I have an osg file that is about 50 MB (not huge but not trivial). When
I load it, the model is entirely black, as if you are looking at a
silhouette of it. If I press the 'b' key nothing happens. If I press it
again, suddenly everything looks correct. If I keep hitting 'b', it
toggles between the
Hi Paul,
Paul Martz wrote:
> Cory Riddell wrote:
>> I've attached an example osg file. Load it with osgviewer and it looks
>> black. Hit 'b' twice and suddenly it looks correct.
>>
>> It has something to do with the transform (to a left-handed system), bu
I'm getting the infamous "Warning: detected OpenGL error 'out of memory'
after RenderBin::draw(,)" message.
Any advice on handling this? My scene isn't very big (maybe 150,000
vertices) and my machine has 3 GB of RAM. Do you monitor or profile
memory usage to dynamically tune your application's di
How are you representing connected entities in your scene graph?
For example, say you wanted to create a model of a guitar from
headstock, fretboard, and body objects.
I've been doing this with scene graphs that look like:
Transform #1
Headstock geode
Transform #2
Fretboard geode
Tra
I'm thinking about this more and I think the scene graph structure is
probably solid. I'm really having problems coming up with object
representations that facilitate generating the correct transforms and I
that's not really an OSG issue and thus, is offtopic.
Sorry.
On 3/3/201
Just wondering if anybody had a good source for anaglyphic glasses?
There are some on eBay for about $10 per pair. Is that reasonable?
Cory
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I was interested in the OpenGL course (still am), but there isn't
exactly a lot of info about the course available. It would be nice to
know where it is (more specific than Los Angeles), what the
pre-requisites are (software environment) and what is and isn't included
(lunch?). The daily schedule w
In my scene graph, I have a static image for the background (a
white-blue gradient). When I turn on stereo mode, I get a red stripe on
the right and a blue stripe on the left side of the window. I thought I
was drawing my background the same way statistics are drawn, but
apparently I'm not (btw, st
Robert,
On 3/31/2010 3:34 AM, Robert Osfield wrote:
> In the case of the stats these are just drawn on the image plane,
> controlled by an override of the projection and view matrix so it is
> in effect not computed in stereo at all. If the stats did not use
> their own osg::Camera to override t
I have geodes that contain osgText::Text drawables (used as labels). The
same geode's contain other drawables that make up the entity that is
being labelled.
I also have a toolbar button to turn labels on or off. What is the best
way to toggle the visible state of the osgText::Text instances when
J-S,
On 5/4/2010 12:34 PM, Jean-Sébastien Guay wrote:
> If you want to toggle visibility of all your text elements under a
> same Geode, you can use the node mask on the Geode.
My problem is that I have mixed my text elements with other geometry
elements (the labels are part of the thing they are
Ran,
On 5/4/2010 2:24 AM, Ran Arbel wrote:
> In the last couple of month we been working on a a web site that broadcast 3d
> (first phase). You are all invited to have a quick look and comment.
>
So, I took a look and couldn't figure out why it wasn't working. Then I
realized it runs only on
Sorry for the off topic post, but I would like to find out what other
people who have tried Visual Studio 2010 have experienced. I'm finding
it significantly slower than VS2005 (the version I am upgrading from).
I'm running on a fairly fast quad core machine with 4 GB of RAM and a
fast SSD drive a
I read up on that a bit. Sadly, we use things like #import, incremental
compilation, and precompiled headers. All these are incompatible with
the new multi-process build switch.
Besides, our application is actually composed of a bunch of sub-projects
and these are all compiled in parallel. If I wa
The osgviewer app that comes with OSG works in Windows. Also, the
bundled examples include an MFC based viewer called osgviewerMFC.
Cory
Clay, Bruce wrote:
I have tried all of the
ones except for osgWin32Demo (the
link is nonresponsive) in the windowing Toolkit section and can
I thought this would be easy, but 1/2 day later and I'm still stuck.
I'm using a technique similar to the osgHUD example to replace my window
background with a gradient fill. Now I want to be able to put some text
in the background too. At first, I thought I wasn't getting any text at
all, then I
I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?
Cory
Cory Riddell wrote:
> I thought this would be easy, but 1/2 day later and I'm sti
Out of curiosity, do you get similar frame rates on the two systems? Are
the other stats similar?
