Hi Robert,
Everything works fine now. Thanks a lot for investigating this problem.
-- Nico
On Fri, Nov 27, 2009 at 12:49 PM, Robert Osfield
wrote:
> Hi Nico,
>
> I have just checked in the implementation of the GL object clean up,
> and all the debug messages are now quieten down/removed so th
I'm betting you hit the same premultiplied alpha problem/limitation
reported in SDL_image.
http://bugzilla.libsdl.org/show_bug.cgi?id=868
The workaround/solution was to add a block of code at the end of the
loader to un-premultiply the alpha (now in the codebase).
If that is indeed the problem an
Hi Roland,
These functions are included internal in CMake 2.6 or higher.
Regards,
Wang Rui
2009/11/28 Roland Smeenk
> Hi Wang,
>
> I am trying to create project files for the book examples by running CMake,
> but some files seem to be missing in CMakeModules. All FindOsg*.cmake files
> includ
ok -- well, since I got it working on another box here at home I presume
there must be another matching dll floating around on that PC.
thanks,
t
On Thu, Nov 26, 2009 at 3:00 PM, Mattias Helsing wrote:
> Hi Ted, J-S, all,
>
> First - all creds and kudos for the vc90 binary win32 2.8.2 packages
hm well thought I did do that. I am able to get it all working on
another PC without installing 2005 *SP1*. just VC90 installed.
thanks, & have a good weekend.
-T
I think you didn't install the 2005 *SP1* redistribuable package
(http://www.microsoft.com/downloads/details.aspx?FamilyID=2
So a good model would be :
Single osg::Geode representing the entire part with all the vertex data
and separate child geodes each with a single drawable for the points in the
top, bottom and outline.
Then meshes etc can be added to the children all sharing the same vertex data,
in the parent ?
C
Hi Wang,
I am trying to create project files for the book examples by running CMake, but
some files seem to be missing in CMakeModules. All FindOsg*.cmake files include
the files Findosg_functions and FindPackageHandleStandardArgs, but they are not
in the examples download or the SVN repository
Hi,
what kind of input file does the osgterrain example expect?
BTW: what is a "master file" in this context??
Thank you!
Cheers,
Hartwig
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20501#20501
___
Hi Martin,
If I store them as drawables in the same Geode, I can create a surface mesh of
just the top and bottom by having the same vertex array and different Geometry
drawables.
Actually, you can give any drawables the same vertex array if you want,
even if the drawables are not part of t
I have an object with separate component eg: a top, bottom and an outline.
I have a choice of storing a group with each component in a separate osg::Geode
but the outline points are shared by the top and bottom and I would rather not
have data duplicate. There are a lot of points because the com
Have you taken a look at the OSG Quick Start Guide and its examples?
http://www.skew-matrix.com/OSGQSG/index.html
Anyway, a bare-bones OSG example would be:
#include
#include
int main()
{
osgViewer viewer;
viewer.setSceneData( osgDB::ReadNodeFile( "cow.osg" ) );
viewer.run();
}
Paul Mar
Hi,
I am trying to lunch one executable using openSceneGraph and i dont succes!!
http://cheveche4.developpez.com/tutoriels/openscenegraph/osg-02/
their is the tuto i try (i give you the second for easier look at code)
at the end of file, when i arrive to viewer.run()
(at execution)
i have: (
Hi all,
I've recently been trying to get my head around OSG, been trying the inbuilt
examples and am not getting very far. I thought i'd check out the OSG tutorials
but the site seems to have been down for the last few days now. Is there any
specific example that I should be looking at just to
Hi,
OK. Thank you. Got it working now. Changed setProjectionMatrixOrtho2D into
setProjectionMatrixOrtho. Next problem that i have is that the Buttons in my
SceneGraph consist of several geometries and the Button is a Geode but its not
recognized as Geode. Only as several Geometries. I dont know
Robert,
Thanks for the quick reply. I haven't played with the LOD scale so I'll
explore that. I also like your suggestion of some sort of adaptive setting.
