:06 PM, Garrett Potts wrote:
Hello All:
Congratulations on the new release everyone!
I am in the process of compiling the Collada under MAC and I noticed
that the Collada library svn is at 2.0 and was the only source I can
find. I compiled it to a universal and went to compile the
osgPlugin
Hello All:
Looks like I have it fixed now. Needed to add uriToNative conversion
on the path and file concatination. The textures are now loading.
Take care
Garrett
On Apr 29, 2008, at 1:19 PM, Garrett Potts wrote:
Hello All:
I sent to the old list by mistake. Like to add
Hello Robert:
I wanted to tar up the dae and call it maybe dae2 for the collada 2.0
tag release they have. Do you want me to send to you or send to the
osg-submissions?
Take care
Garrett
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collada svn tag 2.0.
Take care
Garrett
On Apr 29, 2008, at 2:04 PM, Garrett Potts wrote:
Hello Robert:
I wanted to tar up the dae and call it maybe dae2 for the collada 2.0
tag release they have. Do you want me to send to you or send to the
osg-submissions?
Take care
Garrett
that were discovered in DOM 2.0
I'm doing a 2.1 release sometime in the next few days. This release
doesn't contain any breaking changes, so I think all we'll need to
do is
update the DOM lib name to '21' instead of '20'.
Steve
Garrett Potts wrote:
Hello Robert:
I wanted to tar up
/viewvc/collada-dom/trunk/dom/make/readme?view=markup
Steve
Garrett Potts wrote:
Hello Steve:
Glad I can help some :).
I plan on doing the windows build as well but have only done the MAC.
I have also only tested with a few Google Collada models so I don't
think I hit everything. Would
Hello Steve:
I was just saying writing a document with an OS file path containing
spaces or whatever should work fine, since the DAE class methods
pass all document names through nativePathToUri first.
Ah, ok gotcha. Thank you for the help!
Take care
Garrett
make any changes.
Garrett Potts wrote:
Hello Steve:
Please find the attached file for te dae plugin in OSG. Just
remove your old one and then extract this out. Downloading the 2.1
now.
Take care
Garrett
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osg
patches that make it into SVN/2.5.x could also make it into
a 2.4.x - a dae plugin upgrade should be meet this criteria so no
problems on this count.
Robert.
On Mon, May 5, 2008 at 1:21 PM, Garrett Potts [EMAIL PROTECTED]
wrote:
Hello Steve:
Tried the models I use on the Mac and Windows
Hello Robert:
The only ones I have been testing against are the Google models that
can be found:
this is the big hoard,
http://sketchup.google.com/3dwarehouse/
This model is pretty good:
View in Google Earth
and here is the main link for it:
Hello All:
I use a custom visitor to enable a non power of 2 support. This is
very common from models I have seen from Google Sketchup. I have ran
across a number of non power of 2 textures and this seems to work
nicely. For some modes though, and I forget which, it will still
Hello All:
I am having text/font issues under the 64-bit SUSE. If ever a
setText is called on an osgText object there is a core dump that
occurs. Note the code works fine on MAC's ad Windows. I think it
might be related to 64-bit build on SUSE. I don't have much more
details than
either. I have had nothing come by that might suggest some latent 64
bit/linux issue.
Do you have problems with osgtext running? Which version of freetype
do you have?
Robert.
On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
Hello All:
I am having text/font issues under the 64-bit SUSE
-
Hash: SHA1
Garrett Potts wrote:
Hello All:
I am having text/font issues under the 64-bit SUSE. If ever a
setText is called on an osgText object there is a core dump that
occurs. Note the code works fine on MAC's ad Windows. I think it
might be related to 64-bit build on SUSE. I don't
to render.
I think you are right that it's a ATI problem more than likely the
drivers for SUSE. The MAC drivers work great.
Take care
Garrett
On Aug 16, 2007, at 3:04 PM, Jan Ciger wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Garrett Potts wrote:
Hello:
You might want to try and get
Hello All:
Hmmm, Just saw a new driver release as of August 13th. Has anyone
tried that on SUSE 64-bit??
