Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Michael Bosse'
You could use a callback on the transform from the hand to update the transform on the other node. The other way is to position the other node under the hand in the hierarchy. The transforms of the other node then become relative to the hand. You'd need to convert local to world in order to do

Re: [osg-users] osgswig and wxPython

2008-12-01 Thread Hartmut Seichter
Its hard to guess as you don't provide the whole example - all self.Refresh are commented out and its not clear if you use the wxApp OnIdle message pump for updates. The other example (osgviewerWX.py) in the repository might give you some pointers. H R Fritz wrote: I've the beginnings of a

Re: [osg-users] bump mapping using GLSL shaders

2008-12-01 Thread Ümit Uzun
Hi Sukender, I am only searching and trying to develop this project. For now it's not commercial :) I am looking OpenAL and after learning much of this API I look for osgAL and try to implement. So If I have problem, absolutely I will ask for your help :) For developing osgAudio I may help as

Re: [osg-users] Little ray-tracing example using the KD-tree

2008-12-01 Thread Sukender
Hmmm... Interesting! Well I won't use it in a near future, but maybe later? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Sun, 30 Nov 2008 19:30:06 +0100, [EMAIL PROTECTED] [EMAIL PROTECTED] a écrit: hi list and ray-tracing fans ;) Toward

Re: [osg-users] osgAudio / openAL

2008-12-01 Thread Sukender
Thank you for these precisions. I just hope OpenAL-Soft will support more platforms, since standard OpenAL developpment seems to be completely stalled. I contacted OpenAL-Soft's author for minor midifications, and I'll send him another mail about what you say. Thanks again. Sukender PVLE -

[osg-users] Interoparability and optional dependencies

2008-12-01 Thread Sukender
Hi Robert, hi everyone, Abstract (If you don't have time to read all the mail!): Some dependencies may be added to OSG when users manually compile OSG with CMake. This would be a strictly optional feature that would not be included in precompiled packages. Examples: boost ref pointers, boost

Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Serge Lages
Hi Roland, I've made an update and I am trying to build the Collada plugin (under WinXP using VS8), I first noticed that you've added some dependencies to it for the dynamic build : libxml2 pcrecpp-d pcre-d I was wondering why do you ask for pcrecpp-d and pcre-d ? It's the debug versions of the

Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Smeenk, R.J.M. (Roland)
Serge, I just changed the CMake files so I could develop the dae plugin in debug mode with a statically linked DOM. The CMake files still need to be changed so the user may specify the location of these dependencies (both debug and releas) by hand. Another possibility would be to automatically

Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Serge Lages
If I link the DOM dynamically I don't need to set these targets here, right ? (like in the previous version of the CMakeList.txt) I am also having links errors like that : 2daeReader.obj : error LNK2019: unresolved external symbol char const * const COLLADA_TYPE_INSTANCE_RIGID_BODY

Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Smeenk, R.J.M. (Roland)
If I link the DOM dynamically I don't need to set these targets here, right ? (like in the previous version of the CMakeList.txt) Hmm, not sure. I am also having links errors like that : 2daeReader.obj : error LNK2019: unresolved external symbol char const * const

Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release

2008-12-01 Thread Serge Lages
Hi all, I am having a problem compiling osgAnimation (under WinXP with VS8 SP1), I need to add OpenThreads to the LINK_INTERNAL libs to get it build properly (into its CMakeList.txt file), without that I have link errors, is it normal, or I am missing something ? On Fri, Nov 28, 2008 at 11:02

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Vincent Bourdier
Hi, I just make a little update : I don't remember (and I don't find) what is the order of the elements to render... It seems to be : 1.skybox 2.transparent elements 3.orther isn't it ? Thanks, Regards, Vincent. 2008/11/28 Vincent Bourdier [EMAIL PROTECTED] Yes, you're right. In

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Paul Melis
Vincent Bourdier wrote: Hi, I just make a little update : I don't remember (and I don't find) what is the order of the elements to render... It seems to be : 1.skybox 2.transparent elements 3.orther I would say 1. skybox 2. opaque geometry 3. transparent geometry in depth-sorted order

Re: [osg-users] Request for testing Collada/dae plugin changes

2008-12-01 Thread Serge Lages
On Mon, Dec 1, 2008 at 11:31 AM, Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] wrote: If I link the DOM dynamically I don't need to set these targets here, right ? (like in the previous version of the CMakeList.txt) Hmm, not sure. I am also having links errors like that : 2daeReader.obj :

Re: [osg-users] osg::Viewport doubles???

