Hi Paul,
I tried to compile osg/trunk as a static library on Snow Leopard this week
and it failed somewhere with a message about the quicktime library if I
remember correctly. I could build trunk again (shared or static) and send
the results to the cdash server if you are interested. It is a
Hi,
I submitted an experimental test. It shows on the cdash site, but it doesn't
show the errors. I took the current trunk, applied the Atomic patch, that
was previously sent to this list and ran the test with no arguments to
cmake.
It fails in ReaderWriterQT.cpp, which is probably easy to fix.
Hi,
We did some tests with SLI as well, GeForce 285. We had a single screen and
a way to expensive shader on a single quad. Just to be sure the CPU wasn't
the bottleneck. Worked like a charm. Frame rate doubled when we enabled SLI
under windows. We had to set the settings to alternate frame as
Hello,
When a node with VBO's enabled outlives the lifetime of it's renderer, I get
an access violation in GLBufferObjectSet::orphan when I try to destroy the
node. I tried to write down the scenario:
using namespace osg;
ref_ptrNode node(new Node);
ref_ptrGeometry geom(new osg::Geometry);
//
, Nico Kruithof n...@nghk.nl wrote:
Hello,
When a node with VBO's enabled outlives the lifetime of it's renderer, I
get
an access violation in GLBufferObjectSet::orphan when I try to destroy
the
node. I tried to write down the scenario:
using namespace osg;
ref_ptrNode node(new Node
robert.osfi...@gmail.comwrote:
Hi Nico,
On Wed, Nov 25, 2009 at 10:07 AM, Nico Kruithof nicokruit...@gmail.com
wrote:
I used windows vista 64 and 32. It happens with an up to date trunk and I
didn't have the problem with a previous version. I don't know the
revision I
used to use, was probably
at J.P. example to see if that help
track down one or more of the problems with the VBO clean up. Whether
any solution to J.P's observed problems will address the one you are
observing I can't say without being able to reproduce your problem.
Robert.
On Tue, Nov 24, 2009 at 8:18 PM, Nico
Hi Robert,
The first call (no --vbo) runs correctly. The second and third (with --vbo)
do not crash, but the second and third screen are wrong. I also tried the
fourth combination osgcamera -r 3 --shared glider.osg. That one worked
fine.
-- Nico
This is the output:
osgcamera -r 3 glider.osg
Hi Robert,
I realised that another difference is that I'm using the static viewer. I'll
try the texture patch, however the model I constructed didn't contain any
textures. Just vertices, normals and triangles.
-- Nico
On Wed, Nov 25, 2009 at 8:08 PM, Robert Osfield
Hi Robert,
Not too much good news I'm afraid. I tried my application and the osgcamera.
I have to stop now. I might have some time to test tomorrow night (it's a
private project for now).
I attached the model I'm using. It loads fine in my application, but crashes
when I close it. The osgcamera
Sure, I'll do that tonight. Thanks a lot for looking into this.
-- Nico
On Thu, Nov 26, 2009 at 1:36 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nico,
I've tracked down issues with both the clean up of the texture object
pool and buffer object pool that has required introduction of
BufferObject::releaseGLObjects()
BufferObject::releaseGLObjects()
BufferObject::releaseGLObjects()
-- Nico
On Thu, Nov 26, 2009 at 1:57 PM, Nico Kruithof nicokruit...@gmail.comwrote:
Sure, I'll do that tonight. Thanks a lot for looking into this.
-- Nico
On Thu, Nov 26
Aargh. Yes, -r it was. I'll try this tonight or tomorrow.
Nico
On Thu, Nov 26, 2009 at 7:12 PM, Robert Osfield robert.osfi...@gmail.comwrote:
HI Nico,
On Thu, Nov 26, 2009 at 5:16 PM, Nico Kruithof nicokruit...@gmail.com
wrote:
Hi Robert,
Perfect! My application works exits normally
Hi Robert,
Everything works fine now. Thanks a lot for investigating this problem.
-- Nico
On Fri, Nov 27, 2009 at 12:49 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nico,
I have just checked in the implementation of the GL object clean up,
and all the debug messages are now
Hi Jean-Sebastien,
Thanks for the clear explanation and sorry for not searching the archives. I
know I should. My main experience is from the linux world where I used to do
it quite often.
-- Nico
On Tue, Jan 12, 2010 at 3:00 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
It seems they used openAR (augmented reality). There is a link from the
openar.net site to the lego movies as well. Indeed quite a nice application.
