Hi Wojtek,
I took a look at the apply method and I think an improvement would be to do
the shader fusion on a text level and then work with the standard osg
constructs. It is on my list for this week so I will post the results
-Nick
On Mon, Feb 15, 2010 at 12:34 PM, Wojciech Lewandowski
post your code. someone might help you out
-Nick
On Mon, Feb 15, 2010 at 5:29 PM, Julien Valentin julienvalenti...@gmail.com
wrote:
Hello,
I would like to make a prerender camera that loop over the rendering of its
son's geometries until an event happens and then display the result as a
huh .. sorry guys didnt wanned to post this here ...
-Nick
2010/2/16 Trajce (Nick) Nikolov nikolov.tra...@gmail.com
ano doslo. vse v poradku. tady mas snapshot
-Nick
___
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osg-users@lists.openscenegraph.org
http
I am planning to go there as well. See you!
-Nick
On Wed, Feb 17, 2010 at 5:32 PM, Brett Wiesner br...@mak.com wrote:
Everyone,
I appreciate this feedback. It's a good start. If I receive a positive
response from this survey, my company (MAK, who attends these conferences
regularly) will
guys, if you need some T-shirts let me know. I have a contact in Macedonia,
really really cheap .
-Nick
On Wed, Feb 17, 2010 at 5:52 PM, Jason Beverage jasonbever...@gmail.comwrote:
Especially if you're going to provide food :)
Jason
On Wed, Feb 17, 2010 at 10:43 AM, Glenn Waldron
Hi,
from the latest trunk. The path in CMake for stdint is not included in the
paths in visual studio
-Nick
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Hi Sukender,
you can write it your self, it;s easy. You iterate over the primitives and
update the normal array. You should use node visitor and apply that on all
geodes. Really simple piece of code
-Nick
On Thu, Feb 18, 2010 at 2:32 PM, Sukender suky0...@free.fr wrote:
Hi all,
Is there a
.
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine -
http://pvle.sourceforge.net/
- Trajce (Nick) Nikolov nikolov.tra...@gmail.com a écrit :
Hi Sukender,
you can write it your self, it;s easy. You iterate over the primitives
and update the normal array. You should use
in this,
hopefully other Windows users of ffmpeg will be able to chip in.
Robert.
On Thu, Feb 18, 2010 at 12:14 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi,
from the latest trunk. The path in CMake for stdint is not included in
the
paths in visual studio
-Nick
In ffmpeg CMakeList you should add the stdint folder as well, like this
INCLUDE_DIRECTORIES( ${FFMPEG_INCLUDE_DIRS} ${FFMPEG_STDINT_INCLUDE_DIR} )
then it works
-Nick
On Thu, Feb 18, 2010 at 3:00 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
it is not my first time
Hi Kim,
I would really like to see the video. However, youtube is forbidden in
Turkey :(
-Nick
On Thu, Feb 18, 2010 at 3:25 PM, Kim Bale kcb...@googlemail.com wrote:
Hello all,
I was going through some old work stuff last night and came across this
video of some work I did with OSG a
great .. Thanks !
-Nick
On Thu, Feb 18, 2010 at 3:41 PM, Kim Bale kcb...@googlemail.com wrote:
Really?!
Blimey, well i'll send you a dropsend link when I get home..
Fight the power! ;)
Kim.
On 18 February 2010 13:39, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Kim
Hi Kim,
I managed to see the video (thanks to some net tools) ... Looks awesome !
-Nick
On Thu, Feb 18, 2010 at 3:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
great .. Thanks !
-Nick
On Thu, Feb 18, 2010 at 3:41 PM, Kim Bale kcb...@googlemail.com wrote:
Really
) Nikolov nikolov.tra...@gmail.com
Hi Kim,
I managed to see the video (thanks to some net tools) ... Looks awesome !
-Nick
On Thu, Feb 18, 2010 at 3:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
great .. Thanks !
-Nick
On Thu, Feb 18, 2010 at 3:41 PM, Kim Bale kcb
AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Umut,
I am using AdvTor ... It's slow but works
-Nick
On Fri, Feb 19, 2010 at 9:00 AM, Ümit Uzun umituzu...@gmail.com wrote:
You can use some tunnel sites or you can only chance your dns (for
example 4.2.2.2 or 4.2.2.1):D
Hi Robert,
I am getting a crash when cleaning up dynamic viewer
osg::ref_ptrosgViewer::CompositeViewer viewer;
..
viewer = 0;
osg63-osgViewerd.dll!osg::observer_ptrosgViewer::ViewerBase::objectDeleted(void
* obj=0x019c0ce4) Line 115 + 0x6 bytes C++
you quote where the crash occurs looks fine, the objects in play
should all still be valid. Does the error occur on standard OSG
examples? Does both the release and debug builds crash on exit?
