Hi,
I have a slave camera attached to my viewer. It is set to PRE_RENDER and has a
RenderBuffer attached to a BufferObject attached to the depth buffer of the
the camera. The main scene camera is disabled (nodeMask = 0). If I run a frame
through the viewer I see the slave camera's rendering fl
robertosfield wrote:
> I fixed the bug by consolodating the collection of the SceneView
> related stats into a single function and have the cull() and
> cull_draw() methods call this. I have checked this fix into svn/trunk
> and the OSG-3.0 branch.
>
> Could you please test it out?
>
> Thanks,
Hi,
I have noticed that different scene statistics are collected in threading
models where Renderer::cull_draw is called rather than Renderer::cull. In
particular the number of fast drawables and none of the primitive set
statistics are collected in cull_draw mode. Is there any reason for this.
Wojciech,
You were right I was using
osg::Texture::Extensions::getNumTextureUnits
which on 2.8.5 returns GL_MAX_TEXTURE_UNITS
and on 3.0.0 returns GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
I have reverted to a simple glGetIntegerv(GL_MAX_TEXTURE_UNITS)
Cheers,
Roger
--
Read this topi
Wojciech Lewandowski wrote:
> Hi, Roger,
>
> You might have 16 texture units but only 8 texture coords. And fixed
> pipeline texgens of course can be set up to 7th stage.
>
> Cheers,
> Wojciech
I must admit I had not thought of that. But it was working on 2.8.5 on the same
Opengl driver and
Hi,
I had some shadow code that was working well on 2.8.5 but will not work on
3.0.0. I verified that the same problem occurs with the OSG shadow example
source. My test machine GPU (Nvidia) reports 16 texture units available. If I
set the shadow texture unit number to anything higher than 7 th
Paul Martz wrote:
> On 7/5/2011 2:42 PM, Roger James wrote:
>
> > Hi,
> >
> > I am trying to use buffer objects in my application. So I call
> > setUseVertexBufferObjects on the relevant geometry. However for other
> > reasons I cannot set up the tex
Hi,
I am trying to use buffer objects in my application. So I call
setUseVertexBufferObjects on the relevant geometry. However for other reasons I
cannot set up the tex coords and texture image until a few more frames have
elapsed. This means that I have somehow got to force the buffers to re
My final words on this.
The frame buffer corruption is caused by the following.
osg::View::addSlave causes a default osgViewer::Renderer object to be attached
to the slave camera. This Renderer object has _compileOnNextDraw set to true.
This causes the next draw on the new camera to compile all
Ok,
I think I understand a little bit more about what is happening, but not why.
I turned on OpenGL tracing (using glIntercept) and got some very interesting
results. I forced the viewer into single thread mode and set the main camera
pointing in a direction where basically nothing should be re
J.P. Delport wrote:
> Hi,
>
> are you using the fbo output texture in the main scene?
>
>
Hi J.P.
The answer is no. It is a screen capture. I just write it away to a file.
As I mentioned before I can fix this be setting the fbo camera to PRE_RENDER.
However, too many years working on this sor
Continuing my interior monologue on this. I remembered that right at the start
I had done a test with the viewer forced into single threading mode and still
seen the corruption. So all the threading related tests were irrelevant! More
interestingly I have just repeated that test with the camera'
After more checking I can see that my finding that test number 4. was not
producing the corruption is false. This is due to the fact that the debugger
was stopping all threads. If I put breakpoints on two consecutive (nearly)
instructions, then the corruption appears again. I now assume that th
Hi Robert,
Thanks for your reply. Yes, odd things are certainly happening. From what I am
observing it would be more sensible to create the camera at start time.
However I am still confused by why this corruption occurs. The
osgViewer::Viewer is running in CullDrawThreadPerContext mode. The mai
I just tried variant 4.
4. Stop threading, add camera, start threading, frame, remove camera.
No artefact!
Now I am totally confused. I think I will leave the code like that and set the
render order to PRE_RENDER just for good luck!
This has got to be some weird thread concurrency thin
Hi Wojtek,
I tried all three variants.
1. Stop threading, add camera, frame, remove camera, start threading.
2. Stop threading, add camera, start threading, frame, stop threading, remove
camera, start threading.
3. Leave threading running.
All had the same result when the rendering order was PO
Hi,
I am seeing a a strange corruption of the main frame buffer when I use a slave
camera to render to a frame buffer object and set the camera render order to
POST_RENDER. The camera is set up like this.
