Hi Glenn,
I think what these functions *should* return can not be determined by
the names of the functions. They return 32 bit integers and whether the
low byte or the high byte corresponds to the first color channel named
is not immediately obvious. Like you, my first guess would be that the
(data 0xFF) and get the
alpha component no matter what platform I'm on.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Thu, Sep 16, 2010 at 3:55 PM, Mark Sciabica msciab...@itracs.com
mailto:msciab...@itracs.com wrote:
Hi Glenn,
I think what these functions *should* return
Robert Mike,
The disabling of Depth writes is only necessary and useful when the
character cells are enlarged. Using the standard osgText implementation
the cells don't overlap, but they are not large enough to contain the
entire area where each filtered character ought to be drawn.
Hello Roger,
I remember running into a similar problem that I attributed to an nVidia
driver bug. You might want to try upgrading your driver. I worked around
the problem by calling dirtyTextureObject() on each texture in the model
whenever I created a new window, forcing the driver to reload the
Hi Dat,
I wouldn't worry about this error. It seems that the
WGL_ARB_pixel_format extension is not provided by your driver. This
extension is a prerequisite for activating other features such as pixel
buffers and multisample antialiasing but missing it should otherwise
have no adverse
Hi Robert Serge,
Here is the offending line:
void GraphicsWindowWin32::setCursorImpl( MouseCursor mouseCursor )
{
if (_mouseCursor != mouseCursor)
{
_mouseCursor = mouseCursor;
HCURSOR newCursor = getOrCreateCursor( mouseCursor);
if (newCursor == _currentCursor)
you make to
position of not having this inbuilt function at all.
As for it being dangerous, well the OSG versions it's dll's + so's and
it versions the plugins directory, so the danger is not a real one.
Robert.
On Mon, Mar 23, 2009 at 9:47 PM, Mark Sciabica msciab...@itracs.com
Robert Osfield wrote:
Hi Mark,
On Tue, Mar 24, 2009 at 5:42 PM, Mark Sciabica msciab...@itracs.com
mailto:msciab...@itracs.com wrote:
The versioning of the dll's doesn't completely solve the problem.
I have customized OSG for my application, changing the public
interface in a way
Robert Osfield wrote:
This exception covers the distribution of your final application, not
source code modifications. If you modify the source then those
modifications must be open sourced under the same licence as the
orignal work - the LGPL parts of the license cover this.
The exception
:
HI Mark,
I would recommend using CMake 2.6.x under Windows.
Robert.
On Sat, Mar 21, 2009 at 12:55 AM, Mark Sciabica msciab...@itracs.com
mailto:msciab...@itracs.com wrote:
Hello all,
I'd like to report a build error I encountered on Windows using
CMake 2.4 and default
that makes use of it.
Mark
Robert Osfield wrote:
On Mon, Mar 23, 2009 at 7:37 PM, Mark Sciabica msciab...@itracs.com
mailto:msciab...@itracs.com wrote:
Thanks for the reply. I'll be upgrade CMake for my next build of
OSG. But do you have any comment on the final paragraph of my
e
Hello all,
I'd like to report a build error I encountered on Windows using CMake
2.4 and default CMAKE_INSTALL_PREFIX. The default value for the install
prefix is C:/Program Files/OpenSceneGraph (without the quotes). The
space in the path appears to confuse CMake when generating the project
Hi Gazi,
It is true that OSG differs from your literature. That does not make OSG
incorrect. In fact, the literature wasn't always dominated by the format
you're promoting.
This link http://steve.hollasch.net/cgindex/math/matrix/column-vec.html
provides some history on the matter.
One
Hello John,
You can have a render context share lists with another context that has
existing display lists. You just need to pass in the context with
existing display lists as the first parameter to wglShareLists and the
new context as the second parameter. OSG should get the sharing right
Hi Robert,
I'm using version 2.6.0.
Mark
Robert Osfield wrote:
Hi Mark,
Thanks for the test code. What version of the OSG are you using?
Robert.
On Thu, Dec 11, 2008 at 10:17 PM, Mark Sciabica msciab...@itracs.com wrote:
Hi Robert,
I was testing how osg handled changing a texture's
fix, but this was done a while back.
