years.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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OpenThreads and the osg library now build/link successfully. Thanks, J-S.
Currently rebuilding the rest of the tree...
-Paul
On Thu, Jun 26, 2008 at 3:10 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Paul,
Current SVN fails to build under Windows, though the errors are
, and
delegates all functionality to std::vector via inline
methods. So the OSG itself isn't moving away from STL in any
way, just working with it more correctly/robustly.
Robert.
On Thu, Jun 26, 2008 at 3:55 PM, Paul Martz
[EMAIL PROTECTED] wrote:
Can someone please explain the MixinVector
Hi Robert -- I'm redirecting this from osg-submissions to osg-users, as it
is now more of a general discussion than a submission.
PagedLOD's that don't have children ordered from lowest to
height res are invalid,
Okay. I didn't know that, and it's surprising, as I'm under the impression
that
BTW I note a significant difference between the handling of LOD and
PagedLOD by the IntersectionVisitor, is this intentional?
Well PagedLOD has the fallback mechanism, and has strict
ordering constraint that's what makes it different.
Switch derives from Group, and if I create a Switch
For PagedLOD multiple children really should be tackled by
placing both children into a single group and then having
this group at this range.
If each child is currently in a separate file, then this restriction
requires reformatting the database so that all those children are in a
single
Hi Robert -- When I link one of my projects against current svn head, I get
Atomic::operator++() as an unresolved external symbol.
-Paul
2 Creating library
C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.lib and object
C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.exp
What I make of it is you a flogging the PagedLOD because it
can handle misuse of it. Fix the database.
I encourage you to reread my previous post, as the test data I posted
clearly concerns questionable LOD behavior; the PagedLOD case works fine...
-Paul
Hi Robert -- When I link one of my projects against current
svn head, I get
Atomic::operator++() as an unresolved external symbol.
Sorry: This is with cmake 2.6 and VS2005 SP1.
-Paul
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Atomic::operator++() issue is now resolved by modifying my external projects
to link with the additional OpenThreads library. Thanks for the assistance.
-Paul
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Done, but nothing changes
Did it work OK with 2.5.2?
-Paul
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Hi -- There are a couple different strategies, depending on how your
database is laid out.
I've seen many OpenFlight databases arranged as a series of tiles to
represent a large area of terrain. You might want to have OSG page in near
tiles, leaving far tiles resident on disk until needed. To do
, one must setNestRenderBins(false) on the one StateSet for
which you want nesting disabled. Is this the desired behavior? It's
inconsistent with the inheritance of the bin number and name.
Thanks,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859
and StateAttributes, it's a control associated with
RenderBin placement and that is tightly bound to the StateSet.
Robert.
On Tue, Jul 1, 2008 at 5:19 PM, Paul Martz
[EMAIL PROTECTED] wrote:
Hi all -- I don't recall who submitted this change, but I
took it for
a short test drive today and here
Do you get the same behavior if you generate fresh VS9 project files with
cmake, instead of generating VS7.1 files and converting them? I'm not sure
this will have any effect, but it seems like it might be worth a shot...
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Yes this feature has been pending since 2.0... Paul wrote the
Quick Start Guide on the assumption that we'd get this
feature back in 2.x in quick time, but alas been swpt
away with work so haven't got to it yet, even one year on.
Currently, updating the Quick Start Guide is low on my
(absence of X indicates a
lack of support).
The third form tests a specific set of given extensions.
The second and third forms may be combined to output a set of specific
extensions in CSV format.
Will post to osg-submissions shortly...
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
forgot
to change it for the text and lines?
What you probably want to do is have terrain nodes with node mask (0x10),
text with (0x11), lines with (0x12), etc. This way, your traversal mask
of (0x10), when ANDed with the node mask, will result in non-zero only for
terrain nodes.
Paul Martz
Skew
I do wonder if we could gather various functions together
into a single application, something like osginfo, or
osgconfig. For instance gdal has gldal-config:
gdal-config
Usage: gdal-config [OPTIONS]
Options:
[--prefix[=DIR]]
[--libs]
[--dep-libs]
in OpenGL with a per-vertex scale (multiply) and is therefore less
expensive.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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I've already noted a problem with this app, it leaves tons of temporary
files lying around in the current working directory.
Assuming you're going to make some mods to this code, I'll wait until you
check it in to fix this (probably by using the TEMP env var).
-Paul
John -- If you can't upgrade to the new kdtree functionality, I can think of
a couple ways to speed things up off the top of my head.
