Chris 'Xenon' Hanson wrote:
>
> honestly, I've not found the FireGL and corresponding NVidia Quadro cards to
> be
> effectively better than a consumer-level card with equivalent specs. In the
> past, the
> FireGL or Quadro drivers are even sometimes less up to date than the
> "bleeding edge"
>
Thanks to all. Finally I found my problem, I had some corruption in
the datas that I was using, but the code was correct.
Thanks again
Regards from Canary Islands
On Thu, Apr 29, 2010 at 19:18, Todd J. Furlong wrote:
> That looks similar to code we use to do the same thing. Only difference is
art wrote:
>
> the syntax is exactly the same as on usual texture2D call. So
> texture2DLod(sampler, coordinate [,lod]). So in both shaders
> luminance_adapted and luminance_mipmap, just change the texture2D calls to
> texture2DLod where mipmap level is accessed.
>
Hi Art,
Just retried the
On 4/29/2010 12:07 PM, David Glenn wrote:
> One of the figures that I have to present to the viewer is the width & length
> of the area of terrain that is covered in the window view. Back when we where
> doing this in Performer, we had set zoom points, so we had an idea of the
> width & length a
That looks similar to code we use to do the same thing. Only difference
is we check rr.validNode instead of rr.success, but you say it is
successful. We are using OSG 2.8.2.
-Todd
On 4/29/2010 10:27 AM, Manolo Padron Martinez wrote:
Hi:
We're trying to load an osg model from an stream. We
Hi All,
This is a two part question
Part 1;
One of the figures that I have to present to the viewer is the width & length
of the area of terrain that is covered in the window view. Back when we where
doing this in Performer, we had set zoom points, so we had an idea of the width
& length as i
Hi Nick,
Yes these are from the sample itself (unchanged). I donno why I'm getting a
run-time error:
Warning: no document names in string for template #129.
Warning: no document names in string for template #129.
Warning: no shared menu for document template #129.
Warning: no document names in
Hi,
using VS2008 on windows XP with up-to date svn osg and vrml i get this error. I
succeded to compile ( I used dlls) working on C++precompiler option and libs
but it will be nice to modify it in cmake for community. Unbfortuantely i am
very ignorant in Cmake scripting...someone can help?
Co
Hi,
osgDB::ReaderWriter::ReadResult will keep a handle on the node.
At the end of your function (after return), the reference count of you
object (maintained by ReadResult) will drop to Zero => object destroyed.
I don't know what is the "official" way to avoid that, but one way or
another, you
Hi J-S,
Again thanks for the quick reply and the new suggestions. I will try Blender
(provided I can navigate the UI :) ). This way I can ascertain if it is a
tool usage issue with Truespace.
Since I am still somewhat inexperienced, it will take me a bit make sure I have
enough technical
Hi:
We're trying to load an osg model from an stream. We got the code like this
membuf sb((char *)Data, Size);
std::istream stream(&sb);
osgDB::ReaderWriter* reader =
osgDB::Registry::instance()->getReaderWriterForExtension("osg");
if(reader)
{
os
Hi Adam,
J-S, I took your advice and upped the notify level (thanks for that tip as it
is quite useful!).
Yes :-)
I am getting two messages that seem relevant to my issue:
1) Currently no support for "texture" in Specular channel
2) Failed to find matching "bind_vertex_input" for UVSET0
Wi
Hello folks (and J-S). I am reporting on my progress as stated yesterday.
I'm still not able to get Collada files to texture properly although I am
having success with .3DS (3D Studio) files using the same OSG application code.
J-S, I took your advice and upped the notify level (thanks for that
Hi,
Ok, Thank you!
Cheers,
lucie
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Hi Lucie,
I'm not very familiar with VR-Juggler, but if it works with other OSG
applications it *probably* works with VPB and osgEarth :)
Jason
On Thu, Apr 29, 2010 at 4:54 AM, Tim Moore wrote:
>
>
> On Thu, Apr 29, 2010 at 9:27 AM, lucie lemonnier
> wrote:
>>
>> Hi,
>>
>> Thank you for your a
Akilan,
You are probably running out of texture units. In multitexture mode,
osgEarth uses one per layer. Try using multipass mode instead:
MapEngineProperties props;
props.layeringTechnique() = MapEngineProperties::LAYERING_MULTIPASS;
MapNode* node = new MapNode( map, props );
Glenn Waldron : P
Hi Danny,
I'm afraid you have a rather optimistic view of what we might be able
to do with so little relevant information. So I'm not surprised no
one has come forward, as it's just so open ended what might be wrong.
Go have a look at the various example.
