Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Found it :-) ftp://ftp.remotesensing.org/pub/libtiff Thanks ! Nick On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Bojrn, me again :-), I was having the sources from the mingw32 package which didn't worked, but managed almost all with the sources

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Hi again Bjorn, by looking at the CMakeLists.txt(s) CMake will need some env variables. I haven't tried it yet, but is this how it is intended to work? Thanks again, Nick On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Thanks Bjorn ! On Mon, Jul

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Hi again, I bombed this thread with my findings with the progress, I hope no one will mind my impatience :-) Bjorn, although all is configured it seams you have used this with some specific versions that are sort of out dated (like jpeg and freetype). Could you point me for the sources of your

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Bojrn, me again :-), I was having the sources from the mingw32 package which didn't worked, but managed almost all with the sources from sourceforge. One question, from where did you get the libtiff sources? I tried different origins including the official one but still can not find the one

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Björn Blissing
Hi Nick, If you look at the readme.md file there are listing of which version I have successfully tested against. There for each library there is also a link to where you can download the latest source. https://github.com/bjornblissing/osg-3rdparty-cmake/blob/master/README.md It has been a

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Thanks a lot Bjorn! My bad :-( .. I should have done the homework first (README file). Thanks again ! Nick On Mon, Jul 27, 2015 at 4:35 PM, Björn Blissing bjorn.bliss...@vti.se wrote: Hi Nick, If you look at the readme.md file there are listing of which version I have successfully tested

[osg-users] viewing frame rate problem

2015-07-27 Thread Joe Kindle
Hi, So i need to see the frame rate, and when i press the 's' key in the osgviewer, it shows me : Frame rate : 0.0 (in the begining, after that its just shows me nothing in the value of the frame rate.) The model is running well, but thats still there What can be the issue ? Thank you! Joe

Re: [osg-users] MSVS2015 3rdparty build

2015-07-27 Thread Trajce Nikolov NICK
Hi Community, I have builds for MSVS2015 (64bit only at the moment but can do 32bit as well). If anyone in need of these please ping me. Bjorn, thanks again ! Cheers, Nick On Mon, Jul 27, 2015 at 4:51 PM, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Thanks a lot Bjorn! My bad

Re: [osg-users] [osgPlugins] Cannot load WRL files

2015-07-27 Thread John Richardson
Which toolbox contains the MATLAB 3D renderer? The Simulink toolbox? John -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Felix Goldberg Sent: Wednesday, July 22, 2015 7:28 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users]

[osg-users] [osgPlugins] Trouble with texture to export to OSGJS format

2015-07-27 Thread Mathieu Bartillat
Good morning, I'm hardly trying to export a 3d model to OSGJS format but I have trouble with the textures. Concretely the textures do not appear in the OSGJS output file. What I did: 1) initially I had an IVE file that an infographist gave me. I tried the two commands osgconv File.ive

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread Jim Tan
Hello dear OSG-community, View-dependent progressive meshes implementations is open-source now! Link: github dot com / kctan0805 / vdpm Best regards, Jim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64486#64486

Re: [osg-users] [osgPlugins] Trouble with texture to export to OSGJS format

2015-07-27 Thread Jordi Torres
Hi Mathieu, You should use the gles plugin to export to avoid the Fatal nb colors error. See: https://github.com/cedricpinson/osgjs/wiki/Convert-model-with-OSG. For the images: You can try to convert first your model to osgb and write the textures to disk and then convert to osgjs using

[osg-users] 2d Rectangle to 3d position

2015-07-27 Thread sam
Hi All, I have a gui that I'm trying to convert over to the osgWidget system and I'm having an issue with understanding exactly how this will work. My 2d elements are stored as: rect = left, top, right, bottom rect = 0,449,640,480; How would I go about converting the above into the proper 3d

Re: [osg-users] [build] Trouble Building Stable 3.0.1 And Conflicting Newer Libraries

2015-07-27 Thread Michael Chapman
Ok, I've narrowed down the problem. It turns out it only occurs with some of the .osg/.osgt files from the SampleData. If I try and load the cessna.osg, cessna.osgt, cow.osg, or cow.osgt files, then my entire computer instantly freezes so badly that I can't even kill the process. But if I load

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread webmaster
Hi Jim, Great news! Before your VDPM for osg,i ever used glod(http://www.cs.jhu.edu/~graphics/GLOD),will test your VDPM for osg when have time,and feedback the results to you. cheers zhuwan 07,28,2015 -原始邮件- 发件人: Jim Tan kctan...@hotmail.com 发送时间: 2015-7-27 20:12:19 收件人:

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread michael kapelko
Good to see it open source. Is it Windows only? 2015-07-28 5:11 GMT+07:00 webmaster webmas...@3dvri.com: Hi Jim, Great news! Before your VDPM for osg,i ever used glod( http://www.cs.jhu.edu/~graphics/GLOD),will test your VDPM for osg when have time,and feedback the results to you.

Re: [osg-users] Geometry shader based apps/examples have shader compile failures...

2015-07-27 Thread Mark Pai
Hello Sebastian, Thanks a lot for sending help. I installed the shader analyzer and started testing my geometry shader. I found that if your code has a line comment right before the code, as below, then the compile fails. // some comment out vec2 uv; But, if you separate the line comment and

Re: [osg-users] [ANN] View-dependent progressive meshes on OpenSceneGraph

2015-07-27 Thread Jim Tan
I've built and tested on windows platform only. Suppose it should be supported on other platform which OSG supported. kornerr wrote: Good to see it open source. Is it Windows only? 2015-07-28 5:11 GMT+07:00 webmaster (): -- Post generated by Mail2Forum

[osg-users] [osgPlugins] Cannot load WRL files

2015-07-27 Thread Felix Goldberg
Hi, I am trying to render models using the MATLAB 3D Model Renderer which wraps OpenSceneGraph. It works well for .osg files but gives me error on every other kind of of file, in particular .wrl which I need to be able to work with textures. I initially thought that a plugin was missing but

[osg-users] [osgPlugins] Trouble Building Stable 3.0.1 And Conflicting Newer Libraries

2015-07-27 Thread Michael Chapman
I've been trying to build osg on an arch system for a bit now and I'm running into some problems with newer libraries. I was trying to use the new version in the arch repo (3.2.1), but whenver I tried to load a .osg scene file, the entire computer would immediately lock up and it sounded like

Re: [osg-users] [osgPlugins] Cannot load WRL files

2015-07-27 Thread Jan Ciger
On Wed, Jul 22, 2015 at 9:27 AM, Felix Goldberg felix.goldb...@gmail.com wrote: Hi, I am trying to render models using the MATLAB 3D Model Renderer which wraps OpenSceneGraph. It works well for .osg files but gives me error on every other kind of of file, in particular .wrl which I need to

Re: [osg-users] ClipNode Opposite Behavior

2015-07-27 Thread Christian Buchner
If you want the hole to be specified in object local coordinates, use gl_Vertex. Getting world coordinates is a bit more tricky, you would need to have the transformation matrix between object coordinates and world coordinates accessible in the vertex (or fragment) shader. Definitely do not use