Hi,
have a look at these two threads. I've done something similar to what I
think you are looking for, but had to add some functionality. Look for
the getDRC function.
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/19873/match=DRC
Hi Paul,
Paul Martz wrote:
Hi folks -- I've noticed that, under some circumstances,
Matrix::getRotate() returns a non-normalized Quat. For example, given
the following code:
osg::Matrix m( +0.00057735, +0., +0., +0.,
+0., +0.00057735,
Hi,
Vincent Bourdier wrote:
Hi,
I'm trying to make a Particle System.
It looks easy but I have a little problem : my ModularEmitter, my
ParticleSystemUpdater and my geode are on the same group.
To have the particles on the viewer, I must add this group as a child of
the root group. If
Maybe have a look at this:
http://orihalcon.jp/projdesigner/
cheers
jp
Murray Curtis wrote:
I have driving simulators with three projected screens 4.5 metres wide
arranged in half a hexagon that are viewed from slightly off center. The
car is centered but the driver is off to the left or
Hi,
seems like the matrix.getrotate is broken again. 'osgunittests quat'
also reports lots of problems.
I'm comparing with old working versions, will let you know.
jp
[EMAIL PROTECTED] wrote:
I've run into a problem using Quaternion rotation with osg::Matrixd that I
can't seem to figure
Hi,
J.P. Delport wrote:
Hi,
seems like the matrix.getrotate is broken again. 'osgunittests quat'
also reports lots of problems.
sorry, I've spoken too soon. Matrix.getrotate is fine. The unittests
report false positives (q = -q is OK), will fix this.
For your problem angles, quat(angle
Hi,
seems like the matrix.getrotate is broken again. 'osgunittests quat'
also reports lots of problems.
sorry, I've spoken too soon. Matrix.getrotate is fine. The unittests
report false positives (q = -q is OK), will fix this.
I promise to still fix the unittests...
For your problem
Hi,
there are quite a bit of links here:
http://www.vterrain.org/
rgds
jp
Robert Osfield wrote:
Hi All,
I'm starting work on putting together online tutorials for
VirtualPlanetBuilder 1.0, and in this effort really need plenty of
data that users can freely download themselves and run
Hi all,
I've also experienced the font chopping problem and have also observed
that the order of initialisation definately makes a difference to the
output.
My latest 'fix' was to use different fonts for the two sizes of text I
want to display.
jp
Robert Osfield wrote:
Hi Jeremy,
It
Hi,
I'm using PRE_RENDER cameras rendering to FrameBufferObjects with
SceneView, in some cases multi-pass as well. I've used a similar setup
as per the osgprerender example and did not find a difference between
using SceneView versus osgViewer. I'll splat some code into the bottom
of the
Hi,
I'd like to help, but don't know what you are asking...
Vincent Bourdier wrote:
Hi all,
I just have a little question, because I'm not sure of something about
quat :
I have to quat q1 and q2
To pass form q1 to q2 I've made q = q1.inverse()*q2
But even if the result angle looks
,
Regards,
Vincent
2008/3/19, J.P. Delport [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]:
Hi,
I'd like to help, but don't know what you are asking...
Vincent Bourdier wrote:
Hi all,
I just have a little question, because I'm not sure of something
Hi,
over the weekend I have consolidated previous hacks to enable MRT into
what I hope would be an acceptable patch for OSG.
I would like to have it tested a bit before sending it to submissions.
Attached are the changes to OSG's Camera and RenderStage.
Camera got a new method called
Hi,
is anyone looking at this, or should I assume no news is good news and
just submit it as a patch?
rgds
jp
J.P. Delport wrote:
Hi,
over the weekend I have consolidated previous hacks to enable MRT into
what I hope would be an acceptable patch for OSG.
I would like to have it tested
Hi Art,
Art Tevs wrote:
Hi J.P.
I am also using MRT, however completely without
osg::Camera.
