Paul, Mattias,
Your PS suggest that you have old cache entries.
Not really sure how this could happen. The install sequence was as clean as
it could get - almost literally format drive, install OS, install compiler,
install CMake, unzip OSG and 3rdParty stuff, generate build files with
CMake,
Hi Ariel,
I don't know of any published OSG/Cuda examples, I'd love to see one though :-)
As how to tackle it I can't help as I haven't read the Cuda docs, I'd
suggest starting with OpenGL/Cuda integration examples and then see
how these might be mapped across to OSG constructs.
Robert.
On
Hi Janick,
On Mon, May 5, 2008 at 9:36 AM, Janick Martinez
[EMAIL PROTECTED] wrote:
Hi, Deriving your own class from osg::Drawable, you can have any
internal draw implementation with your own datastructures. See the
osgteapot example. -- mew
That seems to be a nice way to do the
Hi Umit,
I'd guess that you are probably coming across a near plane clipping
issue, rather than a culling issue. Unfortunately its easy to confuse
clipping with culling when you just see disappearing, but its too very
different mechanisms at play so its important to work out whether it
is
Hi Mathieu,
I've tried your windows.ive and the suggested mods to osgviewerQT and
it works fine even for running 6 viewers consecutively using
osgviewerQT windows.ive, but if I add --QOSGWidget I get a crash on
the second run.
FYI, I'm running under Linux.
What command line are you using?
Hi Sebastien,
What size is changing Window size? Model size? Viewport size???
The length of a piece of string?
Robert.
On Mon, May 5, 2008 at 5:27 PM, Sébastien Laigre
[EMAIL PROTECTED] wrote:
Hi !
In order to do rasterization, I create a Producer::RenderSurface and a
osg::SceneView.
Hi Joakim and Roland,
On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Joakim,
I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore Robert put it on the stack,
On Wednesday 07 May 2008 10:43, Serge Lages wrote:
I was just wondering if it's intended that the Vec3 or Quat classes don't
have a copy constructor of the form :
Vec3f( const Vec3f vec3 )
Can I add them or is there any reason for that .
There is a default one.
You only need to reimplement
Hi Robert,
I was just wondering if it's intended that the Vec3 or Quat classes don't
have a copy constructor of the form :
Vec3f( const Vec3f vec3 )
Can I add them or is there any reason for that .
Thanks !
--
Serge Lages
http://www.tharsis-software.com
Hi Daniel,
osg::Array's all map to OpenGL so have to be contiguous, std::vector
fits the bill, std::list wouldn't. Regardless of this OpenGL mapping
doing a std::list of tens of thousands of small objects would be
really inefficient memory and computation wise - it's only random
inserts/deletes
Thanks
---Original Message---
From: Robert Osfield
Date: 5/7/2008 9:19:54 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Cuda Sample
Hi Ariel,
I don't know of any published OSG/Cuda examples, I'd love to see one though
:-)
As how to tackle it I can't help as I haven't read
Hi Vincent,
osg::TextureCubeMap does work just fine, the osgvertexprogram,
osgprerendercubemap and osgdistortion examples illustrate this. As to
what is up with your problem I can't say. The best I can recommend is
go search OpenGL docs on texture cube maps so you understand how they
work then
Robert Osfield wrote:
Hi Fabio,
On Tue, May 6, 2008 at 3:32 PM, fabio riot [EMAIL PROTECTED] wrote:
About your advice...(how to render 1200 triangles file,ply)
Once I break the model into smaller geometry (for example N=200
geometry blocks with 6 triangles),
have I to create a
Hi Hesicong,
On Tue, May 6, 2008 at 3:59 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert, I finally found out
Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
level, unsigned int face, bool mipMapGeneration)
function, the fourth parameter face set the Z level
On Tue, May 6, 2008 at 6:05 PM, Srikanth Bemineni
[EMAIL PROTECTED] wrote:
Hi,
Can somebody please reply to the below question.
Is there a CJM or Postscript output support in Openscenegraph
No, its a scene graph for doing 3D rendering.
If you want hard copy output then you'll need to take
On Wednesday 07 May 2008 11:12, Serge Lages wrote:
Off course you're right. Let's explain a bit my problem :
I would like to use the any class from the Boost library (
http://www.boost.org/doc/libs/1_35_0/doc/html/any.html), but it doesn't
work with Vec3 or Quat types (but it works with Matrix
Hi Srikanth,
The osgGA camera manipulators don't currently check the scroll wheel
at all. They are all open source so if you need this feature just
dive into the implementation and add them and then send me the changes
so we can get it merged with SVN.