Robert.
On Fri, Feb 19, 2010 at 10:11 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote
Hi Robert,
the examples works fine but My app was working fine as well too :)
-Nick
On Fri, Feb 19, 2010 at 4:08 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Martin,
Thanks for testing. The errors are down to two methods that I had
their implementation from Registry into a
. Does the error occur on standard OSG
examples? Does both the release and debug builds crash on exit?
Robert.
On Fri, Feb 19, 2010 at 10:11 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I am getting a crash when cleaning up dynamic viewer
osg::ref_ptrosgViewer
19, 2010 at 2:13 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
the examples works fine but My app was working fine as well too :)
Could you modify osgviewer so that it uses a ref_ptr rather than let
it be created on the stack so mimicing the usage model of your app,
hopefully
And it crashes on the mutex lock
-Nick
On Fri, Feb 19, 2010 at 4:32 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I did so. The modified example works with dynamic viewer
construction/destruction. The only difference is that my viewer is in a dll
, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Fri, Feb 19, 2010 at 2:38 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
And it crashes on the mutex lock
Ahhh, good at least we have something to gone on it tracking down what
is going wrong. It does sound kinda similar
hum . the _mutex in observer_ptr is pure pointer. No smart thing on it.
How you want to check it?
-Nick
On Fri, Feb 19, 2010 at 5:01 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I am up to date, before you went running :). I was following this thread
carefully
.
On Fri, Feb 19, 2010 at 10:11 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I am getting a crash when cleaning up dynamic viewer
osg::ref_ptrosgViewer::CompositeViewer viewer;
..
viewer = 0;
osg63-osgViewerd.dll!osg::observer_ptrosgViewer::ViewerBase
\osgUtil/SceneView(523) : see reference
to class template instantiation 'osg::observer_ptrT' being compiled
4with
4[
4T=osg::Camera
4]
-Nick
On Fri, Feb 19, 2010 at 5:19 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
rebuilding ...
-Nick
On Fri
looks like I am on faster machine LOL :)
-Nick
On Fri, Feb 19, 2010 at 5:18 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
I just got a build error with the modified observer_ptr. I fixed
this build error in the file attached so please use this one.
Cheers,
Robert.
first cut, I fixed it and posted the new observer_ptr header.
Since then my build has completed without problems.
Robert.
On Fri, Feb 19, 2010 at 3:24 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
got this Error while building
SceneView.cpp
4D:\OpenSceneGraph\include\osg
Hi Robert,
still crashing. I am building debug now
-Nick
On Fri, Feb 19, 2010 at 5:48 PM, Michael Platings mplati...@gmail.comwrote:
Hi Robert,
with the latest files (including the observer_ptr you posted at 15:18)
everything is working fine for me now (Visual Studio 2008, Windows XP).
;
}
ref_obj seam to be deleted here. It is not NULL and it has bunch of non
sense data in the members. Any idea?
-Nick
On Fri, Feb 19, 2010 at 6:07 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Fri, Feb 19, 2010 at 3:50 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com
:
Hi Nick,
On Fri, Feb 19, 2010 at 4:27 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I have more input now after tracing this issue
virtual void objectDeleted(void* obj)
{
T* ref_obj = static_castT*(obj);
OpenThreads
Hi Robert,
attached is the sample that crashes. Please let me know if crash for you as
well
-Nick
On Fri, Feb 19, 2010 at 7:10 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Fri, Feb 19, 2010 at 4:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
the dll
correct. The viewer pointer was missmatching
-Nick
On Fri, Feb 19, 2010 at 7:55 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
attached is the sample that crashes. Please let me know if crash for you
as
well
I've just tested you osgviewer.cpp and it doesn't crash for me,
Hi Robert,
yes, osgcompositeviewer cow.osg crashes
-Nick
On Fri, Feb 19, 2010 at 8:10 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
In testing at my end I got the pointer mismatch occur when running and
then exiting osgcompositeviewer cow.osg. Does the crash happen for
you
:) .. I like your enthusiasm .. Rebuilding
-Nick
On Fri, Feb 19, 2010 at 9:54 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
I've been contemplating the crash you have and the mismatch of
pointers, which is little doubt down to multiple inheritance causing
difference between
Hi Robert,
sorry for the late reply. I was really till late yesterday evening at work,
so I finish the test today just now.
and yes, no more crash, all work great !! :)) ... So my port to the latest
from the trunk is successful
Thanks !!
