Hi,
maybe give MeshLab a try:
http://meshlab.sourceforge.net/
jp
Ferdi Smit wrote:
I'm trying to produce some simplified versions of large mesh objects
(~15-25M triangle CT scans) osgUtil::Simplifier gives me a bad
allocation exception when using a model with ~10M triangles... I suppose
it w
Hi,
I'd also suggest what Christophe said. Do the projection of some tiles
manually before VPB is run. I normally use something like:
gdalwarp -t_srs "+proj=latlong +datum=WGS84" -r bilinear $name
../reprojected/$newname
Then load the tiles into something like QGIS (http://www.qgis.org/) to
Hmmm... you're certainly right. But what about selling OSG distributions on
DVD? Wouldn't this boost the infrastructure? Well, of course, if noone is
interested in it, that would not be...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 11 Dec 2008
hello,
when I add a shadow map to my scene it wipes out the ambient lighting.
Searching the archives I noticed a thread from May with the same problem:
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-May/011559.html
But the discussion in that thread ended without resol
I'm trying to produce some simplified versions of large mesh objects
(~15-25M triangle CT scans) osgUtil::Simplifier gives me a bad
allocation exception when using a model with ~10M triangles... I suppose
it was not written for very large models and keeps a lot of data around.
Are there any oth
> Just to be precise: donations were proposed to get somone improve
> deployments/tests/etc.
This is something Bob and I have talked about doing, but so far most OSG
funding is for new rendering features, not infrastructure.
It would be nice if donations would solve this issue, but so far that i
Hi Paul,
Thank you for giving info on that, I really didn't know...
Just to be precise: donations were proposed to get somone improve
deployments/tests/etc.
And about hiring... Well this sounds interesting (for me)! Unfortunately I'm
"quite" far from Colorado... well, far from the USA (seen the
X2!!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, December 10, 2008 3:44 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Funding
I'm about to leave on a business trip, so have not read this entire thread.
But I did wa
I was just contacted by a recruiter today, looking for someone to take on an
OSG-based train simulator contract job in Texas.
There's plenty of work and money out there, but not a lot of qualified people
willing to take on the work.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
I'm about to leave on a business trip, so have not read this entire thread. But
I did want to point out two things...
1) Funding does, already, increase the robustness and the feature set of OSG.
Robert, Bob Kuehne, myself, and others are making a
living off of OSG development and in most cases
Jason Daly wrote:
If it's RGB_ZERO, and transparency is specified as a color, I average
the transparency color's RGB values and set the material's alpha to 1
minus the average (this is probably a best-effort kind of hack). If
transparency is a texture (an alpha map), I ignore it, since it's no
Hi Andreas,
I hd same problem in VisualStudio and found a solution by debugging new
version of freetype library in my system and then all works well. You really
should debug it on your own system in last version.
HTH. Best Regards.
2008/12/10 Tomlinson, Gordon <[EMAIL PROTECTED]>
> Have you in
Roger James wrote:
I was assuming that because the lighting equation (blinn) has already
been applied in the pipeline before textures are applied, that if we
wanted to use a texture map to supply the ambient terms to that
equation, then the lighting equation would have to be somehow
re-implem
Why not just use the Collada/KML route that's what Collada has been
design for moving 3d between different 3d applications
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
Have you installed the correct Microsoft re-distributables on all the machines
that match VS2005/VC8 and SP1 ?
And are all the machines at the same windows patch level ?
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @
David,
Now that I've had a chance to review the literature, this does seem
like a much better approach. Of course, convincing everyone to throw
away all the work we've done in the mean-time will be an interesting
exercise in diplomacy, but it will be worth it.
Thanks for the pointer.
-Chris B
O
Robert,
Thanks for the reply. This problem is ubiquitous with all the tiles that I
use. I can give you any two tiles that are adjacent to each other and it
will manifest the problem. The tiles are too large ~136MB for me to attach
to email.
I can try to send you some smaller image tiles that sho
Thanks Robert,
It was a display list issue, probably a limit as you said. Disabling
lists and enabling VBOs made it work fine again (disabling both also
works, of course, but 7 times slower :) )
Breaking up the data would probably be better, but I only wanted to
produce decimated versions of
Thanks for the response Jason.
