. And IMHO,
waiting for GL 3.1 seems very interesting too, as we may see the 3D future's a
bit clearer. However, if GL 3.1 does not come shortly after 3.0, we may loose
too much time. Any rough idea on the delay before GL 3.1 specs are released?
Sukender
PVLE - Lightweight cross-platform game e
an existing project to
ensure that it fits our needs.
Thoughts?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 20 Feb 2009 16:00:08 +0100, Robert Osfield a
écrit:
> Hi Brian + Ralf,
>
> I did recall 3DLabs doing something, but didn't r
Hi Roland,
Maybe I'm too tired to see it, but where it the link with doing diffuse or
ambient interact with the particle without having to code things?
Anyway, this was a very interesting article. Thanks!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
r binaries :) That may be useful for MinGW users.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 23 Feb 2009 12:42:15 +0100, Robert Osfield a
écrit:
> Hi Janatan,
>
> I'm not Window users myself, but from reading the list I have picked
&g
Builds fine (as usual! ;) ) with VC8. See the experimental build report (
http://www.cdash.org/CDashPublic/buildSummary.php?buildid=11376 ).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 23 Feb 2009 11:57:11 +0100, Robert Osfield a
écrit:
>
Hi Wiki admins,
Sorry to push this topic up, but could someone with appropriate rights add a
line to Community/WikiLogIn like:
If you wish to update wiki menus, you may have a look to the [wiki:TracNav/list
TracNav list].
Thanks guys!
Sukender
PVLE - Lightweight cross-platform game engine
s about having access to system dirs (I simply
stayed under XP :D )?
Thank you!
PS: It seems I'm going to have an installer (or such) ten times bigger than my
app... (sigh)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
_
guess I'll have to think about "big offline installers with everything
included" for important apps, and "small online installers" for not important
apps (and give both when in the middle!), eh?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sour
Not taking much time to prepare files to be downloaded
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 24 Feb 2009 03:54:29 +0100, Philip Lowman a écrit:
> On Mon, Feb 23, 2009 at 6:51 PM, Sukender wrote:
>
>> Hi all Windows users (a
); so copying only needed DLLs seems the way to do it.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 24 Feb 2009 02:57:01 +0100, Thomas Hogarth
a écrit:
> Hi Sukender
>
> I would reply on the mail list but it's not letting me (n
Nice! I must admit I had to tweak Findosg* (in 2.6.2) because it just hadn't
the "_DEBUG" versions of the libs. Now I removed my custom finders and wrote
"CMAKE_MINIMUM_REQUIRED(VERSION 2.6.3 FATAL_ERROR)" :) ...
Sukender
PVLE - Lightweight cross-pl
be
developped/tested).
However, I agree than the community *must* be kept coherent (even if it would
be a bit harder), and that OSG should not switch to a D3D style code.
And I guess simply adding an OpenGL->D3D mapper is a mistake because D3D
conviced devs would see it as a trickery/fraudule
do about D3D support.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 25 Feb 2009 18:36:59 +0100, Robert Osfield a
écrit:
> Hi Sukender,
>
> On Wed, Feb 25, 2009 at 4:57 PM, Sukender wrote:
>> And I guess simply adding an OpenGL-&
r OpenCL only (in addition to
OpenGL).
Causes of the failure could be, as you mentioned:
- Noticeable loss of performance
- Noticeable loss of features
- Unconvenient API
And about the forecast: "Better sooner than later"... If we see it when
planning or when in a prototyping phase, t
them. I was thinking that if OSG 3 would support
these, then why not others (such as D3D)... However, if they're quite close to
OpenGL, then yes, the situation is different. We thus could think about OSG not
as "API agnostic", but as "Khronos API agnostic" or such.
Nice to see this kind of results.
(I'm just a bit disapointed since I'm an Opera-conviced user ;p )
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 26 Feb 2009 11:06:51 +0100, Robert Osfield a
écrit:
> Hi All,
>
> At the end
I guess such a layer would have much delay (between new features
in APIs, and the reflection of such features in the layer)...
Should we start a thread about 1+2+5? May we use a tag (that Art would add to
the forum), such as "[Com]" or "[Adv]"?
