Hi,
Sukender wrote:
Hum... well... how to say...? A little bit, yes! ;)
:) , ok maybe you are right. I'll change it. The email adress would still be
not visible to the guests/anonymous users, however the urls should became
visible. If we encounter problems with it, I will change it back,
Hi Rizzen,
Rizzen wrote:
Hi Art,
Thanx for this fantastic feature for the OSG community. You made my
dream come true. :)
You are welcome :) !
Rizzen wrote:
When I try to reply to a thread or PM you, I continuously obtain this error:
Invalid Session. Please resubmit the form.
Yes, I've changed the SID settings, so that the SID is now visibile in the URL.
I hoped that this could't solve your problems.
I would like to use your account to test the behaviour and hence would generate
new password for you. Is it ok?
Cheers,
art
--
Read this topic online
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
Le Fri, 02 Jan 2009 12:13:44 +0100, Art Tevs
stud_in...@yahoo.de a écrit:
Hi,
Sukender wrote:
Hum... well... how to say...? A little bit, yes!
;)
:) , ok maybe you are right. I'll
Rizzen wrote:
Go ahead in using my account for testing purposes.
Also I am using Firefox 3.0.5 on Linux.
Rizzen
Hi, so I have tested private messages and simple forum posting with your
account and it went perfectly well. I am using firefox 3.0.4 on debian linux.
Maybe try a different
Hi folks,
It seems that the anti-spam tools I've installed with the forum could produce
some troubles for real users. I hope that not everybody is affected by these
tools, however if you encounter any problem with using of the forum, you
can/should contact me by a...@tevs.eu or by the
Hi Sukender,
Sukender wrote:
About the forum, why are the URLs masked with Only registered users can see
links on this board when not logged in?
I mean email adresses should be hidden (for harvesters), but why the links?
I made this this way, so that potential spammers could see that
Hi all,
some longer time ago there was a discussion about the warning levels. Robert
wasn't happy about using very pendantic warning levels, since it could
introduce more errors than we currently have. Maybe take a look into list
archives.
Hence I am not really sure that
Yeah, however the ct' Magazin does not check if you work with OSG or not ;)
You can ask Bob Kuehne, his company (as far as I know) does use OSG for their
products. Maybe he can tell you more.
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=3889#3889
Hi Carlos,
there exists a method to reset the mouse position. It is the
osgGA::GUIActionAdapter::requestWarpPointer method. You get the action adapter
in your callback method, where you capture the inputs (keyboard, mouse, ...).
However be warned, when you call this method, your callback
Hi folks,
again a new gift for the community, now for the new years celebration ;)
I am happy to announce that our forum does now support multiple categories!!!
Subjects of all messages coming from the mailing list will be scanned for
specified prefixes and the message will be posted under the
Hi Oleg.
Thanks for the info. I've changed the Base.cpp file. Hmm, you seems to be the
first, who's compiler doesn't compile that file well ;) But nevermind, thanks
again.
Happy new year,
art
OpenSceneGraph Forum - http://osgforum.tevs.eu
--
Read this
Yeah merry christmas and happy new year!!!
P.S. After that post, I can be pretty sure, that UTF-8 support do work fine
when moving a message from the list into the forum ;)
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=3855#3855
Hi Matthew,
yes, this was the next step I was thinking about. However this need some
non-trivial changes to the forum software to make it possible, hence this would
take time... I think to do this in the following way:
- User post to the forum under some category: CategoryA - I have a problem
-
Hi folks,
I am glad to present a small christmas gift to the community. After two days
and one night of hard work I was able to install, and configure a forum which
has a direct connection to the mailing list. The forum software is phpBB2 with
Mail2Forum MOD and a lot of modifications from my
Thanks. :D
Yes and the nice thing is - one can use both mailing list and the forum!!! I do
like a forum more, because it is just a modern art to bring a community
together, I think.
