Sorry for leaving the rest of the posts at bottom of my last reply
Tom
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Hi Thomas,
On Wed, Nov 18, 2009 at 8:34 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Started to attempt a compile of osg for IPhone last night which has so far
gone quite smoothly. I have osg and OpenThreads compiling for the platform
and now need to do a test render.
Good to hear
Hi Ivan,
On Tue, Nov 17, 2009 at 8:24 PM, Ivan Salguero r_kenshin...@hotmail.com wrote:
Hi,
i'm programming in Visual Studio 2008, i'm working with osg but i need use
osgmovie and this require SDL and i don't know how add SDL in my projecti
need some help
The SDL support in osgmovie
Hi Andrew,
On Tue, Nov 17, 2009 at 10:53 PM, Andrew Cunningham
o...@a-cunningham.com wrote:
Now here is something interesting I do not understand completely
1) I turned on display lists ( with VBO off), and the speed of rendering went
up enormously - but with a memory penalty of course. From
Hi MT,
I've been working on this for the past couple of evenings. It's pretty
much done, but I haven't tested it yet. I should have it checked in by
Monday, I'll post on this thread when it's done.
Kim.
2009/11/18 Tian Ma tianxiao...@foxmail.com:
Hi Kim:
Have you solved the particle
Hi Glenn,
On Wed, Nov 18, 2009 at 2:46 AM, Glenn Waldron gwald...@gmail.com wrote:
Is it legal to call setNumChildrenRequiringUpdateTraversal() during the CULL
traversal?
I certainly isn't something I would do, but you will probably get away
with it in you have single threaded cull.
As for
Hi J.P,
Thanks for the info about Mesa and GLES. Linux has the makings of a
great GLES platform once the distro's start being able to install GLES
drivers directly.
Porting the OSG to Nokia's Meamo. Andriod would be nice as well but
being a Java platform it introduces some interesting
to do it if it is not
already done.
Thanks.
Regards,
Vincent.
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nobody any ideas?
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it
if it is not already done.
Thanks.
Regards,
Vincent.
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, and estimate the necessary work to do it
if it is not already done.
Thanks.
Regards,
Vincent.
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Okay, I see. Thanks for your help
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Well that is a bit of a mystery as the only thing I am changing is flipping the
displaylist flag or VBO flag in these leaf/geometry nodes - and these geometry
nodes (now) contain a single primitive set of TRIANGLES. Not sure what the
scene graph contains is so sub-optimal.
Andrew
Hi Martin,
I'm currently doing a purge of pending submissions and your mods to
osgParticle popped up.
Could you possible update to the latest OSG version in svn/trunk and
apply your changes to it, and then submit the whole changed files. It
would also be useful to put together an example model
Hi Andrew,
You really have to start looking at the performance stats that I
suggested, there really isn't much other people can do to help.
Robert.
On Wed, Nov 18, 2009 at 2:16 PM, Andrew Cunningham o...@a-cunningham.com
wrote:
Well that is a bit of a mystery as the only thing I am changing
Hi Ted,
This application has failed to start because MSVCR80.dll was not found.
Re-installing the application may
fix this problem
Hmmm, that would seem to indicate that the VC9 binaries depend on the
VC8 runtime (probably in addition to the VC9 one). That's pretty weird.
Could whoever
Hi Robert, Thomas,
Great new on the ES ports. I've been fiddling with OpenGL ES on IPhone
and had up till now been using my own very basic port of OSG. I would
most certainly be up for trying to get the latest trunk to compile on
IPhone. I recon osg shouldn't be too much trouble it's osgDB
Hi all,
I'm getting some strange error messages during triangulation generation.
tradj error but non the less the program generates triangulated surface.
Is there a way to disable or redirect all message to file?f
Thank you!
ot
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Hi Robert -- On svn head, the top-level CMakeLists.txt has a different
SO version number from osg/Version. I'm not sure which is correct, so
could you make that determination and commit a fix, please? Thanks.
(I don't suppose there's a way we could make these share the same
source, sort of
Hi Robert,
I'm on it. Thanks!
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On Wed, Nov 18, 2009 at 4:31 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On Wed, Nov 18, 2009 at 2:46 AM, Glenn Waldron gwald...@gmail.com wrote:
Is it legal to call setNumChildrenRequiringUpdateTraversal() during the
CULL
traversal?
I certainly isn't something I would
Oh I think I found one way to go around it
osg::setNotifyLevel(osg::FATAL);
if there are better way please feel free to share
thanks!
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Hi Paul and Alberto,
I've gone with the suggestion of using CMake to set the values. I'm
just testing the changes and will check in soon.
Robert.
On Wed, Nov 18, 2009 at 3:20 PM, Alberto Luaces alua...@udc.es wrote:
Hi Paul,
Paul Martz writes:
(I don't suppose there's a way we could make
Hi J-S,
On Wed, Nov 18, 2009 at 2:51 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
One thing you apparently need to be careful of is that Apple is now more
careful in its screening of iPhone apps that are submitted for the App
Store, they apparently got bitten by some apps
On Wed, Nov 18, 2009 at 4:03 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
I've gone with the suggestion of using CMake to set the values. I'm
just testing the changes and will check in soon.
Changes now checked into svn/trunk.
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Hi Robert
Good to hear about progress on porting to iPhone. So which libs do
you now have compiling, just osg and OpenThreads? What about osgUtil,
osgDB etc? What problems are you encountering?