I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally. The run loop is not throttled in
any way, and so I think it will use as much cpu as it can.
Jason,
Jason Daly wrote:
> Cory Riddell wrote:
>> I wrote the background scene to an osg file and the viewer displays it
>> correctly. So now I know the problem must be with my camera settings or
>> something else external to the scene. Any suggestions?
>>
&g
Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.
Cory
Jason Daly wrote:
> Cory Riddell wrote:
>> I had asked about this one time and in the end I decided that it was
>> using 100% of one cor
Hi Robert,
On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddell wrote:
Does anybody see less than 100% CPU utilization when running osgviewer
cow.osg on an ATI card? I had just been accepting that as normal.
100% CPU is not normal at all.
Yikes! I think there must be
Or perhaps I'm just not using the
right tools. Does anybody have any suggestions for decent Windows
performance analysis tools? I was using SysInternal's ProcessExplorer.
Cory
Cory Riddell wrote:
Hi Robert,
On Fri, Jun 5, 2009 at 8:21 PM, Cory Riddell wrote:
D
Subject says it all: shouldn't the done flag be volatile? If it isn't,
how can you be certain that the viewer thread will ever notice it has
changed from false to true?
Some context here: I call ViewerBase::run() in its own thread. To shut
it down, I call viewerBase->setDone(true) from my main thr
ViewerBase::stopThreading() includes this block of code:
for(Cameras::iterator camItr = cameras.begin();
camItr != cameras.end();
++camItr)
{
osg::Camera* camera = *camItr;
Renderer* renderer =
dynamic_cast(camera->getRenderer());
if (renderer)
{
Rabbi,
Rabbi Robinson wrote:
> Hi, I wonder when I should use setDataVariance(osg::Object::DYNAMIC);
>
I was wondering this as well. It's in Object, so pretty much everything
has a data variance attribute and I really don't understand what it
could possibly mean in most contexts. For example,
ped you want to reset things so that we you start the
threads again it doesn't think that it's done again.
Robert.
On Mon, Jun 15, 2009 at 9:37 PM, Cory Riddell wrote:
ViewerBase::stopThreading() includes this block of code:
for(Cameras::iterator camItr = cameras.begin();
down?
Which version of the OSG are you using?
When you say delete, exactly how are you going about delete? Could
you supply an example of the clean up code you are using, it does
sound like there is something amiss.
Robert.
On Mon, Jun 22, 2009 at 4:19 PM, Cory Riddell wrote:
Hi R
about the done flag being reset to true (you told me it
was reinitializing) and about the non-volatile-ness of the done flags.
I'm no multithreading guru, but this isn't my first multithreaded app
either. I'm confused.
Cory
Cory Riddell wrote:
Hi Robert,
I just saw your post
of stuff remotely is next to impossible.
Robert.
On Tue, Jun 23, 2009 at 10:45 PM, Cory Riddell wrote:
Robert et al,
So, the 2.9.5 build doesn't fix my problem.
My app has two threads. The second one is my viewer thread. To shutdown, my
main threads calls viewer->setDone(tr
David,
Thanks for the information. It sounds like there might actually be a
problem here. Rather than code around it, I'm going to keep poking
around to see if I can figure out what's going on. It's nice to have a
plan B though, so thank you for the advice.
Right now it looks like the Viewer:
thread remains (not certain of this). So, the context doesn't
get closed by the Viewer destructor.
I think I should be able to get around the problem by either manually
closing the graphics context or by carefully orchestrating the shutdown
sequence.
Cory
Cory Riddell wrote:
David,
Th
to my OSG view window.
Cory
Cory Riddell wrote:
David & Robert,
I think I found the race that is giving me problems.
When I close my app, sometimes GraphicsWindowWin32 gets the WM_DESTROY
message before I call viewer->setDone(). In these cases, the
GraphicsWindowWin32 gets des
In another message thread I've been talking about a threading problem in
my app. I just figured out how to reproduce it with one of the samples,
so I thought I would post that here in hopes that somebody else would
have an idea on how to fix this.
I think it's a shutdown sequence race. To reproduc
Putting a call to setGraphicsThread(0) near the top of
GraphicsWindowWin32::destroyWindow() prevents the problem. Does this
seem like a hack, or should I submit a patch?