Yes, I've compiled osgPPU and ran the examples; cannot say that I fully
understand the code yet :)
However since I am working with FBOs directly I would
prefer to have something like an extra
Hi,
look at the osgprerender example where an image is attached to the RTT
camera. Search for -attach. You do not need to call readImage yourself.
rgds
jp
Guerrero, Michael (CIV) wrote:
After looking into this further, it seemed that using glGetTexImage
would be able to copy from a texture
]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Tuesday, April 01, 2008 2:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi Art,
Art Tevs wrote:
Hi J.P.
I am also using MRT, however completely without
Hi,
you could also try enable pixel buffer objects on the textures you are
pushing to the GPU.
See the call that looks like e.g.
VideoImage[i]-setImage(cameraImageWidth, cameraImageHeight, 1, 1,
GL_LUMINANCE, GL_UNSIGNED_BYTE, gImage[i], osg::Image::NO_DELETE);
Hi,
Guy wrote:
Hello,
In continue to what I said before, I don't believe it's possible to
change the subgraphs MRT definitions, since all the subgraph under the
camera renders to the camera attachments. So if the camera is using MRT,
then all the subgraph is rendered MRT.
The differences
Hi,
Robert Osfield wrote:
Hi Guy and J.P,
Still struggling to keep up, partly cause I'm a bit cold on the
subject, and partly because I've gone done with a rather pesky cold...
On Wed, Apr 2, 2008 at 10:47 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Selecting glDrawBuffer/s according
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my current
implementation. The difficult part is to figure out when to enable it.
Can we not just do it when COLOR_BUFFER1 upwards are enabled?
Problem is that enabling MRT with just
Hi,
Guy wrote:
Hi,
Since the change I suggest is very small from what JP has implemented I
don't submit files here just the differences:
I removed getDrawBuffers and setDrawBuffers from the Camera.cpp / h
In RenderStage the changes are as follows:
RanderStage //.h
Added vector of
]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, April 02, 2008 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multiple Render Targets - Request
forComments/Testing
Hi,
Robert Osfield wrote:
Hi J.P,
I'm sure you will see that there is no magic to my
Hi,
Guy wrote:
Hello,
First I know my question has nothing to do with OSG, but a lot of OSG
users might come across this subject and any guidance would be most
appreciated.
The questions I ask regard the nVidia textures memory and how to access it.
1. I'd like to pass data
Hi,
Roman Grigoriev wrote:
Hi guys!
I try to implement HDR. And I got some problem when I compute average
luminance
I have to render it to 1X1 texture and here is the main problem
When I setup viewport with setVewport(0,0,1,1) – I’ve got clearcolor
i.e. (1,0,0,0)
Is this for a 1x1
Hi,
sizeof(unsigned char) != sizeof(GL_UNSIGNED_SHORT)
try GL_UNSIGNED_CHAR
jp
Vincent Bourdier wrote:
Hi All,
I have a problem concerning writing image data.
My code is simple :
const long size = _x*_y*3;
unsigned char* data = (unsigned char*)calloc(size,
Hi,
Emilio Lozano wrote:
Hi all,
I'`m trying to get a node always drawn without being affected by near
clipping plane defined in projection perspective. With the following
simple code what I expected to get is that the cow was not clipped by
near or far planes, but the cow is still
Hi,
the depthpeel example executes extremely slowly on my PC (GeForce Go
7400), so you need a powerful card as far as I know.
jp
Frédéric SPEISSER wrote:
Hello everyone !
* Firsteval,
I recently installed OpenSceneGraph 2.2 with Mingw under Windows XP pro.
The installation worked
Hi all,
Jean-Sébastien Guay wrote:
Hi Frédéric,
Concerning the depthpeeling example, I also tryed it under linux with a
nvidia graphic card Quadro FX 3450/4000 SDI and it doesn't seem to work
either ...
