Renan Mendes schrieb:
Hi everyone,
I need to detect when two shapes intersect and I need to know
the point (or set of points) where it happens. I'm using shape
drawables and I've been told that OSG doesn't have any support in that
Hi Renan,
why don´t you do it the mathematical way?
Paul Martz schrieb:
This is a missing feature. The FLT exporter doesn't support the use of
deprecated VertexIndices. It looks at your DrawArrays PrimitiveSet and
assumes there are 96 vertices, but there are only 25, so it flags this as an
error.
You are welcome to add support for VertexIndices
Robert Osfield schrieb:
Hi Andreas,
I don't know if it fits what you require, but the osg::DrawElements*()
primitive set types provide index support that is fully supported by
OpenGL so works with the fast paths. The index support works for all
per vertex attributes at the same time, so it's
Hi Paul Robert,
I have now done the following:
- changed my code to use DrawElements, which was easy in my case
- fixed a bug in flt-exporter with the help of Paul, sent this file to paul
Thanks for your help,
Andreas
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Hi,
sounds complicated.
You could do the following: You don´t need to do any translations to
your camera, you only need to apply the same rotation as to your node,
but not to the absolute position of your camera, but to the relative
position of your camera.
NodePosition: Old Position of
Vincent Bourdier schrieb:
Hi,
Hmm, complicted yes, but...
2008/12/4 Andreas Goebel [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
Hi,
sounds complicated.
You could do the following: You don´t need to do any translations
to your camera, you only need to apply the same rotation
Hi,
I am just writing a firefox-plugin for osgViewer, which was surprisingly
easy so far. I already have got old bessy in firefox, but it is loaded
from a local file.
How can I load files from http? I guess that I either have to interact
somehow with the firefox plugin-api and stream it
the
source as an inspiration on how very easy this was - hopefully someone
can jump in and do this for linux and mac.
Regards,
Andreas
/*OpenSceneGraph Firefox-plugin
*License: GPL 2.0
*Based on Work by Mozilla.org and OpenSceneGraph osgviewerGLUT-sample by Robert Osfield
*(c) Andreas Goebel
Hi,
I have reviewed my own code and realized that, of course, the global
variables were no good idea. I was not aware of the fact, that a plugin
(the dll) is loaded only once, and each time the plugin is embedded, a
new instance of the plugin-class is created. The global variables that
live
Hi,
I am busy packing the plugin.
My question: I´d like to keep in lean and mean. So I´d like to know to
which osg-libs it is essential to link to be able to load simple
osg-files with textures and no effects.
Regards,
Andreas
___
osg-users
could trick the osg to make it find the plugins? The
problem is that I can run the plugin in firefox only, it´s hard to debug
there.
Regards,
Andreas
On Thu, Dec 4, 2008 at 8:32 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Hi all,
as posted above in the thread reading a node file from http
mInitialized;
HWND mhWnd;
osg::observer_ptrosgViewer::GraphicsWindow window;
};
#endif // __PLUGIN_H__
/*OpenSceneGraph Firefox-plugin
*License: GPL 2.0
*Based on Work by Mozilla.org and OpenSceneGraph osgviewerGLUT-sample by Robert Osfield
*(c) Andreas
You will probably have to explicitly provide the library path to go
searching for the plugins. You could either call use the
OSG_LIBRARY_PATH env var or set the search path manually via:
osgDB::setLibraryFilePathList(mypath)
Or prepend the path to the plugins via:
Andreas Goebel schrieb:
You will probably have to explicitly provide the library path to go
searching for the plugins. You could either call use the
OSG_LIBRARY_PATH env var or set the search path manually via:
osgDB::setLibraryFilePathList(mypath)
Or prepend the path to the plugins via
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe, already tried that.
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Simon Hammett schrieb:
2008/12/5 Andreas Goebel [EMAIL PROTECTED]:
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe
Did you look for the current directory? I'd guess the Plugin Manager
sets it to the plugin dir.
No.
Otherwise if you can't get the DLL instance of your plugin to pass to
GetModuleFileName(), you can try another trick:
HINSTANCE handle =LoadLibrary( name of your plugin dll here );
if
Hi all,
I have now packed the plugin and the necessary osg-libs into an xpi-file.
