Hi,
I am trying to build osgEarth2.0 (osgearth_2.0_T2011-02-24.zip) using VS9 based
upon OSG 2.8.4 . But I got these errors and warnings from VS9. Any help would
be appreciated.
===
Warning 1 warning C4018: '' : signed/unsigned
Hi Sanghyung,
GDAL is not part of the OSG, it's only used by the OSG's gdal plugin,
so you shouldn't be setting the GDAL_INCLUDE_DIR to point the
OpenSceneGraph, rather you should be pointing it to whereever you have
GDAL headers installed - from the sound of it this will be the 3rd
party
Hi Paul,
On Fri, Jun 10, 2011 at 12:09 AM, Paul Martz pma...@skew-matrix.com wrote:
Hi all -- I've placed a short paragraph at the main OSG wiki home page,
which links to the press release here:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.5?version=1
Please review this
Hi Abhishek,
I can't recall off the top of my head the gdal command options you
require, so to answer your question would have to head over to the
gdal website and read up on the commands... So it would be quicker to
just go check out the gdal website out yourself, there'll do a much
better job
Hi,
I have a .ive model generated by vpb,and I used the osg example
osgviewerMFCd.exe(debug version) to load it,loading successed,but after I
rotated,translated or draged the model for a while,the app would crash
randomly.but,osgviewerMFC.exe(release version)runs will.
is there any problem
Hi,
I have a multicore CPU with two GPUs/cards. My application should run two
rendering pipelines in parallel each utilizing a GPU. Is there any way to
assign GPU1 for pipeline1 and GPU2 for pipeline2 ?
Thank you!
Cheers,
Revanth
--
Read this topic online here:
Hi,
My name is Leandro and I'm spanish student, I'm working with OSGArt, that is a
library to integrate OSG + ARToolKit in Ubuntu 10.10.
I think the OSG developers has done a great work with OSG and I want thank you.
I'm using OSG with two markers, they control each MatrixTransform and I can
Hi @ all,
I'm trying to compile OSG 2.9.12 SVN with FBX 2011.3.1 static
on Win7 x64 using Visual Studio 2010 Ultimate.
FBX-Root: C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1
FBX-Include: C:\Program Files\Autodesk\FBX\FbxSdk\2011.3.1\include
FBX-lib:C:\Program
Hi,
I have to load a 75MB Collada model but when I try to open it I get the
following error:
Error: xmlSAX2Characters: huge text node: out of memory
Load failed in COLLADA DOM
Load failed in COLLADA DOM conversion
osgviewer.exe: No data loaded
The model comes from SketchUp and contains no
Hi Alessandro,
This sound like a COLLADA problem to me, so the best place to look for
a solution will be COLLADA forums and source code.
On the OSG side a 75Mb data file is something that load comfortably on
an modern PC, so unless there is a specific COLLADA usage bug
instigated in our dae
Hi Alberto,
congratulations for the nominee, your application is really amazing and the
video is worth seeing up to the very end!
I'd like to ask you something, if you don't mind:
1) how do you cap holes when performing dynamic clipping?
2) is global illumination calculated in real-time as
I think you misunderstood that other thread, you don't need to copy any DLL
files.
The latest FBX SDK (2012.1) makes everything much simpler so I recommend you
install that and get the latest OpenSceneGraph and hopefully this hassle
will be avoided
On 9 June 2011 15:55, Julius Tiemann
Hi Peter,
On Thu, Jun 9, 2011 at 10:07 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
I understand the circular reference problem with setting
_userDataContainer to this, so overriding get/setUserDataContainer()
and ignoring _userDataContainer seems like a reasonable solution to me.
Hi Danny,
try using acb-setTimeMultiplier( 2.0f ) I am not sure of this and still
looking ...
Mohamed ALJI
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40337#40337
___
Korash,
Please see my response in the osgEarth forum. (Check your GEOS paths; make
sure you are using GEOS 3.2+)
Glenn Waldron / Pelican Mapping / @glennwaldron
On Fri, Jun 10, 2011 at 3:42 AM, Sanghyung Ahn korash0...@gmail.com wrote:
Hi,
I am trying to build osgEarth2.0
I have the .zip file ready, and the Fedora 14 packages ready. Where should I
upload them? I am still working on Centos5 (had a build problem).
Eric
On Fri, Jun 10, 2011 at 4:15 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Paul,
On Fri, Jun 10, 2011 at 12:09 AM, Paul Martz
Hello community,
I'm stuck in a perhaps small problem but I don't know which way to go.
I'd like to use the image loaders OSG implements. I've succesfully fetched
images from web links and my own HD. However, now I'm trying to do the same
with an image stored in a string, in main memory.
My
Hi Robert, hi all,
first, thank you for what you've done with this project! I must say i didn't
expect the meta data to be in before the 3.0 ...
Right now, Sukender is more or less dying under his heavy workload, so I
think he reads his emails but unfortunately doesn't have enough time to
Hi Miguel
Your code seem good.
I am not familiar with MLAA and its optimization.
Have you try gDEBugger, it allow you to see the StencilBuffer at anytime.
