Hi Cedric, el. al,
On Fri, Oct 23, 2009 at 11:28 AM, Robert Osfield
wrote:
> Ahh interesting lead. This suggests that the VBO support is somehow
> screwed up. The new osg::Geometry code should in theory just using
> osg:State to set up the VBO's that are required in the same way the
> old code
HI Cedric,
On Fri, Oct 23, 2009 at 11:14 AM, Cedric Pinson
wrote:
> I did a simple test with some suspect but i dont know exactly what's
> happend yet. Now when i press 's' twice i dont have the crash anymore.
>
> here the stuff i changed in RigGeometry.cpp:
>
> void RigGeometry::transformSoftwar
Hi Robert,
RigGeometry extend in the way that it update the vertex array deformed
by the skinning information.
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Fri, 2009-10-23 at 11:00 +0100, Robert Osfield wrote:
> Hi Cedric,
>
>
Hi Robert,
I did a simple test with some suspect but i dont know exactly what's
happend yet. Now when i press 's' twice i dont have the crash anymore.
here the stuff i changed in RigGeometry.cpp:
void RigGeometry::transformSoftwareMethod()
{
// setUseDisplayList(false);
// setUseVertexBu
Hi Cedric,
On Fri, Oct 23, 2009 at 10:54 AM, Cedric Pinson
wrote:
> well in fact when hitting twice it just display the stats. I dont have
> more informations yet.
> The only thing i saw is that even if i dont hit twice (like in my game)
> i have a crash of the same style.
> I maybe do something
Hi Robert,
well in fact when hitting twice it just display the stats. I dont have
more informations yet.
The only thing i saw is that even if i dont hit twice (like in my game)
i have a crash of the same style.
I maybe do something not enough clean with the new code in Geometry.
RigGeometry inheri
Hi Cedric,
On Fri, Oct 23, 2009 at 8:44 AM, Cedric Pinson
wrote:
> I dont know yet what is it, but with last svn update i have some crash
> running osgAnimation examples. osganimationtimeline when pressing 's'
> twice'
> same thing with 'osganimationviewer nathan.osg' hit 's' twice crash.
> The m
Hi,
I dont know yet what is it, but with last svn update i have some crash
running osgAnimation examples. osganimationtimeline when pressing 's'
twice'
same thing with 'osganimationviewer nathan.osg' hit 's' twice crash.
The main problem is that i dont have stack trace :(
So i will have time to d
Hi J-S,
On Thu, Oct 22, 2009 at 1:51 PM, Jean-Sébastien Guay
> While we're talking about your
recent changes, it seems there's a typo in
> the GLBeginEndAdapter header:
>
> http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk
>
> void setState(State* state) { _sta
Hi Robert,
While we're talking about your recent changes, it seems there's a typo
in the GLBeginEndAdapter header:
http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk
void setState(State* state) { _state = state; }
State* setState() { return _state; }
Thanks for all that work!
I still rebuild about every day doing some small functional tests.
At home, I regularily build flightgear with current trunk which worked as
usual up to yesterday evening.
Also: what a nice idea to write gl.Vertex3f()
:)
Greetings
Mathias
--
Dr. Mathias Fröhlich, s
Hi Robert,
Interesting work, and it all seems to work well in the little testing
I've done... Fingers crossed :-)
Over the last few days I've been checking in significant
implementation changes to osg::State and osg::Geometry to facilitate
the OpenGL ES 2.0 port, these have all gone smoothly,
Over the last few days I've been checking in significant
implementation changes to osg::State and osg::Geometry to facilitate
the OpenGL ES 2.0 port, these have all gone smoothly, and the nightly
builds haven't yet complained. The changes I've been making don't
change the public API or functionali
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