Hi, all.
I see that libtiff is a dependency of OpenSceneGraph.
Does anyone know what function it provides and if OSG will work if libtiff.dll
is removed?
Thanks,
Brian
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ine osg::ref_ptr
createTexture(const std::string & aResourcesPath, const std::string &
aImageName)
{
const auto imagePath = aResourcesPath + "/images/" + aImageName;
return new osg::Texture2D(osgDB::readRefImageFile(imagePath));
}
Are you aware of any issues with textu
were getting away with
in the old version.
Thanks,
Cheers,
Brian
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were getting away with
in the old version.
Thanks,
Cheers,
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files and
lets you pick) here is a DXF file which has this issue.
Zooming in around the center you should find some text labels and picking over
some text should trigger the crash.
Cheers,
Brian
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lude them via a NodeMask, but would prefer not to have to do
so.
I see that there is a more recent build of osg available - is this something
which has been fixed since 3.5.6?
I can post a copy of an affected DXF if it would help.
Thank you!
Cheers,
Brian[/code]
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Hi Robert,
Thanks for the quick response. I will give that a try at some point and let
you know if it helped.
Do you have a timescale for the release of 5.6.0?
Thanks,
Brian
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ference.
I would be very happy if I was simply not calling something I should be to
initalise the Text or its container correctly.
We are using OSG 3.5.6 statically linked via VCPKG.
Any help gratefully received,
Thanks,
Brian[/code]
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definition of publicly maintained
as well. One available from openscenegraph.org would certainly meet that
criteria, but I’m not sure when we go outside of that.
Many thanks for the responses,
Brian
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Chris Hanson
Sent
Thanks for the response, Stuart. Much appreciated.
Do you have a Visual Studio 2013 version? It looks like no, based on your web
site, but I wanted to ask.
Cheers,
Brian
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Stuart Mentzer
Sent: Thursday, October
interested in using a
public binary distribution if available.
Thanks,
Brian
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worked. It was a lot more elegant solution to
use than turning off shaders for the object. I tried putting in an empty
program object and that didn't work. This was the only thing that worked.
Thank you!
Cheers,
Brian
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't seem to disable the object from casting a
shadow. Someone told me that there are attributes on textures and geometry
that allow you to make it so that texture or geometry doesn't cast a shadow.
Thank you!
Brian
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\
-losgDB \
-losgAnimation \
-losgUtil \
-losg \
-lOpenThreads
include $(BUILD_SHARED_LIBRARY)
I just had to add -lgnustl_static to the LOCAL_LDLIBS
Brian
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st as maximum possible for robotic control application. They has to
be separated.
Thank you very much for your help! Appreciate all your effort.
Cheers,
brian
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array. Is this the right way to do it?
Thank you very much in advance. I really appreciate your effort.
Cheers,
Brian
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I was trying to build a Windows version of OSG on Cygwin (I can build
an X version) and wasn't having any luck. Now that Cygwin has a
cross-compiler for MINGW (reworked - not the old -MNO_CYGWIN option) I
thought I would give that a try. Seems I can tell it where all the
pertinent compiler an
Robert Osfield wrote:
> HI Brian,
>
> On Tue, Aug 16, 2011 at 10:12 PM, Brian Keener
> wrote:
> > Well that makes the X11 version perfectly with standard Cygwin
> > installed and my one change to cmakelists.txt in osgViewer source.
> >
> > Still cannot get
Skai Ware wrote:
> Hi Brian,
> Compiling OSG 3 with cygwin is perhaps today not feasible due
> to the objectives from cygwin team to remove the WIN32 define.
> Have you tried to cmake OSG with
> cmake . -DCMAKE_LEGACY_CYGWIN_WIN32=1
>
Well that makes the X11 version perfe
I attempted to get OSG to compile in Cygwin and I finally got an X11
version to compile. I had problem with osgViewer which did not seem to
want to add the libraries X11 and Xrandr even though it saw them. I
could add the libraries to link.txt for the modules that failed and
then execute and
OSXTips
>
> I don't know wether that information is outdatet, but there should be some
> Xcode templates available for OSG.
> Generally speaking, adding the libraries and setting the include path should
> be sufficient.
>
> 2011/7/20 Brian Rojas
> Success! It insta
:12 AM, Michael Chechow wrote:
> You can set the architecture in CMake: CMAKE_OSX_ARCHITECTURES = i386
>
> 2011/7/20 Brian Rojas
> I'm not using make I'm using xcode, so I'm not sure how that would be done if
> it's possible
>
> I tried building in make
cture x86_64
collect2: ld returned 1 exit status
make[2]: *** [lib/libosgDB.3.0.0.dylib] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2
On Jul 20, 2011, at 3:00 AM, Michael Chechow wrote:
> How about using "sudo" to avoid the permission probl
location
> of MacPorts.