Code:
pCamera->setClearColor(pViewer->getCamera()->getClearColor());
pCam
Hi,
I got my new code working by adding
Code:
pCamera->setGraphicsContext(pViewer->getCamera()->getGraphicsContext());
For info it also seems to work without the calls to stop and start threading.
The only strange thing is a white half circle that flashes up on the screen for
one frame whe
Hi,
I just remebered that one of the reasons for the original method was that I
wanted to cpature the highest resolution I could get out of the frame buffer,
without resorting to tiling.
Thank you!
Cheers,
Roger
--
Read this topic online here:
http://forum.openscenegraph.org/v
Hi J P,
Thank you for the quick reply. I will probably try that for the save image
method. I will admit I was being a little cheeky in posting the question. As I
hoped the answer would help me learn more about osgViewer, slave cameras and
threading etc, as I probably do need to use a similar t
Hi,
I used to have a screen capture function that worked worked well
with our single threaded rendering loop based on osgUtil::SceneView.
It looked like this.
bool CSaveImageOSG::SaveImage(const char *pFilePath)
{
osg::FBOExtensions* fbo_ext = osg::FBOExtensio
Hi Robert,
Happy New Year.
I soon realized that using ive and dds was a mistake. Also that VPB was trying
to generate too many levels (15 I think) not 8 as I first thought. Playing
about and just generating the database tree for one level one subtile lead me
to the conclusion that the optimum
Hi,
I am trying to build a VPB database of the United Kingdom using the freely
available Ordnance Survey OpenData. This gives me as input an elevation dataset
which is approximately 630 Mbytes of ArcGIS ASCII grids with a 50 metre
posting, and a collection of TIFF map image overlays which total
For information this is what I decided on eventually. It seems to work.
Code:
bool vtExternalHeightField3d::FindAltitudeAtPoint(const FPoint3 &p3, float
&fAltitude, bool bTrue, int iCultureFlags, FPoint3 *vNormal) const
{
if (NULL != vNormal)
return false; // Cannot do normals at the m
Thanks for the info David.
Roger
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Hi Robert, Chris, David
Thanks for the quick reply. I have been playing with putting osgTerrain support
into VTP. Ben has probably written me off as a heretic!
I just wanted to get my placement of procedurally generated buildings a bit
more accurate. So performance at that point is not too much
Hi,
I need to get the best heightfield reading I can out of an osgTerrain database
at runtime. At the moment I am doing something like this:
Code:
osg::Node *pNode = osgDB::readNodeFile((const char *)fname_local);
// Top level node should be a coordinate system node
osg::CoordinateSystemNode *p
On 02/03/2010 09:56, heishuijing_2000 wrote:
Hi Roland,
Thank you for your reply,I have look into code in osg SVN.I
found there is no update with the collada plugin writer.
Anyone can help me with this ploblem?
Without knowing what it is you are trying to export it is diff
On 25/02/2010 16:31, Michael Platings wrote:
I had a quick look at your submission, it looks like you have
had a good go at fixing the (my :-) ) transparency mess! So I won't
submit any fixes. Any chance you can give me a heads up on your
thinking behind "getTransparencyCounts", I
On 25/02/2010 09:42, Michael Platings wrote:
Hi Alessandro,
please see my email to osg-submissions on 11th Feb, "[osg-submissions]
DAE Animation". This contains many fixes and improvements to the DAE
plugin, including handling transparency correctly.
Michael,
I had a quick look at your submis
On 24/02/2010 18:24, alessandro terenzi wrote:
So far I used the collada plugin successfully to read
models exported from SketchUp but today I installed the latest SketchUp
version (7.1.6860) and I noticed that transparent (or not totally
opaque) objects now become totally opaque.
Searching
Jean-Sébastien Guay wrote:
Hi
Chris,
Usually the linker will yell and scream at
you if you try to do this, so it usually
doesn't happen accidentally and without the programmer knowing.
I'm curious when you've seen the linker scream about mixing debug and
release DLLs..
Jan Ciger wrote:
Roger James wrote:
Frederic Marmond wrote:
Hello world,
I'm trying to load some collada files from osg, using osgviewer,
recent trunk version on msvc8.
I tried on those found on the collada-dom package
(collada-dom/dom/test/1.4/data/*.dae ), but onl
Frederic Marmond wrote:
Hello world,
I'm trying to load some collada files from osg, using osgviewer,
recent trunk version on msvc8.
