On Thu, Jan 29, 2009 at 10:39 AM, Luigi Calori wrote:
> This is my FindOSG file I use for getting dll to copy , it get the version
> also... see
> #get version numbers
> EXEC_PROGRAM(${OSG_VERSION_APP} ARGS --version-number OUTPUT_VARIABLE
> OSG_VERSION_NUMBER)
> EXEC_PROGRAM(${OSG_VERSION
Check the mailing list archives. This comes up every few weeks or so.
You might also look at the CMakeModules/FindFreeType.cmake script to see if
you can figure out why it can't find your library.
If you have the precompiled binaries from Mike's repo in a sibling directory
called 3rdParty, OSG's
Sinisa Kolaric wrote:
Hi
I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like CMake can't find FreeType in this source snapshot; the resulting VC++ 2008 project thus does not contain a reference to this plugin.
So when I run a sample application (for example osgautotra
Hi
I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like
CMake can't find FreeType in this source snapshot; the resulting VC++ 2008
project thus does not contain a reference to this plugin.
So when I run a sample application (for example osgautotransform.exe), I get a
b
Hi Robert,
I submitted my broken nightly build after you wrote this email:
http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=8157
I'm on a FreeBSD 6.2-STABLE system running gcc 3.4.6 and cmake 2.6-patch
1.
The problem is with linking libosgViewer.so against libXrandr library.
I have
Hi Robert,
The only way to make sure that you have a great experience with
OSG-2.8 is for you to pull down 2.7.9 and the upcoming 2.8.0-rc*
release candidate series and test it directly against your
applications.
I'll try and do this in the beginning of next week for our apps.
J-S
--
When I run the osg viewer app and load just about any osg file (like
cesna.osg), my CPU usage is a constant 23% - 30%. This is with no
interaction, it is basically using an entire CPU core. Fortunatelly I have a
4 core machine, so it hasn't been a problem so far, but I'm wondering what
this means f
Add me to the list of those interested in a UG meeting in DC.
Brian Hill> From: pma...@skew-matrix.com> To:
osg-users@lists.openscenegraph.org> Date: Fri, 30 Jan 2009 13:13:31 -0700>
Subject: Re: [osg-users] ANN: OSG Training in Washington DC> > Hi John -- That
makes at least four of you inte
Hi John -- That makes at least four of you interested in a UG meeting in DC,
so we'll have to set one up.
Bob and I hope to finalize arrangements/locations in the next couple of
weeks, and we'll post info regarding both the course location and the UG
when we have solid plans.
Paul Martz
Skew Matr
OK, Thank for your advice
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osg-users@lists.openscenegraph.org
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Hi,
I second that idea. I think any evening would work for me.
Do you have a venue for the class yet? That last place was ring-a-ding!
John
On Thu, 29 Jan 2009, Eric Sokolowsky wrote:
Paul Martz wrote:
Hi all -- Just a reminder regarding the upcoming public OSG training course,
to be held
Hi All,
Now the last of the 2.7.x dev series is done, I'm now focused on
getting the up coming OpenSceneGraph-2.8 branch stable and as well
tested as possible. Yep this means lots of nagging about testing from
me ;-)
Since 2.7.9 was made earlier I've checked in couple of fixes from
myself and fr
FYI,
I appear to have this issue fixed/working.
I thought it might be a problem caused by conflict between D3D and
OSG/OpenGL but really it was a problem caused by a bunch of #defines in our
app which made OSG not compile...
Thanks
-Brad
-Original Message-
From: osg-users-boun...@lists.
Hi Robert, Cory,
I implement some weeks before a memory leak detector for VS 2005 and cleaned
up the code that all of my objects get right removed from memory now,
espacially i had some bad behaviour before
cleaning up my webbased rendering plugin, after removing all memory leak
even quicktime get
Hi Morne,
Can you get osgshadow to crash? If others can redproduce this problem
there the chances of fixing it promptly go up.
Robert.
On Fri, Jan 30, 2009 at 4:33 PM, Morné Pistorius
wrote:
> Hi guys,
>
> I am testing the current trunk version of OSG in my application (was
> previously using
Do a search of the mail archive this problem with false leaks in MFC has
been discussed exhaustively with various methods shown on how to work
around the MFC bugs that produce false leaks
Gordon
__
Gordon Tomlinson
Product Manager 3D
Ema
Hi guys,
I am testing the current trunk version of OSG in my application (was
previously using v2.6.1) and I get a crash on shutdown when trying to
destroy a osgShadow::ShadowedScene. This only occurs when I have a
shadowTechnique set and is caused by destroying the shader program. I
am using OS
Hi Jason,
you are welcome!
best regards,
art
Jason Beverage wrote:
> Hi Art,
>
> Thanks for your tip, it worked great! osgEarth now installs its plugins to
> the osgPlugins-version directory.
