ami guru wrote:
Hello Brian,
I did not understand why down-casting is not possible. Super class
can be downcasted to a concrete class through dynamic cast,
isnt it?
This is true only if you create the concrete class first. If the Group
was not originally constructed as a Switch (meaning
Michael Billingsley wrote:
That was it. New machine, its been a couple of years. Do you recommend the
Quadro?
If you need to do Quad-buffered stereo, then yes, a Quadro is the way to
go. The good ones can get fairly expensive, though, so make sure you
really need it :-)
--J
Jean-Sébastien Guay wrote:
Well, it's hard to get some technical info from what docs there seem to
be. Things like what formats are supported read/write/readwrite, what
the format strings are for av_find_input_format, etc. I needed to go
to the code for those things (avformat/allformats.c).
Jean-Sébastien Guay wrote:
Well, it's hard to get some technical info from what docs there seem to
be. Things like what formats are supported read/write/readwrite, what
the format strings are for av_find_input_format, etc. I needed to go
to the code for those things (avformat/allformats.c).
Jean-Sébastien Guay wrote:
Also, do you have any experience with the ffmpeg api itself? I'm
wondering what kind of error handling there is, to be able to better
recover from bad format errors or such.
I have some, although I never got into live streaming like you're
trying. Also, my
Paul Martz wrote:
Hm. Okay, Gordon and I are both wrong :-)
On a related topic. I've been wondering if doing a private side-by-side
assembly (making OSG and other libs an explicit dependency and embedding
them into the app's manifest) would be a viable way to handle this. Has
anyone
Ed wrote:
Evidently I didn't look hard enough... I found what I was looking for:
The NVPerfKit counters.
http://developer.nvidia.com/object/nvperfkit_counters.html. Do the
stats you refer to come from these counters or this type of feedback
mechanism? i.e. low level counters inside the
Paul Martz wrote:
You _can_ use a line segment for mouse click picking, but in a perspective
view, polytope is really better suited for this task. Also, polytope will
pick point and line primitives, while line segment intersection will miss
them.
Unless you're dealing with points/lines, I'm
Brett wrote:
Hi,
Im new to osg.I want to use an attribute float vertextemp; in my vertex shader.How to
give that array to vertex shader.
Assuming you have an osg::Geometry object called geometry, and an
osg::Program called program, the following code should work:
osg::FloatArray *
Robert Osfield wrote:
Hi Jason,
...
Is this work published?
Not yet, but we're hoping to release it soon. It'll be in the new
version of our VESS library (http://www.irl.ucf.edu/software/vess).
What Xml parser did you use?
libxml2, along with a fairly thin wrapper layer that
Hi, Robert,
Robert Osfield wrote:
About 10,000 or so, just for the COLLADA elements. A lot of it relies on
existing VESS classes too, so that number is probably a bit low, although a
lot of the code is basic DOM-like functionality that just parses XML into
various objects and structures.
Jean-Sébastien Guay wrote:
If there *is* a special format for a cube map contained in a .dds file,
perhaps the OSG .dds loader doesn't handle it correctly? I don't know,
but you could investigate by checking the code. Again, perhaps someone
else has more insight into this.
DDS files can
Philip Lamb wrote:
Hi all,
I have a question about which plugins support files that include
animations. I have experimented with the COLLADA plugin, but it
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation
in .dae files doesn't carry through to the scene graph. Does anyone
Philip Lamb wrote:
Hi all,
I have a request from a user for support for animated textures in an
OSG model. They're doing their modelling in 3DS Max and exporting to
OSG via the 3DS exported plugin, to native .osg format.
1) Is it straightforward to use animated textures in OSG (for
Robert Osfield wrote:
A template for an ImageArray class could be the ImageSequence class
that already holds a list of images internally. Others are welcome to
dive in an add this ImageArray class ;-)
I thought about it while I was writing the .vtf loader, but I was under
time pressure,
Robert Osfield wrote:
I look forward to the day when NVidia do the right thing on this.
It's about time low cost stereo was rolled out.
In the meantime, there's always RivaTuner (at least for Windows users):
http://www.guru3d.com/category/rivatuner/
I haven't used it in a while, but it
Simon Hammett wrote:
Gtk is quite nice but maybe an arse to install on windozes, there's
dozens of dlls for it.
