Kim C Bale wrote:
So... after much clawing and gnashing of teeth I found this little beauty:
http://www.feelingsoftware.com/content/view/65/79
It’s a freeware Collada exporter for MAX 2008 and that works every
time. I believe someone has compiled a version that works with 2009
which
Geoff wrote:
I am wondering how I can turn off the automatic Units to Meters
conversion that is taking place when I load my OpenFlight file into a
osg:::Node. My file is in Feet, which is what my program uses, and I
would like to use some of my old code that uses feet without having to
do the
Paul Martz wrote:
By default, the FLT loader does not convert. So, if you are expecting feet
but appear to be getting meters (everything is about 1/3 the size you
expect) then the header of your FLT file probably has an incorrect value in
the units field. If true, this is a problem with your
brettwiesner wrote:
Hey,
Since most DDS textures are going to come in flipped (ie: directX style
and not openGL style) I would like my application to always pass the
dds_flip option to the DDS loader. If I could extend the DDS loader I
could do that. Just another case for including the loaders
Bob Balfour wrote:
I've used RivaTuner to monitor video memory usage on WinXP, but it
doesn't do it on Vista (it says due to Vista's virtualization of video
memory?). Does anyone know of a way to monitor video memory usage on
WinVista? I have a very choppy scene (using quad-core HP, 2 Nvidia
David Johansson wrote:
Hi Robert,
This does nothing i'm afraid.
nvidia-xconfig --sli=Off followed by a restart of X..
Not sure if this helps or not, but you have to use the multigpu option
with the 7950GX2, not the sli option. multigpu is for SLI with two
GPU's on one card, while sli
David Johansson wrote:
Hi Jason,
Setting multigpu did nothing either.
You don't happen to have the same card and can test my code posted earlier?
I can probably do that. I'm not sure when I'll get the time, but I
should be able to find some this week. It might take a little while
David Johansson wrote:
Hi Jason,
Setting multigpu did nothing either.
You don't happen to have the same card and can test my code posted earlier?
Hi David,
I gave it a quick try with OSG 2.2, and I'm definitely seeing problems.
After I open the second viewer, if I alt-tab back to the
Robert Osfield wrote:
Hi Judd,
The OSG just adapts the windowing systems provided mouse xy values,
and as such is limited to the clapping that happens due to the
windowing systems. Getting the delta moyse xy isn't supported, and
personaly I don't know how one would go about getting this extra
[EMAIL PROTECTED] wrote:
So, if anyone out there has experience of mapping from WTK to OSG, specifically
in regards to what should happen to rotation angles, and quarternians, I would
be most grateful - and perhaps my wall could then be repainted beige instead of
red ;-(
I don't know
[EMAIL PROTECTED] wrote:
Right. Curious (this is probably just semantics)... if I had an
out-the-window
view and an inset bird's-eye view (same scene), would one think of this as
a single conceptual view as it's all looking at the same scene?
I see now how this could be done in either
Peter Wraae Marino wrote:
Hi Franclin,
Yea doing it using a shader is easier and more flexible, but is there
a reason why we don't get access to do multitexture coordinates?
Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
multitexture coordinates, so I can't really use
Peter Wraae Marino wrote:
Hi users,
I have create simple quad using osg::Geometry and I would like to
apply multitextering to it.
I'm missing a way to set glMultiTexCoord using OpenSceneGraph.
Is there a way one can set glMultiTexCoord?
Look at osg::Geometry::setTexCoordArray()
You
Robert Osfield wrote:
Hi Jason,
Mathias has submitted some changed to the cmake Atomic checks/setup, I
have now checked these into SVN. Could you do an svn update and clean
build, then let us know if it compiles OK now.
Hi, Robert,
Just updated. Now, if I don't do anything to the
Jean-Sébastien Guay wrote:
That seems to be a common problem right now, hopefully someone with more
CMake knowledge will be able to suggest a way to circumvent that. But it
seems (from some reports) that deleting your CMakeCache.txt (in your
build directory) would force the tests to be re-run.
Jean-Sébastien Guay wrote:
Wow, many thanks for testing across all these combinations. Now
will anyone else pitch in for other platforms?? :-)
Red Hat Enterprise 5.2 32-bit, g++ 4.1, cmake 2.4.5
Pentium D 955, Nvidia 7950GX2 on 169.12 drivers
Builds and runs fine, although I had to
Steven Thomas wrote:
To add salt to the wound the Collada DOM (which OSG uses for Collada parsing) doesn't
support the data element. Tellingly, no one's ever complained about that.