I tried on those found on the collada-dom package
(collada-dom/dom/test/1.4/data/*.dae ), but only one (cube.dae) is
really loading. Some crash (segfault), so
Thanks Robert,
I had missed that. I was looking at dirtyColorPointer on the State
object and wondering how on earth that would work!.
Roger
Robert Osfield wrote:
Hi Roger,
On Fri, Nov 13, 2009 at 5:46 PM, Roger James
wrote:
Thanks for the quick response. I had a look at SVN
Thanks Robert,
I had missed that. I was looking at dirtyColorPointer on the State
object and wondering how on earth that would work!.
Roger
Robert Osfield wrote:
Hi Roger,
On Fri, Nov 13, 2009 at 5:46 PM, Roger James
wrote:
Thanks for the quick response. I had a look at SVN
ow you get on.
Cheers,
Robert.
On Fri, Nov 13, 2009 at 1:55 PM, Roger James
wrote:
Hi,
I have a little problem with dirtying and cleaning colour arrays when VBOs
are in use.
I found that I needed to dirty a color array to get the colour data in the
associated vertex buffer object
Hi,
I have a little problem with dirtying and cleaning colour arrays when
VBOs are in use.
I found that I needed to dirty a color array to get the colour data in
the associated vertex buffer object updated. I currently do this by
calling osg::Vec4Array::dirty on the colour array. This appears
like good progress.
Roger James wrote:
1. Thread safety in GLIntercept
(non-existent).
Try forcing osgViewer into SingleThreaded mode. You can do this with
the OSG_THREADING env var, or you can call Viewer::setThreadingModel.
2. When and how does the GL error code get
at. Any info you can
share about getting it built would be appreciated.
-Paul
Roger James wrote:
I have been trying to use GLIntercept
(version 0.5) to track down a rendering problem. I have used this tool
successfully many times in the past. However I have now moved to a
I have been trying to use GLIntercept (version 0.5) to track down a
rendering problem. I have used this tool successfully many times in the
past. However I have now moved to a Visual Studio Express 2008 (VC9.1)
build environment and I am encountering some problems. I rebuilt
GLIntercept for the
lucas Grijander wrote:
Hi
all!
I am using the collada plugin to export my geometries in .dae
format. I would like to know if there is an option of specifying the
name of Ids, such as shapes, primitives, materials, etc... It's
important to better differenciate in another application I
Reed,
I did something like this using a NodeVisitor. It was only a partial
solution.
osg::PrimitiveSet&
CKmlComplianceVisitor::ProcessTriangleStrip(osg::PrimitiveSet&
PrimitiveSet)
{
// Convert PrimitiveSet into a DrawElementsUInt
osg::DrawElementsUInt *pNewPrimitiveSet = new
osg::Dra
Adam Wise wrote:
I think a possible solution to this is
osgconv -o googlemode [model 1.flt] [model 2 .dae]. Is this valid? I think this might be the solution.
>From memory I think it is case sensitive i.e. -o GoogleMode. One of
these days Google may fix this and actually obey the Colla
Marco Cosentino wrote:
Marco Cosentino wrote:
Quote: � Select � � Expand �
Quote: � Select � � Expand �
Hi,
I have a problem (maybe a bug?) in loading a .dae file made with Blender collada exporter.
I'm writing a robot simulation software that uses collada to load both 3d and physics.
Marco Cosentino wrote:
Hi,
I have a problem (maybe a bug?) in loading a .dae file made with Blender collada exporter.
I'm writing a robot simulation software that uses collada to load both 3d and physics.
The error I get is an exception :
"Unhandled exception at 0x0049fb10 (msvcr80d.dll) in
Daniele Argiolas wrote:
Hi, thank you.
All model that I've found from Collada Test Model Bank, Google
Warehouse or that I generate with ColladaMaya or ColladaMax don't work
in OSG. Who has decided Collada COMMON profile and who uses it? If all
models are in this way, not precise, it's very res
daniele argiolas wrote:
Hi,
in attachment the model.
Thank you!
daniele
Daniele,
I have mailed the modified file directly to you to avoid cluttering up
the list. The changes are at the end of the file. I have changed all
instances of
to
The bind element is not allowed in the Co
daniele argiolas wrote:
Hi,
I've a Nvidia Geforce 7900GS.
If I use an OSG version from 2.8 to 2.9 when I open a Collada file with texture (taken from collada-dom sample) texture are not loaded.
Then I've tried with version 2.6 of OSG and texture works fine.
