I hit this recently and it's due to a rather peculiar assumption by MS:
http://msdn.microsoft.com/en-us/magazine/dn574798.aspx
Basically they've gone and broken every DPI aware program by assuming that
every program without the appropriate manifest setting is wrong.
Scroll done a bit and check
cmake tries to figure out the compiler (don't have the details
here). I will look in the direction you pointed out.
Thanks,
Raymond
Sent from my iPad
On Nov 23, 2013, at 23:55, Simon Hammett s.d.hamm...@googlemail.com
wrote:
The only time I've had problems with mt.exe and access denied
The only time I've had problems with mt.exe and access denied is when for
some reason it runs the tool mt.exe too early.
When this happens the linker still has the target .exe or .dll open as it
links and therefore mt.exe will obviously fail.
But I can't tell you why it happens or give you a fix.
I'd wait until the next stable release before going with 3. There's several
bugs in the 2.9.x/ 3 releases that have been resolved.
Such as incorrect text rendering, buggy slow path rendering and some sort
of GL resource handling bug that was causing reuse of invalid display lists.
These have all
Well there's osgDB::XmlParser if you can live with xml.
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osgDB/XmlParser
On 1 July 2012 04:55, michael kapelko korn...@gmail.com wrote:
Well, my intention is not bring any additional dependency apart from
OSG
You could use Boost.PropertyTree
http://www.boost.org/doc/libs/1_50_0/doc/html/boost_propertytree/parsers.html#boost_propertytree.parsers.ini_parser
Then you can use ini files or chose a better format.
On 30 June 2012 17:18, michael kapelko korn...@gmail.com wrote:
Well, I don't want to use
On 31 May 2012 17:17, Andrew Cunningham andr...@mac.com wrote:
When running a Windows OSG 3.0.1 application under Windows Remote Desktop
the OpenGL driver defaults to the (ancient) software MS OpenGL GDI renderer
v1.1. Unfortunately, I need to make the basics of our app work under RDC.
I am
No, but you might want to look at:
http://www.opencascade.org/
that's got all sorts of stuff in it.
On 2 July 2011 22:36, Daniel Peraza danielper...@gmail.com wrote:
Hi, I'd like to know if OSG has any class for handling Boundary
Representations before writing one by myself.
I'm working
On 23 February 2011 19:37, Murray G. Gamble mgam...@connect.carleton.cawrote:
Thanks for the suggestion, Chuck.
I've tried this, and do not observe any appreciable improvement in
rendering. I should point out that while the images I provided highlight
the main rotor disc as the offending
On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:
snip
CMake defaults to /MD code generation (MultiThreaded). Im using this
consistently over all my libraries (just double checked to be sure).
Never use that setting unless you know what you are doing.
Change every project to
multiple symbols sounds dangerous, and it did not resolve my
problem...
/A
On Thu, Aug 26, 2010 at 7:26 PM, Simon Hammett s.d.hamm...@googlemail.com
wrote:
On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:
snip
CMake defaults to /MD code generation (MultiThreaded). Im
On 24 May 2010 20:57, Allen Saucier allen.sauc...@itt.com wrote:
Hi everyone,
I have a stupid question that I need an answer to. How do I correctly send
a Private Message? I have tried to do so and all I see is the message being
put into my outbox but it never makes it to my sent box.
On 29 March 2010 20:36, Adrian Lindberg osgfo...@tevs.eu wrote:
I'm doing some large terrain rendering using OSG where I put small
bulletins (billboards) which I wan't to make clickable. For this I found the
osgPicker example and implemented it and all worked well.