For beginners it is also a very nice opportunity to have everything in one
place in a sense they are familar
Hi Robert, glad to hear that you also like it ;)
The current script can handle either POP3 connections or direct MBox file
parsing to get the emails from. I haven't cleaned up my mailbox since 2 months,
hence I was able to import them ;)
As to the mailman, with the current implementation it
Oh yeah, I forgot, one of the main features one has to implement now is a scan
of all old messages and compare the sender names with registered user names (of
course real names of the users) so that users registering on the forum get
links to their posts ;)
--
Read this topic
Yes, I know.
The problem lies in the Mail2Forum script, which can connect only one to one,
hence one forum/category to one mailinglist. Having a general mailing list
which isn't splitted up into sublists would make it difficult to find out which
messages belong into which cateogry on the
Ok folks,
I do have a possibility to reassign your posts from the mailing list to your
user registered at the forum. If you want your messages to be assigned to you
back, you have to write me an email, like this:
-
Hey, could you please assign my messages to the user:
The question is not if there are still such mail clients exists, it is more do
you like to use mail clients?
As for me I am working with OSG on three different machines, hence
setting up mail client on each of this machine isn't that, that I really want
to do (moving to GoogleMail or similar
Hi,
I would suppose, that your lighting cnditions are different. It could be that
in one case the scene is lit by some lights and in another case there is no
lighting (no lights in use). Check it out.
Cheers
--- guher b gb...@yahoo.com schrieb am Fr, 19.12.2008:
Von: guher b
Hi folks,
I have implemented a very simple (yeah it is just a real big faken) SSAO
example with osgPPU. The example is build in the same way as Adrian's osgFX
effect and is described here: http://mikepan.homeip.net/ssaowcn
The current one computes the AO-term in multisampling way (hence in
Hi Alexandre,
The problem is that from somewhere in the osg there is a node visitor running
over the osgPPU pipeline which hasn't specified type. I would expect here to
run the update visitor first, but there is some other visitor running, and I do
not know which one ;(, because the visitor
Sorry, I have send the message before completing it:
unsigned int osg::computeVisitorType(const std::string type_id)
{
return some_hash(type_id);
}
This would enable the possibility to check out which type of visitor is
currently traversing the node. Also in future releases or in external
and more
informative than the
coming up with some hashmap scheme.
Robert.
On Wed, Dec 17, 2008 at 10:30 AM, Art Tevs
stud_in...@yahoo.de wrote:
Hi folks,
It seems that in the current version of osg, there is
some unknown node visitor running over all of my nodes. The
node type does
Hi folks,
It seems that in the current version of osg, there is some unknown node visitor
running over all of my nodes. The node type does return just NODE_VISITOR=0.
Hence I do not see any way to find out, which type of visitor is traversing
there.
Currently there exists so many different
Hi folks,
will somebody of you be at the Siggraph Asia next week?
cheers,
Art
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi folks.
Can somebody explain me what is actually the reason having double as type for
the osg::Viewport variables (x, y, width and height)?
We have now always to cast (static_cast) in the Viewport::apply method and if
I need that values too, I have also to cast. I think this is an avoidable
be negligible
given that
you'll only be doing a once or twice a frame.
Robert.
On Sun, Nov 30, 2008 at 3:46 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi folks.
Can somebody explain me what is actually the reason
having double as type for the osg::Viewport variables (x, y,
width and height)?
We
], OpenSceneGraph Users
osg-users@lists.openscenegraph.org
Datum: Sonntag, 30. November 2008, 17:17
Hi Art,
On Sun, Nov 30, 2008 at 3:59 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Shouldn't then the method, which scales the
viewport, take care of casting?
Because based on OpenGL Specification viewport
on a 32bit system.
Even more; cuda compiled applications doesn't read out any nonsense values out
of viewports anymore.
Hence I propose to use floats there instead of doubles. Or maybe use doubles
only if compiled for 64 bits.