>
> Could you try to compile using make in the Terminal?
>
>
> 2011/7/19 Brian Rojas
> I installed jasper using Macports and it installed ok, i checked by running
> jasper --version and got:
>
> 1.900.1
> libjasper 1.900.1
>
> H
On Jul 19, 2011, at 4:55 PM, Michael Chechow wrote:
> Is the JASPER_INCLUDE_DIR set correctly within cmake?
> On my machine it is set to /opt/local/include, which is the standard location
> of MacPorts.
>
> Could you try to compile using make in the Terminal?
>
>
> 2011/
e, which is the standard
location of MacPorts.
Could you try to compile using make in the Terminal?
2011/7/19 Brian Rojas
> I installed jasper using Macports and it installed ok, i checked by running
> jasper --version and got:
>
> 1.900.1
> libjasper 1.900.1
>
> However
> Install it (using MacPorts for example) and then rerun CMake in order to
> configure the build script correctly.
>
> Michael
>
> 2011/7/19 Brian Rojas
> I'm getting the following errors when trying to build osg for xcode on mac os
> x.
>
> Does anyone have an
I'm getting the following errors when trying to build osg for xcode on mac os x.
Does anyone have any idea what's going on and how to fix. I'm a newbie and
following instructions for osg book and this is what i got:
osgdb_jp2
/Users/brojas/Desktop/OpenSceneGraph-3.0.0/src/osgPlugins/jp2/Reade
I tried building OSG on Cygwin 1.7 and I first tried to do it without X
but it seems that osgviewer seems to insist on X11 and that WIN32
option has been removed (or is that what you get if you leave it at
none).
At any rate I finally accepted the defaults (except adding -DNOMINMAX
and was b
A year or so back I was able to get OSG to compile on Cygwin. Recently
tried again and I am having a few issues. Of course in the meantime I
have moved from Cygwin 1.5 to 1.7 and that has major changes plus the
GCC/G++ 4.3.4 compiler and changes within that to create the cross
compiler as oppo
Thank you!
Cheers,
Brian
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Hi,
I've got a server installation that has no GUI environment and I'd like to
compile just osgconv so that no X11 or other GUI-related libraries are
required. Is this possible?
Thank you!
Cheers,
Brian
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g wrong.
clear masks
rtt camera 1 is color, depth, stencil
rtt camera 2 is color only
projections
both cameras have the same projection
depth range
not doing anything with depth range
i'll look through the renderstage code.
brian
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oot
rtt camera 1
scene group 1
rtt camera 2
scene group 2
the color, depth, and stencil textures look ok coming out of camera 1, but the
depth and stencil textures after camera 2 are blank (all zero).
is this the right way to do this?
Manipulator the distance is set. It
appears to follow in center and rotation only. Any ideas on how to get the
NodeTrackerManipulator to follow a smaller object in a larger scene?
Thank you!
Cheers,
Brian
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en global (x,y,z -model coordinates) to viewing
(cameraManipulator) coordinates?
ViewerQT* canvas;
canvas->getCameraManipulator()->setTransformation(eye, center, up);
Thank you!
Cheers,
Brian
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Hi,
Sorry, I missed this reference in the wiki. I'll try to do better next time. I
haven't got this working yet, but can't help but think this will be the right
way to implement what I'm looking for.
Thank you!
Cheers,
Brian
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What is the best way to rotate an osgParticle::FireEffect? It defaults to
spraying particles down the +Z axis, but I want the effect to spray down the +Y
axis. I tried modifying the class so that the emitter was added to a
positionattitudetransform but that does not seem to change anything.
A
e is the only class I see that inherits from ImageStream.
Thanks,
Brian
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http:/
I found the problem. I had a reference pointer to my camera which prevented
the camera from getting deleted by the removeSlave function. I didn't want to
delete the camera, so I just did
Code:
cameraHUD->setViewport(NULL);
which worked. Then I could set the viewport again when I wanted the
stateSet->setAttributeAndModes(m_blendFunc, osg::StateAttribute::ON);
I enabled point sprites so that my texture would show up:
Code:
m_pointSprite = new osg::PointSprite();
m_stateSet->setTextureAttributeAndModes(0, m_pointSprite,
osg::StateAttribute::ON);
I sorted all p
mSlaves();
m_viewer->addSlave(m_cameraHUD, false);
Now, when I decide I want to remove the HUD with the following code, it removes
but the HUD is still visible.
Code:
if (!m_viewer->removeSlave(slaveID))
{
std::cout << "error removing slave " << slaveID << &q
seems to
let me set any texture unit higher than 0. I have changed it to shadowtexture,
and it works.
I will tidy my code up and post it up to check if it is the most "optimized".
Once again, Many thanks for your help, we appreciate your time.