Is there any reason why a graphics thread should still be running after
a graphics window has been destroyed?
Cory
Cory
it via
the window close button?
Does the problem happen with other examples, such as osgwindow?
Robert.
On Fri, Jun 26, 2009 at 9:28 PM, Cory Riddell wrote:
In another message thread I've been talking about a threading problem in
my app. I just figured out how to reproduce it wit
Hi Michael,
Have you generated the solution file with cmake yet?
Cory
Michael W. Hall wrote:
> Since I am having issues with my linux box, I am tinkering with OSG in
> Visual Studio 2005. I am not having much luck. I was wondering if
> anyone can point me to some good example code for VS 2005.
Hi David,
Check out Paul's excellent quick start guide:
http://www.osgbooks.com/books/osg_qs.html
There's a free downloadable version or you can buy a printed copy.
Cory
David Goering wrote:
> Hey, I have been fooling arround with OpenSceneGraph and OSGART the last few
> weeks, and have ve
Sorry for an off-topic post, but...
I recently updated my Visual Studio installation (VS2005) and found that
Microsoft had fixed some bugs in the C runtime. My CRT went from version
8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to
recompile OSG? Is it safe for my app built with vers
Hi Gordon,
Tomlinson, Gordon wrote:
> Generally it is recommend you build every thing with the same compiler
> version ( it saves time in the long run )
>
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from opera
Chris,
Chris 'Xenon' Hanson wrote:
Cory Riddell wrote:
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from operating
system libraries or libraries supplied by my video card maker. The
Chris 'Xenon' Hanson wrote:
Cory Riddell wrote:
Ok, this actually makes a lot of sense to me. Now I wonder how I can
figure out if a particular library does depend on the CRT library. I've
had some luck doing:
dumpbin /directives FOO.lib
but I'm thinking ther
On Behalf Of Cory
Riddell
Sent: Tuesday, September 01, 2009 3:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OT: do I need to recompile OSG?
Hi Gordon,
Tomlinson, Gordon wrote:
Generally it is recommend you build every thing with the same compiler
version
Hi Nemo,
Nemo Ulysse wrote:
> I already work on this example but the 3d model is open in full screen and I
> don’t manage to change that.
>
Are you saying the example program is doing what you want, except you
don't want the view to be maximized? If you click on the restore button,
do you get
1. Fixed the typo in the subject. (now -> not)
2. I discovered that if I remove the material setting at the geode
level, the material set in my osgText::Text instance takes effect.
I'm still confused.
Cory
Cory Riddell wrote:
Can somebody please take a look at the attached osg
h the color I was expecting.
One question, is the GL_LIGHTING bit the correct setting to turn off,
or is there a more correct way to turn of material usage for a drawable?
Thanks,
cory
Cory Riddell wrote:
1. Fixed the typo in the subject. (now -> not)
2. I discovered that if I remove the
My app uses the same font everywhere. So, I have a global method to
return a reference to a single Font instance:
osg::ref_ptr getArialFont() {
static osg::ref_ptr s_font =
osgText::readFontFile("fonts/arial.ttf");
return s_font;
}
When I pass it to Text::setFont(), the Text instance's Sta
Ok, stupid question.
Does a MatrixTransform that will be modified in an update callback need
to be declared DYNAMIC?
Cory
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J-S' advice is right on.
You also need to be careful about sharing data between threads.
Multithreaded programming is a minefield of difficult to diagnose
problems, most caused by locking order problems or data races. I'm still
learning about this stuff too and am starting to get some really good
If I create some text using SCREEN_COORDS and a character size of 20,
should I expect text 20 pixels high? Say I have three lines total (two
\n characters in my text string), should it take up 60 pixels of
vertical screen space?
Cory
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osg-users mailin
Ulrich,
Ulrich Hertlein wrote:
> Hi Cory,
>
> On 13/10/09 3:47 PM, Cory Riddell wrote:
>> As I understand it, basically every core has it's own cache. So, if some
>> data is shared between multiple threads, it may be loaded into multiple
>> caches all at once. I
Hi Ulrich,
Ulrich Hertlein wrote:
> On 16/10/09 6:37 PM, Cory Riddell wrote:
>> Ulrich Hertlein wrote:
>>> ...
