Daryl,
On Monday 20 September 2010 14:07:40 Daryl Lee wrote:
I am just trying to get OSG installed on Mac OSX 10.6.4 for the first time,
for evaluation and personal education, and I've run into a problem with
the ffmpeg plugin. I get an error with img_convert not being declared
in scope. I
On Thursday 20 August 2009 10:53:13 Appolloni, Thomas wrote:
Of course, I decided to take it a step further and perform texture
conversions
as well. I wanted to convert the .dds texture files to .jpg. This
code is
stubbed in; however, it does not work. I thought I could simply call
I have a paged terrain database that I would like to convert to a non-paged
model. Ideally, I would like to remove all level-of-detail switching and
only keep the highest level of detail.
How might I go about doing this?
Thanks,
Justin
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osg-users
, 2008 at 4:26 PM, KSpam [EMAIL PROTECTED] wrote:
I have a paged terrain database that I would like to convert to a
non-paged model. Ideally, I would like to remove all level-of-detail
switching and only keep the highest level of detail.
How might I go about doing this?
Thanks
Paul,
On Wednesday 26 November 2008 09:47:53 Paul Martz wrote:
I have a paged terrain database that I would like to convert
to a non-paged model. Ideally, I would like to remove all
level-of-detail switching and only keep the highest level of detail.
How might I go about doing this?
converting from different pixel formats or
packing. Does OSG contain code for converting osg::Image between different
pixel formats? Am I missing an easier option?
Thanks,
Justin
On Wednesday 26 November 2008 09:26:40 KSpam wrote:
I have a paged terrain database that I would like to convert
On Monday 17 November 2008 11:03:05 Ed wrote:
I may sound ignorant by asking this, but it won't be the first time,
so... What are the uses of this capability?
Ed
Perhaps this would be a convenient way of providing online help to users of a
game? Maybe a way to generate ad revenue from a
Robert,
The Help and StatsHandlers will just be grabbing the first window and
applying themselves to this. To support individual placement we'll
need to add extra controls to these Handlers. You are welcome to dive
in a make the required modifications, and post the results of course
Thanks
Robert,
Could you please switch to using a CompositeViewer with multiple
Views, rather than multiple Viewers, as you usage model is intended to
be supported by CompositeViewer, you are much more likely to find
success/stability when using the OSG in the way it's intended.
I took your advice
I am attempting to switch my application over from Viewer to CompositeViewer.
My application has multiple views, and each view has independent control over
scaling entities and turning individual entities on or off. I would like to
know how I can accomplish this.
My first thought was to add
I am in the process of converting my application from Viewer to
CompositeViewer. I am having a strange problem with event handlers,
specifically osgViewer::HelpHandler and osgViewer::StatsHandler. When I
request one of the event handlers from one view, it displays in a different
view. The
J-S,
Thank you for the response.
I am attempting to switch my application over from Viewer to
CompositeViewer. My application has multiple views, and each view has
independent control over scaling entities and turning individual entities
on or off. I would like to know how I can
My application utilizes a osg::PagedLOD node for terrain that is shared across
multiple osgViewer::Viewer instances. The terrain paging works beautifully
when I only have a single window open; however, there are issues whenever I
open a second window.
Some of the issues I see are:
1) Window 1
Alberto,
I am able to build osgEphemeris with OSG 2.4. I only build the osgEphemeris
library and plugin (That's all I need). I have a Python build script that
does the work. Hopefully, the function calls are descriptive enough.
# Make a small fix for compilation errors
Brett,
On Friday 16 May 2008 19:51:15 Brett wrote:
I am ready to move to Linux and have been for a long time, but am unsure
which version to use, etc. I have Unix experience from back before, but
still unsure of the curve to choose the right version / tools. Are
Linuxes all the same, is
My own short list for contenders for integration are:
osgOQ - Occlusion Querry support
osgCal - Cal3D integration
osgAL - OpenAL integration
osgEphemeris would be a nice node kit to integrate for 2.4 as well.
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Stephane,
On Thursday 06 December 2007 09:13:08 Stephane DUGUET wrote:
For instance, I'm working today with a plane and a copter.
If I place these two models at origin one is pointing head to north and
the second is pointing head to east.
Meaning that the views, position and transformations
My application utilizes a large terrain database, and it relies heavily on
osgSim::OverlayNode.
Originally, I used OBJECT_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY for the overlay
technique. With this technique, my application works properly; however, it
is very resource intensive, and the overlay
On Wednesday 21 November 2007 02:49:18 Robert Osfield wrote:
It might be easier just to dual boot linux and then use linux as a way
of testing things with a totally different environment. Testing on
multiple OS with multiple compilers is a good way to shake down bugs.
I have found that given
When running osgconv, textures that are not found or that are missing plugins
will not be added to the resulting OSG file. Is there a way to force the
writer to add the texture name into the output file?
Often times, I receive models with incorrect texture names. In one case, I
have a 3DS
Mark,
I have very similar requirements as you. In order to keep the model HAT in
sync with the terrain, I use a ReadFileCallback.
class MyReadFileCallback
: public osgDB::Registry::ReadFileCallback
{
public:
virtual osgDB::ReaderWriter::ReadResult
readNode
I require the use of osgSim::OverlayNode in my project; however, I require
that the textures use NEAREST filters instead of LINEAR. This is not
possible to do in the current framework.
One thought I have would be to add a prototype texture in the constructor,
which would default to NULL. If
Robert,
On Monday 27 August 2007 10:39:41 Robert Osfield wrote:
Another user recently reported problems with loading text in a
background thread, which fits your problem too. This was recently and
with the SVN version of the OSG so it looks like the problem persists.
I suspect the problem
Ben,
Where is the source code should point to the top-level directory that
contains the top-level CMakeLists.txt file.
For step two, you need to browse to the directory that contains the
CMakeLists.txt file instead of the CMakeLists.txt file itself (just as the
CMake error indicates). It
Robert,
I know the feeling. My productivity drops significantly on Windows.
Compiling with -j 3 on Linux still leaves me with a usable system for
checking email and surfing the internet. Compiling with 2 processes on
WIndows pretty much locks out my system for any other use. What is a
Robert,
On Monday 20 August 2007 12:07:05 Robert Osfield wrote:
Curious, no one else as been complaining that its this slow. Perhaps
they think its normal... perhaps there is something else particular
with your system/OS.
What is the hardware and OS version you have?
I must admit that I
Jan,
I just wanted to chime in with my $0.02 regarding Boost as a dependency.
a) The dependency on Boost is acceptable for you. Boost is quite complex
to build and a large library.
Boost is a collection of many very high quality libraries. I would agree that
building all of the libraries
Roger,
I have run into the exact same problem with a customer install. Thanks for
submitting your workaround!
Justin
On Friday 10 August 2007 04:23:41 Roger James wrote:
Robert,
I have come across an issue with the current implementation of
osgDB::appendPlatformSpecificLibraryFilePaths
My application used paged terrain, and I require some entities to be tied to
the ground.
I am currently using an update callback in order to poll the current terrain
height (osgUtil::IntersectVisitor) to ensure that the ground-tied entities
are at the correct altitude. Unfortunately, this is
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