However in an extension of
On 15 March 2010 20:55, David Cofer dco...@mindcreators.com wrote:
I need to convert the world coordinates of a contact force into the local
coordinate system for the contacted part. Is there a straighforward way to
do this in OSG? I saw a similar question here (
On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
All,
We’re having some issues with the OSG freetype font plugin? We’re using
VC++ 2008 on Windows and we’re having trouble reading ttf files. We get the
message “could not find
On 23 February 2010 18:00, Andrew Cunningham o...@a-cunningham.com wrote:
Hi,
I have to make our Windows OSG app function in a reasonable manner under
Microsoft Remote Desktop, which means OpenGL 1.1.0
In general it actually works pretty well but at each window refresh, I am
getting a
On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
Mourad,
Yes. We know the path setting is correct because we can use the other
plugin
dlls that reside in the folder without any problems.
Thanks for the input.
-Shayne
FYI, my
On 18 February 2010 15:13, Sean McVey sean.r.mc...@lmco.com wrote:
Hi guys,
I've been trying to setup my Polytope as my cameras' frustum with no such
luck. Robert has the setup changed? I'm using osg 2.8.1.
Is this correct? What am I doing wrong?
osg::Polytope frustum;
As per the subject.
I've attached a modified version of osgViewer.cpp which shows the issue.
The codes works fine in 2.8.2 2.7.1
I had a quick look at the code, but there's been way too many changes from
2.8.2 to 2.9.6
for me to find out what broke.
Also state set loading when opening .osg
On 4 February 2010 10:19, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Simon,
On Thu, Feb 4, 2010 at 9:58 AM, Simon Hammett
s.d.hamm...@googlemail.com wrote:
I've attached a modified version of osgViewer.cpp which shows the issue.
The codes works fine in 2.8.2 2.7.1
I had
2010/1/26 Mattias Thell mattias.th...@gmail.com
snip
Code:
extensions-glBindBuffer(GL_ARRAY_BUFFER_ARB, vbo);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, 0, 0);
glDrawArrays(GL_POINTS, 0, numPrims);
glDisableClientState(GL_VERTEX_ARRAY);
2010/1/11 Dominic Stalder dominic.stal...@bluewin.ch
camera-attach(Camera::COLOR_BUFFER, image.get(), 0, 0); --
camera-attach(Camera::DEPTH_BUFFER, image.get(), 0, 0);
Well you are trying to attach a depth texture to the color buffer, that's
not going to work.
Try
2010/1/8 J.P. Delport jpdelp...@csir.co.za
Martin Beckett wrote:
Jason Daly wrote:
The advice about breaking up large geodes is still applicable. If you're
talking about hundreds of thousands of vertices, it's probably best to
represent those as multiple geodes (and group them spatially,
2010/1/6 Mike Greene mgre...@hiwaay.net
I have a view with two cameras - a HUD camera and a regular 3D perspective
camera. I have my scene set up so that I can vary the alpha of the HUD
(drawn with a polygon) so that I can see the 3D view behind at various
intensities. What I would like to be
2010/1/1 Gordon Tomlinson gor...@gordon-tomlinson.com
Your right it does not scale the normals. So the normal are no longer
correct for the model once you scale it
See http://www.vis-sim.com/osg/osg_faq_1.htm#f19
That should really mention that rescale only works with uniform scaling.
--
2009/12/31 Martin Beckett m...@mgbeckett.com
I am trying to draw a rubber band wioth the mouse around a selection
I get the mouse position, convert into world coords (assumign a plan view)
then add the new point to the geometry.
I then call osg::Util Tessellator to build the selection into a
Not really following what you are after, but one point:
2009/12/31 Ümit Uzun umituzu...@gmail.com
Hi Paul,
Thanks for your reply. I need only one explanation about that;
psudo code
Matrix matrix1= identity;
matrix1-rotate( 10 degree on
2009/12/22 Carl Johnson uto...@gmx.net
Hi,
I need to use osg for a project, so i tried to modify the example
HudsAndText from osg tutorial
to my original project, but this didn't work out. i saw the graphics (a
triangle), but no HUD.
so i went back to the roots
I tried this basic
2009/12/14 Wouter Boelen li...@wboelen.be
Hi,
I just got the dubious honour of becoming the poor sap who has to test the
viability of using OSG in an existing project. Trouble is, it's been written
in Borland C++ builder (and uses VCL,...). And the OSG source isn't fully
compatible with its
2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com
On 12/10/2009 10:27 AM, Robert Osfield wrote:
Or... just have the binary format extension be .osgb... :-)
For filesystem-management purposes, I know I'd prefer a .osgb extension.
