Hi Jordi Torres David Longest,
Thank you very much for the valuable information.
I compiled successfully. When try to read a avi file then
osgDB::readImageFile always returns NULL.
Does ffmpeg plug-in needs any external .so or .a files (like PNG needs
libpng15.dll with osgdb_png.dll).
I
Hi Ulrich,
PS: On a related note: how do you folks feel about slowly starting to adopt
C++11
features?
Unfortunately there're a lot of guys out there - myself included - that
need to support older compiler versions.
So I won't be able to use C++11 in the foreseeable future.
Greetings,
Hi,
On Tuesday, February 05, 2013 10:48:19 Ulrich Hertlein wrote:
PS: On a related note: how do you folks feel about slowly starting to adopt
C++11 features? I feel like a kid in a candy store with all the new stuff
that has come along! :-D ___
Robert,
I've sent fix to submission list early january. Was it rejected? Or is
it still pending on your list?
Best,
Marcin Prus
W dniu 2013-01-07 15:12, Robert Osfield pisze:
HI Marcin,
Have you come up with a fix? I have plenty of stuff to get through so
any assistance on resolving this
Hi Ulrich,
On 4 February 2013 23:48, Ulrich Hertlein u.hertl...@sandbox.de wrote:
I have never changed the CMake variable (having only vaguely been aware of
it), but have
always used 'source.get()' in my own code.
Following the mantra 'explicit is better than implicit' I would like to
(Please take C++11 discussion to another thread.)
If no one is setting OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION to OFF, I'll
submit a change that removes the variable (with the code behaving as if the
variable were present and set to ON).
Here's some history on the ref_ptr issue:
* In OSG
Hi,
I'm trying to use the useVertexAttributeAliasing.
Nearly all my shaders are ported and now works, but I have a problem with the
vertex color :
in case of useVertexAttributeAliasing, vertex colors are binded as an
attribute using :
Code:
setVertexAttribPointer(_colorAlias._location,
Hum, I don't really get it...
When I build a model from code (create an osg::Geometry, fill a vertex array, a
normal array, a color array) I get [0.0 - 1.0] values in my shader
When I load a model from a file (.3ds or .osgb) I get [0.0 - 255.0] values in
my shader
Have someone experienced
Hi,
Does anyone have experience with using OSG on the Intel HD Graphics 4000
hardware? I am having performance problems in my application with fairly
simple scenes. I have several different models which are simple shapes like
boxes, tubes, X's, etc. that are duplicated about 40 times each
Hi Michael,
Don't worry about the OpenGL version, the OSG by default will detect
what is available at runtime and use whatever features are available.
The only time you need to play with the OSG_GL*_AVAILABLE settings is
if you are compiling against a very specific OpenGL version and don't
wan't
Hi all,
This just came up at work a few days ago since I was confused why both
assignment methods performed the same way.
I agree that the cmake option should be removed and set to a default to
avoid confusion. I don't have a preference for that default since the
changes needed to switch our
On 2/5/2013 1:32 PM, Nathan Mielcarek wrote:
Hi all,
This just came up at work a few days ago since I was confused why both
assignment methods performed the same way.
I agree that the cmake option should be removed and set to a default to avoid
confusion. I don't have a preference for that
Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds,
and I thought you might want to take a look at it. This is from trunk r13330.
Thanks!
-Paul
2-- Build started: Project: Plugins osc, Configuration: Debug x64 --
2Build started 2/5/2013 3:34:09 PM.
Forgot to mention: 32-bit builds fine, 64-bit is the issue.
-Paul
On 2/5/2013 3:41 PM, Paul Martz wrote:
Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds,
and I thought you might want to take a look at it. This is from trunk r13330.
Thanks!
-Paul
Hi,
I'm looking at the source code for osg::FrameBufferObject, and as far as I can
tell, I just have to set this as an attribute on a node's StateSet and be done
with it?
If this is true, then can I use it in conjunction with Nested Render cameras in
order to get render-to-texture cameras
Hello everyone,
When running osgviewerPySide.py I get the following error:
NotImplementedError: Wrong number or type of arguments for overloaded
function 'new_GraphicsWindowEmbedded'.
Possible C/C++ prototypes are:
Hi Paul,
as I do only have VS2005 I can't build for 64bit. Attached is a possible
fix for 64bit-builds with VS2010. Can you test the modified file on your
end and report back?
Thanks in advance,
Stephan
Am 05.02.13 23:53, schrieb Paul Martz:
Forgot to mention: 32-bit builds fine, 64-bit is
Thanks, Stephan! That worked great. Cross-posting to osg-submissions.
-Paul
On 2/5/2013 4:52 PM, Stephan Huber wrote:
Hi Paul,
as I do only have VS2005 I can't build for 64bit. Attached is a possible
fix for 64bit-builds with VS2010. Can you test the modified file on your
end and report
Hi Michael,
I have my in-development OSG-based game running great on Intel 4000.
So the hardware itself is quite cabable and definitely the best
graphics part Intel has ever made. It had a horrible framerate at
first because of a depth buffer copy that I was doing. Once I removed
that, my
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