Hi,
I've some opengl drawing codes that works fine in osg 1.2 libaries. But when I
port the codes to osg 2.2 libraries, it gives the following error messages in
the BlendFunc class. Any advise is greatly appreciated.
1..\..\include\osg/BlendFunc(160) : error C2143: syntax error : missing ')'
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hej Nico,
Greetings from Esbjerg!
Nicolaj Schweitz wrote:
Hi,
How can BoundingSphere be used with a transform node
(PositionAttitudeTransform or MatrixTransform) to align one model's
center to another?
What I am looking for are a few code
Hi. Robert.
Yeah. Great! The western humor.
The misunderstanding may be caused by the time equation, because the time
for the mail is April 2nd as the time zone on my PC. I am in the GMT +8:00
time zone.
To be honest, it would be evil if the April 1st joke were real in my mind.
On Thu,
Hi,
In visual studio you can
1) Set your plugin project as startup project
2) Specify the osgviewerd.exe as Command (in the Debugging section)
3) Specify the model that triggers your plugin as command line argument
(in the Debugging section)
4) Set a breakpoint in your plugin
Running should now
Hello,
First I know my question has nothing to do with OSG, but a lot of OSG
users might come across this subject and any guidance would be most
appreciated.
The questions I ask regard the nVidia textures memory and how to access
it.
1. I'd like to pass data from nVidia texture memory to
Hi,
you could hardcode a breakpoint into your plugin during its initialization, see
http://msdn2.microsoft.com/en-us/library/k4wx2tde(VS.80).aspx
then set additional breakpoints as needed
cheers
-- mew
On Mon, Apr 7, 2008 at 12:05 AM, Bo Jiang [EMAIL PROTECTED] wrote:
Dear all,
Hi all,
I am having problems when adding Views to an already running
CompositeViewer.
The behaviour looks to depend on the nature of the single Camera of the View
I am
adding to the CompositeViewer:
- If the camera of the new View use the rendering context that is already in
use by the
Hi,
Guy wrote:
Hello,
First I know my question has nothing to do with OSG, but a lot of OSG
users might come across this subject and any guidance would be most
appreciated.
The questions I ask regard the nVidia textures memory and how to access it.
1. I'd like to pass data
Hi all,
I have made some NodeCallback.
for the moment, 2 NodeCallback are running at the same time... they use the
osg::Timer..
But when I've added the second one, the first seems to do nothing...
Is there any recommendation to add some Callbacks on the same scenegraph ?
Thanks.
Regard.
Hin,
That looks like something that might be caused by a macro from another header
messing up osg/BlendFunc. You might want to look in osg/BlendFunc and see if
there are any strings near where the error is that might be macros defined in
another header. Specifically I know there is some MS
Dear Raymond,
The way that you mentioned DOES work, and I can now debug my osg plugin
project. Thanks very much for both your and mew's answer:)
Bo Jiang
- Original Message -
From: Raymond de Vries [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent:
Ok, I'll see if I can find anything in CullVisitor between 1.2 and the
latest. I can't just attach a single uniform on top of everything
because I *only* want to change the value for the light points, not for
the whole model.
For the record, I ran out of time for our project at work and ended up
Hi,
I am currently evaluating OSG and am new to it so I apologize in advance if
my question has a straightforward answer. I could not find any answer in the
osg archives.
It seems osg currently support glsl shader but I would like to represent
fixed function graphics state also in addition to
Hi Vincent,
Callbacks are responsible for traversing the subgraph so you need to call
traverse on the node, or use the NodeCallback::traverse method. See other
examples of NodeCallbacks in the OSG to see this in action.
Robert.
On Mon, Apr 7, 2008 at 3:18 PM, Vincent Bourdier [EMAIL PROTECTED]
I've checked compiz. They use extension GLX_EXT_texture_from_pixmap that
is implemented specially for X11 systems if I understood correctly.
I'm developing on windows and could find in my brief search any analog
windows extension. But besides that it looks pretty cool with some ideas
I thought
Hi Jerome,
You'll need to extend the OSG to do this, but the OSG is designed to be
extensible so this needn't be a show stopper.
Avenues of investigation would be to look at osgNV project and the effects
support in Collada. AMD/ATI recently release a viewer that renders effects
RenderMonkey via
Thanks,
I'll look into it.
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Monday, April 07, 2008 3:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] nVidia card textures memory
Hi,
Guy wrote:
Hello,
First I know my
Hi Robert,
Thanks a lot, it works very great with the ad of traverse(...) method !!
Sorry I didn't found it early.
Regards.
Vincent.
2008/4/7, Robert Osfield [EMAIL PROTECTED]:
Hi Vincent,
Callbacks are responsible for traversing the subgraph so you need to call
traverse on the node,
Hi Guy,
I don't know of any extensions for mapping/copying memory from one card to
another directly. NVidia will have such code in their drivers, but its
something that is hidden from the OpenGL.
However, there are still OpenGL features that can help out a little. First
up Frame Buffer Objects
Hi Nicolas,
You can use start/stopThreading() i,e,
viewer.stopThreading();
do stuff ;
viewer.startThreading();
Robert.
On Mon, Apr 7, 2008 at 2:55 PM, nicolas peña [EMAIL PROTECTED] wrote:
Hi all,
I am having problems when adding Views to an already running
I have OSG 2.3.5 installed and running correctly. I have downloaded and
tried to build VPB 0.9.5, 0.9.6, and 0.9.7 all to no avail. I get 3
undefines :
getcwd
chdir
CSLSetNameValue
The first two I can't find anywhere in my OSG directory structure in any
of the include files...
The last one is
Hi Nicolas,
I haven't personally tried you particular usage combination so can't advice
from personal experience. It might be that we need to add some extra code
into osgViewer::ViewerBase/CompositeViewer to add this type of usage
combination with it picking up better on current threading,
Hi Mike,
Could you try the SVN version of VPB as this may fix the CSLSetNameValue
issue. The other errors suggest that your Windows files as different than
other Windows users have. Could you specify the OS version etc.
Robert.
On Mon, Apr 7, 2008 at 8:18 PM, Mike Greene [EMAIL PROTECTED]
Hello Mike,
The first two I can't find anywhere in my OSG directory structure in any
of the include files...
There was a problem a while ago with some of the includes from 3rdParty
interfering with default Win32 API functions like getcwd and chdir. You
should get the SVN version to get the
Hey folks...
It's been a month almost since the last testing release of osgWidget,
but there have been lots of changes since then and I wanted to make sure
people know I'm still alive and working hard.
As usual, the CHANGELOG tells the story much better than I can:
Hi, Folks,
This maybe OT but I'm hoping other OSG users may have worked on
the same issue. I would like to use per pixel shader lights as car
headlights in place of standard GL spotlights in my driving simulator
program based on OSG. The geometric models are loaded from external
files
Hi,
I was looking at:
http://www.openscenegraph.org/index.php?page=UserGuides.Plugins
and trying to use:
osg::ref_ptrImage image = osgDB::readImageFile(lz.rgb);
to eventually load a bmp file.
I'm getting the following compile errors:
Quoting Bryan Berg [EMAIL PROTECTED]:
osg::ref_ptrImage image = osgDB::readImageFile(lz.rgb);
...
I'm getting the following compile errors:
c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756): error C2262: 'image'
: cannot be destroyed
c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756):
On Mon, Apr 7, 2008 at 11:01 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
Hi,
On Mon, Apr 7, 2008 at 4:13 PM, Yefei He [EMAIL PROTECTED] wrote:
Hi, Folks,
This maybe OT but I'm hoping other OSG users may have worked on
the same issue. I would like to use per pixel shader lights
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