Hi,
I've had issues like you describe with the osg-submissions list
recently. Also did not look like filtering on my side and it seemed to
fix itself again. Another suggestion was to unsub/resub to see if it
fixes the problem.
jp
Cory Riddell wrote:
Did anybody else on the mailing list
HI Santosh,
Most likely is that the file is corrupted, or a very old .ive file
that is not compatible with the present verision of the OSG you are
using.
Robert.
On Sat, May 23, 2009 at 5:55 PM, Santosh sant...@darshan3d.com wrote:
Hi All
I am getting error while reading a ive file which is
Hi Paul,
On Sat, May 23, 2009 at 9:50 PM, Paul Martz pma...@skew-matrix.com wrote:
Snicker. The osg library can't have a dependency on osgDB. Duh!
;-)
There is now a osgDB::readShaderFile() which does away with the need
for a osg::Shader::readShaderFile() method, so we could probably now
Hi Ulrich,
On Sun, May 24, 2009 at 6:00 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
Hi all,
have there been any recent changes in the .zip loader? I just noticed that
I can no longer load a bunch of zipped .x files. OSG_NOTIFY_LEVEL=DEBUG
shows that all plugins are found (.zip, .x,
Thanks Sukender, I presume the files are uploaded to
ftp.openscenegraph? Cheers, Robert.
On Sun, May 24, 2009 at 9:54 PM, suky0...@free.fr wrote:
Hi Robert, hi all
I uploaded binaries packages for 2.8.1: Win32 VC8 and Linux (Ubuntu 9.04) GCC
32 bits.
I'm *not* a linux maintainer, but as
Hi Fredrik,
Good detective work. I'd be afraid that adding this
osg::Referenced::getGlobalReferencedMutex(); would not be a general
solution, and a little reordering by the compiler could easily cause
some other static created object to then break the destruction. I'd
therefore like to look a
Hi Robert,
On 25/5/09 10:24 AM, Robert Osfield wrote:
On Sun, May 24, 2009 at 6:00 PM, Ulrich Hertleinu.hertl...@sandbox.de wrote:
have there been any recent changes in the .zip loader? I just noticed that
I can no longer load a bunch of zipped .x files. OSG_NOTIFY_LEVEL=DEBUG
shows that
Hi all,
For all who love OSG and think it deserves the attention of others,
please nominate OSG for the SourceForge Community Choice Awards:
Nominate projects here:
http://sourceforge.net/community/cca09/nominate/?hash=bd16e9d6c082d92d092395b34b83c0cf
Cheers,
John
That is possible. On the other hand, I do not see it as a necessarily
bad or evil thing to do, because every manufacturer who can make a
stereoscopic gizmo seems to have the compulsion to develop a proprietary
electrical interface and protocol for it as well. So this could force a
bit of sanity
Hi all,
does anybody know if it's possible to create an osg::GraphicsContext that's sharing an
existing OpenGL context (created by SDL, i.e. not wrapped in another GraphicsContext)?
What I'm trying to solve is:
- SDL creates an OpenGL context
- create an osgViewer that's sharing the SDL
Hi Art,
I was just playing with osgPPU with an eye to using it with osgOcean. It all
compiles and runs nicely except for the osgppu_dof example which produces the
effect- i get a nicely in/out focus cow - but then crashes after a few seconds.
Is this a known issue? Everything else seems to
Hi,
i use a xy grid and a object dragger.
How can i realize a snapping of 20 pixels by moving the dragger
Thank you!
Cheers,
Matthias
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12884#12884
Hi Ulrich,
You'd need to be able to get access to the GLX/GLW etc handle for the
context to be able to do this, something I think that SDL probably
hides.
For this type of work you really should not use SDL, it really isn't
and API that scales well to handling things like threading or
Hi Robert,
Yes, they were uploaded to ftp://openscenegraph.org
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Mail d'origine -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Mon, 25
Hi John,
Thanks for remembering me this!
I nominated OSG for best project and best for developpers.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Mail d'origine -
De: John Vidar Larring larr...@weatherone.tv
À: OpenSceneGraph Users
Hi,
is there no one to help me out!!! :'
...
Thank you!
Cheers,
Abhinav
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12891#12891
___
osg-users mailing list
Hi,
I have some issues by using multiple cameras in my scene graph. In fact, I have
created a camera node to render dynamic mirror reflect. To do that, I have to
add it at the top of my graph to render the whole scene around the mirror.
