I have a copy I've put it here for you temporarily:
http://www.starstonesoftware.com/files/ShaderGen-3.0.exe
Richard
On Apr 1, 2008, at 2:31 PM, Jean-Sébastien Guay wrote:
Hi all,
I was looking for the ShaderGen program which 3DLabs made a while ago.
I'm looking to make some shaders to
, 2008 2:20 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
Robert,
I didn't give all those details because I'm looking for more of a
best practices type of advice. Just loading the terrain just
works, but is this the typical usage scenario for most users? What
are some of the common ways
?
Other cultral data in there???
Robert.
On Jan 25, 2008 3:54 AM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
I'm loading a terrain set created with osgdem (.osga) via something
like
this:
pTerrain = osgDB::readNodeFile(oahu-10.osga);
Easy as pie. However, for a really
to invest their own time in asking sensible questions.
Robert.
On Jan 25, 2008 9:23 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
lots of in depth best practice advice?
I didn't realize it was that complicated a question, I'm sorry. If
someone asked for some general performance tips
I'm loading a terrain set created with osgdem (.osga) via something
like this:
pTerrain = osgDB::readNodeFile(oahu-10.osga);
Easy as pie. However, for a really dense terrain, the performance is a
bit lack-luster. I wonder if everybody knows a trick that I haven't
discovered yet for
After merrily going along my way using OSG on my Mac laptop for a few
months, I got a new MacPro and started setting everything up fresh.
No matter how I install OSG (download prebuild frameworks, or make
them myself), when I add them to an XCode project I get a linking
error framework not
I can state with full confidence that OpenGL is most certainly not
emulated by DirectX on Windows Vista. There is a direct3D wrapper for
OpenGL 1.4 only, and it is only enabled when certain games are
detected by Microsoft. Both ATI and NVidia have real ICD OpenGL
drivers for Windows Vista.
, developers can expect a decrease of
around 10-15% on Windows as compared to
Windows XP.
So i think the people to try to develop on vista have to follow a
few tips of this interesting article.
Greetings
2007/12/31, Richard S. Wright Jr. [EMAIL PROTECTED]:
I can state with full confidence
Checked out the latest trunk on Leopard OSX10.5.1. Using XCode 3.0
(gcc 4.01)
./configure
make
Errors in src/osgUtil/Tessellator.cpp (lines 44,45,46, 47, 48)
I fixed this by making a different typdef:
typedef GLvoid (*CallBack)();
And replacing (GLU_TESS_CALLBACK) with (Callback)
Same in
through the
options.
Robert.
On Dec 21, 2007 3:21 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
Checked out the latest trunk on Leopard OSX10.5.1. Using XCode 3.0
(gcc
4.01)
./configure
make
Errors in src/osgUtil/Tessellator.cpp (lines 44,45,46, 47, 48)
I fixed this by making
Thanks, that hit's the nail right on the head. For Mac OSX builds
(Leopard) then, the following needs to be added to the command line:
-dylib_file \
/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/
libGL.dylib:\
I rather like the idea of community donated white papers, with two
pro's editing and compiling them. It seems this would be quick,
and bring together a wide range of experiences.
I'd be happy to do the chapter OSG for Dummies... I'll throw in a
bonus section on mailing list etiquette ;-)
Paul,
Thanks for the tip on the pseudoloaders! As it turned out, my
assumption about the malfunctioning depth partition had nothing to do
with the actual size of the model. It was correctly accounting for
my matrix scale after all. Someone else on the list pointed to a minor
tweak to
Yikes... I'm already loosing sleep about all the work I have ahead
because of OpenGL 3.0 ;-)
Richard
On Dec 19, 2007, at 2:39 PM, Paul Martz wrote:
I'd be happy to do the chapter OSG for Dummies...
We were counting on you for OSG SuperBible! :-)
-Paul
.
The osgprerender example also provides another example, this time
using render to texture cameras.
Robert.
On Dec 17, 2007 11:22 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
Robert,
Thanks, yes I have used the Fog approach before, it is especially
effective for underwater scenes.
However, I need
Apparently I ran on and on and tried to be too clever and should have
just stayed quiet. I did not intend to further the debate, but perhaps
capture the nature of open source and community driven projects for
those who can't understand why OSG isn't as easy to pick up as say Qt.
This
I'm working on my first OSG project (so be gentle ;-) I'm using OSG
2.2 on OS X (Leopard).
I have a terrain in a .osga file, a skydome, and some .3ds models.
Everything loads fine, and I have a flight sequence working that takes
off and lands on an aircraft carrier.
There are lots of
nothing beyond a
certain distance can be seen - so you simply cull it and this pull in
the far plane. The skydome could also be computed dynamically to just
fits the size of the scene required for that frame instead of the
whole model.
Robert.
On Dec 17, 2007 1:17 PM, Richard S. Wright Jr
for the stars, etc.
Richard
On Dec 17, 2007, at 6:41 PM, Thrall, Bryan wrote:
Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM:
Robert,
Thanks, yes I have used the Fog approach before, it is especially
effective for underwater scenes.
However, I need to be able to see quite
Doh!! Thanks!
Richard
On Dec 17, 2007, at 8:46 PM, Jason Daly wrote:
Richard S. Wright Jr. wrote:
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front
There is one little gottcha everyone should watch for on the stencil
buffer. On Windows, ATI hardware/drivers, all pixelformats have
stencil, rather you asked for it or not. This nabbed me once when I
had working code on an ATI machine suddenly fail on NVidia machines...
only to find it
as a demo OSG terrain
database. All of this of course assumes I'm not totally off my rocker
and this isn't a month long project. I'm thinking this is trivial for
someone who has been there, done that.
Richard S. Wright Jr.
Starstone Software Systems, Inc.
Where Science Rocks
http
Um... just in case I wasn't clear. I am NOT looking for someone to
build a flight simulator in a day ;-)
I'm just wanting the terrain database
Richard
On Nov 28, 2007, at 12:20 AM, Richard S. Wright Jr. wrote:
I'm somewhat new to OSG, and up until about a week ago, I was enjoying
Stephane,
I am fairly new to OSG, but I understand your problem quite well. I
developed (and continue to maintain) a commercial solar system
simulator. The scale runs from far flung trans-neptunian objects, to
flying up and almost touching the ISS. Even without going to the
stars, you
12, 2007 2:48 PM, Richard S. Wright Jr. [EMAIL PROTECTED]
wrote:
Stephane,
I am fairly new to OSG, but I understand your problem quite well. I
developed (and continue to maintain) a commercial solar system
simulator. The scale runs from far flung trans-neptunian objects, to
flying up and almost
that
OpenGL was some kind of cult I was in, since the title contained the
word bible in it. :) Funny stuff...
On Mon, 2007-11-12 at 08:48 -0500, Richard S. Wright Jr. wrote:
Stephane,
I am fairly new to OSG, but I understand your problem quite well. I
developed (and continue to maintain) a commercial
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