1) If some of the entities are robots, you could pre-compute their
orientation and position.
2) Assuming the eyepoint isn't right next to all 300 tanks
times including a
graphical display 3. Geometry information, dsipalys the
number of Drawable obkect, and total number of vertices/primitives.
4. Nothing
I only can only see mode 1,2,4 mode 3 does not exist.
Is this another Errata bug for Paul Martz or am I missing something.
Thanks
I'm directing these questions mainly at Paul Martz, but I'd
be interested in hearing from anyone else who has relevant experience.
Hi J-S -- I'll help as much as I can.
Regarding building osgTDS: I saw a few posts from 2007 in the
archives regarding osgTDS, but there doesn't seem
the gap that you see. This
is, of course, not an issue with vsync disabled.
Not sure about the gap in the rest of your post; perhaps Robert has more
info.
I hope that helps,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
Hi J-S --
Another thing for you to keep in mind... osgTDS only deforms terrain if the
terrain data is stored in an osg::Geometry. Other Drawable types, such as
Heightfields, are not currently supported.
-Paul
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, and a quick search for OpenGL at amazon.com will list several.
(Shameless plug: OpenGL Distilled, for example.)
OpenGL knowledge is really a prerequisite for using OSG.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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osg
Thanks for the clarification, and as I mentioned the
StateAttributes OVERRIDE/PROTECTED works for .ive formats.
Knowing that .osg has these kinds of limitations, might save
you a few frustrating moments.
I think it's incorrect to characterize this as a limitation of the .osg
format. The
Unlike OpenGL, OSG's Material class wraps both the glMaterial and
glColorMaterial features. Color Material redirects OpenGL to pick up
material lighting parameters from the primary color. So, you just need to
configure the OSG Material class to use Color Material, then lighting will
use the vertex
to set the
FOG_MODE to LINEAR, but that code got deleted or changed and you suddenly
got EXP instead, resulting in all black.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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Robert's comment regarding texture atlas usage in low-res LOD children is an
excellent suggestion.
Going further, your post begs the question: Do you suspect that texture
memory usage is the bottleneck to your performance? One way to test this (if
you haven't already done so) is to set the OSG
that environment variable?
-- Rick
On Thu, Jul 10, 2008 at 11:26 AM, Paul Martz
[EMAIL PROTECTED] wrote:
Robert's comment regarding texture atlas usage in low-res
LOD children is an excellent suggestion
This has been discussed multiple times, have you tried searching the
archives for transparent or blend? There are also several examples that
show how to do this. Try doing a recursive, case-insensitive grep on your
OSG source tree for transparent.
The rules for transparency in OSG are not
Check out osgTDS:
http://www.andesengineering.com/Projects/TDS/
I posted, very recently, regarding osgTDS's capabilities and limitations for
run-time use. Check the archives for the past week or two.
-Paul
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This looks like it was a pain in the butt. Thanks for adding this interface.
Is there any way we can get the supported entry point info that osgio -csv
was capable of displaying? (You know, a plugin says it supports format ABC,
but does that mean it can read ABC as a Node? Or write it as an
Did you manage to build osgephemeris with OSG 2.4? A few
weeks ago I tried to compile it but gave up because it seems
it depends on Producer.
What part of Producer did you have a problem with? Last time I checked,
Producer still builds and runs fine with current OSG and is still a viable
Looks like uninitialized variables in the constructor to me:
PolygonMode(Face face,Mode mode) { setMode(face,mode); }
If you specify FRONT in the constructor, the back mode never gets
initialized. You should fix this and post your change to osg-submissions.
-Paul
Hello,
I am
Hi Robert -- This change appears to have introduced a build problem on VS
2005...
PluginQuery.cpp
c:\osgdev\osg\applications\osgconv\pluginquery.cpp(149) : error C4716:
'osgDB::outputPluginDetails' : must return a value
Not sure whether you need this to return true or false, so I'll let you
I created a NodeVisitor and traversed the loaded node, the
boundingbox I received from the Geode is indeed smaller, but
it confused me a little bit, since it looks like the attached
picture - http://img225.imageshack.us/img225/3594/tankspherexgk9.gif
So obviously there are several geode in
Hi Glenn - I haven't looked at the code, but I see this in the ChangeLog:
2008-06-20 13:16 + [r8474] robert:
* From Terry Welsh, new flatten static transforms visitor that
duplicates subgraphs that are shared beneath differnt static
transforms From Robert Osfield, made a range of changes to
]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Sunday, July 27, 2008 2:57 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Optimizer options oddity
Hi Glenn - I haven't looked at the code, but I see this in the ChangeLog:
2008-06-20 13:16 + [r8474] robert:
* From Terry Welsh, new
locations. You might take a look at that.
