and will be submitting a patch within the
next day. I am trying to go through the code to do more cleanup as the
original has a number of code paths that are never reached.
Regards,
Chuck
On Feb 20, 2012, at 4:50 AM, Marius Kintel wrote:
On 17 February 2012 17:47, Chuck Seberino seber...@energid.org wrote
herring, in that
it *should* properly calculate the plane when not exactly parallel, but even in
this case there is still the abnormal behavior. My findings for #2 make me
question the roots of this intersection code and I wanted to get some feedback
on it.
Thanks in advance.
Chuck Seberino
Sean,
Don't know conclusively, but I have had problems like this in the past when
using dynamic_cast on a polymorphic object and it failed to give a non-NULL
value even when I knew it should. As you said, using a static_cast or C-style
cast works. In my case it had to do with how objects
Check out osg/LineWidth
osg::StateSet* stateSet = node-getOrCreateStateSet();
// 3 pixel wide line
stateSet-setAttributesAndModes(new osg::LineWidth(3), osg::StateAttribute::ON);
HTH
Chuck
On Jun 15, 2011, at 9:39 AM, basil huffman wrote:
Is there a way to give thickness to line segments?
Daniel,
Use the ios::binary open mode for istringstream.
HTH
Chuck
On Jun 14, 2011, at 7:35 AM, Daniel Cámpora wrote:
Hello community,
Apparently, the problem is related to the formation of the strings I'm trying
to pass to the istringstream. Since they contain the \0 character, they
Chris,
I haven't been impressed at all with VS2010. The IDE tends to crash quite a
bit - annoying, but not the end of the world. I did have an issue with 64-bit
builds, particularly with Qt-4.7.x. Seems that there were byte-alignment
issues (http://support.microsoft.com/kb/2280741). After
Murray,
Your rotor is being placed in the Opaque render bin, which is causing all of
the geometry behind it to be culled out. You need to make sure it is in the
transparent bin. You should add these to the stateSet of the rotors:
Cedric,
Check out:
src/osgWrappers/serializers/osgAnimation
Chuck
On Feb 23, 2011, at 2:22 PM, Cedric Pinson wrote:
Hi,
I have not check the new code about serializer... I will put it in my
tasklist. Anyone knows where I should look to update osgAnimation code
about serializer ?
Cedric
Eric,
You should look at your TexEnv parameters. Use something like DECAL or
REPLACE. Looks like you are using the default, which is MODULATE, which takes
into account the color of the polygon with the texture. Of course these modes
(DECAL,REPLACE) will disable any lighting that is going
light being off.
Regards,
Chuck Seberino
On Jan 27, 2011, at 10:21 AM, Alessandro Terenzi wrote:
Hi Robert,
I've just tried osgkeyboard on Mac OS X 10.6.5: whatever key I press I see
that it is correctly written in yellow in the row just below the keyboard,
but it is NOT highlighted
to my camera manipulator's getInverseMatrix() and that
fixed my problem.
So as long as everything coming in is updated and sync'ed in the same way,
you shouldn't see jitter.
Hope that helps
--
Chuck Seberino
On Jan 24, 2011, at 1:45 AM, Arif Yetkin Sarı wrote:
Hello everyone.
We have been
, but the XCode generator works
as well.
Hope that helps
Chuck Seberino
On Dec 8, 2010, at 7:14 AM, Jean-Sébastien Guay wrote:
Hello all,
I have a few questions about the MacOS X build. I believe now the build all
happens through CMake right? Can I build binaries of OSG that would support
both 32
))
#Perform 'old' CMake method.
# ...
endif ()
endif ()
HTH
Chuck Seberino
On Oct 22, 2010, at 11:13 AM, Sukender wrote:
Hi Robert, hi all,
I spotted the binaries are not in /bin as usual with my new config (CMake
2.8.2, VS2010 x64
implementation - both multi-plugin as well
as single-plugin options?
Chuck Seberino
On Oct 17, 2010, at 2:04 AM, Wang Rui wrote:
Hi all,
I just encountered an annoying problem that DDS images should be flipped for
correct rendering if generated by DirectDraw-based tools. The images are
already
(-DBOOST_ALL_NO_LIB -DOPENVRML_USE_DLL)
ENDIF(WIN32)
SET(TARGET_LIBRARIES_VARS
OPENVRML_LIBRARY)
Hope that helps.
Chuck Seberino
On Oct 11, 2010, at 6:20 PM, Jean-Sébastien Guay wrote:
Hello Alexander,
First of all, don't worry about your English so much it is very good and much
better than
, but maybe something in the not-so-distant
future.