>>>
>>> Yes, CPUs usually have their own caches and data can be different in
>>> the different caches. However, this isn't what sy
I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
"A" has been designated as the root but there is a node "C" that isn'
Paul Martz wrote:
>> Cory Riddell wrote:
>>> I want to create a graph where some nodes have more than one parent,
>>> but
>>> every parent node doesn't necessary have a non-backtracking path
>>> back to
>>> the root node. Does this make sense
Paul Martz wrote:
> You could use a CompositeViewer with multiple views, for example, one
> rendering the scene graph from root node A and one rendering from root
> node C. You could also write a NodeVisitor that uses the
> TRAVERSE_PARENTS traversal mode. So there are many cases where it's
> meani
When I render my scene, I'm getting this in the log:
> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
This is on a Windows XP machine with 4GB of RAM. I suspect it isn't
complaining about running out of that memory though. Is it video RAM
that I have run out of?
Cory
__
the osgprerender example and see if you get the same
error. If you do it's a nvidia driver bug. I've come this a number of
times and whilst there are legitimate reasons for getting the error in
my case it's always been a driver bug.
Kim.
2009/11/10 Cory Riddell :
When I
I'm looking for comments and suggestions for using OSG with a geometry
engine like ACIS, Parasolid, or Open Cascade. Can they work well
together? Is it a useful combination? The application is CAD-like and
involves interactively building up a model from discrete components.
I found OSG when lo
I've been running the pointlightmanip.exe example and as soon as I
rotate even a tiny amount (using either the hand or the wheels), the
top right sphere disappears. I've attached a screenshot but I suspect
that will get filtered out by the list software.
Is this an instance of http://www.vis-s
Cory Riddell wrote:
I've been running the pointlightmanip.exe example and as soon as I
rotate even a tiny amount (using either the hand or the wheels), the
top right sphere disappears. I've attached a screenshot but I suspect
that will get filtered out by the list software.
any features and plugins), but not a CAD/infrastructure/mining/whatever software.
Please tell us if you find useful things.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 07 Jan 2009 16:44:15 +0100, Cory Riddell a écrit:
I'm looki
Ack! You're right of course, it's a Coin3D sample. I'm evaluating too
many things at once...
Sorry for the noise.
Cory
Jean-Sébastien Guay wrote:
Hello Cory,
I'm not sure why no one has answered you yet... I'll give it a shot.
I've been running the pointlightmanip.exe example and as soon a
The subject line says it all- if other renderers (in my case DirectX)
are available on a system, can they be used?
A second question- are some of the UI toolkits better supported than
others? I'm specifically thinking about comparing the wx stuff with Qt
and MFC.
-cr
___
How do you make Visual Studio provide intellisense for OSG based apps?
I'm running through the tutorials now and it would be helpful to get
parameter info for the OSG API. I still have the OpenSceneGraph.ncb file
that was generated when I built OSG and I presume that VS needs this
file, but I'm
re-do it.
Regards,
Vincent.
2009/1/21 Cory Riddell <c...@codeware.com>
How
do you make Visual Studio provide intellisense for OSG based apps? I'm
running through the tutorials now and it would be helpful to get
parameter info for the OSG API. I still have the OpenSceneGraph.n
I'm working my way through some of the tutorials. Right now I'm on:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicGeometry
In the code on that page is this:
osg::Vec2Array* texcoords = new osg::Vec2Array(5);
(*texcoords)[0].set(0.00f,0.0f);
(*texcoords)[1].set(0.25f,0
re index you set before, when setting the
texture.
Have a look on Texture coordinate on the web, you'll find a lot of
explanations.
Hope this will help you.
Regards,
Vincent.
2009/1/21 Cory Riddell <c...@codeware.com>
I'm
working my way through some of the tut
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it with your
model and it "clips" the model. Follow this link for a better description:
http://www.openhsf.org/docs_hsf/Hoops3DGS/prog_guide/02_13_geometry_cutting_pl
Thank you! That is very close to what I need. I just didn't know where
to look. I appreciate the pointer.
