, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi,
As another data point for you, I tried to reproduce the crash on a Win 7
machine (VS2010) using a trunk build from a few weeks ago, and couldn't
reproduce the crash. I left the example running for about 10 minutes
with the camera
Hi,
I have managed to reproduce the crash during the overnight run. The stack trace
looks the very similar.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday,
but have never been able to reproduce.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Wednesday, 22 August 2012 11:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users
Hi,
As another data point for you, I tried to reproduce the crash on a Win 7
machine (VS2010) using a trunk build from a few weeks ago, and couldn't
reproduce the crash. I left the example running for about 10 minutes with the
camera spinning.
Cheers,
Brad
-Original Message-
From:
Hi,
I am looking at getting a couple of laptops with Nvidias 'Optimus' switchable
graphics and AMDs equivalent.
My hope is to be able to manually switch between the two so I can test our
application using both discrete and Intel graphics. There was a thread back in
September of last year
if the problem still exsists.
Cheers,
Wojtek
2012/3/16 Christiansen, Brad
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi Woktej,
Thanks for you offer to help out, but I have managed to track it down enough to
have a good enough solution for now.
For anyone
-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris Hanson
Sent: Thursday, 15 March 2012 10:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame Rate Decay w/ SilverLining Integration
On Thu, Mar 15, 2012 at 12:32 AM, Christiansen
could send the sample source you
are testing.
Cheers,
Wojtek Lewandowski
2012/3/16 Christiansen, Brad
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,
Thanks for the response. I have a little more details of the problem but am
still completely stumped
Hi,
I have come across the exact problem discussed on the forum here:
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately
there is no resolution posted.
Knarf, did you end up solving this
Hi,
I was the creator of the 3rd party dependancies package you downloaded (I
should add that info to the wiki).
When I started using VS2010 with OSG no binaries where available for the 3rd
party libraries so I had to build them all myself. After doing so I made them
available for others to
Of Mathias
Fröhlich
Sent: Monday, 6 February 2012 6:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Frame drops when using DB pager and compressed textures
Hi,
On Monday 06 February 2012, Christiansen, Brad wrote:
I am seeing some strange behaviour with the DatabasePager and compressed
Hi,
Just a follow up for anyone hitting this issue. I enabled the creation of
mipmaps in my dds files and the issue vanished. Thanks so much for the tip
Mathias.
Luckly, thanks to the wonderful OSG API, making the change was as simple as
changing a 'false' to a 'true' in my call to he image
Hi,
I am seeing some strange behaviour with the DatabasePager and compressed
textures (compressed using the nvtt image processor) and cant get my head
around what is happening.
My setup is this:
- A paged terrain very similar in nature to a VPB created terrain.
- Images and height fields are
Hi,
Just to let you know, I regulary build DEM only data sets and havent run into
this problem, so it might be something to do with your particular data. Having
said that, I always manually specify the output bounds so maybe that is why I
havent had an issue.
An examaple command I run is:
Hi,
I do something similar to what I think you want to do.
To calcluate the rotation to be applied I use osg Matrix method
'makeRotate(Vec3 from, Vec4 to)'. For the from I use the up axis of the model
(in your case +ve x) and for the to I use the local up provided by the
Ellipsoid used for the
Hi,
Just a comment regarding My initial wish was to have everything in one file..
You can achieve this by placing all you data into an archive format. I have
used osga before and I have seen quite a bit of activity around the zip plugin
recently. I ended up creating my own OSG archive based on
-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: martes, 22 de noviembre de 2011 6:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem loading IVE files
Hi,
The plugin folders name does correlate
Hi,
Express does include the optimizer now and you can get it to build x64, but yo
uhave to jump through a few hoops. From memory, you need to download the
windows SDK, setup up some paths then create the x64 target manually within vs.
Do a web search and you will find instructions.
Cheers,
Hi,
Terrain tiles register themselves with the terrain during one of the scene
travesals. I cant remember off the top of my head if it occurs during the
update or cull traversal, but I think it might be the update traversal. If the
scene has not been traversed, the none of the tiles will have
. :)
Anyway, I am still at the same point. I can load 3ds, dae or osg files, for
example, but still not possible to load IVE files.
Cheers!
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen
Hi,
It looks like osg can't load the ive dll. Have you checked that you have all
the dependancies of the ive dll in your path?
From memory it has quite a few dependancies on various parts of OSG. The
'depends.exe' tool is a great help on windows for this sort of thing (and its
free)
Hi,
Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted from
dependency walker lists OSG version 3.1.0.
If you do have both version on your path, this could be your issue.