What do you think about that, Robert?
Art
--- Art Tevs [EMAIL
Hi Jean-Sebastian,
this counter thing or other queries of texture memory require that one
load/unload the texture to see the difference. However I would like to have a
method similar to glGetTexParameter or so, which gives me direct result.
As far as I was bale to find additional info there is
Hi folks,
whoever is interested in a combination of CUDA and osgPPU is asked to test
current svn version under the sandbox branch of osgPPU repository. The
implementation depends on both patches, I have submitted before. As soon as
this patches are either commited or rejected I will merge the
Users
osg-users@lists.openscenegraph.org
Datum: Donnerstag, 27. November 2008, 15:50
Art Tevs wrote:
Hi folks,
has anybody of you ever tried to compile .cu cuda-file
with nvcc, which does include osg headers. Here is just a
simple test case which doesn't compile for whatever
reasons
Hi folks,
has anybody of you ever tried to compile .cu cuda-file with nvcc, which does
include osg headers. Here is just a simple test case which doesn't compile for
whatever reasons:
#include stdio.h
#include osg/State
int main()
{
osg::State* test = new osg::State;
printf(%d\n,
unsuccessful to
find out what goes wrong there.
I check out if it would be possible to generate a bug report, however requiring
the whole osg/include directory just to regenerate a bug is somehow overblown ;(
If somebody does know more, I would be very appreciated.
Cheers
art
--- Art Tevs
, if the right people do react
on this ;)
Cheers,
art
--- Art Tevs [EMAIL PROTECTED] schrieb am Do, 27.11.2008:
Von: Art Tevs [EMAIL PROTECTED]
Betreff: Re: [osg-users] CUDA + osg compilation issues???
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Datum: Donnerstag, 27. November 2008, 16
Hi,
does anybody of you know if it is possible to determine the size of allocated
bytes of texture in the memory (VRAM or just RAM if swapped). One can compute
it by the internal texture format and data type, however I would be interested
if there exists some opengl routine which do gives me
Hi Jean-Sebastian,
I would propose to use post processing outline technique. I have no references
how to do this, but here an idea how I think it could be implemented:
1) render selected object into a stencil texture (hence you got 1 where object
is seen and 0 otherwise)
2) use a shader to
-users@lists.openscenegraph.org
Datum: Montag, 24. November 2008, 10:37
osgPPU :: SSAO
the shader supports not my gpu :
NVidia quatro 570M , what kind of GLSL do you use
/adrian
2008/11/18 Art Tevs [EMAIL PROTECTED]
Hi Adrian,
implementing this effect as osg effect ala cartoon
Hi folks,
currently I need cuda functionality in my application. Because cuda is just
another type of shader (how I like to say, not seriously :) ), I would like to
include it into osgPPU. So that we could use cuda and normal shaders inside of
osgPPU and hence inside of osg.
My question is:
sorry last mail got to wrong direction, argghh :(
Hi Robert,
I have used of even read detailed docs on CUDA yet, but my
inclination
would be to map CUDA to a graphics context rather than have
a
singleton,
Of
course, this is also what I was thought about. The problem is that it
requires
--- Patrick Castonguay [EMAIL PROTECTED] schrieb am Mi, 19.11.2008:
Von: Patrick Castonguay [EMAIL PROTECTED]
Betreff: [osg-users] osgPPU
An: osg-users@lists.openscenegraph.org
Datum: Mittwoch, 19. November 2008, 16:14
Hi ,
I am trying to figure out how to integrate osgPPU with a
sorry, last mail without my text ;( here again:
-
No it is not required to have a camera a or cameranode attached to somewhere in
the osgPPU (if yes, then let me know, I will change it ;)
However it is absolutely required to have a starting Texture, it could be a
Texture2D of your screen
!
