su hu wrote:
Hi
All transparent nodes should be found out and set to TRANSPARENT_BIN
one bye one. Nodes should be small enough.
But there are lots of transparent nodes in scene. How to find out
those transparent nodes quickly? Thanks for your help.
I can't think of a reason why you'd need
Rabbi Robinson wrote:
Hi,
Thanks for the help, when I tried
ss-setMode(GL_BLEND, StateAttribute::ON);
ss-setRenderingHint(StateSet::TRANSPARENT_BIN);
nothing shows up. The cull face works tho
By nothing shows up I assume you mean that you don't see the geometry
any longer. What
Butler, Lee Mr CIV USA USAMC wrote:
Paul,
My CAD data comes to me as a triangle soup without surface normals.
Right now it comes to me as wavefront OBJ format.
Item 1: I would rather not display any smoothing. That looks like it
will take mods to the obj plugin to avoid the smoothing
Rabbi Robinson wrote:
OSG support openflight, which can be used to import animation. However, the
default openflight exporter in maya dosen't support animation. There is a
commercial one that looks promising. Google it and give it a try.
I wouldn't say OpenFlight is a good candidate for
Rabbi Robinson wrote:
Hi,
There are simple questions:
I was going to point to do some examples, but then I saw there really
aren't good examples for these :-)
What do I need to do to make sure transparent object show up properly?
ss = node-getOrCreateStateSet();
Robert Osfield wrote:
Small clarification, you either use setRenderingHint or
setRenderBinDetails, not both. setRenderingHint is simply a
convinience front end to setRenderBinDetails, in the case of
TRANSPARENT_BIN, it simply does
setRenderBinDetails(10,DepthSortedBin);
Thanks, Robert.
I
Christian Buchner wrote:
Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES]
but when you go to the detail page and download the demo (
ParallaxMapping_Demo.zip )
there is no source code to be seen.
I am also looking for this rendering technique to make some realistic
josselin.pe...@lcpc.fr wrote:
Hi,
Does anyone know an image format storing high dynamic range values (32
bits per pixel) and transparency ?
I believe OSG supports OpenEXR, which was designed by Industrial Light
and Magic for this purpose. I think it supports both half-float and
float
Chris 'Xenon' Hanson wrote:
Yes, but I don't think that's the New and Improved version -- Parallax
Occlusion
Mapping.
No, it's not. I was replying to Christian's message for his coin
rendering application.
There are several Parallax Mapping sources out there, but basic PM falls
Christian Buchner wrote:
I think I will try my luck with an ARB fragment and vertex shader
extension that implements
parallax occlusion mapping with offset limiting. Link follows.
http://web.archive.org/web/20060207121301/http://www.infiscape.com/doc/parallax_mapping.pdf
The advantage is that
Maxime BOUCHER wrote:
You're right, it 's not that hard.
Actually, indices are stored in a VertexIndices IntArray.
Whereas they are directly stored in the PrimitiveSet for a DrawElement.
If someone knows why there are these several types for PrimitiveSets, and
especially this difference
Rabbi Robinson wrote:
Since I did not use osg::ref_ptr in that code and it looks like reference count is
kept somewhere in the node. My question is that if automatic memory management is used even
without osg::ref_ptr.
Short answer is yes.
The longer explanation is that almost all OSG
Rabbi Robinson wrote:
Hi,
Thanks, that explains it. Correct me if I am wrong. So to use it, just create
osg::ref_ptr and use it as regular pointer and the memory will be managed by
osg::ref_ptr.
In a simple case, I careate Node* node = osg::ref_ptrnew Node and, call void* ptr = node. I
Ismail Pazarbasi wrote:
small correction, if you don't misunderstand; that will not decrease
reference count, since ptr is void* and has no connection whatsoever
with pointee (osg::Referenced). In following case:
osg::ref_ptrosg::Node pnode = new osg::Node;
void* ptr = pnode;
ptr = NULL;
(this
Xin Chen wrote:
Hi,
I'm new to OSG. I use the following code to load my model, which is successful. How can I access the vertices and faces of the model? Thank you.
nNode = osgDB::readNodeFile(D:/Livingroom.3DS);
Access them for what purpose?