We use Gtk, and we did go through the trouble of compiling it ourselves,
which took a while. There is a binary release, though, and since it's
pure C, there shouldn't be any
Ulrich Hertlein wrote:
Hi Cory,
On 18/5/09 8:43 PM, Cory Riddell wrote:
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems
Pierre Bourdin (gmail) wrote:
Quad stereo is working well on my thinkpad T42p with a FireGL.
That's not too surprising. The FireGL is AMD/ATi's pro workstation
card, so one would expect the features to be similar to Nvidia's QuadroFX.
--J
___
I just saw that the open-source Nouveau driver
(http://nouveau.freedesktop.org/wiki/) is now the default NVidia driver
in Fedora 11. I'm not saying most user's won't replace it with the
mainstream NVidia driver, but it does show that Nouveau is far enough
along for a major distribution to
paul1...@yahoo.com wrote:
Am I setting up my graphics context incorrectly? I'm not using the
AdapterWidget from the example. I'm also having trouble getting
GraphicsWindowEmbedded to work...
Does eXceed even support GLX? (I haven't used it in years, so this is an
honest question) Can
Maxime BOUCHER wrote:
You're right, it 's not that hard.
Actually, indices are stored in a VertexIndices IntArray.
Whereas they are directly stored in the PrimitiveSet for a DrawElement.
If someone knows why there are these several types for PrimitiveSets, and
especially this difference
Rabbi Robinson wrote:
Since I did not use osg::ref_ptr in that code and it looks like reference count is
kept somewhere in the node. My question is that if automatic memory management is used even
without osg::ref_ptr.
Short answer is yes.
The longer explanation is that almost all OSG
Rabbi Robinson wrote:
Hi,
Thanks, that explains it. Correct me if I am wrong. So to use it, just create
osg::ref_ptr and use it as regular pointer and the memory will be managed by
osg::ref_ptr.
In a simple case, I careate Node* node = osg::ref_ptrnew Node and, call void* ptr = node. I
Ismail Pazarbasi wrote:
small correction, if you don't misunderstand; that will not decrease
reference count, since ptr is void* and has no connection whatsoever
with pointee (osg::Referenced). In following case:
osg::ref_ptrosg::Node pnode = new osg::Node;
void* ptr = pnode;
ptr = NULL;
(this
Xin Chen wrote:
Hi,
I'm new to OSG. I use the following code to load my model, which is successful. How can I access the vertices and faces of the model? Thank you.
nNode = osgDB::readNodeFile(D:/Livingroom.3DS);
Access them for what purpose?
When your model is loaded, a scene
Hi, Chris,
I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the
technique (though I've never implemented it). I wouldn't think it would
be terribly hard to translate the HLSL code to GLSL, would it?
In any case there's a gamedev.net article on it (with HLSL .fx file
Xin Chen wrote:
Thank you for the reply. I do need the vertices and faces. My
application is to load CAD model and simulate the projection (X-ray image) of
the model according to the materials. So the ability to access individual
vertices are important for my application. Any easy
Jason Daly wrote:
If you really do need to get at the low-level data, you can use the
NodeVisitor method I described previously. You'll need to create a
class that inherits from osg::NodeVisitor and overrides the
apply(Geometry *) method to perform whatever operations you need on each
Christian Buchner wrote:
Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES]
but when you go to the detail page and download the demo (
ParallaxMapping_Demo.zip )
there is no source code to be seen.
I am also looking for this rendering technique to make some realistic
josselin.pe...@lcpc.fr wrote:
Hi,
Does anyone know an image format storing high dynamic range values (32
bits per pixel) and transparency ?
I believe OSG supports OpenEXR, which was designed by Industrial Light
and Magic for this purpose. I think it supports both half-float and
float
Chris 'Xenon' Hanson wrote:
Yes, but I don't think that's the New and Improved version -- Parallax
Occlusion
Mapping.
No, it's not. I was replying to Christian's message for his coin
rendering application.
There are several Parallax Mapping sources out there, but basic PM falls
Christian Buchner wrote:
I think I will try my luck with an ARB fragment and vertex shader
extension that implements
parallax occlusion mapping with offset limiting. Link follows.
http://web.archive.org/web/20060207121301/http://www.infiscape.com/doc/parallax_mapping.pdf
The advantage is that
Butler, Lee Mr CIV USA USAMC wrote:
Paul,
My CAD data comes to me as a triangle soup without surface normals.
