On 9/6/07, deepti g [EMAIL PROTECTED] wrote:
Are there any other libraries like llmozlib ... which will help in
displaying html in an application ... something which is more OSG friendly
:) ?
I have made several researches on the subject and I must admit that llmozlib
is currently the best
Hi Tomas,
today I could check how I implemented the frame-update for multiple Windows
under Win32. It is done like this:
long FOX_OSG_MDIView::OnIdle(FXObject *sender, FXSelector sel, void* ptr)
{
if(m_osgViewer.valid() )
{
Robert,
Thank you very much for your complete reply, it will help me to design my
future programs.
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I'd still like to see the OpenThreads library issue settled. It is
using osg20-OpenThreads.dll, rather than openthreads7-OpenThreads.dll or
some similar variation. The Unix libraries use 7 as the SOVERSION, and
I'd like to see this consistent. I have no idea where this stuff is.
There are the
Tried it both ways. I've found running in
debug mode on Linux hardly affects the
frame rate at all - on Windows it
takes a big hit.
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Fri 9/7/2007 9:02 AM
To: Public OpenSceneGraph Users discussion list.
Subject:
Hello again, and a good day to you.
We use a lo-fi earth model generated by osgdem. When we do a terrain
intersection, then convert to a 0-altitude coordinate, the location we
get is inaccurate due to the fact that the model's geometry is an
approximation of the shape of the earth. Is there a way
On Fri, September 7, 2007 15:45, Argentieri, John-P63223 wrote:
Hello again, and a good day to you.
We use a lo-fi earth model generated by osgdem. When we do a terrain
intersection, then convert to a 0-altitude coordinate, the location we
get is inaccurate due to the fact that the model's
Scratch that request. I've got it working now. I had forgotten that OSG
changes the default viewing orientation, and that if I set the view matrix
myself without a rotation, I'm effectively back in the Y-up, Z-in OpenGL
orientation.
-Paul
Has anyone successfully tied an
On 9/7/07, Robert Osfield [EMAIL PROTECTED] wrote:
Your suggestion of moving the define to entirely with
include/osg/Texture should work fine, I've just applied this change am
waiting on a rebuild before submitting them.
This change is now checked in, could you let me know how things are going
Hi, everyone!
I can select one object in OSG scene and I want to know how to drag an
object, just like what I can do in 3dsmax. Could some one give me some
ideas? I've searched a long time~~
Thanks in advance!
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Hi Christophe,
This is normal, and an example of texture aliasing due to the way that
poles are over sampled as the blue marble data with 42,000 pixels wide
collapsing on a single point. VPB compensate a little for this issue,
but its not perfect as you can see.
I'm planning to try out a
HI Ulrich,
Your suggestion of moving the define to entirely with
include/osg/Texture should work fine, I've just applied this change am
waiting on a rebuild before submitting them.
Robert.
On 9/7/07, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Hi all,
I'm getting the following error:
That is because osggis_viewer uses the TerrainManipulator. Use the middle
button to rotate instead.. the left button adjusts your pitch. At some point
I'll put the normal keyswitch manip in there.
By the way, there is an osgGIS forum online for osgGIS discussions (so as
not to clutter the
Yes, that's a wonderful project...
I'll keep on testing it with other data soon.
There is only one thing to mention.
In the osgGIS-Viewer with the example data the origin of the earth is
at the Galapagos Islands and not in the center of the earth...
makes rotating a bit tricky ;-)
On 9/6/07,
Hi Benoit,
I would recommend just creating a small example that just has a single
RTT camera set up with a float point texture and then see how you get
on. Once you are happy with this move up to more complicated
combinations.
Robert.
On 9/7/07, Benoit bossavit [EMAIL PROTECTED] wrote:
Hi
Ok, thanks for the explanation Robert !
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See osgmanipulator.
On 9/7/07, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, everyone!
I can select one object in OSG scene and I want to know how to drag an
object, just like what I can do in 3dsmax. Could some one give me some
ideas? I've searched a long time~~
Thanks in advance!
Hi All,
A couple of interesting articles out today about Linux ATI drivers,
First up AMD/ATI will now support development of open source drivers:
http://news.com.com/AMD+nurtures+open-source+graphics/2100-7344_3-6206581.html
Second, new proprietary drivers have been released with much improved
Hi all,
I have a class overloading an osg::Group. I overload the traverse method
to apply 3 shaders passes to draw the scene
create shader1_stateset
create shader2_stateset
create shader3_stateset
void traverse(osg::NodeVisitor nv)
{
if(nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR))
Hi Markus,
the code works great. The frame update through OSG methods is much
faster than using FOX's FXGLCanvas::makeCurrent(), no idea why.
I also tried to use one common FXGLVisual for all GraphicsWindowFOX's,
like in FOX's glviewer example. Works fine, initialization is much
faster of
On 9/7/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
Would it be possible for us to now move across to defaulting to use
OSG_MSVC_VERSIONED_DLL under Windows? I'd like this set up to be the
way that 2.2 goes out the door as it should simplify things for end
users.
If people are up
On 9/7/07, Alberto Luaces [EMAIL PROTECTED] wrote:
Thank you very much for your complete reply, it will help me to design my
future programs.
My hope is that the amount of commonality between Viewer,
CompositeViewer and doing Camera's in the scene graph is that users
can switch between
On 9/7/07, Alberto Luaces [EMAIL PROTECTED] wrote:
as seen in the osghud example, what is the difference between setting a
Viewer and a slave camera attached to it and creating a CompositeViewer with
two views? At first sight that two solutions seem almost identical...