Jason Daly wrote:
Roger
James wrote:
So Collada is giving us emission, ambient, diffuse, and specular
elements which can be either a fixed colour or a variable colour
acquired from a texture map. In the OpenGL pipeline the lighting
calculations are done pri
HI Shayne,
I looks like the reprojections that GDAL is used for has screwed up.
I've never personally seen such errors. Are you able to isolate this
problem to a particular tile/source imagery?
Robert.
On Wed, Dec 10, 2008 at 5:14 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROT
Hello Andreas,
The 3rdPartyLibraries are installed and can be found. When running our
application, we only see some small fonts, there must be something wrong with
the freetype-library.
Then, I set OSG_NOTIFY_LEVEL=debug an run the application again.
Here's the interesting output:
FindFileInPa
Hi Andreas,
What version of visual Studio do you use ?
> and the 3rdPartyLibraries
> (
> https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1
> ,
> Revision 531).
These third party was compiled with the service pack 1 of visual studio, do
you have
On a follow-up to my previous email, here's some info (via gdalinfo) on one
of my tiles that might be helpful in diagnosing the problem.
Driver: GTiff/GeoTIFF
Files: w111.99_n41.10.tif
Size is 9781, 8011
Coordinate System
Hi,
we have the following problems:
We use osg-2.6.0
(http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.6/OpenSceneGraph-2.6.0.zip)
and the 3rdPartyLibraries
(https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs80sp1,
Revision 531).
D'oh! Yes, it does. I'll try an export and see what happens.
Thanks.
Randolph
On Dec 10, 2008, at 8:16 AM, Robert Osfield wrote:
HI Randolf,
Soes SketchUp not support Collada?
Robert.
On Wed, Dec 10, 2008 at 4:07 PM, R Fritz <[EMAIL PROTECTED]>
wrote:
3DS and OBJ formats seem the most
Hi Shayne,
Maybe you could reproject your imagery to a geographic projection with gdal
(gdal_translate) and see if you have the same artifact.
You will know if it's a VPB or a gdal reprojection problem.
On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTEC
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
> On Wed, Dec 10, 2008 at 10:34 AM, Sukender <[EMAIL PROTECTED]> wrote:
>> Hi Roman,
>>
>> Hum, it seems you're in the "Funding" thread (If my mail client
>> doesn't make a mistake). Please start another thread.
>
> It looks lik
Hi Juan,
in an ideal world one should build databases that don't require
running Optimizer on them, as the Optimizer can only do what it's
algorithm thinks would be best given the data, and it can only do
certain types of optimizations of certain types of data. Humans are
far far better creating
Hi Vincent,
On Wed, Dec 10, 2008 at 4:55 PM, Vincent Bourdier
<[EMAIL PROTECTED]> wrote:
> Maybe you can use billboard for trees ... cull is easy for a billboard ...
> instead of a complex geometry.
Actually billboards are relatively expensive as they require a
individual modelview matrix to comp
2008/12/10 Robert Osfield <[EMAIL PROTECTED]>
> Hi Vincent,
>
> The OSG's support for Vec3 * Matrix does an implicit case up to Vec4,
> and the does the w divide, so what you are getting is Vec4(Vec3,1)
> *Matrix.
>
> The OSG convention is also post multiplication so to convert an
> objects from l
Thanks, J-S.
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Hi,
Maybe you can use billboard for trees ... cull is easy for a billboard ...
instead of a complex geometry.
LOD too can make benefits because geometry is less complex.
Vincent.
2008/12/10 Juan Sebastian Casanueva <[EMAIL PROTECTED]>
> Hi,
>
> I am adding trees and buildings to a terrain for
Hi Vincent,
The OSG's support for Vec3 * Matrix does an implicit case up to Vec4,
and the does the w divide, so what you are getting is Vec4(Vec3,1)
*Matrix.
The OSG convention is also post multiplication so to convert an
objects from local coords to world you do:
v_world = v_local * ModelMatr
Hi,
Yes the operator run well, but the translation in the matrix in ignored (4th
colomn)...
I have a translation matrix, I use the operator on a vec3... and the result
is a little vector (from ~100 unit lengh to 0.0001 unit, with a translation
of ~3000,-2000,1500)
I do not understand all...
2008
Hi Andreas,
If you are up for it would could trial building your plugin as a
src/3rdPartyPlugin/firefox project. If you don't have the cmake
skills right now then either just try copying an existing plugin -
such as the gecko one, or perhaps another member of the community can
help volunteer to h
Hi,
I am adding trees and buildings to a terrain for a flight simulator
application.