Cheers,
Brad
Hi,
I am trying to improve the consistency between the rendering of our terrain and
the objects that interact with it.
What I want to achieve each frame is the following (NB: all objects are under a
single camera):
1) Do the update then cull traversal on the terrain.
- Doing this first allows
Hi,
I have had issues gettign geo-reference jpegs to work correctly. I would
suggest exporting the file from global mapper, making sure the coordinate
system is the same as the terrain file, as a geotiff and trying to use that
instead of the jpeg.
Cheers,
Brad
-Original Message-
Have you tried using the MeshOptimizers in osgUtil ? I can rememeber a report
that using them could result in very large performance improvements on verty
large models. From memory the vertex data is organised to reduce cache misses
etc on the video card.
Cheers,
Brad
-Original
Hi,
I came across this issue when I coded my own archive format.
I fixed the issue at the oter end and returned a FILE_NOT_HANDLED from my
archive instead of a FILE_NOT_FOUND. This struck me as slightly odd at the time
but I assumed this was the correct return value from my archive as it
Hi,
I thinking moving to git would be a very positive move. I haven't used it a
great deal but I am very familiar which mercurial which is similar. I have also
recently been involved in migrating a fairly large project from SVN to
mercurial so I might be able to contribute something on the
Hi,
I have discovered that the NVTT image processor contains a bug which results in
a crash is an already compressed image is passed in (I know you shouldn't do
this anyway).
The problem lines are:
if (image.getPixelFormat() == GL_RGB)
{
convertRGBToBGRA( imageData, image.data() );
the maximum value from the
ImageStream-getLenght() method and to update the current position I call
periodically ImageStream-getReferenceTime(). I think that this is the
'curentTime' function you are looking for.
If you need any help, just let me know ;)
Cheers,
Julen.
2011/9/23 Christiansen, Brad
Hi,
I am creating a basic video player using the ImageStream class. I have created
a standard 'position' slider to seek within the stream. Seeking is working with
no problems but I cant see any way of reliabily updating the position of the
slider as the stream is played.
As well as the seek()
Hi,
If you don't attach shaders then the fixed function pipeline is used, unless
you are not using GLES2, in which case I think shaders are generated for you. I
have never used this path so I am not sure though.
Cheers,
Brad
From: osg-users-boun...@lists.openscenegraph.org
Hi,
The way the resolution works is thus (once again, this is just from memory, so
no guarantees an accuracy):
Level 0 will cover the entire bounds in a single texture (assuming you use the
defaults, this will be 256x256 pixels). Level 1 will then split the terrain
into two or more textures.
Hi,
Some quick answers for you:
. Any thoughts on how to specify textures at each of those levels? Can I
specify each level with a different -t TextureDir argument?
You use the '--levels' argument, one for each source. For example:
--levels 0 5 -t GeoTiff1.tiff --levels 6 10 -t
Hi,
To run VPB you need in your path: the osg dlls, vpb.dll, gdals dll. I am
responsible for the 3rd party library collection you are using and can confirm
that this includes all you need to compile and run VPB and OSG from source,
using the latest version (atleast as of a few weeks ago when I
Hi,
What you want is possible with VPB by restricting the levels at which the maps
are used. I cant remember the options off the top of my head, but you will need
to specify each source individually and specify at what levels it should be
used. From memory, the levels are quad tree levels so
with osgviewer?
-Paul
On 7/11/2011 9:50 PM, Christiansen, Brad wrote:
Hi,
I have come across a difficult issue and have run out of ideas of where to
look
to try and find the solution.
What I am observing is this:
Leaving or application running, without ANY modification, results in a fairly
Hi,
I have come across a difficult issue and have run out of ideas of where to look
to try and find the solution.
What I am observing is this:
Leaving or application running, without ANY modification, results in a fairly
rapid rise in both Draw and GPU time (as shown in on the stats hud).
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Friday, 8 July 2011 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Setting the reference location for LOD calcs for a
camera
Hi,
Thanks for the info. It looks like I
Hi,
I haven't done a direct comparison on performance, but the only real overhead
at tile loading is a small step in deciding which images to load. There are
more files read from disk as the images are not inline which is probably a
little slower that reading a single file but I don't think it
Hi,
I also didn't have a lot of luck with external elevation layers, but didn't
really need them so didn't look into it any further. I am pretty sure that if
the elevation layers where saved seperately they would simply be an .ive or
.osgb file with the HeightField layer in it.
Good luck with
Hi,
I am implementing some shadows at the moment and have come unstuck with my
understanding of how to sample a shadow texture.
