Hello Andrea,10:39, 5 September 2018 г., Andrea Martini :Dear all,i would like to enable Qt5 form Cmake(GUI) 3.8.2 using OSG 3.5.3 on Windows10. I installed QT 5.8.0 in c:\QT\... and i set environment variable QTDIR to C:\Qt\Qt5.8.0\5.8\msvc2013_64My focus consits in get osgQtBrowser and osgQtWidge
a separate project.You should build and install osgQt too.https://github.com/openscenegraph/osgQt--Regards,Konstantin Podsvirov
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Hello all!Your can try DaD's Project installers:https://dad.podsvirov.pro/houseOSG and other binaries for MSVC 2013 available.Also lookup Microsoft's vcpkg project (MSVC 2015 and later).5:00, 6 October 2017 г., Brian Davis :
Our timeframe is actually pretty urgent. We are trying to get some
s.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Please review source code of the other similar projects:
a) osgQtQuick
https://github.com/podsvirov/osgqtquick
b) qmlosg
https://github.com/rickyviking/qmlosg
c) QtQuick2OSGItem
https://bitbucket.org/leon_manukyan/qtquick2osgitem
Perhaps you will find answers to your questions or help develop another project.
--
Regards,
Konstantin Podsvirov - osgQtQuick author
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/osg-users-openscenegraph.orgYou know about the project osgEarth? It is based on the OSG. It seems to me that this project has already answered many of your questions.--Regards,Konstantin Podsvirov
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Hi, Robert!
I've sent upgraded osgtext3D example to osgsubmissions.
Best wishes!
KOS
2017-04-05 18:12 GMT+03:00 Robert Osfield :
> Hi KOS,
>
> On 5 April 2017 at 15:41, Konstantin wrote:
> > First... Thanks :)
> > I've compiled 3.5.6 with GL3 core on Macmini
Hello, Robert!
First... Thanks :)
I've compiled 3.5.6 with GL3 core on Macmini (OpenGL 3.3) with no problems.
BUT.
I have application based on OpenSceneGraph 3.4.0 (built with GL3 profile)
and it works well on Mac (in OpenGL 2.1 compatibility context)
When I've switched to 3.5.6 (GL3 core) I
9:22, 13 February 2017 г., "来恩" : Hello Konstantin, Was the environment variable QSG_RENDER_LOOP provided in QT5.8? It's internal variable added in Qt5 to configure render loop type.What's your working environment? For example, what QT version and OSG version is? You ca
Hello, Glen.8:07, 13 February 2017 г., "来恩" <first_...@21cn.com>:Hello, Konstantin: Thanks you for your response. I noticed that the project you mentioned was done with QT5. But there is a multi-thread problem when osg works well with QT5. My application really needs multi-thre
e you tried the project osgQtQuick?https://github.com/podsvirov/osgqtquick--Regards,Konstantin Podsvirov
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t too, you can use the experimental installer: https://download.podsvirov.pro/installers/dad-0.3.1-windows-mingw64-unstable.exe More binaries at DaD's House: https://dad.podsvirov.pro/house I will be glad feedback. --Regards,Konstantin Podsvirov
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Andrew, thanks for your answer.19:10, 26 october 2016 г., Andrew Cunningham :We are using Visual Studio 2013 but will be moving to Visual Studio 2015 for this project.QT3D 2.0 is a real scene graph now - it's only real advantage over OSG is that getting started with it is 'low friction' vs OSG whic
Hello, Guys!!I have grand plans to create a cross-platform development environment in C++.I started with the Windows, where traditionally there are no many well-known open packages to develop.I have built a lot of packages with MSVC2013 for 32 and 64 bit.I have OSG with some dependencies, osgEarth,
2x64-testing.exe
More information on the project's website "DaD's House":
http://dad.podsvirov.pro
--
Regards,
Konstantin Podsvirov
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11:06, 17 october 2016 г., Uma Devi Selvaraj :Hi all, Can somebody tell me which version of Qt does OSG 3.4.0 supports.??... Thank you!Cheers,UmaFor me it's work with Qt 5.5 and 5.7 on Windows.You can try my prebuilt binaries at: http://dad.podsvirov.pro
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Hi!
Make clean your build first of all (remove object files)!
KOS
2016-08-04 15:29 GMT+03:00 Christian Buchner :
> You could try the OpenSceneGraph-2.6 branch, which is essentially the
> stable version of the OSG 2.5 developer branch
>
> https://github.com/openscenegraph/OpenSceneGraph/tree/Op
Hello Antoine,
unfortunately I have no spare time for the extended response.
27.07.2016, 21:27, "Antoine Rennuit" :
> Hello Konstantin,
>
> Thanks a lot for you link, this is already a step forward.
