Craig, Joel S. (SED/TMI) wrote:
Classification: UNCLASSIFIED
Caveats: NONE
Greetings,
We use a ScalarBar in our app (OSG 2.0, x86-dual core, Red Hat). When it
is created, we get the warning that the file fonts/arial.ttf cannot be
found. We have our fonts files in a different
Robert Osfield wrote:
Please test on as many platforms as you can lay your hands on and
provide positive negative feedback.
Just an informal note, FreeBSD-6.2, GCC 3.4.6:
/usr/local/bin/cmake -H/usr/local/src/OpenSceneGraph
-B/usr/local/src/OpenSceneGraph --check-build-system
Hi.
Setting the maximum height of osgText doen't seem to work. If the text is
big enough, it exceeds the height that I gave as input to
setMaximumHeight. I would expect it to not render any text after the
cursor has passed the maximum height.
Regards
Panagiotis Papadakos
Hello,
I have tried unavailingly to compile the VRML Plugin for OSG. I don't
get it. Can someone send me a compiled windows binary of the osgconv.exe
programm with enabled VRML support please. It would be very kind.
Thank you.
Andreas
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osg-users
I'm basically treating it like unix.
I suspect there has been a change in the infrastructure here, because it
built in my sandbox but not in the build and test system we use. I've
updated my sandbox, and if I have a problem, it'll because something
changed here.
Hopefully it will be something I
Hi Miguel,
You'll need to write a custom NodeVisitor to do this.
Robert.
On 7/27/07, Miguel Martinez [EMAIL PROTECTED] wrote:
Is there any easy way to know all the Images (osg::Image)
that are loaded by osg in a scene graph?
I thought of using a nodeVisitor, but, I should also get the
I have managed to crash the osgviewer application by changing the texture mode
on and off with the 't' key and changing from time to time the threading
model with the 'm' key. It usually crashes while in 'DrawThreadPerContext'
mode, but not always. It is easier to reproduce this bug under
Robert Osfield schrieb:
How are you building under the Mac? Stephan Huber has been making
recent updates to the Xcode projects to keep them in sync so my
assumption that things were mostly on an even keel.
There is a problem with the new hdr-writer-plugin-code. OS X does not
like the #include
HI Martin,
Could you send me the changed file as doing stuff from email is unreliable.
Cheers,
Robert.
On 10/1/07, Martin Spott [EMAIL PROTECTED] wrote:
Robert Osfield wrote:
Thanks for the report. I've just double checked and pthread_yield()
is just a void so I've changed the code to
HI Alberto,
This suggest a problem with the StateSet in question not being tagged
as dynamic, I am quite surprised it crashes though. Could you explain
a bit more specifically what you do and the type of model you load to
recreate the problem?
Robert.
On 10/1/07, Alberto Luaces [EMAIL
El Monday 01 October 2007 16:06:32 Robert Osfield escribió:
Could you explain
a bit more specifically what you do and the type of model you load to
recreate the problem?
Yes, I'm loading a OBJ file. After that, I'm pressing several times the 't'
key in order to switch on and off the
When the vcproj is build by CMAKE it generates everything needed to build
the project in Debug or Release.
As I build OSG with command lines I just launch :
call C:\Program Files\CMake 2.4\bin\cmake.exe . -DBUILD_OSG_EXAMPLES=OFF
-DBUILD_OSG_NET_PLUGINS=OFF -DOSG_MSVC_VERSIONED_DLL=ON
devenv
Hi,
I am using the latest svn with i386 Ubuntu Linux install.
I am using the --3d-sd display with osgmovie.
Everything works perfectly.
Thank you devs.
Sylvain
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El Monday 01 October 2007 16:19:54 Alberto Luaces escribió:
Maybe some node is not marked as dynamic by default, may I do something
more in order to get a better isolation of the bug? Maybe convert the OBJ
to OSG and inspect the resulting file?
I have done the conversion. Every node and
Hi Albeto,
I've follow your suggestion and for large models have not found
crashes but rather 't' only toggles once when in DrawThreadPerContext,
but if I enter SingleThreaded and CullDrawPerContext it works fine.
This is very likely related to the crashes you are seeing.