To test my understanding, I implemented what I though shadow2D() would do using
'standard' sampling and a few calculations. This lead to the following code
which
Hi,
Thanks for the responses. I missed all the calls you mentioned (configure
shadow comparison, func, and mode). I am surprised I missed these when looking
through the OSG shadow code.
I am setting the internal format GL_DEPTH_COMPONENT but I noticed last night
that gDebugger list the
...@lists.openscenegraph.org] on behalf of Christiansen, Brad
[brad.christian...@thalesgroup.com.au]
Sent: Thursday, July 07, 2011 8:08 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Setting the reference location for LOD calcs for a camera
Hi,
I am producing some depth textures for shadowing using
Hi,
Firstly a tip from building large databases myself, make sure you source
imagery has been optimised as much as possible. I have found ecw files are much
faster to process than other formats due to their exceptional speed in creating
arbitrary overviews. If you are using GeoTiffs make sure
Hi,
From my personal experience, I updated to SP1 and rebuilt our OSG based
application without re-building OSG or the 3rd party dependencies, and had no
issues. This is only one small data point though and it is on my TODO list to
rebuild everything using SP1.
Cheers,
Brad
-Original
Hi,
This seems to be the same / related to an issue raised some time ago with
VS2010.
When I build VirtualPlanetBuilder with VS2010 I get errors complaining about
duplicate definitions of the stream destructors (cant remember the details of
hand). The same code works without issue on
Hi,
I seem to be the only one who actually much prefers 2010 to 2008. I agree it is
slower at times but I find intellisense to be more useful / accurate than in
2008. Maybe this is because (other than OSG) the C++ projects I work on are
pretty small.
The major issue I have is the need to
Hi,
The link to the sources is just a few words along from the link the used to
download the binaries : )
Home page for dependencies:
http://www.osgvisual.org/projects/osgvisual/wiki/Downloads#Dependencies
Source:
http://www.osgvisual.org/public_download/3rdParty_VC9sp1_x86_x64-src_V3.7z
,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Friday, 21 January 2011 3:47 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] multiple tex gen modes in a single scene
Hi
Hi Robert,
I am currently adding shadows to my scene (which is going well) but in doing so
I have hit this issue. I already use an eye linear tex gen in my scene to
render overlays (very similar code to the osgSim::OverlayNode). I don't think
it would be possible for me to split the
...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Wednesday, 5 January 2011 3:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Limitation in current ImageLayer serializer
Hi,
I have found a little more time to work on this issue but have become stuck.
Using a user serializer
Hi,
I have found a little more time to work on this issue but have become stuck.
Using a user serializer I have managed to read and write the image sucsessfully
in the case that the image is loaded, but cant get it to work in the case the
image should not be loaded. I think the issue is that,
Hi,
It isn't exactly what you are after, but you can set the OSG_NOTIFY_LEVEL to
debug and that will give you a decent idea of what is happening. Having said
that, I really do think the be option is to do the 'really boring' work and
step through the execution with a debugger. I have done
Hi,
I don't know of any FWTools binaries that have been built with 2010 but you can
get proj (and quite a few other useful libs) by downloading the GDAL developer
binaries found here: http://vbkto.dyndns.org/sdk/
I am the fool responsible for most of the 2010 OSG binaries and I must say this
Hi,
Ideally this shouldn't be necessary as the cmake find modules should be able to
find what is needed once you have set the 3rdParty dir in cmake. I think I have
not structured my dependencies correctly for the all to be found. It is on my
to-do list to clean up the dependencies I have
Hi,
I have added 'fix the png header' to the list : )
I didn't build debug libraries for boost as I didn't need them and compiling
all the dependencies for the collada plug-in took a long time. If you do build
the debug version or replace the png header could you send them to me so I can
Hi,
I certainly am. I am not doing a 64bit build at the moment but it will save me
(and others) some time compiling them. If you can get them to me I will package
them up and post a link on the osg-wiki. I am not sure I will get it done in
the next week or as I am off on holidays on Saturday
Thanks heaps. I will try and get the updates posted today.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian
Buchner
Sent: Wednesday, 10 November 2010 8:30 PM
To: OpenSceneGraph
Hi,
I am currently implementing run-time merging of datasets created using VPB.
When I add a new dataset I walk through an existing PagedLOD structure and add
the appropriate Layers to the existing terrain tiles. During this process I may
also update/add children and or settings of an existing
Hi,
I have just finished some basic benchmarking of the three different compression
methods I am playing with with some very surprising results (to me anyway : ) I
created a small test app that used either the current GL context, NVTT with
CUDA or vanilla CPU based NVTT to compress an image to
NVTT isn't available is a perfectly acceptable thing to
do in this instance as we aren't talking about lots of place in the
code.
Cheers,
Robert.