When your model is loaded, a scene
Hi, Chris,
I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the
technique (though I've never implemented it). I wouldn't think it would
be terribly hard to translate the HLSL code to GLSL, would it?
In any case there's a gamedev.net article on it (with HLSL .fx file
Xin Chen wrote:
Thank you for the reply. I do need the vertices and faces. My
application is to load CAD model and simulate the projection (X-ray image) of
the model according to the materials. So the ability to access individual
vertices are important for my application. Any easy
Jason Daly wrote:
If you really do need to get at the low-level data, you can use the
NodeVisitor method I described previously. You'll need to create a
class that inherits from osg::NodeVisitor and overrides the
apply(Geometry *) method to perform whatever operations you need on each
paul1...@yahoo.com wrote:
Am I setting up my graphics context incorrectly? I'm not using the
AdapterWidget from the example. I'm also having trouble getting
GraphicsWindowEmbedded to work...
Does eXceed even support GLX? (I haven't used it in years, so this is an
honest question) Can
I just saw that the open-source Nouveau driver
(http://nouveau.freedesktop.org/wiki/) is now the default NVidia driver
in Fedora 11. I'm not saying most user's won't replace it with the
mainstream NVidia driver, but it does show that Nouveau is far enough
along for a major distribution to
Ulrich Hertlein wrote:
Hi Cory,
On 18/5/09 8:43 PM, Cory Riddell wrote:
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems
Pierre Bourdin (gmail) wrote:
Quad stereo is working well on my thinkpad T42p with a FireGL.
That's not too surprising. The FireGL is AMD/ATi's pro workstation
card, so one would expect the features to be similar to Nvidia's QuadroFX.
--J
___
Robert Osfield wrote:
I look forward to the day when NVidia do the right thing on this.
It's about time low cost stereo was rolled out.
In the meantime, there's always RivaTuner (at least for Windows users):
http://www.guru3d.com/category/rivatuner/
I haven't used it in a while, but it
Simon Hammett wrote:
Gtk is quite nice but maybe an arse to install on windozes, there's
dozens of dlls for it.
We use Gtk, and we did go through the trouble of compiling it ourselves,
which took a while. There is a binary release, though, and since it's
pure C, there shouldn't be any
Jean-Sébastien Guay wrote:
If there *is* a special format for a cube map contained in a .dds file,
perhaps the OSG .dds loader doesn't handle it correctly? I don't know,
but you could investigate by checking the code. Again, perhaps someone
else has more insight into this.
DDS files can
Philip Lamb wrote:
Hi all,
I have a question about which plugins support files that include
animations. I have experimented with the COLLADA plugin, but it
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation
in .dae files doesn't carry through to the scene graph. Does anyone
Philip Lamb wrote:
Hi all,
I have a request from a user for support for animated textures in an
OSG model. They're doing their modelling in 3DS Max and exporting to
OSG via the 3DS exported plugin, to native .osg format.
1) Is it straightforward to use animated textures in OSG (for
Robert Osfield wrote:
A template for an ImageArray class could be the ImageSequence class
that already holds a list of images internally. Others are welcome to
dive in an add this ImageArray class ;-)
I thought about it while I was writing the .vtf loader, but I was under
time pressure,
Hi, Robert,
Robert Osfield wrote:
About 10,000 or so, just for the COLLADA elements. A lot of it relies on
existing VESS classes too, so that number is probably a bit low, although a
lot of the code is basic DOM-like functionality that just parses XML into
various objects and structures.
Robert Osfield wrote:
Hi Jason,
...
Is this work published?
Not yet, but we're hoping to release it soon. It'll be in the new
version of our VESS library (http://www.irl.ucf.edu/software/vess).
What Xml parser did you use?
libxml2, along with a fairly thin wrapper layer that
Brett wrote:
Hi,
Im new to osg.I want to use an attribute float vertextemp; in my vertex shader.How to
give that array to vertex shader.
Assuming you have an osg::Geometry object called geometry, and an
osg::Program called program, the following code should work:
osg::FloatArray *
Paul Martz wrote:
You _can_ use a line segment for mouse click picking, but in a perspective
view, polytope is really better suited for this task. Also, polytope will
pick point and line primitives, while line segment intersection will miss
them.
