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Robert Osfield wrote:
There are different levels of distributed rendering. Low level like
- distributed GL like Chomium, through to high level distributed IG
where all nodes have a local copy of all the data with high level
state like camera
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Hello Benjamin,
Benjamin Eikel wrote:
Hello Jan,
thank you for your suggestion. Equalizer looks like a prebuilt framework for
simple, high-performance parallel rendering. This is not what we are
searching for, because we want to/have to
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Mike Weiblen wrote:
Hi,
On linux, I assume you were using the standard HID messages via evdev?
Yes, it reports the stick movement using EV_ABS events and button
presses using EV_KEY events if you open it using /dev/input/eventXX device.
This
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Paul Martz wrote:
Hi Renan -
I looked at adding support for this device to OSG, but was put off by the
fact that they have per-platform SDKs. I think Mike Weiblen was looking at
adding this into VRPN.
Anyhow, why not just derive a new class
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Hej Nico,
Greetings from Esbjerg!
Nicolaj Schweitz wrote:
Hi,
How can BoundingSphere be used with a transform node
(PositionAttitudeTransform or MatrixTransform) to align one model's
center to another?
What I am looking for are a few code
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Thibault Genessay wrote:
Hi Renan
On Tue, Apr 22, 2008 at 3:12 PM, Renan Mendes [EMAIL PROTECTED] wrote:
The best sollution you think, then, is using multithreads?
I don't know if it is the best solution. I've had a look at the
first thread
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Hi Rahul,
Rahul Jain wrote:
Hi all,
Is any one aware of any open source tool, which can be used instead of
osgCal for simulations involving human characters.
Not that I am aware of, at least not comparable feature and
stability-wise. What
On Fri, Apr 25, 2008 at 9:41 PM, Zach Deedler [EMAIL PROTECTED] wrote:
ReplicantBody.
Replicant is just another wrapper over Cal3D (as osgCal is), with a
lot slower rendering code.
Jan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
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Hi Cedric,
Cedric Pinson wrote:
Hi,
I am currently working on an animation library
http://animtk.plopbyte.net is not yet mature and stable as cal3d. Any
input will be appreciated
Cedric
I see that your library is GPL v2 or later, that
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Lars Fricke wrote:
..
Dear sender,
you have just sent me an e-mail. Due to the enormous load of spam I was
forced to install a spam filter. Should you receive this message, your
message may not have reached me correctly. Please include the line
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Hi Paul,
Paul Melis wrote:
Hi Lars,
Could you please fix your subscription to the user-users list and/or
spam filter configuration?
The list keeps receiving the message below, at intervals of a few minutes.
Thanks,
Paul
It is not likely that
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Mike Weiblen wrote:
Hi all,
The OSG group on LinkedIn.com has hit 92 members, not bad at all.
LinkedIn is a pretty cool networking tool, pls feel free to join the
OSG group via
http://www.linkedin.com/e/gis/61724/6F710C14EBAF
Joining the
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Hello,
Srikanth Bemineni wrote:
Hi Robert,
It worked I was able to build it.Thank you. Just out of curiosity I
am asking this .In the online OSG Linux dependency page, It states
that we need to install openvrml. but today my installation went
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Hi Bryan,
Bryan Berg wrote:
I'm just curious,
Have any of the people that have asked about using the vrml plugin been able
to load complex vrml models?
I had tried using the plugin last summer and was able to load simple vrml
files, but not
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Ben Axelrod wrote:
I noticed that OSG 2.2 does not properly calculate the normals of VRML
files. It seems like it points all the normals at (0, -1, 0). This is
only when the normals are not explicitly specified in the file. If you
open a
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Robert Osfield wrote:
Hi Ben,
The answer to the question Has this bug been fixed in version 2.4
can be found by browsing the SVN repository online:
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Jeremy Moles wrote:
I've also read about a LiveCD distribution that provided 3D
proprietary drivers out of the box for most hardware and
that the GNU people attacked, and obliged to retract. That
was because a distribution doesn't have the
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Jeremy Moles wrote:
ÿI was under the impression he was saying you cannot include a
proprietary driver initiator with a distro, which I why I mentioned
the thing about not being able to bundle a proprietary driver wrapper.
I am, of course, aware
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Robert Osfield wrote:
Hi Jan,
On Sat, May 17, 2008 at 9:12 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Ahh so OSG has already been on bootable/live CD :-)
I have one somewhere too, originally intended for my students :-p
This is something I've
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Markus Hein wrote:
classic Live-CD remastering sounds for me like a time consuming and
unflexible approach, but it could work.