>
> I am actually willing to code all my rendering in C++ (the rend
internet and I am a bit lost... For example osgQtQuick project:http://github.com/podsvirov/osgqtquick Kind regards, Antoine.--Regards,Konstantin Podsvirov
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16:51, 14 june 2016 г., Wojtek Kowalski :Hi,I've got a problem when resizing window.When I try to make it bigger than initial size, then appears a white screen in this greater area and initial view doesn't change.Any hints?Thank you!Cheers,WojtekYou can try similar project osgQtQuick:http://github.
Interesting!8:32, 9 june 2016 г., Shayne Tueller :This does not help me.Sorry. I need the Nvidia texture tools 64bit dependency which is not available on your website. I already have all the other 64 bit dependencies needed to build OSG 64bit. I'm just missing the Nvidia texture tools.Since no one
---
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=67517#67517
Was my answer useful?
If there are still questions, I will try to answer them.
--
Regards,
Konstantin Podsvirov
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3rdParty libs built with VS2013? What I downloaded from openscenegraph.org seems to be incomplete. Thank you!ShayneRegards,Konstantin Podsvirov
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Hello!For vs2013 you can try prebuild binaries from DaD's House:http://dad.podsvirov.pro11:18, 28 may 2016 г., theo miller :Hi,I've followed the instructions on xinyustudio wordpress' tutorial for vs2013 (can't post links atm).Here is what I did :Download and extract OSG 3.4.0,Download and extract
27.04.2016, 06:08, "Konstantin Podsvirov" :
> Hi Jordi!
>
> 26.04.2016, 23:59, "Jordi Torres" :
>> Hi again,
>>
>> Done. Tell me if you see something not working as it should.
>>
>> http://trac.openscenegraph.org/documentation/OpenSceneGr
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>> --
>> Jordi Torres
>
> --
> Jordi Torres
I apologize for cr
Hello!You reale need OSG 3.5 and MSVC2015?For experiment you can try OSG 3.4 vs MSVC2013 from DaD's Project:http://dad.podsvirov.pro%D0%9E%D1%82%D0%BF%D1%80%D0%B0%D0%B2%D0%BB%D0%B5%D0%BD%D0%BE%20%D0%B8%D0%B7%20%D0%BC%D0%BE%D0%B1%D0%B8%D0%BB%D1%8C%D0%BD%D0%BE%D0%B9%20%D0%AF%D0%BD%D0%B4%D0%B5%D0%BA%D
; I think the other links are dead too.
>
> anyone?
>
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66514#66514
Regards,
Konstantin Podsvirov
You can try binaries for MSVC2013 from my "DaD's Project":http://dad.podsvirov.pro
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n
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66490#66490
>
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't promise that
I now have all the dependencies.
I am developing a project in their spare time. Specific request can be faster.
(sorry for possible mistakes in text)
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Konstantin Podsvirov
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02
>
> ___
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Regards,
Konstantin Podsvirov
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> Drawable derives from Node. Can someone tell me the first OSG version number
> that contained this change? I have some code in osgWorks that I need to
> conditionally compile based on this version number. Thanks.
> -Paul
--
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Konstantin Podsvirov
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Hello dear OpenSceneGraph users and fans of Windows!
Podsvirov my name is Konstantin and I'm a user like you.
I have a few options precompiled
versions for Windows MSVC2013 (now, but the list can be extended).
Here is a list of available versions:
http://lists.openscenegraph.org/pipermai
er both Windows 7 w/ VisualStudio 2013 and
>> debian linux w/ gcc 4.9.2.
>>
>> Also getting the same results whether I invoke the doc build through the
>> build system (make or devenv), or directly via doxygen on the command
>> line.
>>
>> Any tips?
>&g
Hi, I have long noticed it and here's my solution which
I promote:
Forwarded message
08.12.2015, 23:14, "Konstantin Podsvirov" :
I posted the results of applying my changes.
Everyone can see it.
Generated by Doxygen 1.8.10
OpenSceneGraph 3.5.1
http://podsviro
30.11.2015, 21:29, "Konstantin Podsvirov" :
Hi! My name is Konstantin.
I have a certain interest in the project, OpenSceneGraph, and osgEarth.
I am the author of the project osgQtQuick, which is now under development.
Basic information about the project can be found on gith
Hello!
/usr/include/gstreamer-1.0/gst/gstelement.h:55:27: fatal error:
gst/gstconfig.h: No such file or directory
with *GStreamer 1.5.2* because gst/gstconfig.h is located in the
*/usr/lib64/gstreamer-1.0/include/gst* now!
Maybe its reasonable to use something like
*FIND_PACKAGE_HANDLE_STANDAR
Hello, Jean!
It's possible.
You can create new class AndroidCameraTexture (etc.) inherited from the
osg::Texture2D and override method apply:
*apply(osg::State& state){*
*... (see texture2d implementation)*
*glBindTexture(GL_TEXTURE_EXTERNAL_OES, texId)*
*... (see texture2d implementation
last rendered picture (with different FPS) can be not
the same.
With patch, rendered picture is always the same no matter of FPS.