Any idea about precise subj
Hi JS,
Supporting OpenGL 2 + OpenGL 3 first sounds fine to me. We should however keep
in mind future plans when designing :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 26 Feb 2009 15:19:57 +0100, Jean-Sébastien Guay
a écrit:
> Hi Suken
Thanks Nintendo and Sony for their usage of OpenGL! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 26 Feb 2009 17:10:19 +0100, Cory Riddell a écrit:
> Robert-
>
> Robert Osfield wrote:
>> Well the gaming market is very big,
ask as ..."). That way, ill-designed sites can be viewed
normally.
I don't really know about Firefox, but I guess this is the same thing (Firefox
is a cool browser too, IMO, and I as far as I know it provides a set of
features comparable to Opera).
Sukender
PVLE - Lightweight cross-platform
n for some people...
Generally you'll hear "That works with installed software, I don't want to
change"... even among developpers.
That's a pity, IMO.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
Hi Martin, hi Robert,
Well, having better OpenGL drivers will be a part of our "advocating" wiki
section... I'll post about it in a few minutes (I hope!)... :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 26 Feb 2009 22:48:2
about OpenGL
or OSG) we could put as banners or logos on our websites/blogs? Any idea?
- May we insist on the fact that OpenGL is used on consoles (except Xbox)?
Thougts? Ideas?
PS: OpenGL->D3D wrapper has to be discussed in another thread.
Sukender
PVLE - Lightweight cross-platform game engine
Are Xbox-Windows and PC-Windows different platforms? :D
You even could say: "It works on two different PCs, so it is cross-platform!"...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 27 Feb 2009 01:35:53 +0100, Jason Daly a écrit:
mean with a copy of the letters on the wiki or blog)?
To all: Come on! Throw your ideas in this thread!
PS: I like the idea of the magic wand! :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 27 Feb 2009 09:51:56 +0100, Robert Osfield a
é
x27;t it?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sat, 28 Feb 2009 09:02:57 +0100, Robert Osfield a
écrit:
> Hi Jason,
>
> On Fri, Feb 27, 2009 at 9:14 PM, Jason Daly wrote:
>> So, is it your intention that the AudioSin
I understand. And what about using code from osgAL for your needs?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sat, 28 Feb 2009 14:02:51 +0100, Robert Osfield a
écrit:
> Hi Sukender,
>
> On Sat, Feb 28, 2009 at 11:16 AM, Sukender wrote:
Hi all,
Anyone heard about SPECgpc? If not:
http://www.specbench.org/gwpg/gpc.static/overview.html
Could it be something to dive into for benchmarks using OpenGL/OSG?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 27 Feb 2009 20:24:16 +0100
node in your scene graph? (osgAL::*)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 02 Mar 2009 10:13:00 +0100, Robert Osfield a
écrit:
> Hi Sukender,
>
> On Sat, Feb 28, 2009 at 3:06 PM, Sukender wrote:
>> I understand. And what a
Well, I'm sorry, I don't have any suggestion... I was just googling around. ;)
Maybe yes, SPEC could be used as a benchmark (among others).
Anyone else having a suggestion?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 02 Mar 2009 10:2
luck in making your plugin work!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 02 Mar 2009 18:29:55 +0100, Robert Osfield a
écrit:
> Hi Jason,
>
> On Mon, Mar 2, 2009 at 5:13 PM, Jason Daly wrote:
>> I think most of osgAL would
Aye-aye, sir! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 03 Mar 2009 00:50:43 +0100, Jason Daly a écrit:
> Sukender wrote:
>> Hi Jason and Robert,
>>
>> Okay, I didn't know what you were expecting. So now I'm
ep manoeuvrability and
scalability? Open Scene Graph is *your* solution." (Thanks kuba for his(her?)
post on ohloh.net!)
I guess some could be split/merged/rearanged.
Thoughts? Things to change (Sorry, that's not easy to find good ads when not in
your mothertongue language!)? Idea
Hi Robert,
I noticed you didn't put the OpenGL logos on the site. So I'm "ringing" you :)
(Sorry if you *did* see the mail).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 27 Feb 2009 20:24:16 +0100, Sukender a écrit:
> H
Alright! (Just don't try to vacuum clean the ffmpeg plugin and code things in
your house :D ).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 03 Mar 2009 09:41:25 +0100, Robert Osfield a
écrit:
> On Tue, Mar 3, 2009 at 1:08 AM, Sukende
I was dreaming of having osgWxWidgets... but we osgWidgets came before! :)
Interesting links. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 03 Mar 2009 16:36:14 +0100, Serge Lages a écrit:
> Hi all,
>
> Have you seen this
Hi Christian,
I'm used to manage such problems, but I don't exactly understand your
situation. Plugins *should* have their manifest, as far as I know.
