Hi All,
I'm having a error compiling OpenSceneGraph-2.9.13 on my mac laptop. I get a
error ld: framework not found QtCore just after Linking CXX shared library
../../lib/libosgQt.dylib.
I have change cmake directive CMAKE_OSX_ARCHITECTURES to x86_64.
I'm have mac os x version 10.6.7 and Qt
Thank you Stefan, I'm going to try it right now...
Alessandro
On Wed, May 4, 2011 at 10:22 PM, Stephan Huber ratzf...@digitalmind.dewrote:
Hi Alessandro,
I had some time to polish the GraphicsWindowIOS-implementation and it
should work now to use a GraphicsWindowIOS as part of a bigger
I've tried the new updated version and it works fine on my end. Now it looks
very easy to manage the OSG's view within a custom view controller.
I'd like to ask a couple of things, just to understand better how everything
works.
1) in GraphicsWindowIOS, beyond the window and view, also a view
Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?
I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS
When i apply this two Shaders to a Geometry Shader generated objectsthe
texture2D
Garrett Cope writes:
Am I correct that invBindMatrixInSkeletonSpace is the rotation from
the bone to the skeleton root rather than the previous bone as in
earlier versions of osgAnimation?
Yes, I think you are, by looking for example at the compute function in
Am 05.05.11 11:52, schrieb Alessandro Terenzi:
1) in GraphicsWindowIOS, beyond the window and view, also a view
controller is defined and it is allocated in GraphicsWindowIOS.mm just after
the view...is this view controller really needed? How is it used?
The ViewController is used to adapt the
On 5/5/2011 4:07 AM, Nan WANG wrote:
Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?
I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS
When i apply this two Shaders to a Geometry
Hello boss:
Here are some details of my problem:
In my Geometry Shader, i have some codes to generate objects in real time (i.e.
triangles, these trangles constitute a surface). With VS and FS, i can set the
gl_FragColor as i like..
But when applying a texture to the objects which are
the problem i am thinking is that:
when we create an object like osg::box..then osg::ShapeDrawable*
unitCubeDrawable
then the box contain a right UV coordinate.
the objects which are realtime generated do not have BOX UVso if i apply a
texture to objsthere should be a problem...
Thanks Stephan.
Alessandro
On Thu, May 5, 2011 at 12:39 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Am 05.05.11 11:52, schrieb Alessandro Terenzi:
1) in GraphicsWindowIOS, beyond the window and view, also a view
controller is defined and it is allocated in
See my previous post. When you use a geometry shader to create new vertices,
and the object is textured, then the geometry shader must generate tex coords
for each vertex.
Paul Martz
Skew Matrix Software
Http://www.skew-matrix.com
On May 5, 2011, at 7:23, Nan WANG nan.c...@gmail.com wrote:
Hi,
I have a 64 Bit Linux (OpenSuse) and want to compile osg to 32 Bit
executables/libraries.
It seems like if I run the standard installation I only get 64 Bit executables
and shared objects.
I know you can force the compiler to create 32 bit binaries per flag -m32 but I
don't know how to
Martin Haffner writes:
I know you can force the compiler to create 32 bit binaries per flag -m32 but
I don't know how to tell osg to compile into 32 Bit.
That's it! But please note that you also need the 32 bit version of the
libraries used as a dependency for OSG.
--
Alberto
Hi,
Well, and how do I tell CMake to generate a makefile that uses the -m32 flag?
Thank you!
Cheers,
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39036#39036
___
osg-users mailing list
i am a beginner of OSG
Could you provide me an example of that?or some links
Cheers,
Nan
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39037#39037
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osg-users mailing list
Hi, Martin
You can add -m32 manually to CXX_FLAGS in CMakeCache or with ccmake
Cheers,
Sergey.
05.05.2011, 18:28, Martin Haffner str...@gmx.net:
Hi,
Well, and how do I tell CMake to generate a makefile that uses the -m32 flag?
Thank you!
Cheers,
Martin
--
Read this
Hi, Nan
You should generate them with same GS. If you draw GS generated model
immediatly you should specify correct outputs\inputs for generated tc's in
geometry and fragment shaders. If you stream out and save generated vertices
data with transform feedback you should also stream out
Hi,
Ok, I modified the CMAKE_CXX_FLAGS line in CMakeCache.txt to this line:
CMAKE_CXX_FLAGS:STRING=-m32
Then I call CMake and it also generates a Makefile. I searched in the whole
Makefile but there is no m32 flag! Did I miss something?
Thank you!
Cheers,
Martin
--
Read this
Martin Haffner writes:
Hi,
Ok, I modified the CMAKE_CXX_FLAGS line in CMakeCache.txt to this line:
CMAKE_CXX_FLAGS:STRING=-m32
Then I call CMake and it also generates a Makefile. I searched in the whole
Makefile but there is no m32 flag! Did I miss something?
It seems cmake bundles the
Hi All,
I revamp this thread as my question is strictly related, as I'm trying to
pack multiple geometries into shared VBO.
I'm creating a shared osg::Vec3Array for vertices,
same for as many vertex attribute as I need,
and then assigning these shared arrays to the different geometries
Ricky,
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state.
So I believe they will be bound and unbound for each Geometry, even if they
are shared. Somebody correct me if I'm wrong. (See
Geometry::drawImplementation.)
Glenn Waldron / Pelican Mapping / @glennwaldron
On
Hi Glenn,
thanks for your reply...
so to avoid the gl state change related to the bind/unbind of the buffers,
have I got to pack multiple geometries into a single one?