Just tried it on my machine, GeForce 8800GTX on Vista, and it ran at a
steady
Here's some code I use, I'm still not quite sure what you are asking though.
void CViewScenario::convertLLHtoLocal(double Lat_deg, double Long_deg,
double Alt, double x, double y, double z)
{
double ecefx, ecefy, ecefz;
mEllipse-convertLatLongHeightToXYZ(
Hi J-S,
where are you getting these CMake packages from? On the CMake site it
says latest version is 2.4.8?
jp
Jean-Sébastien Guay wrote:
Hi Robert,
Issues outstanding that I'm aware of are:
(...)
If you can think of anything else please speak up.
No one replied to my message about
Hi,
with the latest SVN and osgprerender --image, I'm getting a lot of:
Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,)
lines written to the screen.
Does anyone else see this? Without --image there are no errors.
On another machine I have rev 8084 and have
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Fri, Apr 18, 2008 at 10:53 AM, J.P. Delport [EMAIL PROTECTED] wrote:
version 8084 (that works) already has MRT included, that's why I had it
on another machine.
It seems like it was the moving of the MRT to FBO that might be the problem
Hi,
you could have a look at the osgstereomatch example, see also the
readme. I'm not sure what you mean by the dynamic, but the example
uses ping-pong using a shader parameter.
jp
Roman Grigoriev wrote:
Hi guys!
Could you please advise me how to make dynamic ping pong rendering using
Hi,
also have a look at this thread:
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/26257/match=runcamerasetup
If you want to change the attachments after camera is created, you must
somehow force runcamerasetup to be called. This might be slow.
I still think that a shader
Hi,
Roman Grigoriev wrote:
Sorry for my outlook but here is the original messageнеиThanx for your
reply but I need to explain what I wantнеиI've seen stereomatch but I need
to implement another thing.неиI try to explain. So I try to make clouds
rendering on GPU using cellular automata.неиSo
Hi,
Roman Grigoriev wrote:
Thanx I've done and it works fine.
Cool, maybe you can add an example :)
ÎÅÉLittle question about attaching input
textures - what do you recommend attach 2 FBO textures and switch them in
shaderÎÅÉOr switch textures in stateset?
I have not experimented with this
Hi,
look at the code path for:
osgprerender cow.osg --image
in the camera callback the osg::Image that was attached to RTT texture
can be accessed and saved.
jp
hesicong2006 wrote:
Hi everyone,
I have a 3D texture that is attached to a group of cameras, then it
works OK to render scene to
hello,
see also the bottom of this page of delta3D.
http://www.delta3d.org/article.php?story=20051207101455773topic=docs
rgds
jp
Jean-Baptiste Authesserre wrote:
Hi,
I would like to use blender to create my 3D models. Is that possible to
use blender files .blend with osg?
I compiled by
Hi,
Роман Григорьев wrote:
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can’t use (or don’t know) ping-pong rendering technique as
described here http://www.m3xbox.com/GPU_blog/?m=200712
Because when I attach 2 textures to camera FBO in rendering loop
use 8600GT under vista with 174 drivers(osg svn)
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Tuesday, May 20, 2008 5:29 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi Roman,
attached is an example I
example to see my framerates to choose method of rendering.
Thanx
Bye
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Wednesday, May 21, 2008 12:28 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO Rendering
Hi,
attached
to do in current OSG.
2 is in between, maybe doable in current OSG.
3 is probably slowest, but easy to do in current OSG.
Roman
jp
-Original Message-
From: osg-users-bounces @lists.openscenegraph.org [mailto:[EMAIL PROTECTED] On
Behalf Of J.P. Delport
Sent: Wednesday, May 21, 2008 1:29
Hi,
I've not been following the discussion in detail, have only a single
comment below...
Ben Discoe wrote:
-
From: Robert Osfield
Sent: Tuesday, May 20, 2008 10:47 PM
Hi Ben,
I've just done a quick review and the code looks correct to me.