On Tue, Oct 26, 2010 at 12:00 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi,
I have just finished some basic benchmarking
Hi,
Over the weekend I discovered some data preparation steps that have resulted in
a dramatic improvement in the performance of my VPB generation runs and thought
I should share. While I haven't done a proper benchmark, it appears that the
changes I made to the source data have cut the
Hi,
I have found some time to work on the new NVTT compression path in VPB and have
a couple of quick questions about how best to proceed.
My current plan is to add a couple of new options to osgdem/vpbmaster such as
--textureProcessor-GL (old implementation) --textureProcessor-CPU (current
at 4:31 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi,
Unfortunately I can't offer a solution, but I thought I would mention
I have come across this exact problem and have also pulled my hair out
trying to find a solution. This same problem exists when
Hi,
I haven't done this myself, but I believe the PolytopeIntersector will give you
a list of points you are after. You need to define the planes that make up your
volume and then use an IntersectionVisitor with the PolytopeIntersector to
intersect agains your terrain. From there you can
this be avoided? We declare other functions in the OSG without
anything more than the OSG_EXPORT.
The implementation side I'm a little less concerned about, as it
already has these macros in place, but they don't have the extra
OSG_EXPORT.
Robert.
On Thu, Oct 14, 2010 at 5:24 AM, Christiansen, Brad
. You changes are now merged
and submitted to svn/trunk.
Cheers,
Robert.
On Thu, Oct 14, 2010 at 11:41 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi Robert,
I have done some more reading and I understand a little what is going on.
With this understanding I have made
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, 14 October 2010 8:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osg-submissions] Crash with SVN version of
Tessellator (FIXED)
Hi Brad,
On Thu, Oct 14, 2010 at 12:41 PM, Christiansen
Hi,
I have just updated to the latest revision of OSG and am now getting a crash
when calling Tessellator.retessellatePolygons.
The code in my application calling this function hasn't changed in many years
and has started breaking since the update. I have debugged the issue a little
and the
] On Behalf Of Christiansen,
Brad
Sent: Wednesday, 13 October 2010 2:05 PM
To: OpenSceneGraph Users
Subject: [osg-users] Crash with SVN version of Tessellator
Hi,
I have just updated to the latest revision of OSG and am now getting a crash
when calling Tessellator.retessellatePolygons.
The code in my
doesn't really reveal exactly
which code is calling phs_back with the dodgy value.
BTW, Do you see problems when you run osgtext3D? Or osgtessellate?
Both of these will be using the newly integrated GLU tessellation
code.
Robert.
On Wed, Oct 13, 2010 at 9:42 AM, Christiansen, Brad
brad.christian
-trunk\src-trunk\src\osg\glu\libutil\mipmap.cpp(7368): warning
C4701: potentially uninitialized local variable 'iter' used
Cheers.
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: dimanche 10 octobre 2010 07:02
To: OpenSceneGraph Users
Subject: [osg-users] New nvtt based compression in VPB
Hi,
I have just completed a build of VPB using the new nvtt code
Hi,
After some playing with the new nvvt code path in VPB I have had some thoughts
on possible improvements / extensions to what has already been done and would
like to see if anyone else has anything to add.
What I would like to support is the following:
From a single VPB build / install I
Hi,
I have just completed a build of VPB using the new nvtt code path. Everything
thing seems to have compiled and linked ok and VPB still works. The issue I am
seeing is that the resulting textures arnt compressed. Some processing is
definitely being done as using --RGBA-compressed or
Hi,
Just thought I should report that I have also come across this issue and have
seen similar issues. I have also commented out the equalization code : )
I will try and make some time to code up a fix in the next few days.
Cheers,
Brad
-Original Message-
From:
Hi,
Unfortunately I can't offer a solution, but I thought I would mention I have
come across this exact problem and have also pulled my hair out trying to find
a solution. This same problem exists when building virtual planet builder,
linking with osgDB causes the multiply defined symbols. I
Hi,
Looks correct to me. Support for .osgb has only recently been added to VPB and
it looks like the case you mention was missed. I would suggest you submit a
patch to osg-submissions.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi,
I am also using Win7 64 Ultimate, VS2010 Prof, CMake 2.8.2. I am not sure where
the binaries are built as I always use the install target in VS. This places
everything correctly in the directory I specified in CMake.
Cheers,
Brad
-Original Message-
From:
Hi,
As mentioned before, I also had the same issue linking VPB (but not my own
application). I also ended up resorting to adding /FORCE:MULTIPLE. This was all
done using CMake 2.8.1. I will try with 2.8.2 as you suggested. Did you have to
rebuild OSG from scratch to resolve the issue?