Robert.
On Mon, May 5, 2008 at 11:46 PM,
On Tue, May 6, 2008 at 6:38 PM, [EMAIL PROTECTED] wrote:
Was waiting to see if Steve had any anomalies show up on his end.
Sorry, I know I said I'd look at this over the weekend but I didn't get a
chance. I'll definitely test this sometime this week.
Robert, I would move forward with
Robert Osfield wrote on Wednesday 07 May 2008:
2008/5/5 ümit uzun [EMAIL PROTECTED]:
I have an aircraft. I resize it and add scene on the
earth but it get invisible when I resized much smaller
like that,
you'll need to make sure you use
glFog/osg::Fog on the terrain to make sure that
Hi Zoltan,
I have used SDL for joytstick support in OSG for a number of years -
one can simply
set SDL to poll for the events and let the osgViewer create all
windows. Present3D is
an example of this in action.
In your own app you could probably just do all mouse, keyboard and
joystick handling
Hi Weng,
glColorMask/osg::Camera::setColorMask is not the appropriate tool to
use to make a grayscale image, it just enable/disables the writing to
the different colour changes. For greyscale you'll need to use a
ColorMatrix, however, this uses part of the OpenGL pipeline that isn't
generally
Hi Sergey,
I know of no plugins closed or open source to load CTDB files. If you
have to load from this format then you most likely will need to roll
your sleeves up and implement it.
Robert.
On Tue, May 6, 2008 at 8:57 PM, Leontyev, Sergey [EMAIL PROTECTED] wrote:
Can OSG load CTDB (Compact
Hi Bob,
osgviewer in 2.x simply doesn't register the UFOManipulator (press 'h'
to get an onscreen listing on manipulators that are registered by
default). For your own viewers you can add UFOManipilator - just
have a look at the code in osgviewer to see how its done.
Robert.
On Wed, May 7,
It would be usefull i think if anyone would post some examples / doc on how to
update textures images and geometry using osg in real time, since I (and
probably others) have had problems with this. I can't still figure this out and
therefore had to stop using osg for now.
Erlend
HI Srikanth,
Please split your separate questions into separate posts.
Robert.
On Wed, May 7, 2008 at 2:22 AM, Srikanth Bemineni
[EMAIL PROTECTED] wrote:
Hi
How do we fill color in a drawn object.Here I am trying to draw a circle
and also I want to fill it with yellow color.
1.What
On Wed, May 7, 2008 at 10:27 AM, Zoltán [EMAIL PROTECTED] wrote:
there is no example about osg::Fog, only help are the
include files ... tough. Can you point to some simple
implementation, for a small (some meters) model in a BIG
scenery (several km), and with a fog starting at say 10km,
El Miércoles 07 Mayo 2008ES 11:53:38 [EMAIL PROTECTED] escribió:
It would be usefull i think if anyone would post some examples / doc on how
to update textures images and geometry using osg in real time, since I (and
probably others) have had problems with this. I can't still figure this out
Hi Renan
2008/5/6 Renan Mendes [EMAIL PROTECTED]:
Hi, everyone.
I've tried creating another thread in my application using the
windows API (CreateThread, etc), but it seems that this thread has become a
main thread,
here it's probably misuse of multithreading.
i.e, my program
Hi Erland,
The osgprerender example has a waving flag that is animated via an
update callback.
Robert.
On Wed, May 7, 2008 at 10:53 AM, [EMAIL PROTECTED] wrote:
It would be usefull i think if anyone would post some examples / doc on how
to update textures images and geometry using osg in
Hi Art,
If you want a specific image in osg::Texture then just attach an
osg::Image containing
black pixels.
W.r.t call glTexImage?D with a null pointer, this just allocates the
memory, as far as I'm
aware there is no formal rules about initialization of it, and as such
its undefined so getting
Hi Renan,
Multi-threading is big topic, and yes the OSG does support
multi-threading out of the box, but it there are constraints in how
you need to manage the threading. Search through the archives on
this topic to get a flavour.
Personally I'd recommend using OpenThreads over native
Hi Chris,
There isn't any major changes to rendering in 2.4.0, so you should get
pretty well the same performance profile from 2.4.0.
