Hi Anastasia,
Note that osgAnimation::RigGeometry is different from osg::Geometry class.
Better do the morph with the Geometry classes and the new morphed one used it
as input for a RigGeometry class...
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Hi Maxim,
I haven't seen any threading issues with svn/trunk, testing with
Kubuntu 10.10 64bit, and there aren't any recent changes that are
likely to affect threading behaviour under Linux. I would suspect a
build issue, runtime linkage issue. Could you try a clean build and
double check that
Thanks for reply,
I have some another question.
Using osgUtil::PolytopeIntersector we get the x, y, and z coordinates at
current mouse position. Can I do opposite of it, means if I have x, y and z
coordinate then, can I calculate the screen coordinate. Actually I have to find
points
thanks for advice ... I will try to double-check
glxinfo on my machine returns:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 8800 GT/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 260.19.26
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
P.S.
Hi all,
Not sure if its just me:
But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer
cow.osg and enable stats using the s key, my draw rate shows up as
15-16(draw thread per a context).
Cycling through threading modes using the 'm' key gets rid of the draw rate
problem and it
Hi Robert,
I checked, the result has not changed ...
osgviewer ./osgcool.osg
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version
test failed, requires valid graphics context.
Ошибка сегментирования (Segmentation error)
and osgviewer crash with probability 50..70%
If i use the
Will the same technique work with a third camera C?
Sent from my iPhone
On Apr 28, 2011, at 11:06 AM, Sergey Polischuk pol...@yandex.ru wrote:
Hi, Craig
In your example, put camera A as child of B with render order on camera A set
to prerender.
Cheers, Sergey.
27.04.2011, 18:38,
Hi Martin,
Not sure if its just me:
But on Windows7 64bit,VS 2008 build, latest SVN, when I run osgviewer
cow.osg and enable stats using the s key, my draw rate shows up as
15-16(draw thread per a context).
Cycling through threading modes using the 'm' key gets rid of the draw rate
problem and
Hi,
I'm trying to find a way to integrate OSG into a generic app for iOS, but
I'm facing some problems. Maybe I'm missing something, but as far as I've
understood, it looks like that, in order to use OSG on iOS, I must always
use the UIWindow and the corresponding UIView/UIViewController objects
Heh sorry I'm interested, just got back to DFW and hail. Don't have any
particular reqs tho, other than the 3ds plugin. Looking fwd to build osgtoy and
vrpn on this foundation.
--mew
Sent from my BlackBerry® smartphone, powered by CREDO Mobile.
-Original Message-
From: Paul Martz
Yep, and we had already discussed this offline. The 3ds writer fixes are on the
feature list. Thanks.
-Paul
On 5/2/2011 11:59 AM, mike.weib...@gmail.com wrote:
Heh sorry I'm interested, just got back to DFW and hail. Don't have any
particular reqs tho, other than the 3ds plugin. Looking
This is a test mail (due to forum's server move), please ignore.
Cheers,
Art
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Hi,
I have tried to get the texture map from the loaded .flt file but it returned
null.
I have looked up the thread here
Code:
osg::Group* Ground = dynamic_castosg::Group*
(osgDB::readNodeFile(C:/Program/Multigen-Paradigm/creator_3_2/tutorials/DesktopTutor/Models/arena.flt));
Hi folks,
I had to switch the forum to another server. The new server is already
configured and running well. I've made some tests and it seems that everything
works fine as before.
There should be no messages lost until the server migration is complete.
However I would like to ask you for
I'd suggest looking in the StateSets of Nodes, not just Drawables.
-Paul
On 4/27/2011 10:43 PM, ChiaYuan wrote:
Hi,
I have tried to get the texture map from the loaded .flt file but it returned
null.
I have looked up the thread here
Code:
osg::Group* Ground = dynamic_castosg::Group*
Hi Robert and all -- It is very likely that I'll move forward with the 2.8.5
release as we have been discussing on this thread.
I'd like to reserve SO version number 74 for this release.
-Paul
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