>
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5550#5
Hi Cory,
I believe the are bugs in the memory tracking support in VS,
especially when using MFC, that produce many false positives. You'll
need to get more info about this from VS experts though, the last time
I used VS was in the last Century!
Robert.
On Fri, Jan 30, 2009 at 3:32 PM, Cory Ridd
Hi all,
Robert, yes, I also thought on something like a mini conference about OSG. This
still can be achieved during this potential user meeting in europe. I was
thinking on reserving small conference room in some nice place and let users
present their software/plugins/nodekits to the attendies
Hi Adrian,
for all 2D effects there exists already a pipeline with couple of examples
(gauss blurr, depth of field, hdr and so on), however you maybe have heard
about it already. Take a look into osgPPU.
I took a small look into the paper and saw that the main method is just to
combine N previ
Thanks for the answer Robert. The last message I found in the archives
regarding the server was from a few months ago, since I hadn't seen
anything lately, I assumed the server was back on its feet. I still
have my doubts regarding my ISP, but I guess I can't lay all the blame
on them now :)
Ke
After my (MFC) app ends, the output window in Visual Studio fills with a
bunch of this:
> Detected memory leaks!
> Dumping objects ->{164} normal block at 0x02A54248, 128 bytes long.
> Data: <> 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
> {163} normal block at 0x02A541A8, 96
Hi Art,
Thanks for your tip, it worked great! osgEarth now installs its plugins to
the osgPlugins-version directory.
Thanks again!
J
On Thu, Jan 29, 2009 at 10:25 AM, Art Tevs wrote:
> Hi Jason,
>
> take a look into osgPPU's CMake files. There I use the output of osgversion
> to find out the
Hi Li,
It's probably best not for 1:1 mapping of classes as items like
SceneHandlerList don't have an equivalent as there is no need to this
extra layer of abstraction. osgUtil::SceneView is still available in
OSG-2.x, but most likely you won't need it at all as osgViewer is
built around osg::Cam
How about trying to search the mail list to see previous questions on
this
Or looking at the documentation on the OSG web site
http://www.openscenegraph.org/projects/osg/wiki/Support/Porting
Gordon
__
Gordon Tomlinson
Product Ma
Hi Ken,
We've had lots of problems with the present server over the last few
months, Jose's made a few changes to try and keep things more stable,
but in the end the server software needs an complete update to fix the
problems. To this end Jose is helping get us migrated to a virtual
server which
Hi All,
Reviewing the CDash pages of the OSG (
http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph) I
see that two of the builds are failing, neither are problems in the
OSG source code itself, one looks to be a Cmake/dependency issue, and
the other is problems in gl headers/libs. I
Hi everyone,
I am currently porting code from OSG1.2 & Producer to OSG2.x, intending to
use them with osgViewer library. Notwithstanding, there are several places
where it is hard to find a replacement for the old code or classes...
For example, what is the replacement of SceneView? And, what is
Hi Cory,
The OSG users ref counting, so if all external references to the scene
and viewer are removed then all the associated resources should be
deleted automatically. If you app keeps any references to this data
then it'll stay around until these references are removed.
If you've enabled cach
Over the past couple weeks, accessing the OSG website/SVN has become
near impossible for me from home (connection timeouts). While at work,
the website is quite fast and responsive. I've taken the issue up with
my ISP, but at least one co-worker on a different ISP has the same
issue. My ISP's 't
Is there a correct way to stop OSG and free all the resources that have been
acquired by without stopping the application? I thought that when my
osgViewer::Viewer instance went out of scope, everything would be released,
but that doesn't seem to be the case.
cory
_
Hi all,
i would like to start with a very new technology for anti-aliasing / shadow
quality increase based on history buffer technique,
http://www.cg.tuwien.ac.at/research/publications/2007/Scherzer-2007-PCS/
How should i implement this with pure openscenegraph concepts, and what is
important for
On Fri, 30 Jan 2009 09:00:50 -0500, Jean-Sébastien Guay
wrote:
> I don't understand "The more the merrier", but I guess it means
> "agreed"...
"Plus on est de fous, plus on rit!"
>>>
>>> Could you translate that? My french got a bit (sorry, a lot) rusty...
>>> Something "... th
I don't understand "The more the merrier", but I guess it means
"agreed"...
"Plus on est de fous, plus on rit!"
Could you translate that? My french got a bit (sorry, a lot) rusty...
