Hello,
I was wondering if i could store a file to ive format but without
internal textures. osgconv is by default using internal textures and
i have found no flag to change that. I also looked at the source of
osgconv and i can't say i found the solution. If anyone knows how to do
it please
That was not even in the doc. Now that you mentioned it i found it in
the osgPlugins - ive - DataOutputStream.cpp.
You saved lot of my time :)
Tnx a lot
Anthousis Andreadis
ps. Maybe this should be mentioned in the doc files. Just a suggestion
for the next doc releases.
Hi
The flag is an option for the reader / writer :
osgconv -O noTexturesInIVEFile source.xxx target.ive
Rémy
Anthousis Andreadis a écrit :
Hello,
I was wondering if i could store a file to ive format but without
internal textures. osgconv is by default using internal textures and
i have
Hi Guys,
I'm currently use OSG 1.2 for my Applications. I know OSG viewer support
QUAD_BUFFER stereo. If I say osgviewer --stereo QUAD_BUFFER it works fine.
But i need to save both pictures separately, for subsequent image processing.
Is there a way to set buffers separately, like OpenGL.
VPB-0.9.5 Details on:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
Robert,
You forgot to upload the 0.9.5 zip file to the wiki.
Anyway, enjoy your vacation.
--
Roland
This e-mail and its contents are subject to the DISCLAIMER at
El Wednesday 30 January 2008 07:01:04 Felix Bwire escribió:
Hi there,
I would like to get some assistance. Can some one help me with the code of
how I can draw three lines, that have a structure of Z in osg.
Thanx,
Felix
First:
osg::Geode *geode = new osg::Geode;
Hello,
I need to import in osg a model made with Maya. The model has a tecture mapping
and a bump mapping.
I have tried with several format (3ds, obj, openflight, collada) but the
bumpmapping is never applied.
Who can help me?
Many thanks!
Mike Weiblen wrote:
Hi,
Agreed this is not for OSG to workaround.
But rather than do without arrays, couldn't your app conditionally
append the [0]?
Not clear why this is a showstopper. Just curious.
You are right about this - anyway, my usage of arrays was triggering a
software fallback
H... Where to start?
1. Windows will hog quite a bit of memory to begin with, so you don't
really have 3G available.
My 3G machine shows 2.5G available after windows loads.
2. Even if you did, the per process limit for 32 bit is 2G.
3. I think windows even restricts that a bit further.
4. MFC
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
Sent: Wednesday, January 30, 2008 9:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Heap and Out Of Memory error on XP
...
Irix would load system DLL's righ in
Typo:
That was not even in the doc. Now that you mentioned it i
found it in the osgPlugins - ive - DataOutputStream.cpp.
You saved lot of my time :)
I've lost sleep trying to figure out a way to efficiently generate
documentation for the plugins. :-)
Plugins and their Options are one of the most
Thinking out loud, be real nice if the old wiki's page master template
could be modified (like put a notice in the header, or make the
background red, eg) to indicate its deprecated status.
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On
Thanks to both of you..
Yeah (not a dig here as OS X has it's own memory issues) but I am a
bit spoiled by the memory management that is offered by OS X for lazy
programmers like me in this case!! The amazing thing is on Parallels
on the Mac I have had none of this in Visual Studio, but
Hi Mike,
Thinking out loud, be real nice if the old wiki's page master template
could be modified (like put a notice in the header, or make the
background red, eg) to indicate its deprecated status.
Totally agree. I don't remember who has control over the web site and
wiki(s), but could he
In other mailing lists that I subscribe to, the message number is given
in the header of the actual message as it corresponds to the topic
summary. In the OSG mailings, although the message number is given in
the top summary, it does not appear in the actual message itself, thus
making it
A copy of .net 2008 landed on my desk today and I was thinking about
giving it a go. However, since I am working primarily with OSG I would
like to check if the two play nicely together..
Has anybody used it in conjunction with OSG, particularly building the
source with it.
Does CMake throw a
Hello Kim,
A copy of .net 2008 landed on my desk today and I was thinking about
giving it a go. However, since I am working primarily with OSG I would
like to check if the two play nicely together..
Has anybody used it in conjunction with OSG, particularly building the
source with it.
To toss my 2cents in you could also investigate the /LARGEADDRESSAWARE
switch. In addition, I'd recommend looking into a new heap manager.
I've had success with SmartHeap by MicroQuill.
Do you have to use MFC? MFC will fragment the heap a bit by loading
DLLs all over the place. To illustrate the
There's no simple answer to that one. The way you render bump mapping
in Maya is probably a lot different than the ways you can render bump
mapping with OSG and OpenGL. For a visual effect like bump mapping I
usually try to export models from Maya so that they have all the
textures necessary for
Hi all,
Sorry for not replying to the testing thread, OSG was still building when I
left
work. There were no foreseeable problems though, so hopefully 2.3.4 should be
alright. And other people have been keeping an eye on you for VPB, so that
should be ok as well. If not we'll survive a few
Hi Johann,
You might try the --stereo HORIZONTAL_SPLIT option to osgviewer. This
will give separate (side-by-side) images.
hth
-bob
Bob Huebert email: [EMAIL PROTECTED]
Visualization
I thought I was able to do this years ago and had it work alright, so I
think I'm forgetting something...hopefully someone can help.
I need to have my clearcolor and clear masks set outside of osg
glClear(...). If I set OSG;s viewport smaller than my main viewport, I
can still see my scene
Hi Vincent,
I used to use a clearnode a while back..
All I do now with my mixed OpenGL and OSG is the following at setup..
All I do is the following..
sceneViewer-getCamera()-setClearMask(0);
You can put various GL_DEPTH_BUFFER_BIT, and colour buffer bits and so
on in the setClearMask to get
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