Re: [osg-users] osg plugins
HI Andy, The code looks correct to me, this block with the loadLibrary in will only be called in no entry has been found to load that required tokens in the ascii file so the fallback then has to load a new library to be able to read it, but if no new library is loaded then it shouldn't attempt to try and parse it again otherwise you'd end up with an infinite loop. Robert. On 16 November 2011 14:38, Andy Skinner andy.skin...@mathworks.com wrote: We’re just moving from 2.8.something to 3.0.1. Looks like I should update from using .osg to .osgx. While I was looking at that, I was wondering about this line from DogOSGWrapper.cpp: if (osgDB::Registry::instance()-loadLibrary(*itr)==osgDB::Registry::LOADED) return writeObject(obj,fw); It looked to me that loadLibrary() was returning PREVIOUSLY_LOADED. Should the condition be != osgDB::Registry::NOT_LOADED? I’m not familiar with this code, but that seemed odd to me. thanks andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Carmack rewriting Doom 3 source code to dodge legal issues | VG247
Hi Chris, On 18 November 2011 16:02, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: http://www.vg247.com/2011/11/17/carmack-rewriting-doom-3-source-code-to-askew-legal-issues/ I'm not sure if osgShadow might be impacted, or if it uses this technique at all. We don't have the same variant of the shadow volume technique implemented so for this particular patent we are in the clear. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
Hi, On Mon, Nov 21, 2011 at 12:03 AM, Markus Kahl machisuji...@googlemail.com wrote: Hey, I've actually downloaded those pre-compiled binaries and have tried it with those all the time. I want to do something on my own and start working with one of the examples the basis. Regards, Markus 2011/11/20 Chris 'Xenon' Hanson xe...@alphapixel.com Did you download the 32- or 64bit packages? Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
Hey, I've downloaded the 64-bit binaries (3.0.1). Regards, Markus 2011/11/21 Mourad Boufarguine mourad.boufargu...@gmail.com Hi, On Mon, Nov 21, 2011 at 12:03 AM, Markus Kahl machisuji...@googlemail.com wrote: Hey, I've actually downloaded those pre-compiled binaries and have tried it with those all the time. I want to do something on my own and start working with one of the examples the basis. Regards, Markus 2011/11/20 Chris 'Xenon' Hanson xe...@alphapixel.com Did you download the 32- or 64bit packages? Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
On Mon, Nov 21, 2011 at 3:24 PM, Markus Kahl machisuji...@googlemail.com wrote: Hey, I've downloaded the 64-bit binaries (3.0.1). Regards, Markus But you are compiling your program in 32bit. So, either download the 32bit packages or build your program in 64bit. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't thought of. For some reason I cannot even choose x64 as a platform in Visual Studio. So now I've just downloaded the x86 binaries and everything works just fine. Thank you everyone and sorry for bothering you with such a stupid problem ... 2011/11/21 Mourad Boufarguine mourad.boufargu...@gmail.com On Mon, Nov 21, 2011 at 3:24 PM, Markus Kahl machisuji...@googlemail.com wrote: Hey, I've downloaded the 64-bit binaries (3.0.1). Regards, Markus But you are compiling your program in 32bit. So, either download the 32bit packages or build your program in 64bit. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Hierarchical sorting problems
Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some more stencil related state changes in bin 13, then the final rendered geometry in bin 14 followed by some default state restoring stuff in bin 15. The reason why I do it this way is because of the way the geometry get added to the scene. I've made an image to help explain it: [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] Figure 1 shows how the nodes are laid out that should be rendered with this system. Figure 2 shows how they should be sorted in the bins. Basically I need to have them sorted by depth according to the transform node at LEVEL 2, then drawn in the order that they were added to the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4. By fiddling with setRenderBinDetails and setNestRenderBins for some reason I can only get the whole thing to sort by depth, or the whole thing to sort by traversal. My understanding of the renderbins isn't great especially where setNestRenderBins comes in. Is there some magical combination of bin settings I can set that will make everything sort properly? Am I doing this completely the wrong way? Any help is appreciated! Cheers, Sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Camera and Animation Path
Hi, Has anyone found any good example code for attaching the camera to an animation path? Unfortunately all of the example code I have found is very dated and due to a deadline I am unable to go back and learn Producer and then how to port it to osgGA. I'm trying to find some example code so I can quickly achieve the animation ... any example code would be greatly appreciated. I have a trajectory of a missile that I have animated with an animation path and all works well. Now I need to put the camera on the head of the missile and orient it according to the direction the missile seeker is pointing. Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43979#43979 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] strange pushModelViewMatrix behavior
