Hello, seem like you forget to link against osg dlls.
2008/1/4, 小 杨 <[EMAIL PROTECTED]>:
>
> Hi all.
>
> When i compile my project in debug model (VC2005)
>
> LINK : warning LNK4076: invalid incremental status file
> './bin/osgolymd.ilk'; linking nonincrementally
> 1>osgolym.obj : error LNK2019:
I've implemented something similar to this before. Not specifically for face
morphing butmorphing between two meshes. As long as your meshes have the
same number of verts
(I forced this condition by adding degenerate verts) you just need to set
up a blend
linear between the verts you want to morph
Hi all.
When i compile my project in debug model (VC2005)
LINK : warning LNK4076: invalid incremental status file './bin/osgolymd.ilk';
linking nonincrementally
1>osgolym.obj : error LNK2019: unresolved external symbol __imp___CrtDbgReportW
referenced in function "public: class osg::Vec3f
I'm trying to reply to an issue raised by someone regarding Collada
support in OSG:
http://sourceforge.net/forum/forum.php?thread_id=1899938&forum_id=531263
I made some changes to the Collada DOM that may require a few tweaks in
client applications such as OSG's Collada plugin. Dilian reported
I have attached the screenshot of my application running. I have also
attached the view class. Again the class was generated by KDevelop and
I have modified it.
I have been looking at the example Rafa mentioned, but I still cannot
find the solution to the issue I am having. I select the cube.os
Hi Robert.
I did not change the osgshader example. (only the values in the *.frag-files. I
am not yet very experienced with osg .. How to enable blending?
Best regards and thanks
H.
Von: [EMAIL PROTECTED] im Auftrag von Robert Osfield
Gesendet: Do 03.
I would like to morph one face to an another face by interpolating
each vertex's position in two models. Vertex indexes and counts are
same for each model.
I heard from a friend that I can achieve this by using osgAnimate.
Does anyone have an idea on how to achieve this morphing effect?
It would b
Do you have a screenshot or a demo, or even the source code ready :-)
2008/1/3, Robert Osfield <[EMAIL PROTECTED]>:
>
> Have you enabled blending?
>
> On Jan 3, 2008 5:51 PM, hermens <[EMAIL PROTECTED]> wrote:
> >
> >
> > Hi all.
> >
> > I implemented a water shader in a little demo. Everything
Hi Robert,
It did not compile those versions of osgviewer. I don't see an obvious
line in the CMakeCache.txt to provide the needed hint.
No other OSG versions have ever been installed, unless I count this one
2 days ago, before trying to recompile, from a clean directory, with
debug and exampl
Hi Ross,
On Jan 3, 2008 8:34 PM, Ross Anderson <[EMAIL PROTECTED]> wrote:
> Robert,
>
> I am not manually managing them, but letting the newly minted osgViewer
> pick its own contextIDs, which are being recycled. I am using OSG 2.2.0.
>
> I should probably also mention that I am using the
> _viewe
Robert,
I am not manually managing them, but letting the newly minted osgViewer
pick its own contextIDs, which are being recycled. I am using OSG 2.2.0.
I should probably also mention that I am using the
_viewer->setUpViewerAsEmbeddedInWindow(...) function to build a Graphics
Context for my cu
HI Ross,
OSG 2.x and osgViewer have much better support for handling of
contextID when sharing contexts and opening and closing contexts, you
shouldn't need to manually manage contextID's when working with
osgViewer so perhaps this is the route of the problem.
Robert.
On Jan 3, 2008 6:57 PM, Ros
Forgot to mention, the compile error is odd, any chance that you have
another version of the OSG hanging around on your system?
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Hi Stewart,
I would suspect an OpenGL driver/window manager issue. The way to
start investigating is to look to get an example like osgviewer
cow.osg running, if that fails try something like osgviewerSDL cow.osg
or osgviewerGLUT cow.osg as thse uses a different windowing setup.
