Hi Leandro,
thank you for your suggestion.
After installing Cg Toolkit, I get this following error:
make os=mac project=minizip -C dom
make os=mac project=dom -C dom
make os=mac project=domTest -C dom
make os=mac project=fx -C fx
Compiling src/cfxBinaryUtil.cpp to
Hi Chris,
I haven't seen problems with compiling SDL myself and don't recall
others having the problem you are having. From your description I
can't work out what might be amiss.
If the CMake build doesn't find SDL then it should happily just ignore
the build of the osgviewerSDL pluigin, it
Hi,
I have a question about extracting images from an IVE with compressed textures.
I have a some IVE format files that have been created using a command line e.g.
OSGCONV --compressed input.flt output.ive
This works fine, but the problem I have is that I want to be able to reverse
the process,
Hi,
OSG provides an image processor class, it is used to compress and decompress
image, maybe you can use it.
Thank you!
Cheers,
Torben
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Hi All,
A bug that has been niggling me for quite some time now is that under
the last few rev's of X11 window managers under linux that toggling of
fullscreen on/off has been broken. The problem appears when you one a
window fullscreen and then try to toggle off full screen, for instance
run
Thanks for the tip Torben,
When I call osgDB::Registry::instance()-getImageProcessor(), I get NULL coming
back. Digging a bit deeper, OSGs image processor relies on NVTT plugin, which
relies on Nvidias NVTT SDK, which I'm struggling to find on the interweb. If
you have a link to NVTT SDK
I'm experiencing an issue with particles: if I export from 3dsMax+OSGExp to
.osg then particles are working, but if I export to.ive I get some errors
and a message prompts me that the plugin to write the ive file cannot be
found.
Actually any model without particles is exported fine to .ive, so I
Hi,
what is your development environment?
for windows / Visual Studio 2008 I provide a 3rdParty plugin which contains a
lot precompiled 3rdParty plugins OSG support - including NVTT.
Thank you!
Cheers,
Torben
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Hi Alessandro,
The .ive format doesn't support the osgParticle NodeKit. The .ive
format is actually pretty limited as it's not extensible other than by
hacking the plugin directly.
You are now much better off using the .osgb native binary file format,
it entirely replaces the functionality of
Hi Chris,
On Mon, Jun 20, 2011 at 11:35 AM, Chris Denham c.m.den...@gmail.com wrote:
BTW. Does this reliance on NVTT mean it would only work in NVidia hardware?
NVTT provides software implementations that are not dependant on any
particular hardware of GL drivers.
I would add that the new
Hi,
a short info: The website is done again...
Cheers,
Torben
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Hi everybody,
Just a quick question on changing render targets.
I have an osg::Camera with a Texture attached as render target.
Depending on certain conditions I want to detach the old Texture and attach a
different Texture.
My inital guess would be something like this:
camera-detach(...,
H Dnaiel,
The normal way to manage rendering to multiple textures is to have two
different Camera, if you want to switch between these just using an
osg::Switch above the Cameras,
Robert.
On Mon, Jun 20, 2011 at 1:17 PM, Daniel Melzer d.mel...@gmx.net wrote:
Hi everybody,
Just a quick
Hi Torben,
On Windows, we are using Visual Studio 2005.
But I eventually found the link to NVTT download:
http://developer.nvidia.com/gpu-accelerated-texture-compression
I'll see if I have any success with that.
Cheers,
Chris
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Hi,
good lucki, it should work.
Thank you!
Cheers,
Torben
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On Mon, Jun 20, 2011 at 12:51 PM, Torben Dannhauer
tor...@dannhauer.info wrote:
a short info: The website is done again...
I emailed Jose Luis Hidlago, and he has just rebooted the server, so
the site is now back up and running.
Robert.
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thank you! done!
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Thanks Robert,
I'll go with version 3.0.0 rc1 and definitely use the .osgb format.
Regards.
Alessandro
On Mon, Jun 20, 2011 at 1:36 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Alessandro,
The .ive format doesn't support the osgParticle NodeKit. The .ive
format is actually pretty
Hi Chris,
On Mon, Jun 20, 2011 at 2:52 PM, Chris Jaquet chrisjaq...@gmail.com wrote:
It seems I only had the dynamic SDL library installed. After I
installed the static library (for SDL) cmake automatically picks up
/usr/lib/libSDLmain.a.
Funny thing is that when I manually set
Hi Torben,
I've managed to build the NVTT plugin using that download, but now I'm still a
bit stumped. The plugin and NVTT api seems to work, but it all seems geared
towards compression rather than decompression.
I was hoping that I would be able to use it like:
Code:
Hi Robert,
On Monday 20 June 2011, Robert Osfield wrote:
I will install Gnome on one of my systems today to check it works. I
can't test older X11 system though - such as IRIX, Solaris, HP-Ux,
FreeBSD etc. Could members of the community check out OSG svn/trunk
and let me know how things
Hi Chris,
why don't you just render the texture to another RTT / offscreen buffer
and read out the pixels... should be hardware accelerated
regards Ralph
Am 20.06.2011 10:53, schrieb Chris Denham:
Hi,
I have a question about extracting images from an IVE with compressed
textures.