Right now it comes to me as wavefront OBJ format.
Item 1: I would rather not display any smoothing. That looks like it
will take mods to the obj plugin to avoid the smoothing
Rabbi Robinson wrote:
OSG support openflight, which can be used to import animation. However, the
default openflight exporter in maya dosen't support animation. There is a
commercial one that looks promising. Google it and give it a try.
I wouldn't say OpenFlight is a good candidate for
Rabbi Robinson wrote:
Hi,
There are simple questions:
I was going to point to do some examples, but then I saw there really
aren't good examples for these :-)
What do I need to do to make sure transparent object show up properly?
ss = node-getOrCreateStateSet();
Robert Osfield wrote:
Small clarification, you either use setRenderingHint or
setRenderBinDetails, not both. setRenderingHint is simply a
convinience front end to setRenderBinDetails, in the case of
TRANSPARENT_BIN, it simply does
setRenderBinDetails(10,DepthSortedBin);
Thanks, Robert.
I
Rabbi Robinson wrote:
Hi,
Thanks for the help, when I tried
ss-setMode(GL_BLEND, StateAttribute::ON);
ss-setRenderingHint(StateSet::TRANSPARENT_BIN);
nothing shows up. The cull face works tho
By nothing shows up I assume you mean that you don't see the geometry
any longer. What
su hu wrote:
Hi
All transparent nodes should be found out and set to TRANSPARENT_BIN
one bye one. Nodes should be small enough.
But there are lots of transparent nodes in scene. How to find out
those transparent nodes quickly? Thanks for your help.
I can't think of a reason why you'd need
Cory Riddell wrote:
I had asked about this one time and in the end I decided that it was
using 100% of one core intentionally. The run loop is not throttled in
any way, and so I think it will use as much cpu as it can.
Perhaps the nVidia system is better at offloading working or blocks the
CPU
Cory Riddell wrote:
I wrote the background scene to an osg file and the viewer displays it
correctly. So now I know the problem must be with my camera settings or
something else external to the scene. Any suggestions?
Try putting the text in a different render bin, with a higher number
John Kelso wrote:
Hi,
I'm a bit surprised by this because as far as I know we have a fairly recent
version of Centos. Are there no other Centos users out there trying 2.8.1?
We're using RHEL 5, but we haven't tried 2.8.1 yet (2.8.0 is meeting our
needs for now).
Is cmake-2.4.8 really
John Kelso wrote:
Below is from our sysadmin when I asked him about getting a newer version cmake.
Any comments, anyone?
I've seen several instances of the typical OSS bigger, better, faster
mentality clashing with the if it ain't broke, don't fix it mentality
of the enterprise distros.
Hi, Robert,
Robert Osfield wrote:
Hi John and Jason,
Can we get a little perspective on this issue. The build problem was
a warning that we've already fixed in OSG-2.8 branch. As for snooty
admin's, best to leave them alone if helping you out is too much for
them.
There's no loss of
Oh, boy. Where to begin. First of all, I don't have a clue how this
discussion got out of hand. We started out with a simple issue that
showed up on a CentOS box. It couldn't compile the recently released
OSG 2.8.1 version. The issue came down to the fact that CentOS and Red
Hat
Jean-Sébastien Guay wrote:
Hi all,
I, for one, would really like to thank you for the time you spend
helping others and contributing, Jason. Since I've been here I've tried
to take example on you and other people who have been active for a very
long time on this list.
I don't really have
Robert Osfield wrote:
Hi Jason,
Your rant shows you didn't grasp the point of my earlier email.
And your responses show that you didn't grasp the point of mine.
You seem to still be under the impression that I expect you to continue
supporting CMake 2.4.5, no matter what. Let me be
Robert Osfield wrote:
Um it was mostly a rant...
Then you didn't read it. There were quite a few intelligent points.
Sure the first part was a rant (I'd call it a counter-rant to yours),
but the rest were well-formed ideas.
I have already said that if CMake 2.4.5 is possible
Max Bandazian wrote:
That looks like exactly what I need; unfortunately my project isn't up
to 2.8.1 yet, so I don't have that method. There's no way to plug in
my own PagedLOD class, is there?
I'm not sure if this will work, but you might look into a
ReadFileCallback (look in
Andrew Cunningham wrote:
I am struggling with the same/similar issue.