2008-12-01 Thread Robert Osfield
Hi Art, I think floats should be OK. I'll need to review the API to see about compatibility issues. Robert. On Sun, Nov 30, 2008 at 6:54 PM, Art Tevs [EMAIL PROTECTED] wrote: OK, I've tested now different cases and found out that the best way is to change the double into float in the

Re: [osg-users] problem with GPU draw time

2008-12-01 Thread Robert Osfield
Hi Forest, The GPU draw time is the time that all OpenGL commands take to run down on the GPU. If your application is GPU bound then the total CPU times will typically be less than your GPU times. You'll bee GPU bound if you are using lots of fill/overloading the memory/overly complex shaders.

Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.7.6 dev release

2008-12-01 Thread Robert Osfield
Hi Serge, It looks some compilers don't have a problem with OpenThreads not being on the lists, while others do. I've just added OpenThreads to the LINE_INTERNAL list and checked it in. Robert. On Mon, Dec 1, 2008 at 10:35 AM, Serge Lages [EMAIL PROTECTED] wrote: Hi all, I am having a

Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Richard Baron Penman
hi Robert, I've tried both methods used in the example and got both working for a single view, but not for multiple. The problem seems to be with having separate timeout loops calling composite_viewer-frame(). Is there an alternative way to render a view? Richard On Mon, Dec 1, 2008 at 10:00

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread Robert Osfield
Hi Sukender, I don't feel this suggestion is appropriate for the OSG. Adaption of external data structures is a better route that directly integrating and then using optional compilation to weave a route. Robert. On Mon, Dec 1, 2008 at 9:59 AM, Sukender [EMAIL PROTECTED] wrote: Hi Robert, hi

Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Robert Osfield
Hi Richard, The osgViewer:::CompositeViewer/Viewer architecture is designed to support one frame loop driving all the windows associated with that viewer, not multiple places trying to dispatch frame(). So you use a single timer. Or use multiple viewers. Robert. On Mon, Dec 1, 2008 at 11:16

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread Robert Osfield
Hi Sukender, On Mon, Dec 1, 2008 at 11:18 AM, Sukender [EMAIL PROTECTED] wrote: Alright then. I guess adopting a kind of Path structure is not on the agenda, or is it? :) Thank your for answering. Adding boost dependencies to the core, even an optional build one, is not something I'm going

Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Robert Osfield
Hi Richard, You don't mention how you are actually implementing the link between OSG and QT, are you using GraphicsWindowEmbedded or using the window inheritance of osgViewer. The GraphicsWindowEmbedded route is very restricted as it's simplicity hides all the

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread Sukender
Alright then. I guess adopting a kind of Path structure is not on the agenda, or is it? :) Thank your for answering. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 01 Dec 2008 12:12:12 +0100, Robert Osfield [EMAIL PROTECTED] a écrit: Hi

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread J.P. Delport
Hi, Sukender wrote: Alright then. I guess adopting a kind of Path structure is not on the agenda, or is it? :) What exactly do you mean by path structure? Search path? jp Thank your for answering. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le

Re: [osg-users] texture download to mapped memory

2008-12-01 Thread J.P. Delport
Hi, osg::Image can be created with already allocated memory. snippet, modify as needed: OSGImages_.push_back(new osg::Image()); OSGImages_[i]-setImage(ImageFormat_.getWidth(), ImageFormat_.getHeight(), 1, 1, GL_LUMINANCE,

Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Richard Baron Penman
The examples I've seen put frame() in their paint event and don't render without it there. Is there an example available that implements the architecture you describe? Or use multiple viewers. that would be the simplest way. Can viewers share the same node group memory? Richard On Mon, Dec 1,