Patrick Castonguay
H: 613 435 2235
C: 613 325 1341
Technology Innovation Management (TIM) Student - Modeling
and Simulation stream
Carleton University, Ottawa, ON
From: Art Tevs [EMAIL PROTECTED]
To: Patrick Castonguay [EMAIL PROTECTED]
Sent
Hi,
Some of the problem is, I believe, related to the fact that
the MPV uses the osgSDL library, not sure!!! (could it be
possible that osgSDL cannot handle the kind of information
and processing that osgPPU generates?)
osgPPU does only generate some textures and use shaders in between,
Hi Adrian,
implementing this effect as osg effect ala cartoon shader or so wouldn't be
that easy. The problem is that it requires some offscreen rendering mechanism.
I have already started to implemented this effect with osgPPU. It is a good
base for implementig screen space based effects.
Hi,
as I was able to see the MPV and CIGI projects are something like rendering
over the netwrok - interface thing. I wasn't able to find info how the RTT is
handled there. Also it seems that is is using an almost outdated osg version,
since osgUtil::SceneView is already deprecated since osg
Hi Jean,
thank you for the patch. Currently I have submitted only the CMake part,
because the SSAO example is in progress. Unfortunately I do not have enough
time to work on it now, therefor I just deactivated it, so that it doesn't get
compiled for now. I hope I will get free time for it
Hi Patrick,
osgPPU does use the camera only in to get its texture (so the texture to which
the scene is rendered). You do not require a camera at all, you can use
UnitTexture to provide osgPPU pipeline with any texture (or with the texture
you get from MPV). To provide a texture you need some
Hi J.P.,
Thats a really strange behaviour. Could it be that you ran into driver issues.
I mean maybe linux gpu drivers doesn't work well with so much fbo's hanging
around.
osgPPU doesn't use cameras. It require a camera attachment only to get the
output (RTT) texture out of the camera.
Hi Patrick.
I am not familar with MPV, however let my try to help you ;)
To let the ppu pipeline be applied for the complete scene, you have to provide
it with a texture containing your scene as input. If you use the standard way,
scene-osgPPU::Processor-osgPPU::Unit..., and attach a camera
Hi,
In general osgPPU is a library/node kit for osg to render 2D quads (screen
aligned or just offscreen with different sizes) with applied shaders on it. The
result of the rendering is stored in a texture and can be used as input to
another shader (another quad). In this way you can create a
Hi folks,
I was thinking about including osgPPU into main osg core. This should solve the
compatibility issue with different versions of osg. Currently there are couple
of osgPPU version which are compatible only with certain osg versions - this is
somehow bad ;(
In general the library is
Hi folks,
I've tagged osgPPU as a third release version. It seems that the current state
is good enough to be called a Stable Release ;)
New Feature are:
- Multithreading support increased: it seems there are no more bugs in respect
to multithreading or multicontext environments
- Rendering
Hi Michael,
hmm, your setup for the shadowed scene isn't correct. I have attached a changed
setup where I am able to see the teapot shadowed by some shadow technique and
also working perfectly with the osgPPU (latest svn release). Look at it. Call
with ./viewer Data/motionblur.ppu
Does it
Hi,
Awesome, thanks for the correction. I see that my initial
example forgot to
actually add the model to the shadowed scene :P But that
wasn't the real
problem. The real problem was giving osgPPU the same node
that i was using for
shadows.
I do not realy understand what you mean here
@lists.openscenegraph.org
Datum: Montag, 6. Oktober 2008, 3:49
Hello Art,
What svn revision or tag should we grab? Thanks.
Doug
On Oct 5, 2008, at 7:07 PM, Art Tevs wrote:
Hi folks,
After long time, I would like to tag new version of
osgPPU (tested
with osg
v2.6
Hi folks,
After long time, I would like to tag new version of osgPPU (tested with osg
v2.6).