Perhaps it's an issue as simply as build options - are you compiling
under Release build under 2.4?
Robert.
On Tue, May 6, 2008 at 8:59 PM, DC Fennell [EMAIL
Off course you're right. Let's explain a bit my problem :
I would like to use the any class from the Boost library (
http://www.boost.org/doc/libs/1_35_0/doc/html/any.html), but it doesn't work
with Vec3 or Quat types (but it works with Matrix for example).
I have this compile error :
error
Hi Fabio,
On Tue, May 6, 2008 at 3:32 PM, fabio riot [EMAIL PROTECTED] wrote:
About your advice...(how to render 1200 triangles file,ply)
Once I break the model into smaller geometry (for example N=200
geometry blocks with 6 triangles),
have I to create a scene with one geode for
Hi Paul,
I must admit not having given the FAQ much attention in the last year.
It would be good to start updating it/reorganising it. I'm fully
open to suggestions on how to improve it and assistance with improving
it. I'd suggest kicking out a separate thread for this.
Robert.
It seems
Hi Jason,
What do types of operations are you looking to do?
Robert.
On Mon, Apr 28, 2008 at 9:58 PM, Jason Baurick [EMAIL PROTECTED] wrote:
Hi,
I recently started working with OSG and I have what is hopefully a simple
question. I have a composite viewer with two views, I want to perform
Hi,
I would like to achieve a multitexture effect on built-in shape drawable
objects (Box, Capsules and so forth).
My question is how to get and/or change the texture coordinates of these
objects?
Waiting for your reply.
Franclin.
__
Do You
Hi Robert,
If you want a specific image in osg::Texture then
just attach an
osg::Image containing
black pixels.
Of course I could do this, however I do not want to
for several reasons:
- long upload time
- the image is not needed at all, I am interested
only in an empty texture
- using
OK, will take a look at it this evening.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Robert Osfield
Sent: woensdag 7 mei 2008 10:51
To: OpenSceneGraph Users
Subject: Re: [osg-users] Load all 6 images from cubemap dds.
Hi Joakim and
Hi,
As Robert mentions osg::Fog is just a wrapper for OpenGL glFog command. I am
currently writing a set of OSG tutorials included with some codes for
beginners. I have covered the osg::Fog class in my tutorials.
Right now, I have written all the source codes. I just need to finish the
Franclin,
Do you mean the tutorials in the Wiki? Please feel free to update/attach the
sources in the Wiki to work with OSG 2.4.
--
Roland
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin
Foping
Sent: woensdag 7 mei
Hi,
I am currently compiling some OSG tutorials for newbies. I think to be through
next week.
However, I would like to know how I can publish them on the official website
so that every user can use them?
Waiting for your answer.
Regards,
Franclin.
Hello,
Thanks for your reply !
I am indeed running osgviewerQT windows.ive.
If I add --QOSGWidget I get this error message right away : Windows
Error #2000: [Screen #0] GraphicsWindowWin32::setWindow() - Unable to
create OpenGL rendering context. Reason: The pixel format is invalid.
Followed
Hi Franclin,
You can't modify the texture coordinates of ShapeDrawable, as explain
yesterday, ShapeDrawable is just a simple class for enabling rendering
shape primitives, its not meant as a general purpose rendering tool.
Please build geometries using osg::Geometry as per the osggeometry
example
Hi Art,
I don't think the OSG has itself issues here, rather its what you are
doing at you end is introducing problems that don't exist otherwise.
For instance normally users will use FBO as an attachment to an
osg::Camera, and the OSG rendering backend with do the glClear as
specified by the
Hi Mathieu,
The error with -QOSGWidget looks to be a bug in this code, but its a
totally different path that the default path which uses
GraphicsWindowEmbedded to adapt the Viewer. QOSGWidget is the most
flexible path for integration and long term I'd like this to be the
default route under Qt.
in general, don't use shape drawables if performance is important. shape
drawables render in immediate mode: the slowest form of rendering on
modern gfx
hardware. this is a topic paul and i discuss in our course in detail.
bob
ps - shameless plug: next osg course: june 11-13, boulder
Ernest,
Here's a code snippet. This is C++/CLI but you will get the idea. Grab the
Handle property from your .NET control and pass it to the Traits of your new
graphics context:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004540.html
HTH -gw
On Tue, May
Here is my code for explain.
