Hi Michael,
I am facing a similar problem you faced:
I have DTED and CIB files. I am able to generate a paged-lod terrain with
osgdem but cannot map the CIB files onto the terrain. I have read the solutions
proposed in previous posts (from Alan), I will try these as well.
I want to ask if
Hi,
Am 08.12.10 03:28, schrieb Ted Morris:
Hi,
I'm a complete newbie with Macs, but I am charged with the task of porting
some apps that ran on Win32/64 on the Mac. In addition, the application lets
students create their own dlls that are then opened interactively to test
simulation
On 8/12/10 11:35 , Alden Peterson wrote:
However this results in only one lighting condition being applied to the
entire
square/ground. I would like to allow lighting to be variable across the
surface - ie
if I have a spotlight on the surface, the entire ground will light up in the
same
Hi Mohammad,
A OpenGL stack overflow would be something like the matrix stack
overflowing. The OSG by itself doesn't use OpenGL stacks a great deal
so won't find my OSG apps that will ever bring up this error. My
guess is that FreeVR must be using the stack which in combination with
the OSG
Hi Ted,
When I use OSX I use standard gnu tools - make and it works great, and
is friendly to working in an ssh shell for remote dev work. I have
dabbled in XCode a few years ago but found myself far less productive,
but then it's been well over a decade since I was a fan of IDE's on
any
Hi,
Am 08.12.2010 11:14, schrieb J.P. Delport:
Hi,
On 07/12/10 18:47, Thorsten Roth wrote:
Hi,
I have multiple render targets attached to separate color buffers in my
application. One of them is used to store linearized, normalized depth
values as well as absolute depth values and some
Hi,
On 08/12/10 13:04, Thorsten Roth wrote:
Hi,
Am 08.12.2010 11:14, schrieb J.P. Delport:
Hi,
On 07/12/10 18:47, Thorsten Roth wrote:
Hi,
I have multiple render targets attached to separate color buffers in my
application. One of them is used to store linearized, normalized depth
values
Hi Guys,
The title says it all. We use osgCal and it does not compile anymore. Compiler
does not find Program::PerContextProgram::getUniformLocation( const std::string
) while compiling HardwareMesh.cpp. Problem appeared with trunk change
revision 11942:
Where
Hi Wojciech,
This change was introduced in rev 11952. This new static function in
osg/Uniform should help you to get the (unsigned int) id out of the (string)
name :
static unsigned int getNameID(const std::string name);
Mourad
2010/12/8 Wojciech Lewandowski lewandow...@ai.com.pl
Hi
Hi,
My OSG version is 2.9.9.
I am trying to run the osgmovie example on my computer, but it results in a
crash. It works well on at least two other computers. It is an access
violation, occuring on call of:
viewer.frame()
where viewer is
osgViewer::Viewer viewer
and it tracks to
Thanks Mourad,
That solves my problem. I saw this method used inside the code but did not
notice it is static so I thought it can be used only when we know the uniform
ptr.
Do you think it makes sense to add following extra method to PerContextProgram ?
inline GLint getUniformLocation(
Hi Wojtek,
On Wed, Dec 8, 2010 at 12:32 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
That solves my problem. I saw this method used inside the code but did not
notice it is static so I thought it can be used only when we know the
uniform ptr.
Do you think it makes sense to add
Hello all,
I have a few questions about the MacOS X build. I believe now the build
all happens through CMake right? Can I build binaries of OSG that would
support both 32 and 64 bit intel?
I guess for this to work, I need all third-party libraries OSG links
with to be also 32+64 bit? Is
Hi,
Am 08.12.10 16:14, schrieb Jean-Sébastien Guay:
I have a few questions about the MacOS X build. I believe now the build
all happens through CMake right? Can I build binaries of OSG that would
support both 32 and 64 bit intel?
yes. Afaik you'll have to target 10.6 as older systems only
Jean,
I build universal binaries on OSX just fine. I run Snow Leopard (10.6.x), but
I generate code compatible with 10.5. I build all of my 3rd party libraries
manually, which is sometimes a pain as some packages are not friendly to
universal builds. In those cases, the configure script
Hi Jean-Sébastien,
you can build universal binaries with intel 32 and 64 bit support, just
change CMAKE_OSX_ARCHITECTURES to i386;x86_64.
Of course you have to make sure that all your third-party libraries are
universal and contain the architectures you intend to support.
ImageIO and Cocoa
Hi Chuck,
Am 08.12.10 16:43, schrieb Chuck Seberino:
Same thing with imageIO. That means you need to build your own png, gif,
jpeg and tiff libraries since it won't use QuickTime (32-bit only). Once
your dependencies are ready, it is pretty straightforward to build OSX.
