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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
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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 w
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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 (per
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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 osgCa
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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 osgC
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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 complicate
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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 g
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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 osgC
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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 ex
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Alberto Luaces wrote:
> I think scaling bones is an important feature at least meanwhile a morphing
> system is not available (face gestures, breathing movements, etc)
>
If you need that then you are better off implementing morphing and not
deformi
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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
>
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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
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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 u
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Hi Robert,
Robert Osfield wrote:
> Hi All,
>
...
>
> I am no server nor Mailman expert so I would like feedback from those
> who might know a little more about this stuff than I. If it is just
> invalid accounts being kicked off then fine, it'll sa
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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 wond
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Hi Robert,
Robert Osfield wrote:
> Animation is something that is under-way in the form of osgAnimation,
> which started life as AnimTK and has evolved rapidly to tick many more
> of the above items, so it looks to be rapidly becoming a good
> candid
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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 ha
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* a
> 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 detail
> 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
> 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 s
> 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
&
> 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
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 pro
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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,
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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
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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. Ho
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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 ki
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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 lik
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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
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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
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Hello,
I have just compiled the trunk on Linux (Mandriva 2009, i586) without a
hitch and it seems to be working after some light testing.
Regards,
Jan
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Jason Beverage wrote:
> Hi Robert,
>
> I'm going to take a look at the Cmake issues under Linux and I'll let
> you know when I've figured them out.
>
> Thanks!
>
I have managed to configure it on Linux, but when compiling, it tries to
link the plug
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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 osg
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Jason Beverage wrote:
> Hi Jan and Robert,
>
> If you run osgearth_seed on the simple_caching.earth file does it also
> segfault or does it only segfault when you don't have a cache defined?
If I define the cache, it tries to compute something and th
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Robert Osfield wrote:
> I would much prefer the OSG to install and run without any tweaks, so
> I am thinking about whether we should keep the default of 64 library
> post fix for linux 64bit builds. Thoughts?
>
Do you mean adding 64 suffix 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
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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 n
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Robert Osfield wrote:
> As another possible solution to the path issue might be to provide an
> addition config file for /etc/ld.so.conf.d/, the file is simply:
>
># openscenegraph /usr/local install configuration
>/usr/local/lib64
>
> I've a
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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 doe
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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 t
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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 /usr/lo
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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
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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)
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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
> CPackSource-libopenscenegraph
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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
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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'
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Robert Osfield wrote:
> On Mon, Feb 2, 2009 at 3:01 PM, Robert Osfield
> 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 log into - I'll tes
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Mike Weiblen wrote:
> Random thoughts:
>
> COLLADA, in an attempt to address this common issue, does provide a flag
> to specify which axis to call "up".
>
> For applying a static rotation, that was exactly the motivation for the
> .rot and .trans ps
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Robert Osfield wrote:
> Hi Lucas,
>
> On Dec 14, 2007 9:46 PM, Lucas Goss <[EMAIL PROTECTED]> wrote:
>> Would it be possible to implement "setScreenResolution" for X11? Was
>> it left out because it requires an X11 extension? I have some linux
>> mach
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Lucas Goss wrote:
>
> Hmm, that might be alright, though I don't really like writing shell
> scripts, haha. Of course if that is an advantage for some they can
> still do it that way, they don't have to use OSG's implementation. But
> it would be nice
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Robert Osfield wrote:
> I wonder about a compromise... call an external application to do the
> change of resolution for us from within osgViewer just by issuing a
> system call.
That would be quite a hackery, IMO. Are you going to handle all the
issu
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Hi Robert,
Robert Osfield wrote:
> An external script that invokes the 3D app only works when entering an
> application, not once its running, so it does have a bit of limited
> applicability.
I understand that, however, how often do you need to chan
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Robert Osfield wrote:
>
> RandR support would be a reasonable way forward. SGI and other older
> workstation class machines are not so prone to users wishing to change
> resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
> this didn't
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Robert Osfield wrote:
> Yep its working in 2.2, osgViewer is more rounded and complete in 2.2
> than 2.0, and in SVN its a little bit further on still. Note quite
> viewer/windowing nirvana yet, but the closest the OSG has come in its
> history.
>
A
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Jeremy Moles wrote:
> On Tue, 2007-12-18 at 20:35 +, Robert Osfield wrote:
>> On Dec 18, 2007 7:47 PM, Jan Ciger <[EMAIL PROTECTED]> wrote:
>>> I guess RandR it is then, because some people voiced the support for
>>&g
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Ben Cain wrote:
> Hello,
>
> Are there compatibility issues with osgCal or osgCal2 when using OSG 2.X?
osgCal2 works with current OSG, AFAIK, I know nothing about osgCal as I
am not using it.
> Also, since osgCal2 is LGPL, is it “preferred” by OSG d
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Anders Backman wrote:
> Blender: is even more rudimentary, right? (The collada physics exporter from
> Collada is not very good at all).
>
The problem with Blender is that data are there, but not the manpower to
implement the exporters. I wrote my sh
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Robert Osfield wrote:
> On Jan 18, 2008 7:55 PM, linux <[EMAIL PROTECTED]> wrote:
>> I am looking for an app, free or opensource, possibly/preferably, based
>> on OSG, which allows me to script scenarios, complete with terrains,
>> buildings, vehicles
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linux wrote:
> I am looking for an app, free or opensource, possibly/preferably, based
> on OSG, which allows me to script scenarios, complete with terrains,
> buildings, vehicles etc. in a 3D environment and then capture videos.
> Any suggestions
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Robert Osfield wrote:
> On Jan 18, 2008 9:40 PM, Jan Ciger <[EMAIL PROTECTED]> wrote:
>> Is Delta scriptable? Last time I checked it wasn't really, but perhaps
>> something has changed in the meantime.
>
> It has py
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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 camer
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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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Paul Martz wrote:
> I've looked into using the 3dconnexion Space Navigator with OSG apps in the
> past. I was somewhat surprised to discover that 3dconnexion doesn't offer a
> consistent SDK API across all platforms -- the Mac SDK and Windows SDK have
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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.
Thi
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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
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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
>
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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 probl
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,
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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 likel
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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
>
> Joini
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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 we
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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, bu
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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
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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:
>
> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgPlugins/
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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
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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 co
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Robert Osfield wrote:
> Hi Mike,
>
> On Sat, May 17, 2008 at 3:45 PM, Mike Weiblen <[EMAIL PROTECTED]> wrote:
>> Yes, the live bootable CD is a very interesting concept. I made
>> something like that based on Knoppix years ago, that proof of concept
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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 fo
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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 yo
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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
pro
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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 scen
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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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