Is there a way to query the frame time of the previous frame?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.ope
Hi Tian,
Could you download and run this program for me:
http://www.geeks3d.com/20090414/gpu-caps-viewer-170-available-with-cuda-support/
And then use the "Full XML Export" tool under the "Tools" tab and then
send me the xml file please.
I need to know exactly what your card supports and I can'
Hi Robert,
You latest fixes to texture and buffer objects fixed the crash I was
experiencing in this code. Thanks!
However, starting at the second time the child window is opened (third
time you press 'a'), I get these messages every frame, and the particle
systems do not render correctly an
Hi Adrian,
The code looks it's been copy and pasted from elsewhere where the
result variable is defined. I've attempted a fix and checked this in.
I don't have ITK installed right now so can't test it. Could you do
an svn update and then test it?
FYI, the DCMTK pathway is much more sophisticat
Hi Shayne,
You can use the osgTerrain::Terrain::setSampleRatio(float) to cut down
geometry complexity alone, and use osg::Camera::setLODScale(float) to
make the selection of LOD's more aggressive.
One thing you could do is implement an adaptive setting of
LODScale/SampleRatio by looking at the fr
All,
I have a need to run my OSG app on some "marginal" hardware (single CPU with
a GeForce 4800 for example) while still maintaining some decent frame rates
(around 30fps). I want to use the same terrain database (built with VPB with
the
-terrain option) if possible.
I've used the setSampl
Hi Robert,
I tried to fix the ReaderWriterDicom.cpp , if USE_ITK is set
the the virtual ReadResult readImage(const std::string& file, const
osgDB::ReaderWriter::Options* options) const cause a build error \
Error1error C2065: 'result' : undeclared identifier
f:\dev\OpenSceneGraph\OpenScen
Hi J.P et. al,
I've completed my work on clean up of texture objects and buffer
objects and have checked this work into snv/trunk. I've done a range
of tests where the viewer is constructed and destructed repeated, when
handling a range of models and everything now loads correctly on all
viewer
Hi Nico,
I have just checked in the implementation of the GL object clean up,
and all the debug messages are now quieten down/removed so the code
should be good to go for real application work now.
Please let me know if you still see problems.
Robert.
_
Hi Kim,
Thank you very much, OsgOcean 1.0.1 is building properly.
Cheers,
Aburik
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20474#20474
___
osg-users mailing list
osg-users@lists.openscenegraph
Hi Aburik,
Try using the new 1.0.1 source on the website, this issue, amongst
others, have since been resolved.
Cheers,
Kim.
http://osgocean.googlecode.com/files/osgOcean-Source-1.0.1.rar
http://osgocean.googlecode.com/files/osgOcean-Resources-1.0.1.rar
2009/11/27 Aburik Mathnan :
> Hi Kim,
>
Hi Kim,
I am using osgOcean 1.0.
Thank you!
Cheers,
Aburik
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20472#20472
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.open
Hi John,
On Fri, Nov 27, 2009 at 3:21 AM, John Price wrote:
> My understanding of the way bindness graphics actually achieves its speedup
> is by not requiring CPU dereferencing of graphic object pointers and the
> likely L2 cache misses this causes.
NVidia bindless graphics extension is about
Hi Torben,
I'm afraid at present there is no way to alter the order that
vpbmaster dispatches the tasks. I doubt a random ordering will help,
but have a scheme were cache coherency and data locality would be an
interest advance. Such a scheme is a non trivial enhancement though.
Robert.
On Thu
Hi Paul,
It would be great to be able to detect the physical arrangement when
you have multiple displays, if there are API solutions then encoding
this into the WindowingSystemInterface and implementing this in the
GraphicsWindowWin32/X11 etc would be great.
Such autodetection won't get you all t
Hi Aburik,
Which version of osgOcean are you using 1.0 or 1.0.1?
Kim.
2009/11/27 Aburik Mathnan :
> Hi,
>
> When i try to make OSG Ocean in my fedora 11, i get the following errors
>
> [r...@coral osgOcean]# cmake .
> -- Using FFTSS (LGPL) as FFT library.
> CMake Error: The following variables
30 matches
Mail list logo