[osg-users] texture download to mapped memory

2008-12-01 Thread Ferdi Smit
What would be the best way to download an osg texture into a region of memory mapped host memory (i.e. at a fixed memory location)? I can bind an osg::Image to a texture for the download, but as far as I know I can not force an Image object to use a specific region of memory; it does its own

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread Sukender
Hi Robert, hi JP, Well, I knew the fact that boost will not be included in OSG... I was just talking about a Path structure, not the boost's path structure. :) I know that's *really* not important comparing to other features that are currently in dev, but I'm just pointing out the fact that it

[osg-users] set up OSG

2008-12-01 Thread olfat ibrahim
i need help in correctly configure the OSG to work with VS2008 can any one please help me ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Gordon Tomlinson
This is the way we do it and it works for use 1 Skybox 2 Opaque 3 Transparent Also not you don't need to set the transparent bin to +1000 it default of +10 will work just fine Hi, So, if I do 2 skymaps with renderbin equal to -1000 opaque (no renderbin modified) transparent renderbin

Re: [osg-users] set up OSG

2008-12-01 Thread Tomlinson, Gordon
See http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific s/VisualStudio Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Robert Osfield
HI Richard, On Mon, Dec 1, 2008 at 11:48 AM, Richard Baron Penman [EMAIL PROTECTED] wrote: The examples I've seen put frame() in their paint event and don't render without it there. Is there an example available that implements the architecture you describe? Well all the examples except the

Re: [osg-users] set up OSG

2008-12-01 Thread Serge Lages
Hi, Just take a look at the OSG documentations, like this page : http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio On Mon, Dec 1, 2008 at 1:45 PM, olfat ibrahim [EMAIL PROTECTED]wrote: i need help in correctly configure the OSG to work with VS2008 can any

Re: [osg-users] texture download to mapped memory

2008-12-01 Thread J.P. Delport
Hi, Ferdi Smit wrote: Ok, thanks. I think that will work for now. There is an additional problem that the location to write to changes each frame. I think I can solve this by just binding a different image to the texture in the scene graph (set to a different mem location) in an update

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Vincent Bourdier
It looks good now, just using the renderbin and not all the code I past early... And I use grad number to have code more comfortable to use... +1000 will allways be the last one... Thanks for help, sorry for the inconvenience. Regards, Vincent. 2008/12/1 Gordon Tomlinson [EMAIL PROTECTED]

Re: [osg-users] texture download to mapped memory

2008-12-01 Thread Ferdi Smit
Ok, thanks. I think that will work for now. There is an additional problem that the location to write to changes each frame. I think I can solve this by just binding a different image to the texture in the scene graph (set to a different mem location) in an update callback, prior to rendering,

[osg-users] OpenVRML and Windows

2008-12-01 Thread Serge Lages
Hi all, I am currently trying to build the OSG VRML plugin under Windows, so I've downloaded the 0.14.3 version of OpenVRML and tried to build it with VS8 SP1, and it's a real pain... :/ Maybe I've missed something but this version really seems to be broken with modern compilers. That's why I

Re: [osg-users] Performing parent/child occlusion culling

2008-12-01 Thread Jean-Sébastien Guay
Hello Dusten, I understand how this can be accomplished if a user is given a lot of control over the scene graph during map/level creation, but what I'm aiming for is the ability to load in a .3ds model (or otherwise) for level geometry and let the user place various prefabs such as crates,

[osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread oren david
Hello,How do I know if a specific polygon is about to be draw on screen in the next Draw?? thank you ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread Sukender
Le Mon, 01 Dec 2008 15:23:34 +0100, oren david [EMAIL PROTECTED] a écrit: Hello,How do I know if a specific polygon is about to be draw on screen in the next Draw?? thank you Hi Oren, I'm not sure I understand you, and I think you might give more information about your problem. However,

Re: [osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread Robert Osfield
Hi Oren, On Mon, Dec 1, 2008 at 2:23 PM, oren david [EMAIL PROTECTED] wrote: How do I know if a specific polygon is about to be draw on screen in the next Draw?? The OSG doesn't records where specific polygons are going to be rendered, the finest grained object it culls against and records in