So much easier
to grep and write scripts when you can
2009/12/4 Fred Smith osgfo...@tevs.eu
Nope, it still doesn't work.
Not my lucky day...
Hi Fred,
I've attached my modified version of LineSegmentIntersector.cpp
if you want to try that. It's from 2.8.2 but it should be ok with most
recent
versions.
If that doesn't work for you, you'll need
2009/12/6 Rizzen riz...@darkstar.co.za
Hi
Where can I find the full list of dependencies required for OSG 2.8 and
list of configuration options for building OSG libraries?
Rizzen
osg itself doesn't have any dependencies, only the plugins do.
You'll have to run cmake and look through that
2009/12/4 Ulrich Hertlein u.hertl...@sandbox.de
On 4/12/09 4:42 AM, Ray Stamper wrote:
through the Delta3d api, which worked well enough but was limited to 2^16
vertices. I
wrote a class to make a Geode from .ply files, but they end up looking a
little weird.
Geometrically, they are
2009/12/4 J.P. Delport jpdelp...@csir.co.za
Hi,
Paul Martz wrote:
Danny Lesnik wrote:
How can I create animations within OSG models (similar to cessnafire.osg
sample scene).?
for example, how this file was created?
Look at the OSG file in a text editor and see what nodes it uses.
2009/12/4 J.P. Delport jpdelp...@csir.co.za
Hi,
have you checked what the members of the TriangleIntersection struct are? I
think you must make them double too, this it where we had problems in some
of our code.
jp
Opps, yes they need changing as well.
--
http://www.ssTk.co.uk
2009/12/4 Fred Smith osgfo...@tevs.eu
Thanks for all your answers.
Hitting a little bit of a problem in my understanding of the source code.
If I change TriangleIntersection to use Vec3d and not Vec3:
Code:
TriangleIntersection(unsigned int index, const osg::Vec3d normal,
double
2009/12/3 Fred Smith osgfo...@tevs.eu
Hi,
On one occasion I don't get two intersections, only one. That's the
problem.
I expect two intersections. One for the first triangle, one for the second.
I get only one, for the second triangle, even though I picked the left
triangle.
You can
2009/11/26 Jim Brooks jimbl...@gmail.com
This is very basic
This test-code snippet is supposed to create a simple square with a
normal vector (or vectors).
After rotating it around with the trackball manipulator, the square is
never culled.
Same behavior on OSG 2.6 and 2.8.
Culling
Views get rendered in order added. (at least in single threaded mode)
Just add your 'in picture' viewport last, where you want it.
You will need to turn off clearing of the colour buffer if you want to see
your main scene through the picture .
And maybe call setAllowEventFocus(false); on the
2009/11/15 Darick Barnes dbtex352...@yahoo.com
Hi,
For some reason I cannot translate my hexagon geode made up of a
primitiveset of LINE_STRIP
The scaling works but translation does not. I am modifying
AdapterWidget.cpp --MDI section of the code so that I can use QT4. It is
from the
2009/11/9 Andrew Burnett-Thompson aburnettthomp...@googlemail.com:
Hi guys,
Interesting conversation on solving this problem. I'm working with James on
this and he's away this week, so I thought I'd reply to keep the
conversation going, and also to thank you for your input.
Just to throw
2009/11/7 Jan Ciger jan.ci...@gmail.com:
Simon Hammett s.d.hamm...@googlemail.com wrote:
I've gotten good results with exporting blender - .lwo as long as you
split your model meshes up the right way, so you can run the smoothing
visitor on it.