Something "... the more you laugh"?
It's something like :
More there are fools, the more we laugh
Well yes,
Since I want to run at /W4 without warnings, I just push all OSG include
directives back to /W2.
That is, when including any OSG headers, I surround the #include calls with
#pragma warning ( push, 2 ) and #pragma warning ( pop )
I have to do similar things with other third-party libraries I mus
Hi Paul,
On Fri, Jan 30, 2009 at 12:55 PM, Paul Melis wrote:
> BTW, is there currently support in osgVolume for interactively manipulating
> a transfer function?
I haven't tried it yet, but it should work automatically.
osg::TransferFunction1D holds an osg::Image that it should update and
dirty,
Hi Neil,
Could you please do a "reply to" to threads, or fix your mail client,
as you posts are breaking thread constantly. You replies I coming up
"[osg-users] Re: subject" or "[osg-users] [Re:] subject". What you
should be getting in a threadable reply is Re: [osg-users] subject,
have a look at
Hi Robert et al,
First please accept my apologee for the previous email getting sent 3 times. I
don't quite know what happened there, but it certainly wasn't intended.
Gremlins in my system somewhere I would guess. Sorry.
In regards to the clone operation, is there a more optimum alternative th
On Fri, 30 Jan 2009 11:50:44 +0100, Serge Lages
wrote:
> On Fri, Jan 30, 2009 at 11:43 AM, Ulrich Hertlein
> wrote:
>
>> On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:
>>
>>> I don't understand "The more the merrier", but I guess it means
"agreed"...
>>>
>>> "Plus on est de fous, plus o
Hi Neil,
A deep copy clones all the data, so none of the data is shared, so if
you clone a subgraph with a texture that texture will now copied to
400 textures. Clearly this isn't good for performance.
Robert.
On Fri, Jan 30, 2009 at 10:06 AM, wrote:
> Hi All,
>
> Can anyone assist with an is
I've already posted it:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-January/022302.html
I've changed the subject line to be more explicit given the recent findings.
Maybe this was a mistake. ;-)
Cheers,
T
-Original Message-
From: osg-users-boun...@list
Hi,
Please be more patient...
Sometime you can get an answer in 20 min, sometimes after 1 or 2 days...
Regards,
Vincent.
2009/1/30
> Hi All,
>
> Can anyone assist with an issue/misunderstanding I'm having when using
> DEEP_COPY_ALL please ?
>
> The issue is that if I have a cube that I appl
On Fri, Jan 30, 2009 at 11:43 AM, Ulrich Hertlein wrote:
> On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:
>
>> I don't understand "The more the merrier", but I guess it means
>>> "agreed"...
>>>
>>
>> "Plus on est de fous, plus on rit!"
>>
>
> Could you translate that? My french got a bit (sorry,
On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:
I don't understand "The more the merrier", but I guess it means
"agreed"...
"Plus on est de fous, plus on rit!"
Could you translate that? My french got a bit (sorry, a lot) rusty...
Something "... the more you laugh"?
/ulrich
___
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a cube that I apply a texture to and add to the
scenegraph. This displays very quickly and no problems. If then do a clone
operation on the cube - say 400 times - a
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a cube that I apply a texture to and add to the
scenegraph. This displays very quickly and no problems. If then do a clone
operation on the cube - say 400 times - a
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a cube that I apply a texture to and add to the
scenegraph. This displays very quickly and no problems. If then do a clone
operation on the cube - say 400 times - a
Hi Brad,
On Fri, Jan 30, 2009 at 12:32 AM, Brad Huber wrote:
> I should mention that I've already been working on bringing OSG in to the
> existing app but haven't been had luck yet. That's why I'm hoping someone
> can point me to any helpful info.
Mixing the OSG with an exisitng OpenGL graphic
Hi Paul,
Thanks for the warning output. Analysis of the output shows there are
only 33 unique warnings, the Regisitry and ReaderWriter essentially
pull in many of the same core OSG headers that are causing the
warnings so both have pretty well the same overlap in warnings.
What is likely is that
Hi,
Yes it's not used anymore, AnimationManager.cpp has moved to
AnimationManagerBase and BasicAnimationManager.
We can remove it, I will be available the next week. Right now it's
difficult to have internet.
Cheers,
Cedric
Robert Osfield wrote:
Hi Paul,
On Thu, Jan 29, 2009 at 10:01 AM, R
Hi All,
I have been meaning to hold another Highland Gathering. My original
intention was to try and organise such a gathering of minds each year
but have been so swept away with work that I haven't had a chance.
Such a Gathering would a bit different than a straight user meeting
though... rather
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