You can use
http://raumgeometrie.de/testplugin/test.html
to download the plugin and test it. Use the source-view of the html-page
to see how it is embedded.
Note the following problem: Even though I have
Jean-Sébastien Guay schrieb:
Hello Andreas,
Nice work, it seems to work except the below:
Note the following problem: Even though I have provided the
plugin-url in the embed-tag, the plugin does not download when
clicking on the icon. The link below (Hier Plugin, means plugin here)
does
Jean-Sébastien Guay schrieb:
Hi Andreas,
That´s a mistake. Look at the page source, it should load a model. If
it does not, it means that something is missing. Probably, as I fear,
a dll that my system has and yours don´t.
I´ll have to look into that.
Well, all I get are a few message
Hi all,
I have now repackaged the xpi.
I have turned my old laptop, that does not have dev-libraries, and tried
it, and it didn´t work.
On my dev-machine it works, even if I remove osg from my path. But: I
have lots of libs in my path and in my windows-system.
Please download the xpi from
Hi,
on my non-dev system the curl-plugin doesn´t load.
Any ideas why this could be?
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Hi all,
now I´ve installed Service Pack 1 for MSVC, rebuilt all, and still on
the other system the plugin fails to work.
I use MSys to get a console, and catch debug-messages, and it simply
states DynamicLibrary: Failed loading ...curl.dll.
I have checked all dependencies with Dependency
Sukender PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
Le Sun, 07 Dec 2008 00:31:23 +0100, Andreas Goebel
[EMAIL PROTECTED]
a écrit:
Hi Sukender,
interesting doc. I have supplied the redistributables, but in the same
directory, not in a subdir. Does this
Hi again,
I ´ve downloaded the redist for SP1. Now it works on the other machine, too.
Problem: How could I package this that the curl-plugin does find the
assemblys? If I don´t manage this, I'll have users to download the
redist-package.
Its so strange that the other plugins find the
in plugin.cpp is stated to be GPL instead of LGPL.
The OSG license is normally LGPL compatible.
Yes, I´ll change that.
Thanks for the reply,
Andreas
regards Ralph
Andreas Goebel schrieb:
Hi all,
Open tasks: Port this plugin to linux and mac. Implement
keyboard-handling or whatever you like
Jason Beverage schrieb:
I'm having the behavior as Gerrick on my Vista machine w/ FireFox 3.
Jason
@Gerrick Jason: Did you install the redistributables?
Regards,
Andreas
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Jason Beverage schrieb:
Hi Andreas,
Yes, I installed the VC redistributables. Not sure what is going on.
Thanks!
Jason
Hi,
this is frustrating. Those problems sometimes it works, sometimes it
doesn´t are hardest to fix.
I have considered static linking, yes, but I was afraid to open
Robert Osfield schrieb:
Hi Andreas,
On Mon, Dec 8, 2008 at 4:50 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Is there an up-to-date howto about static linking the osg, and how to use
those macros?
The only guide right now is the osgstaticviewer example.
Robert.
That looks like
Robert Osfield schrieb:
Hi Andreas,
On Mon, Dec 8, 2008 at 4:50 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Is there an up-to-date howto about static linking the osg, and how to use
those macros?
The only guide right now is the osgstaticviewer example.
Robert
Jean-Sébastien Guay schrieb:
Hi Andreas,
Its so strange that the other plugins find the redist, but the curl
plugin doesn't.
I think the distinction is that the other plugins are only C
libraries, whereas curl has C++ code. The redist is for C++.
And I've seen the problem of plugins being
Hi,
I have changed a little bit in the xpi and in the plugin itself. It now
not only adds the plugin-directory to the osg-file-path, but to the
windows-dll-search-path. This worked at least on my machine to enable
.ive-support without having the osg-libs in your path.
Please: Those people
Ralph Kern schrieb:
Hi Andreas,
now all 6 models show on my XP SP3 machine. But I'd guess it's more to
do you now include osgSim and osgTerrain in your package.
Good progress.
regards Ralph
No, this alone didn´t do the trick. The ive plugin doesn´t find it´s
dependencies if they are not
Ralph Kern schrieb:
hi Andreas,
and more wonderful news:
I repackaged your xpi with minVersion set to 2.0 and it runs and
displays all 6 models on
- Vista 32 Bit with FF 2.0.0.18
- Vista 64 Bit with FF 2.0.0.17
Es geht voran!
regards Ralph
Great!