The end result is the
Hello,
as seen in the osghud example, what is the difference between setting a
Viewer and a slave camera attached to it and creating a CompositeViewer with
two views? At first sight that two solutions seem almost identical...
Thanks,
Alberto
___
Hi Robert,
If OSG_MSVC_VERSIONED_DLL becomes the standard, it would be very useful
to add an option in osgversion to spit out the OSG SOVERSION (and one
for OpenThreads, if different). Otherwise scripted manipulation of OSG
binaries across releases will be difficult to do with precision.
I'll
Hi All,
Would it be possible for us to now move across to defaulting to use
OSG_MSVC_VERSIONED_DLL under Windows? I'd like this set up to be the
way that 2.2 goes out the door as it should simplify things for end
users.
If people are up for it I'll cut across today.
Robert.
Hartmut Seichter wrote:
Ok, the problem seems that Cmake detects a Coin3D 2.4.5 installation
only halfway correctly. It is missing the libs and thus I suppose the
values from the cache don't make it into the target for the .iv plugin
(include directory etc pp). When running the INSTALL target
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
As for quality I can not say without seeing reports for OSG users, but
it does at least look like their might be light at the end tunnel,
albeit a little way off yet before we're out into the light and
AMD/ATI is a real
On 9/6/07, Ivan Bolčina [EMAIL PROTECTED] wrote:
Thanks. Just for info, how are lights inherited in osg node tree?
Top down like all OpenGL state.
Robert.
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Hi All,
Has anyone tried the osgViewerMFC example in OSG2.0?
I tried to build it two days ago, and it failed. The issue is in regards to an
assignment of a CString to a std::string. Trawling internet solved problem, but
has the example been corrected for the 2.2 release ?
Neil.
Hello,
In Image.cpp as of about 5 minutes ago (14:50 EST) there is this:
if (extensions2DArray-isTexture2DArraySupported())
{
glGetBooleanv(GL_TEXTURE_BINDING_2D_ARRAY_EXT, binding2DArray);
}
else
{
binding2DArray - GL_FALSE;
}
I suspect the else
Yes you are right.
it should be binding2DArray = GL_FALSE;
Hmm, strange why does compiler do not see that this is
a non-sense instruction...
Are the -Wall Flags activated, Robert?
Art
--- Jean-Sébastien Guay
[EMAIL PROTECTED] schrieb:
Hello,
In Image.cpp as of about 5 minutes ago
Indeed, given ATI's past track record on 'supporting' Linux, I'd wait at
least three months and see where the dust settles before even
contemplating buying an ATI card for my Linux systems. Even then, the
ATI card would either have to be much cheaper or have some new whiz-bang
Could someone please post this to the OSG Job Offers
page?
Never mind. I just realized that the wiki is publicly
editable. I'll take care of adding it to the job
offers page.
-Andrew
Need a
Donald Tidrow wrote:
That said, if these drivers really are as good as everybody is hoping,
it'll make buying a laptop a lot easier, given how prevalent ATI is in
the laptop market.
Speaking of which, can anyone recommend a good Linux/nvidia laptop?
It seems like most of the laptop you get
I got a Sager for work that I'm very happy with. I think they mostly
use NVidia/Windows. You'll probably have to install linux yourself.
I dual-booted mine with XP and Fedora 7. http://www.sagernotebook.com
--
Terry Welsh - mogumbo 'at' gmail.com
www.reallyslick.com | www.mogumbo.com
Date:
Hello,
I suspect this is a question for either Luigi Calori or Eric Wing...
I am trying to correct the CMakeLists.txt in the src/osgPlugins/vrml
directory, which I had hacked together without really knowing what I
was doing. I have something that's basically better (as in, it doesn't
oups sorry
Default flags with gcc have not -W or -Wall or other warning flag
You can enable it with set ON the OSG_USE_AGGRESSIVE_WARNINGS cmake
variable
or add -W -Wall in the CMAKE_CXX_FLAGS cmake variable
Cheers
Davi Callu
2007/9/7, David Callu [EMAIL PROTECTED]:
Hi Art
Aha, I see , thanks.
Is there a reason why do not to use the -Wall flag for the osg compilation per
default?
Art
David Callu [EMAIL PROTECTED] schrieb: oups sorry
Default flags with gcc have not -W or -Wall or other warning flag
You can enable it with set ON the
-W -Wall is the default flags with the old build system and disappear with
the CMake build system
Involuntary or not, I don't know. But with the OSG_USE_AGGRESSIVE_WARNINGS
available,
I never submit patch to fix this lack.
Robert, Luigi , what do you think about this ?
David
2007/9/7, Art Tevs
Hi,
What would be the maximum size of the 3D texture file (RGBA) to be
used with osgvolume ? Is it limited with the computers memory or
graphic cards memory? If a 3D texture file doesnt fit into the graphic
cards memory how it is visualized or processed by the card.
B
Ulrich Hertlein wrote:
Speaking of which, can anyone recommend a good Linux/nvidia laptop?
It seems like most of the laptop you get nowadays are either ATI or intel...
I use a Dell Precision M90, and love it. You get a choice of nVidia
mobile Quadro cards. The new Vostro's look pretty
I use the last macbook pro with nvidia 8600 and dual core 2 2.4
nice look and good hardware
Cedric
Jason Daly wrote:
Ulrich Hertlein wrote:
Speaking of which, can anyone recommend a good Linux/nvidia laptop?
It seems like most of the laptop you get nowadays are either ATI or intel...
I
Thank you, Robert Osfield~!
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