ImageIO can
Hi Stephan,
Somehow I knew you would answer :-)
freetype is part of the system and should be 32+64bit.
I'd stick with one backend, namely Cocoa, as it supports 32bit and 64bit
out of the box. The carbon backend is deprecated.
ImageIO supports 32 and 64bit.
OK, seems I'm set. For OSG at
Hi Chuck,
I typically build with Makefile support, but the XCode generator works as well.
Interesting, so I could make CMake generate makefiles, build OSG that
way, and then inspect the makefiles to find out how to do the same thing
for our own SDK.
Thanks a lot for your help,
J-S
--
On 12/08/2010 10:36 AM, Paavo M??kel?? wrote:
Hi,
I recently started learning OSG and everything has worked Ok, but I ran into a
(possibly trivial) problem. I have a simple scenegraph with 2 models in it
(osg::Node) and they have osg::MatrixTransformation parents. This works just
fine..
On 12/8/2010 1:19 AM, deniz diktas wrote:
Hi Michael,
I am facing a similar problem you faced:
I have DTED and CIB files. I am able to generate a paged-lod terrain with
osgdem but cannot map the CIB files onto the terrain. I have read the
solutions proposed in previous posts (from Alan), I
Hi again,
I just wanted to chime back, now that the OSG build is done. I am
surprised / delighted at how painless it was.
I configured for a makefile build, set the following as advised:
CMAKE_OSX_ARCHITECTURES = i386;x86_64
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
OSG_WINDOWING_SYSTEM =
Hi J.P.,
Let's say you have 1000 textures. You can't create 1000 PBOs as this would
consume far too much memory.
What you do is play with 2 PBOs. Have a look at the diagram here, in the figure
called Streaming texture uploads with 2 PBOs:
http://www.songho.ca/opengl/gl_pbo.html#unpack
You
Hi all
I suspect there are reasons behind another other oddity I have discovered.
When viewing a terrain(generated as Geocentric) with osgviewer if you move
completely through the terrain and then zoom roughly back to the start
position. Rotating the earth will spin off axes.
I am suspecting the
Hi,
Am 08.12.2010 12:19, schrieb J.P. Delport:
Yes, a pass where the camera looks at a screen aligned quad. You just
fill in whatever you want into all the MRT buffers using glFragData. You
attach the same textures as for the second pass. Let me know if you need
more info.
rgds
jp
Best
Hi all -- Does anyone know of a state tracking NodeVisitor, either in core OSG
or in an external project? I'd expect it to merge StateSets onto the top of
stack as it visits nodes, allowing an application to access a snapshot of
current state by querying the top-of-stack.
(osg::State doesn't
On 9/12/10 0:11 , Robert Osfield wrote:
Do you think it makes sense to add following extra method to
PerContextProgram ?
inline GLint getUniformLocation( const std::string name )
{
return getUniformLocation( osg::Uniform::getNameId( name ) );
}
For backwards compatibility purposes
On 12/8/2010 2:42 PM, Paul Martz wrote:
Hi all -- Does anyone know of a state tracking NodeVisitor, either in core
OSG or in an
external project? I'd expect it to merge StateSets onto the top of stack as
it visits
nodes, allowing an application to access a snapshot of current state by
Hi Wojciech,
On 9/12/10 9:25 , Wojciech Lewandowski wrote:
YFTFM ? Where ? When ? WL
Not the code, just the response, sorry.
What I meant was, while you're there it would be nice to put a comment on the
function
that describes the pitfalls of using it.
It's easier for the original author to
On 08-12-2010, at 19:13, Jean-Sébastien Guay wrote:
BTW, I found that using macports you can add +universal to the command to
make it build universal binaries, as defined by the universal_archs directive
in macports.conf (set to x86_64 i386 by default, so that's what I want). So
the
Hi Fred,
On 08/12/10 20:22, Fred Smith wrote:
Hi J.P.,
Let's say you have 1000 textures. You can't create 1000 PBOs as this
would consume far too much memory.
Can you explain at a higher level what you want to do. Do you just have
1000 textures you want to upload once? Or do you have 1000
Hi,
On 08/12/10 20:54, Thorsten Roth wrote:
Hi,
Am 08.12.2010 12:19, schrieb J.P. Delport:
Yes, a pass where the camera looks at a screen aligned quad. You just
fill in whatever you want into all the MRT buffers using glFragData. You
attach the same textures as for the second pass. Let me
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