Why? There is osg exporter too. Works fine
2009/11/7 Jan Ciger jan.ci...@gmail.com:
Simon Hammett s.d.hamm...@googlemail.com wrote:
Well .lwo was the first format I found that worked and it's binary so
the models load quickly.
The apps I work on, load lots of stuff outta dbs, run third party dlls
black boxes etc
on start up, so
2009/11/7 Jan Ciger jan.ci...@gmail.com:
Simon Hammett s.d.hamm...@googlemail.com wrote:
which is yet another step in the process.
that's making things more complicated, not less.
and .lwo works rather nicely so why change?
Because .osg can capture also things that are native
Yeah I spent quite a bit of time playing with the UT editor way back
with the release before UT 2K3
It was crap then and I doubt it's got any better. The last UT sucked
nads. And actually so did the one
before that.
It was pretty much on a par with Valve's 'Hammer Editor' which is also
a massive
is it OK to create a viewer in e.g. the main thread and then call frame()
from a different thread? We're getting erratic results on Linux vs
Windows
vs Mac. So I just want to know if this use case is legal.
I've done this under Linux - the osgqtbrowser example in svn/trunk has
the option
2009/10/20 J.P. Delport jpdelp...@csir.co.za:
Hi Simon,
Simon Hammett wrote:
I will try osgqtbrowser on Windows and
see what happens.
Anyone else have reports on osgqtbrowser on Windows?
thanks
jp
Windozes is same as Mac, only the owner thread can retrieve events for
windows.
can
Try glFinish after frame()
2009/8/11 Rabbi Robinson longa...@gmail.com:
Hi,
I save it in a file. The problem is with frame(). If I call viewer.run() and
hit Esc to quit the viewer the image is complete.
Thank you!
Cheers,
Rabbi
--
http://www.ssTk.co.uk
Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.
2009/8/11 Gianluca Natale gianluca.nat...@adstorino.it:
Hi All,
I’m having problem computing the global bounding
Anybody know of a osg compatible material editor/designer?
Repeating the edit/compile/link/curse cycle is starting to get a little tedious.
I'm sure I saw a post about one not so long ago, but I'm damned if I
can find it now.
tia.
--
http://www.ssTk.co.uk
The clipping you are seeing is probably due to osg's computation of
the near and far clipping planes.
You'll need to implement computeBound so osg knows about your object.
Have a look in ShapeDrawable.cpp
2009/8/10 Andrew Thompson andyb1...@yahoo.co.uk:
Hi Chris,
Thanks for the heads up, I was
Set you include directories list to:
C:\Praktikum\OpenSceneGraph\OSG\include\
C:\Praktikum\OpenSceneGraph\OSG\build\include\
Then it should work. You're going too far down in the directory hierarchy.
2009/8/3 David Goering dgoer...@gmail.com:
Okay here is something interesting:
I deleted all
http://www.typhoonlabs.com/
Download chapters 1 through 5 and ShaderDesigner.
Very very handy.
There's also the orange book: (though I've not read it myself)
http://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631
2009/8/3 Hadrien Thomas thomas.hadr...@gmail.com:
Hi!
I just
You should be able to render to a transparent screen, just set the
clear colour alpha to 0.
I don't think compositing with the desktop is directly supported by osg though.
You'll need to platform specific magic for that.
2009/8/3 Martin Großer grosser.mar...@gmx.de:
Hello,
short question. Is
I'm guessing 'Nicht aufgelöstes externes' means symbol not found.
You need to make sure your exe and the dlls are all using the same
Runtime Library option.
Do project properties - C/C++ - Code Generation
and check the 'Runtime Library' line.
That has to be the same for everything and should
Ps: I just noticed that i dont know what are: drawWidth and drawColor. But if
it's not the main problem, can you tell me?
You're missing a vertex shader. Your program isn't linking.
--
http://www.ssTk.co.uk
___
osg-users mailing list
You've forgotten to setup the viewport I think:
view-getCamera()-setViewport(new osg::Viewport(0,0, traits-width/2,
traits-height/2));
2009/7/24 Vic Ace typedefinit...@gmail.com:
And setting the clearcolor for the camera did not give the same effect. still
just black. hmm.
