Hi,
I used osgconv and osgviewer for a long time, but suddenly it stopped working.
This is the output when I try to use osgconv:
osgconv part0001_002.flt foo.osrg
Warning: dynamic library
'/usr/local/lib/osgPlugins-2.9.5/osgdb_openflight.so' exists, but an error
occurred while trying to
HI ? Could you sign your emails with the name you'd like to addressed
with, thanks.
As for the error, this points to the OSG failing to create a grpahics
context on your system. What hardware and drivers are you using?
In recent versions of OSG/VPB it's possible to run VPB builds without
using
Hi Martin,
I'd suggest just uninstalling the 32bit version of the OSG.
Robert.
On Wed, May 18, 2011 at 8:53 AM, Martin Haffner str...@gmx.net wrote:
Hi,
I used osgconv and osgviewer for a long time, but suddenly it stopped
working. This is the output when I try to use osgconv:
osgconv
Hi,
Here is a repro of the slave camera problem (the original problem, not the
bounding box stuff).
Increase the number of testRTTCamera() iterations to see the problem better.
It seems there is something wrong with respects to how GL objects are released,
as the program is stuck after a
Hi Robert,
Thanks for your fast reply! Yes, I guess that would solve the problem.
Unfortunately I need the 32 Bit Version of OSG, because I have a program that
needs to be compiled into a 32 Bit Executable (because it depends on some libs
that are only available in 32 Bit). I compile this
Hi, Martin
You can use two profiles with different sets of env variables, one for 32bit
and another for 64bit, so you would not have both lib dirs in LD_LIBRARY_PATH.
Cheers, Sergey.
18.05.2011, 12:12, Martin Haffner str...@gmx.net:
Hi Robert,
Thanks for your fast reply! Yes, I guess that
Hi,
The only problem that I personally heard about is about the slow transfer speed
to/from GPU memory on Fermi cards. DMA transfers are said to be slower than on
GTX 2xx hardware. I haven't seen anything related to computing.
Cheers,
Fred
--
Read this topic online here:
Hi Farshid, hi Jean-Sébastien,
I'll let you choose the separator, even if I'd vote for tabs or vertical bars,
not spaces.
About where to place the descriptions and the syntax for them, let's keep in
mind that each description is treated as a separate string, so I'd say each one
must bring all
Hi,
Nobody can help me? I need ideas to associate different morphs in the same
MorphGeometry and can call them separately, if possible ...
I started to look into MorphGeometry, and from what I see, I'm not able to do
it without modifying the class.
If anyone comes up with another simpler
On 05/18/2011 05:14 AM, Fred Smith wrote:
Hi,
The only problem that I personally heard about is about the slow transfer speed
to/from GPU memory on Fermi cards. DMA transfers are said to be slower than on
GTX 2xx hardware. I haven't seen anything related to computing.
I think it's
Hi Luca,
On Wed, May 18, 2011 at 3:24 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
About where to place the descriptions and the syntax for them, let's keep
in mind that each description is treated as a separate string, so I'd say
each one must bring all the info it needs. Which now
Hi OSG lovers,
I would like to discuss about the following code snippet, which appears in the
Beginner's Guide for obtaining a node's position:
Code:
osg::Vec3 posInWorld = node-getBound().center() *
osg::computeLocalToWorld(node-getParentalNodePaths()[0]);
In principle, this code is aimed
Farshid Lashkari wrote:
Regarding the format, are you suggesting that there should be a single
description string that contains information for all the materials? Or each
material should still be a separate description, but include the material
name on each map entry line?
I'm suggesting
Hi Luca,
On Wed, May 18, 2011 at 8:02 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
I'm suggesting that we have one line per each map; so if you have 5
materials each with 3 maps you'll see 15 description lines in total. And
each line should include the material ID it refers to so it's
Hi,
I'm working on a system in which we already have a post render camera onto
which we're displaying text data as overlays to the 3D environment. Kind of
like a heads-up display. That's working just fine. In addtion to the this
post-render cameras that the overlays are placed on, we're also
Hi,
Well, I found a solution, a little sloppy but it works!