I do not see why inflexible - there are actually automated tools for
this today. Boot the image, change what you
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Markus Hein wrote:
Remastereing an existing Live-CD works good if it contains the current
packages and if you only want to create ONE conrete ISO for your needs,
but if you want to create daily ISO's than I'm afraid you will not save
much time.
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Markus Hein wrote:
Hi Zoltan,
this is good news for me. Probably we all using nvidia adapters under
linux. Has someone tried if Mandriva 2008.spring with fglrx .. ?
I am running the Powerpack edition (not the live CD) and there is no
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bindumol wrote:
Hi,
I am looking for the applications which are using OSG and bullet physics
for the vrml file of rigid bodies, if you have idea about how to make
an osg node to represent into the bullet and how to control the
animation of
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[EMAIL PROTECTED] wrote:
someone should post it at the bullet forum where about bullet and osg
was asked. :)
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=17t=799
regards
Done.
Jan
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Paul Melis wrote:
...
You obviously don't mind responding to any kind of question concerning
OSG, be it a bug report, more-or-less OpenGL related questions, feature
requests, changes since the last release, design issues concerning
certain parts
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Robert Osfield wrote:
Hi Guys,
...
So better search engines, better docs yep all helps, but in the
end it's just tweaking things, it's not addressing the real problem -
the projects over dependence on me carrying the ball for too many
aspects
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Can T. Oguz wrote:
Dear OSG Users,
May I Ask which linux distribution and development environment you chose
to work on ?
Mandriva + Eclipse + CDT, building using SCons or CMake
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[EMAIL PROTECTED] wrote:
Hi Umit,
My first experience with OpenGL was in about 1992, the opengl version
is 1.0 Beta,but prior to this I used IrisGL which was SGI's predecessor
Professional Graphics ternimation in VAX-11.
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John F. Richardson wrote:
Hello,
Your version is outdated. Here is an announcement on the latest version
from the openvrml mailing list.
OpenVRML 0.17.9 is now available. The distribution can be obtained from
Hello,
The
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Serge Lages wrote:
Success, I have a working VRML plugin ! :)
Attached is a patch to be able to build OpenVRML 0.14.3 with Visual
Studio 2005, feel free to add it to the Wiki if needed.
You can do that yourself, use the 'osg' login. It would be
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John F. Richardson wrote:
Hello Jan,
Thanks for the correction.
What is the recommended method for loading VRML97 and X3D files...without
translation to another format before import.
VRML should work quite OK with the existing plugin.
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Yanling Liu wrote:
Maybe a little bit off topic... Is OSG certificate a good idea? Just
like Sun Java certificate, cisco certificate and/or microsoft
certificates.
Well, a cert is useful only if someone actually gives the cert holder
some kind
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Robert Osfield wrote:
On Wed, Dec 10, 2008 at 10:34 AM, Sukender [EMAIL PROTECTED] wrote:
Hi Roman,
Hum, it seems you're in the Funding thread (If my mail client
doesn't make a mistake). Please start another thread.
It looks like a separate
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Gordon Tomlinson wrote:
I use them and would not want to lose them, IVE, OSGA is not a suitable
replacement for me
I don't see why they need to removed they work( maybe not to everyone's
liking but they work ), they're useful to some
As to
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Simon Loic wrote:
Hi,
Hello,
I have discovered this:
http://nullkey.ath.cx/projects/glc/wiki
It has supposedly decent quality capture for OpenGL apps. I didn't try
it myself yet, but you may want to give it a shot.
Regards,
Jan
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Janusz wrote:
Just to add my 2c :-) on osg + PhysX integration
Some time ago I have uploaded 2 projects on my site just to demostrate
the integration of OSG with physics engines. I have used PhysX and Havok.
These are not nodekits but rather a
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Jason Beverage wrote:
Hi everyone,
I've just committed some CMake fixes and osgEarth now builds and runs
for me on Ubuntu.
The only thing I had to do extra to get it to work was manually copy the
plugins generated by osgEarth to the
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Hi Robert,
Robert Osfield wrote:
Yes this is what I mean, and I agree /usr/local/lib64 should be
where such 64bit libraries should be installed.
Almost all of other 3rd party libraries that I've built on my machine
install into /usr/local/lib
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Robert Osfield wrote:
As for what is standard under linux, even my /usr/lib64 is totally
empty under Kubuntu, let alone /usr/local/lib64. I believe Kubuntu
does fit with the LSB.