When I draw the scene, culling is taking a long time, quite a bit more than the
draw, and the fps drop from 60 to 9 in release.
There are about 2 trees and buildings.
I am generating a group node, containi
Hi Ferdi,
I could be a driver bug or limit. Try disabling the display lists and
don't enable VBO's.
Also try breaking the data up into a number of Geometry objects rather
than packing all the data into a single Geometry. Chunking the data
in this way will help with culling and with the OpenGL d
Vincent Bourdier wrote on Wednesday, December 10, 2008 10:31 AM:
> Hi,
>
> Just a problem of math & OSG :
>
> I have
> * a vec3d point in relative coordinate
> * a matrix to transform in world coordinate
>
> I need to make something equivalent to vec = mat * vec ...
> But the 3d vector cannot
Add a homogeneous coordinate of 1.0 to the vector (i.e. 4th component).
However, this does incur a bit of overhead as it will probably do some
extra multiply-adds.
Vincent Bourdier wrote:
Hi,
Just a problem of math & OSG :
I have
* a vec3d point in relative coordinate
* a matrix to transfo
Hi,
Just a problem of math & OSG :
I have
* a vec3d point in relative coordinate
* a matrix to transform in world coordinate
I need to make something equivalent to vec = mat * vec ...
But the 3d vector cannot be trnasformed by a matrix (4*4) ...
For the moment I do :
line = mat.getRotate() *
Hi,
I think that the CMake build-system is a very good one.
Maybe a simple solution would be:
- integrate a 3rd-party-plugins-directory
- those plugins are turned off by default in the CMake-build, like the
wrappers at the moment
At wxWidgets they do that, too. The scintilla-wxWidgets compone
Hello,
I ran into something peculiar. When loading my own simple binary file
format into osg vertex array, normal array and element array (unsigned
int) it works fine for models of say 1 million faces (~25MB); however,
for the same model files it fails for models of say 7 million faces and
up
Roger James wrote:
So Collada is giving us emission, ambient, diffuse, and specular
elements which can be either a fixed colour or a variable colour
acquired from a texture map. In the OpenGL pipeline the lighting
calculations are done prior to the fragment shading. The only
exception is the
HI Randolf,
Soes SketchUp not support Collada?
Robert.
On Wed, Dec 10, 2008 at 4:07 PM, R Fritz <[EMAIL PROTECTED]> wrote:
> 3DS and OBJ formats seem the most plausible channel, short of writing an
> actual SketchUp OSG exporter (which is plausible, but I'd like to do some
> tests first.) Anyon
3DS and OBJ formats seem the most plausible channel, short of writing
an actual SketchUp OSG exporter (which is plausible, but I'd like to
do some tests first.) Anyone tried this? What worked for you? Did
textures go across?
Randolph
___
osg-u
Some open-source projects do this via a foundation, but they also
usually have corporate, academic, or government "angels" who are major
contributors. So Mozilla has Google, Apache has IBM and Sun, and so-
on. OpenGL, though not open source, has the Khronos Group, which
seems to be everyone
Hi,
Yes I see that... I just was lucky when configuring bad my project...
Now all works well :-)
thanks a lot.
Vincent.
2008/12/10 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
> In my checkout, I have a Xcode directory...
>> I checkout from
>> http://www.openscenegraph.org/svn/osg
Hi Vincent,
In my checkout, I have a Xcode directory...
I checkout from http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/
That's what I'm saying. Your checkout seems to be in a bad state. Your
checkout should be a mirror of what's in that link. Click on src, and
you'll see there is
Hi Vincent,
I already have this config file in my build directory.
...
But, I still need to put this path in my configurations... that seems
normal, isn't it ?
You only need to add that path to your project if you build
out-of-source (good) *and* you don't install (build the INSTALL project
2008/12/10 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
>
> I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my
>> include path. If I don't I have the following error :
>>
>
> There is no src/Xcode directory in the OSG source tree anywhere. See
>
> http://www.opens
Hi Vincent,
I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my
include path. If I don't I have the following error :
There is no src/Xcode directory in the OSG source tree anywhere. See
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src
Or even
Hi mathias.
I already have this config file in my build directory.
When I first build 2.6.1, the first file "Config" I found was in Xcode...
this is the mistake ! I was not searching in the good directory... !!!