You're right, use of osg::ClearNode between osgPPU::Unit is probably not a
good idea
If you could provide an simple example, I could play
Hi Robert,
i'm trying to compile the 2.9.16 version for iOS, at the moment only
for the simulator (checked out this morning) but I encountering some
errors about GL_INENSITY:
/blah/blah/OpenSceneGraph/src/osg/ImageUtils.cpp:473: error:
GL_INTENSITY was not declared in this scope
Try using the following on your texture file (intexturefile)...
gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear intexturefile
outtexturefile
outtexturefile will then be used as input for osgdem.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi,
can you test the attached ImageUtils.cpp? OpenGL ES doesn't know
GL_INTENSITY, so I added an include to osg/Texture, as there are some
defines...
the ReaderWriterImageIO_IOS.cpp compiles fine on my end, don't know
what's wrong.
cheers,
Stephan
Am 10.06.11 16:06, schrieb
Hi Grogoire,
On Fri, Jun 10, 2011 at 2:58 PM, Gregoire Tarizzo
gregoire.tari...@virtuelcity.com wrote:
As for me I have two main questions:
1. This first question is not directly linked with the meta feature it's
just that i'm still very new to OSG and even more to serialization. How are
we
Hi,
I'm also using svn/trunk version of the OSG and the 3.6.1
version of DCMTK, and built both myself from source.
I'm using a ubuntu 10.04 64 bit linux system with an and I dont know if i have
a graphics card or open gl drivers... my laptop is a very old dell inspiron
1525 core 2 duo
Hi Stephan,
the errors about GL_INTENSITY are fixed with the new ImageUtils.cpp, thank
you very much!
About the ReaderWriterImageIO_IOS, it seems that the ImageIO framework is
not found or some path is wrong... can I try to modify the CMakeLists.txt
in the imageio plugin in order to specify
On 6/10/2011 2:15 AM, Robert Osfield wrote:
Thanks for the putting up the page. I've just read it and feel that
the info abou the community size/role is repeated albeit with slightly
different phrasing. We could probably combine the paragraphs or just
cut out the repitition. Perhaps one
Hi Massimo,
Am 10.06.11 17:05, schrieb massimo.ri...@acsys.it:
About the ReaderWriterImageIO_IOS, it seems that the ImageIO framework is
not found or some path is wrong... can I try to modify the CMakeLists.txt
in the imageio plugin in order to specify where is the framework and to
force to
Hi Daniel,
On 10/06/11 15:56 , Daniel Cámpora wrote:
I'd like to use the image loaders OSG implements. I've succesfully fetched
images from
web links and my own HD. However, now I'm trying to do the same with an image
stored in
a string, in main memory.
My OSG version is 2.9.9. The
This actually looks like an issue with libxml2, one of the dependencies of
COLLADA-DOM. It might be that the bundled version has a bug, which would be
an easy fix. What platform are you on? (Windows, Linux, Mac, other) Do you
have libxml2 installed systemwide and did the build of collada-dom
Hi Ulrich,
Thanks for the answer. Shortly before your answer I found out I could try the
istringstream, but I still can't get it to work. The direct conversion is not
working out of the box for me, it might be related to the string not being
correctly generated (png crashes, jpeg gives a
Hi,
Thanks Alsessandro and Ulrich for your feedback :)
Asking questions...
1) how do you cap holes when performing dynamic clipping?
Every poly behind the holes is viewed by its back face. You only have to
fill any back face with an uniform color in a fragment program.
2) is global
Saw this on the Qt blog and thought I'd pass it along, since I've seen the
topic come up a few times.
Threaded OpenGL in 4.8
http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/
Ryan
--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University
Just wanted to mention that after a few hiccups relating to trying to build
WRAPPERS,
our build system has produced all the necessary targets and I've published them
on the
public web site:
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
Whomever
Okay, I'm back again.
I just wrote a quick parser for my cluster files, read some more from an OSG
tutorial and then went to poke around in the code.
The dilemma now is this: when I include any OSG headers, I get tons of
compiler errors eminating from the base OpenGL files (i.e. residing at
On 6/10/2011 3:27 PM, basil huffman wrote:
What do I need to do to fix this problem?
Show us a few of the errors from the start of the error listing. Something
seems odd here.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging.
When I include osg/Geode:
1c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
C2144: syntax error : 'void' should be preceded by ';'
1c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
C4430: missing type specifier - int assumed. Note: C++ does
On 6/10/2011 3:59 PM, basil huffman wrote:
When I include osg/Geode:
1c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
C2144: syntax error : 'void' should be preceded by ';'
1c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) : error
C4430:
I'm guessing WINGDIAPI isn't defined, but I have no idea which of the myriad VC
project file options might cause this. I advise you to compare your project
properties against that of, say, osgconv, to identify what you have set differently.
-Paul
On 6/10/2011 3:59 PM, basil huffman wrote:
Chris 'Xenon' Hanson wrote:
On 6/10/2011 3:59 PM, basil huffman wrote:
When I include osg/Geode:
1c:\program files\microsoft sdks\windows\v6.0a\include\gl\gl.h(1152) :
error C2144: syntax error : 'void' should be preceded by ';'
1c:\program files\microsoft
Hi,
I need to handle multiple textures in glsl. Any suggestions how do I do it?
Should I use sampler2DArray? How do I use it? Any links I could take
reference from?
Also, is there a limit to the amount of textures I could load into GPU. I
tried loading 25 4096by4096 textures and it
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