BTW, did you try using "dependency walker" on the DLLs?
Sukender
PVLE - Lightweight cross-platform game engine - http://
Yup... Maybe a problem with libtiff?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 04 Mar 2009 00:14:53 +0100, Christian Buchner
a écrit:
> I found that the reader plugin for compressed TIFF fails in debug
> mode, but PNG and BMP work. S
Thanks Art... Good start. However, I think the IRC channel would be far more
useful. We just have to add a not to this IM tools that roughly says "this is
not a replacement for the mailing list/forum" ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge
https://sourceforge.net/projects/alexandria-dev .
Simply on SF.net!
This is FYI.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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ns);
if (intersected)
{
ASSERT(intersections.size() <= 1);
if (intersections.size()>0)
setPickPosition(intersections.begin()->getWorldIntersectPoint());
}
}
Hope it helps.
Sukender
PVLE - Lightweight cross-platform game engine - http://pv
er.
I successfully tested it with VS8 (2005) sp1.
WARNING: This is a branch; it does NOT have all recent features added to PAL in
the trunk (yet)."
If you really need PAL trunk's feature in the branch, just tell me.
See you on the PAL forum (instead of here!)...
Sukender
PVLE - Lightweig
et (or is the default one).
Thoughts?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 16 Mar 2009 17:53:01 +0100, Art Tevs a écrit:
>
> Thrall, Bryan wrote:
>>
>> It looks like the forum supports signatures; could you just assign
> thanks a lot, loading scene size of 36MB takes cca 1-2 sec, absolutely great!
Maybe a stupid question (but I'm not afraid by this idea ;) ): What does "cca"
mean?
Sukender
PVLE - Lightweight cross-platform game engine - http://pv
Hi Paulo(?),
Yes, it's used is only for the examples. If you need them, go to
http://www.openscenegraph.org/projects/osg/wiki/Downloads and grab the sample
datasets.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 17 Mar 2009 23:12:33
r: http://pvle.sourceforge.net/Doc/Html/HumanMatrixGetter_8h-source.html
CPP: http://pvle.sourceforge.net/Doc/Html/HumanMatrixGetter_8cpp-source.html
Hope it helps.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 19 Mar 2009 12:07:27 +0100, Simon Loic
uot;up" direction). Doom-like has a fixed "up" vector that may not suit any
use of a FPS view. I personally chose "Human*" prefix for Doom-like view (Hence
"HumanManipulator" or "HumanViewManipulator").
Sukender
PVLE - Lightweight cross-platform game eng
Yes... But in a space ship! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 19 Mar 2009 19:12:55 +0100, Michael Platings
a écrit:
> AFAIK you play as a human in Descent ;)
>
> Essentially it's to give the effect of walking/r
else you
got rounding errors that cause ugly artifacts). Based on experiments, I
personnaly used 0.008 (radians; as you can see in the source code I told
about), but it may depend on how your camera is set.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
L
And about the modes, I would prefer "FREE" and "HORIZONTAL" :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 19 Mar 2009 21:38:16 +0100, Sukender a écrit:
> Hi Michael,
>
> Havig both modes sou
, "up" vector is fixed, but camera moves
anywhere)
3. GROUNDED ("up" vector is fixed, and view stays on the floor, or whatever)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 19 Mar 2009 23:06:16 +0100, Simon Loic a écrit:
> Maybe
?
(If you ask: yes, I'm thinking about one university in particular).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 03 Apr 2009 14:07:48 +0200, Art Tevs a écrit:
> Hello, dear osg-users,
>
> so the vote is over and we have the winner
that
> those attending training would effectively pay for the instructors
> travel/accommodation and the venue, then make the last day an open day/user
> meeting that anyone could turn up at and we could have presentations from
> the likes of Art, Sukender, Cedric ;-)
>
> Organiz
Le Wed, 08 Apr 2009 11:39:58 +0200, Sukender a écrit:
> Hi Art and Robert,
>
> Well actually I was suggesting something a bit different... If (and I insist
> on the "if") we have our meeting in an university, then I was thinking of a
> (free) users meeting, with the
Hi Vikas,
That sounds strange since I don't have the error. I added quotes to paths (in
case your path contains spaces). Please update and test, and then contact me
directly by email to report if it worked or not (since we may not pollute osg
mailing lists with it).
See you later!