Not really, Ubuntu is known to take various shortcuts in the name
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Robert Osfield wrote:
Hi Jan,
The FHS docs talk about /usr/lib64 for 64bit, but in all it's
discussion of /usr/local it only discusses /usr/local/lib there is
absolutely no mention of /use/local/lib64. So rather than ambiguous
it just doesn't
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Jason Beverage wrote:
Hi Robert and Jan,
I just committed a fix to osgearth that removes the segfault at the end
of the seeding. Works fine for me now in Ubuntu.
Now it seems to work fine :)
Thanks a lot.
Jan
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Guy Wallis wrote:
Hello,
I just tried to do something in osg that produces different behavior
depending on which platform I compile it on. I realize it’s an ugly
thing to do, but I set up a global variable v that is of type osg::Vec3
and then
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Robert Osfield wrote:
Well many other projects are using /usr/local/lib for 64bit libs, I'm
afraid from my experience that it's more prevalent than installing
locally compiled libraries in /usr/local/lib64. Much as you may
infer that
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Hi,
Robert Osfield wrote:
HI Jan,
So for the past half dozen emails you've been saying that
/usr/local/lib64 is the standard, but... there are also all these
other standards...
You were asking about /usr/local/lib vs. /usr/local/lib64, not
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Hi,
Robert Osfield wrote:
The question then is... how to we make it easier for these downstream
package maintainers.
I have also found this:
http://www.onlamp.com/pub/a/onlamp/2005/03/31/packaging.html
The article describes in more detail what I
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Robert Osfield wrote:
Thanks for the link, it's a useful read.
You are welcome.
Perhaps we should have a README.txt, or a section for it in the
present README.txt, just for package maintainers. The alternative
would be to put a page(s) up
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Mattias Helsing wrote:
I'm also sure rpm's have a way of modifying the system too but with
rpm's I'm currently at zero. (It is possible to generate rpm's as our
cpack support goes today, e.g. cpack -G RPM --config
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Robert Osfield wrote:
Hi Art,
I must admit I'm not familiar with the Ticket system. I use Tracs in
a very basic way. Perhaps it's time to learn...
I am rather wary of using instigating a bug tracking system as
sometimes they can be
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Robert Osfield wrote:
Hi Guys,
I'd like to wrap up this thread with some concrete actions.
Second, our make install isn't suggest anything about the need to add
the installed library directory to LD_LIBRARY (and other platform
specific env
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Johan Nouvel wrote:
Hello,
I'm trying osgEarth but I've got trouble to run it.
I compile without any trouble but when i do :
osgviewer simple_cache.earth (or another .earth example)
I've got seg fault. I'm in osg 2.6.1 but same thing
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Jason Beverage wrote:
Hi Jan and Johan,
I just tried out the latest SVN branch in Ubuntu and did a sudo make
install and everything works fine for me. I set my LD_LIBRARY_PATH to
/usr/local/lib where the osgearth_plugins are installed.
Hmm,
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Art Tevs wrote:
Hi folks,
..
Hence I propose to organize another meeting for osg users in Europe.
This time we could meet us again in France, Germany, Switzerland (I
now, not Europe but a neutral terrain ;) )
I didn't
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Robert Osfield wrote:
On Mon, Feb 2, 2009 at 3:01 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
I will now go across the machines I have and test out the build
with a fresh checkout. I'll also do testing on an OSX box that I
can remotely
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Adrian Egli OpenSceneGraph (3D) wrote:
I understand very well the problems in supporting multi platfroms. but i
guess it would be important to do some prebuild 3rd parties for VS 2003,
VS 2008, linux i don't know.
Linux distros fortunately have
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Hi,
Sukender wrote:
Hi Robert,
Well yes, I forgot about XBox... So yes, the wrapper may be a
solution. However, I'd like to insist on the fact that we should
attract D3D devs by telling them that we're going towards an API
agnostic scene
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Hello Ben,
Ben Axelrod wrote:
I have noticed a very strange issue regarding VRML file rendering. This
issue happens in OSG viewer version 2.6, with openVRML version 0.14.3.
...
Are there some VRML flags to prevent this behavior? Is this a
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Hello,
Jean-Sébastien Guay wrote:
Hi all,
...
Is there any interest in such a working group? I've never done driver
development myself (apart from a little thing that would control an ADC
and stepper motor through the parallel port back in the
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Cory Riddell wrote:
There are video cards with good D3D drivers and crappy OpenGL drivers. I
can see why it might be nice to have the option of sitting on top of
D3D. It's entirely possible that performance could be better going
through an
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Jean-Sébastien Guay wrote:
Hi Jan,
Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous
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Dorosky, Christopher G wrote:
In situations where your customer has bought hardware for another
primary use (try tens of thousands of laptops), ATI or even Intel
wins out over Nvidia on cost it seems. Then we are stuck with
integrated graphics,
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Ben Axelrod wrote:
Thanks for the info. Is this standard procedure with mesh files?