The fact you are using
Hi Alberto,
On 10/1/07, Robert Osfield [EMAIL PROTECTED] wrote:
The fact you are using a .obj is just a symptom and not a cause. The
issue most likely stems from modifying state at the same time that its
being read from at the same time.
I've added the line
Robert
I received the mail now - but was sent some weeks ago - so no response from
me
Dieter
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Wednesday, 15 August, 2007 20:07
To: osg-users@lists.openscenegraph.org
Subject: Re:
On 10/1/07, Stephan Maximilian Huber [EMAIL PROTECTED] wrote:
Robert Osfield schrieb:
How are you building under the Mac? Stephan Huber has been making
recent updates to the Xcode projects to keep them in sync so my
assumption that things were mostly on an even keel.
There is a problem
Hello again Robert,
Compiling on Linux (FC6) at school as I type this, will report once
it's done.
Compiled and ran fine too.
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
It is the issue of () vs (...).
Our Mac guy came by and pointed out that include/osg/GLU has an ifdef
for APPLE where GLU_CALLBACK_PARAMETER is defined to be '...'. When he
comments this out, it compiles for him.
I see that there was an early August change in this file, but I haven't
been able
Hi Andy,
On 10/1/07, Andy Skinner [EMAIL PROTECTED] wrote:
It is the issue of () vs (...).
Our Mac guy came by and pointed out that include/osg/GLU has an ifdef
for APPLE where GLU_CALLBACK_PARAMETER is defined to be '...'. When he
comments this out, it compiles for him.
I see that there
Robert,
I have applied your patch and tried very hard to crash the program, but I
couldn't :) so I think you were absolutely correct.
El Monday 01 October 2007 16:37:51 Robert Osfield escribió:
Hi Alberto,
On 10/1/07, Robert Osfield [EMAIL PROTECTED] wrote:
The fact you are using a .obj is
On 10/1/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
In tracking down a problem with build that exists on the CMake buiild
under OSX and I believe under certain Mingw (or perhaps Cyginw) setups
as well - it comes down to some glu.h defining the glu tesselator
callback in different
On 10/1/07, Leif Delgass [EMAIL PROTECTED] wrote:
On 10/1/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
In tracking down a problem with build that exists on the CMake buiild
under OSX and I believe under certain Mingw (or perhaps Cyginw) setups
as well - it comes down to some
MESA 7.1:
/* Internal convenience typedefs */
typedef void (GLAPIENTRYP _GLUfuncptr)();
...
GLAPI void GLAPIENTRY gluNurbsCallback (GLUnurbs* nurb, GLenum which,
_GLUfuncptr CallBackFunc);
MinGW w32api-3.10:
typedef void (APIENTRY *_GLUfuncptr)();
...
GLAPI void APIENTRY gluNurbsCallback
Although I sent stuff that started this, let me be specific. Here are
maci with the glu.h we use, and a bit about glu.h we don't use. Here
are also linux 32 bit and solaris 64 information. I get the info from
building Tessellator.i.
On our Intel Mac build using CMake, we are getting
On Win32, in glu.h:
void APIENTRY
gluNurbsCallback (GLUnurbs *nobj, GLenum which, void (CALLBACK* fn)() );
and in windef.h:
#define javascript:searchRef('define') WINAPI
javascript:searchRef('WINAPI') __stdcall
javascript:searchRef('__stdcall')
#define javascript:searchRef('define') CALLBACK
Hello Robert,
My linux box has
/* Internal convenience typedefs */
typedef void (GLAPIENTRYP _GLUfuncptr)();
We could possible utilise these, but.. the comment doesn't fill me
with confidence.
Could users on other platforms check to see if the above is defined on
their platforms glu.h?
I
2007/10/1, Andy Skinner [EMAIL PROTECTED]:
Although I sent stuff that started this, let me be specific. Here are
maci with the glu.h we use, and a bit about glu.h we don't use. Here
are also linux 32 bit and solaris 64 information. I get the info from
building Tessellator.i.