Brian
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graphic) we can not do it via Blender or 3dMAX.
Do you know if any function in osg i should look into to do that function?
Many Thanks for your help and we appreciate your effort.
Regards
Brian
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the mesh
vertices coordinate information with multiple texture?
Thank you very much and sorry this might be a very obvious question. Your
Answer will be very helpful.
Brian
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other structure other than
Positionattitudetransform that I can use where I can do all the matrix
computations
in my other thread so that viewer.frame() doesn't have to do them? Any other
suggestions?
...
Thank you
Brian
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using osg 2.8.3 on
windows.
...
Thank you
Brian
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http
edLOD count
exceeds _targetMaximumNumberOfPageLOD. It is also obscured in OSG versions
prior to 2.9.x that seem to use expiryTime differently.
Regards,
Brian
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Beha
Just try this and see how it works:
geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
Brian
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without copying and kindly advise us by e-mail of the mistake in delivery.
NOTE: Regardless of content, thi
Try BIND_PER_VERTEX
Brian
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without copying and kindly advise us by e-mail of the mistake in delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any
order or other contract unless
ail a sample file to demonstrate this (~15 MB).
Thanks,
Brian
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alessandro
Terenzi
Sent: Friday, July 09, 2010 6:56 AM
To: OpenSceneGraph Users
Subject: EXTERNAL: Re: [osg-users] FBX P
d the second dae file.
Weird that if the second file is an ive file, everything seems fine.
Thank you!
Cheers,
Brian
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Rick,
The draw/gpu time is going up because you're making it do more work. Google is
your friend, look up the terms to get a basic understanding what they are.
Brian
> From: rick.apple...@altenpts.nl
> Date: Thu, 18 Mar 2010 15:18:07 +
> To: osg-users@lists.openscenegraph
Folks,
I'm looking for any info I can find on the Rockwell Collins EPX-50. One of our
marketing guys wants to move our visual applications to these. We currently run
osg on commodity hardware.
root to an .ive
file, which you can load into osgViewer.
A really good tool to use is an OpenGL command logger. It logs all the
actual OpenGL commands that OSG is issuing and can help identify problem
areas.
Brian
-osg-users-boun...@lists.openscenegraph.org wrote: -
To: osg-users@lists.ope
Just loop it through osgconv to strip the textures out.
osgconv original_file_with_textures.ive new_file_no_textures.osg
osgconv new_file_no_textures.osg new_file_no_textures.ive
Brian
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delete without copying and kindly
tate.
BTW - kudos to the developers of bugle. I've never used an opengl trace logger
before and was really excited about the insight it provides.
Thanks for your help.
Brian
> Date: Wed, 30 Sep 2009 15:52:06 +0100
> From: robert.osfi...@gmail.com
> To: osg-users@lists.openscenegraph
I found the problem. The complex app was creating it's own root node and
setting it's rendering hint to transparency. Not sure why it did that. Now it's
working like a charm.
Thanks,
Brian
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scene.
I'm digging through the complex app to see if there's a
"disable_rendering_optimizations" call.
Does anyone know what would cause this type of behavior?
Thanks,
Brian
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Have you looked into streaming meshes? I've only looked at them briefly,
but they look somewhat related.
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of co
ed reading for anyone working with OSG.
"Mathematical Elements for Computer Graphics", David Rogers and Alan Adams
Brian
> From: akilan.thangam...@gmail.com
> Date: Fri, 11 Sep 2009 11:44:47 +
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] T
Hi Bjorn,
It looks like the problem is your tiles are larger than 2000 m radius.
Try setting the range to the tile radius, or some multiple (1.5 * radius,
2.0 * radius).
Brian
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Hi Nick,
It won't touch any nodes other than the externally referenced node/file.
Check out the code, it's really pretty simple.
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
deli
Use the source attached to this link. It should do what you want.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
Try setting the main camera node mask to 0 when you don't want it to render
and 0x when you do.
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of co
Andrew,
I would recommend converting your glBegin/glEnd code to use native osg
drawing constructs (geode,geometry,primitives,...). Check out the
osggeometry example.
Brian
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delete without copying and kindly advise us by e
Andrew,
You could implement it as an ortho projection (look at HUD examples) and
draw text and lines as geometry based on current scale and position.
Brian
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delete without copying and kindly advise us by e-mail of the
absolutely last
thing drawn. The postdraw makes this easy.
Brian
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delivery.
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any
postdraw to apply
to the image before the copy.
It just depends on what the intended purpose of the postdraw is.
Personally I feel the postdraw should occur before the copy and that the
copied image should be accessed on the cpu side during the update phase.
Brian
This is a PRIVATE message. If you
self
in the postdrawcallback after the filtering.