Now ShadowMap comes along, and the above
Hi,
I think for a start, do not worry too much about osgterrain classes and
the osgterrain example.
Create a simple terrain using osgdem (search the list for command lines)
and load it using osgviewer. The viewer loads terrain just as it loads
normal objects. It constructs a Database Pager
Hi,
download osgPPU from here
http://projects.tevs.eu/osgppu
and look at the examples.
Also have a look at the osgstereomatch example. It uses multiple shaders
and multiple passes per frame. The readme explains the details.
jp
Martin Großer wrote:
Hello,
I have the following vertex and
Hi,
Robert Osfield wrote:
Hi Serge,
On Thu, May 22, 2008 at 3:30 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
So there must be somewhere else that isn't playing ball properly and
hasn't acquired the lock as it should.
I've reviewed all the places that read and write the
Hi,
Robert Osfield wrote:
Hi J.P,
On Fri, May 23, 2008 at 9:16 AM, J.P. Delport [EMAIL PROTECTED] wrote:
I've reviewed all the places that read and write the
RequestQueue::_requestList and they
all look like they acquire the _requestMutex before they use the list.
are all the acquires from
Hi,
Have you tried forcing single threaded?
maybe see this thread.
Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia
Don't know your setup, so I'm guessing.
jp
Serge Lages wrote:
Hi all,
I am currently using a osgViewer::viewer with slaves cameras (just like
the
Hi Robert,
Yes, I also wish there was an easy wrapper around OpenThreads to help one
debug the multi-threaded execution.
What do you have in mind w.r.t an easy wrapper around OpenThreads?
I was hoping for something like GLIntercept (that sits between the app
and OpenGL and can trace all
Hi,
Viggo Løvli wrote:
Ok, that make sense.
It happens every time I render with a floating point texture.
The fall in framerate does not happen when I run the OSG multi render
target example using HDR. My code does however use additive blending
toward the floating point texture so I bet that
Hi,
(I'm not the guy with the original problem, just interested...)
Guy wrote:
Hello,
Category: FBO, blending, H/W
I don't understand exactly what do you mean but H/W blending with float
is not supported.
I know for sure that we render particle effect with transparency to
float
Hi,
just guessing, but maybe see this:
http://connect.microsoft.com/VisualStudio/feedback/ViewFeedback.aspx?FeedbackID=319895
and also search the list for this link, there was some discussion on this.
jp
Vincent Bourdier wrote:
Hi
With osg 2.5.1 I've aldready the same crash vectorbool
Hi,
look at the gdal_translate command. You can add the extents of your
input images (-a_ullr) into the tif files. Then osgdem can get the info
directly from the files and you do not need the xx yy options.
jp
[EMAIL PROTECTED] wrote:
Hello.
When I use VPB0.99,I find it (osgdem --xx 10
Hi,
I've succesfully used VPB to utilise two cores of a machine to build a
terrain. I replaced osgdem with vpbmaster in my command line and
w00t, it just worked.
Now I would like to run the build on a larger data set on a 16 node
single system image (identical nodes - debian/nvidia - each
Hi,
when I attach .zip files I normally get a reply from some company saying
that it violates their email policy (don't remember FOI though). I
assume someone there is subscribed to the list and their mail server
does not like certain attachments or source addresses.
jp
Art Tevs wrote:
Hi
has been blocked
and quarantined on 6/24/2008 3:11:33 AM.
jp
J.P. Delport wrote:
Hi,
when I attach .zip files I normally get a reply from some company saying
that it violates their email policy (don't remember FOI though). I
assume someone there is subscribed to the list and their mail
Hi,
have you tried without textures?
Hint/Question:
textures have alpha, materials have alpha, how do they combine?
jp
Kaiser, Hagen (CT) wrote:
Hello everyone,
Im dont come any further, trying to change transparency of on object at
runtime.