Regards,
Chuck Seberino
On Oct 8, 2010, at 12:58 PM, Jean-Sébastien Guay wrote:
Hi Matt,
Your view of how the system would work is probably very similar to what I
had in mind.
Thanks for the explanation, and yes it's very similar to what I
Anders,
It is somewhat relevant to OSG too, in that linking against osgDB and other
code that uses fstream will cause similar 'multiple-defined' linker errors.
This problem seems to be only with MSVC2010, the OS doesn't seem to matter (I
use XP). osgDB is affected because of osgDB::fstream,
, Chuck Seberino seber...@energid.org wrote:
Anders,
It is somewhat relevant to OSG too, in that linking against osgDB and other
code that uses fstream will cause similar 'multiple-defined' linker
errors. This problem seems to be only with MSVC2010, the OS doesn't seem to
matter (I use XP
Paul,
I think what Steve is trying to figure out is a way to run his shader without
stepping on any existing textures loaded for a particular model.
Steven - I don't know, but there might be a more generalized way to get the
number of in-use textures for a scenegraph / node. My thought was
John,
There have been a lot of OSX-specific updates to cmake between your version and
the latest. 2.4.7 is so old that it doesn't even recognize the FRAMEWORK
argument, let alone do the right thing with it (ignore in your case).
Upgrading cmake will solve your problems.
Chuck
On Jul 15,
Pawel,
You can always do something like this:
make VERBOSE=1
from the command-line when building to see the details of what CMake is doing.
You can then see what flags are being passed to the compiler.
Chuck
On May 12, 2010, at 1:56 PM, Paweł Góralski wrote:
Mathias Fröhlich wrote:
Hi,
Wang et al,
I was looking through the output of one of my serializers and noticed that when
writing out in ascii, it performs two instances of the get method. Here is a
snippet from the string serializer in osgDB/Serializer:
448 virtual bool write( OutputStream os, const osg::Object
of the submitted osgAnimation
serializers. After that I'll continue completing other core library
wrappers and have a taste to support the introspection mechanism,
which would be a lightweight replacement of osgIntrospection.
Cheers,
Wang Rui
2010/4/16 Chuck Seberino seber
://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/SerializationSupport
Regards,
Chuck Seberino
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In the toplevel CMakeLists.txt there is this clause(line 497-512) to remove the
check for certain image libraries on OSX.
# Image readers/writers depend on 3rd party libraries except for OS X which
# can use Quicktime.
IF(NOT APPLE)
FIND_PACKAGE(GIFLIB)
FIND_PACKAGE(JPEG)
Chris,
I just did a quick search on this website: http://www.gpureview.com/database.php
Looking at a few cards from ATI and NVIDIA, it looks like they put out OpenGL
2.0 compliant cards around late 2002/ early 2003. Intel chips are a different
story. You would need a G35 or better chipset in
Mar 26, 2010, at 11:25 AM, Chuck Seberino wrote:In the toplevel CMakeLists.txt there is this clause(line 497-512) to remove the check for certain image libraries on OSX.# Image readers/writers depend on 3rd party libraries except for OS X which# can use Quicktime.IF(NOT APPLE) FIND_PACKAGE(GIFLIB
Andy and Paul -
I submitted a fix for this (r10927) which reorders some of the ifdef checking
so that it works properly under OSX.
Chuck
On Mar 22, 2010, at 9:47 AM, Andy Skinner wrote:
I just got OpenSceneGraph-2.8, and tried to build on OS X.
I'm getting an error in OpenThreads/Atomic,
...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Chuck Seberino
Sent: Monday, March 22, 2010 1:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2.8.3 testing
Andy and Paul -
I submitted a fix for this (r10927) which reorders some of the ifdef
checking so
Serge,
One other item that hasn't been explicitly mentioned yet is pixel packing. You
want to make sure that the graphics card does as little with the source image
as possible to get it into the OpenGL pipeline. Make sure that your on-disk
pixel format is something that is on the fast path.
Guy,
One option that I have used in the past is to use super-sampling. You would
render your scene at a higher resolution, and then perform any variation of
averaging or weighting you want as you scale it down to the final size. This
will help to make sure sub-pixel objects contribute to the
I have a patch to submit that fixes the following error when building against
OSX 10.6.2. I am building the 2.9.6 dev tag, but I also checked it against
trunk. I am building fat binaries (i386 and x86_64):
/OpenSceneGraph-2.9.6/include/OpenThreads/Atomic:70: error: 'int32_t' does not
name a
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