-Nick
On Fri, Feb 19, 2010 at 9:54 PM, Robert Osfield
Hi Robert,
not a problem at all. was my pleasure. Also, I turn off the notifications in
the build and I am experiencing higher frame rates as well
-Nick
On Sat, Feb 20, 2010 at 6:33 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Sat, Feb 20, 2010 at 10:57 AM, Trajce (Nick
LOL :)
-Nick
On Sun, Feb 21, 2010 at 12:42 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On Sat, Feb 20, 2010 at 9:26 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
not a problem at all. was my pleasure.
Well that places you in well it to the sadomasochist
Hi Robert,
osgwidget crashes in ref_ptr
osg63-osgd.dll!osg::ref_ptrosg::Array::get() Line 90 + 0x11 bytes C++
osg63-osgd.dll!osg::Geometry::getVertexArray() Line 139 + 0x1c bytes C++
osg63-osgWidgetd.dll!osgWidget::Widget::_verts() Line 404 + 0x19 bytes
C++
stuff, hopefully this will gives you
an idea whats going on
-Nick
On Mon, Feb 22, 2010 at 9:40 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
osgwidget crashes in ref_ptr
osg63-osgd.dll!osg::ref_ptrosg::Array::get() Line 90 + 0x11 bytes C++
osg63-osgd.dll!osg
fix posted to osg-submission
-Nick
On Mon, Feb 22, 2010 at 9:57 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
in osgWidget::Window in this method
bool Window::_setWidget(Widget* widget, int index) {
HERE if(index 0) _objects.push_back(widget);
widget
Hi Nathan,
the way how I would do it will be by adding some sync objects into
HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
DirectShowTexture.cpp
here the imagestream update is done.
At the very begining, you might want to register all your instances of
ImageStreams and
Hi Adrian,
this was just fixed half an hour ago. Do an update
-Nick
On Mon, Feb 22, 2010 at 11:07 AM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
Hi Robert,
I build latest SVN (osg) , VC 2008 and get crash due of osgWidget. The
issue came in within 1 week. But i am not sure.
Hi Peter,
could you post a snapshot? There are issues with youtube in this country?
I found all the glow effects are image post processing. I was wondering if
there is another method to make a glow, but looks like there is none
-Nick
On Mon, Feb 22, 2010 at 4:16 PM, Peter Wraae Marino
hi Torbenand
OpenThreads::ScopedLock do what the name says. It works with sync objects
(like Mutex) to make the scope of the lock thread safe. At the construction
it locks the sync object and in the destructor it release it
so for example
{
OpenThreads::ScopedLockOpenThreads::Mutex l(myMutex)
Hi J-S
if it comes to, I know that piece of code well. So this extra one might be
me. Also, I know pretty well the TerraPage loader.
Nick
I say partial because I'd like to ask at least one other person to
volunteer with me.
-Nick
On Tue, Feb 23, 2010 at 4:46 PM, Jean-Sébastien Guay
I am interested. At present I built a prototype using the
osgcandidate::VirtualProgram. Works well, but perfromancewise is not so
good, so waiting for the real thing.
-Nick
On Thu, Feb 25, 2010 at 4:27 AM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:
One of my clients is headed squarely
Hi Serge,
you can tune this by the Z coordinates of your quad and the text. Make the Z
of the quad for example -0.1, and for the text -0.2 (or something like that,
play with it). It should hide the text then
-Nick
On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages serge.la...@gmail.com wrote:
Hi
I know this command in Creator but we want to automatize the process because
we work on hundred of files like this.
Building a creator API is maybe a solution but I don't know if there is a
function to remove unused texture on a Openflight model. I will look for
this.
you dont need any api for
I think you would want to put MatrixTransform on top of the pyramid node and
update its matrix either thru updatecallback or outside your frame.
Something like this
class UpdatePyramidNodeCallback : public NodeCallback
{
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
Hi,
I dont think there are built in methods in osg for this. But I see it doable
via shaders - this way you can do any image processing you want.
