2009/1/23 Ulrich Hertlein u.hertl...@sandbox.de:
Hi Francesco,
Quoting Francesco Argese kekk...@gmail.com:
Now i like to enable dof management of a switch only when it is
What do you mean by 'dof management'?
I intend to handle dof considering the relationship with the switch.
enabled.
Hello all,
I have downloaded osg 2.40 for windows but have some problem in compiling.
While executing an example file osganimate.cpp in Visual Studio 6, i am getting
following errors .
c:\program files\openscenegraph\include\osg\operationthread(35) : error C2437:
'Referenced' : already
Roger,
You are probably right that one should overwrite ViewData if he/she wants to
add Shadow computation specific uniforms (especially if they are supposed to be
updated in cull traversal). Thats something I have neglected because I had no
such uniforms in my code. It could be a good idea
Hi osg-users,
I found an assertion that fails when trying to convert collada files with
diffuse color in daearray.h :
/**
* Gets the object at a specific index in the @c daeArray.
* @param index Index of the object to get, asserts if the index is out
of bounds.
* @return Returns
Hi Erik,
Over the last four weeks there has been lots of discussion about
warnings including the VS pragrma disables in osg/Export. There is
already support in the CMake build system to switching off these VS
disables - see the OSG_DISABLE_MSVC_WARNINGS variable when you run
CMakeSetup, so you
Hi Alfonso,
Is it possible to disable the second core? It'd be interesting to see
if this affects the quality of the results from the timer.
Also are you running your app with vsync enabled?
Robert.
On Thu, Jan 22, 2009 at 9:22 AM, Alfonso Callejo Goena
alcall...@gmail.com wrote:
I'm using a
Hi Art + Roland,
Apologies with not replying. I needed to do a proper code review of
osgPPU before I could answer any question on suitability on merge, the
timing of the email was when I was particularly rushed off my feet so
I couldn't just dive in right away and do a review.
At the end of
Hi,
we are using OSG here to render into an OpenGL context created outside
of OSG. The application renders some stuff into the context, then OSG
renders its scene graph, and then the application renders some more
things on top of what OSG has rendered. This raises some state
management
HI Amit,
From OSG-2.0 onwards we officially dropped support for Visual Studio
6. This compiler is terribly broken w.r.t C++ and was becoming very
difficult to maintain support for even before 2.0 came out two years
ago.
MS provide free versions dev tools now so it should be possible grab
these
Hi Uli,
Integration of the OSG with an existing OpenGL context is a bit
awkward virtue of the OSG doing lazy state updating - something it
does for performance reasons.
There state has to be protected in two ways - first up you need to
protect your own OpenGL code from be affected by OSG state -
Hi Ryan,
In order to help you i need to know those elements:
- Are you using the trunk ?
- Can you send me your file (osg and blender file) ?
Then i will be able to reproduce the problem
Cheers,
Cedric
Ryan Morris wrote:
Thanks for the updates! I downloaded the new exporter and it works in
Hi all,
I want to do an RTT of the current camera to do some PostProcesses on it
(using shaders). When the geometry is textured, everything works ok, but
when i use non-textured objects, the objects renders in black. I tryed
the code in osgprerender example in my app and it does the same
Hi Robert,
On 1/23/09, Robert Osfield robert.osfi...@gmail.com wrote:
The last discussion on warnings ended with me awaiting on feedback of
how things stand with warnings under VS with/without the
OSG_DISABLE_MSVC_WARNINGS. I can only guess that as everyone is busy
they have other things to
Hi Robert,
Ok, I understand what you means. However I do not understand what you means
with high level encapsulation of camera class. There exists an additional
shader class derived from osg::Program, which offers more functionality than a
usual osg::Program. Current osgPPU doesn't force you
HI Art,
On Fri, Jan 23, 2009 at 11:46 AM, Art Tevs stud_in...@yahoo.de wrote:
Ok, I understand what you means. However I do not understand what you means
with high level encapsulation of camera class. There exists an additional
shader class derived from osg::Program, which offers more
Hi Robert,
My inclination right now is to disable C4251, C4275 and C4244 and keep
them in the include/osg/Export header, and then address the rest of
the warnings.