Robert.
On Thu, Apr 29, 2010 at 1:02 P
Hi Dženan,
2010/4/29 Dženan Zukić :
> Is there any time frame for reaching the decision?
I'm afraid there isn't time frame for getting funding. It could be
next month, it could be next year.
Robert.
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Funding request cannot be presented until the end of April, so June or July
before we will know for definite either way.
:-)
John Montgomery
University of Aberdeen
Directorate of Information Technology
Edward Wright Building
Dunbar Street
Aberdeen
AB24 3QY
Tel: +44 (0) 1224 27 3218
Mob: 07592 453
Hi,
Does any bosy have any clue?
It's realy show stopper for us.
Thank you!
Cheers,
Danny
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Hi,
Is there any time frame for reaching the decision?
Cheers,
Dženan
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http://
Hi Dženan,
2010/4/29 Dženan Zukić :
> When osgVolume was being introduced last year, plans to support mixing it
> with polygonal data have been announced. Is there any progress in this, or
> other improvements in osgVolume (maybe support for 2D transfer function)?
>
> What are the current plans
Hi,
When osgVolume was being introduced last year, plans to support mixing it with
polygonal data have been announced. Is there any progress in this, or other
improvements in osgVolume (maybe support for 2D transfer function)?
What are the current plans regarding osgVolume?
Cheers,
Dženan
---
Hi Serge,
yes I submitted a change for this on 14th April, hopefully Robert will get
around to applying it soon :)
On 29 April 2010 10:37, Serge Lages wrote:
> Hi all,
>
> The latest version of the fbx plugin (from the SVN) builds with the 2011.2
> version, but currently in the FindFBX.cmake fil
Hi,
I tried your test app and it didn't work for me, not right away at least. What
it did is got my mind working. The files were saving but i couldn't open them,
or it said that they were corrupted or the image was scrambled. And then i
thought to define fout as a binary stream and that seemed
Hi,
OK, I dissabled BUILD_OSGPPU_PACKAGES checkbox, and now it generates the
project.
I hope it could work like this.
Thank you!
Cheers,
Jon
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Hi all,
The latest version of the fbx plugin (from the SVN) builds with the 2011.2
version, but currently in the FindFBX.cmake file, the default location of
the SDK is "Autodesk/FBX/FbxSdk/2010.2". Should it be changed
to "Autodesk/FBX/FbxSdk/2011.2" ?
Thanks !
--
Serge Lages
http://www.tharsis
Hi,
this small test app still works fine on my side for RGB and GRAY
images... Does it work for you?
I'm not sure what's happening on your side. Maybe try without manually
setting pixel format.
jp
On 29/04/10 11:23, Vedran Pavlic wrote:
Hi,
Ok, I looked into it some more and it doesn't w
Hi,
Ok, I looked into it some more and it doesn't work even for .bmp extensions,
the image gets scrambled. Is there a way to convert osg::Image to some other
image type, preferably CLR System::Drawing::Image or one of boost types. My
first idea was to write osg::Image to a stream and read that
Hi,
I am trying to install the 0.4 version of osgPPU. [WinXP]
When I try to generate the code, cmake says:
Code:
CMake Error at CMakeLists.txt:244 (INCLUDE):
include could not find load file:
OsgPPUCPack
I have tryed to find that file manually, but it is not in the package.
Anyone know where
On Thu, Apr 29, 2010 at 9:27 AM, lucie lemonnier
wrote:
> Hi,
>
> Thank you for your answer, I'll follow your advice, I'll look at osgEarth
> and VPB.
>
> Cheers,
> lucie
>
> You might find helpful a couple of blog posts I wrote about building small
databases with VPB:
http://shiny-dynamics.blogsp
Hi,
I also use VRJuggler to run my application in a virtual reality environment
(for example CAVE). OsgEarth and VPB are compatible with VRJuggler?
Thank you!
Cheers,
lucie
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Hi all,
Oh, just that you note this, I have moved 0.4.1 to 0.4.2-rc1, to better reflect
current version state.
Lucca:
the syntax is exactly the same as on usual texture2D call. So
texture2DLod(sampler, coordinate [,lod]). So in both shaders luminance_adapted
and luminance_mipmap, just change
Hi Joachim,
Thats great !!
Will be happy to test it out.
...
Thank you!
Cheers,
Suvajit
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Hi All,
I am using Spherical Manipulator since its suit for cad application
but I am not able to set Home Position in Spherical
Manipulator.
regards,
Nitin
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Hi,
Thank you for your answer, I'll follow your advice, I'll look at osgEarth and
VPB.
Cheers,
lucie
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