-Nick
On Thu, Mar 4, 2010 at 9:59 PM, zhenlong li zxl1...@gmail.com wrote:
Dear all,
Is there any function to adjust the brightness or contrast
HI community,
I am experiencing heap corruption with the latest osg osgocean after
a while running, it just hangs in debug mode, in release heap corruption
error happens. For you using osgocean, could you confirm the same case?
Thanks
-Nick
___
I did a bit of investigation, and when there are no oceanscene children, it
doesnt crash. when I add children to the ocean scene, then it crashes
-Nick
On Mon, Mar 8, 2010 at 3:03 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
HI community,
I am experiencing heap corruption
. Will know more tomorrow.
Kim.
On 8 March 2010 13:42, Trajce (Nick) Nikolov nikolov.tra...@gmail.com
wrote:
I did a bit of investigation, and when there are no oceanscene children,
it
doesnt crash. when I add children to the ocean scene, then it crashes
-Nick
On Mon, Mar 8, 2010 at 3:03
my_Trans[i] = new PositionAttitudeTransform;
-Nick
On Tue, Mar 9, 2010 at 6:41 AM, Ernie Smethurst
lentles...@googlemail.comwrote:
I am trying to place 100 spheres in different positions of the the screen,
i am attempting this by using a for loop that loops 100 times and each time
generates
Hi community,
this is my first attempt to build the dae plugin. In CMAke there are bunch
of options for COLLADA. I have downloaded the colladadom lib, and I am lost.
What is to be downloaded (and from where) in order to build the plugin,
Thanks a lot
-Nick
HI Kim,
lowering the resolution in osgOcean::FFTOceanSurface seam to fix the crash
. just a hint for you
-Nick
On Mon, Mar 8, 2010 at 9:25 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
oko .. sounds good. Thanks !
-Nick
On Mon, Mar 8, 2010 at 9:23 PM, Kim Bale kcb
] *On Behalf Of *Trajce (Nick)
Nikolov
*Sent:* 09 March 2010 09:33
*To:* OpenSceneGraph Users
*Subject:* [osg-users] building collada plugin on windows
Hi community,
this is my first attempt to build the dae plugin. In CMAke there are bunch
of options for COLLADA. I have downloaded the colladadom lib
ok .. thanks
-Nick
On Tue, Mar 9, 2010 at 1:05 PM, Michael Platings mplati...@gmail.comwrote:
Hi Nick,
it appears they've rearranged things since I wrote those instructions. It
looks a lot more sensible now so our DAE CMake files need to be updated
accordingly. But meanwhile the closest I
.
--
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
Nikolov
*Sent:* 09 March 2010 09:33
*To:* OpenSceneGraph Users
*Subject:* [osg-users] building collada plugin on windows
Hi
just from experience, you can experiment with the projection matrix (only
far/near planes) to get better / different results.
-Nick
On Tue, Mar 9, 2010 at 8:43 PM, Jason Daly jd...@ist.ucf.edu wrote:
The current loader also uses osg::PolygonOffset
You might check the list archives to see
Hi John,
Might not be the best solution but I think it will do the work.
1. translate the pyramid so your peak becomes at (0,0,0)
2. perform the rotation
3. translate back
so your matrix would look like osg::Matrix m = osg::Matrix::translate(-peak)
* osg::Matrix::rotate(quat) *
As I know, shader is not the same as real
adjustment of brightness and contrast.
I think it is
-Nick
On Wed, Mar 10, 2010 at 6:16 PM, zhenlong li zxl1...@gmail.com wrote:
Thanks, Nick. I just wonder if it is hard to create such a common function
in osg for brightness and
contrast
are you trying to display an image that has the same size as your screen? If
so, you might want to do it with HUD (have a look at osghud example) and
with TextureRectangle instead
-Nick
On Thu, Mar 11, 2010 at 4:29 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
Extremely
Hi David,
have a look at this thread, Might help you
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
-Nick
On Thu, Mar 11, 2010 at 5:25 PM, David Marchessault
dmarchessa...@simthetiq.com
Hi community,
is there a way to force the threading in osg (cull, update, draw) to use
different priority (let say RealTime)? My IG works fine but I thought I
might force it to even do better :)
Thanks
-Nick
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osg-users mailing list
Thanks Robert. That is exactly what I was looking for !
