Nick, I had used make on linux to build OpenThreads standalone. Without having
to build osg.
I just wanted to know how to do the same thing on Windows. My first post shows
the errors I've been facing.
Nav or Joseph? You can call me Nav :-)
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Ok thanks, using the lib that was with the osg build worked, but initially I
was getting some error that it couldn't find OpenThreads_somethingwin32.lib.
Now that error is no longer there.
But still, I would like to know how to get it built on Windows without having
to build the whole of OSG.
Hi,
Posting this on behalf of a colleague:
I have built OSG3.0.1 in /usr/local directory. But I found that few of the
files were missing in /usr/local/include/osgShadow directory which are already
there in the windows equivalent.
NOTE: - I have a windows based application (contains OSG and
Oh thanks for that. He checked and saw that the Linux version was 3.0.1 and the
windows version was 3.1.4. I guess he got one of the nightly builds, because
3.0.1 is the latest stable release.
Nav or Joseph? You can call me Nav :-)
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ok, gathering more info to answer your question, but meanwhile, when you
mentioned pre-processing the map, what did you mean? Is there already a tool
for it?
Nav of Joseph? You can call me Nav :-)
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My question is as an offset to a discovery that osgEarth does not allow saving
a map it generates, to the hard disk.
So I was wondering that if osgEarth is only for displaying maps, and virtual
planet builder was to split up a map into tiles and lod's, and osgEdit was
meant only for minor
Thanks for the info.
ps: I'd prefer being called Nav. :-) will add it to my signature, if that's
what you meant.
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As a general question, expecting a general or specific answer, I'd like to know
if it is efficient to use another threading library like OpenMP or TBB on top
of OSG's threading?
I'm asking because openthreads and tbb would be using their own thread pools,
so when it comes to getting hardware
Thanks Chris. Installing the NVidia drivers solved the problem. T'was a bit
tricky because of having to first remove nouveau.
http://oracle-noob.blogspot.in/2011/10/install-nvidia-drivers-on-centos-6.html
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On viewing a map.ive file (which I converted from .dem to .ive using
osgdem.exe) with osgviewer, the map is being shown with its elevations, but is
completely white. I can't see the raster map which is supposed to be draped on
it. This is in Linux (osg built with the latest git clone).
On
On viewing a map.ive file (which I converted from .dem to .ive using
osgdem.exe) with osgviewer, the map is being shown with its elevations, but is
completely white. I can't see the raster map which is supposed to be draped on
it. This is in Linux (osg built with the latest git clone).
On
@Jordi: Thanks for the timely reply. It helped me get things done fast. I see
why a mailing list is beneficial.
Checked with glxinfo, and I do have direct rendering. Don't know what info
indicates that my drivers are ok though. But I guess that doesn't matter
because I haven't installed the
Tried the GDAL macros and osg built successfully. VPB didn't; and it appeared
to be because of the osg paths I had set wrongly in bash_profile.
Anyway, I was under a time-crunch, so just rebuilt osg without gdal for the
time-being.
Thank you very much for helping out. Hope this thread will be
I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x.
OSG built without any problems, and I set the paths mentioned in this page
(http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted).
But when I created a git clone of virtualplanetbuilder and typed
Thanks Jordi;
I have 'lib', 'bin' and 'include' in my osg folder, but no 'share' directory.
Viewer is working now! :-)
I had to type
Code:
./osgviewer cow.osg
I was getting an error of a cannot open display and the viewer not being able
to create a window, but that was because I was the
Download it from here:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/
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@Robert: I'm having the same problem with Virtual Planet Builder. I'm using
gdal 1.7 already, and virtual planet builder version 0.9.7. OSG version 3.1.1.
Which version of osg should I use?
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Correction: Just tried the same program, and the switching between textures is
happening. When I click and drag, an object in the viewer rotates. When I
simply click on the viewer, the object stops rotating.
After clicking, when I drag to rotate the object, I see that the texture switch
had
Thanks Robert. I had edited my earlier post to include the code. With your
mention of managing the viewer, I placed breakpoints and found that I just
needed to use setRunFrameScheme(osgViewer::ViewerBase::CONTINUOUS);
Works now. Thanks :-)
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Created a switch node for which I set true and false values, and it works.
The Geodes contain one texture each. I declared buttonSwitch as a global,
outside main.
Code:
osg::ref_ptrosg::Switch buttonSwitch = new osg::Switch;
osg::ref_ptrosg::Geode geode1 = new osg::Geode;
Firstly, thank you Robert and Jan, for considering my request. I'm glad that
people on the mailing list have been responding so quickly to the technical
questions I had too.
The time of leading contributors is most important, which is why StackOverflow
(SO) has already taken care of the
Jan Ciger wrote:
I do not want to sound rude, but I do find it a bit odd that on one hand you
find the current setup inconvenient for you because you have to look in
various places for OSG-related info and not on StackOverflow that you are
obviously using for other things as well. On the
Thank you for being open to the idea of shifting to StackOverflow (SO). I did a
bit of searching, and was surprised to find that the idea was not new.
First, I found that SO already supports a feed. I clicked on this link
http://stackoverflow.com/feeds/tag?tagnames=openscenegraphsort=newest
and
Hi Jan,
I hadn't meant creating extra hoops. The idea was that it'd be easier for
people looking for OSG answers to find it easily on the StackOverflow answering
framework, if everyone on the mailing list shifted to StackOverflow, and so
that the moderators of the OSG forum could be spared of
In Chapter 12's Adding Occluders to a complex scene example, in the 2010
version of the beginners guide of OSG, there's an occluder node which occludes
10 randomly generated quads.
The fps shown in the book is 40fps, when the 10 'massive quads' are fully
occluded and 11.57fps when not
First post in this forum. While trying to understand the viewer, I was going
thru the OSG source code and saw that when a master camera is assigned to the
viewer thru setCamera, OSG does not actually destroy the existing default
master camera.
See...
Code:
void View::setCamera(osg::Camera*
Just copy and paste the DLL into the folder where your program's exe is located.
If you don't want to do that, then go to Visual Studio's project settings and
set the value Working Directory to the same directory that the DLL is located
in.
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Hi,
I'm glad to see an OSG forum which is very necessary, given that OSG is a bit
tough to understand in the beginning.
I would like to urge the owner of the forum to not have a rule where the posts
of newbies have to wait for approval. It has been more than a week since I've
posted a
praveenaj wrote:
By the way, I still can't figure out what's the difference between
OSG_FILE_PATH and OSG_SAMPLES_PATH? Documentation doesn't clearly describe
the difference between those. Any help?
There's no difference between those environment variables. Both aren't standard
OSG
Hi Art and sholmes:
Thanks for approving me into the community. Sorry, but it's because I'm so
accustomed to a much-less-strict registration process on other forums, that I
thought that even here, the rules would be the same.
I don't mean any offence...just trying to suggest alternatives, that
Sounds more like an algorithm solution than an osg solution.
The below algo isn't perfect, but it'll give you an idea.
finger1=false;
finger2=false;
while(checkForFingerPressRelease)
{
if (finger1pressed) finger1=true;
if (finger2pressed) finger2=true;
if (finger1released) finger1=false;
if
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