I have a
Hi,
I am not too bothered by it, and it does appear that I am a unique case,
though I will have a look a bit later at the cmake rules. I noticed that it
does correctly find the dynamic libs but since I do not have the static
library installed that is where it gets stuck. I will let you know what
Hi,
other option is described in this thread:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/65564/
cheers
jp
On 20/06/11 14:26, Robert Osfield wrote:
H Dnaiel,
The normal way to manage rendering to multiple textures is to have two
different Camera, if you want to switch
Hi Mathias,
2011/6/20 Mathias Fröhlich m.froehl...@science-computing.de:
Ok, our last IRIX machine is dead since one or two years.
It's over a decade since I used an IRIX system so apart from fond memories of
a bigone era I don't think we need to worry about IRIX. I do suspect if one did
Hi, Chris,
I never used the imageProcessor myself (but I think I will in some month), so
all I can do is to give you some free shots:
I read into the code a little bit. You are right it looks like it provides only
compression currently.
Background: The NVTT integration was originally
On Mon, Jun 20, 2011 at 3:39 PM, Torben Dannhauer tor...@dannhauer.info wrote:
In my opinion the right way would be:
* Extending osgDb::ImageProcessor to provide and decompress interface
* Extending osgPlugins/nvtt/NVTTImageProcessor.cpp to implement the
decompressing feature.
We should ask
Hi Torben,
Yes, I was thinking along the same lines.
I was just having a peep at the source of decompress.cpp that comes with the
NVIDIA texture tools that might give a clue about the best way to do it. Which
seemed to boil down to:
Code:
nv::DirectDrawSurface dds(inputImageFile);
I don't understand what you mean.
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HI Chris,
On Mon, Jun 20, 2011 at 4:49 PM, Chris Denham c.m.den...@gmail.com wrote:
I can't help wondering if we are missing a trick with OSG's DDS plugin?
It looks as though it might contain some reusable magic for these kind of
compression formats. :-)
The DDS plugin just reads and write
Hi Robert,
thanks for your statement, that was new to me. So you suggest NOT to integrate
a decompressen feature? WEnlll then we should'nt do it ;)
Thank you!
Cheers,
Torben
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Hi,
If you build your scene graph manually: Use a transform node at the root of
your scenegraph.
If you only load a model: use the scale speudoloader.
Thank you!
Cheers,
Torben
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On Mon, Jun 20, 2011 at 5:39 PM, Torben Dannhauer tor...@dannhauer.info wrote:
Hi Robert,
thanks for your statement, that was new to me.
Which statement of mine? About GL compressed being
So you suggest NOT to integrate a decompressen feature? WEnlll then we
should'nt do it ;)
Not for
Hi Robert,
Thanks for the clarification. I hadn't realised the compression was particulary
lossy as viewing the IVE files we are using (with compressed textures) seem to
have an acceptable quality for our purposes. But you are right, ideally it
would be better to keep the original textures,
Where can I find some literature on what a scale speudoloader is?
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Hi,
here: http://lmgtfy.com/?q=openscenegraph+loader+scale
second result, last post in that link.
Cheers,
Torben
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Hi All,
Today I've been working on resolving a fullscreen toggling bug that
has appeared under Linux over the last few years do to changes in the
way that window managers take change of window sizing, and going
through the issues reported by cppcheck program. I originally checked
all these
Hi Robert!
just now I update from svn and on my system lubuntu x86 11.04 LXDE nvdia
270.41.06 gcc 4.5.1 works fine
my hardware lenovo t520
On Mon, 20 Jun 2011 20:49:28 +0100
Robert Osfield robert.osfi...@gmail.com wrote:
Hi All,
Today I've been working on resolving a fullscreen toggling
Hi Robert,
The trunk works fine under Windows XP, with VisualStudio 8 (dynamic
and static build) and MinGW 5.1.4
Wang Rui
2011/6/21 Robert Osfield robert.osfi...@gmail.com:
Hi All,
Today I've been working on resolving a fullscreen toggling bug that
has appeared under Linux over the last
Hi, everybody!
I am looking to use BoudingBox into my application.
I want to avoid collison or transverse the walls of the buildings, when
navigating with the camera.
Here are my test using BoundingSphere:
const osg::BoundingSphere bs1 = viewer.getCamera()-getBound();
const
Hi everybody,
I am not sure that the class TRAVERSE could control the transpass of the
building walls.
I would like not to pass by the walls while navigating with the camera.
My source code is:
nodePath[c]-setUpdateCallback( new SetTransverse() );
...
class SetTransverse : public
Hi, everybody:
Into my code, I am trying to set sample ratio as half, for example, same as
written bellow:
osg::ref_ptrosg::Node model3ds =
osgDB::readNodeFile(C:\\OpenSceneGraph-2.8.0\\Z_File_To_Test\\Casa_Pronta.3DS);
osgUtil::Simplifier simplifier;
simplifier.setSampleRatio(0.5);
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