I want to set the transparency level dynamically ( the user has a slider) of a group in my scene. My understanding is that apart from setting the state GL_BLEND etc it is required to traverse/visit all of the nodes of the
Bob Youmans wrote:
My questions are currently:
1.What’s the best way to connect the two cameras so they’re
the same position orientation, only rendering to different targets
(e.g., update the matrix of one with the other using an update
traversal, put both under a transform node in
Andrew Cunningham wrote:
Adjusting the material color alpha will work for some geometries but I have
other geometries where each vertex has a BIND_PER_VERTEX color ( think of a
contour plot of a value), so I would still need to adjust the alpha of each
vertex color.
Actually you don't
Bob Youmans wrote:
Hi,
about the view and slave cameras, i got it, thanks. one is the lo-res view for the GUI and the other is the hi-res (prerender) view for the memory bitmap. does it matter for the master/slave status for prerender vs the displayed camera.
I don't believe it will
Bob Youmans wrote:
Hi,
regarding matrixmanipulators, almost all the example have TrackBallManipulator
as the view's manipulator, separater from the cameras. So, if i have an update
callback on a camera to set its (and its slave) position and orientation, how
does that interact with a
Christopher Wang wrote:
Hi,
I hope nobody minds me spawing another thread on this question, but I think
I've moved onto a new question.
I am trying to Compile OSG and I'm getting some OpenGL issues.
My system:
CYGWIN 1.5.25
GCC 3.4.4
LibGlut 2.4.0
some of the many pages of errors
Jason Beverage wrote:
Hi all,
I'm trying to figure out a way to modify layer opacity using
TexEnvCombine that takes into account the underlying alpha channel of
a texture.
Do you mean if unit 1's texture has transparency, you want that to show
through to unit 0's texture?
The
Mike Wozniewski wrote:
It's probably osgViewer::CompositeViewer that you want, not
osgViewer::Viewer. There's an example in the source. That way you create
two different osgViewer::Views, and each can have it's own manipulator.
I'm not sure why you'd need a CompositeViewer if both cameras
Jason Beverage wrote:
Hi Jason,
You're exactly right, if texture 1 has transparency, then I want
texture 0 to show through no matter what. Doing something like the
following on unit 0 works great in that case, but I also want to add
in another scaling factor that will scale the alpha value
Christopher Wang wrote:
Hi,
Sadly I am the first person from the office to have to do anything with OSG,
they are using cygwin for other projects.
To give some idea of the errors, I will pipe my make into a file and post the
beginning of the errors. Also, I am rebuilding cygwin. I noticed I
Todd J. Furlong wrote:
Alena,
Did you install the Visual Studio 2005 runtime redistributable?
Also make sure you compile in Release mode before deploying.
--J
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Vinay Shah wrote:
Hi,
Thanks for responding. Do you know if this can be done using OSG 1.0? It looks like osg::Camera doesn't exist back then.
I think OSG 1.0.0 has the capability, and I also think osgprerender
existed back then. You should find similar code in that version of the
Vincent Bourdier wrote:
Hi all,
I saw in the osg 2.6 release log a svg plugin.
But, it does not appear in the cmake config or in the compiled plugin
and 3rd parties.
So i can assume there are some external dependencies, or a special
procedure to install it... but I did'nt found anything.
Well, what do you know? All that fuss and now there's a CMake 2.6 RPM
available. I swear I checked just two weeks ago and it wasn't there.
It figures... :-)
http://www.atrpms.net/dist/el5/cmake
--J
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Butler, Lee Mr CIV USA USAMC wrote:
I want to highlight certain nodes (or de-emphasize others) without
killing performance (I'm at the lower limit already) or requiring a
second render pass. Any good suggestions?
I was thinking of setting temporary colors. What is the appropriate OSG
way
Hi, Guy,
Great explanation, except you didn't say what the problem was :-)
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire
Ignore me, I just found it...
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire scene to a rectangular texture (i.e m_pRttTexture).
Maxim Gammer wrote:
Hi all
Nvidia has released it's scene graph recently
Just fyi, NVSG is not new. It's been around for several years. We
considered it when we were looking for replacements to Performer.