Take care
Garrett
On Aug 17, 2007, at 3:39 AM, Brede Johansen wrote:
Hi,
On 8/16/07, Jan Ciger [EMAIL PROTECTED] wrote:
Do you have problems displaying the stats in the osgviewer
, Robert Osfield wrote:
Hi Garret,
On 8/16/07, Garrett Potts [EMAIL PROTECTED] wrote:
I think you are right that it's a ATI problem more than likely the
drivers for SUSE. The MAC drivers work great.
Mac ATI drivers seem to be the only place that ATI's actually have
good drivers...
One thing you
Hello All:
I was running some tests with the fade text and I found something
very interesting and was not sure if this is the desired behavior. I
have a cluster of text where each is a FadeText. There are about 200
labels. I thought that the fade in and out was based on distance
from
Hello All:
Just wanted to say that this is from the Release 2.0.0.
Take care
Garrett
On Sep 4, 2007, at 11:00 AM, Garrett Potts wrote:
Hello All:
I was running some tests with the fade text and I found something
very interesting and was not sure if this is the desired behavior. I
have
Hello All:
Was wondering what people thought about maybe moving the
bool serialize_readNodeFile = true;
In the run of the DAtabsePager as an attribute of the
DatabasePager. This way we can set it at runtime and change the
need to serialize or not. This would actually allow for multiple
Hello Robert:
Will do. Just wanted to verify with you that it was an acceptable
change.
Thank you
Take care
Garrett
On Sep 19, 2007, at 11:01 AM, Robert Osfield wrote:
osg-submissions. It should be safer to allow multiple threaded reads
Hello All:
When you enable outlining it looks like the fade text is not applying
the color multiplier to the background as well. The foreground fades
in and out but the background is always black. It is not clear to me
where to look in Text.cpp. This is with the released 2.0.0 version.
To: OpenSceneGraph Users
Subject: Re: [osg-users] Outputting Movies in OpenSceneGraph
Hi Garrett
A xine/Quicktime plugin is provide to read movie in OSG scene
Take a look to osgmovie examples.
But don't know any plugin to make a movie from an OSG Scene
David
2007/10/19, Garrett Potts
Hello All:
I feel like I have seen this befor on a windows build I did several
months ago. I think I was using a system installed font on windows
and not the font that comes in the OSG data path. When I used the
OSG data path font everything is OK. Sorry if this doesn't help much.
Take
Hello All:
Just recently I have been testing ffmpeg library (Not OSG's ffmpeg
plugin) use within some tools we are doing. Over the past couple of
days we have been hammering video in a multi threaded environment and
it has come to our attention that ffmpeg is not thread safe. I have
. However, it does sounds
like we'll also need to protect some or all of ffmpeg calls. I'll
have a look through the ffmpeg and have a think about how to tackle
this is a manageable way.
Cheers,
Robert.
On Thu, Dec 31, 2009 at 3:03 PM, Garrett Potts po...@cfl.rr.com
wrote:
Hello All:
Just
Hello All:
Just did a test on making the ffmpeg thread safe. You should not have
to modify the plugin but here is a cut and past:
extern C
{
int ffmpeg_lock_callback(void **mutex, enum AVLockOp op);
}
int ffmpeg_lock_callback(void **mutex, enum AVLockOp op)
{
static OpenThreads::Mutex
Hello ALl:
Forgot one thing. You must add --enable-pthreads (for unix type
builds and MACs) for your platform. I forget the windows one but do
the --help and look at the thread enabler for your platform.
Take care
Garrett
On Jan 11, 2010, at 12:44 PM, Garrett Potts wrote:
Hello
Hello Robert:
You could wrap it up in there. Is there a singleton entry point to
OSG plugins? If there is a singleton access point that is similar to
something like a plugin init then you could actually put it in the
plugins initialization code.
Take care
Garrett
On Jan 11, 2010, at
Hello:
the osg::Image object is referenced object and will be automatically deleted
once the final ref count goes to 0. On the osg::Texture object you can specify
if you want OSG to unref the image object after the image has been applied by
using the method:
setUnRefImageDataAfterApply
I
Hello All:
I have found a problem that I have no clue how to work around. I think it's
the build but not sure. My platform is Snow Leopard using 64 bit builds and
the 4.2.1 compiler. It started when I was building and upgrading the current
GUI frameworks we have to build against OSG. There
if that is where it is suppose to be
defined.
