Hi Tom,
On 05-04-2012, at 00:18, Thomas Hogarth wrote:
> Hi Guys
>
> I have just run into this myself, the issue is caused by CMake looking for
> XCode in the old /Developer folder. The very latest xcode installed from the
> app store (4.3.2) now stores xcode and all it's SDKs etc in an app b
Hi Robert,
On 26-03-2012, at 17:37, Robert Osfield wrote:
> I didn't do all the files as I wanted to make sure nothing broke in
> the process. So far no complaints... When I first started reading
> your post I did initial think oh uh something must have gone wrong...
No complaints from me :-).
is there a specific reason why you did not
apply the script to these particular parts of the codebase?
I would like to offer you my assistance in this cause, if in any way you would
wish to use it.
Cheers,
Erik den Dekker
___
osg-users ma
niversal
variant automatically on all ports that are installed by adding the +universal
line in /opt/local/etc/macports/variants.conf
See http://guide.macports.org/#internals.configuration-files for some terse
documentation
Erik den Dekker
___
I understand, but I thought that Andrew identified a performance issue that
could potentially be solved by modifying osg::Switch (or perhaps creating a
custom node similar to switch) and possibly making a subsequent osg-submission,
so I wanted to give him some context for that. That's all,...
Hi Andrew,
I suggest you read Scott Meyer's book - Effective STL - Item #18: "Avoid using
vector"
I was able to find the book online at:
http://www.uml.org.cn/c++/pdf/EffectiveSTL.pdf
Cheers,
Erik
On 04-09-2010, at 00:27, Andrew Cunningham wrote:
> Hi,
> I am looking at a performance sl
I ordered some anaglyphic / polarized from
http://www.berezin.com/3D/3dglasses.htm and was quite satisfied. The more you
buy, the cheapier it gets.
Erik
On 09-03-2010, at 17:28, Cory Riddell wrote:
> Just wondering if anybody had a good source for anaglyphic glasses?
> There are some on eBa
on as someone tries to compile with PCH.
Erik den Dekker
On 19-01-2010, at 11:33, Sukender wrote:
> Hi Erik,
>
> You're absolutely right. And what about three levels of PCHs?
> 1. Disable PCH
> 2. Enable PCH - Profile "OSG dev" (only standard includes)
> 3. Ena
. This is one reason it is very important to make precompiled headers
optional using cmake, probably defaulting to off.
Erik den Dekker
On 19-01-2010, at 06:37, Ulrich Hertlein wrote:
> On 19/01/10 15:21 , Martin Beckett wrote:
>> This causes an issue with ShadowVolumeOccluder which
Here is the original post you were referring to:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-August/015868.html
Erik den Dekker
On 14-01-2010, at 14:50, Paul Martz wrote:
> Interesting. I can't find it either if I search for that subject, but a
>
://www.dependencywalker.com
Cheers,
Erik den Dekker
On 02-11-2009, at 13:59, Philip Lamb wrote:
osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual
Studio 2005 SP1) crashes while loading textured models (e.g.
cow.osg) when I run it on a clean install of Windows Vista SP2.
Before I go
Hi Dat,
Maybe I am not seeing something obvious here, but why don't you use
the OpenSceneGraph VRML loader instead of taking a detour via 3DS Max
and convert to .obj format?
Erik den Dekker
On 26-10-2009, at 16:10, Nguyen Tien Dat wrote:
Dear Ulrich,
Sorry for my stupidity,
This issue was already fixed and submitted to the osg-submissions list
by Bob Kohne:
http://www.mail-archive.com/osg-submissi...@lists.openscenegraph.org/msg04134.html
but Robert has not yet merged the changes to SVN.
Cheers,
Erik den Dekker
On 03-10-2009, at 19:43, stefan
Hi Eric,
I just wanted to try building with Cocoa and ImageIO.
I think you forgot to attach the file. Do you mind loading it up
again.
Hi Stefan,
Not sure if you were referring to me (Erik den Dekker) or Eric Wing,
but I attached a file (Atomic) which came through just fine, maybe it
On 16-09-2009, at 10:15, stefan nortd wrote:
Hi Eric,
Thanks for the hints. I was able to build osg for the most part now
(i386,
10.5 sdk). I did not figure out why the int32_t typedef was missing
though. I simple changed it in line 70 of the Atomic header file to
"singed
long int". Th
I think that as a general rule it is not advisable to do performance tests
in Debug mode, you should always use Release mode for that. Also, are you
using the default optimization flags given by cmake for both compilers?
These should be ok.
Erik
_
From: osg-users-boun...@lists.opens
Your shaders are not included in your mail; Paths refer to:
C:\TestWork\OsgTest\shaders\BumpLight.vert
C:\TestWork\OsgTest\shaders\BumpLight.frag
Erik
_
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Du
animation to implement animation and in my experience this is
quite flexible. I wonder how far osgAnimation should go in replicating
similar functionality.
This said, I must admit that I have only quickly glanced over osgAnimation
in its current state, and I believe it already supports much o
And five,
Isnt it a good idea to just to mail to osg-users?
Erik
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ami guru
Sent: Friday, October 31, 2008 21:02
To: OpenSceneGraph Users
Subject: Re: [osg-users] Browser integration
me four!!!
[EMAIL PRO
I have written a .ply reader plugin for a customer's project about one year
ago. I recently contacted the customer about contributing the code to osg
and received permission. The only thing that needs to be done is to
synchronize the original code with SVN trunk.
However, I am on the point of lea
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