Suk
Hi Vikas,
That sounds strange since I don't have the error. I added quotes to paths (in
case your path contains spaces). Please update and test, and then contact me
directly by email to report if it worked or not (since we may not pollute osg
mailing lists with it).
See you later!
Suk
Investigation process start.. OK
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 08 Apr 2009 12:17:24 +0200, Msrsas a écrit:
> Hi all,
>
> I am new to OSG and doing some school project using OSG. I am interested in
> adding aud
offers OSG, some examples... but not much more. I was
thinking of this "mini-conference" as something to thank the university for
welcoming us.
Thoughts?
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 08 Apr 2009 11:15:46 +0200, Art
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 08 Apr 2009 11:15:46 +0200, Art Tevs a écrit:
> Hi guys,
>
> organizing a course is maybe a good idea, but I suppose that this will
> automaticly decrease the number of interested p
. University <=> Free meeting + free lectures/courses (Donations may help us
add beverages & such, but are not mandatory).
2. Somewhere else <=> Meeting, financed by paid courses or by donations.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
gt;conference room), I suggest to run TeamSpeak for
text and audio. That way, someone inside the room will be able to filter/moderate
easily. If you never used TeamSpeak, please note there are some nice and simple
options (mute someone, give some rights, etc.)
Sukender
PVLE - Lightweight cross-pl
Hi all,
Not much time STOP
Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
Had error "CPack Error: Cannot find a suitable ZIP program" when building
"Packages" targets STOP
Solution ? Thanks STOP
--
Sukender
PVLE - Lightweight cross-platform game engine - http://
Hi Mattias,
I have installed 7Zip in a non standard path. I modified CPackZIP.cmake. Thanks
for the tip.
I'll upload binaries ASAP.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sun, 24 May 2009 15:34:44 +0200, Mattias Helsing a
écrit:
Hi Mattias,
I have installed 7Zip in a non standard path. I modified CPackZIP.cmake. Thanks
for the tip.
I'll upload binaries ASAP.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sun, 24 May 2009 15:34:44 +0200, Mattias Helsing a
écrit:
Any other idea?
Many thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Michael Platings" a écrit :
> The same issue as what?
> The FBX developers temporarily parted with their sanity for 2011.3 and
> switched from provi
solutions:
1. Use tessellation code to get correct "splitting"
2. Do the 1-to-1 mapping of primitives
Am I right ?
Other ideas?
Anyone having time for this?
Thanks folks!
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourc
is that osgUtil::Tessellator is intended to operate on osg's
structures. Any idea on how to make it work easily in the reader plugin?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Michael Platings" a écrit :
> No, 1 to 1 mappin
Yest, this is clearly a regression. Actually I had to "un-update" my working
copy to make it work...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Michael Platings" a écrit :
> This was working with previous plugin versio
OK. If you got time for this before I do... :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Michael Platings" a écrit :
> Waht you could do is leave all the triangles and quads in one
> PrimitiveSet (like it is already), but put e
Oh... What about concave "quads" (I mean 4 points polygons)?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Sukender" a écrit :
> OK. If you got time for this before I do... :)
>
> Sukender
> PVLE - Lightweight cro
Oh, right, sorry I didn't spot this. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Michael Platings" a écrit :
> I was referring to that by "For quads I imagine it would be possible
> to write some fast speci
Alright. I started working on it.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Sukender" a écrit :
> Oh, right, sorry I didn't spot this. Thanks.
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
&g
t for all triangles (DrawArray)
- Add polygons points AFTER the points of the triangles
- Add primitive sets for polygons
- Tessellate
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
----- "Sukender" a écrit :
> Alright. I started working on
Hi Michael, hi all,
Sorry to push this topic up, but did you test the code (anyone)?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Sukender" a écrit :
> Hi Michael,
>
> I managed to write the code, but I need testin
warning
- Am I totally wrong?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Alright then. Hope the algorithm works for all cases. I tested it a bit more,
and as far as I can tell it seems okay.
Please keep us (I mean "the mailing list") in touch.
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Micha
Hi Wojtek,
Well, I must admit my todo list is simply huge. For now I simply resize images
before converting them. Moreover, some 3rd-party tools do not support non power
of two images either. So I guess this task will be far, far away from the
begining of my todo list! ;)
Sukender
PVLE
ay adapter (Vec*Array would be encapsulated, and Tessellator
would use it instead of direclty reading the array)
- ... other ideas?
Thanks.