Cheers,
Hi All,
I have built OSG, VPB and many of the 3rd party libraries using Visual Studio
2010 (trying to decide whether to upgrade). I have just uploaded them in case
anyone else might find them useful:
http://members.iinet.net.au/~bchrist/OSG-Rev11685-Binaries-2010-x86.zip.zip
(today's trunk)
Hi,
I have finished building the 3rd party libs using VS2010. I have compiled OSG
without issue, though I have not done any testing. VPB fails to link against
osgDB due to a duplicate symbol for the destructor of an iostream. I had this
issue last time I used 2010. I have forced the link and
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Friday, 30 July 2010 2:03 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 3rd Party
Hi,
I have finished building the 3rd party libs using
Hi,
Sorry about the silence, been off with the flu for the last week. I can't track
down the binaries I built (looks like some overzealous hard drive cleaning
claimed them) but I still have the projects etc so I will try and get the
binaries built over the weekend.
Cheers,
Brad
Hi,
I am not using this functionality at the moment but I do plan on doing so in
the relatively near future. As such, please keep posting any findings you make.
If it looks like some modifications to the code could help performance I would
be willing to chip in some effort.
Cheers,
Brad
Hi,
I have previously built the majoroty of the 3rd party libs with VS2010 so I
will try and track down the binaries I produced.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Hi Torben,
I have replied on the osg-user list rather than submissions, hope that's ok.
I cant say exactly what Roberts plan for optional layers was / is but I can
tell you how I am using them.
Optional image layers have their images stored in a separate directory
structure from 'normal'
Hi,
Sounding great so far. A lot to digest! I have a couple of questions.
One thing I am not clear on is how the rules for injecting a Shader into a
ShaderMain would work. This is an area I have had difficulty with in my own
shader assembly approach. For example, how will it be possible to
Hi,
I would just like to comment on this:
Ooo I hadn't thought about providing a mechanism for computing vertex
positions on the CPU, but this would be very very useful for the quandary of
using shaders to modify the vertex positions dynamically.
The mechanism would need to know the
being added (which
doesn't exist in the original file) with an empty name.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Friday, 25 June 2010 1:14 AM
...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Wednesday, 23 June 2010 1:16 PM
To: OpenSceneGraph Users
Subject: [osg-users] VPB master fails to patch an existing database
(serialization error again?)
Hi,
I seem to have uncovered another issue with the recent changes to VPB. If I try
to do
Hi,
Using the new serializes for osgTerrain, it appears that the TileLoadedCallback
is not being called when a new TerrainTile is loaded.
This used to be done at the end of the TerrainTile_readLocalData method in the
old (.ive/.osg format) loaded but I cant see it being done from the new
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Thursday, 24 June 2010 10:19 PM
To: OpenSceneGraph Users
Subject: [osg-users] New osgTerrain serializer not calling TileLoadedCallback
Hi,
Using the new serializes for osgTerrain
. Hopefully Wang Rui will have some thoughts on
how to do this. My guess is that the design at present isn't set up to
do stuff like this, but is possible to customize the process a bit so
hopefully it won't be too difficult.
Robert.
On Thu, Jun 24, 2010 at 3:43 PM, Christiansen, Brad
brad.christian
Rui
2010/6/24 Christiansen, Brad
brad.christian...@thalesgroup.com.aumailto:brad.christian...@thalesgroup.com.au
Hi,
I am quite stuck now as to what the best approach is for this behavior using
the new sterilizers and am hoping somebody with some knowledge in this area can
help.
What I need
Hi,
I have just tracked down another issue with the VPB serializer. This time the
issue arises when you try to add an optional layer (nb: this fails at an
earlier point with the code in trunk at the moment, I will be submitting a fix
for that tomorrow, though the issue can be demonstrated
ols.insert(value);
} //new
}
is osgDB::END_BRACKET;
return true;
}
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christiansen,
Brad
Sent: Friday, 25 June
Hi,
I seem to have uncovered another issue with the recent changes to VPB. If I try
to do a trivial patch of an existing database I get the error: Build
configuration invalid : Previous build options not compatible with new build
options, cannot patch database.
To reproduce the problem I am
Hi Robert,
I have just completed an update and build and all seems to be running correctly
again. Thanks so much to yourself and Wang Rui for solving the issue
(especially given I was kicking back on holidays at the time! : ). I will now
be able to move on to testing your fixes to the DB
Hi,
Thanks. The error is:
Error: no destination graph built, cannot proceed with build.
I am just starting the run with a break point on createDestination() in
DataSet.cpp from osgdem to see why it isn't creating the destination now.
Cheers,
Brad
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