Because I have noticed similar affects with a variety of file
formats.
I agree that when no normals are specified, the proper behavior for
the parser is to use
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Ben Axelrod wrote:
Just to clarify, the way the normals *should* work is sketched in the
attached image. Please verify.
When the angle between 2 faces is sharper than the crease angle,
there is one normal per face, and when the angle is
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Jean-Sébastien Guay wrote:
Hi Robert, Wojtek,
I recall a post for Jean-Sebastian Guay in the last couple of months
about Vista not supporting TwinView, perhaps I mis-read, but this is
what I recall. Perhaps he'll be able to chip in.
I'm not
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Ben Discoe wrote:
As the email below agrees, this is a vital parameter for any real
stereo use. Perhaps i am just not finding it, is it in OSG
somewhere? I did search the list archive, and found no relevant
mention of 'convergence'.
That's
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Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
Hi all,
This is not directly related to OSG, but as I do most (if not all) of my
graphics development on OSG these days, and I'm trying to make a good
purchasing decision, I thought I'd ask my
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Rahul Jain wrote:
Hi All ,
I am trying to place some characters (cal3D) on a terrain I created
using VPB at a particular location on the terrain using the code shown
below. But when i run my program i do not see any thing, using mouse
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Hi Mike (and Joe),
Mike Connell wrote:
| Hi,
|
| I was in the same position this summer. Previously I'd used SDL for a
| gamepad, but now needed to resurrect that code and redo it for a
| wheel+pedals.
|
| I looked at vrpn but failed to really grok
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Robert Osfield wrote:
| On Tue, Aug 26, 2008 at 2:40 PM, Ricky [EMAIL PROTECTED] wrote:
| I see some porn images on homepage of this group
| http://groups.google.com/group/osg-users
| I deleted 1 page, but there're still many left.
| Could you remove
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Ben Axelrod wrote:
| I am trying to load a VRML file, but I get the error message:
|
| Warning: Could not find plugin to read objects from file foo.wrl.
|
| I tried this in OSG code, as well as with osgconv and osgviewer. I
| have the OSG lib and
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[EMAIL PROTECTED] wrote:
| I have researched specs and the such, but still can't figure out the
| real answer. Can any of the experts out there provide any
| suggestions?
|
| Thanks,
|
Unless you need the certified drivers and some Quadro-only
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Hello,
Paul Martz wrote:
| In general, the Quadro class outperforms the GeForce class for line and
| point rendering, as well as context switching.
True, however, GeForce tends to get never chipsets faster than Quadros,
so these optimizations are
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Hi Hui,
hui wrote:
|
| Hi
|
| I use osgShadow example and add a replicantbody avatar into the
| scene, but I cannot see any shadow from it? Does anybody know what is
| the tricky thing for casting shadow on replicantbody?
The problem is that
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Hello,
I am sorry if this was asked before, but I didn't find it in the
archives. While trying to build the COLLADA DOM 2.1, I am getting this
compilation error right away:
$ make
Compiling src/dae/daeAtomicType.cpp to
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Oleg Dedkow wrote:
Hello Jan,
you just have to include memory header file in dae.h. After adding this
line of code I was able to compile the actual COLLADA version under Xubuntu.
Regards,
Oleg
Ah, cool! Thanks Oleg, I will give this a
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Peter Wraae Marino wrote:
Hi Patrick,
I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered
questions
also forums won't spam my email box.
A lot of projects use mailing lists and
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Jeremy Moles wrote:
I'm using gcc 4.3.0 on Fedora 9 and got SVN trunk to compile properly,
but I didn't try the 2.1 tag.
OK, I can try SVN version. I was using the official release from May.
On a different note: do you happen to know what the
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Alberto Luaces wrote:
Nevermind, I realized that Jan was using the version of the downloads
section. The error is already fixed in Collada SVN.
Right, that's correct - I have got the official release from May. Good
to know that it is fixed
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Dusten Sobotta wrote:
Hello,
From what I understand, in addition to OSG/Cal, OSG has some animation
features built in. Which animation libraries or extensions are ideal
for handling .3ds models with skeletal animation?
You can use osgCal or
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Hi Cedric,
Cedric Pinson wrote:
Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl
version) i decided to re design everything to make something new now
called osgAnimation. I would like very much to have report from osgCal
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Laurent Di Cesare wrote:
- Verbose/understandable error reporting when a model doesn't load so
you can know what part of the model (sekeleton, material, ...) fails
I think this can be fixed - did you report the issues to Vladimir or
Ruben who are
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Hi Brian,
Brian R Hill wrote:
Cedric,
Thanks for you contributions!