Fortunately, we picked OSG :-)
--J
Kris Dale wrote:
Morning all,
Okay, bear with me if this seems an extremely dumb question. I'm extremely new
to OSG (heck, I'm new to 3D graphics in general, I've only made it through
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much
as fast as I can and what
Vic Ace wrote:
In Visual C++ Express Edition I looked at the Help-About page and there it
says:
Microsoft Visual Studio 2008
Version 9.0.30729.1 SP
Would that be the version number that we're talking about?
For the SDL lib it says VC8 in the file path so that would be compiled in 8.0?
And
Hi, Nico,
Nico Kruithof wrote:
Hello,
Say I would like to call a (global) update function every frame (not
directly associated with a node), just before the update of all scene
graph objects. How would I go about? Is there a call back function in
osgViewer that I missed? Or should I make a
Patrick Shinpaugh wrote:
That fixed it and likely the same would be required for the NPOT texture2d.
Actually, no. NPOT textures still use normalized texture coordinates
(0.0 - 1.0). I'm not sure why they're not working in your case. You
said your card supports the *_texture_rectangle
Paul Martz wrote:
Are all your Geodes within the view frustum and not culled? If so, I'd
think the fewer Geodes case would be faster. But if some are culled,
then the more Geodes case would take advantage of host culling,
sending less data to the hardware, and would therefore run faster.
I
Gordon Tomlinson wrote:
Slightly of topic
Any one tried use using the new Nvidia Bindles Graphics Extensions
they look quite interesting
http://developer.nvidia.com/object/bindless_graphics.html
Wow, pointers in a shader. Weird!
It sounds a lot like direct state access, but for
Jean-Sébastien Guay wrote:
OSG sorts by state to minimize state changes, but I'm not sure how it
does the sort.
I believe the state sort is done using the compare() method of
StateAttribute. In the case of Uniforms, the comparison is pretty
thorough (first data type, then number of
Jean-Sébastien Guay wrote:
We've built the ffmpeg dependency (with mingw; I wonder what issues
we'll encounter linking this against other VS object files),
As you probably know, you can't build ffmpeg with MSVC, but you can link
other programs with it. This page has some info about
Michael W. Hall wrote:
I did find an osgIntrospection include file in the directory where I got
OSG from SVN. Copied that to the installed location of OSG. The
osgDotNet built, but gave a link error about OsgIntrospection.lib. I
downloaded the precompiled libs and copied that to the OSG
Cysneros, Nelson A CIV SPAWAR SSC PAC, 56510 wrote:
So sorry if this is a way too obvious question but what is the
difference between observer_ptr and ref_ptr? And when would you use
one over the other?
osg::observer_ptr : Smart pointer for observed objects, that
automatically set
Butler, Lee Mr CIV USA USAMC wrote:
Linux:
Clearly RedHat 5 is *not* the linux of choice for OSG. The real question
is: Which distro *is* the preferred one?
OSG works fine with Red Hat Enterprise 5, but it may not be the best
distro to use if you need to work with Qt 4.5. I'm not sure
Butler, Lee Mr CIV USA USAMC wrote:
Qt 4.5 came because the osgAdapterWidget code relies on QMdiSubWinodw and QMdiArea which
don't exist in Qt 4.2.1 (the installed Qt on RedHat 5).
Qt 4.5 required a newer version of fontconfig than was in RedHat 5 to avoid the
otherwise undefined reference to
RHEL 5, CMake 2.6.4
Tested with a couple of our own apps. All seems good.
--J
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Paul Melis wrote:
A collegue and I where wondering some time ago if the binary windows
packages provided on the website are usable for debugging. Even though
there are separate release and debug distributions the debug ones (at
least the VS8 ones) don't seem to contain any .pdb files. I
Jean-Sébastien Guay wrote:
Well the name old-style might also mean that there are drawbacks to
using that option... I wouldn't know if the only effect is that the
debug information is embedded instead of in a separate file.
We develop with SCons (which uses the MSVC compiler on Windows),
Hi, Andrew,
Andrew Burnett-Thompson wrote:
// Set specular attribute
mat-setDiffuse(osg::Material::Face::FRONT_AND_BACK, osg::Vec4(0,0,0,0));
mat-setSpecular(osg::Material::FRONT, osg::Vec4f(1.0f, 1.0f, 1.0f,
1.0f));
mat-setShininess(osg::Material::FRONT, 12.0f);
Brad Huber wrote:
Does anyone know of a good way to modify pixels in a texture at
runtime w OSG?
