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
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
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
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
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
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
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
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
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]
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
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
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
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
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
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:
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.
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
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
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
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
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
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
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