I´ll change it in my install.rdf, too,
I'm afraid I have no expertise with VisualStudio linking requirements,
so I have to defer to others with that expertise for moulding our
CMake build system and any 3rd party binaries for windows.
I presume Lilinx has come across these same issue and resolve them
somehow, so perhaps he might be
Hi Renan,
the tip was to look at the osgHud example.
What you need are multiple cameras. One moves when navigating in the
scene, the other doesn´t. This is done in osgHud.
Regards,
Andreas
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Hi,
I think that the CMake build-system is a very good one.
Maybe a simple solution would be:
- integrate a 3rd-party-plugins-directory
- those plugins are turned off by default in the CMake-build, like the
wrappers at the moment
At wxWidgets they do that, too. The scintilla-wxWidgets
Richard Baron Penman schrieb:
hello,
when I add a shadow map to my scene it wipes out the ambient lighting.
Searching the archives I noticed a thread from May with the same problem:
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-May/011559.html
But the discussion
Hi,
as the plugin started to work after using SetDllDir, this made me
confident that I could package it not to require the additional download
of the MSRedist.
I have now done so, and on my test-machine withoug redist, it works.
So could you please uninstall the plugin, download again from
Hi,
I have a construction like this:
TheGeometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
which is inspired by an osg- example.
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the
Ulrich Hertlein schrieb:
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which
Robert Osfield schrieb:
Hi Adrian,
It's windows only right now. I haven' used it as I'm using Linux but
I doubt that it does support javascript as this would require some
kind of publishing of interface to the viewer which I didn't spot on
review of the code.
Robert.
Right.
As my son is
if (TheNode.get() ){
osg::Node::ParentList parents = TheNode-getParents();
for(osg::Node::ParentList::iterator pitr=parents.begin();
pitr!=parents.end();
++pitr)
{
(*pitr)-removeChild(TheNode.get());
}
}
And then remove the
, it was an error of
mine.
Regards,
Andreas
Andreas Goebel schrieb:
Not yet.
I took a look over the weekend on the part of porting to linux. It
should be just some easy changes to the plugin code, but the mozilla
developper pages are a bit puzzling with regard to plugin development
Ralph Kern schrieb:
Hi Robert and others,
I now made an install of the OpenSceneGraph sources.
The FireFox plugin now works insofar it can show Andreas' website examples.
But I have two issues:
- there's some BadMatch XError Event generated (which I just ignore for now)
- when leaving the
Mark Acosta schrieb:
Hi guys,
I'm running Fedora 10 and trying to build OSG from the latest svn
version. Everything compiles fine except for the osgviewerWX example.
I'm getting these errors:
CMakeFiles/example_osgviewerWX.dir/osgviewerWX.o: In function
`wxStringBase':
Zhu liangxiong schrieb:
hi
my project need osg, and we use eclipse+QT+mingw.
so i am not sure, whether i can compile the osg by mingw.
and you guys know, please tell me ,and also how to.
appreciate for any comment .
abe.zhu
Sukender schrieb:
Thanks Paul,
I already googled around of course but I did not found revelant information
(well not enough for me!).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 29 Dec 2008 04:41:30 +0100, Paul Martz pma...@skew-matrix.com a
Hello,
I need to sort out intersections that are very close to each other. So I
took a look at the LineSegmentIntersector::Intersection definition:
bool operator (const Intersection rhs) const { return
ratio rhs.ratio; }
typedef std::vectorunsigned int IndexList;
Paul Melis schrieb:
Andreas Goebel wrote:
What is that ratio-parameter expressing? May I assume that points
which are very close to each other do have a ratio that is very close?
I guess that the other direction is not true: Points with a close
ratio might be apart.
My impression so far has
Hello,
I would like to embed an osgviewer to standard-browsers (firefox, ie,
safari). I already saw Luigi Caloris great work osg4web, but this aims
at a much larger scale than what I need. I would just like to embed
quite small osg-files to a 3d-gallery.