The idea is to create a MorphGeometry for each morph, and link these to an
animation with a single channel. Then we will create a main MorphGeometry,
adding each previous MorphGeometrys. This we will associate to an animation
with an
Greetings!
Well, given what I've been told by NVIDIA, that there is a Quadro group that if
you develop with that card series that they will be at my bacon call and there
is the GForce Group that lives in the nether regions.
Getting help for Quadro is easy since it built only by PNY and they
Hi,
Just uploaded 2.8.4 and investigating the use of shaders to build some edge
blending code. Tried example osgshaderterrain and got the following error at
runtime
bin]# ./osgshaderterrain
Creating terrain...done.
glLinkProgram FAILED
Program infolog:
Vertex info
---
(16) : error
Hi Luca,
I've just committed support for the material description strings. Each
material will have its own description string added to the root node. Here
is a sample description:
# osgmaxexp material data
Name Basketball
Map Diffuse 0 1 images\bball_diffuse.jpg
Map Bump 1 0.3
On 17.05.2011 01:57, Robert Osfield wrote:
Text sizing will be a little different as I there were bugs in the way
that 2D and 3D
text was sized, while now the two are consistent, and different
resolutions of the
glyphs don't affect the results. These bug fixes will lead to changes in sizes
Farshid Lashkari wrote:
# osgmaxexp material data
Name Basketball
Map Diffuse 0 1 imagesbball_diffuse.jpg
Map Bump1 0.3 imagesbball_normal.jpg
Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just to
be sure I've got it right, the
On Wed, May 18, 2011 at 1:06 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
Cool! I'll give it a try tomorrow (I'm in Europe, different time...). Just
to be sure I've got it right, the fields after the keyword Map are, in
order: map name, tx unit, blend amount (in [0,1] range), file name.
Hi Thorsten,
On Wed, May 18, 2011 at 9:00 PM, Thorsten Brehm bre...@gmail.com wrote:
I was able to reproduce the problem now. Sometimes the font is slightly too
large, sometimes too small, and sometimes almost unchanged. Example:
http://imageshack.us/photo/my-images/101/osgtxfcomparison.jpg/
What OS, GPU, driver?
-- mew
--Original Message--
From: John Warner
Sender: osg-users-boun...@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
ReplyTo: osg-users@lists.openscenegraph.org
Subject: [osg-users] Error in example?
Sent: May 18, 2011 12:51
Hi,
Just uploaded
Hi,
Are you sure that the shaders can be found properly? I.e. is the
OSG_FILE_PATH set?
Raymond
On 5/18/11 11:22 PM, mike.weib...@gmail.com wrote:
What OS, GPU, driver?
-- mew
--Original Message--
From: John Warner
Sender: osg-users-boun...@lists.openscenegraph.org
To:
Jason Daly wrote:
On 05/18/2011 05:14 AM, Fred Smith wrote:
Hi,
The only problem that I personally heard about is about the slow transfer
speed to/from GPU memory on Fermi cards. DMA transfers are said to be
slower than on GTX 2xx hardware. I haven't seen anything related to
Hi Martin,
On 18/05/11 17:53 , Martin Haffner wrote:
I used osgconv and osgviewer for a long time, but suddenly it stopped
working. This is
the output when I try to use osgconv:
osgconv part0001_002.flt foo.osrg Warning: dynamic library
Hi,
...
I found some problems when configuring vpb src in Cmake.
I have already read all the whole cmakelists in vpb,and found that OSG which
vpb relies on must be release version.
Thank you!
Cheers,
wang
--
Read this topic online here:
Hi Stephan,
thank you for your advice and support in https://github.com/stmh/osg. I could
build the examples :)
But the error
target specifies product type 'com.apple.product-type.tool', but there´s no
such product type for the 'iphonesimulator' platform.
is still existing in my own
mike.weiblen wrote:
What OS, GPU, driver?
OS is Linux 2.6.23 with Xenomai real time extension
GPUs are older Nvidia boards, GEForce 8400s and 9400s
NV driver is X86_64-173.14.12.
Yea, know I need a serious upgrade ;-)
Have some GTX 460s on the shelf, but trying to get this shader
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