Geode* NewGeode1 = Geode;
ShapeDrawable* pShapeDrawable = ShapeDrawable;
Geode-addDrawable(pShapeDrawable);
// 1. Box : This works well
pxgLink-m_rpShapeDrawable-setShape(new Box(Vec3(0.0, 0.0, 0.0), width,
depth, height));
// 2. Sphere : This doesn't
Hi Jeongseok,
By default the OSG uses display lists to speed up rendering, but the
downside is that rendering once built into the display lists won't be
updated automatically. To get ShapeDrawable to update the display
list simple do drawable-dirtyDisplayList(false).
Robert.
On Wed, May 7,
Thanks, Robert, for the tips. My intention when using multithreading is to
try and solve a problem about an input device (I don't know if you remember
me posting it). Well, the thing is, I'm putting the function that gets my
device's output in the FRAME loop. But it locks the normal execution of
Dear Roland,
Thanks a lot for your hint. I will have a go at the wiki tomorrow. If I manage
to find out how to upload the sources and tutorials, I will do it. Otherwise, I
will post a message here on the forum.
Regards,
F.
Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] a écrit : Franclin,
Hi Om
2008/5/6 Mike Weiblen [EMAIL PROTECTED]:
You'll probably get the best and most exact answer by looking at the
source code for the plugin.
Probably the first reflex to have ;-) for a simple thing like .shp plugin.
I have implemented this part of shp plugin. The only thing done by the
Hi Robert,
I believe I found a (copy-n-paste) error in the file
PrecipitationEffect.cpp (at least in 2.4.0): I think that line 353 should be
if (!_particleColorUniform)
Best regards,
Raymond
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For login details.
--
Roland
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin
Foping
Sent: woensdag 7 mei 2008 14:44
To: OpenSceneGraph
IM=Immediate mode rendering
2008/5/7 Robert Osfield [EMAIL PROTECTED]:
Hi Fabio,
On Tue, May 6, 2008 at 3:32 PM, fabio riot [EMAIL PROTECTED] wrote:
About your advice...(how to render 1200 triangles file,ply)
Once I break the model into smaller geometry (for example N=200
geometry
Hi Renan,
Would it be possible to poll the device on each new frame? The is
what osgViewer does internally for keyboard and mouse events, each
frame eventTraversals() is called this goes and polls for events. In
your own frame loop you could do your own polling. The osgviewerSDL
examples has
Hi Raymond,
Could you send me the complex modified file, this way I can be certain
about what line you think is wrong and what it should be.
Cheers,
Robert.
On Wed, May 7, 2008 at 1:46 PM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi Robert,
I believe I found a (copy-n-paste) error in the
On Wed, May 7, 2008 at 1:54 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Could you send me the complex modified file,
Oppss... I meant to write complete modified file ;-)
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Hi Franclin,
It's good to hear that you've put together a tutorial set, this will
be very useful to the community.
As a first cut I'd suggest uploading pages + sources to the Community
or the Documentation section of the wiki. Making the sources
available via SVN hosted on the OSG server is
Hehe, it sure is complex ;-)
I've attached the file with the very complex fix ;)
regards
Raymond
btw I thought to send it via osg-submissions first, but since it's such
a tiny fix I thought this channel would be fine too.
Robert Osfield wrote:
On Wed, May 7, 2008 at 1:54 PM, Robert Osfield
Hi David,
All slightly wierd CMake behaviour , but all fixed now through manually
pointing _freetype and _ft2build. Maybe something to do with
non-standard 3rdParty location?
What is that non-standard 3rdParty location? You mentioned your
dependencies are in D:/Code/3rdparty/include, but
Hi Raymond
Thanks for your contribution,
But for Roberts sanity please
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProt
ocol
For the correct submission methods for OSG.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Hello Everybody,
I get lots of memory leak reports when I use OSG within MFC framework (VS
8). Even when I run osgviewerMFC example.
What do I miss?
Another point is that I need to use single frame rendering instead of
simulation loop (steady scenes in MFC views). Would it be ok if I simply
Hi Robert,
I'm so surprised, because I received mail from you. :-)
Thanks for your help.
I solved the problem with your solution. Thanks!
I think OSG is so cool graphic library!
I am having developed some graphic library for 3d robot simulator, about for
1years.