I have something like this:
The stateset in a
Hi,
simple case:
load node with no material (create yourself or delete material from .osg
file)
call getorcreatestateset on node to get stateset
add material to stateset
change material colour
more difficult case:
load node
write visitor to find material and change
even more difficult...
jp
Hi,
I was (thankfully) sleeping over some possibly nasty response last night
to the earlier discussions, but was pleasantly surprised with all the
messages this morning.
Bob, thanks for your honesty.
The force strong with this community is ;)
jp
Bob Kuehne wrote:
osg-users,
what fun
Hi all,
last week I learned about the -O compressed IVE writer option.
I thought that maybe I can use osgconv to compress an existing vpb
database. After some duelling with osgconv I got it to work and wrote
down the procedure here:
Hi Fred,
maybe you can connect the FFmpeg streamer to the Viewer output much like
the screenshot example does.
We also have code that grabs a region of interest from FBO using a
shader and saves that using FFmpeg to disk. I'm eagerly trying to free
up this code, but still need to twist a
Hi,
what happens when you make it fullscreen and then windowed again?
jp
Tugkan Calapoglu wrote:
Hi Robert,
This is not a Gnome only problem. KDE and Gnome both have it. Only FVWM
worked. (I didn't try with any other WM).
It seems to be about the dual monitor configuration because a
Maybe the viewer is automatically finding your model, so it looks like
the model did not move.
Try adding the model twice, once with and once without transform. You
should see two models separated.
jp
yang zhiyuan wrote:
Hi:
I try to transform osg::Node by MatrixTransform,but failed
Hi,
Can T. Oguz wrote:
Dear OSG Users,
May I Ask which linux distribution and development environment you chose
to work on ?
Debian Sid, emacs, cscope, xxdiff.
Sometimes KDevelop as a front-end for valgrind/callgrind.
jp
Thank you for your time,
Can
Hi,
Mathieu MARACHE wrote:
Hi
Ubuntu 8.10 x86 and x86_64
I edit mostly with vim and use eclipse ganymede CDT, codeblocks or
KDevelop as IDEs (thanks to CMake)
I diff graphically with meld ( http://meld.sourceforge.net for
screenshots, try it and forget xxdiff :-) )
I checkout with git-svn
Hi,
Paul Melis wrote:
J.P. Delport wrote:
Hi,
Mathieu MARACHE wrote:
Do you know if meld can integrate nicely with svn? E.g. I can do
svn diff
svn merge
on command line and then it brings up xxdiff. Can meld do this (be an
diff app for svn)? If it can I will definitely try.
There does
have any other reasons I can put
forward?
I'm going to try r180 asap and will report any changes.
regards
jp
J.P. Delport wrote:
Hi all,
I've sent a bug report regarding the FBO problems under Linux to
[EMAIL PROTECTED]
Will report back if I hear anything. I am not yet registered
Robert.
On Thu, Nov 27, 2008 at 11:25 AM, J.P. Delport [EMAIL PROTECTED]
wrote:
Hi all,
I have some progress to report on this, yay :)
I did not get a reply after I sent the email to
[EMAIL PROTECTED], so yesterday I posted the same info to the
nvnews forum.
http://www.nvnews.net/vbulletin
:25 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Hi all,
I have some progress to report on this, yay :)
I did not get a reply after I sent the email to [EMAIL PROTECTED], so
yesterday I posted the same info to the nvnews forum.
http://www.nvnews.net/vbulletin/showthread.php?p=1856407
I received
/svn-diff3-meld
diff3-has-program-arg = false
HTH
--
Mathieu
2008/11/27 J.P. Delport [EMAIL PROTECTED]:
Hi,
Paul Melis wrote:
J.P. Delport wrote:
Hi,
Mathieu MARACHE wrote:
Do you know if meld can integrate nicely with svn? E.g. I can do
svn diff
svn merge
on command line
Hi Art,
great news. Now I just need to find some time to play with this :)
jp
Art Tevs wrote:
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,
Hi,
Sukender wrote:
Alright then. I guess adopting a kind of Path structure is not on the agenda,
or is it? :)
What exactly do you mean by path structure? Search path?