Unless you're dealing with points/lines, I'm
Ed wrote:
Evidently I didn't look hard enough... I found what I was looking for:
The NVPerfKit counters.
http://developer.nvidia.com/object/nvperfkit_counters.html. Do the
stats you refer to come from these counters or this type of feedback
mechanism? i.e. low level counters inside the
Paul Martz wrote:
Hm. Okay, Gordon and I are both wrong :-)
On a related topic. I've been wondering if doing a private side-by-side
assembly (making OSG and other libs an explicit dependency and embedding
them into the app's manifest) would be a viable way to handle this. Has
anyone
Jean-Sébastien Guay wrote:
Well, it's hard to get some technical info from what docs there seem to
be. Things like what formats are supported read/write/readwrite, what
the format strings are for av_find_input_format, etc. I needed to go
to the code for those things (avformat/allformats.c).
Jean-Sébastien Guay wrote:
Well, it's hard to get some technical info from what docs there seem to
be. Things like what formats are supported read/write/readwrite, what
the format strings are for av_find_input_format, etc. I needed to go
to the code for those things (avformat/allformats.c).
Jean-Sébastien Guay wrote:
Also, do you have any experience with the ffmpeg api itself? I'm
wondering what kind of error handling there is, to be able to better
recover from bad format errors or such.
I have some, although I never got into live streaming like you're
trying. Also, my
Robert Osfield wrote:
Hi All,
Wow no comment on my trying out ATI under linux... hell freezing over
moment seems to have gone unnoticed...
Sorry for the lack of response, I'm still speechless ;-)
The other side to note is that finally I have machines with all three
major graphics
ami guru wrote:
Hello Brian,
I did not understand why down-casting is not possible. Super class
can be downcasted to a concrete class through dynamic cast,
isnt it?
This is true only if you create the concrete class first. If the Group
was not originally constructed as a Switch (meaning
Michael Billingsley wrote:
That was it. New machine, its been a couple of years. Do you recommend the
Quadro?
If you need to do Quad-buffered stereo, then yes, a Quadro is the way to
go. The good ones can get fairly expensive, though, so make sure you
really need it :-)
--J
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Yes, on the shader side, the float array is declared as
uniform float altitudes[10];
The array size itself is just passed in as another uniform int.
Thanks for bringing that up. I had forgotten to include the shader side of
things...:)
Martin Beckett wrote:
I need the geometry node to contain some extra meta data and an extra value for
each vertex (a quality filed) there is no change to how the Node is drawn.
I'm looking for the best way to do this:
1, Patch the source - probably a bad idea!
2, Store the data separately
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
I believe I found something...osg::Uniform::setArray(osg::FloatArray
*array)? Hopefully this is correct.
I'm assuming there's something to specify the number of elements?
You can use setNumElements() and setElement(). I haven't used
Robert Osfield wrote:
On Tue, Apr 7, 2009 at 6:30 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com
mailto:jean-sebastien.g...@cm-labs.com wrote:
We'll right now I'm working on ATI graphics card ;-)
Booo :-)
I'm sure this is very low on your priority list, but any
Jean-Sébastien Guay wrote:
I agree with all your points. If we had had lots of requests for .zip
since 2.8 shipped, that would be a different story, but since this has
been the first (and it was discussed on osg-submissions when the
packaging was being developed and no one objected) it
I believe an HBITMAP is more than just an array of pixels. It's more
like a drawing context (HDC). I think no matter what you do, you'll
have to create your HBITMAP from scratch and copy data to it.
Do you really need an HBITMAP for what you're doing?
--J
Glenn Waldron wrote:
Not sure,
Hi, Robert,
I'm porting an old Performer application to OSG. It's not a problem for
me, but I noticed that there is practically no support for Euler angle
rotations (heading, pitch, roll) in OSG anywhere. (I'm not sure how I
missed this all this time, but there it is.)
I ended up having
Robert Osfield wrote:
Hi Jason,
Well there is many different ways to define an Euler angle, which
convention would you go for???
Rather than go down this tangled route the OSG just uses quaternions
for rotation, they are far more robust and lack the ambiguities of
Euler angles.