If you are working with PolyTrans to convert the CAD data, you should email
me offline. I've been developing some tools to ease that process.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Hi folks,
We deal with a lot
(As mentioned in the other discussion thread...) If there is a way to
reproduce this issue with osgpick, please provide explicit steps for
reproduction. Of course if you can debug the issue and submit a fix, that
would be even better.
-Paul
Hi,
El Lunes 28 Julio 2008ES 16:45:19 Фамилия
You'll need to post a changed copy of the entire file to osg-submissions.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of GMD GammerMaxyandex.ru
Sent: Tuesday, July 29, 2008 12:18 PM
To: osg-users@lists.openscenegraph.org; Robert
to prior obligations
this week, I'm unable to give them the attention they require.
Eric, Jeremy, Bob, Paul Melis -- you all have write permission, so if any of
you would like to take a look at these remaining changes and commit them, be
my guest. Otherwise, they can wait for Robert to return.
Paul Martz
You have the source code for ShapeDrawable; why not simply look at it to see
how it generates the texture coordinates?
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Franclin
Foping
Sent: Thursday, July 31, 2008 6:24 AM
To: OpenSceneGraph Users
Subject: Re:
Builds fine on Vista, VC++ 2005, using CMake 2.6 to generate
the build files, both in debug and release.
Thanks! I appreciate the testing.
Yes, it bears repeating that the branch is not the trunk, so to test what
will ultimately become 2.6, you must be on the branch:
First of all, fixes are gleefully accepted. :-)
Secondly, which console are you referring to? If I run cmd.exe, enter
'osgviewer cow.osg', hit the 'f' key to go to windowed mode, then minimize
the window, I see no messages in the cmd.exe window.
Please provide steps for reproduction (or better
Thanks for the reply - I am running osgViewer in single threaded mode
- still returns NULL. The drawable trick works as expected,
but I don't understand why this doesn't work in the main
render loop when in single threaded mode. I *think* this
worked in 2.4. Almost positive.
Anyway,
] On Behalf Of Paul Martz
Sent: Thursday, July 31, 2008 11:13 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] GraphicsWindowWin32 Minimize Console Flood
First of all, fixes are gleefully accepted. :-)
Secondly, which console are you referring to? If I run cmd.exe, enter
'osgviewer cow.osg
Builds fine on XP/Vista, VC++ 2008, using CMake 2.6 to
generate the build files, both in release.
31.07.08, 18:26, Paul Martz [EMAIL PROTECTED]:
Builds fine on Vista, VC++ 2005, using CMake 2.6 to generate the
build files, both in debug and release.
Thanks! I appreciate the testing
Great! Thanks.
With the exception of a couple of submissions that I still don't have time
to deal with, it sounds like the branch is in pretty good shape.
-Paul
Hi Paul,
Just to let you know, I also tried a build on my Ubuntu VM
and all went well. That's with CMake 2.4.7.
J-S
--
v2.2.
For more information and to register online, visit:
http://www.skew-matrix.com/training.asp
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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Welcome back, Robert -- sounds like you had a great holiday.
I have put together an initial draft of the press release (please
review/comment/amend):
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6
I made 2 minor typo/grammatical fixes, otherwise looks fine.
-Paul
the
latest course info.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Friday, August 01, 2008 1:43 PM
To: 'OpenSceneGraph Users'
Subject: [osg
I didn't see the pitchforks and torches I was expecting at the OpenGL BOF
Wednesday night, thankfully.
And on the bright side, the new direction for 3.0 should enable an easy port
for OSG because it's backwards-compatible. However, the number of items
listed as deprecated means there will be some
We've finalized the location for the OSG training in Austin, TX, this
October. For the latest information, and to register online, please visit:
http://www.skew-matrix.com/training.asp
Thanks, and hope to see you in Austin!
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
Not really sure how to coordinate the maintenance other than postings in the
osg-submissions thread whenever a maintainer decides to fold a submission
into the 2.6.x branch.
I'm flexible on breaking binary compatibility; anything that fixes a bug
should be considered for inclusion into the
frame, each with different
contexts. Querying each context could, potentially, yield different results.
To be robust, your code will need to operate in such heterogeneous
environments.