I thought the conclusion was to put the warning disable flags as
compile-time options (in CFLAGS/CXXFLAGS) instead of in
Hi JS,
On Fri, Jan 23, 2009 at 2:47 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
My inclination right now is to disable C4251, C4275 and C4244 and keep
them in the include/osg/Export header, and then address the rest of
the warnings.
I thought the conclusion was to put the
Hi Glenn,
Congratulations on a great looking addition to the OSG family ;-)
Please add notice of the osgEarth library to the community news page
listed on the OSG front page.
http://www.openscenegraph.org/projects/osg/wiki/News/AddCommunityNews
I'm sure opengl.org and modsim.org and game
Hi Robert,
Robert Osfield wrote:
When I talk about high level encapsulation I mean that it wrap
existing OSG features that would normally use a combination of
Camera's and shaders. While this might use and be compatible with
existing core features, conceptually the encapsulation take
Hi All,
I would like to finish this week with a 2.7.9 dev release, could users
do a check out of svn/trunk and let know if your build succeeds/or
where it fails.
Thanks,
Robert.
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Hi Robert,
Robert Osfield wrote:
I would like to finish this week with a 2.7.9 dev release, could users
do a check out of svn/trunk and let know if your build succeeds/or
where it fails.
Not really a build failure of such, but could you take a look at the
example I posted in the thread Re:
Hi Art,
On Fri, Jan 23, 2009 at 4:10 PM, Art Tevs stud_in...@yahoo.de wrote:
I do not see why osgPPU shadows one of the existing approaches from the main
osg core. I think there is currently no class/nodekit in the main core which
offeres the functionality of osgPPU. In my opinion, the
Paul Melis wrote:
Paul Melis wrote:
Hi Robert,
Robert Osfield wrote:
I would like to finish this week with a 2.7.9 dev release, could users
do a check out of svn/trunk and let know if your build succeeds/or
where it fails.
Not really a build failure of such, but could you take a look
Hi Lionel,
Thanks for the test model, I've now tested but as yet don't have any
conclusion, will need to dig deeper.
Robert.
On Fri, Jan 23, 2009 at 3:36 PM, Lionel Lagarde
lionel.laga...@oktal-se.fr wrote:
Sorry ...
osgviewer bigparticle.osg plane.osg
Hi Robert,
the attached file show
I've been trying to get it to compile under Windows.
Apparently there is no libzip currently available for
Windows (which uses zip.h, not to be confused with
ziplib, which uses zlib.h).
On Fri, Jan 23, 2009 at 12:15 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Glenn,
On Fri, Jan 23,
Hi Robert,
I'm going to take a look at the Cmake issues under Linux and I'll let you
know when I've figured them out.
Thanks!
Jason
On Fri, Jan 23, 2009 at 12:15 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Glenn,
On Fri, Jan 23, 2009 at 4:47 PM, Glenn Waldron gwald...@gmail.com
Thank you! That is very close to what I need. I just didn't know where
to look. I appreciate the pointer.
Cory
Jason Daly wrote:
Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it with
your
Hi folks,
The community becames bigger and bigger and there are more and more
projects/nodekits which offers additional features to osg. And therefor I think
OSG 3.0 is the best time to refactor the whole nodekit maintaining structure.
Hence here are couple of ideas, how to do so.
In my
Hi Robert,
I don't know if this qualifies as a build error but I will share it
anyway. Yesterday I built a fresh *dynamic* osg because I wanted to
play with osgVolume. I told cmake about my *static* ITK installation and
the build failed. I assumed at the time that it is impossible to link a
Sounds good. I don't really have time to dive too deep into this issue,
I just wanted to report the problem. I use ITK and OSG extensively in in
my work. I will keep an eye on this issue and I'll let you know if I
learn anything.