FYI, WxWidgets i
Hi Steven,
The rather too little in the way of actual information about what you
have to done to know what's up - its a case of "my unspecified code
doesn't work, what's wrong". Shaders and Camera's do work just fine
in OSG-2.x so you've done some thing irregular, might this be a bug on
yourside,
Have you enabled blending?
On Jan 3, 2008 5:51 PM, hermens <[EMAIL PROTECTED]> wrote:
>
>
> Hi all.
>
> I implemented a water shader in a little demo. Everything looks fine but i
> can't get the alpha of the gl_FragColor to work.
>
> I also looked in the osgshaders example but there is the same pr
Hello,
I have a GUI application that recycles ContextIDs. After recently
porting the app to use osgViewer in place of SceneView I have a puzzling
issue that involves internal caching of texture objects. I have a
Texture2D instance shared between two or more contexts in different
windows. If on
Hi,
I am new to OSG, and am having trouble getting it to work.
Specifically, in Flightgear, I get a blue screen on startup, and
scrambled scenery after startup.
screen shots here:
http://www.sysmatrix.net/~sandreas/data/osg-nvidia-bug-004.jpg
http://www.sysmatrix.net/~sandreas/data/osg-nvidia-b
Is your image returning a valid pointer? If not, then either the TIFF file is
corrupt, or your application cannot find the necessary plugin (osgdb_tiff.dll
or osgdb_tiffd.dll) to read the format. An easy way to test is to rewrite your
code slightly.
osg::ref_ptr image = osgDB::readImageFile(
I'm having problems getting my shaders to work properly. I had this
working with OSG 1.2 on Windows.
I'm setting them to a state set on a osg::Camera that is entered onto
the scenegraph on the root node:
osg::ref_ptr ss =
_camera->getOrCreateStateSet();
Hi all.
I implemented a water shader in a little demo. Everything looks fine but i
can't get the alpha of the gl_FragColor to work.
I also looked in the osgshaders example but there is the same problem. For
example if I change the gl_FragColor in file blocky.frag to gl_FragColor = vec4
(colo
Hi Robert
I suppose it how you look at
But to me the getChildIndex is supposed to return the index of the child so,
if it returns zero for the first child and zero for no children this is
wrong to me, having zero returned for 2 different conditions is just wrong
to me, and again if the node has 1
El Thursday 03 January 2008 17:53:18 santosh escribió:
> From this link I am trying to download but couldn't
> Is there any other way to download. I tried with wget also.
> Or else if you have, can u send it?
I'm sending it to you offlist.
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Alberto Luaces wrote:
> El Thursday 03 January 2008 17:22:43 santosh escribió:
>
>> Hi all
>> Is any one have the osgExport for blender. Actually I tried to download
>> from the Blender's website but couldn't.
>> If any body haves could you help me for getting it.
>>
>> Thanks
>> Santosh
>>
This might be helpful under the general topic of loop structures for deleting
elements from STL containers while avoiding invalidating iterators...
http://blog.codedread.com/archives/2007/11/30/c-stl-safely-removing-items-from-a-container
Happy New Year!
-Joe
F
Hi Gordon,
On Jan 3, 2008 4:43 PM, Gordon Tomlinson <[EMAIL PROTECTED]> wrote:
> You might also want to see if the parent has any children first, as we know
> has a getChildIndex slight bug in that it returns zero even if there are no
> children which is a valid index ..
I have just reviewed the
El Thursday 03 January 2008 17:22:43 santosh escribió:
> Hi all
> Is any one have the osgExport for blender. Actually I tried to download
> from the Blender's website but couldn't.
> If any body haves could you help me for getting it.
>
> Thanks
> Santosh
Try
http://projects.blender.org/frs/?grou
You might also want to see if the parent has any children first, as we know
has a getChildIndex slight bug in that it returns zero even if there are no
children which is a valid index ..
osg::Group* root = (*ponto_itr)->getParent(0);
if( root && root->getNumChildren() > 0 ) {
root->remove
Hi all
Is any one have the osgExport for blender. Actually I tried to download
from the Blender's website but couldn't.
If any body haves could you help me for getting it.