I'd had preferred to keep them separated as each has a logical meaning in
my app,
and to have direct access to a single geom
Hi,
i have tried to generate a terrain (.ive) database using osgdem commandline
options in order to buid a flat database where coordinates are in meters. After
successfull generation i put that terrain in my osg application and really
shocked! Before telling you what i saw as the output let me
Hi,
i have tried to generate a terrain (.ive) database using osgdem commandline
options in order to buid a flat database where coordinates are in meters. After
successfull generation i put that terrain in my osg application and really
shocked! Before telling you what i saw as the output let me
On Thu, May 5, 2011 at 12:02 PM, Riccardo Corsi
riccardo.co...@kairos3d.itwrote:
Hi Glenn,
thanks for your reply...
so to avoid the gl state change related to the bind/unbind of the buffers,
have I got to pack multiple geometries into a single one?
yes
I'd had preferred to keep them
Martin, J-S,
Do you happen to know if this issue occurs only when the stats are enabled, or
if it also occurs in the viewer without the stats displayed? I ask because
I've never actually used the stats functionality, but sometimes when we launch
our application, the graphics appear lower
Atilla,
osgdem is creating your model in what's called a plate carre projection --
in which degrees are simply reinterpreted as meters. That is why your 2x2
degree cell is appearing as 2x2 meters.
You need to reproject into a proper projected spatial reference system (like
UTM) to get the correct
Hi Tom,
Do you happen to know if this issue occurs only when the stats are enabled, or
if it also occurs in the viewer without the stats displayed? I ask because
I've never actually used the stats functionality, but sometimes when we launch
our application, the graphics appear lower quality
On 5/5/2011 9:51 AM, Glenn Waldron wrote:
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state. So I
believe they will be bound and unbound for each Geometry, even if they are
shared. Somebody correct me if I'm wrong. (See Geometry::drawImplementation.)
This is my
Hi Farshid,
The problem I had with my own compiled version of OSGExp was indeed
caused by mismatched DLLs. The prebuilt version's installer copied the
OSG DLLs into the 3dsmax directory, as well as the Previewer.dll. When
compiling my own version, I was able to just have my own version of OSG
Hi Glenn,
Thanks for the tip.. but i really need to know,
Where should i do reprojection? In my dted-2 files and/or in my GeoTiff.file
(since their projections are both Geographic - Lat/Lon) before executing osgdem?
Or should i do re-scaling or whatever after i load terrain in osg application?
Hello again Farshid,
OK. The different ways you mention above, are they all currently
supported by OSGExp? Meaning, the material name is exported? The
object properties field is exported as descriptions you say? (I
haven't gone through the code to OSGExp yet)
Yes, all the
I recommend reprojecting them first. You can use gdalwarp, or a tool like
Global Mapper.
You may also want to investigate osgEarth as an alternative approach to
doing terrain with OSG.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, May 5, 2011 at 1:08 PM, Atilla Selem
On Thu, May 5, 2011 at 12:59 PM, Paul Martz pma...@skew-matrix.com wrote:
On 5/5/2011 9:51 AM, Glenn Waldron wrote:
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
state. So I
believe they will be bound and unbound for each Geometry, even if they are
shared. Somebody
Hi J-S!
On Wed, May 4, 2011 at 10:27 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
maya2osg (Maya plugin)
---
As for maya2osg, it also seems active (last checkin Apr. 24th) and I was
able to compile it myself and use my compiled version without
On 5/5/2011 11:26 AM, Glenn Waldron wrote:
On Thu, May 5, 2011 at 12:59 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com wrote:
On 5/5/2011 9:51 AM, Glenn Waldron wrote:
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
state. So I
Try using the following to reproject your data...
gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11
+datum=WGS84 infile outfile
Do this before using osgdem on your data files. UTM zone selection will be
dependent upon where your lat/lon is...
-Shayne
-Original
HI All,
Current the OSG does unbind VBO's at the end of
osg::Geometry::drawImplementation(..) so that VBO and EBO state
doesn't leak into adjoining Drawables. If an implementation is known
to only use VBO's, with no display lists then potentially we could not
bother with the unbind at the end
Hi Javier,
OMG! X-D
How many minutes did you wait??? :)
About 5 ;-)
No seriously, about 5 hours, but it's fine, I didn't really expect a
reply that quick - it was meant as a joke, and I had other questions to
ask for the Max export plugin too so I started a thread about both
Hi Jean-Sébastien,
Thanks, I will go ahead and add these to the trunk. I am going to keep the
existing Visual Studio projects though. The existing projects can be used
for both 32 and 64-bit builds. I even wrote a Python script in the Setup
folder that automates building the Visual Studio
Hi J-S,
On Thu, May 5, 2011 at 10:25 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
No seriously, about 5 hours, but it's fine, I didn't really expect a reply
that quick - it was meant as a joke, and I had other questions to ask for
the Max export plugin too so I started a
Hi Javier,
I suppose you have a very short timeframe in justincaseidie.com :D
I didn't know about this, it's actually hilarious...
It will actually only be sent if you fail to log back in to the system
within the timeframe that you set, we're just sort of assuming that only
death would
Hi,
I just found my problem. I'm not sure if I caused it or it is some bug on
QtSDK installation. I'm used to work on Linux so Mac is new for me.
Playing with link.txt file in the osgQt/CMakeFiles/osgQt.dir I figure out the
flag -isysroot /Developer/SDKs/MacOSX10.6.sdk was not finding my
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