Take care
Garrett Potts
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as something that could be
uncommented by the user to allow one to do custom setup of a different atomic
operation.
Take care
Garrett Potts
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a simple main that instantiates an embedded
graphics window and assigns to an osg::ref_ptr. Then just assing back to 0 and
it core dumps everytime.
Take care
Garrett
On Jan 22, 2010, at 2:55 PM, Stephan Huber wrote:
Hi Garrett,
Am 22.01.10 18:08, schrieb Garrett Potts:
Just add
and translation into the texture would be a feasible
solution.
Take care
Garrett Potts
On Jun 8, 2009, at 6:07 AM, Joseba Rodriguez wrote:
Hi all,
Sorry for not providing much information about the interest of
changing text coords. Im working on animating avatar impostors for
which im using
Hello:
Oops, just saw a post on this previously from Ulrich suggesting the
use of a texture matrix. Sorry for the repeat.
Take care
Garrett Potts
On Jun 8, 2009, at 7:51 AM, Garrett Potts wrote:
Hello All:
I am not sure but it seems you could create a single texture with
different
Hello All:
Also, just a question. Is this a custom graph or are you using the
SceneGraph with static terrain objects,... etc. I had a custom scene
graph and intersections were killing me but when I realized that the
Intersect visitor sets a ACTIVE_CHILDREN for the traversal I used
or
if none are missing it should help to see what dll's are loaded within
the search path.
Take care
Garrett Potts
On Jun 10, 2009, at 3:08 PM, Butler, Lee Mr CIV USA USAMC wrote:
Your DLLs need to be *in the same directory* as your executable, or
the
DLL's have to be someplace that can be found
to
test this theory out. This way if frustum culling is on or some
higher level culling then it will ignore it for that object.
Take care
Garrett Potts
On Jun 18, 2009, at 3:17 PM, Serge Lages wrote:
Hi all,
I have 2 questions about the ffmpeg plugin :
- In the ReaderWriterFFmpeg.cpp file
Hello All:
Thank you for the help. This has cleared it up.
Take care and have a good day
Garrett
On Jul 9, 2009, at 11:24 AM, Jason Daly wrote:
Gordon Tomlinson wrote:
Hi Garrett
Unfortunately the OSG only supports one node mask that is shared by
all
process app, cull, draw, update,
Hello All:
The link below is the one I used before to add stdint.h and
inttypes.h. I use it for the builds on windws. I have sucessfully
used mingw then use Microsofts implib tool to create a import lib for
the dll.
Like they said below. ffmpeg will not build on MSVC and even if you
Hello All:
If you are going to build it from scratch I have better luck making
sure that you disable mmx and mmx2. This is a killer to get to build
sometime. I get local registers getting clobbered errors when using
their assembly enhanced code routines and if the mmx acceleration is
.
Tanguy
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org
] On Behalf Of Garrett Potts
Sent: 11 July 2009 03:24
To: OpenSceneGraph Users
Subject: Re: [osg-users] ffmpeg stdint on Windows?
Hello All:
The link below is the one I used before to add
is I wanted to use Vertex buffers but for some reason
colors would not change even if I dirtied everything so I turned off
display lists and VBO's for now.
Take care
Garrett Potts
On Jul 17, 2009, at 11:11 AM, Boris Baljak wrote:
Hi,
First I must say that I'm still currently learning
Hello All:
I don't know about sony, but some camera use a Raw proprietary form of format
and so are not supported by some. For example there are Phase One formats that
use Raw Tiff but aren't really a valid tiff. There is a library called libraw
that wraps dcraw at http://www.libraw.org/.
Hello Mike:
I have not tried to build the iphone OS port but it appears in your cut and
paste you have the Active configuration as Debug as seen with the link path
.Debug-iphoneos/osg.build/osg-generated-files.hmap. What are the Active
configuration targets available and if a Release
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