On our
Hello Robert,
I'd like you feedback, how is the glu tesselator callback defined on
your system, on my linux box I have /usr/include/GL/glu.h
Ok, now that I know what to look for, here it is on the MS Platform
SDK 2003 R2 (which is needed to build C++ projects using MS Visual C++
Express -
Hi,
Thanks for the info, I've been using clipmaps with good old pfDays and
it was definetly very powerfull. However using it doesn't seem very
efficient compared to osgdem outputs for example : 30fps at 585x445 as
seen on this video :
Martin Spott wrote:
In file included from
/usr/local/src/OpenSceneGraph/src/osgPlugins/hdr/hdrwriter.cpp:34:
/usr/include/malloc.h:3:2: #error malloc.h has been replaced by stdlib.h
*** Error code 1
Ok, fixed now. I currently don't have any FlightGear environment for
testing, but at least a
Hi Raymond,
I am perplexed why you'd want to use GLUT for any multiple window
work. Why not just try the native windowing support.
Robert.
On 9/19/07, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi Robert,
Sure, I did not provide information for the complete solution. At this
moment I was
Hi Robert
On 9/17/07, Robert Osfield [EMAIL PROTECTED] wrote:
HI Rafa,
On 9/17/07, Rafa Gaitan [EMAIL PROTECTED] wrote:
Node doesn't have a releaseAllGLObjects, and trying with
releaseGLObjects, doesn't work as I expect. Maybe I'm using
a bad approach to the problem! :(.
Sorry,
hi robert,
Visual Studio 2003 .Net . TEST . OK
OS/X Xcode . TEST . OK
/adegli
2007/10/1, Martin Spott [EMAIL PROTECTED]:
Martin Spott wrote:
In file included from
/usr/local/src/OpenSceneGraph/src/osgPlugins/hdr/hdrwriter.cpp:34:
/usr/include/malloc.h:3:2: #error malloc.h has been
Hi Abe and Robert,
I asked this question earlier but somehow it got off topic to discussing
osgCAL.
With the osg exporter from blender (
http://projects.blender.org/projects/osgexport/) we were able to do simple
animations(the kind you are describing I think) directly. For our testing,
we exported
hi robert,
i come from testing the osg under OS/X. all osgShadow doesn't work well, or
it doesn't work at all on my mac book pro (ATI X1600, ... )
the whole scene is black, and only black. if i add --sv as parameter then it
seems to work, but with hundereds of artefacts.
did we change anything
Hi all,
my program needs to select some lines, since
osgViewer-computeIntersections is unable to pick lines I switched to
osgUtil::PolytopeIntersector which is able to do so. Unfortunately
PolytopeIntersector seems unable to tell me the intersection
points/lines from which I would determine the
Hi Robert,
Testing SVN from tonight:
Athlon 64 X2 4400+
GeForce 7800GT
Microsoft Visual Studio 2005 Express SP1
Compiles without errors including wrappers.
Examples all run ok except the following
depthpeel - can't create PixelBuffer = crash
distortion, osgshadow - increasing draw time,
Hi Jan,
On 8/16/07, Jan Ciger [EMAIL PROTECTED] wrote:
Robert, I think that there may be indeed some threading bug in the
osgViewer. I have tested the files from Joan and if I view them using
osgViewer, it starts up (no black screen) but hangs right away after
displaying the first few frames
Hi Anders,
On 8/3/07, Anders Backman [EMAIL PROTECTED] wrote:
Two things of which the first is of higher priority...
1. To make the ModelView matrix match the osg definition (z-up) how
would you recommend that I calculate the modelview assuming that only
the Camera is known in a
Robert Osfield wrote:
flags and added to CMAKE_C_FLAGS too. This change is required for some
reason to get Tessellator to compile and ignore those GLvoid conversion
errors but that it probably all it is doing is ignoring them and allowing
Tessellator to compile.
Which of the above
On Sun, 16 Sep 2007, Robert Osfield wrote:
On 9/16/07, Renan Mendes [EMAIL PROTECTED] wrote:
Oh, that's a shame. Thanks anyway...
But how would you do that? Is there any OpenGL primitive appropriate for
this kind of rendering? Anywhere I can read about it?
There is no OpenGL primitive to
Hello All:
When you enable outlining it looks like the fade text is not applying
the color multiplier to the background as well. The foreground fades
in and out but the background is always black. It is not clear to me
where to look in Text.cpp. This is with the released 2.0.0 version.
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