As I saw that browser-integration is
://www.osgchina.org/projects/osgChina/wiki/Support/3rd/OSGandIE.php
Wang Rui
2008/10/31 Andreas Goebel [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
Hello,
I would like to embed an osgviewer to standard-browsers (firefox,
ie, safari). I already saw Luigi Caloris great work osg4web
Robert Osfield schrieb:
Hi Norman,
I have just spotted in src/osgPlugins/CMakeLists.txt:
IF(NOT MINGW)
SET(CMAKE_SHARED_MODULE_PREFIX )
ENDIF(NOT MINGW)
Which suggests that everything except Mingw has prefix. Personally
I would have thought we could just have Mingw work with as
Hi,
why don´t you just call SetCurrent when the corresponding tab is shown?
You could process the *EVT_NOTEBOOK_PAGE_CHANGED event and then make the
corresponding wxGLCanvas that lies in the notebook current.
Regards,
Andreas
*
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Hi,
If I have four vertices, is it as easy as pushing back numbers 0, 1, 2,
1, 2, 3 to the index-array and I get two triangles sharing vertices 1
and 2? And does the geometry use the index-array automatically if there
is one? Because at the moment I don´t have an index-array and the
Stephan Huber schrieb:
Hi,
Andreas Goebel schrieb:
There is still a problem: How do I tell osg::Geometry that one of the
arrays size has chaged? It does work, of course, if I do a
setVertexArray
again, but if I want it to stay the same vertexArray, is there a way to
tell the geometry
[EMAIL PROTECTED] schrieb:
I know there were issues with SetText crashing prior to 2.2. Was this fixed
as of 2.2.0? I'm still getting consistent crashes on SetText, but only on
windows and only with release builds. I'm also setting the data variance to
dynamic.
Hi,
after applying Mihai´s Fix for ShadowMap (thank you!) I am able to use
ShadowMap in my program.
There are two issues:
- triangles only cast a shadow when their normal is directed towards the
light. While this is, of course, the desired behaviour for real
models, it is not so nice when
Disable back face culling.
Thank you, Robert.
This works, though I had to search a while where to set this:
In the code of ShadowMap, the following is set:
osg::ref_ptrosg::CullFace cull_face = new osg::CullFace;
cull_face-setMode(osg::CullFace::FRONT);
Hi,
I have played around a bit with the FragmentShader for ShadowMap.cpp
Instead of using a predefined bias I wanted the shadow to appear exactly
in the currents materials ambient color.
That's what I did:
static const char fragmentShaderSource_withBaseTexture[] =
uniform sampler2D
Andreas Goebel schrieb:
Hi,
I have played around a bit with the FragmentShader for ShadowMap.cpp
Instead of using a predefined bias I wanted the shadow to appear exactly
in the currents materials ambient color.
That's what I did:
static const char fragmentShaderSource_withBaseTexture
Marcus Fritzen schrieb:
Yes, of course, but I am quite a newbie and learning, just remember this ;)
You can find the code at http://www.uni-koblenz.de/~mfritzen/osg/
What I want to do additionally, is combining per pixel lighting and
shadows and therefore I need the vertex program, which is
Normal textures display correctly, but the shadow simply does not appear.
Regards,
Andreas
Hi,
I have solved this. The textur-coordinates for the shadow-texture are
generated with texGen, so the vertex-shader has to simulate that.
I use the following vertex-shader (which is based on a
, and I
would not know how to do this without an if-statement!
Thanks,
Andreas
Message: 7
Date: Sun, 04 Nov 2007 16:48:02 +0100
From: Andreas Goebel [EMAIL PROTECTED]
Subject: [osg-users] Fragment Shader Question
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID
Paul Martz schrieb:
My advice: Don't use ShapeDrawable to draw spheres. Use Geometry
instead. The osgUtil Intersector classes work with Geometry because
Geometry::accept() actually contains code.
-Paul
Hi,
the lineSegment-intersector and the planeIntersector definitely work
with
Paul Martz schrieb:
My advice: Don't use ShapeDrawable to draw spheres. Use Geometry
instead. The osgUtil Intersector classes work with Geometry because
Geometry::accept() actually contains code.
-Paul
Hi,
the lineSegment-intersector and the planeIntersector definitely work
Hello,
has anything about the usage of manifest-files for osg changed with
version 2.2 ?