-Nick
On Fri, Mar 12, 2010 at 10:51 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On Fri, Mar 12, 2010 at 7:05 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
is there a way to force the threading in osg (cull
one question. I am not familiar with this piece of code at all, but , does
the osgdotnet wrapper depends on it? If so, I am very interested in keeping
it alive
-Nick
On Fri, Mar 12, 2010 at 4:53 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
Given the repeated
Hi Brian,
thats an interesting move. But, I know the trends are the other way in the
industry. OSG has just about everything what the commercial IGs are
offering. Some of the features are even much better. Those commercial are
expensive. If your company have money might be better to spend it on
I want to join to this thread with similar experience on Windows. I am
getting the same thing, where the frame rate goes to 2-3fps and then goes
higher to some real time. No idea where it comes from.
-Nick
On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg osgfo...@tevs.eu wrote:
So I've been
frame rate
maybe...
I'm also interested in this question.
Regards,
Vincent.
Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit :
I want to join to this thread with similar experience on Windows. I am
getting the same thing, where the frame rate goes to 2-3fps and then goes
higher
Hi community,
is there a way to flip (mirror along the x axis) a view in a composite
viewer?
Any ideas?
-Nick
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Thanks Robert !
-Nick
On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi community,
is there a way to flip (mirror along the x axis) a view in a composite
are able to mirror
its display on the hardware. so you may not do anything for this case.
On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi community
Nick,
On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi community,
is there a way to flip (mirror along the x axis) a view in a composite
viewer?
Just flip the left/right values of the projection matrix. If face
culling is enabled then you'll need
HI Robert,
please ignore :). I shared the stateset. Bug on my side. All works great now
-Nick
On Mon, Mar 15, 2010 at 5:04 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Robert,
I get some artifact when doing what you suggested. Here is my scene and the
setup - a composite
Hi Community,
I have a scene with different models that are built with different LOD
setup. I know I can tune the appearance with the LOD scale in the camera. Is
there a way, idea, how to set up an LOD scale per node? What I am trying to
achieve is to have different LOD scales per node in the
ahh .. you mean like write a nodevisitor and apply the scale . ok :-) ..
thanks
-Nick
On Wed, Mar 17, 2010 at 11:10 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Community,
I have
I am on it these days. Expect to have something in a week or so
-Nick
On Wed, Mar 17, 2010 at 1:38 PM, karl jones karl...@yahoo.com wrote:
Hi,
I would be very interested in a meta flight loader for OSG.
Have you made any progress so far?
...
Cheers,
karl
--
Read
to
have huge metaflight database running in osg is half automated with custom
openflight processing tools, half manual with Creator to prepare the data
for DART. So I gave up now of writing the metaflight loader
-Nick
On Wed, Mar 17, 2010 at 1:39 PM, Trajce (Nick) Nikolov
nikolov.tra
Interesting. Maybe a way to have osg on XBox :))
-Nick
On Fri, Mar 19, 2010 at 6:50 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi All,
I just came across this article that talks about a google project
called ANGLE that is developing a wrapper that maps GLES 2.0 calls to
Direct3D
Hi Community,
I am strugling with this. It is my first attempt to do it. First, I am
getting in CMake CMAKE_CXX_COMPILER_WITH_PATH-NOTFOUND, same for
CMAKE_C_COMPILER.
Any clue?
-Nick
___
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osg-users@lists.openscenegraph.org
on 64 bits windows.
Mourad
On Mon, Mar 22, 2010 at 1:48 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi Community,
I am strugling with this. It is my first attempt to do it. First, I am
getting in CMake CMAKE_CXX_COMPILER_WITH_PATH-NOTFOUND, same for
CMAKE_C_COMPILER
Looks like 2008 works just fine. There some troubles with CMake with 2005
-Nick
On Mon, Mar 22, 2010 at 4:17 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Yea... I had Visual Studio 2005 64 bit. I am installing now 2008 so will
try again
-Nick
On Mon, Mar 22, 2010 at 4:10
Hi John,
I had the same issue yesterday. I am not a Qt guru, but the way how I
resolved this issue was by simply removing that file and let it be
regenerated by Qt with the version you are using
-Nick
On Tue, Mar 23, 2010 at 12:31 PM, John Vidar Larring
larr...@weatherone.tvwrote:
Hi all,
which platform? which OS?
-Nick
On Tue, Mar 23, 2010 at 3:26 PM, Carlos Sanches ces...@gmail.com wrote:
Hi all !