jp
Thank your for answering.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le
Hi,
osg::Image can be created with already allocated memory.
snippet, modify as needed:
OSGImages_.push_back(new osg::Image());
OSGImages_[i]-setImage(ImageFormat_.getWidth(),
ImageFormat_.getHeight(),
1, 1, GL_LUMINANCE,
readImageFromCurrentTexture is called.
jp
J.P. Delport wrote:
Hi,
osg::Image can be created with already allocated memory.
snippet, modify as needed:
OSGImages_.push_back(new osg::Image());
OSGImages_[i]-setImage(ImageFormat_.getWidth(),
ImageFormat_
Hi,
I have -O3 -DNDEBUG on Debian Sid 32-bit for CMAKE_CXX_FLAGS_RELEASE.
cmake --help claims it is:
cmake version 2.6-patch 0
The Debian package is 2.6.0-6
jp
Robert Osfield wrote:
HI All,
I've been testing my newly built Intel Core i7/X58/Kubuntu 8.10 system
and found that OSG
Hi,
could you please send the complete file to osg-submissions.
See here
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
jp
Tanguy Fautre wrote:
Hi,
I think I found the bug. Fixed implementation attached.
If you look at the implementation of the function
Hi Loïc,
textures do not always exist completely on their own. I have been bitten
by GL_MODULATE myself a few times where my textures were darker than I
expected.
Have a look at this:
http://www.opengl.org/resources/faq/technical/texture.htm
21.030 Why doesn't lighting work when I turn on
Hi,
what are you viewing the output with? Maybe the automatic home position
calculation of osgviewer is making things blurry?
jp
[EMAIL PROTECTED] wrote:
Hello,
first, sorry that i've opened this 2nd thread, but i got no access to my old
mails on work and the osg servers are still down
Hi,
I'd also suggest what Christophe said. Do the projection of some tiles
manually before VPB is run. I normally use something like:
gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear $name
../reprojected/$newname
Then load the tiles into something like QGIS (http://www.qgis.org/) to
Hi,
maybe give MeshLab a try:
http://meshlab.sourceforge.net/
jp
Ferdi Smit wrote:
I'm trying to produce some simplified versions of large mesh objects
(~15-25M triangle CT scans) osgUtil::Simplifier gives me a bad
allocation exception when using a model with ~10M triangles... I suppose
it
Hi,
have a look at the osgmultiplerendertargets example, specifically the
options --hdr and --image.
I'd recommend using FBO and gl_FragData in shaders and COLOR_BUFFER0 and
upwards attachments.
jp
Brian R Hill wrote:
Folks,
I'm having trouble figuring out how to render floating point
Hi David,
David Spilling wrote:
Brian, JP,
The osgmultiplerendertargets example uses (by default)
GL_FLOAT_RGBA32_NV, rather than either GL_RGBA32F_ARB, or even
GL_RGBA16F_ARB. Could this be a card issue?
Yes, if I remember correctly, at the time I made the example I was
fiddling with
Hi,
compiled OK here on Debian Sid, 40fps on GeForce Go 7400.
jp
Adrian Egli OpenSceneGraph (3D) wrote:
Hi Vincent,
the current version is much faster (arround 30FPS) on my NVidia Quatro
570M, can you rebuild the latest version and send my the compiler bugs
(please)
the resizing issue, i
Hi,
temple default view without ssao 570fps, with ssao 40fps.
NVidia Geforce Go7400.
jp
Adrian Egli OpenSceneGraph (3D) wrote:
You can toggle SSAO on/off with 'a',i have fixed the bugs,
adrian
2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
Hi,
I've narrowed down the versions that worked a bit more.
With osg r9387 and vpb r930 I'm not getting the artifacts, so at least
the problem is isolated to vpb, as older vpb with osg head seems to work
OK. I will try to find the revision where it starts breaking.