What can I do? Someone have res
Roger James wrote:
The changes I made to the plugin build system relate to
the fact the
main Collada Dom library include file dae.h by default includes
boost/filesystem/convenience.hpp. Unfortunately although this include
file is a primary part of the external published interface of the
I have spent a little time looking at the Collada plugin build system
and have done a small amount of cleaning up.
In the rest of this message I use the term "Collada DOM library" to
refer to the open source Collada parser and writer library, and
"plugin" to refer to the OSG dae plugin that us
Hi Robert,
Comments in line.
Roger
Robert Osfield wrote:
Hi Roger,
On Thu, May 7, 2009 at 9:26 AM, Roger James wrote:
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it should be done. I
think we
People,
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it should be done.
I think we need to take a step back here. At the moment I am tending
toward the view that we should spend effort on improving the current
buil
Roger James wrote:
Problems in area 2 seem to revolve around two main issues. Firstly that
the OSG Collada plugin only supports version 2.1 of the Collada DOM
object model and needs to be specifically linked against a build of the
Collada DOM that is made for that version and if dynamic
lucas Grijander wrote:
Thanks Roger, I installed the dependency tool and I updated
the path. Now what I get is an error in the libcollada15dom21-d.dll,
and more precisely in the file daeelement.cpp:
daeElement* daeElement::simpleAdd(daeString name, int index) {
if (daeElementRef elt =
Robert Osfield wrote:
Hi All,
To me it's looks like we are consistently getting a lot more support
queries about the Collada plugin than any other our plugins. Build
problems are rampant, and alas there isn't that much we can do about
it directly. The Collada DOM does cause lots of probl
lucas Grijander wrote:
I download collada dom 2.1, compile and installed it... then
I recompiled osg 2.8.0... the dll are there but... still same error!
any clue?
thanks
Jaime.
Date: Tue, 5 May 2009 20:49:31 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegrap
lucas Grijander wrote:
you mean I should use 2.1 version of collada DOM instead of
2.2?
J.
Date: Tue, 5 May 2009 17:54:05 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!
lucas Grijan
lucas Grijander wrote:
Dear all,
I installed the last version of OSG (2.8.0) and the 2.2 version of the
collada-dom. I compiled and installed everything (debug and release).
Now, when I execute my application and I try to "writeNodeFile" in dae
format I get the well-known warning: "plugin
Martin Scheffler wrote:
Hi,
I export from Max using the feeling exporter 3.05b (c gives the same results).
I have a diffuse map and an ambient map in my model. When importing the collada file into osg, the maps are not shown. It seems that I have to modify
[code][/code]
to
[code]
[/co
Martin Scheffler wrote:
Hi,
I use 3ds Max render-to-texture to generate ambient occlusion maps.
I then export the model to collada (with the nextgen plugin) and try to load them into osg.
For some meshes I get this message: "Ambient occlusion map only supported when diffuse texture also spe
sherman wilcox wrote:
Slightly off-topic for this mailing list but here goes. For the
Windows users out there, those of you that are using or know of
developers using VS2008 - any comments? Problems, benefits, pros/cons?
My project is using VS2005 and has been for a while now but I'm
consid
Adam Wise wrote:
A unique little issue comes up when I build with release, visual studio C++ prompts me for an executable for debug session. What should I select?
I am guessing here, but I suspect that are pressing the icon that looks
like the play symbol on a cd player to the left of
Adam Wise wrote:
rogerjames99 wrote:
Adam Wise wrote:
I set osg_notify_level to debug, and I recieved this when I ran osgconv. I honestly have no idea what this means, but at least it finds something.
GraphicsContext::setWindowingSystemInte
lispsm
For this scene I get a solid 60Hz, update and cull and GPU draw are all
pretty low, but curiously the draw dispatch is locked out at 16ms which
suggests that the draw is blocking on the OpenGL FIFO.
Robert.
2009/3/25 Roger James <ro...@beardandsandals.co.uk>
Hi,
I have been doing some tests using the minimal draw bounds LISPSM
implementation. I find that when the shadow node is inserted in the
graph my frame rates go from 60 fps (vsync) down to less then 10 fps. I
have verfified this on a number of different machine configurations
with varying lev
Adam Wise wrote:
I set osg_notify_level to debug, and I recieved this when I ran osgconv. I honestly have no idea what this means, but at least it finds something.