You might look at OcclusionQueryNode for an example, though it's somewhat
complex.
Paul Martz
Skew Matrix Software
Sounds like a bug. You can fix it yourself and submit a change, or post a
.osg file that can be ran through osgconv to repro the issue. I'll add it to
my queue, or maybe someone else will chip in and fix it. I do recall PAT was
someone difficult to support during FLT export.
-Paul
_
to see the problem.
John
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, August 20, 2008 10:03 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] FLT writer and PositionAttitudeTransform
Sounds like a bug. You can fix it yourself
is that we track the changes to the 2.6 branch so that when/if
we do a 2.6.1 release, we can easily create release notes that describe what
went into it.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
draw callback to the RTT Camera and
issue the glBlitFramebufferEXT call in this callback... or do you have a
more elegant solution?
Thanks for any help.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
The standard way to modify aloha in OpenGL fixed function (non-shader)
rendering is to use glBlendColor and set a blending function of
GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR.
Hope that helps.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1
see if I can find their email addresses
and contact them directly, to see how they intended apps to access this
code.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
From the svn log of FrameBufferObject.cpp we have the
associated contributors:
--
8453
The bluish textures sounds like your OSG code is applying a texture with
MODULATE but you have failed to specify a color array with your Geometry. In
that case, OSG doesn't set any kind of default color and modulates the
texture with the current OpenGL primary color, which could have been left
Could you give guidance about the sorts of things I'd have to
do if there are vertex arrays still around?
Are you doing glPushClientAttrib/glPopClientAttrib?
-Paul
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wonder if this is a bug. Wanted to check with you: should I change the
documentation, or the code? Which is right?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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osg
0x8cd5 is GL_FRAMEBUFFER_COMPLETE_EXT, which is a good thing, so your
invalid value must be related to something else.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C Bale
Sent: Saturday, August 30, 2008 3:56 PM
To: osg-users@lists.openscenegraph.org
Ah! I just found the thread Serialization of draw dispatch on multi GPU
systems Options, which, I imagine, will explain things after I have a close
read: http://tinyurl.com/6hsvdv
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Saturday
I haven't looked at the code specifically, but I think this
is the assumption which turns out to be false. The Drawables
have bounding boxes, and then the Geodes containing them have
bounding spheres which are built to encompass the Drawables'
bounding boxes. Hence, the Geode's bounding
space, and incorrectly
back-transforms it (like the rest of the eye space view volume).
So, you've made a mistake in your linear algebra. You'll need to rethink the
coordinate spaces you are working with and fix your code accordingly.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1
for free. Paul Martz: thank you *VERY* much for
this beautiful guide!
Good luck,
Hans.
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ami guru
Sent: woensdag 10 september 2008 4:59
To: OpenSceneGraph Users
Subject: [osg-users] Reference frame
Hello Forum,
OSG Transform
or 3D Graphics Principles
and Practice; see the recommended reading in the Quick Start Guide.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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http
memory from a function. If I update the book, I'll
consider recommending release(), for example.)
Thanks for reading the book.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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() as an
example of returning a dangling pointer.
I've added this to the errata at http://www.skew-matrix.com/osgqsg/. Thanks
for catching this.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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El Jueves 11 Septiembre 2008ES 18:37:07 Paul Martz escribió:
The example in the middle of page 37, above the one Cliff cited,
looks like it won't compile. Did you really mean to
return *grp? I
know it's meant to show bad programming practice but the
book reads
like it should
By the way, are you aware that BIND_PER_PRIMITIVE is the least efficient way
to render in OSG? There is no OpenGL vertex arrays equivalent for this, so
the best OSG can do to support it is specify slow path glBegin/glEnd calls
stored in a display list. If you can fix your data to not use
If the polygons are very close to the ground and your eye is quite distant,
then it sounds like it's losing the depth test.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Tuesday, September 16, 2008 5:22 AM
To: osg
Subject: [osg-users]
that what you think
is the problem.
So now, how to solve it ? If I put depth = new
osg::Depth(osg::Depth::ALWAYS, 0.0, 1.0); My plane are always visible, but
nothing can hide them (mountains for example...)
Any suggestion or Idea ?
Thanks
Regards,
Vincent.
2008/9/16 Paul Martz [EMAIL PROTECTED
Hi John -- This is definitely a bug that needs to be fixed. and I'm sorry it
is impacting your work.
What I'm getting at is that it would really be nice if the FLT writer could
export the output of osgUtil::DelaunayTriangulator without having to put a
normal vector generator on top of it.