Re: [osg-users] multiple views on separate Qt widgets

2008-12-01 Thread Jean-Sébastien Guay
Hello Richard, I am trying to provide multiple views of an OpenSceneGraph scene within a Qt window. [...] But I am still not clear how to render each view. The examples use composite_viewer-frame() in the paint event but for me this only renders a single view and leaves the rest blank. Is

[osg-users] Linker error in osgparametric example

2008-12-01 Thread Jean-Sébastien Guay
Hi Robert, I'm getting a linker error in the osgparametric example since my SVN update as of this morning: 45osgparametric.obj : error LNK2001: unresolved external symbol public: virtual void __thiscall osg::BufferObject::unbindBuffer(unsigned int)const ([EMAIL PROTECTED]@osg@@[EMAIL

Re: [osg-users] Linker error in osgparametric example

2008-12-01 Thread Jean-Sébastien Guay
Hi Robert, I'm getting a linker error in the osgparametric example since my SVN update as of this morning: I just tried to rebuild the osg library (as a start) and I'm getting this: 1..\..\..\src\osg\BufferObject.cpp(736) : error C2065: 'GL_ARRAY_BUFFER' : undeclared identifier Perhaps we

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Andreas Lindmark
It is often better to draw the skybox last. 1. Opaque objects 2. Skybox 3. Transparent objects ATI has published a paper called Depth in Depth, written by Emil Person aka Humus. In the paper (under paragraph: Draw the skybox last and the gun first) he explains why this order is preferable

Re: [osg-users] Advice: Adding ffmpeg to OSG via osgViewer

2008-12-01 Thread Fred
I found an implementation http://pigeond.net/flightgear/screenstreamer/ that appears to use the technique you suggested. On Wed, Nov 26, 2008 at 1:09 AM, J.P. Delport [EMAIL PROTECTED] wrote: Hi Fred, maybe you can connect the FFmpeg streamer to the Viewer output much like the screenshot

[osg-users] Set projection matrix, opengl style?

2008-12-01 Thread Raymond De Vries
Hi all, I think I have a simple issue but I cannot find the right documentation... Hopefully one of you has the answer. Iwould like to fill in the scene view's projection matrix and view matrix directly from opengl matrices. Can I put the opengl matrices directly in setProjectionMatrix()

Re: [osg-users] Set projection matrix, opengl style?

2008-12-01 Thread Robert Osfield
Hi Raymond, You'll be able to pass them in unchanged. Robert. On Mon, Dec 1, 2008 at 4:17 PM, Raymond De Vries [EMAIL PROTECTED] wrote: Hi all, I think I have a simple issue but I cannot find the right documentation... Hopefully one of you has the answer. Iwould like to fill in the scene

Re: [osg-users] Interoparability and optional dependencies

2008-12-01 Thread Sukender
Hi Robert, Well, I knew the fact that boost will not be included in OSG... I was just talking about a Path structure, not the boost's path structure. :) That's not what you suggested in your first post - you were advocating doing a typedef to the boosts path structure... Yes, but as you

[osg-users] How to access/configure the rendered frame ??

2008-12-01 Thread Erwan Bigorgne
hello, I'm a newcomer in osg... and a little bit lost. Anyway here is my problem : Aiming at test some computer vision algorithms, I intent to code a simple Image server. I have already installed osg libs, coded and run some simple graphes... But despite the tutorials (thanks) and documentation

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Vincent Bourdier
Thanks a lot, Skybox in second or render first is the same result... Thanks for help. Regards, Vincent 2008/12/1 Andreas Lindmark [EMAIL PROTECTED] It is often better to draw the skybox last. 1. Opaque objects 2. Skybox 3. Transparent objects ATI has published a paper called Depth

Re: [osg-users] How to access/configure the rendered frame ??