Thanks
Santosh
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http
I think you need to set your (*ponto_itr) to NULL or remove it from the
vector after you have done the remove child, other wise the pointer still
has the address of the child you previously removed so you for loop above
(ponto_limp) will never do any thing
__
Hi, Rafa,
I've tried doing something like what you've said before: every time
before I checked for selections with verifySelection(), I searched for a
NULL member and erased it, like it's done below. Can you tell me why it
still isn't working? Is there a logical flaw in my code?
Th
Hi, Rafa.
I'll try and do that. Thanks.
Renan M Z Mendes
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E. Wing <[EMAIL PROTECTED]> writes:
>
> I only intend to do the dmg/drag-and-drop release. It's extremely well
> documented and even has screencasts now. Somebody else did the
> installer but I don't think there are concrete plans to continue it.
>
> Newbies should understand the concepts discus
Hi Alberto,
On Jan 3, 2008 11:11 AM, Alberto Nortes <[EMAIL PROTECTED]> wrote:
> Hello and happy new year to everyone!
>
> I just want to know if it would be possible to retrieve the old
> osgProducer SCENE_STATS in osgViewer. I know actually we dont have code
> for this functionality, so what wo
Hi Pavalos,
On Jan 3, 2008 10:54 AM, Pavlos Mavridis <[EMAIL PROTECTED]> wrote:
> Hi Robert,
> Thank you for your rigorous explanation of the renderstage
> functionality. It's good to know that OSG offers such flexibility. The
> separation of the scene to different renderstages is probably what I
Hello and happy new year to everyone!
I just want to know if it would be possible to retrieve the old
osgProducer SCENE_STATS in osgViewer. I know actually we dont have code
for this functionality, so what would be the first steps (examples,
guidelines...) to get the same data using osgViewer?
Hi Robert,
Thank you for your rigorous explanation of the renderstage
functionality. It's good to know that OSG offers such flexibility. The
separation of the scene to different renderstages is probably what I was
looking for, but unfortunately it's not as simple as I was hoping. I
will look
Hi, Pedro
Where you want show that texture?
For example, you can show that image on a square as follow, altering the
code of the file 'osgviewer.cpp':
osg::Drawable* createSquare(const osg::Vec3& corner, const osg::Vec3& width,
const osg::Vec3& height, osg::Image* ima
Hi Paul,
Your suggestion to use shaders and perhaps pass the light parameters
using uniforms,
as Terry suggested, seems very reasonable to me. That way we can bypass
the OSG
backend and manage the lights in our code. And it's probably simpler
than messing
with the backend.
Of course, if there's
HI Renan
Sorry my bad, I was thinking of Vega and Vega Prime how children work there
Looking at getChildIndex it returns the size of the children array if Child
node is not found.
This seems like a subtle bug because it returns a Zero for no children, but
zero is a valid index, perhaps this
Hi Pavlos,
Using shaders is certainly more flexible, but it does bring its own
complexities.
FYI, the complexities in handling standard OpenGL lighting with more
than the max supported comes down to the way that the OSG handles that
fact that lights are positional state, and positional state has
What Gordon wants to tell you is that you just have to carefully clean
up the contents of your ponto vector also. Be careful not to erase
elements of a std::vector while iterating through.
regards Ralph
Renan Mendes schrieb:
> Hi, Gordon.
>
> I've looked up the doxygen documentation, and
Hi, Gordon.
I've looked up the doxygen documentation, and the second argument of
removeChild is numChildrenToRemove, which I thought stood for 'number of
children to remove'. If so, wouldn't I want 1 child to be removed? Isn't my
index correct?
Thanks,
Hi Renan,
Did you clean your ponto vector after removing the child of the parent?. If
you don't
do that, you find that ponto has (for example) one element which value is
NULL. The problem
is that you don't use ref_ptr to save elements inside the vector and OSG
does. So when you
remove the children
The assertion is doing its job and telling you the issue a bad index ( also
might be good to tell us which line of code is doing this, I'm assuming
which one here ;) )
Will you always have 2 or more children ? as your code is removing child
number 2 every time(indices are zero based), so if you
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