There is a lot of changes in comparison to the previous version:
- ShaderAttribute a class derived from StateAttribute making an easy access to
shader programs (something like a wrapper for
are doing or what you like to
do
adrian
2008/10/3 Art Tevs [EMAIL PROTECTED]
Hi Adrian,
I think it should. This is just a quick test if a
program attribute is
enabled. I haven't found a best solution for
that, hence implemented it
in
this way.
However I think the operator
Hi Yang,
first read the README file, there you can find the info, why the screen is
black:
--
Examples do load .ppu and .glsl files out of the Data directory, which can
be found in the main direcotry of osgPPU. In order that this files are found
you have to setup the OSG_FILE_PATH
Hi Michael,
I have never tried osgShadow at all, hence I can not say what happens if you
use osgPPU with it. Could you prepare some simple example showing the issue?
Maybe try the newest version from the svn, since there are some changes to the
previous one.
Best regards,
art
Hi guys, I've
Hmm, this could be an issue, yes. Could you try to setup the
OSG_NOTIFY_LEVEL=info to see the logs. Maybe there are just some
misconfiguration of the osgPPU pipeline.
Have you connected the processor to the right camera? Do the camera render the
scene into a RTT texture?
Could you try to
Hi Alexandre,
I have never tried to alternate osgppu's processors dynamicly while rendering.
I am not sure if it is a good idea at all (even also for other kind of osg
nodes), since osg provides a mechanism called osg::SwitchNode which do the
trick.
Could you try to use the SwitchNode as a
Yeah, Serge, really good work!
I would also say: thanks to the ImageStreamer functionality ;)))
cheers,
art
--- Serge Lages [EMAIL PROTECTED] schrieb am Mi, 24.9.2008:
Von: Serge Lages [EMAIL PROTECTED]
Betreff: [osg-users] Thanks to OSG !
An: OpenSceneGraph Users
Hi guys,
yeah sorry, I was moving the repository and all my pages to another server. In
between time there were some DNS issues (there are still there, because
unfortunately correct information is propagating to all DNS servers very
slowly), therefor osgPPU was not reachable.
Now it should
Hi Peter,
I think nobody would complain if you ask your questions here. There are already
some users using osgPPU successfully in their projects. What is your question?
Best regards,
art
--- Peter Wraae Marino [EMAIL PROTECTED] schrieb am Do, 18.9.2008:
Von: Peter Wraae Marino [EMAIL
Hi Alexandre,
as Robert already said, the problem seems to be that the NodeVisitor doesn't
have a valid FrameStamp.
Could you provide us with a scheme how your scene graph does looks like. Or can
you post some example scene which shows the error.
Best regards,
Art
--- alexandre amyot murray
Hi Bryan,
take a look into osgPPU. It does exactly what you are looking for.
Cheers,
art
--- Thrall, Bryan [EMAIL PROTECTED] schrieb am Mi, 17.9.2008:
Von: Thrall, Bryan [EMAIL PROTECTED]
Betreff: [osg-users] Multi-pass rendering in OSG
An: OpenSceneGraph Users
Hi Robert,
yes it does. However it just pass the visitor down to the scene graph (in this
case it must be a graph of units). If the unit graph wasn't initialized before,
then it use it's own visitor implementation to setup subgraph. It doesn't
change the visitor content or anything else.
I am
Hi Bryan,
in deed, svn-ports seems to be closed on some proxies. I am currently working
on moving osgPPU to another server with enabled svn through apache support.
To your question. There is already a check of the framebuffer state after each
frame. Hence you will recieve an error if
You can also just add an empty program to the StateSet. Something like this:
ss-setAttributeAndModes(new osg::Program());
This will bind a program object which will call glUseProgram(0) on the next
apply, which is in fact the same as disable a shader program.
Cheers,
art
--- Robert Osfield
Hi Alexandre,
Hi Art,
yes, the rest of my setup is exactly like you said :
osgPPU::Processor-addChild(videoUnitTexture);
videoUnitTexture-addChild(anotherUnit);
It works great if I load a simple image (.png) rather than
a video file (.mov).