But, I still need to put this path in my configurations... that seems
normal, isn't
Hi Renan,
Assuming that this is right, I ask one thing: how to use the mouse
coordinates to create a line that will intersect the drawable upon which
the mouse cursor stands?
I answered another question about this yesterday:
// In an event handler's
// handle(osgGA::GUIEventAdapter&
> Is this idea possible with compilers? Is it possible with CMake?
>
VS has a force include symbol option, which looks like it will make
the linker pull in a library:
> The /INCLUDE option tells the linker to add a specified symbol to the symbol
> table.
> The linker resolves symbol by adding t
Hi Vincent,
To make a little update : I've made my own nodevisitor to clone the
shared stateset, and it work well and fast.
Be carefull : the osgUtil::optimizer share duplicated node/stateset by
default...
The Optimizer will only share state sets which are not marked DYNAMIC.
We had this pro
Hi,
On Wednesday 10 December 2008 15:15, Vincent Bourdier wrote:
> What config file ?
The config file that contains the cmake configure time options that change the
ABI of the osg library.
> where ? ...
At build time in /include/osg/Config and
/include/OpenThreads/Config
At install time in /
2008/12/10 Robert Osfield <[EMAIL PROTECTED]>
> Hi Vincent,
>
> OK, now I understand. You've grabbed a Config file that was never
> meant to be used on anything other than with an XCode build under OSX.
>
> CMake will build the required Config file for you, you shouldn't need
> to add any explici
Hi Vincent,
OK, now I understand. You've grabbed a Config file that was never
meant to be used on anything other than with an XCode build under OSX.
CMake will build the required Config file for you, you shouldn't need
to add any explicit links to it.
Try removing the CMakeCache.txt and re-run
Hi,
sorry for the late feedback. I tried to use GL_REPLACE and it seems that the
problem is solved.
Thanks very much jp.
On Mon, Dec 8, 2008 at 12:42 PM, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Hi Loïc,
>
> textures do not always exist completely on their own. I have been bitten by
> GL_MODU
Hi CMake/build experts,
I am currently looking at the static build of the OSG, and in
particular the problems with static libraries only including .o's that
have symbols that are explictly referenced in the main, or one of the
objects referenced by main. The problem with this is that the OSG
uses
I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my
include path. If I don't I have the following error :
1>Z:\OSG_2.6.1\sources\src\include\OpenThreads/Atomic(17) : fatal error
C1083: Impossible d'ouvrir le fichier include : 'OpenThreads/Config' : No
such file or directory
W
Robert Osfield wrote:
Hi Tugkan,
On Wed, Dec 10, 2008 at 1:09 PM, Tugkan Calapoglu <[EMAIL PROTECTED]> wrote:
Yes the scene has many state sets and drawables. We heavily optimize our
scenes to reduce the number of state sets and drawables but going beyond a
certain point is not possible.
If I
Hi Vincent,
If you are using windows then how come you have Xcode in your path...
Did you do something odd w.r.t doing an out of source build in a hand
built directory? I'm perplexed how you've got you're build into this
state.
Robert.
On Wed, Dec 10, 2008 at 1:19 PM, Vincent Bourdier
<[EMAIL P
hm ...Sorry but I'm not using MAC, but Windows and VS2005
I have osg 2.2, 2.4, 2.5.1, 2.6.1 compiled well and configured for my
project... all is good for that.
The \src\Xcode\OpenSceneGraph\config\OpenThreads/Config file has changed
from 2.6.1... and this makes the problem...
Thanks,
Vincent
Hi Tugkan,
On Wed, Dec 10, 2008 at 1:09 PM, Tugkan Calapoglu <[EMAIL PROTECTED]> wrote:
> Yes the scene has many state sets and drawables. We heavily optimize our
> scenes to reduce the number of state sets and drawables but going beyond a
> certain point is not possible.
>
> If I remember correct
Hi Vincent,
Have you built the OSG before on this Mac? If so which version?
I do wonder if you don't have an Apple SDK missing that contains the
AvailabilityMacros.h that the Config is trying to use.
Robert.
On Wed, Dec 10, 2008 at 12:55 PM, Vincent Bourdier
<[EMAIL PROTECTED]> wrote:
> Error
Hi Robert,
Hi Tugkan,
I have certainly measured a performance improvement with the move to
using built ins, but it was only a couple of percent difference.