I'll try to apply this to other classes after.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Hi Robert,
Thanks for the answer. However, I won't be able to write the non-GLU code. I
guess making it work with GLU first would be nice...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robert Osfield" a écrit :
> Hi Suken
Going to check. Thanks for the info.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robert Osfield" a écrit :
> Hi Sukender,
>
> On Mon, Jul 26, 2010 at 9:24 AM, Sukender wrote:
> > Thanks for the answer. However, I won
Maybe a good idea, but DelaunayTriangulator is single precision only, and there
is a lot of code. I must admit I don't have enough time for "porting"
DelaunayTriangulator yet.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robe
very long
term temporary", hey?
BTW, what about getting some GLU code and include it directly in OSG? Is this
legally possible? Is it optimized enough? Is this portable enough? Just my two
cents...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
-
Hi all,
Does anyone knows a (preferably free/open source) code computing either:
- The footprint polygons of a building (intersection with terrain)
- The footprint polygons of a building (intersection with a single plane)
- The conntour polygons of a projected building
?
Thanks.
Sukender
PVLE
Hi Gareth,
I worked a bit on DAE plugin and as far as I know it should correctly export
images... I'm sorry I don't have more info, but you may try having a look using
a debugger...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Gar
xpérimenté), géométrie 3D
Compétences appréciées : OSG (très apprécié, évidemment), boost, outils SIG,
SDK 3DSMax, C#/Java, Qt
Plus d'info ? Contactez suky0001 at free dot fr
"
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://
f
In progress:
- collada dom (having some problems as underlying boost ins't up-to-date)
Missing libs are:
- Qt
- GDAL
- libcurl (I once ported it to CMake but it's not maintained by curl devs)
- lua
- gif
- vrpn
OSG compiles well (when ignoring errors due to problematic dependencies).
#x27;t spot? Or should we look for a portable
equivalent?
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Hi Robert,
I'm ready to help, but unfortunately I got back to Windows development... I
guess It'll be a long time before I'll submit something useful. Sorry.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robert Osfield"
users can have an key mapping
file?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Many thanks Wang. I'll do that.. because having to carry the burden of wrappers
(I mean compile+integrate) is too much for me :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Wang Rui a écrit :
> Hi Sukender,
>
> Serializers are
Hi all,
Any update on this side? I've got the same issue (I use fstream in my project
which depends on osgDB, under VC2010 x64).
Or is there a way to temporarily workaround this in OSG with an ugly #ifdef?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforg
T_T ...Going to hang myself...
Not even an idea of a workaround that would be a bit less ugly? Well, if this
is the only way...
Thanks, anyway! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Frederic Bouvier" a écrit :
> Hi Suken
" "${OUTPUT_BINDIR}")
ELSE()
SET("CMAKE_LIBRARY_OUTPUT_DIRECTORY_${CONF}" "${OUTPUT_LIBDIR}")
ENDIF()
ENDFOREACH()
Hope someone will take a few minutes to write a nice CMake script (and figure
out the version number from whi
nfiguration), you'll have
to write *_ZROLBGLUCK. Hence the FOREACH() loop I wrote in my previous email,
which does the job fo every defined configuration.
I'll make a sumbissions this morning I guess/hope.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.
Hi all,
I was using gettext-intl to handle translated strings in my apps, but now I'm
compiling 64 bits it's a pain having this lib compiled.
Do you know where I can find this lib compiled for MSVC10 x64?
Do you know other libs (except Qt since it's too heavy for me)?
Thanks.
Thanks Fred. That sounds interesting.
I would love to have a CMakeLists.txt with gettext, but as gettext is purely
GNU I guess that's not possible...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Frederic Bouvier" a écrit :
> H
erything has been regenerated, recompiled,
checked that it uses Win7.1SDK (or else you run into trouble with x64 + MSVC 10
Express), etc.
Any idea?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
osg
sgText::TextNode::~TextNode(void)
I still don't understand, and I don't see the difference with other classes.
( My apologies about the "geek" greetings... I'm going out -> [] ;-) )
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.n
Argh! Silly me! I recently fixed the output dir for CMake 2.8.2 + MSVC (see
corresponding submission), and thought about clearing /bin... but I forgot to
clean /lib! My app was linking against the old library with the new headers,
hence the error.
Sorry for this.
Cheers,
Sukender
PVLE
T_TOP)
2. setColor() (I guess it's Stateset > Material > Diffuse)
3. setBackdropType() / setBackdropColor() / setColorGradientMode() /
setColorGradientCorners()...
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle
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