GraphicsContext::setWindowingSystemInterface() 03571930 003D9198
Also, the collada plugin was built as far as I can tell. I at
Adam Wise wrote:
rogerjames99 wrote:
Adam Wise wrote:
Robert Osfield wrote:
On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise <> wrote:
Question: exactly what does this mean? Warning
Adam Wise wrote:
Robert Osfield wrote:
On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise <> wrote:
Question: exactly what does this mean? Warning: Could not find plugin to write nodes to file "new.dae"
What is means is that it's warning your that it cou
Patrick Roiss wrote:
Hi,
i have a problem. I would like to see files written in Collada (DAE). I build and compile the plugin (collada-dom) and osg with no errors. now if i try to open a collada-test file (collada-logo) i get an exception. what have i done wrong :-)? I know my information is
Roger James wrote:
Stephan Maximilian Huber wrote:
Hi Robert,
Roger James schrieb:
I just kicked off a build of 2.8 on OSX using the CMake generated Xcode
projects. Along with a few warnings about deprecated functions in the carbon
stuff I get a lot of warnings
Stephan Maximilian Huber wrote:
Hi Robert,
Roger James schrieb:
I just kicked off a build of 2.8 on OSX using the CMake generated Xcode
projects. Along with a few warnings about deprecated functions in the carbon
stuff I get a lot of warnings about duplicate dylibs whenever an
I just kicked off a build of 2.8 on OSX using the CMake generated Xcode
projects. Along with a few warnings about deprecated functions in the
carbon stuff I get a lot of warnings about duplicate dylibs whenever an
osg dylib is referenced from another osg dylib during the build. It is
a long tim
Martin Scheffler wrote:
Using Visual Studio 2008.
OSG 2.8 RC 5
Collada Dom 1.5
Crosspost from here: https://sourceforge.net/forum/message.php?msg_id=6398399
Compiling Collada 1.5 dom worked
without a problem for both static and dynamic. Now when I build
OpenSceneGraph 2.8 RC5 in VS 2008 I
Robert Osfield wrote:
Hi All,
I have just merged changes to svn/trunk from Roger James, Roland
Smeenk and myself. The primary objective with these changes are
fixing the build under Windows with the Collada DOM 2.1 + 2.2 for
static and dynamic builds.
As the collada build looks to be
Roland Smeenk wrote:
Well, there's FCollada that is more or less abandoned when Feeling Software pulled it's hands off it. This used to be the preferred alternative, but I believe the DOM is becoming a better option since it is still in development and follows the latest updates when a new v
Robert Osfield wrote:
Hi Roger,
Sorry to hear it's still broke. I'm not the original author of
version additions, just the integrator. Would it be possible for you
to tweak the version support now checked in and get it working.
Cheers,
Robert.
Robert,
Modified template resources at
Roger James wrote:
Robert Osfield wrote:
Hi Roger,
This is some experiment VS versioning. The path to the
PlatformSpecifics/Windows/OpenThreadsVersionInfo.rc.in is wrong in the
src/OpenThreads/CMakeLists.txt, but the file is there (I just double
checked that I check it in
I also
added the path to Collada14Dom.dylib).
Please can you tell me if there are some steps to follow in
order to build dae plugin against DOM 2.2? By the way I'm using OSG
2.7.9?
Thanks.
Alessandro
On Fri, Feb 6, 2009 at 2:10 PM, Roger James <ro...@beardandsandals.co.uk>
wrote
Robert Osfield wrote:
Hi Roger,
This is some experiment VS versioning. The path to the
PlatformSpecifics/Windows/OpenThreadsVersionInfo.rc.in is wrong in the
src/OpenThreads/CMakeLists.txt, but the file is there (I just double
checked that I check it in.) While I made the changes, unfortu
I am getting the following error in Cmake after updating to the latest
truink (9687).
.src/OpenThreads/PlatformSpecifics/Windows/OpenThreadsVersionInfo.rc.in
does not exist.
Is this a temporary situation or something not been checked in.
Roger
__
Matt Fair wrote:
I am trying to get collada compiled into OSG and am having
some trouble. It looks like collada-dom comes with boost and
statically links to it, I have another version of boost on my system
also, but how the make files are setup it is using the provided copy.
When I compile OS
Jean-Sébastien Guay wrote:
Hi
Gordon,
(sorry, sent before I had finished typing...)
No Lighting = No Material
Hi J-S,
Here is a probably worthless suggestion written without a proper review
of the thread. I you want a material that looks the same as the unlit
colour just set th
Patrice Bouvier wrote:
Hi All,
I'm working under ubuntu 8.04 Hardy. I've just installed the OSG 2.7.9
version. Unfortunately i've a problem with a collada scene, no textures
are loaded. With the 2.6.1 version it was ok. I use the collada dom 2.0
version.