Here a quick description of graph top :
- A node
Hi Robert,
On 25/5/09 12:43 PM, Robert Osfield wrote:
You'd need to be able to get access to the GLX/GLW etc handle for the
context to be able to do this, something I think that SDL probably
hides.
Indeed it does. I was hoping to use the various *GetCurrentContext() functions available
on
Hi Ulrich,
On Mon, May 25, 2009 at 1:39 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
Hi Robert,
Indeed it does. I was hoping to use the various *GetCurrentContext()
functions available on Carbon, Unix, and Windows.
You'll also need makeCurrent and releaseContext methods as well to be
hi Donald,
could you ask through the mailing list so others can benefit?
Richard
On Sat, May 23, 2009 at 1:03 AM, donald.dakin wrote:
Hello There,
I downloaded osgEphemeris-20090512054833 tarball and got it compiled in
windows. I did have to play a bit to get the dll compiled but It did
Hi John,
For all who love OSG and think it deserves the attention of others,
please nominate OSG for the SourceForge Community Choice Awards:
Nominate projects here:
http://sourceforge.net/community/cca09/nominate/?hash=bd16e9d6c082d92d092395b34b83c0cf
I added a link to the OSG main page
I agree that my proposed fix is limited to s_renderBinPrototypeList, and
similar problems from other static objects can surface at a later time.
However, I fear that I can prove difficult to create an elegant infrastructure
for ordering the construction of static objects in a bullet-proof way.
Hi, I'm using the osgViewer ::Viewer to perform floating point rendering in
an FBO and I have a problem when blending is enabled. My blending function
is defined by GL_ONE_MINUS_SRC_ALPHA for destination and GL_ONE for source.
The problem occurs when I draw a facet with a small color in
Hi,
are you sure your hardware supports 32-bit blending? What card/drivers
are you using?
We've tried identifying the effective resolution of blending on various
cards. I don't have the results handy, will try to get them.
jp
jonathan.richa...@gmail.com wrote:
Hi, I’m using the osgViewer
Hi,
posting some code would prob be best. How are you attaching the colours
to your facets? Texture? Shader?
A few things on my checklist normally:
Lighting off
Background
Render order
MRT enabled
gl_FragData in shaders
Texture mode
jp
jonathan.richa...@gmail.com wrote:
Hi,
my card is a
Forgive my laziness - are there any utility classes within OSG that
let the camera go on a smooth ride to a specific location and eyepoint
vector from the current location? I mean smooth in the sense of the
camera accelerating and braking, instead of making a simple constant
linear movement and
Hi Robert,
I replace GraphicsWindowX11.cpp and run make
.
[ 25%] Built target osgText
Scanning dependencies of target osgViewer
[ 25%] Building CXX object
src/osgViewer/CMakeFiles/osgViewer.dir/CompositeViewer.o
[ 25%] Building CXX object
Hi,
The colors are attached by setting the ColorArray of the drawables of each
Geode like this:
int geodesNb = m_entityVectorOfGeodeVector[0].size();
osg::Geode* aGeode;
int drawablesNb;
osg::Drawable* aDrawable;
osg::Geometry* aDrawableGeometry;
osg::Vec4Array* aDrawableColor;
for (int
Hi Fredrik,
On Mon, May 25, 2009 at 3:07 PM, Fredrik Orderud
fredrik.orde...@idi.ntnu.no wrote:
As of today, OSG _always_ crashes upon program termination when using static
OSG libs. This is a big annoyance, and it makes it difficult to debug other
code that uses OSG. I would therefore
Hi Maxim,
Argg... I modified the GraphicsWindowX11.cpp in svn/trunk and you are
obviously using a prior version of the OSG. Attached is the svn/trunk
version of GraphicsWindow that has the Hand definition. Hopefully
this will be enough, if not you might need to grab the svn/trunk
version of the
Hi Robert,
If the keyboard layout is English (USA) or Russian then
KeyboardEventHandler works fine!
Thank you very much.
2009/5/25 Maxim Gammer maxgam...@gmail.com:
Hi Robert,
I replace GraphicsWindowX11.cpp and run make
.
[ 25%] Built target osgText
Scanning dependencies of
Hi Kim,
I know about this crash, however in all of my cases the crash appears in very
rare situation. The bad thing, I cannot reproduce it, hence I wasn't able to
find out why it crashes :(
If you could describe the situation when the crash appears, maybe I could write
then a patch to solve
Hi Maxim,
Good to hear that it's now working. I've now checked in the fix to
svn/trunk and the OSG-2.8 branch. Alas it missed 2.8.1 though...