Your finding of a 20% difference when using thread safe ref/unref is
way beyond my own findings so perhaps the models you're testing have
*Error *:
1>Z:\OSG_current_svn\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4)
: fatal error C1083: Impossible d'ouvrir le fichier include :
'AvailabilityMacros.h' : No suche file or directory
*
File
*Z:\OSG_current_svn\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4)
*c
Hi Tugkan,
I have certainly measured a performance improvement with the move to
using built ins, but it was only a couple of percent difference.
Your finding of a 20% difference when using thread safe ref/unref is
way beyond my own findings so perhaps the models you're testing have a
different co
Hi Vincent,
I'm not familiar with the AvailabilityMacros.h dependency. Could you
post the file that is trying to include it.
One thing you could try would be to remove the CMakeCache.txt and then
re-run ./configure to see if force a query of available facilties
might prod it in the right directi
Hi Robert,
I changed cmake files to ignore automatic selection and choose
_OPENTHREADS_ATOMIC_USE_GCC_BUILTINS. After a recompile I do not see a
difference in the performance. I dont have any experience with GCC
builtins so I don't know if this can be normal.
In my tests I observed that for
It fixes a problem that prevents the compilation of OSG. Now it
compiles, but the libraries are linked in a wrong way. I asked the same
question on the macports mailing list and Ryan Schmidt could help me:
http://lists.macosforge.org/pipermail/macports-users/2008-December/012719.html
He also po
I just use Cmake to compile OSG : it was good, no errors.
After that, I set my project including :
*Z:\OSG_current_svn\sources\src\include
Z:\OSG_current_svn\sources\src\Xcode\OpenSceneGraph\config*
in the include directories...
and AvailabilityMacros.h, included from
\sources\src\Xcode\OpenScen
Hi Vincent,
How are you going about configuring your project? Are you trying to
use the deprecated XCode projects or generating Xcode projects from
cmake?
Robert.
On Wed, Dec 10, 2008 at 12:10 PM, Vincent Bourdier
<[EMAIL PROTECTED]> wrote:
>
> no pb during compilation ... but when I configure
no pb during compilation ... but when I configure my project...
in ...\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4) :
AvailabilityMacros.h not found ... I didn't found it in OSG..
hmm where is it ?
thanks,
Vincent.
2008/12/10 Vincent Bourdier <[EMAIL PROTECTED]>
> Than
Robert Osfield wrote:
On Wed, Dec 10, 2008 at 10:34 AM, Sukender <[EMAIL PROTECTED]> wrote:
Hi Roman,
Hum, it seems you're in the "Funding" thread (If my mail client doesn't make a
mistake). Please start another thread.
It looks like a separate thread to me... So I'd guess your mail
Roger James wrote:
If there is a texture present, then if transparency * transparent
yields an opaque value (transparency.a * transparent == 1 in A_ONE
mode) the we use source alpha as the blending constant. If transparent
* transparency yields a transparent value then we put that value into
t
Hi Renan,
You can pass in window space coords into the LineSegmentIntersector
constructor. This is illustrated in the osgpick example so please
view it.
Robert.
On Wed, Dec 10, 2008 at 11:25 AM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Hi,
>
> My question is regarding picking using LineSeg
Hi,
My question is regarding picking using LineSegmentIntersector. Based on
what I have seen at the osg documentation, the following steps are required
to get the coordinates of the intersection between a drawable at the scene
and a line segment:
1) Create a LineSegmentIntersector:
Thanks, Robert.
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Hi,
El Miércoles 10 Diciembre 2008ES 11:38:41 Robert Osfield escribió:
> On Wed, Dec 10, 2008 at 10:34 AM, Sukender <[EMAIL PROTECTED]> wrote:
> > Hi Roman,
> >
> > Hum, it seems you're in the "Funding" thread (If my mail client doesn't
> > make a mistake). Please start another thread.
>
> It look
Hi Roman,
What problems are you seeing?
What type of RTT pipeline are you using?
How are you setting up your RTT?
If you want you can just set up stereo using two Viewer slave Cameras,
which might offer you a might more high level management of stereo
than the SceneView based support.
Robert.
Hi Renan,
There are lots of options for controlling the windowing. Have a look
at the osgcamera and osgwindows examples. You could also use viewer
configuration files - OpenSceneGraph-Data/Configuration including one
which is called SmallWindow.view. You can set a the configutation as
the defaul
Well, this is simple. Thanks!