Which version of the OSG are you using?
Robert.
On Thu, Dec 11, 2008 at 10:48 PM, Mark Sciabica msciab...@itracs.com wrote:
Hello Robert,
I have found a bug when assigning a new image to an existing texture that
already has an OpenGL texture object
written to manage this type of application usage. I
don't know whether this has barring on the problem, but it might.
Robert.
On Mon, Dec 15, 2008 at 5:16 PM, Mark Sciabica msciab...@itracs.com wrote:
Hi Robert,
(I'm replying again for the benefit of those with threaded mail readers, and
so
at 5:14 PM, Mark Sciabica msciab...@itracs.com wrote:
Hi Robert,
I'm using version 2.6.0.
Mark
Robert Osfield wrote:
Hi Mark,
Thanks for the test code. What version of the OSG are you using?
Robert.
On Thu, Dec 11, 2008 at 10:17 PM, Mark Sciabica msciab...@itracs.com
wrote:
Hi Robert,
I
I encountered some unexpected behavior when a Viewer is destroyed. When
the viewer is destructing, it destroys its contained camera, which
removes itself from its graphics context. During the removal process,
the graphics context calls releaseGLObjects on the camera's children,
passing in the
.
On Thu, Dec 11, 2008 at 7:44 PM, Mark Sciabica msciab...@itracs.com wrote:
I encountered some unexpected behavior when a Viewer is destroyed. When the
viewer is destructing, it destroys its contained camera, which removes
itself from its graphics context. During the removal process, the graphics
Hello Robert,
I have found a bug when assigning a new image to an existing texture
that already has an OpenGL texture object allocated. The problem appears
to be that Texture2D::apply is passing the wrong dimensions in to
applyTexImage2D_subload. Since the dimensions of the image don't match
Hello Robert (and other list members),
I have found what may be a bug in multithreaded usage of some objects
when _OSG_REFERENCED_USE_ATOMIC_OPERATIONS is #defined.
The problem is that osg::Node, osg::Drawable, and osg::StateSet all use
the getRefMutex() method of osg::Referenced to control
.
On Thu, Aug 21, 2008 at 8:00 PM, Mark Sciabica [EMAIL PROTECTED] wrote:
Hi All,
I'm in the process of upgrading 2.2 -2.6 and came across a bug in mipmap
generation. For NPOT textures when the ResizeNonPowerOfTwoHint is false, I'm
not getting textures applied correctly.
Sample program demonstrating
Hi All,
I'm in the process of upgrading 2.2 -2.6 and came across a bug in
mipmap generation. For NPOT textures when the ResizeNonPowerOfTwoHint is
false, I'm not getting textures applied correctly.
Sample program demonstrating the bug:
#include osg/Texture2D
#include osg/ShapeDrawable
Hi Steven,
You're using the logical or operator || rather than bitwise or |. If
any parents of the camera are using the OVERRIDE flag on a shader, this
can cause the problem you describe.
Mark
Steven Powers wrote:
Let me know if you need more code than this. I can throw together a full
Hi Alexander,
This is a limitation of the implementation of multidispatch used for
traversing the scene graph. If you want to have an apply function that
handles a new type, that apply function needs to be added to the
NodeVisitor base class because NodeVisitor* is the type used when apply
is
I think #3 is a good option, but I would like to suggest using an
interface similar to that used for state attributes. I.e. use an
enumeration for the possible values instead of a bool, even if only
two values are needed initially. Having a more uniform interface for
handling inheritance in the
I ran into the same problem and I agree that the appearance of the
clipped text is quite ugly. Unfortunately, the problem lies within the
design of osgText and not your usage of it.
Texels sampled within the character cell are linearly blended with one
another, giving an antialiasing effect
object that uses a different resolution. To fix the example
code, you should simply create a unique font object for each text
object.
-Original Message-
From: Jeremy Moles [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 06, 2008 1:25 PM
To: OpenSceneGraph Users; Mark Sciabica
Subject: Re
I've encountered a bug in osg's OpenGL texture object management. The
problem appears to be that osg texture objects aren't being cleaned when
a context ID in which they are used is subsequently reused. I know this
problem has come up on the list before, and various workarounds
suggested, but it
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