Frank
On Fri, Jan 23, 2009 at 07:06:53PM +, Robert Osfield
Robert Osfield wrote:
Hi Paul,
I have just tried your example out and the OSG is working perfectly,
the problem stems for dumptruck.osg not defining a color array on one
of the geometries, but defining it for the other two. In your app you
enable the AMBIENT_AND_DIFFUSE colour material
Hi Art,
I understand the issues you talk about. External NodeKit can be
neglected by potential users because they aren't visible enough, and
there are also issue of compatibility and maintenance of these
external NodeKits. It's not just an issue of NodeKits, it applies to
plugins or
Hi Paul,
On Fri, Jan 23, 2009 at 7:30 PM, Paul Melis
osg-us...@assumetheposition.nl wrote:
And the OVERRIDE flag not making it to the .osg file, is that as
expected as well?
Oh missed that issue. Currently the .osg format doesn't have support
for tracking the override flags. It's a missing
I generate large drawables using indices (UIntArray) that point to the
actual vertices (Vec3Array). When an IntersectVisitor visits this drawable,
it takes at least four times the amount of processing time as that used for
the same drawable created without indices. What is the huge difference? It
Hi Lionel,
On Fri, Jan 23, 2009 at 5:24 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
Thanks for the test model, I've now tested but as yet don't have any
conclusion, will need to dig deeper.
I've just reviewed the svn log for FluidFrictionOperation.cpp and the
if block you've removed in
Hi Reed,
Are you talking about doing indices with osg::Geometry vertex indices
or DrawElement*() primitive set. Vertex indices are deprecated
because they perform very poorly w.r.t OpenGL as it forces the OSG to
send everything to OpenGL via slow paths. It's far far more
efficient to use
Hi Robert,
I've now fixed the two of the sets of warnings I mentioned in my
previous email, so leaves just the float/double casting, and dll
linkgage related warnings:
#if defined(_MSC_VER) defined(OSG_DISABLE_MSVC_WARNINGS)
#pragma warning( disable : 4244 )
#pragma warning( disable :
Hi All,
I've now completed all the key feature development for OSG-2.8, and
I'm focus on getting the svn/trunk stable enough to make the
OpenSceneGraph-2.8 branch. My current thought is to complete the
outstanding submission merges over the weekend and make the last dev
release 2.7.9 on Monday.
Hi JS,
But as I said, perhaps adding these as command line options instead of
inside osg/Export would be better. So /wd4244 /wd4251 /wd4275 or something
like that. Because as soon as they're in osg/Export, then these warnings are
also disabled for user code which includes any OSG header
Hi Robert,
If svn/trunk is looking near perfect for the release we may even be
able to get OSG-2.8.0 out this month, but probably we'll be talking
about a release in the first week of February.
Regarding this, I just did a build of current SVN and it went well, with
the latest warning fixes
Hi Robert,
In the great scheme of things, for OSG-2.8 I now want to be getting
the code ready for release and fixing real bugs rather polishing what
remains of the most stubborn and unhelpful of warnings.
OK, let's move on then.
J-S
--
__
Hi Jan,
I'm trying to figure out why that is this evening. I committed some fixes
earlier to get the core library building and the plugins are the last bit of
CMake wizardry I need to figure out:)
Thanks!
Jason
On Fri, Jan 23, 2009 at 5:22 PM, Jan Ciger jan.ci...@gmail.com wrote:
-BEGIN
Hi everyone,
I've just committed some CMake fixes and osgEarth now builds and runs for me
on Ubuntu.
The only thing I had to do extra to get it to work was manually copy the
plugins generated by osgEarth to the osgPlugins directory
(/usr/local/lib/osgPlugins-2.7.9 on Ubuntu with SVN). I'm going
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