I'm well
Tomlinson, Gordon wrote:
Again
They died the day they killed their logo and changed name, the head had
gone but the tale took some time to catch up
Found memorys though of great hunking Iron and I loved Irix..
I agree. IRIX was such a great platform to develop on.
--J
paulo wrote:
Hi,
To use a mutipass I need to turn on blending. (at least with open gl)
Is it also needed with osgFX or is it automatic?
I tried adding a BlendEquation object to my stateset, but I could not figure
out which symbolic constant corresponds to the gl functions
Ben Axelrod wrote:
I should probably specify the graphics cards in question.
The working card is a NVidia 7300 LE. The card that passes the test,
but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro
NVS280] (rev a2)
The NV37 is a GeForce 5-era card, so it should fully
Ben Axelrod wrote:
Thanks,
Do you think that changing the shadow texture size will have any
affect here? I have noticed a somewhat similar failure of ShadowMap
when I have a very large mesh file, and decreasing the shadow texture
size seems to fix that.
Oh, possibly. The GeForce
Simon Loic wrote:
Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the
header :
The camera control is done via keyboard arrows concerning the
position and via mouse draging concerning the orientation.
There are two modes
Sukender wrote:
And about the modes, I would prefer FREE and HORIZONTAL :)
My preference would be GROUNDED (as in, you stay on the ground) rather
than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional
motion.
I'm indifferent on FREE vs. GENERAL.
--J
Paul Martz wrote:
Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint.
Of course, I had to post and show my ignorance first before I figured
that out. :-/
Good. For a minute there, I thought I was missing something. :-)
--J
___
Ümit Uzun wrote:
Hi All,
I have an model and this model has kind of parts. I am not a modeler
so this question might be so stupid :) Before I have read the model
and find all parts by nodeVisitor and recreate the scenegraph in
parent-child mode and then I have manipulate all transformation
Robert Osfield wrote:
Hi Martin,
The OSG queries OpenGL extensions at runtime, so even if the header
doesn't contain the function then it'll be able to pick it up from the
driver.
As a general note, I'd recommend avoiding calling OpenGL yourself, and
port your code across to using the OSG
Robert Osfield wrote:
Hi All,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
Inconceivable! The
Jean-Sébastien Guay wrote:
Hi Jason,
Ever try DosBox ( http://dosbox.com/information.php?page=0 ) ?
Yes, of course, but running it on the real hardware is its own reward.
:-)
Of course, like I said, it depends on *why* you keep them around. Mind
you, I haven't thrown my
Robert Osfield wrote:
Hi Sukender,
The needs for the providing audio for movies read by the ffmpeg is
that we have a AudioSink implementation that can pull the data from
osg::AudioStream and play it. We don't need a scene graph node, or
reading support for the ffmpeg plugin as it stands. I'm
Robert Osfield wrote:
I would just love to get open source OpenGL drivers to a point that
they match the proprietary ones on all platforms, once you get to this
point there is no turning back, the open source development model will
just outpace the proprietary solutions in terms of features and
Robert Osfield wrote:
Hi Jason,
On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:
OpenAL is an obvious possibility for this. The OpenAL-Soft implementation
at http://kcat.strangesoft.net/openal.html supports almost all of the
platforms that OSG supports
Robert Osfield wrote:
Do you have any links to a tutorial that illustrates what these few
lines of code might be?
Also if anyone's interested, you can find the OpenAL spec here:
http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1
Specification.htm
--J
Robert Osfield wrote:
Hi Jason,
Thanks for quick tutorial :-)
I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and
Jean-Sébastien Guay wrote:
Yes, I guess that's where my confusion stems from too. I always thought
an actual standard had to be ratified by an independent standards body
(ANSI, ISO, CSA here in Canada, ...). In this view, a company or
consortium of companies could not unilaterally say that
Robert Osfield wrote:
On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
It works on Windows *and* XBox 360!
Hmmm...is that really cross-platform since the embedded OS on Xbox 360
really has its roots in Windows 2000?
Jean-Sébastien Guay wrote:
Hi Jason,
What standards body ratified TCP/IP? ;-)
Hmmm, getting even more off track here, but as far as I know TCP/IP is
not a standard (other than a de facto standard, which it certainly is).