Cory
Jason Daly wrote:
Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it
Is there a correct way to stop OSG and free all the resources that have been
acquired by without stopping the application? I thought that when my
osgViewer::Viewer instance went out of scope, everything would be released,
but that doesn't seem to be the case.
cory
_
e this as items you might want to
> unload.
>
> BTW, what makes you think that things aren't being released?
>
> Robert.
>
> On Fri, Jan 30, 2009 at 2:57 PM, Cory Riddell wrote:
> > Is there a correct way to stop OSG and free all the resources that have
> been
> > a
When I run the osg viewer app and load just about any osg file (like
cesna.osg), my CPU usage is a constant 23% - 30%. This is with no
interaction, it is basically using an entire CPU core. Fortunatelly I have a
4 core machine, so it hasn't been a problem so far, but I'm wondering what
this means f
piled the OSG with debug build.
>
> Robert.
>
> On Fri, Jan 30, 2009 at 8:36 PM, Cory Riddell wrote:
> > When I run the osg viewer app and load just about any osg file (like
> > cesna.osg), my CPU usage is a constant 23% - 30%. This is with no
> > interaction, it is b
I'm running locally now and am seeing the same behavior. Running with
--SingleThreaded makes no difference.
Cory
On Mon, Feb 2, 2009 at 9:53 AM, Adrian Egli OpenSceneGraph (3D) <
3dh...@gmail.com> wrote:
> Hi J-S
>
> i am working with NVidia GPU, and i have same behaviour. So there should be
> a
skew-matrix.com
> +1 303 859 9466
>
>
> --
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Cory Riddell
> *Sent:* Tuesday, February 03, 2009 1:09 PM
> *To:* OpenSceneGraph Users
> *Subjec
On Tue, Feb 3, 2009 at 4:43 PM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> I think the image you sent is a logical arrangement. A Group (or a
> Transform) does not itself have any geometry, it just specifies how it's
> children are arranged (in the case of a Transform). So yes
I'm looking for advice on typical patterns when modeling something that has
attachments (which may in turn have other attachments). I first looked for a
node type that was a composition of Geode and Group but of course I didn't
find anything.
An example might help here. Say I want to model bicycle
On Wed, Feb 4, 2009 at 10:48 AM, Paul Martz wrote:
> If your HandlebarNode will be used in many apps to render handlebars (I
> don't know, maybe you intend to make a series of bicycle simulators), then
> yes, maybe it is best to encapsulate it in its own class. But if you are
> just using it as a
I built everything with Visual Studio 2005 on XP with no build problems. One
minor glitch that may be my fault- when I ran the built the INSTALL target,
it copied the executables to C:\Program Files\OpenSceneGraph rather than
C:\Program Files\OpenSceneGraph-2.8 (I specified this in CMake).
Cory
O
Yeah, I started wondering if I built the wrong source tree. I started the
whole process over again and should know pretty soon. Even on a 4-core
machine, it takes a while to build everything (but at least the build
process can mostly run in parallel).
Cory
On Wed, Feb 4, 2009 at 2:21 PM, Jean-Séb
Sorry for the false alarm. I rebuilt everything and and it seems to be
working.
Cory
On Wed, Feb 4, 2009 at 2:45 PM, Cory Riddell wrote:
> Yeah, I started wondering if I built the wrong source tree. I started the
> whole process over again and should know pretty soon. Even on a
When I compile my app (against an rc downloaded yesterday), I get a
warning in uniform (line 318), geode (lines 93, 124), and lod (line 116)
for the "unsafe" conversion of a size_t to an unsigned int:
uniform(318) : warning C4267: 'return' : conversion from 'size_t' to
'unsigned int', possible los
Please post your results. I'm also very curious about how to achieve
this affect.
Thanks,
Cory
Serge Lages wrote:
Thanks Guillaume,
The page you've spotted give nearly the same result as osgFX::Cartoon,
what I would like is to have all the edged (when adjacent 2 faces are
not coplanar) vis
I (and others) have asked about apparent memory leaks reported in Visual
Studio when an OSG app exits. The leak dump looks like this:
Detected memory leaks!
Dumping objects ->
{29751} normal block at 0x0293C970, 36 bytes long.
Data: <, E > 2C 0B 45 10 00 00 00 00 01 00 00 00 0
;
osgDB::Registry::instance(true);
You'll need to take about destruction order.