FLT
a small fix that I submitted as part of revision 8765 that I think
should be included that fixed a problem with the osgSim::OverlayNode.
http://www.openscenegraph.org/projects/osg/changeset/8765
Thanks!
Jason
On Mon, Sep 15, 2008 at 2:00 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi folks -- I
John -- Please post it to osg-submissions...
http://www.openscenegraph.org/projects/osg/wiki/MailingLists
J-S,
OK. Here it is.
John
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Jean-Sébastien Guay
Sent: Tuesday, September 16, 2008
Or just writing your own CameraManipulator, as per
src/osgGA/TrackballManipulator.cpp etc.
Yes, the TrackballManipulator code is a good reference for this stuff.
The original post is pretty vague; perhaps the original poster would benefit
from some basic OpenGL information regarding the
John -- Please post it to osg-submissions...
See the CCs in John's message :-)
Duh! Sorry, I just looked at the subject line. I'm not used to seeing stuff
cross-posted to both lists.
Robert, this looks like a good change, I vote for including this on the
trunk. I'll add it to my list for
I'm not entirely sure what you mean by scale of the scene from your
message. To me, this is an application concept. The user sets the scale
using some user interface, and the application stores this value and
modifies the scene graph to redraw the scene at a different size. If your
application
The change is now merged, revision number was .
Excellent. I've merged this onto the 2.6 branch.
-Paul
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Grepping the osgViewer source for TrackballManipulator should reveal that
you only get one by default if you call Viewer::run(). Don't call that,
instead call Viewer::done() and Viewer::frame(). Then you won't get a
default camera manipulator.
-Paul
_
From: [EMAIL PROTECTED]
If TextureInit is, for example, a singleton that persists for the life of
the application, then it's destructor never gets called. However, it only
allocates once. If this is the case, then technically speaking it's not a
leak, at least not the kind of leak that would impact anyone's application.
Do you get the same behavior when viewing your database in osgviewer and
hitting the * and / keys?
-Paul
Hi all,
I am getting this rather weird effect when playing with the
setLODScale values in my application. I have a large pagedLOD
terrain, with near/far planes culling mode
Hi all again,
Robert: for you last question; yes, I have near/far culling
enabled and the near/far setting is
compute_near_far_using_bounding_volume. If the near far
modification that is taking place should be very small,
somehow I am still getting quite significant jumps because
FYI, Roland is correct, the OSG just does culling on sides of
the frustum by default.
OpenGL does no culling, is just does near and far *clipping*. The
OSG of course doesn't change this so will do near/far
clipping and the only way to switch this off is to disable
GL_DEPTH_TEST.
Even
-2.6 bug fixes that I merged onto this
branch.
I hope to release this in the very near future, say 1 October.
Thanks,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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You should use the same version as you used with OSG v2.6.0.
On Windows, I'm using Mike Weiblen's prebuilt 3rdParty binaries, at svn rev
531.
-Paul
Hi Paul.
I'd like to open this up for testing to anyone willing to help out.
Check out 2.6.1 from here:
Sorry if that last email from me appeared a bit curt; I had an appointment
and wanted to at least get something off to you before I left my computer.
Here's more details...
I mentioned I use Mike's prebuilt binaries for Windows. Attached is a batch
file from Mike's svn tree that contains the
GenWrapper - no. I've just done a rebuild on OSG 2.6.0 to
check, and didn't get a genwrapper error message.
I'm trying to reproduce this issue, and here's what I've found so far.
In 2.6.1, if I right click on the 'wrappers' target and select 'build', then
genwrapper is found and runs
Is anyone else getting can't connect to openscenegraph.org messages when
trying to do an svn update?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
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osg-users
number has
been bumped to 2.6.1. If there are other changes you'd like to see in this
release, please notify me immediately.
If there are no other change requests and no other significant issues found,
I'll move forward with the final release.
Paul Martz
Skew Matrix Software LLC
http://www.skew
I just tried checking out this tag under Linux to test, but
got an error due to the \ in the url, changing to / fixed the
problem. The checkout that worked for me was:
svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/Open
SceneGraph-2.6.1-rc1
Ah yes, the hazards of
Paul,
Will this release include the FLT Export fix for
PositionAttitudeTransforms AND the FLT ExportOptions texture
path stripping option initialization in the constructor with
ReaderWriterOptions passed in?
Yes, both of those are included.
The other FLT fix we discussed (the
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