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
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any order or othe
I think I found the reason. It looks like X windows doesn't support
floating point pbuffers.
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
delivery.
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ing in the
image/texture not having the postdraw effects.
Is there a reason why the copy isn't after the postdrawcallback?
Thanks,
Brian
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on why the copy isn't after the postdrawcallback?
Thanks,
Brian
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It uses a shader to write an input uniform
float "val" to the pbuffer. The "val" varies from -1.0 ... 2.0.
Any help would be appreciated.
Thanks,
Brian
(See attached file: offscreenrender.cpp)
offscreenrender.cpp
Description: Binary data
__
dealt
with by handling the events at the WinForms level, and then drilling down the
mouse drag info to my OSG render loop.
Best of luck,
Brian
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e);
ext->glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
ext->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
Thanks,
Brian
-osg-users-boun...@lists.openscenegraph.org wrote: -
To: osg-users@lists.openscenegraph.org
From: "Art Tevs"
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 07/2
Folks,
I've been working with the osgscreencapature example to use pbuffers for
offscreen rendering. I'm having a problem with floating point values being
clamped [0.0 - 1.0].
Any ideas on how to turn the clamping off?
Brian
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Brett,
That's a huge and complex topic that's not directly related to OSG. Google
collision detection and response.
Brian
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delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE:
Sounds like a CAD application. Look into occlusion culling and imposters.
Brian
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with MS Visual Studio 2008 on Vista-64.
Thank you!
Cheers,
Brian
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tion and orientation? Is this a bug that's been fixed in a more recent
version?
Thank you!
Cheers,
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Alberto Luaces wrote:
> on the Cygwin list just told me that my OSG package would only be
> included in Cygwin if it used the X subsystem instead of the native
> windows one.
I may be confusing two issues but seems I got OSG to build some of the
examples (osgViewer using GraphicsWindowX11.cpp).
s possible in OSG? I have searched though the archives,
but without a lot of success yet. Just a pointer to some techniques that might
work, or to a forum thread I missed would be a great help!
Thank you!
Cheers,
Brian
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the effect
with an instance of osgFX::Scribe, then everything worked correctly. So
something was amiss in the Outline effect itself. I was using it only because I
did not know about the Scribe effect, which is better for my purposes anyway.
Thank you!
Brian
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h during a traversal, did that specifically mean
the Update Traversal, when NodeCallbacks are called, and that modifications in
event callbacks are OK?
Thank you!
Cheers,
Brian
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ted!
Thank you!
Brian
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Hi,
We are using WPF, which is Windows-only, of course. We have a thin layer
written in C++/CLI that wraps our code that uses OSG.
Brian Stewart
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y the ocean surface
for height/geometry info.
Brian
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and helping someone, not just throwing
information out into a void.
I don't know the solution.
Brian
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delivery.
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Kim,
I've been really excited about checking out your ocean but haven't had the
time. Soon.
FFTW is GPL. Are you concerned about this?
Brian
-osg-users-boun...@lists.openscenegraph.org wrote: -
To: OpenSceneGraph Users
From: David Spilling
Sent by: osg-
Folks,
I want to render slave cameras with different shaders. It doesn't seem to
work (osg 2.2). They are all rendered the same way as the main camera.
Can I do this?
Brian
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ume was incorrect.
Your performance issues can be due to a number of things.
How many verts do you have?
Brian
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Your bounding volume may not be correct. Try calling dirtyBound().
Brian
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ts;
Since a switch is a groud, you can use it as both a group and a switch.
Also, using dynamic_cast isn't bad. There are situations where it might not
be optimal. But for your intended use - key press events - it's absolutley
acceptable.
Brian
This is a PRIVATE message. If you
change or override the computeBound()
method).
Brian
> Date: Thu, 9 Apr 2009 18:13:07 +0530
> From: rah...@vizexperts.com
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Dinamic Line Drawing
>
> Hi Sergey,
>
> You need to add your new vertic
So sad. I had the first Indigo that would digitize video back in '92, and later
on I had an Onyx in my house for about a year. It did use a lot of electricity
though... This certainly wasn't a surprise, but I will miss them.
--
Read this topic online here:
http://forum.opensceneg
I grew up on SGI's starting with the VGX (1990) all the way through the
IR-3 (2001).
It was a fun and exciting time.
Brian
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NOTE: Regar
Sam,
Robert suggested back porting the osgUtil::Simplifier class. Grab those
files and add them to your 1.x distribution.
Brian
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oaders but were able to make changes on the .flt
side. Just make sure you test the models extensively.
Brian
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Folks,
I'm trying to import large meshes, +10 million verts, +20 million tris from
obj files. I'm not familiar with the terrain generation/processing parts of
OSG and was wondering if there are any utilities that I can use to
subdivide these or convert to pageable chunks.
Thanks,
Bria
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