OSG is very good for this. ^^
I
Hello,
there is something I don't understand:
you say that threading is a complex matter, and if possible
better to avoid:
Robert Osfield wrote on Wednesday 07 May 2008:
as threading while perfectly doable does add its own
very steep learning curve.
yet you also said that SDL is not very
Hi Zoltan,
SDL is design around single threaded, single context model for doing
windowing, for a general purpose and scalable scene graph like the OSG
this is pretty restrictive, so I would recommend using SDL for
windowing, and would suggest one use osgViewer's native windowing
support as this
Hello Robert et al,
First of all, an announcement: I have finished my Masters. My thesis was
accepted unanimously and apart from some small corrections, the comments
were good. I'm happy! :-)
I was thinking of publishing my Masters project under the OSGPL. It's an
interesting program (at
Hi Zoltan,
I think what Robert meant was that threading is a complex topic if you
want to dive in and code it all yourself. osgViewer takes care of all
this for you, so you can use it and have your application multi-threaded
without having to deal with that complexity. Think of it as an
Hi Robert,
Yes. I am using Release builds. The load times differ significantly. I have
not been able to pin it down exactly. I'm curious if anyone else has
experienced this.
Chris.
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users
On Wed, 2008-05-07 at 10:07 -0400, Jean-Sébastien Guay wrote:
Hello Robert et al,
First of all, an announcement: I have finished my Masters. My thesis was
accepted unanimously and apart from some small corrections, the comments
were good. I'm happy! :-)
Congratulations!
I was thinking
So I've got multiple projective texturing passes working, but I've run
into yet another problem. When the additional passes happen, they cause
flickering, which appears to be from fighting between the various
cameras projecting onto the scene.
I've tried using NESTED_RENDER on the cameras,
Thank you very much for the detailed and quick answer. I'm checking out what
was written before.
Any words about the single frame rendering issue?
Best Regards,
Can
2008/5/7 Gordon Tomlinson [EMAIL PROTECTED]:
There is a known issue/BUG with MFC, were MFC makes a call to
Hi Robert,
I'm implementing various sort-last compositing methods using OSG. For depth
compositing you need to composite after the opaque data has been rendered
but before the transparent data has been rendered. Compositing is actually
done with buffer transfers Read Pixels, Texture Images,
Thanks for the help. I see...
Sergey
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Hi,
If it can helps i have space on my server, so if someone wants to start
something i can share my place, instanciate a vserver osgForge. If one
is interested he can send me a ssh key and i will provide the space and
a fresh linux distrib ready to use.
Cedric
Jean-Sébastien Guay wrote:
Hi,
So what you get is a z-fighting artefacts which comes
from rendering pixels on the same depth position where
other pixels already exists. Sometimes they are drawn,
sometimes not.
Hence do disable depth reading on other passes which
will force to use the depth values just from the first
pass
There is a known issue/BUG with MFC, were MFC makes a call to
_CrtDumpMemoryLeaks() in the destructor of the _AFX_DEBUG_STATE, followed
by _CrtSetDbgFlag() which sets it to ~_CRTDBG_LEAK_CHECK_DF (therefor
disabling memory leak test at *true* program exit) This destructor is
called at
Jean-Sébastien Guay wrote on Wednesday 07 May 2008:
I think what Robert meant was that threading is a complex
topic if you want to dive in and code it all yourself.
osgViewer takes care of all this for you,
Ah OK, I understand.
On the other hand, SDL's graphics functionality is
totally
Hi Cedric,
If it can helps i have space on my server, so if someone wants to start
something i can share my place, instanciate a vserver osgForge. If one
is interested he can send me a ssh key and i will provide the space and
a fresh linux distrib ready to use.
I was actually asking the
Hi all,
The OSG group on LinkedIn.com has hit 92 members, not bad at all.
LinkedIn is a pretty cool networking tool, pls feel free to join the
OSG group via
http://www.linkedin.com/e/gis/61724/6F710C14EBAF
Joining the group basically just adds the OSG badge to your page, and
makes it easier to
Robert Osfield wrote:
Hi Joakim and Roland,
On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Joakim,
I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Mike Weiblen wrote:
Hi all,
The OSG group on LinkedIn.com has hit 92 members, not bad at all.
LinkedIn is a pretty cool networking tool, pls feel free to join the
OSG group via
http://www.linkedin.com/e/gis/61724/6F710C14EBAF
Joining the
No it's not a machine in my house :) it's a dedicated server where i use
vserver for me and for other people, i dont provide tool to monitor, i
just provide a vserver on a dedibox (http://www.dedibox.fr/) then you do
what you want on it. You install what you want on it (linux of course)
If it
Hi Robert,
Congrats on completing the Master.
