat, GLenum type, int
packing=1)
my problem is that i can´t find a list of valid GLenum pixelFormat values and
the same for
problem solved
thanks
Date: Wed, 18 Jun 2008 14:25:58 +0200
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] question about osg::image
Hi David,
You could take a look at an OpenGL manual page/examples since the same
parameters need to be used
.
David
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@lists.openscenegraph.org
Subject: Re: [osg-users] question about composite viewer
Hi David,
You don't say what operations you are actually wanting to do. Is it
OpenGL ops? Or just CPU based code that needs the final view matrix
from each of the viewers cameras?
Robert.
On Mon, Jun 16, 2008 at 11:09 AM
or can´t be done i´ll just give it away,
but i would like to know if it´s possible
thanks
Date: Mon, 16 Jun 2008 12:42:30 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] question about composite viewer
Hi David,
Rather than use callbacks
.
Cheers
David Callu
2008/6/6 Pecoraro, Alexander N [EMAIL PROTECTED]:
I think there is a bug in the osgUtil::Optimizer::CombineLODVisitor - at
line 1530 of Optimizer.cpp it does a dynamic_cast on and osg::Node* to
osg::LOD* and then at line 1563 it calls getChild(i) (even if
getNumChildren() == 0
hi CG
when you remove a shader, osg::Program need to be relinked.
this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw
method.
So this seem can be done at runtime.
Which OSG version did you use ?
Did you use osgViewer ?
David Callu
2008/6/12 CG [EMAIL PROTECTED]:
Hi all
Hi Michael
osgDB::ImageOptions class is in the SVN trunk.
I can't found osgbluemarble in the SVN trunk so no idea what is wrong.
perhaps an include issue...
can you send an exact error message.
David Callu
2008/6/12 Michael W. Hall [EMAIL PROTECTED]:
I was using some code from
also, when using the no-interpolate option, the height image is flipped
vertically
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 12 Jun 2008 11:06:06 +0200
Subject: [osg-users] bug in last SVN VPB
i don´t know if you are aware of this but i think i´ve
is well removed from your program ?
HTH
David Callu
2008/6/12 CG [EMAIL PROTECTED]:
Hi David,
I'm using osg 2.4 and osgViewer.
Regards,
Cg
--
Date: Thu, 12 Jun 2008 11:09:49 +0200
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re
Hi Mario
Same thing for me.
Seem Robert have forgetten to commit include/osgDB/DatabasePager.
just do this your trunk directory then all build fine.
# svn up -r8433
HTH
David Callu
2008/6/12 Mario Valle [EMAIL PROTECTED]:
On Linux
Scanning dependencies of target osgDB
[ 0%] Building
not an option as I understand that nobody managed to get xine
running with osg yet (on windows).
So my question is: is there currently a reasonable way on windows to run the
osgmovie example with an mpg/avi?
Thanks,
David DW
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if you specify the same argument?
Den 2008-06-10 13:07:57 skrev David De Weerdt [EMAIL PROTECTED]:
Hi all,
I use osg 2.4 and followed
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPluginsfor
installing the quicktime plugin. However
ok, both suggestions (copying and renaming the dll's and using the Registry)
work.
Thanks!!!
David DW
On Tue, Jun 10, 2008 at 3:02 PM, Mathieu MARACHE [EMAIL PROTECTED]
wrote:
Another way would be ot addFileExtensionAlias to the Registry
for example :
osgDB::Registry::instance
Lucas,
Did you get anywhere with this in the end? I'm having the same issue.
Thanks,
David
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stable release
Hello David,
i have a osgdb_png.dll file which is the result of the compilation and i
can see in the visual studio ouput window that the dll is called anytime
i try to read a png and then unloaded after the operation
The PNG plugin, like some others, has a dependency
Hi
i´m trying to pass our project to the new 2.4 from the 2.2 version.
Right now i´ve found 2 problems
1) With osg 2.2 and pageLOD objets, we were getting the images out from the
textures with something like this
osg::StateSet *ss = data-GetStateSet();
osg::Texture2D *texture =
] problem with osg 2.4 stable release
Hi David,
It'd be useful if you to say what platform you are using/how you built
the OSG + dependencies, and clarify the problem with loading files.
As the texture no longer having the image, is this after loading?
After rendering? Do you have Texture
Stephane,
Have you tried running with no optimizer? A while ago I dimly remember
encountering something similar with the optimiser doing funny things with
empty nodes that had state changes...
Dave
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From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] HUD picking problem
Hello David,
I'm by no means an expert in OSG, since I've been using it just for a couple of
months and haven't read the whole code yet, but I do have an application with
picking and can
I know this problem has been posted some times, but i can´t find a solution
right now i have a HUD which it´s made by rendering the subgraph of a camera
node.
these are the main lines to set the hud camera
hud_camera-setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
Hi Eric, Hi Timo,
Fedora 8 repository already have OpenSceneGraph package for OSG 2.0.
You can take the source package and use its spec file.
HTH
David Callu
2008/5/15 Eric Sokolowsky [EMAIL PROTECTED]:
Timo Penndorf wrote:
Hello,
i want to create rpm packages of osg for fedora
Hi
we´re using osgdem to generate islands in our project and we´re considering
moving to OSG 2.4. We´re currently in 2.2
the last osgdem in SVN generates the island meshes with some kind of
optimization so the meshes are not so high density but still have high res
textures
we´re really
??? Maybe the test was a little to extreme??? no idea really, just
guessing.
thanks for answering so fast.
Date: Wed, 14 May 2008 10:44:55 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] some questions about Virtual Planet Builder
Hi David
edited the .dds texture to be a different color
on each mip level. Red for the original texture size. When I fly
backwards from the .ive model, it never changes from the red texture as
far back as I can fly and still see it.
Any thoughts?
David Riepl
Visualization IG/DB Team
Training Systems Services
).
All slightly wierd CMake behaviour , but all fixed now through manually
pointing _freetype and _ft2build. Maybe something to do with non-standard
3rdParty location?
Thanks for help,
David
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camera or multi
graphics context, you can render them in multithreaded operations.
HTH
David Callu
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by the .bdf
loader
is extracting shape attribut for each shape and store them in ShapeAttribut
HTH
David Callu
-- mew
On Mon, May 5, 2008 at 12:02 PM, om [EMAIL PROTECTED] wrote:
Thanks for your reponse Paul,
but I wanted to know what it does in the .dbf plugin, it would be great
`;' before virtual
Build error occurred, build is stopped
Please, somebody help me.
--
Saludos,
David Jurado
Centro de Tecnologías de Información
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