So far just threads and osg, thought I'd go for a minimum needed to get a
proof of concept
Hi Robert,
Just to be sure you understand, I am not developing iPhone apps myself,
I was just relaying some info I had read to those who might be
interested to submit an OSG-based iPhone app to the Apple App Store
sometime in the future.
It may also be useful to toggle such features on/off
Hi everybody:
I've a working application (Windows, MFC) with an OSG scene in one
window, that works correctly when I use OSG's DLLs. But, in order to
distribute it, I prefer an all-in-one executable, so I've built OSG
v2.8.2 statically, linked to my app with success.
But when I run it, it
Hi Iñaki? García?
Could you sign with the name you wish to be addressed as, as it makes
it easier to avoid addressing you incorrectly, thanks.
W.r.t getting things working under a static build, the main problem
that you have to deal with is that the compiler will not bother
linking in symbols
Iñaki García wrote:
And that's because that function is:
static ref_ptrGraphicsContext::WindowingSystemInterface
windowingSystemInterfaceRef()
{
static ref_ptrGraphicsContext::WindowingSystemInterface
s_WindowingSystemInterface;
return s_WindowingSystemInterface;
}
At a muddled
With due respect, after having enabling the HUD stats display in my
application, they really do not give enough detail to tell you anything useful
except in the most general terms.
Running Rational Quantify or the AMD performance tools to find the bottleneck
is the only real way to find out
Robert Osfield wrote:
On Wed, Nov 18, 2009 at 4:03 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
I've gone with the suggestion of using CMake to set the values. I'm
just testing the changes and will check in soon.
Changes now checked into svn/trunk.
Thanks for the quick fix, this will
Hi Robert,
I know the issue with the dynamic plugin registration, and the mangled
names that I have to force including in order to make the plugins link
into my binary. But what is very rare is that I *explicitly* call
createGraphicsContext, which calls windowingSystemInterfaceRef, which
Hi Paul,
On Wed, Nov 18, 2009 at 6:02 PM, Paul Martz pma...@skew-matrix.com wrote:
I'm getting the attached error when I generate project files in CMake-gui. I
did not delete the cache (reluctant to do so because there are so many
options I need to set). Thoughts?
Ack... I added in
Hi Andrew,
The stats are very interesting... clearly the VBO route is stalling on
the OpenGL fifo for some reason, most likely due to issues of memory
management/bandwidth. I would suspect that driver issue.
Do you have any other hardware or OS's you could try? This might
teach you a lot about
Hi Iñaki,
Have you tried osgstaticviewer? Please have a look at it, it's the
definitive way to get the OSG working statically.
Robert.
On Wed, Nov 18, 2009 at 6:21 PM, Iñaki García igar...@euve.org wrote:
Hi Robert,
I know the issue with the dynamic plugin registration, and the mangled
Thanks. Debug build complete, Release in progress, followed by testing.
If you don't hear from me, assume all is good.
-Paul
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Hi Andrew,
For a test run osgparameter to see how you get on - it throws lots of
vertices at the graphics card and uses a shader to update. Even my 5
year old laptop can render it at 60Hz.
That's osgparametric, in case you were wondering. Robert's typos strike
again :-)
J-S
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Hi,
I have a terrain with some roads on it. I want to specify a route by selecting
some roads one after another. So, what I want to do is: select road1, highlight
it, select road2, highlight it ... . For now, only the last selected road will
stay highlight and the other one just return to
Hi,
I just resolved my issue using my own streambuffer as Robert told me.
Thanks a million Robert
Cheers,
Ernesto
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Hi Robert,
The FPS statistics are not representative - they are an artifice of trying to
get a good screen shot. In face the display list version was getting typically
100FPS+.
The problem is that a Quadro FX1400 is a typical, perhaps slightly low-end,
graphics card for our target market (
Just for completeness, this is with both VBO and DL off.
It so similar to the VBO version in speed that if I were suspicious I would
suggest that I was not turning VBO on as claimed in the VBO version.
However I stepped into the code, and see that VBO buffers are being created -
that seemed
OK, I think I have resolved the mystery. The VBO was being stalled by a
setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
If I remove that, and compare FPS, then the VBO performance is slightly better
than the displaylist version
Why do I use
This is my first time building OSG and everything went well in Linux but I am
having a problem in Windows.
Building: OSG 2.8.2
OS: Windows XP
Compiler: Visual Studio 2005 Professional
The build seems to go through okay and I do have the osgdb_jpeg.dll in the
plugins directory but I still get
Hi,
when i compile osgmovie i have de next message
prueba.obj : error LNK2019: símbolo externo __declspec(dllimport) public:
float __thiscall osg::Image::getPixelAspectRatio(void)const
(__imp_?getpixelaspectra...@image@osg@@QBEMXZ) sin resolver al que se hace
referencia en la función _main
Andrew Cunningham wrote on Wednesday, November 18, 2009 4:51 PM:
OK, I think I have resolved the mystery. The VBO was being stalled by
a
setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
If I remove that, and compare FPS, then the VBO performance is
slightly
better than the displaylist
Hi Kim,
Thank you!
Good work!
I am very glad to here that.
Cheers,
MT
Kim Bale wrote:
Hi MT,
I've been working on this for the past couple of evenings. It's pretty
much done, but I haven't tested it yet. I should have it checked in by
Monday, I'll post on this thread when it's done.
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