While everything works fine on my production-system, where visual c++
express files are installed, my installer for users doesn´t work
anymore. I had included a trick into that installer to avoid having
Likewise, in the OSG 2.2 win32 binary installer, I didn't want to
include MS's redistributable installer. Instead I put a private
assembly at %OSG_ROOT%/bin/Microsoft.VC80.CRT. To preserve the
plugins in their separate directory, I added that assembly to the PATH
(via the OSG_PATH envar)
Hello,
I have built the dae-plugin on Windows with vc express as described in
the wiki (i.e. changed cmakelists.txt), though I didn´t build collada
myself.
When I now run a program (with OSG_NOTIFY_LEVEL=debug), i see that it
fails to load the plugin.
I guess that I am missing some dlls or
tricks
but is a function of how quickly and intensely one
can arouse one's instinct for survival
-Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andreas
Goebel
Sent: Sunday, November 18, 2007 9:15 AM
To: OpenSceneGraph
Hi,
I am about to buy a mac to port my osg-based application to mac-os. One
simple question: I read about compatibility-problems with the new Mac-OS
(10.5, I think).
Would it be better to buy a Mac running Mac-OS 10.4, and would programs
compiled with this Mac more likely run on older and
Berg, Michael schrieb:
I don't think the problems weren't just 64-bit. About a month ago (), I
posted a message with the subject Undefined Symbols in OSG on Mac OS X
The OSG binary installer for Mac OS X 10.4 (the 10.4u SDK) *mostly*
worked, but my applications would not compile if I made
E. Wing schrieb:
In my opinion, you are best off getting Leopard. Apple will not be
updating OpenGL drivers for Tiger from this point on. Working OpenGL
drivers is by far the most important aspect in my opinion.
Thank you all,
I summarize: I´d (probably) be best of with:
- Mac OS 10.5
-
I was going to attach the souce code to this message, but I've given
up, for I know that what I really need is an understanding of the
basics of mouse picking. but I mean the true and real basics. What
I mean with basics? I need to understand every line of that
pickhandler class for
Renan Mendes schrieb:
Hi everyone,
Since I'm new on the whole computer graphics world, I don't have
the mathematical foundations needed to fully comprehend the geometric
transformations involved in a scene graph and used by OSG in its
methods. I'd like to ask anybody who knows about
Renan Mendes schrieb:
In 3d coordinates... I know, we'll have to do something about the depth.
Renan M Z Mendes
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Jean-Sébastien Guay schrieb:
Hello Raymond,
Can you try to use a ref pointer instead of the regular pointer for
osg::Shader* shader. I believe I encountered exactly this issue when
working on the PSSM, please see a patch that I sent +/- a week ago.
It has no effect, and anyways,
Hi,
I have used OpenSceneGraph 2.2.x for quite some time and have now
upgraded to 2.8.2.
I found that picking shape Drawables has become very very unprecise.
This can be reproduced with the osgpick-example. The drawable is still
picked even if the mouse is miles away. This error did not occur
Robert Osfield schrieb:
Hi Andreas,
Thanks for the test file. I can confirm the bug at my end. My guess
it's a bug in the geometry code for the cylinder in
ShapeDrawable::accept(PrimtiveFunctor). I'm not in a position to
dive in a fix this bug right away. Can yourself or someone else
Robert Osfield schrieb:
Hi Andreas,
Thanks for the test file. I can confirm the bug at my end. My guess
it's a bug in the geometry code for the cylinder in
ShapeDrawable::accept(PrimtiveFunctor). I'm not in a position to
dive in a fix this bug right away. Can yourself or someone else
Simon Loic schrieb:
Hi christian,
I'm glad to hear feedback on this manipulator. The problem you mention about
the home position is exactly those I have to face right now. Ideally the
camera should fall down to the terrain. Anyway I can send you the osg
example I set up so far (with the bug)
Michel Audette schrieb:
Hello,
I am interested in determining the capabilities of OpenSceneGraph for
displaying dynamically deformable objects, such as in interactive surgery
simulation in conjunction with real-time haptic and visual rendering. Does
your software support this kind of scene?
Hi,
I have saved an animation path in osgViewer with z , z, after that the
animation path is replayed correctly.
However, if I want to restart the model with the path via osgviewer -p
saved_animathion.path, nothing happens.
Am I doing something wrong?