Could someone give me a fix
Hi,
I am trying to merge the soft shadow functionality (jittering and pixel
branching) used in osgShadow::SoftShadowMap into a shadow technnique
derived from osgShadow::LightSpacePerspectiveShadowMap. If I derive
LightSpacePerspectiveShadowMapDB I cannot get a penumbra, if I derive
from LightS
ek
PS. Actually there are a ways to
compute ambient component in fragment shader if one is desperate,
but it would require other sacirfices. I wrote a post on this topic few
weeks ago.
-
Original Message -
From:
Roger James
To:
OpenSceneGraph Users
Alexandre Amalric wrote:
Hi osg-users,
has anyone tried to launch osgShadow example with --lispsm and cow.ive
model, apparently LightSpacePerspectiveShadowMapDB do not handle
multi-textured model.
Is there any specific configuration to make it work ?
I'm using osg svn.
Kind regards,
--
A
Jean-Sébastien Guay wrote:
Hi
Roger,
I was wondered if I could do something like
attaching a uniform of the same name to the stateset of that node. I
must admit I could not think of an easy way of doing it!
Well, you can do that! Different statesets can have uniforms of the
s
to use for each subgraph to be
able to pass in the uniforms you want.
If you just want to update a uniform say in the update traversal then
you an just use an update callback on the uniform or the Node/StateSet
it's associated with.
Robert.
On Wed, Jan 21, 2009 at 5:04 PM, Roger James
wro
I want to change the value of a uniform for the traversal of a
subgraph. A the moment I am not sure how to do this. Does anyone have
any suggestions on the easiest way to do this?
Thanks,
Roger
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,
Roger
Roger James wrote:
Wojciech,
I think you may have pointed me in the right direction. I have just
used the handy /d1ReportSingleClassLayout to dump out
what VC8.1 thought was the class layout for DrawableDrawWithDepthShadowComparisonOffCallback
inside DebugShadowMap.cpp and it
al Message -
From:
Roger James
To:
phili...@ntlworld.com ; OpenSceneGraph Users
Sent:
Tuesday, January 20, 2009 11:48 AM
Subject:
Re: [osg-users] Problem withdeletion
ofDrawableDrawWithDepthShadowComparisonOffCallback
Philip,
I am afraid I have alrea
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]On Behalf Of Roger
James
Sent: 19 January 2009 16:03
To: OpenSceneGraph Users
Subject: [osg-users] Problem with deletion
ofDrawableDrawWithDepthShadowComparisonOffCallback
Has anyone e
Has anyone else come across this problem.
When the debugging features of osgShadow are activated by calling
setDebugDraw(true). I get a crash when cleaning up my scene. This crash
occurs when the destructor of
DrawableDrawWithDepthShadowComparisonOffCallback is called. It appears
that the 't
Roland Smeenk wrote:
Roger,
I am running osgsidebyside to see if reading and writing of Collada files is still OK and I am running into a few problems. Attached is a screenshot of the before (above) and after (below) of the duck.dae Collada example.
Run like this:
Code:
osgsidebyside -o d
Roland Smeenk wrote:
Roger,
I compiled the code two days ago, but have not spent a lot of time on it yet.
Hopefully I can take a look at it tonight.
Roland
Roland,
I won't submit until I have heard from you. I am just recompiling
against head at the moment. There is a small conflict
Robert Osfield wrote:
HI Roland,
On Sat, Jan 10, 2009 at 12:31 PM, Roger James
wrote:
Here is what I hope is a reasonably final version of the transparency
changes for the collada reader.
I do hope that others will be diving in an helping test these updates,
but there
I looking for help and inspiration on this one. Collada experts please
note that this email contains some huge simplifications and
generalisations.
Even within the confines of the common profile material effects in
Collada can define the use of more than one texture.
Collada geometries can c
Yet more fixes for the DAE plugin.
/*
* Copyright 2006 Sony Computer Entertainment Inc.
*
* Licensed under the SCEA Shared Source License, Version 1.0 (the "License");
you may not use this
* file except in compliance with the License. You may obtain a copy of the
License at:
* http://
Randolph Fritz wrote:
DOM
2.1 isn't even available on sourceforge any more. Basically I think I'm
scrod, or some other sort of fish. I'll experiment some more with 2.2,
and I suppose I can try the 2.7.8 release, but writing an OSG export
script for SketchUp is looking better and better.
R
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