KOS
2015-03-13 20:33 GMT+04:00 Robert Osfield :
> Hi Konstantin,
>
> On 13 March 2015 at 13:32, Konstantin wrote:
>
>> After Animation's
Hi!
After Animation's update method "*return false*",
AnimationManager will remove this animation from the list of playing
animations
and will not call Animation's update method.
No cpu overhead, i think :)
KOS
2015-03-03 16:18 GMT+04:00 Robert Osfield :
> Hi Konstan
Hi, Nick!
*osgconv* with *--enable-object-cache *option can help too.
KOS
2015-03-11 17:32 GMT+04:00 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>:
> Thanks Robert. Sebastian, yes, that is the thing I am after. Thanks a lot!
>
> Nick
>
> On Wed, Mar 11, 2015 at 9:49 AM, Robert Osfield
ixing osgAnimation!
Konstantin Matveyev
2015-03-12 21:16 GMT+04:00 Robert Osfield :
> Hi KOS,
>
> I have resolved the bug in serialization of MorphGeometry and RigGeometry
> by moving the respective UpdateVertex callbacks out of the respective class
> scopes and into the os
imation_UpdateVertex)*
inside *osgWrappers/serializers/osgAnimation*/*LibraryWrapper.cpp*
All that is very interesting for me :)
Maybe all this bugs have been floated up because of "osg::Callback"
refactoring in the 3.3 branch?
KOS
2015-03-12 18:34 GMT+04:00 Konstantin :
> Rig
RigGeometry has the same problem but in the static OSG-3.3.6 build...
*W/( 8009): InputStream::readObject(): Unsupported wrapper class
osgAnimation::UpdateVertex*
2015-03-12 17:50 GMT+04:00 Robert Osfield :
> Hi Konstantin,
>
> Have you spotted a why the .osg loading works
y::MorphGeometry() :...{...setUpdateCallback(new
UpdateVertex);...}*
Who can change this callback after MorphGeometry is constructed (while
loading from osgt format)?
KOS
2015-03-12 16:02 GMT+04:00 Robert Osfield :
> Hi Konstantin,
>
> I have had a quick look at recreating the pro
Hello!
I have a problem with morph geometry after conversion to *osgb(t)*.
*# OSG_OPTIMIZER=OFF* osgconv osg-data/morphing.osg *morphing.osgb(t)*
osganimationviewer *morphing.osg* morph the face.
osganimationviewer *morphing.osgb(t)* *do not *morph the face.
What in can be?
Same operations in 3
Konstantin Matveyev
On Nov 20, 2014, at 12:46 PM, Robert Osfield wrote:
Hi KOS,
I have just got to reviewing your proposed change to
Animation.cpp. What name would you like me to use when attributing
this fix when I check it in?
Cheers,
Robert.
On 27 August 2014 13:03, Konstantin
Thank you, Robert!
viewer.addUpdateOperation(operation) is the most pleasant solution!
KOS
2014-08-28 13:13 GMT+04:00 Robert Osfield :
> HI Konstantin,
>
>
> On 28 August 2014 09:06, Konstantin wrote:
>
>> Can I call setCullMask for viewer's camera from the other
Hello!
Can I call setCullMask for viewer's camera from the other thread while
viewer is running?
Thanx
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-- Forwarded message --
From: Konstantin
Date: 2014-08-26 18:27 GMT+04:00
Subject: Last update in the osgAnimation::Animation ONCE mode bug fix
To: OpenSceneGraph Users ,
osg-submissi...@lists.openscenegraph.org
Hello everybody!
*osgAnimation/Animation.cpp**bool Animation
Hello everybody!
*osgAnimation/Animation.cpp**bool Animation::update (double time, int
priority)*
*OpenSceneGraph 3.2.1*:
case ONCE:
if (t > _originalDuration)
return false;
*Should be:*
case ONCE:
if (t > _originalDuration)
{
*for
Hello Trajce!!!
LightSource may be traversed after some Drawables. This may be the problem!
Try to move LightSource node upper to be traversed first.
KOS
2014-02-25 0:44 GMT+04:00 Trajce Nikolov NICK :
> Hi Community,
>
> I have a scene where I use light lobes (shader based) which seam to wo
Hi Robert!
My full name is:
Konstantin S. Matveyev
Content of submission can be:
[*] Multiple light fix in FBX-importer
etc)
Next time i can send patches (or full files) to
*osg-submissions***<http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org>
.
Rather!
2013/9/30 Robert Osfield
> Hi Konstantin,
>
> Could you post the full modified file to osg-submissions so I can
> review it, thanks.
>
> Robert.
>
> On 30 September 2013 14:54, Konstantin wrote:
> > Multiple light fix in the FBX importer:
> &g
Multiple light fix in the FBX importer:
in fbxRLight.cpp
This:
/
*osg::Light* osgLight = new osg::Light;*
osg::LightSource* osgLightSource = new osg::LightSource;
osgLightSource->setLight(osgLight);
*osgLight->setLightNum(nLightCount++);*
/
Must be this:
/
*osg::
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