Bests,
Nico Kruithof
On Mon, Feb 15, 2010 at 7:36 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
As to who, I would say
Hi,
I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
head, I'm using the imageio instead of quicktime. Then I had to specify the
10.6 platform in the main CMakeLists.txt and disable Quicktime. I planned to
submit these changes, but didn't have time yet. I'll give it a go
that I need to extend the node and write an exporter
for the osg format. Is there a small example/tutorial that I could use
as a basis? I couldn't find anything.
-- Nico Kruithof
On Tue, Apr 7, 2009 at 10:16 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Martin,
So I can add
ran the example on a laptop with a GeForce 9600M GT.
Can somebody confirm the problem?
Thanks,
Nico Kruithof
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?
Bests,
Nico Kruithof
On Sun, Apr 19, 2009 at 1:21 AM, Paul Martz pma...@skew-matrix.com wrote:
FYI -- As part of my revision to the OSG Quick Start Guide (in progress),
I've modified the current svn head of the example code to use
ref_ptr::release(). This technique will be discussed
is contained in the sphere and the sphere is contained in
the resulting box. In effect every transform would increase the sphere
with sqrt(3). Or is there a smart trick that I didn't think about?
Bests,
Nico Kruithof
On Thu, May 14, 2009 at 9:32 PM, Paul Martz pma...@skew-matrix.com wrote:
The fast
all other nodes?
Bests,
Nico Kruithof
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that I missed? Or should I make a new root node that gets
called before all other nodes?
Bests,
Nico Kruithof
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all other nodes?
Bests,
Nico Kruithof
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Hello,
I'm trying to extend the draw instanced example in such a way that I
can position the quads outside of the shader. So I would like to be
able to use an array of positions inside the vertex shader that I
would index with gl_InstanceID and use that to offset the current
instance. The array
the
Uniform header. For the shader side of things, see the orange book, or
attend my upcoming OpenGL 3 course: www.techsoupcorp.com.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Nico Kruithof wrote:
Hello,
I'm trying to extend the draw instanced example
= Cocoa
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
Hope this helps.
2010/3/8 Nico Kruithof nicokruit...@gmail.com
Hi,
I managed to get OSG compiling on OSX (Snow Leopard). From the top of my
head, I'm using the imageio instead of quicktime. Then I had to specify the
10.6 platform
Hi Jordi,
I submitted a patch to be able to use the 10.6 framework. The trunk
compiles, with this patch together with the two CMake defines you provided.
Bests,
Nico
On Mon, Mar 8, 2010 at 2:08 PM, Nico Kruithof nicokruit...@gmail.comwrote:
Hi Jordi,
I know for certain that the 10.6
...@digitalmind.dewrote:
Hi,
Am 09.03.10 17:52, schrieb Nico Kruithof:
I submitted a patch to be able to use the 10.6 framework. The trunk
compiles, with this patch together with the two CMake defines you
provided.
Your fixes will probably break compilation of the quicktime-plugin on
windows
Hi Paul,
There were some fixes to the CMake files on trunk which got things
compiling.
- Nico
On Sun, Mar 21, 2010 at 2:29 AM, Paul Martz pma...@skew-matrix.com wrote:
Hi all -- I've got an offline report that the 2.8 branch isn't building on
OS X 10.6 with the 10.6 SDK, so I wanted to post
@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Nico Kruithof
nghk.nl
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an
independent view using createGraphicsContext() it creates the window as
expected, however it shows up in the task bar as a separate window. Is it
possible attach the graphics context to the Qt widget that is the
placeholder in the Qt interface?
--
Nico Kruithof
nghk.nl
Hi,
I was incorrecly assuming that the QTimer that initiates the rendering of a
frame was started from the thread doing the event handling. The solution is
very elegant indeed.
Best regards,
Nico
On Sat, Oct 29, 2011 at 2:07 PM, Nico Kruithof n...@nghk.nl wrote:
Hello,
I'm trying to develop
=43664#43664
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--
Nico Kruithof
nghk.nl
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Nico Kruithof
nghk.nl
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Ah, ok. Thanks for the help.
Nico
On Tue, Feb 21, 2017 at 11:44 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> On 21 February 2017 at 10:38, Nico Kruithof <n...@nghk.nl> wrote:
> > Could it be that slave camera's show up in the stats viewer, but
> children i
Could it be that slave camera's show up in the stats viewer, but children
in the scene graph do not?
Nico
On Tue, Feb 21, 2017 at 9:45 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Nico,
>
> On 21 February 2017 at 08:19, Nico Kruithof <nicokruit...@
Hi all,
There are two ways to add a camera to a view. First, there is the addSlave
(osgcamera example) and second, you can add the camera to a group node in
the scene (osgprerendercubemap example). What is the difference between the
two and when would you use one or the other?
--
Nico Kruithof
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