Hmm, and the processor is also added to the
Hi,
yep there are sometimes strange behavior when using multithreading. Currently
I am trying to solve them as far as I can. So that osgPPU can be used in
multithreaded/multicontext mode ;)
Afterwards, i think, it would be a good idea to speak with Robert about the
integration of osgPPU into
Hi Alexandre,
Hi,
I want to use osgPPU::UnitTexture to shoot a video as a texture input for
another unit.
Ok, good idea, I have used it for my project successfully.
So I tried this code :
Image * myVideo = osgDB::readImageFile( myVideoFile.mov );
osg::ImageStream * videoStream_ = NULL;
Do you need the maximum value over all texture elements?
If yes, then you just have to compute a mipmap with max as combining operation.
In the last level, where only one pixel left, you will get the maximum value.
It is pretty straight forward to implement such an algorithm.
Either any GPGPU
Hi Viggo,
Have you tried to setup the glReadBuffer properly first.
Take a look into osgPPU, this has already the functionality to read from
textures (UnitOutCapture) and to be used for post-processing calculation like
you have.
Maybe this could help you to solve the problem.
Best regards,
Hi Steffen,
I have to calculate the different views I want to interlace
and put them into the vector of GL textures.
How do I do this best?
Change your algorithm to use shaders and combine your views in one shader
program.
Or can I convert GL textures wrapped by OSG as
osg::Texture2D into
Hi Benoit,
I try to make a multi pass rendering in order to apply post
effect after
each pass.
I try to have this pass order:
camera1-RTT1-Quad-camera2-RTT2-Quad-camera3.
Group* subgraph;
Node* model;
Geode quad1, quad2;
each camera is use like :
Hi Martin,
do you want to render your animation with 25FPS or do you want to show a
running video as a textrue with 25FPS?
What is the problem?
Best regards,
Art
--- Martin Großer [EMAIL PROTECTED] schrieb am Mo, 23.6.2008:
Von: Martin Großer [EMAIL PROTECTED]
Betreff: [osg-users] how
I think there is no such node kit, because this is actually very simple thing
to do.
First take a look into the osgViewer::Viewer class, it provides you with some
methods to setup your own time. Hence you just set on every new frame a new
time, which is based on your desired fps.
Second after
Hi folks,
sorry, it seems there is something wrong with my email account. Every time I
write something to the list my mails are forwarded to some Swedish Defence
Research Agency, FOI
I think I was hacked ;)
I checked my mail settings and there is nothing suspicious. Maybe somebody of
you
to
public mailing
lists.
Robert.
On Mon, Jun 23, 2008 at 1:59 PM, Art Tevs
[EMAIL PROTECTED] wrote:
Hi folks,
sorry, it seems there is something wrong with my email
account. Every time I write something to the list my mails
are forwarded to some Swedish Defence Research
Agency, FOI
I
and post a
submission if I
find the origin of the problem.
Art Tevs a écrit :
Have you tried, what I have proposed before?
cheers,
Art
--- Stephane Lamoliatte
[EMAIL PROTECTED] schrieb am Fr,
23.5.2008:
Von: Stephane Lamoliatte
[EMAIL PROTECTED]
Betreff: Re: [osg-users
Hi Robert, Stephane
sorry a lot of text
As replied in previous posts, their is a whole mechanism in
osg::State
for managing state, there is no need for a
disapply as this
automatically comes part of the package.
OK, maybe I have to read through the complete osg code again and again.
Hi folks,
OK, I understand what Mike means by the baseline behaviour. And as you also
wrote: the apply of the default setting is done
by apply a default constructed StateAttribute this is exactly what I meant by
a fresh state attribute. So we are speaking about the same things.
If I would
Hi Mail,
as far as I know the osgShadow do use already shaders for its implementation.
Hence if you add a shader you autmaticly cacnels the shadows.