It's defined by RFCs and not a standard. So it's ratified by
Jean-Sébastien Guay wrote:
And what's more, I actually have two nostalgia machines which I plug
in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB,
yessir), and the other has a Voodoo2 12MB. I'll probably keep those till
I die, just because that was the time when it all
Robert Osfield wrote:
This doesn't solve the problem of providing the audio sink though...
only possibility would be to have osgmovie use something like SDL to
provide the audio, or we could even provide an option in the plugin to
use SDL. SDL on macs plays silly games with Cocoa though so you
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
One technical feature I can think of is that OGL is cross platform, running
on everything from supercomputers to hand-held devices. D3D is a NO-OP in
this regard. That alone should rule out D3D as far as OSG is concerned.
That's not
Jean-Sébastien Guay wrote:
I imagine that any modeling software should have a tool to
generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic
functionality. In Creator it's called Calculate Shading, but it may be
called something else in other modeling software.
I think 3ds
Daniel Drubin wrote:
thanks for response, but it doesn't help :-(
Another thing that I notice, the floor not only gets darkened, it also
receives coloring from clear color, if that makes sense.
Does anybody have an idea?
If that's true, it sounds like you're not seeing the floor at all.
Pecoraro, Alexander N wrote:
What version of Linux/GCC/processor that supports the built-in atomic
functions?
Alex,
On RHEL 5, you have to *explicitly* set CXXFLAGS to -march=i486 or
higher *before* running CMake. For some reason, the default
configuration will evaluate to using
Paul Martz wrote:
When you said node in your original post, I thought you were
referring to OSG Nodes, not OpenFlight records. :-)
The flt plugin options are documented here:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight
(the wiki seems to be down at the
Robert Osfield wrote:
But still we can't rest if we want to make 2.8.0 the best we can... so
please download/check out the OpenSceneGraph-2.8 branch or the
2.8.0-rc1 and do compile and runtime checks on as wide range of
platforms as you have to hand. I would also greatly value feedback on
how
Sinisa Kolaric wrote:
Hi
I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like CMake can't find FreeType in this source snapshot; the resulting VC++ 2008 project thus does not contain a reference to this plugin.
So when I run a sample application (for example
Robert Osfield wrote:
On Thu, Jan 29, 2009 at 4:10 PM, Paul Martz pma...@skew-matrix.com wrote:
Thanks for posting this. You might add support for OpenGL draw instanced
functionality.
How about, New plugins for loading Half-Life 2 maps and models.
I could add a nice screen shot, but
Robert Osfield wrote:
It's curious one would create a /usr/local/lib64 and then not provide
a library path to it...
Can any RedHat/CentOS/Fedora users tell use what /etc/ld.so.conf and
/etc/ld.so.conf.d contain w.r.t pulling in /usr/local/lib?
No reference to /usr/local/lib on Fedora 6 or
Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it with your
model and it clips the model. Follow this link for a better description:
Fabian Aichele wrote:
Hello, osg-users!
I have a question regarding the choice of the body-specific coordinate
system made by the COLLADA reader (daeReader/Writer in osgDB).
When I import a geometry from a COLLADA document, the osgDB plugin
returns a osg::Group that contains the nodes
David Guthrie wrote:
We never create particle systems in code. Artists create them in the delta3d
particle system editor. You can see all of your changes and tweaks in realtime
and then save an osg file. I don't see creating a particle system as a
programming task at all. It's an art
Francesco Argese wrote:
Hi guys,
i begin thanking you: I have resolved the problem regarding the
research of dof and switch nodes in my flt models: now I have a vector
containing all the pointers to switches and dof and i need to activate
them.
Following the OSG FAQ [1], I have found that a
Robert Osfield wrote:
Hi Francesco,
You just need to write a NodeVisitor that traverses through the scene
and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor
has an apply(osg::Switch) method, but not a DOFTransform one so
you'll need to implement and apply(osg::Transform) and
Robert Osfield wrote:
H Fred et al,
I've merged Mattias's changes to support Cmake 2.4.5 2.5.6 with out
current build system, this are now checked into svn/trunk. The main
CMakeLists.txt is also attached.