Robert.
On Mon, May 25, 2009 at 5:14 PM, Maxim Gammer maxgam...@gmail.com wrote:
Hi Robert,
If the keyboard layout is English (USA) or Russian then
Hi Art,
I simply ran a release compiled version of the dof example. When I get a moment
I'll run it through the .net debugger and try and pin point the crash for you.
btw I'm running vista 32, 8800GTS 512mb with the 178.13 driver set.
Actually it could be my drivers, they appear to be
Not sure exactly what you want:
look at http://3d.cineca.it/storage/demo_vrome_ajax/virtualrome_3d.htm
(need windows + firefox+install the plugin)
then either double click with the central button on some point on the
scene or select some viewpoints on the left.
If the motion effect is what you
Hi, everybody
In the GUIEventAdapter.h, we can see
enum MouseButtonMask {
LEFT_MOUSE_BUTTON= 10,
MIDDLE_MOUSE_BUTTON = 11,
RIGHT_MOUSE_BUTTON = 12
};
so right key's value is 4.
and we can easily get num = 4 from
int num =
Hi Robert,
There has been lots of discussion on the osg-users list/forum and
offline about OpenGL ES 1.x and 2.x support. There are already ports
to of OSG to OpenGL 1.x that have yet to be open sourced. My
intention is that the OSG will eventually support OpenGL ES 1.x and
2.x, as well as
You seem to be confusing the incoming button parameter, which is an unsigned
int, with the GUIEventAdapter MouseButtonMask, which is a completely
different type.
The code you quoted from EventQueue.cpp is from the function
mouseButtonPress. Take a look at the code comments in the EventQueue
Hi,
I am trying to use the OSG OpenFlight plugin. I have build and linked
everything statically.
Like in the osgstaticviewer example, I have added the
Code:
USE_OSGPLUGIN(OpenFlight);
line, in order to for the symbols to be included.
However, when I try to import a .flt file, I get a lot
Hi,
I have several openflight terrain database that use bilinear mipmaping (which
look ugly). Is there a easy way to force all terrains to use trilinear
mipmapping upon loading the terrain? Obviously I can change the openflight
plugin to check if a trilinear flag is set, but I would like to
Gregory Jaegy wrote:
Hi,
I am trying to use the OSG OpenFlight plugin. I have build and linked
everything statically.
Like in the osgstaticviewer example, I have added the
Code:
USE_OSGPLUGIN(OpenFlight);
line, in order to for the symbols to be included.
However, when I try to import a
Guy Volckaert wrote:
Hi,
I have several openflight terrain database that use bilinear mipmaping (which
look ugly). Is there a easy way to force all terrains to use trilinear
mipmapping upon loading the terrain? Obviously I can change the openflight
plugin to check if a trilinear flag is
Hi Ulrich Robert,
I've just done a cursory scan of the code again, and can't quite see what could
be going wrong. However, I do note that the GetZipItem function can return an
error state that the code isn't checking for. I'll try and have a look at it
tomorrow, and set up a similar example
I see, thank you paul. So if I want to judge which botton is pressed, I
should use ea-getButton(). But what's ea-getButtonMask() use for?
On Mon, May 25, 2009 at 7:45 PM, Paul Martz pma...@skew-matrix.com wrote:
You seem to be confusing the incoming button parameter, which is an
unsigned
int,
Lingyun Yu wrote:
I see, thank you paul. So if I want to judge which botton is pressed, I
should use ea-getButton(). But what's ea-getButtonMask() use for?
A mask value like that is usually used so it can indicate that multiple
buttons are
pressed simultaneously. The bits in the mask don't
hi Donald,
The osgEphemeris mailing list is here:
http://andesengineering.com/mailman/listinfo/osg-ephemeris
I take it you used my VC9 project file. What other changes did you have to
make to get it to compile?
I haven't tried loading osgEphemeris from an OSG file. Have you tried doing
it in
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Hash: SHA1
Hello everyone,
I have updated the VRML plugin to use the latest OpenVRML 0.17.12 and
Boost 1.38. Could the VRML users, test this, once Robert merges it, please?
It works fine for me on Linux, but I didn't have a chance to test on
other platforms.
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Hash: SHA1
pe...@iinet.net.au wrote:
I dont disagree, it would be quite advatageous to have this
standardised, but of course the display manufacturers have to add to
the cost of thier equipment. So if the display is marketed for
mainstream use, but some
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