2008-12-01 Thread Robert Osfield
Hi Erwan, Have a look at the osgcamera and osgprerender examples. To get imagery out you can attach an osg::Image to the viewers camera and on each frame it'll be automatically copied, or just use a camera post/final draw callback. FYI, Producer/osgProducer is required for the OSG-1.x version

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Jean-Sébastien Guay
Hi Vincent, Skybox in second or render first is the same result... See the article Andreas linked, it's not the same. Visually it is, but not in terms of z buffer. Plus, if you have expensive shaders on your skybox, rendering it first guarantees that they will be run for the whole screen,

Re: [osg-users] Render Bin, Transparency, ...

2008-12-01 Thread Vincent Bourdier
2008/12/1 Jean-Sébastien Guay [EMAIL PROTECTED] Hi Vincent, Skybox in second or render first is the same result... See the article Andreas linked, it's not the same. Visually it is, but not in terms of z buffer. Of course, I read it, and I just confirm that visually the render is the

Re: [osg-users] Performing parent/child occlusion culling

2008-12-01 Thread Dusten Sobotta
This has been an incredibly helpful response. Thanks a ton :) On Mon, Dec 1, 2008 at 8:12 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello Dusten, I understand how this can be accomplished if a user is given a lot of control over the scene graph during map/level creation, but what

Re: [osg-users] Linker error in osgparametric example

2008-12-01 Thread Jean-Sébastien Guay
Hi Robert, 1..\..\..\src\osg\BufferObject.cpp(736) : error C2065: 'GL_ARRAY_BUFFER' : undeclared identifier Perhaps we need to add that define to the top of the BufferObject header like GL_DYNAMIC_DRAW_ARB and others? Looking closer at the BufferObject header, I see there's a

Re: [osg-users] Linker error in osgparametric example

2008-12-01 Thread Robert Osfield
Hi J-S, On Mon, Dec 1, 2008 at 5:46 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Looking closer at the BufferObject header, I see there's a GL_ARRAY_BUFFER_ARB define, but not GL_ARRAY_BUFFER. Furthermore, the values are the same between what BufferObject defines for GL_ARRAY_BUFFER_ARB

[osg-users] transformation question...

2008-12-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I have a transformation question I'm hoping someone can shed some light on. I have a camera that I can explicitly control by specifying a position and an orientation (using heading, pitch, roll) as input. I would like to define another view that uses the same position as the camera but uses

Re: [osg-users] Linker error in osgparametric example

2008-12-01 Thread Jean-Sébastien Guay
Hi Robert, Using GL_ARRAY_BUFFER_ARB in the constructor would be a perfectly reasonable fix. OK, great. The server is currently unresponsive so I can't check in any fixes right now. OK, I'll send the modified file anyways just to make sure it isn't lost. J-S --

Re: [osg-users] transformation question...

2008-12-01 Thread Robert Osfield
HI Shayne, Your could control your viewer's master camera as you do currently, then have a slave Camera that pre/post multiplies this Camera's view/project matrix as required. The osgwindow example gives an example of use of two slaves with offset views, albeit the default post multiplication of

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-12-01 Thread lucas Grijander
Hi Jan, thanks for your comments. We are evaluating a Nvidia Quadro and the other option commented by Robert about using horizontal split with two outputs. By the way, I've been using the examples of running osgviewer xx.osg --stereo, but I would like to implement all that in my own code. Is

Re: [osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread Tomlinson, Gordon
if you create a single drawable then yes OSG will try to draw them all as this is the granularity of OSG's cull test its tests bounding spheres for speed. If you have multiple drawable's then OSG will draw every triangle of each drawable that is partially in of fully in the frustum The trick

Re: [osg-users] question about passive 3D stereo using polarized projectors and openscenegraph

2008-12-01 Thread Robert Osfield
Hi Jamie, Have a read of the stereo docs on the wiki. On Mon, Dec 1, 2008 at 8:19 PM, lucas Grijander [EMAIL PROTECTED] wrote: Hi Jan, thanks for your comments. We are evaluating a Nvidia Quadro and the other option commented by Robert about using horizontal split with two outputs. By the

Re: [osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread Robert Osfield
Hi Oren, Could you please stop asking the same question spread over half a dozen different threads you have started. I and others have replied to the previous thread, please stick to these threads, starting new threads to try and bump up your topic is poor net etiquette. Robert. On Mon, Dec 1,

[osg-users] How to know if polygon is about to be draw onscreen?