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Sorry then. I really have problems with it...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 10 Dec 2008 11:38:41 +0100, Robert Osfield <[EMAIL PROTECTED]> a écrit:
> On Wed, Dec 10, 2008 at 10:34 AM, Sukender <[EMAIL PROTECTED]> wrote:
>> Hi Roman
Could any one help me with this problem?
*I've read this book, but I still don't know how to change this stateset.
I try to disable texture of this model:
osg::StateSet *state = myModel->getOrCreateStateSet();
state->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::PROTECTED |
osg::StateAttribut
Hi.
You see in the viewer, there's setupviewerinwindow method to run your
application in windowed mode.
Regards!
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Thanks,
I already have dev release compilated, but when a submission i done, i want
to test it, maybe someone can solve/have solved bug I am looking at...
Thanks Robert.
Vincent.
2008/12/10 Robert Osfield <[EMAIL PROTECTED]>
> HI Vincent,
>
> Dev releases are static tags that don't get patched
Hi,
I'm currently running my application on full screen mode, because that's
the default configuration. I wanted to know how to change this configuration
to a true window.
Thanks,
Renan M Z Mendes
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HI Vincent,
Dev releases are static tags that don't get patched, once they are
made they never changed, so you would only need to compile once.
The trunk is where all the new submissions get merged, then once ever
week or two a dev release comes out. So if you want all the absolute
latest day by
On Wed, Dec 10, 2008 at 10:34 AM, Sukender <[EMAIL PROTECTED]> wrote:
> Hi Roman,
>
> Hum, it seems you're in the "Funding" thread (If my mail client doesn't make
> a mistake). Please start another thread.
It looks like a separate thread to me... So I'd guess your mail client
is playing up.
Robe
Hi,
I want to have the lastest source code, to benefit of submissions.
My goal is just to update my src osg OSG each day and recompile on my
computer...
is http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk the good SVN
adress to checkout ?
or
http://www.openscenegraph.org/svn/osg/OpenS
Hi Roman,
Hum, it seems you're in the "Funding" thread (If my mail client doesn't make a
mistake). Please start another thread.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 10 Dec 2008 11:20:27 +0100, Roman Grigoriev <[EMAIL PROTECTED]> a écrit:
Hi all,
** This is important, please take 1 minute for this, even if you don't plan to
make a donation. **
This is a donation poll. Question is simple: "How much would you donate to OSG
if there was a call for donations?"
THIS IS ONLY A POLL, nothing more! You won't have to pay anything!
This
Good day
I try to use stereo modes for stereo HMD rendering
But I use also RTT postprocessing and simple adding this code to my app
don't work
osg::DisplaySettings::instance()->setStereo(true);
osg::DisplaySettings::instance()->setStereoMode(osg::DisplaySettings::Stereo
Mode::HORIZONTAL_SPLIT);
s
Hi Dirk,
Very interesting ideas. I think I'll try to group/sumarize all somewhere. I
don't know where and when though :)
About "Google summer of code", it is said: "Google will provide a stipend of
5000 USD per accepted student developer, of which 4500 USD goes to the student
and 500 USD goes
Now fixed and checked in.
On Wed, Dec 10, 2008 at 8:01 AM, Mattias Helsing <[EMAIL PROTECTED]> wrote:
> Hello Robert,
>
> I get a compile error at:
> c:\public\openscenegraph\src\osgvolume\imageutils.cpp(340) : error
> C4716: 'osgVolume::clearImageToColor' : must return a value
>
> on msvc2005 and
Thanks for the link,
To make a little update : I've made my own nodevisitor to clone the shared
stateset, and it work well and fast.
Be carefull : the osgUtil::optimizer share duplicated node/stateset by
default...
Thanks for help
Regards,
Vincent.
2008/12/10 Andreas Lindmark <[EMAIL PROTECT
Tom Forsythe has an entry on his blog about the cost of state changes that
I've found to be very helpful.
http://home.comcast.net/~tom_forsyth/blog.wiki.html
/Andreas
2008/12/9 Paul Melis <[EMAIL PROTECTED]>
> Tomlinson, Gordon wrote:
>
>> Hi Vincent
>> Of the top of my head I would assume it
Hello Robert,
I get a compile error at:
c:\public\openscenegraph\src\osgvolume\imageutils.cpp(340) : error
C4716: 'osgVolume::clearImageToColor' : must return a value
on msvc2005 and osg rev 9326
cheers
Mattias
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