Hi everyone, I'm wondering about a strange thing I noticed when trying to use osgUtil::pushModelViewMatrix() directly: - Suppose I have a class where I store a ref pointer on a RefMatrix: osg::ref_ptrosg::RefMatrix _modelView. - Suppose in that class I have a function called during the cull traversal: draw(osgUtil::CullVisitor cv) { osg::Matrixd mat = // I compute the matrix I want to use as model view here. #if STRANGE_BEHAVIOR _modelView-set(mat) cv.pushModelViewMatrix( _modelView.get(), osg::Transform::RELATIVE_RF) #else cv.pushModelViewMatrix(new osg::RefMatrix(mat), osg::Transform::RELATIVE_RF) #endif // drawing something here with a member geode object: _geode-accept(cv); cv.popModelViewMatrix(); } = If I try the STRANGE_BEHAVIOR section, I get nothing displayed properly (even it the OSG Stats report a good number of vertices). If I use the other section everythig is fine... Any idea what I'm missing here ?? I think it would be better if I could avoid creating a new object on the heap for each call to this function :-) cheers, Manu. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hierarchical sorting problems
Sean, RenderBins do have a sort-by-traversal-order option, but it's not accessible by default. But registering a custom bin is actually very easy to implement. Here's some code for defining a custom traversal-order bin: https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966 ..and the code that registers the prototype with OSG: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 Then, you just say setRenderBinDetails( binNum, binName) where binName is the name of your custom bin. HTH. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.comwrote: Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some more stencil related state changes in bin 13, then the final rendered geometry in bin 14 followed by some default state restoring stuff in bin 15. The reason why I do it this way is because of the way the geometry get added to the scene. I've made an image to help explain it: [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] Figure 1 shows how the nodes are laid out that should be rendered with this system. Figure 2 shows how they should be sorted in the bins. Basically I need to have them sorted by depth according to the transform node at LEVEL 2, then drawn in the order that they were added to the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4. By fiddling with setRenderBinDetails and setNestRenderBins for some reason I can only get the whole thing to sort by depth, or the whole thing to sort by traversal. My understanding of the renderbins isn't great especially where setNestRenderBins comes in. Is there some magical combination of bin settings I can set that will make everything sort properly? Am I doing this completely the wrong way? Any help is appreciated! Cheers, Sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hierarchical sorting problems
I should have mentioned that I am actually using TraversalOrderBin and DepthSortedBin in my code. Maybe I just don't understand how the renderbins work. Am I correct in assuming that for example the root node would have several numbered bins, each with the ability to have a depth sorted bin, a traversal bin, and a state sorted bin inside them? It seems that no matter what I do, the last sort order I set in the hierarchy is the only one that does anything. On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.com wrote: Sean, RenderBins do have a sort-by-traversal-order option, but it's not accessible by default. But registering a custom bin is actually very easy to implement. Here's some code for defining a custom traversal-order bin: https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966 ..and the code that registers the prototype with OSG: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 Then, you just say setRenderBinDetails( binNum, binName) where binName is the name of your custom bin. HTH. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.comwrote: Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some more stencil related state changes in bin 13, then the final rendered geometry in bin 14 followed by some default state restoring stuff in bin 15. The reason why I do it this way is because of the way the geometry get added to the scene. I've made an image to help explain it: [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] Figure 1 shows how the nodes are laid out that should be rendered with this system. Figure 2 shows how they should be sorted in the bins. Basically I need to have them sorted by depth according to the transform node at LEVEL 2, then drawn in the order that they were added to the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4. By fiddling with setRenderBinDetails and setNestRenderBins for some reason I can only get the whole thing to sort by depth, or the whole thing to sort by traversal. My understanding of the renderbins isn't great especially where setNestRenderBins comes in. Is there some magical combination of bin settings I can set that will make everything sort properly? Am I doing this completely the wrong way? Any help is appreciated! Cheers, Sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hierarchical sorting problems