How Can I change the mouse cursor for some other art that I did ?
thanks
___
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I am windows developer. I could help you on windows. Wait for the linux
gurus to answer
Sorry
-Nick
On Tue, Mar 23, 2010 at 3:38 PM, Carlos Sanches ces...@gmail.com wrote:
Linux Ubuntu
On Tue, Mar 23, 2010 at 10:27 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
which
Hi Community,
I ve worked so far on standard PC architecture, middle range, and I was kind
of frustrated with the performances of osgocean. So I build something heavy,
like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With high
res ocean I got from 10Hz to 17-20Hz. Kind a
(Nick) Nikolov
nikolov.tra...@gmail.comwrote:
Hi Community,
I ve worked so far on standard PC architecture, middle range, and I was
kind of frustrated with the performances of osgocean. So I build something
heavy, like i7 3.3GHz, 3 SLI and was expecting to see huge difference, With
high res
Hi Kim,
getting the same exception as Jean Sebastian from the other thread
-Nick
On Wed, Mar 24, 2010 at 10:50 AM, Kim Bale kcb...@googlemail.com wrote:
http://osgocean.googlecode.com/svn/branches/osgOcean-VBO/
Kim
On 24 March 2010 08:06, Trajce (Nick) Nikolov nikolov.tra
Hi Tian,
I am having triubles to run it on Windows. What is your platform?
-Nick
On Thu, Mar 25, 2010 at 5:25 PM, Tian Ma tianxiao...@foxmail.com wrote:
Kim Bale wrote:
Hi Tian,
Are you referring to the Request Warp pointer error?
I've seen this before, I believe it's more to do
Hi Tian,
I am using the latest code from the trunk and having the same issues as Jean
S down in this thread.
-Nick
On Fri, Mar 26, 2010 at 4:19 AM, Tian Ma tianxiao...@foxmail.com wrote:
Trajce (Nick) Nikolov wrote:
Hi Tian,
I am having triubles to run it on Windows. What is your
Hi community,
I am about to start implementing synchronization of the ocean surface across
multiple machines. Not familiar with the details of the osgocean code
though, I just started to read it, so any hints are highly welcome. I am
seeing FFTSimulation class that is used in the FFTOceanSurface
post your code. someone might help you
-Nick
On Fri, Mar 26, 2010 at 8:11 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
My screen resolution is 1920*1200 and I rendered a texture with the
geometry as top_left(0.0,1.2), top_right(1.92, 1.2), bottom_left(0.0, 0.0)
and
could you attach your whole file so I can compile it?
-Nick
On Fri, Mar 26, 2010 at 9:27 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
The code written is,
.
int numCameras=2;
int numScreens=2;
int width=1920 * numScreens;
int height=1200;
void
Hi Akilan,
it is the camera manipulator that resets the position of the main camera.
Have a look at osghud example how to set up screen aligned views
-Nick
On Fri, Mar 26, 2010 at 12:56 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi Nick
Find my code below to compile,
Code:
you can also control the LOD scale by
viewer-getCamera()-setLODScale(value). Higher the value lower LODs will be
closer
-Nick
On Fri, Mar 26, 2010 at 3:57 PM, Ufuk Gun ufuk...@gmail.com wrote:
if you are going to render whole scene again, i did not understand where
culling is?
and also i
you can also use the pseudo loader .. try osgviewer
cow.osg.(0.5,0.5,0.5).scale
-Nick
On Mon, Mar 29, 2010 at 9:03 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
On 29/03/10 16:37 , Mike Wozniewski wrote:
Attach the cowNode under a transform node. eg, a
PositionAttitudeTransform. Say
is controlled using the FFTOceanSurface::update function. I f
On 26 March 2010 06:45, Trajce (Nick) Nikolov nikolov.tra...@gmail.com
wrote:
Hi community,
I am about to start implementing synchronization of the ocean surface
across multiple machines. Not familiar with the details of the osgocean
Hi Kim,
any progress on this?
-Nick
On Tue, Apr 6, 2010 at 10:09 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Kim,
Just got round to looking at this stack trace and I can't find any
references to osg::GLBufferObject in the 2.8.2 code.
What version of OSG were you
have a look at osgWidget::Input. There is a code snippet that calculates the
text bounds
-Nick
On Wed, Apr 14, 2010 at 1:03 AM, Chris Innanen f...@nonsanity.com wrote:
Shortly after my last post, I got moved away from working on a HUD, before
I had actually solved the above problem.
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