Hi Manu,
On Nov 20, 2007 6:48 AM, Emmanuel Roche [EMAIL PROTECTED] wrote:
I have a question regarding the legal use of OSG:
do I have the right for example, to take all the source code from the ive
plugin, add a few object support in it, build another plugin with that and
use it without
HI Sherman David,
This makes it sounds very much like a threading issue associated with
making the graphics context current. In the GraphicsContext::close()
method there is a section that does the flushing of deleted OpenGL
objects, the code is:
if (callCloseImplementation _state.valid()
Paul Martz wrote:
It's really implementation dependent. The NVIDIA OpenGL driver on Windows,
for example, allows you to issue a certain number of SwapBuffers calls
before it blocks. I think the default is 2 calls, but this is controllable
with a driver setting and can be as high as 10 (I
Hi Akos,
On Nov 20, 2007 9:34 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
Paul Martz wrote:
It's really implementation dependent. The NVIDIA OpenGL driver on Windows,
for example, allows you to issue a certain number of SwapBuffers calls
before it blocks. I think the default is 2 calls, but
I am add billboards to a scene and when I position
the
trees, they leave to me inclined. As can I correct
this angle?
Thanks,
Neus Aparicio Ferrando
__
¿Chef por primera vez?
Sé un mejor Cocinillas.
On Nov 20, 2007 9:11 AM, Ralph Kern [EMAIL PROTECTED] wrote:
Would the OSGPL/wxWindows Library License exception 2 allow to extend
the ive plugin without distributing the source of the modifications?
2. The exception is that you may use, copy, link, modify and distribute
under the
Paul Martz wrote:
It's really implementation dependent. The NVIDIA OpenGL driver on
Windows, for example, allows you to issue a certain number of
SwapBuffers calls before it blocks. I think the default is 2 calls,
but this is controllable with a driver setting and can be
as high as
Would the OSGPL/wxWindows Library License exception 2 allow to extend
the ive plugin without distributing the source of the modifications?
2. The exception is that you may use, copy, link, modify and distribute
under the user's own terms, binary object code versions of works based
on the
Hi Brandon,
VirtualPlanetBuilder in SVN uses posix functions to help manage the
cluster building support, its been my focus to get the distributed
build working reliably first, then once we have a working system then
look at porting to native windows calls with the assistance of the
OSG/VPB
Hello,
to get my blur shader working I've modified my code in the last few
hours, based on an old OSG thread of Marcus Fritzen and Shuxing Xiao,
where they have tried to implement a multipass based shader. To follow
theirs instructions I've added another camera to render the 2nd RTT. So
i got
Understood, thanks for the reply. On the final point, I agree with what
you're saying, however, I was simply wanting to get my hands on the
bleeding edge VPB code. Dropping back to the 0.9 developer release is
fine for my current uses, as building a cluster of machines for VPB
build purposes is
Romain,
Here's one way to do it in C++/CLI. The control would be the
System::Windows::Forms::Control object in which you want the OSG viewer to
render. You would then need to call viewer-frame() periodically to render
an OSG frame. If you want to port to C# in osgDotNet that is an exercise for
the
Hi all,
What is the easiest way to protect myself from a GL app that I am
calling that isn't cleaning up after itself?
I think that it is changing the states or attrs, or vertex arrays or
something, so that osg lazy eval gets messed up.
We have called
state::dirtyAllModes
dirtyAllAttributes
When running osgconv, textures that are not found or that are missing plugins
will not be added to the resulting OSG file. Is there a way to force the
writer to add the texture name into the output file?
Often times, I receive models with incorrect texture names. In one case, I
have a 3DS
Have you tried pushing and popping around the call to your OpenGL code?
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dorosky,
Christopher G
Sent: Tuesday, November 20, 2007 3:29 PM
To: OpenSceneGraph Users
Subject: [osg-users] Mixing GL
Hi all,
What is
Good call Robert. makeCurrent() was/is failing.
So, what is the proper way to shut everything down? I can side-step
the issue by calling _viewer-getView(0)-setSceneData(0); ...this
has the side effect of not calling GraphicsContext::close(...), so I
avoid the crash...but this is obviously wrong
Hi Robert,
Yes, the problem was with the models. The application that was generating the
models we use was doing one of two things. It had two basic settings for a
stateset. In one model, the stateset would be set to:
StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
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