Thanks!
W.r.t osgforge, this is already up and running - VirtualPlanetBuilder,
osgProducer and Present3D are the two projects of mine that are
hosted, osgLua, osgPython, osgDotNet are others.
What's the URL? osgforge.org gives me:
Hi all.
I encounter with VRML file (*.wrl)
I have to load this VRML file on OSG.
How am I suppose to do?
Is there good example? even simple.
Thanks to everybody read my naive questions. :-)
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I did an initial restructuring in the wiki Sandbox. See
http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ
Let me know what you think.
Paul
Robert Osfield wrote:
Hi Paul,
I must admit not having given the FAQ much attention in the last year.
It would be good to start updating
gosh, if you used osgVRPN (or VRPN directly) you'd probably be running by now.
-- mew
On Wed, May 7, 2008 at 7:31 AM, Renan Mendes [EMAIL PROTECTED] wrote:
Thanks, Robert, for the tips. My intention when using multithreading is to
try and solve a problem about an input device (I don't know if
Haven't had a chance to review, but Thank You Very Much for moving this forward!
-- mew
On Wed, May 7, 2008 at 11:33 AM, Paul Melis [EMAIL PROTECTED] wrote:
I did an initial restructuring in the wiki Sandbox. See
http://www.openscenegraph.org/projects/osg/wiki/SandBox/FAQ
Let me know what
Hi everyone,
I have a 3D texture that is attached to a group of cameras, then it
works OK to render scene to 3D texture. After viewer.run(), in my
keyboard callback, I save the 3D texture to a dds file. But I got a
whole blank 3D texture!
I guess if there's some steps must take to read the
Good morning,
I need help, I am trying to compile OSG, but I can't. My IDE is Eclipse
Platform Version: 3.3.2. When I try to build this project, it show the
following messages:
Build of configuration Debug for project OSG
Internal Builder is used for build
g++
Hi J-S,
On Wed, May 7, 2008 at 5:22 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
What's the URL? osgforge.org gives me:
__
Domain Cloaking Error
We're sorry, we had a problem with our web panel when you set up cloaking
for your domain osgforge.org!
Please
Hi
I am getting this error while building a plugin.May I know what is this
CURL plugin can I turn it off ?.We are trying to use Open Scene Graph to
develop a sesmic processing application.I have a week to prove this has
the potential to do the things. I have been trying to develop sample
Hi,
As requested by Robert, I am splitting my questions into multiple mails.
How do we fill colors in a drawn object.Here I am trying to draw a
circle and also I want to fill it with yellow color.
/*/
//degree
Hi, everyone.
I'm new to OSG and would like to know how to use the available nodekits,
specially osgVRPN. I've learned from Mike Weiblen that osgVRPN supports my
SpaceNavigator, an input device, but I don't know what are the necessary
steps for that to work. Can anyone explain to me what to
Hi,
How do we fill colors in a drawn object.Here I am trying to draw a
circle and also I want to fill it with yellow color.
The only way to fill a circle is to build polygons. One polygon would be
enough, since the circle shape is convex.
With other words, change the primitive set on
Thanks Robert welcome back. -bob
On Wed, 7 May 2008, Robert Osfield wrote:
Hi Bob,
osgviewer in 2.x simply doesn't register the UFOManipulator (press 'h'
to get an onscreen listing on manipulators that are registered by
default). For your own viewers you can add UFOManipilator - just
have
Hi Robert,
I quickly hacked the --QOSGWidget mode in order to work around the
invalid pixel format error (forcing
traits-setInheritedWindowPixelFormat = true;) and the result is the
same : trashed scene on the second run.
I tried adding the piece of code you suggested but it does not change
Hi,
as a datapoint, here is my recipe for building OSG 2.4.0 on
VS2005sp1/WinXPsp2 that I use for the win32 binary installer.
Motivated by my own dreadful memory, my goal is to make the whole
process as foolproof and turnkey as possible...
1) svn checkout
Hi,
I have a scene that contains a large terrain database and some vehicles. The
scene is being viewed from a very high altitude using very small horizontal and
vertical FOVs so that the camera is zoomed in on the truck. I've noticed that
if I have the truck pictured in the attachment so
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