Could yo'all stuck with CMake 2.4.5 try out these changes.
Builds fine on RHEL
Hi, J-S,
Thanks for doing the Windows testing I promised to do before I got sick
for two days :-)
I'd submit fixes for these, but looks like Robert beat me to it.
--J
Jean-Sébastien Guay wrote:
Hi all,
Current SVN has errors when compiling the mdl plugin. All the errors are
related to
2.4.5 is also the only binary package (that I know of, at least) that
is available for Red Hat Enterprise 5. If you're taking votes, I'd
prefer keeping support for 2.4.5.
--J
Sent from my iPhone
On Dec 20, 2008, at 5:38 PM, Mattias Helsing helsin...@gmail.com
wrote:
Hi Robert,
my
Gordon Tomlinson wrote:
As to re-implementation , who's going to pay my company for the time and
expenses to re-rite these go through all r
Testing ands sign off procedures ?
I don't understand this point. If you get the same functionality, just
with a real library implementation and not
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is definitively
useful
(speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily created by the artists, no need to have OSG
Roger James wrote:
if (transparent or transparency element present in the technique)
{
// Turn on the OpenGL blender
Calculate a blending factor using transparent and transparency
according to the opaque mode in force.
// Decide whether to use GL_SRC_XXX or GL_CONSTANT _XXX in the
Smeenk, R.J.M. (Roland) wrote:
Hello Roger,
I did not make a study of the Collada transparency intricacies like
you did. The assumption I made was that a texture for diffuse
specifies the diffuse components to use in the texture. The fact that
texture coincidently was packed with an alpha
Roger James wrote:
So Collada is giving us emission, ambient, diffuse, and specular
elements which can be either a fixed colour or a variable colour
acquired from a texture map. In the OpenGL pipeline the lighting
calculations are done prior to the fragment shading. The only
exception is
Roger James wrote:
I was assuming that because the lighting equation (blinn) has already
been applied in the pipeline before textures are applied, that if we
wanted to use a texture map to supply the ambient terms to that
equation, then the lighting equation would have to be somehow
Jason Daly wrote:
If it's RGB_ZERO, and transparency is specified as a color, I average
the transparency color's RGB values and set the material's alpha to 1
minus the average (this is probably a best-effort kind of hack). If
transparency is a texture (an alpha map), I ignore it, since it's
Brian Keener wrote:
Typing esc only destroys the window without stopping the program, which
continue with a
dangling viewer pointer; no wonder that you have to kill it manually.
Instead of calling glutDestroyWindow(glutGetWindow()); it should call
exit(0); , maybe after
calling delete
Sukender wrote:
Many thanks! I always wonder what OpenAL-Soft was, but I never took a look at
it... I'm going to recompile all my dependencies using it (if possible).
So I think the OSG audio would depend on it rather than on the original
OpenAL, don't you think?
Yes. The OpenAL-Sample
Can T. Oguz wrote:
Dear OSG Users,
May I Ask which linux distribution and development environment you
chose to work on ?
Red Hat Enterprise 5 Linux at work Fedora 9 at home. I use Windows when
I'm forced to, but I still do the development on Linux.
Vi for editing (including on Windows),
Argentieri, John-P63223 wrote:
Gentlemen,
Is there a way to force vertex B to have a different texture
coordinate in each of triangle ABC and triangle BCD?
Texture coordinate indices? I don't understand how those are applied.
If the binding is per_primitive, will each of my triangles be
Jeremy Moles wrote:
I've always been under the impression that gtk_init() has to be called
first before any fuction that begins with gtk_*, have you tried moving
it as the first call instead of disable_setlocale?
What if you call gtk_init() in the main code before doing anything
that forces
Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is needed to generate such
framerates? If you cannot talk about specifics, at least a ballpark idea would
be cool to know.
Sounds like a haptic device to me. Realistic haptics require force
computations (and hence,
Adonai Canêz wrote:
Hi, I'm don't find source of collada in www.collada.org
http://www.collada.org, what is location download?
The library is called the COLLADA DOM. You can find it here:
http://sourceforge.net/project/showfiles.php?group_id=157838package_id=270665release_id=596687
--J
501 - 600 of 650 matches
Mail list logo