Hi,
it seems I have some problems accessing the old wiki: is it only my
problem?
When I try to access: http://trac.openscenegraph.org/projects/osg//
I get
OperationalError: database is locked
Bye
___
osg-users mailing list
Hi,
We are experiencing problems with the virtual machine that hosts the OSG
server. I'll try to solve it ASAP. The svn is not working either.
Stay tunned.
2014-02-04 Edoardo Tagome edo...@gmail.com:
Hi,
it seems I have some problems accessing the old wiki: is it only
my problem?
Back on track!
2014-02-04 Jordi Torres jtorresfa...@gmail.com:
Hi,
We are experiencing problems with the virtual machine that hosts the OSG
server. I'll try to solve it ASAP. The svn is not working either.
Stay tunned.
2014-02-04 Edoardo Tagome edo...@gmail.com:
Hi,
it
Great, thank you!
On 04/02/2014 16:28, Jordi Torres wrote:
Back on track!
2014-02-04 Jordi Torres jtorresfa...@gmail.com
mailto:jtorresfa...@gmail.com:
Hi,
We are experiencing problems with the virtual machine that hosts the
OSG server. I'll try to solve it ASAP. The svn is not
Hi All,
To help with use Lua+OSG on embedded platforms like iOS I have just checked
in experimental support for compiling Lua-5.3.2 directly within Lua plugin
rather than linking to Lua as an external dependency.
Lua is published under the MIT license so there are no restrictions to use
embedded
Hello OSGers,
OSG Max Exporter 1.2.0 has just been released. You can download the
installer or source code from the downloads page (http://goo.gl/Gzq1Hy).
This is mainly a bug fix release. To see the full list of changes, visit
http://goo.gl/1Sdw3
The documentation for the exporter is available
I'll put my two cents in really quick.
I vote that OSG_USE_LOCAL_LUA_SOURCES defaults to ON. While referencing an
external version of Lua can be handy, it lends itself to issues in the future.
With any scripting language, new versions are not always backwards compatible.
I think more people
I need to load a model and traverse the scene graph and dump all the
textures to individual files. I assume I would do this with a
NodeVisitor but it is unclear to me how to get the texture data/filename
etc. I assume I would need to get the stateset, if it exists, from each
node, then get
Hi!
does anyone know of any binaries of osg/osgearth built with VS2012 or
even better VS2013?
I have tried myself but being a rookie at cmake and the idiosyncraises
of interdependant open source libraries at large I got stuck at Collada
DOM, which was a beast.
I have repeatedly asked the
Due to my inability to get Collada DOM compiled I was contemplating
outputting to another format and then use Blender to convert to Collada
as a postprocessing step.
When I create a osgTerrain::TerrainTile and give it the DTM and texture
image it displays fine in my OSG app, but when
Is there a way to save a named group from being optimized away by setting
either some type of option or flag before running the optimizer? I can always
write a custom optimize visitor to handle it, but it just seemed like it might
be a common case that is handled and I haven't known about.
Hi Karl,
Setting the data variance of a node to DYNAMIC should prevent the optimizer
from removing it:
group-setDataVariance(osg::Object::DYNAMIC);
Cheers,
Farshid
On Tue, Feb 4, 2014 at 1:49 PM, Cary, Karl A. karl.a.c...@leidos.comwrote:
Is there a way to save a named group from being
Yeah, we have been stuck on VS2010 for a while. We're trying to get VS2012
achieved, but it's been a moving target as things seem to break there
frequently and getting all of our dependencies built successfully at the
same time hasn't happened.
I promise we're very close on this, but day to day
Bengt,
See here:
http://www.openscenegraph.com/index.php/download-section/dependencies
Specifically, the osgVisual project site (downloads are linked from the OSG
wiki page above) maintains publicly available dependency binaries, and they've
recently been updated to include VS2013. I use
Very good,Thanks Farshid!
This is the gift of spring!
zhuwan
02,05,2014
在2014-2-5 2:31:06,Farshid Lashkari fla...@gmail.com 写道: -原始邮件-
发件人: Farshid Lashkari fla...@gmail.com
发送时间: 2014-2-5 2:31:06
收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org
主题:
also if you put comment attributes it will not be removed on optimize
Nick
On Wed, Feb 5, 2014 at 12:54 AM, Farshid Lashkari fla...@gmail.com wrote:
Hi Karl,
Setting the data variance of a node to DYNAMIC should prevent the
optimizer from removing it:
Hi Conan,
You need to write a nodevisitor which inspects all nodes and geodes with
statesets.
Inside the stateset you can access the TextureAttributes and get the
images there.
the geodes apply then should like this:
void MyVisitor::apply( osg::Geode node )
{
osg::StateSet* state_set =
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