Finally... Dreamhost have fixed today's screw up...
The support query I lodged today got the reply that they had run a
script on their severs to disabled inactive lists... and disabled
active ones due to a bug in their scripts.. You would have thought
they'd test the scripts offline before
Robert Osfield wrote:
Finally... Dreamhost have fixed today's screw up...
The support query I lodged today got the reply that they had run a
script on their severs to disabled inactive lists... and disabled
active ones due to a bug in their scripts.. You would have thought
they'd test the
Alberto Luaces wrote:
This almost seems as if iot has something to do with the actually
writing of the osg file when it writes the data and then something not
terminating as it should.
I think this could be a non-valid example, because osgDB::DynamicLibrary on
UNIX (including Cygwin)
Hey all,
I have a couple questions about VPB. I've been playing around with it
for about a month now, and have reached as far as I can go. After some
help from here a month ago (thanks all) I spent some time digging
through the source code to see what I could find and have reached about
as
Hello, folks,
Some time ago there was a discussion here about osgviewer
rendering junk when running in multi-threaded mode on newer
GeForce video cards and multi-core CPUs. One solution was to
use single-threaded mode instead. This works on my own Windows
XP box as well, but when I tried
Hi Yefei,
I can't offer any insight into the multi-cpu issue, but I think the
environment variable OSG_THREADING is the one that you want to use.
-Justin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yefei
He
Sent: Thursday, May 29, 2008 6:18 PM
To: OSG
All,
I've made an attempt in generating a database using my own height field and
texture per the instructions located at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
So far, I have not had any luck in getting the height field to display
correctly. The texture
Hi, all,
On Red Hat Enterprise 5 (update 2), I'm getting the following from CMake
with the latest svn:
CMake Error: PkgConfig_DIR is not set. It must be set to the directory
containing PkgConfigConfig.cmake in order to use PkgConfig.
This is with CMake 2.4.5 (the version that ships with RHEL
Hi, all
I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH
something in it. The lines and edges of polygons in my scene are jagged( shown
in the attachment ), so I'm trying to find some antialiasing way. I've tried
the fllowed way which seemed helped nothing.
1) set the
Leeten wrote:
Hi, all
I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH
something in it. The lines and edges of polygons in my scene are
jagged(shownin the attachment), so I'm trying to find some
antialiasing way. I've tried the fllowed way which seemed helped nothing.
Using Windows XP, VS2005 debug, OSG 2.3.7.
Getting an exception inviewer.frame(OSGSimTime); the first time
through the render loop. Looking at the auto variable values, it appears
that BoundingSphere has returned an error.
I do call :
terrainGroup-addChild(terrainNode);
const
Hi, Jason
Thanks for your answer.
I use NV 8800GTS( is it weird ? ) and I have turned on all the options, but it
changed nothing. And there is another clew I found. If I run the osg example
osgViewer with --samples 8 my_scene_file, it seems more smooth.
2008-05-30
Leeten
发件人: Jason
osgthirdpersonview turns on multisampling. Run it to see if your
hardware is capable of multisampling.
-Paul
On May 29, 2008, at 7:05 PM, Leeten wrote:
Hi, all
I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or
GL_POLYGON_SMOOTH something in it. The lines and edges of polygons
in
1) If there was a call stack in that email, I missed it.
2) Does the problem occur on SVN head?
3) Can you post an .osg file that reproduces the problem in osgviewer?
-Paul
On May 29, 2008, at 8:40 PM, Mike Greene wrote:
Using Windows XP, VS2005 debug, OSG 2.3.7.
Getting an exception in
Hi,
Is there any way, I could load an osg model, use some of the osg api
functionalities in an opengl code and render it using opengl,
not through osg as in osgviewerGLUT example.
--
Siddharth Choudhary
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osg-users mailing list
Hi Neusch,
a technique that is often used in videogames is a mix of particle
systems and animated sprites/texture.
Usually you start by rendering an animated explosion using Maya or 3D
Studio then the animation is exported as a set of textures which will
be used later. In your simulation your
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