Christophe, can you try
Hi,
sorry, should have had that coffee first...
I've tested vpb r948 and it still works OK.
jp
J.P. Delport wrote:
Hi,
I've narrowed down the versions that worked a bit more.
With osg r9387 and vpb r930 I'm not getting the artifacts, so at least
the problem is isolated to vpb, as older
the testing easier, thanks.
Will go up through the versions now...
jp
christophe loustaunau wrote:
HI,
Strange, with rev948 I still have artifacts but not with rev930.
All is done with rev 9368 of osg.
On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp
OK,
931 still OK, 932 starts giving the artifacts.
Time to consult the diff...
jp
J.P. Delport wrote:
Hi,
yes, you are right, I still have not had the coffee, I've been chasing
this bug till late last night.
I thought that I tried 948 after 930, but the database did not rebuild.
Note
Hi,
christophe loustaunau wrote:
You're near the bug ! :-)
Looking at the log, i see that in destination.cpp ,the function :
void DestinationTile::equalizeCorner(Position position)
have been change. It may be here.
Yes, this was my first place to look too.
I think I found the error,
Hi,
good, I've also tested the fix with vpb HEAD and it seems OK. Busy
testing on a larger database and if it works I'll submit the fix.
jp
christophe loustaunau wrote:
Hi,
I have no bug with r932 and your file.
It seems to be good !
On Fri, Dec 19, 2008 at 10:05 AM, J.P. Delport jpdelp
Hi,
also check if the geom you are applying the final texture to has a white
colour, or set the texture mode to GL_REPLACE.
jp
Art Tevs wrote:
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
Hi,
hemanth korrapati wrote:
Hi
I am expecting my code to first rotate the point along y-axis and then
rotate the resultant point across x-axis. but only the rotation along
z is happening but not along x.
The order you are expecting and the order in the code might not match.
Try swapping the
Hi,
osgconv --formats spits out lots of stuff, I'm not sure how to parse
it though.
jp
Morné Pistorius wrote:
Hi guys,
I am trying to figure out which of the osg plugins support
writing/exporting. Is there a list of supported formats or a way to
query osg to find out which plugins support
Hi,
Matthew Fuesz wrote:
Robert Osfield wrote:
Hi Sukender,
Code readability is key to spotting algorithm
errors, so any slip in readability is something to take very seriously
which is why the !=0 is not what I would deem a good programming
practice.
But I find that the '!= 0' produces
Hi,
Robert Osfield wrote:
Hi J.P.
On Thu, Jan 8, 2009 at 1:36 PM, J.P. Delport jpdelp...@csir.co.za wrote:
Of course, what is - IMO - the _absolutely_ most readable is to split the
statement in two - i.e., a = b; if ( a ) {}
Well stated, I agree with everything you've said and second
to the appropriate line of
code :)
jp
Don't you know the IOCCC (International Obfuscated C Code Contest)? That's
quite fun: http://www.ioccc.org/
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 08 Jan 2009 14:36:59 +0100, J.P. Delport jpdelp
Hi,
Gerwin de Haan wrote:
Dear Carlos,
from my experiments some time ago (osg 2.4, ubuntu 7.10), playing
_multiple_ movies through ImageStream instances using the osgdb xine
plugin result in sporadic crashes and funny playback/pause behavior,
most probably caused by threading issues. At the
Hi,
can you make it crash in singlethreaded mode? If not, check all settings
of dynamic on text nodes.
jp
Vincent Bourdier wrote:
Hi,
I allow myself to Up this topic...
Thanks,
Regards,
Vincent.
2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
...
Thanks,
Vincent.
2009/1/13 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
Hi,
can you make it crash in singlethreaded mode? If not, check all
settings of dynamic on text nodes.
jp
Vincent Bourdier wrote:
Hi,
I allow myself to Up this topic
1 - 100 of 917 matches
Mail list logo