Regards,
Andreas
P.S.: The reason for
Thomas Maier schrieb:
Hi,
it seemed that all translations/transformations are done with a PAT, but when
i rotate the PAT object which does not sit at position 0,0,0 of the
world-coordinates, but it rotates around the world-coordinate-axis, but i
want to rotate around a axis of the object
Doug McCorkle schrieb:
Hello Robert,
On Nov 9, 2009, at 3:22 AM, Robert Osfield wrote:
Hi Paul,
On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com
wrote:
Hi Robert -- There are large projects out there based on SceneView and
getting along just fine without osgViewer.
Hi,
I use two-sided polygons (as I display no real objects but mathematical
ones like planes this makes sense) and use shadows on them.
After upgrading to 2.8.2, this does no longer work. I get the correct
shadow on one side of a plane, but if the shadow should be on the other
side, I get
Andreas Goebel schrieb:
Hi,
I use two-sided polygons (as I display no real objects but mathematical
ones like planes this makes sense) and use shadows on them.
After upgrading to 2.8.2, this does no longer work. I get the correct
shadow on one side of a plane, but if the shadow should
Hi Jean-Sébastien,
I have turned off those things, and now it works good for me. Should I
refactor that in a way that the application programmer can choose the
behaviour and submit that?
You could, but I think setting those things via overridden state is
also acceptable, since if you need
--
From: Andreas Goebel a-goe...@gmx.de
Sent: Saturday, November 21, 2009 1:57 PM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shadows on two-sided polygons
Hi Jean-Sébastien,
I have turned off those things, and now it works good for me. Should I
Hi,
you get heap corruption on windows if (not only if, but if) you mix
different system libraries, static runtime and dynamic runtime, or debug
dlls and release dlls.
Make really sure that your release build uses release libraries only,
and vice versa.
Regards, Andreas
Hello,
I use WinXP, Microsoft Visual Studio Express 8.0 Service Pack 1 and - of
course - osg.
I ship the runtime-dlls as private assemblies, and this works good on
Windows XP and used to work for vista-users, too.
Some months ago I updated Visual Studio with Service pack 1 and had to
Radioman schrieb:
your manifest uses 8.0.50727.762 but in dependecy viewer i actualy see loaded
8.0.50727.3053
so there is definitely some plugin/lib which is compiled using old version
[Wink]
Tanks a lot!
Do you have a good idea (or does you dependency viewer show) which one
this
Hi,
my program loads on my machine without problems with the modified manifest.
Also I wonder if the
8.0.50727.3053
version is really older, or newer, as 762 3053 (I don´t know how this is
counted).
Regards,
Andreas
Radioman schrieb:
can you try replace Microsoft.VC80.CRT.manifest
Thomas Hogarth schrieb:
Hi
I've deployed a few apps across platforms now, and the best advise I
can give is to make sure that if you change dev environment (i.e.
vs2003 to vs2005) make sure you recompile everything with the new dev
env (even stuff like alut :( )
On a worse note. I did once
Simon Hammett schrieb:
If you want a proper cross platform gui with all the bells and whistles,
the three main choices are probably Qt, WxWidgets or Gtk.
Qt is probably the most powerful and fully featured, but you have to
use that dam MOC thing
and the Qt framework.
WxWidgets seems to give
Hi,
I´m using outlined Fonts to ensure readability with varying Backgrounds.
I encounter artefacts with some characters (see attachement). Is there a
known workaround?
Regards,
Andreas
inline: FontExample.gif___
osg-users mailing list
Hi,
yesterday I´ve tried the 2.9.8 developer release. I encounter problems
with osgText-objects, see attached image (all characters should be white
with black outline).
Could someone give me a pointer if there is a switch or something to get
back the old behaviour?
Regards,
Andreas
Hi Robert,
One addition: I was able to reproduce the problem too when using a
geometry instead of a shapeDrawable for the long thin cylinder.
So this has nothing to do with the ShapeDrawable. I´m completely lost here.
Regards, Andreas
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osg-users
Hi Robert,
thanks for explaining that issue. I suspect a problem with z precision,
as the flickering is worse for big nodes with big bounding boxes (the
long line).
I´ll have a look if I can hack the hack. I have also taken a look at
osgPango, but this would need quite some refactoring of my
Hi Robert,
I´ve digged a bit and found a change concerning the polygon offset.
In 2.8.3 there is:
for( ; backdrop_index max_backdrop_index; backdrop_index++)
{
const GlyphQuads::Coords3 transformedBackdropCoords =
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