OK, I didn't know there was already a prototype registered for TraversalOrderBin. You learn something new every day. Anyway, if I understand your drawing correctly, I would comment that the only put into render bins are Drawables (not transforms). So if you have your Transforms set to a depth-sort bin, but all the drawables set to a traversal-order bin.. there's no depth sorting actually taking place b/c there aren't any drawables in a depth-sort bin. Does that make any sense? I could be wrong. Glenn On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan sullivan0s...@gmail.comwrote: I should have mentioned that I am actually using TraversalOrderBin and DepthSortedBin in my code. Maybe I just don't understand how the renderbins work. Am I correct in assuming that for example the root node would have several numbered bins, each with the ability to have a depth sorted bin, a traversal bin, and a state sorted bin inside them? It seems that no matter what I do, the last sort order I set in the hierarchy is the only one that does anything. On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote: Sean, RenderBins do have a sort-by-traversal-order option, but it's not accessible by default. But registering a custom bin is actually very easy to implement. Here's some code for defining a custom traversal-order bin: https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966 ..and the code that registers the prototype with OSG: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 Then, you just say setRenderBinDetails( binNum, binName) where binName is the name of your custom bin. HTH. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.comwrote: Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some more stencil related state changes in bin 13, then the final rendered geometry in bin 14 followed by some default state restoring stuff in bin 15. The reason why I do it this way is because of the way the geometry get added to the scene. I've made an image to help explain it: [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] Figure 1 shows how the nodes are laid out that should be rendered with this system. Figure 2 shows how they should be sorted in the bins. Basically I need to have them sorted by depth according to the transform node at LEVEL 2, then drawn in the order that they were added to the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4. By fiddling with setRenderBinDetails and setNestRenderBins for some reason I can only get the whole thing to sort by depth, or the whole thing to sort by traversal. My understanding of the renderbins isn't great especially where setNestRenderBins comes in. Is there some magical combination of bin settings I can set that will make everything sort properly? Am I doing this completely the wrong way? Any help is appreciated! Cheers, Sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hierarchical sorting problems
Ahh, I see what you're saying. Yes you did interpret my drawing correctly. I was under the impression that I was creating nested bins by calling setRenderBinDetails on the parent transforms. Would it be possible to create this renderbin hierarchy manually? Or is there a better way of doing it? Sean On Mon, Nov 21, 2011 at 11:27 AM, Glenn Waldron gwald...@gmail.com wrote: OK, I didn't know there was already a prototype registered for TraversalOrderBin. You learn something new every day. Anyway, if I understand your drawing correctly, I would comment that the only put into render bins are Drawables (not transforms). So if you have your Transforms set to a depth-sort bin, but all the drawables set to a traversal-order bin.. there's no depth sorting actually taking place b/c there aren't any drawables in a depth-sort bin. Does that make any sense? I could be wrong. Glenn On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan sullivan0s...@gmail.comwrote: I should have mentioned that I am actually using TraversalOrderBin and DepthSortedBin in my code. Maybe I just don't understand how the renderbins work. Am I correct in assuming that for example the root node would have several numbered bins, each with the ability to have a depth sorted bin, a traversal bin, and a state sorted bin inside them? It seems that no matter what I do, the last sort order I set in the hierarchy is the only one that does anything. On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote: Sean, RenderBins do have a sort-by-traversal-order option, but it's not accessible by default. But registering a custom bin is actually very easy to implement. Here's some code for defining a custom traversal-order bin: https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966 ..and the code that registers the prototype with OSG: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 Then, you just say setRenderBinDetails( binNum, binName) where binName is the name of your custom bin. HTH. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.com wrote: Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some more stencil related state changes in bin 13, then the final rendered geometry in bin 14 followed by some default state restoring stuff in bin 15. The reason why I do it this way is because of the way the geometry get added to the scene. I've made an image to help explain it: [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] Figure 1 shows how the nodes are laid out that should be rendered with this system. Figure 2 shows how they should be sorted in the bins. Basically I need to have them sorted by depth according to the transform node at LEVEL 2, then drawn in the order that they were added to the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4. By fiddling with setRenderBinDetails and setNestRenderBins for some reason I can only get the whole thing to sort by depth, or the whole thing to sort by traversal. My understanding of the renderbins isn't great especially where setNestRenderBins comes in. Is there some magical combination of bin settings I can set that will make everything sort properly? Am I doing this completely the wrong way? Any help is appreciated! Cheers, Sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Get lat lon of a vertex within a CoordinateSystemNode
OK nevermind I figured everything out. I had been confusing global coordinates with world coordinates, global coordinates being the scene's coordinate system and world being the Earth's coordinates. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43985#43985 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Hierarchical sorting problems
It looks like you want to take groups of drawables, sort each group by traversal order, and then sort those groups by depth. Right? I can't think of a stock way to make OSG do that in one pass. A custom render bin might work though. If all your transforms are under a single custom bin, you can author that bin to sort the underlying drawables any way you like. In the bin, you have access to each drawable's parents so you should be able to group them by Transform, sort each Transform group by traversal order, and sort the list of Transforms by the average depth of its drawables (or whatever). Just brainstorming.. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 12:19 PM, Sean Sullivan sullivan0s...@gmail.comwrote: Ahh, I see what you're saying. Yes you did interpret my drawing correctly. I was under the impression that I was creating nested bins by calling setRenderBinDetails on the parent transforms. Would it be possible to create this renderbin hierarchy manually? Or is there a better way of doing it? Sean On Mon, Nov 21, 2011 at 11:27 AM, Glenn Waldron gwald...@gmail.comwrote: OK, I didn't know there was already a prototype registered for TraversalOrderBin. You learn something new every day. Anyway, if I understand your drawing correctly, I would comment that the only put into render bins are Drawables (not transforms). So if you have your Transforms set to a depth-sort bin, but all the drawables set to a traversal-order bin.. there's no depth sorting actually taking place b/c there aren't any drawables in a depth-sort bin. Does that make any sense? I could be wrong. Glenn On Mon, Nov 21, 2011 at 11:05 AM, Sean Sullivan sullivan0s...@gmail.comwrote: I should have mentioned that I am actually using TraversalOrderBin and DepthSortedBin in my code. Maybe I just don't understand how the renderbins work. Am I correct in assuming that for example the root node would have several numbered bins, each with the ability to have a depth sorted bin, a traversal bin, and a state sorted bin inside them? It seems that no matter what I do, the last sort order I set in the hierarchy is the only one that does anything. On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote: Sean, RenderBins do have a sort-by-traversal-order option, but it's not accessible by default. But registering a custom bin is actually very easy to implement. Here's some code for defining a custom traversal-order bin: https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Controls.cpp#L1966 ..and the code that registers the prototype with OSG: https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132 Then, you just say setRenderBinDetails( binNum, binName) where binName is the name of your custom bin. HTH. Glenn Waldron / Pelican Mapping / @glennwaldron On Mon, Nov 21, 2011 at 10:13 AM, Sean Sullivan sullivan0s...