Robert.
On Tue, Feb 10, 2009 at 6:34 PM, Cory Riddell wrote:
I (and others) have asked about apparent memory leaks reported in Visual
Studio when an OSG app exits. The leak dump looks like thi
I've been playing with osgviewerMFC and I've noticed that when I open an
osg file (like cow.osg), the rendering is "stretched" to fit the aspect
ratio of the containing window. For example, if I resize the app to be
wide then open the cow, I get a very long cow. If I make the window
short and tall
Adrian-
For the record, I made my posting because I thought other Windows
developers would like to know the source of at least some of the false
positives. I wasn't claiming to have found a real leak.
Cory
Adrian Egli OpenSceneGraph (3D) wrote:
Hi Robert,
Since i am member of the osg-use
>push_back(osg::Vec3(-1.f, 0.f, 1.f));
Any ideas?
Cory Riddell wrote:
I've been playing with osgviewerMFC and I've noticed that when I open an
osg file (like cow.osg), the rendering is "stretched" to fit the aspect
ratio of the containing window. For example, if I resize
It sounds questions about memory leak reports on Windows come up often.
I'd like to address this in the FAQ. Any objections?
Cory
Robert Osfield wrote:
Hi Adrian,
In the early days of the OSG I wrote a few custom new/delete operators
and the associated infrastructure for tracking memory,
Jean-Sébastien Guay wrote:
> Why would perfectly good programming practices be avoided just because
> they cause false positives in one tool, on one platform? This is
> pretty much the same discussion as the one concerning warnings I had
> with Robert last week.
>
> The code should be a by-product
...@openscenegraph.net/msg11248.html
Since then, the leak report works fine for me. If your project
doesn't use MFC at all, it won't help. But if yes, it might be helpful.
Jean-Claude
Am 10.02.2009 um 20:02 schrieb Cory Riddell:
Can anybody recommend a
Windows-ba
--- On Wed, 2/11/09, Cory Riddell
wrote:
From:
Cory Riddell
Subject: Re: [osg-users] forcing a square aspect ratio
To: "OpenSceneGraph Users"
Date: Wednesday, February 11, 2009, 12:18 AM
FWIW, I've attached a screen shot of
what should be a squar
tive(fovy,aspectRatio,z1,z2);
aspectRatio=double(traits->width)/double(traits->height);
_viewer->getCamera()->setProjectionMatrixAsPerspective(fovy,aspectRatio,z1,z2);
I'd like to update the osgviewerMFC sample app. How would I go about
doing this?
Cory
Cory Riddell wrote
What happens to osg::notify() messages when the application has no
console. For example, osgviewerMFC.exe. If you run it with
OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
where they are going? Is there a way to specify a log file rather than
stdout / stderr for the notific
I wrote:
> What happens to osg::notify() messages when the application has no
> console. For example, osgviewerMFC.exe. If you run it with
> OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
> where they are going? Is there a way to specify a log file rather than
> stdout / std
I downloaded the debug and release binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.
When I try to run any of the exe's, I get a message that says:
The application failed to initialize properly (0xc0022). Click on
OK to
the correct solution.
Cory
Sukender wrote:
Hi Cory,
I built these binaries. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 16 Feb 2009 17:18:36 +01
es. Do you have the SP1?
If the problem is still ther, I'll may recompile entirely (who knows?)...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 16 Feb 2009 17:18:36 +0100, Cory Riddell a écrit:
I downloaded the debug and release bin
Jean-Sébastien Guay wrote:
> Hi Cory,
>
>> 2. I untarred with cygwin's tar. Perhaps that does something funky
>> with the permissions?
>
> Perhaps... Can you try with another tool? For example 7-zip, which is
> F/OSS.
>
Wow- when I untar with 7-zip I get different results than when I untar
with
I just did a little experiment with 7-Zip and ACL's. I created a file
and gave it "weird" privileges. I tar'd it with cygwin. When I untar
with cygwin, the ACL for the file is restored correctly. When I untar
with 7-Zip, the ACL has been replaced with one that grants full access
to everyone.
Likew
Are these functionally equivalent? They seem like different ways of
accomplishing the same thing. True?
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