That's how it should look.
You've set the viewport up to take a quarter of the screen and you
don't have a camera manipulator,
so your camera will be in the default location, which usually means
you aren't looking at anything.
Remove the /2 in the viewport setup or add some more view ports to
Depth sorting for transparency happens at a course level in osg.
I think it uses the center of the bounding box of the geometry object.
For your specific example you'll need to place the 6 cube faces into
separate geometries to get
the result you expect.
If you want to make a complex model
Just a quick guess, but are you putting rotation into your left
right projection matrices?
If so that's what's mucking up your lighting:
http://sjbaker.org/steve/omniv/projection_abuse.html
2009/7/6 Julian Looser li...@roarmot.co.nz:
Hi,
I am using OSG in a multi-wall stereo rendering
2009/5/24 Paul Martz pma...@skew-matrix.com:
http://www.sstk.co.uk/portalRendering/portal.php
Unless I'm missing something, couldn't you do this in OSG using an Occluder
(for host-side culling) and the stencil buffer (to control screen
rendering)?
You don't even need that.
Just set up the
2009/5/24 Paul Griffiths gaffe...@gmail.com:
Just to let people know, portals is not quite what im looking for, its more
of an extended type portal, i believe a portal is a plane with a texture of a
scene applied to give to look of a scene within a scene, im looking for
scenes within scenes
Which way would be better, what i have now or what you just suggested?
My rule of thumb is; unless you have a compelling reason (ie efficiency),
you should always prefer your own solutions.
That way if you have to bug fix it or improve
it in 1,2,3 years time you might remember what you did.
2009/5/23 Paul Griffiths gaffe...@gmail.com:
Enabling/disabling clipPlanes won't do the job, your looking at the side and
into the scroll window at the same time.
From what i can work out, clipPlanes slice all the way along the model and
remove the outer half, so any clipping applied is
2009/5/21 Matthias Gabriel g3e...@hotmail.de:
Hi,
today i wanted to build my own LineSegmentIntersector - well some kind
of... while doing this, i looked into the sourcecode of the
LineSegmentIntersector. There I saw, that the tests in
LineSegmentIntersector::intersects(..) refer to start and
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Hi,
I wish to compute an axis aligned bounding box of a given size whos position
is centered to a node.
This node cound be scaled, translated or rotated. it must be axis aligned.
I need to know this to test if a picked part of a node picked with
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible
on screen but when i click on the invisible parts the picker is still picking
the object . i dont want it like that, i want the invisible parts to be
invisible to the
2009/5/22 Simon Hammett s.d.hamm...@googlemail.com:
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible
on screen but when i click on the invisible parts the picker is still
picking the object . i dont want it like that, i
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Ive came up with this but it returns outside true every time regardless:
Code:
bool outside = false;
if (obj-getParentWidget()
obj-getParentWidget()-getUsingClipBoundingBox())
{
osg::ref_ptrosg::ClipNode clipNode =
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Simon Hammett wrote:
Okies, if memory serves me correctly, the clip planes aren't in world
coordinates,
I think they are in eye coordinates.
So that would be take the local intersection coordinate and transform it
using
computeLocalToEye
2009/5/22 Simon Hammett s.d.hamm...@googlemail.com:
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Simon Hammett wrote:
Okies, if memory serves me correctly, the clip planes aren't in world
coordinates,
I think they are in eye coordinates.
Right I've had time to play with ClipNode, and what
2009/5/21 Paul Griffiths gaffe...@gmail.com:
Paul Martz wrote:
The scene graph that you perform the pick on doesn't have to be the same
scene graph as the one you display, if that helps.
No, my scene is a bit too complicated for that. It's for a new 3D gui system
im creating called
2009/5/19 Ulrich Hertlein u.hertl...@sandbox.de:
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
If you want a proper cross platform gui with all the bells and whistles,
the three main choices are probably Qt, WxWidgets or Gtk.