That's rather amusing :-)
--J
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osg-users mailing list
Robert Osfield wrote:
Hi All,
I have just made some changes to the includes of the new
OpenThreads/Config and osg/Config headers that address a cmake build
error that was occurring on out of source builds. Fingers crossed
this will be now fixed, and no other platforms will be broken, but as
Goldman, Jon wrote:
(note: for some reason my email reader did not receive your latest message from
this thread, and therfore to quote I had to paste from
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012825.html)
Robert, to answer your questions--
-- Yes,
Peter Wraae Marino wrote:
Hi,
I just got into this thread now.. I too am having problems with the
.ttf format.
As I can understand.. the fix is too make sure to have service pack 1
installed for developer studio.
This is only true if you're running Visual Studio 2005
I'm using express
Robert Osfield wrote:
On Sat, May 31, 2008 at 7:20 AM, Philip Lowman [EMAIL PROTECTED] wrote:
The posted workaround of checking the version number will work fine,
alternatively one could replace
FIND_PACKAGE(PkgConfig)
with
INCLUDE(FindPkgConfig OPTIONAL)
Which eliminates the error message
Robert Osfield wrote:
The new code is in OpenSceneGraph/CMakeLists.txt is:
#use pkg-config to find various modues
FIND_PACKAGE(PkgConfig)
IF(PKG_CONFIG_FOUND)
...
Yes, as I said, that code is in the version I have.
This should prevent problems. Could you please post problems you get
Robert Osfield wrote:
Hi Jason,
I have introduced the follow:
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
FIND_PACKAGE(PkgConfig)
ENDIF(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
Hopefully this
Robert Osfield wrote:
I could easily do that on one workstation, yes. It's more of an issue when
you're dealing with a lab of several dozen workstations. This is why we pay
to run Red Hat Enterprise.
Pay for out of date tools... do you get upgrades included?
Of course, in fact, we
Robert Osfield wrote:
Hi Jason,
I have introduced the follow:
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
FIND_PACKAGE(PkgConfig)
ENDIF(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
Hopefully this
Hi, all,
On Red Hat Enterprise 5 (update 2), I'm getting the following from CMake
with the latest svn:
CMake Error: PkgConfig_DIR is not set. It must be set to the directory
containing PkgConfigConfig.cmake in order to use PkgConfig.
This is with CMake 2.4.5 (the version that ships with RHEL
Leeten wrote:
Hi, all
I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH
something in it. The lines and edges of polygons in my scene are
jagged(shownin the attachment), so I'm trying to find some
antialiasing way. I've tried the fllowed way which seemed helped nothing.
Philip Lowman wrote:
Can GTK and rsvg/cairo be built under Visual Studio?
They can (I've done it), but it takes a bit of work. The Visual Studio
modes of compiling aren't well-maintained by some of the libraries. The
trickiest one was fontconfig (a dependency of rsvg).
--J
Robert Osfield wrote:
Hi Joakim and Roland,
On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Joakim,
I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore
Kim C Bale wrote:
I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to
export models so that I may use them in OSG. Now plain models work a
treat. However, I have been given a file that contains an animation,
and the animations don’t appear to show when I load them into
Hi, Mike,
Mike Greene wrote:
While this did stop the messages from coming to the screen about the
texture being resized, it did NOT seem to speed things up. I have two
sets of texture sequences - one that is 800 x 600 and one that is 1024
x 512. The latter probably runs 10 times faster,
Art Tevs wrote:
Hi folks,
as far as I can see for now osg doesn't check if the
given scene graph contains cycles. If one do this,
then there is a seg fault, if my test were correct ;-)
However imagine I have a situation, where I need to
have a cycle in the graph. For example:
...
Any
Art Tevs wrote:
However let us think on something like extended scene
graphs where cycles are also more or less possible ;-)
Does anybody already made some thoughts on that?