The biggest issue I have with osgCal is that you have to load models
differently, you can't use osgDB::readNodeFiles and you can't clone
existing models. It complicates the
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Robert Osfield wrote:
On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger [EMAIL PROTECTED] wrote:
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What is the license for the code (cannot use GPL, LGPL is OK) and where
to get it? I would give it shot.
Cedric's has
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Laurent Di Cesare wrote:
Actually I think it's more of a cal3d issue than an osgcal issue.
Well, the loading is done via osgCal, so if the underlying library barfs
on the data, it should report the error better.
Jan
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Hi Robert (and all),
Robert Osfield wrote:
Your experience on CAL/OSG integration would be useful a guide for the
osgAnimation development. My hope is that osgAnimation would be able
to replace osgCal usage, but without any experience with osgCal
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Hi Cedric,
Cedric Pinson wrote:
You are right, but it's not the job of osgAnimation to make this
assumption, osgAnimation
interpolate bewteen keyframes. The optimization of key is the
responsiblity of the exporter
instead. In the osg exporter i
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Alberto Luaces wrote:
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
Well, I was referring to dedicated bones, not the principal ones from the
skeleton. Think of an arm whose biceps changes its shape when bending: you
might put
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Adonai S. Canêz wrote:
Hello,
I am trying to compile the example that uses bullet + OSG, it on the
page
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
I am using version 2.6 of OSG and osgProducer isn't used and some
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Hello,
Adonai S. Canêz wrote:
Hello,
I am trying to compile the example that uses bullet + OSG, it on the
page
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
I am using version 2.6 of OSG and osgProducer isn't used
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ami guru wrote:
Does OSG has any support node to load X3D content?
Try to look in the archives, this was discussed before. I believe the
OpenVRML loader will load some of it, but I didn't try it. OpenVRML
library provides the parsing, so you need to
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Hi Eric,
Erik den Dekker wrote:
Jan, I followed your comments to Cedric and above with interest. You made
several important remarks to ensure that osgAnimation will properly support
character animation / skeletal animation.
However, I wonder
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Steffen B. wrote:
Hi all,
i have ab problem with the light in osg.
If i load a collada file e verythig is very bright.
Most of the Objekts are white.
If you do not say more, there is not much anybody could do to help you.
Do you have
Hi Ed,
I can only say that I am writing an app that will interface with a
system that requires a frame rate in excess of 1000Hz. Not trying to be
difficult, I just can't give any more details for various reasons.
Ed
If you are using OpenGL for rendering, why do you need to *render* at
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other
Not haptic.
Ed
I was more wondering about the HW needed to produce the rendering at such
framerates, not what you are driving with it - I guess you cannot talk about
that part anyway.
Regards,
Jan
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Hi David,
Dear All,
I'm a bit new to stereo modes (so take pity on me), but are any of the OSG
supported stereo modes (QUAD_BUFFER, *_INTERLACE, *_SPLIT, *_EYE,
ANAGLYPHIC) the same thing as field sequential? I guess I know that the
interlace/split/anaglyphic ones are out, but I was not
Jan,
Thanks for the very informative reply.
Welcome.
Unfortunately, what they do not tell you in their sales pitch is that you
need at least one of the high-end Quadros (about 800 USD+ investment for
the
cheapest one) to have this to work - the lower end stuff doesn't support
On Thu, Nov 13, 2008 at 1:26 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Well, we have different projects at opposite ends of the
performance/hardware continuum. But for the hyper-framerates we use
lots of low-power-dissipating GPUs. Some (but not all) projects are
described on http
Hi Jaime,
The way I would do passive stereo with two projectors is to attach the
projectors directly to the two outputs from the graphics card, and
then use horizontal split stereo to drive them. The OSG supports this
set up out of the box. Using this setup will avoid any need to use
quad
Hi Jaime,
Hi everybody!!
in my lab they want to re-use an old system composed by a Cyviz Stereo 3D
Converter (xpo.2). It basically consists on a splitter which needs a
frame-sequencial stereo source, and the output is two videos for two
projectors (so passive stereo using polarized
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Frauciel Luc wrote:
Hi Andreas,
What graphic card are you using ? QUAD_BUFFER stereo should work on
Nvidia Quadro or ATI FireGL cards, but NOT on basic Nvidia or ATI
cards. For that you'll need Nvidia stereo drivers, that are loosely
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