Qt is probably the most powerful and fully featured, but you have to
use that dam MOC thing
and the Qt framework.
WxWidgets seems to give quite small programs, but
that there is a
Polytope::transformProvidingInverse() method which you use (planes are
transformed by multiplying by their inverse).
Polytope frustum;
frustum.setToUnitFrusmtum();
frustum.transformProvididingInvser(camera.getViewMatrix());
Robert.
On Wed, May 13, 2009 at 9:20 PM, Simon Hammett
Don't you have to grant access on your machine to remote connections?
IIRC, try 'xhost +' on your machine before starting the program on the
remote machine.
2009/5/14 paul1...@yahoo.com:
Yes, I am using Redhat Linux with OSG 2.9.3.
Using ssh -Y didn't help...
Also, as I pointed out in my
, osgcompositeviewer,
osgsidebyside, osgtexture3D, osgslice, and osgwindows that would cause them
not to work but other do? osgviewer --window seems to work fine.. Does
this have something to do with the GraphicsContext?
Paul P.
- Original Message
From: Simon Hammett s.d.hamm
Hi Everyone,
Is there a quick and easy way to populate a osg::Polytope with a
cameras view frustum?
I've tried stepping though osg::Viewer::frame(), but there's so much
code I've either
not stepped into the right function or just missed it and searching
the mail achieve just
brings up too many
Many, (most?) osg users are using windozes.
So redirecting osg::notify messages should be in that list.
(Plz somebody give me a job developing for *ix.!)
2009/5/12 Paul Martz pma...@skew-matrix.com:
I've created the following list of debugging tips to help new OSG developers
become productive
This works for me:
#include iostream
#include fstream
static std::ofstreamg_log(c:\\Message.log);
extern C int WINAPI _tWinMain(HINSTANCE /*hInstance*/, HINSTANCE
/*hPrevInstance*/, LPTSTR /*lpCmdLine*/, int nShowCmd)
{
std::cout.rdbuf(g_log.rdbuf());
std::cerr.rdbuf(g_log.rdbuf());
This might be want you are looking for:
http://factor-language.blogspot.com/2007_08_01_archive.html
and
http://factor-language.blogspot.com/2007/08/opengl-redraw-bug-on-windows.html
Basically enable the scissor test, then tell OpenGl what part of the
window to update when calling SwapBuffers.
context
affects the whole window it's assigned to.
Robert.
On Thu, Mar 26, 2009 at 8:59 AM, Simon Hammett s.d.hamm...@googlemail.com
wrote:
This might be want you are looking for:
http://factor-language.blogspot.com/2007_08_01_archive.html
and
http://factor-language.blogspot.com/2007/08
So you need @ minimum168 Mb/sec streaming bandwidth from your hard discs
That's not utterly insane, but many older PC's won't be able to
deliver that sort of bandwidth.
On my current machine the burst transfer rate from cache (ie memory to
memory copy)
is only 184 Mb/sec.
Reading from HD I
No it works fine for me. (2.7.1)
It doesn't work with tri/quad strips though, you get the same behavior
as BIND_OVERALL.
2009/2/20 Steven Saunderson osgfo...@tevs.eu:
Is BIND_PER_PRIMITIVE allowed when using a DrawArrays (GL_QUADS) primitive ?
I've found that if I do this and save the scene
ComputeBoundsVisitor only computes bounds for drawables. ie geometry.
2009/2/11 Engvall Åsa asa.engv...@saabgroup.com:
Hi osg-users!
I want to use a ComputeBoundsVisitor for finding the bounds of an object.
The object belongs to the class GroundObject, which is derived from
osg::Node.
the same thing on an
osg::Node, it works. Both the Node and the GroundObject are created using
readNodeFile.
Åsa
-Ursprungligt meddelande-
Från: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] För Simon Hammett
Skickat: den 11 februari 2009
That's a header from mfc/atl which you won't have unless you have the
full version of visual studio.