Basically I’m looking for a way for the user to select an arbitrary
color to be used on an airplane or similar. EG ability to switch to
any color as in the attached image.
I’m hoping
Andrew Burnett-Thompson wrote:
Thanks for your reply Jason,
I actually worked this out I think, I removed mat-setDiffuse and added
mat-setColorMode(osg::Material::ColorMode::DIFFUSE) and it seemed to
do the trick!
OK, that just makes your Material diffuse color track the vertex colors
Paul Melis wrote:
Okay, can you give me some pointers how to make it work then? I have
VS8 sp1, have downloaded the corresponding debug package from the OSG
website and have a really small test application that forces OSG to
use some freed memory. If I build (in debug mode of course) and then
Bob Youmans wrote:
Hi, what’s the preferred way to tell which version an osg55-osg.dll is
build from, say 2.8.0 vs 2.8.1. Is there no versioning resource in
the dll (e.g., Windows resource)? Is there an easy way to tell which
version osg55-osg.dll is?
55 is the shared object version
Bob Youmans wrote:
Hi,
but what if i have a team of developers and they're not working on osg components, and i ask them to get these new binaries (i build them, they don't). Then later, there's no better way to tell what versions they have than looking at the date/time and/or file sizes
Brad Huber wrote:
Thanks Ulrich and Jason,
Originally I was thinking of something that would load a texture and modify
everything with a certain hue (eg everything with a given hue is set to a
different hue at runtime). Sounds like there aren't any existing tools for
something like that
Evan O'Toole wrote:
No matter what value I enter for opacityPercentage, from zero to 100, the
volume ends up looking the same.
I forgot to mention in my previous post that I'm running osg version 2.6.0.
Hi, Evan,
You're halfway there. You also need to enable blending:
osg::StateSet
Evan O'Toole wrote:
You also will probably want to depth-sort the geometry, and make sure
it's drawn later than any opaque geometry (so the blending will work
properly):
stateSet-setRenderBinDetails(1, DepthSortedBin);
The objects I'm drawing will need to be dynamically changed from
Wojciech Lewandowski wrote:
Hi Andreas,
DDS is flexible container format capable of storing 2D, 3D, Cube and Array
Textures (with or without mipmaps) in many pixel formats. Block compressed
pixel formats like DXTn, RGTC (3Dc) and LATC are supported. Of course I
don't know all existing image
Wojciech Mruczkiewicz wrote:
Hi all,
I'm using COMPUTE_NEAR_FAR_USING_PRIMITIVES near and far planes
computation mode with OSG 2.8.1. The scene contains a number of
various models. One of them is a long curve that is drawn as an array
of vertices in osg::Geometry using GL_LINE_STRIP primitive.
andreas.rich...@dlr.de wrote:
If you say, DDS files are not compressed, the DXTn compression doesn't matter,
because the algorithms are hardware accelerated?
Did this features (being not compressed) pays off even if I write my scene into
an IVE-file and load this file later on in another OSG
Jason Daly wrote:
No, all texture files are embedded into the .ive file just as they are
on disk. The .ive doesn't store the decompressed version.
Oops, my mistake. You were correct. The image data is stored
uncompressed in the .ive file.
--J
Bob Youmans wrote:
Hi All,
I’m starting to develop shader, texture, uniform, etc. code for our
app and I have what’s probably a very simple question. I understand
these shader-related objects live in the Stateset, and in most
examples I see the stateset being set on osg::Geometry within
Scott Johnson wrote:
I am testing my company's own OpenFlight implementation and came across some
corrupt data reading in Dof nodes. Google found that the OSG OpenFlight plugin
is compensating for the same corrupt data so that was useful to me and
validated what coworkers were telling me
Scott Johnson wrote:
Sorry, I don't know if it is known problem with Creator. I'll look into that.
I tried Google, but not much came up. I might look on the Presagis site
when I get more time.
--J
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Scott Johnson wrote:
Yes, it is strange! Why couldn't they just read in four doubles like the spec
says?!? Of course that is what I had to start but it didn't work. A coworker
has warned me that the spec cannot be relied on to implement OpenFlight and
this is showing me that he is right.
Gordon Tomlinson wrote:
Its more
hey did you update the specs docs ? , err no did you ? Don't worry someone
will do it err I think ..
:-)
Spec errors I can understand, but how exactly do you accidentally write
code that squeezes a double value in between the bytes of another
double,
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