VPB-0.9.5 Details on:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
Robert,
You forgot to upload the 0.9.5 zip file to the wiki.
Anyway, enjoy your vacation.
--
Roland
This e-mail and its contents are subject to the DISCLAIMER at
Hi Robert,
we've been looking at clustering too. I've added the extension querying
to the GraphicsWindowWin32 and GraphicsWindowX11 and a joinSwapGroup
method to the GraphicsWindow.
I had this code waiting for submission for a few weeks now, but due to
this thread I feel urged to get the code
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 Robert put it on the stack, which in practice means that it
won't be merged soon.
kind regards,
Roland Smeenk
-Original Message-
,
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 Robert put it on the stack, which
Franclin,
Do you mean the tutorials in the Wiki? Please feel free to update/attach the
sources in the Wiki to work with OSG 2.4.
--
Roland
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Franclin
Foping
Sent: woensdag 7 mei
on the forum.
Regards,
F.
Smeenk, R.J.M. (Roland) [EMAIL PROTECTED] a écrit :
Franclin,
Do you mean the tutorials in the Wiki? Please feel free to
update/attach the sources in the Wiki to work with OSG 2.4
Paul,
Actually I moved over the FAQ to the actual location and yes I do all of
my editing as generic osg user.
That's how I moved the tutorials into the wiki, added the list of
environment variables, updated the job offers page, added the example
screenshots, tabelized the plugins overview and
Paul,
It's a good thing that
people spend time to update the wiki, especially with
up-to-date content, but I don't like somebody moving stuff
purposely put in a preliminary location.
I understand your feelings, but I think it is better to keep a single
version of the same content even if
Hello Robbert,
The SVN version is missing the changes (ReadQueue definition) to the
Databasepager header file.
--
Roland
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Robert Osfield
Sent: zondag 15 juni 2008 18:03
To: OpenSceneGraph Users
Hello osg-users,
Robert just merged my changes for the Collada/dae plugin as posted on
osg-submission:
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph
.org/2008-November/002883.html
You are kindly invited to test the improved plugin.
--
Roland
This e-mail and its
Robert,
Note that Rick responded to your question although to the osg-users
Digest mail so it will probably not show as a follow up in your e-mail
box. See
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2
008-November/019505.html
Sorry for pushing you around, but I happen
pcre-d
I was wondering why do you ask for pcrecpp-d and pcre-d ? It's
the debug versions of the libs, should it be better to ask for pcre.lib
and pcrecpp.lib ?
On Mon, Nov 24, 2008 at 4:28 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote
want to use the SVN Head for 1.5 support.
--
Roland
On Mon, Dec 1, 2008 at 11:13 AM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Serge,
I just changed the CMake files so I could develop the
dae plugin in debug mode
Rusty,
is your animated human using skinned mesh animation (with a bone
hierarchy deforming a skin geometry) or is it composed of separate
geometries (linked together by a hierarchy of osg::Transforms)?
--
Roland
From: [EMAIL PROTECTED]
Rusty,
Here's my take on what you intend to do. You are using one of the latest
developer versions of OSG or even the SVN version.
Skinned mesh support is part of the osgAnimation nodekit which was
recently integrated with OSG.
OK, so you load an .osg or .ive model that contains skinned mesh
Hello Roger,
I did not make a study of the Collada transparency intricacies like you
did. The assumption I made was that a texture for diffuse specifies the
diffuse components to use in the texture. The fact that texture
coincidently was packed with an alpha channel (which of course happens a
Hi Roger,
I tested this code with a few models of the Collada test bank and not
all examples work like before. I did not take a look at the specific
code paths that these examples used.
Maybe it is wise that we set up a regression data set specifically
targeted at transparency.
--
Roland
Randolph,
The Collada plugin has only be used with the Collada DOM 2.1 library.
DOM 2.2 was silently released two weeks ago, but I haven't tested it
yet.
There have been a few changes to the Cmake files since osg 2.6.1 so
maybe the older version does not work right out of the box.
--
Roland
A long long time ago somebody posted source code for osgDepictions,
which allows you to do a texture/stateset switch for a complete scene. I
could not find it in the mailing list archives though...
--
Roland
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
I am currently refactoring the Collada plugin and ran into this problem
last week. I solved it, though not in a really satisfactory way.
Hopefully I will have the refactored plugin available for submission
coming week.
kind regards,
Roland Smeenk
Hi Rick,
it looks like Robert Osfield missed this post otherwise he already would
have reacted to it. ;)
--
Roland
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick
Appleton
Sent: maandag 17 november 2008 14:24
To:
Yes, the crash a known issue.
As a quick workaround we might add switching to a singlethreaded
threadingmodel automatically in the StatsHandler when activating the
scene statistics.
--
Roland
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
If your initial normals are correctly normalized you may also use
GL_RESCALE_NORMALS. This will rescale the normals instead of the more expensive
normalization that is done when GL_NORMALIZE is enabled.
--
Roland
From: [EMAIL PROTECTED]
To: OpenSceneGraph Users
Subject: Re: [osg-users] Normals and setScale
GL_RESCALE_NORMALS is undefined in gl.h ...
Message du 20/11/08 10:09
De : Smeenk, R.J.M
Shayne,
After retrieving the Quat orientation with getRotate you can use this
snippet:
osg::Vec3d getHPRfromQuat(osg::Quat quat){
// From: http://guardian.curtin.edu.au/cga/faq/angles.html
// Except OSG exchanges pitch roll from what is listed on that
page
double qx =
Try to output individual components first for debugging.
For instance output the normal x,y and z as colors.
--
Roland
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Marcus Fritzen
Sent: maandag 20 augustus 2007 14:21
To:
I just copied all NPS tutorials into the Wiki.
There's a number of things that still need editing:
-Conversion to OSG2.0
-Addition of source zip files
-Addition of screenshots
-Addition of links to related stuff (Api reference, examples and User
guides)
Robert, I read in the Wiki that it is
On the original subject - tutorials.
There's a huge list of examples all needing maintenance already. Why not
let the tutorials emerge from the community (like the NPS tutorial and
others) and let them be maintained by the community. All it takes is a
platform (like the Wiki) that is guaranteed
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