You can try just editing the OpenThreadsVersionInfo.rc by hand and
commenting out that include.
It doesn't look like the rc is using any of the mfc defines.
2009/2/10 Cedric Pinson
Works ok in 2.7.1.
2009/2/5 Csaba Halász csaba.hal...@gmail.com:
Hi everybody.
I have gotten a report that the LWO loader doesn't seem to work.
Investigating, I grabbed the sample LWO file posted by Marco Jez back
in november last year (attached for convenience).
Loading into osgviewer, I
2009/1/14 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
Hi Mattias,
1. When building static libraries - should we indicate this in the
package filename? e.g.
libopenscenegraph-dev-2.x.y-win32-x86-vc80-Release-static.tar.gz ?
I would say yes, otherwise how do we separate the static
The MDI mfc version has the same problems last time I tried it.
Try calling setUpViewerAsEmbeddedInWindow on your viewer.
If you problems go away you're hitting threading issues.
2009/1/8 Brad Huber br...@procerusuav.com:
Umit,
Thanks. The SDI application that I have created so far is very
2009/1/2 Ryan Morris russell.co...@gmail.com:
Just to be clear, would something like:
osg::Node *node = osgDB::readNodeFile(file.osg);
osg::Geode *geode = osg::dynamic_castosg::Geodenode;
geode-getDrawable()-setName(New name);
should work? (syntax might be a little off I'm not at my home
2009/1/3 Simon Hammett s.d.hamm...@googlemail.com:
2009/1/2 Ryan Morris russell.co...@gmail.com:
Just to be clear, would something like:
osg::Node *node = osgDB::readNodeFile(file.osg);
osg::Geode *geode = osg::dynamic_castosg::Geodenode;
geode-getDrawable()-setName(New name);
should work
Well it's hard to give you any pointers if you don't supply the error
messages...
2008/12/23 Michael W. Hall hal...@att.net:
I just ran the configure utility. I am getting errors with CMake
configure. Reports that a lot of the variables are set to not found.
Windows XP BTW and Visual Studio
2008/12/19 Pierre Bourdin (gmail) pierre.bour...@imerir.com:
Hi,
valgrind is very powerfull if you're on an Linux/Unix environnement, if you
are using MSVC you can use this:
add this bloc at the beginning of each file you want to trace (after all
includes):
#ifdef _WIN32
# ifdef _MSC_VER
No it's not multi threading. My single threaded non OSG apps do the same,
and that's with my OpenGl rendering code called in response to WM_PAINT.
It's something to do with the back buffer swap overwriting the screen
without being properly synchronised with GDI but I've never had time to
Robert is quite correct; it's nothing to do with OSG.
(nor your driver version)
My raw OpenGl programs have the same problem
and so do quite a few other none OSG programs.
I've never been bothered enough to investigate myself though.
A quick dirty solution is just to disable screen updates when
Curious. Could you provide a really stripped down program which
doesn't have dodgy menus? mfc / atl or raw win32, as I don't have
any other GUI toolkits setup.
I can make one out of my programs but you've already looked
at one wrong program so another wrong one isn't going to help...
2008/12/15
Is this idea possible with compilers? Is it possible with CMake?
VS has a force include symbol option, which looks like it will make
the linker pull in a library:
The /INCLUDE option tells the linker to add a specified symbol to the symbol
table.
The linker resolves symbol by adding the
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
Hi All,
Snip.
Thoughts? Recommendations?
Robert.
___
osg-users mailing list
Well I'm not too keen on having loads of third part stuff in the default core.
Building osg is already painfully slow, the
2008/12/9 Robert Osfield [EMAIL PROTECTED]:
HI Simon,
On Tue, Dec 9, 2008 at 3:30 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
Well I'm not too keen on having loads of third part stuff in the default
core.
Building osg is already painfully slow, the only machines I have
access to are over 3
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