2008-12-01 Thread Orendavd
Hi Robert, Sorry for the mess, maybe it seems to you to be the same question, but after a week of research (thanks for the help) I started to understand few things, and I was surprise to find out OSG does not cull drawables, so I search again and found no answer so this was a specific

Re: [osg-users] VBOs Shared Geometry

2008-12-01 Thread Brian R Hill
Try cloning the geoms and only changing their color array. Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to

Re: [osg-users] DatabasePager and memory

2008-12-01 Thread Brad Colbert
Hi Robert, If a paging thread has hung then you could try and cancel the threads and restart the pager. I've never tried this myself so can't give particular guidance on it. I'll delve a bit deeper and see what I can get to work. Personally if threads have died you have already pushed

[osg-users] msvc90 dependencies

2008-12-01 Thread Mattias Helsing
Hi all, I have seen in recent posts that people aren't aware of my set of prebuilt binaries for vc90. It is here: http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing It has been there since early sept. A few people have requested that it be linked to from the win32

Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Ryan Morris
I see what you're saying, but sadly I don't have as good of grasp on how to actually code it using OSG. Just to clarify I have an animated model that I am loading with osg::Node(), I am not manually controlling the movement, I have previously done that in Blender. Is there a way to get the

Re: [osg-users] msvc90 dependencies

2008-12-01 Thread Sukender
Hi Mattias, I did not went to VC9 since VC8 is almost identical and no dependencies were built. Thanks for clearing that second point. Stupid question #1: Why use VC9? For me there is *absolutely no improvements* that I'll use. May we wait for VC10? Stupid question #2: Why the hell C++ .lib

[osg-users] current svn compile error

2008-12-01 Thread Paul Martz
Hi Robert -- I'm getting this will trying to build the osg library. Updated about 01:00 GMT... BufferObject.cpp ..\..\..\src\osg\BufferObject.cpp(736) : error C2065: 'GL_ARRAY_BUFFER' : undeclared identifier Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com

[osg-users] some question about OSG

2008-12-01 Thread li chao
Hi everyone I have some questions want to ask you: 1. how to add two OSG files into one viewer and the two things can view? 2. I have a terrain file and have another terrain files which is part of the first terrain files. but they are have different coordinates. what should we do can

Re: [osg-users] osgswig and wxPython

2008-12-01 Thread Randolph Fritz
Thank you. After some experimentation, I discovered I was looking at a combination of minor coding errors and an IDLE interaction--if I start the script outside of IDLE, it now works. If you are at all interested, I've attached my experimental scripts. Beginner question: what are you using as

Re: [osg-users] problem with GPU draw time

2008-12-01 Thread forest37
hi Robert , Thanks for your help. I didn't describe my problem clearly.I want wo konw something about OSG thread model.Take the single thread model for enstance,the time of one frame is the sum of event,update,cull and draw .Does it include the GPU draw time?(I am not sure,but I think it

Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Ulrich Hertlein
Quoting Ryan Morris [EMAIL PROTECTED]: I see what you're saying, but sadly I don't have as good of grasp on how to actually code it using OSG. Just to clarify I have an animated model that I am loading with osg::Node(), I am not manually controlling the movement, I have previously done that in

Re: [osg-users] msvc90 dependencies

2008-12-01 Thread Gordon Tomlinson
#2 is simple is because Microsoft cannot write a decent linker and compiler and DLL's suck on Windoze compare to how binaries are on Unix/Linux ( the IDE is the only useful things and that’s because they stole all Borland's IDE engineers ;) ) #1 I cannot see any need to go to VC9 I know wee are

Re: [osg-users] msvc90 dependencies

2008-12-01 Thread Gordon Tomlinson
Mattias You can edit the wiki page .. :) Search the wiki site for the password its on there __ Capture the magic of Christmas this year see http://www.capturethemagic.com

Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Ryan Morris
I have an animated human model. I want to attach something to the hand or head or foot, etc and have that object move with that part of the body. Apologies I should have been more clear! ___ osg-users mailing list osg-users@lists.openscenegraph.org