Hi, Art,
I'm sure it's been pondered in the past, I'm just not sure it's relevant
to OSG's purposes. Maybe
Robert Osfield wrote:
Hi Neil,
When you start to deal with really large datasets that paging and
culling are tools that you'll need to use effectively, you'll need to
understand load balancing of the system. Primarily what you'll be
doing is building an appropriate database rather than
Robert Osfield wrote:
Hi Neil,
PagedLOD is what you need to use to balance the load for really large
databases. You databases are likely to huge though, gigabytes rather
than terrabytes, and the OSG' paging system allows you to scale to
terrabyte database pretty comfortably so you'll do
Paul Martz wrote:
Hi All -- I recently posted a change to osg-submissions that adds FLT
export capability to OSG. Assuming it doesn't break the build, I
expect Robert will have this available on current SVN soon.
Hi, Paul,
Great work!
I tested with a fairly complex .ive. Originally this
skunkwerk wrote:
thanks Jason,
here's the output - it seems that it eventually finds the plugin,
but dlopen complains about an undefined symbol in the osgdb_dae.so
file - how can I fix this?
I don't know. This might require the assistance of the CMake folks.
--J
skunkwerk wrote:
could someone please tell me how to create the collada db so osgconv
can load collada files? i can't find any documentation on this.
If you installed the COLLADA DOM, you should just need to make sure
CMake can find it (run ccmake . again and specify the path, if
necessary)
Bob Huebert wrote:
Greetings,
Are there any osg folks going to be attending the vr2008 conference next
month?
If so, would it be possible to get together and put some faces to names?
We've got a small crew going from my lab. I wouldn't mind meeting up,
but I probably should
Mike Weiblen wrote:
std::vector is guaranteed to have contiguous memory. So vector.front() or
(vector[0]) are legal references to the first element of a c-style array.
That is why it is important to preallocate vectors to the expected length
when possible, to avoid the reallocation hit
Dorosky, Christopher G wrote:
Hi all.
We upgraded from 1.0 to 1.2 .
One of the changes that we noticed was that the rgba reader now
doesn't handle transparency correctly anymore.
Anyone else notice this?
It's probably actually the new OpenFlight loader in 1.2. I remember
having to
Richard S. Wright Jr. wrote:
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front of it. It seems this
would also be the best approach for a rendering a night
Jan Ciger wrote:
However, it doesn't solve any of the animation and skinning issues and
is completely useless by itself. I cannot imagine somebody bringing it
up to speed with other kits from this alone, for that you need
something actually usable to start from. This is why e.g. osgCharacter
maruti borker wrote:
I am trying to develop a normal walkthrough program in OSG . I am
trying use wasd for movement and mouse for rotation .
W-front A-left D-right S-back .
The wads part is done , but when it comes to mouse movement i am
facing a small problem .
What i am trying to do
Schmidt, Michael M wrote:
Hi,
I was trying to use gl_SecondaryColor to pass in a vertex position
offset. However, I noticed strange behavior. Does anyone know if
gl_SecondaryColor gets clamped to some value?
Based on your code, why not declare:
attribute vec4 centerPoint;
in your
Paul Martz wrote:
Can anyone tell me what this is used for, if anything? As far as I can
tell, no code references it. Is it intended for application use, and
not used internally in OSG?
IIRC, it was used at one point by the newer OpenFlight plugin to handle
some of the lower-level
Robert Osfield wrote:
On 10/2/07, Abe Stephens [EMAIL PROTECTED] wrote:
Robert: What should we expect from the collada import (or from other
paths into OSG)? Obviously we'd need to investigate collada export
from a modeling tool separately.
I'm not th author or a user of COLLADA so
zarrandreas wrote:
Hi,
I render depth buffer to the image, but values I have there are between
[0.0, 1.0].
How can I get real z-depth?
This page explains a simple conversion pretty well:
http://www.cs.unc.edu/~hoff/techrep/openglz.html
--J
Ulrich Hertlein wrote:
Speaking of which, can anyone recommend a good Linux/nvidia laptop?
It seems like most of the laptop you get nowadays are either ATI or intel...
I use a Dell Precision M90, and love it. You get a choice of nVidia
mobile Quadro cards. The new Vostro's look pretty
Jean-Sébastien Guay wrote:
That's probably a bug in the CMake files actaully. Cygwin is a Unix
clone running on Windows, and Unix will never have wsock32.lib. Only
Win32 and MinGW targets should be using that library. So there needs
to be a conditional to exclude wsock32.lib on
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