@gmail.com wrote: Hey guys, I'm trying to make a system where I can render part of my scene with two passes: 1 for stencil mask, the other for stencil test. I have the passes working by putting things in consecutive renderbins. I set some stencil stuff in bin 11, then put the mask geometry in bin 12, then some more stencil related state changes in bin 13, then the final rendered geometry in bin 14 followed by some default state restoring stuff in bin 15. The reason why I do it this way is because of the way the geometry get added to the scene. I've made an image to help explain it: [url]http://frongo.net/post_img/scene_bin_structure.jpg[/url] Figure 1 shows how the nodes are laid out that should be rendered with this system. Figure 2 shows how they should be sorted in the bins. Basically I need to have them sorted by depth according to the transform node at LEVEL 2, then drawn in the order that they were added to the LEVEL 3 group node. I don't want to sort by depth according to LEVEL 4. By fiddling with setRenderBinDetails and setNestRenderBins for some reason I can only get the whole thing to sort by depth, or the whole thing to sort by traversal. My understanding of the renderbins isn't great especially where setNestRenderBins comes in. Is there some magical combination of bin settings I can set that will make everything sort properly? Am I doing this completely the wrong way? Any help is appreciated! Cheers, Sean ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting Started - VS2010
On 11/21/2011 7:54 AM, Markus Kahl wrote: This is really facepalm-worthy. Thanks a bunch! The one thing I hadn't thought of. For some reason I cannot even choose x64 as a platform in Visual Studio. So now I've just downloaded the x86 binaries and everything works just fine. Are you using the Express edition? It might not offer x64 capability. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] where is libosgQt in osg2.9.16?
Hi, ... I used QOSGWidget which requies libosgQt of osg 2.9.11 . Then I notice there is none libosgQt when I compiled osg 2.9.16 in the same envirement,it is even not in the makefile. where is libosgQt in osg2.9.16?I realy need it for my app,thx! Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43988#43988 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem loading IVE files
Hi, The plugin folders name does correlate to the version of the OSG that was used to create the plugins. This is done to avoid loading plugins from a different version of OSG. This looks like your problem. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez Sent: Monday, 21 November 2011 3:47 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Problem loading IVE files Hi, thank you for your reply and sorry for the delay in my answer (I was on a trip). Yes, I am using 3.0.0. What you can see in: LoadLibraryA((.)\osgPlugins-3.1.0\osgdb_ived.dll) is not the OSG version. This is just the name of the plugins folder that, for some reason, has been called 3.1.0, but I think that it is not related with the actual version of OSG. If I am wrong, please let me know. :) Anyway, I am still at the same point. I can load 3ds, dae or osg files, for example, but still not possible to load IVE files. Cheers! -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen, Brad Sent: miércoles, 16 de noviembre de 2011 3:35 To: OpenSceneGraph Users Subject: Re: [osg-users] Problem loading IVE files Hi, Just checking you don't have multiple version of OSG in your path. You said bellow that you are using version 3.0.0 of OSG yet the output you posted from dependency walker lists OSG version 3.1.0. If you do have both version on your path, this could be your issue. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Héctor Martínez Sent: Tuesday, 15 November 2011 6:32 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Problem loading IVE files Hi Torben, thank you for your reply. I am using Windows 7, Visual Studio 2010 Professional and OSG is version 3.0.0. Cheers -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: martes, 15 de noviembre de 2011 12:14 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Problem loading IVE files Hi, ive support should work quite out of the box. What is your OS, compiler, OSG Version? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43890#43890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited. No part may be reproduced, adapted or transmitted without the written permission of the owner. If you have received this transmission in error, or are not an authorised recipient, please immediately notify the sender by return email, delete this message and all copies from your e-mail system, and destroy any printed copies. Receipt by anyone other than the intended recipient should not be deemed a waiver of any privilege or protection. Thales Australia does not warrant or represent that this e-mail or any documents, files and previous e-mail messages attached are error or virus free. - ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - DISCLAIMER: This e-mail transmission and any documents, files and previous e-mail messages attached to it are private and confidential. They may contain proprietary or copyright material or information that is subject to legal professional privilege. They are for the use of the intended recipient only. Any unauthorised viewing, use, disclosure, copying, alteration, storage or distribution of, or reliance on, this message is strictly prohibited.