To solve that you could try to merge the osgShadow shader code and your own.
However you have also to take care about all the uniforms which
Hi Viggo,
I need to render the scene many times each frame.
The first render is a normal one, so I need no change in
textures, states or shaders.
The second render is a multi target render. Here I need to
change all the fragment shaders that my scene uses. Each
shader need to output data
Hi Stephane,
Stephane, try to put an empty shader program on the cow, just like this:
cow-getOrCreateStateSet()-setAttribute(new osg::Program(),
osg::StateAttribute::ON);
I think this could help you.
And if not then just add an empty UniformList to the stateset of the cow.
Best regards,
Art
Hi Brian,
First I like to say osgPPU is really fantastic!!!
yes, in deed ;-)
I'm using osgPPU 0.2 on OSG 2.2. I had to add my own
version of
osg::Shader::readShadefFile to get it to compile/run on osg
2.2. So far so
good. I can run the examples and I've created my own
test
::StatsHandler );
Brian
BTW - I'm on Win XP with Nvidia Quadro FX 4600.
[EMAIL PROTECTED] wrote:
-
To: OpenSceneGraph Users
osg-users@lists.openscenegraph.org
From: Art Tevs [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 05/21/2008 04:33PM
Subject: Re: [osg-users] osgPPU
Hi Валерa,
As in my case, I always do just call setNumChildrenRequiringUpdateTraversal(1)
somewhere during the initialization phase and this do force using update
traversals.
Just call it in the constructor of your MyClass class and this is fine.
Best regards,
Art (Артём)
--- Валерий Быков
.
cheers
RJ
Art Tevs wrote:
Hi Raul,
is it possible, that you extract that peace of code
and post it here.
Maybe I would be able to find then the issue. On my
side, texture arrays seems to work properly ;)
Best regards,
Art
--- Rahul Jain [EMAIL PROTECTED] schrieb am
Fr, 16.5.2008
Datum: Samstag, 17. Mai 2008, 13:20
Thanks Art,
I am looking forward for the patch and will definitely
keep an eye on
the osg-submissions list.
cheers
RJ
Art Tevs wrote:
Hi Raul,
OK, I see the problem. In my case your code just work
almost fine (I can see the loaded image). However I
Hi Raul,
have you tried the proposed changes by Sean (min/mag filters, at least 2
layers, ...)?
Cheers,
Art
--- Rahul Jain [EMAIL PROTECTED] schrieb am Fr,
16.5.2008:
Von: Rahul Jain [EMAIL PROTECTED]
Betreff: Re: [osg-users] Texture2DArray shows up black
An: OpenSceneGraph
]
Betreff: Re: [osg-users] Texture2DArray shows up black
An: [EMAIL PROTECTED], OpenSceneGraph Users
osg-users@lists.openscenegraph.org
Datum: Freitag, 16. Mai 2008, 21:26
Yes I did but no luck I tried the program sean sent also.
RJ
Art Tevs wrote:
Hi Raul,
have you tried the proposed
Hi folks,
I am gladly to inform you that I have tagged the v0.2 of the osgPPU library.
The list of all changes since the last tagged version is long. The main new
features are:
- Unit derived from osg::Node to allow simple graph structure to create new
unit pipelines
- Cycles in the graph are
at
example/hdr/CMakeLists.txt:16(LINK_INTERNAL):Unknown
CMake
command LINK_INTERNAL
Any suggestions?
Thanks,
Brian
[EMAIL PROTECTED] wrote:
-
To: OpenSceneGraph Users
osg-users@lists.openscenegraph.org
From: Art Tevs [EMAIL PROTECTED]
Sent by: [EMAIL
Hi Jeremy,
I wanted to try out your lib, but I have problems
regarding to the cmake build system.
First problem is, if you have osg installed not under
standard directory. I have then manually to specify
the cmake_include and cmake_lib paths.
maybe you could take a look into CMake build system
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