Re: [osg-users] Image::computeImageSizeInBytes bug

2013-04-21 Thread Sukender
Hi Robert Marcin, Just a little note: The submission called DDS - Crash fixes, improved handling of S3TC-DXTC has something related with this topic. I guess both should not interfere, but they may be complementary. -- Sukender PVLE - Lightweight cross-platform game engine - http

[osg-users] Questions/proposal for readImageFile() - Detect unloaded images

2012-10-31 Thread Sukender
, add a ValueObject (or something else) to record the fact loading failed. This would allow post-load code to detect this info. As you can see, I got no clean idea. Please help ! Cheers, Sukender ___ osg-users mailing list osg-users

Re: [osg-users] [osg-submissions] ReaderWriter X reworked

2012-07-02 Thread Sukender
Hi Ulrich, I also spotted the missing ''. You're absolutely right. Well, if you already fixed them you can submit ^^... or else I'll do (but sincerely I don't know when...) Cheers, Sukender - Mail original - De: Ulrich Hertlein u.hertl...@sandbox.de À: OpenSceneGraph Submissions osg

Re: [osg-users] [osgPlugins] Incorrect normals calculated on 3DS import

2011-07-11 Thread Sukender
normals. Or look at osgModeling, but I think it's a per-vertex basis too (however you can choose between different algorithms if I remember well). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Alexey Chernov 4er...@gmail.com a écrit : Thank you, Sukender

Re: [osg-users] [osgPlugins] Incorrect normals calculated on 3DS import

2011-07-07 Thread Sukender
not a Blender expert at all... good luck ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Alexey Chernov 4er...@gmail.com a écrit : Hi, I tried to load a model from 3DS file and found that it has some strange lighting effect both in osgviewer and in my

Re: [osg-users] Meta-data in core OSG - project started

2011-06-01 Thread Sukender
the ValueContainer class. As a conclusion, I can say this subject is not closed yet! ;-) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Peter, I'm open to suggestions on making

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread Sukender
will not interfere with existing 3rd-party meta and/or userData and/or descriptionList. Maybe we should put this discussion (once finished and summarized) in a v6 of the document? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - D.J. Caldwell

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread Sukender
this should be provided in core OSG alongside (and as an alternative to) ValueT? Which version of TypedValueBase do you prefer? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sergey Kurdakov sergey.fo...@gmail.com a écrit : Hi Sukender

Re: [osg-users] Meta-data in core OSG - project started

2011-04-27 Thread Sukender
it ValueContainer to avoid misinterpretation) - Make DBProxy give ValueDB when getting - Make ValueDB know DBProxy so that modifying a ValueDB will call appropriate method in DBProxy - Make DBProxy also accept ValueT as an input, and convert it to appropriate SQL/request/whatever Thoughts? Sukender PVLE

Re: [osg-users] Meta-data in core OSG - project started

2011-04-27 Thread Sukender
Keep up the good work :-) Nice to read it, Robert! ;) And you're right, keep your mind resources for all other important things here! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi

Re: [osg-users] Meta-data in core OSG - project started

2011-04-27 Thread Sukender
Thanks DJ. I must say the conversion of our project to the new meta-data system is not that instant... Hopefully the code is 99% backward compatible and the use of userData and Description list still work as expected. Sukender PVLE - Lightweight cross-platform game engine - http

Re: [osg-users] Meta-data in core OSG - project started

2011-04-27 Thread Sukender
) for a first review. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Amstutz peter.amst...@tseboston.com a écrit : Sorry about that, you sent out the previous email on the weekend and I didn't have a chance to look at it; when Monday rolled

Re: [osg-users] New FBX SDK

2011-04-26 Thread Sukender
Hahaha! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Chris 'Xenon' Hanson xe...@alphapixel.com a écrit : On 4/22/2011 6:05 AM, Sukender wrote: I think I'm going to hang myself... That's a known side effect of FBX. And COLLADA

Re: [osg-users] New FBX SDK

2011-04-22 Thread Sukender
I think I'm going to hang myself... I just hope there will not be too much problems. Unfortunately, I will not be able to test your sumbission right now, I'm sorry. I'll tell you when I can. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael

Re: [osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sukender
Hi Sergey, Thanks for the link. However I think the entity thing is far more high level than just metas. Are you thinking about something specific metas should support? If so, I would certainly try to insert the requirements. Cheers, Sukender PVLE - Lightweight cross-platform game engine

Re: [osg-users] Meta-data in core OSG - project started

2011-04-20 Thread Sukender
towards actor/entities management in a first implementation. Don't you think, Sergey? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Amstutz peter.amst...@tseboston.com a écrit : I think the metadata system under discussion

Re: [osg-users] Meta-data in core OSG - project started

2011-04-19 Thread Sukender
. And that's of course easier to write and read. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Amstutz peter.amst...@tseboston.com a écrit : You could use an implicit constructor, e.g. templatetypename T class Value { Value(T); Value

Re: [osg-users] Meta-data in core OSG - project started

2011-04-19 Thread Sukender
hmmm... Why did you write templateT void addMeta(const std::string, const ValueT v); ? Wouldn't this be simpler: templateT void addMeta(const std::string, const T v); ? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Amstutz peter.amst

Re: [osg-users] Meta-data in core OSG - project started

2011-04-18 Thread Sukender
Hi JS, About other serializers (Collada, FBX...), I guess it would be nice using the OSG serialization (as you say), or a default/fallback one. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

Re: [osg-users] Meta-data in core OSG - project started

2011-04-15 Thread Sukender
Hi Peter, Well observed. We'll add methods to iterate and a pointer to object. But we just spotted a flaw in our design: we wrote some virtual templated methods (which is impossible of course)... Any idea on how to return a T* in ComponentContainer::findFirstMeta()? Sukender PVLE

Re: [osg-users] Meta-data in core OSG - project started

2011-04-15 Thread Sukender
representation when not handled natively. No? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com a écrit : Hi Peter, - For serialization, storing simple value types is pretty straightforward. The harder

Re: [osg-users] Meta-data in core OSG - project started

2011-04-15 Thread Sukender
Hi Peter, Thanks... but what for the addMetaT()? I mean it's okay having a addMeta(string, ValueBase *), but this will force you to write o-addMeta( myMeta, new Valueint(5) ); instead of simply o-addMeta( myMeta, 5 ); which could be nice. Any idea? Sukender PVLE - Lightweight cross

Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-12 Thread Sukender
Hi Anastasia, I guess you did not understand what I wrote... I suggest to get the source files I submitted, and recompile the Collada plugin with them. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Anastasia Papas hyper_pon...@hotmail.com

Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-12 Thread Sukender
In the post :) They are attached to the email I sent. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Anastasia Papas hyper_pon...@hotmail.com a écrit : I guess you're right.. I am not really experienced, that's why I am so stuck

Re: [osg-users] [osgPlugins] osg Dae plugin error: Texture coordinate set 0 not found

2011-04-11 Thread Sukender
us know it it solves your issue. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Anastasia Papas hyper_pon...@hotmail.com a écrit : Hi! I am facing the same problem, only difference I am using an export from 3ds max! Did you finally

[osg-users] Flag not reset in TriangleFunctor = bug?

2011-03-28 Thread Sukender
? _treatVertexDataAsTemporary = true; drawArrays(_modeCache,0,_vertexCachef.size()); _treatVertexDataAsTemporary = false; If you got any clue, that could be nice! Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users

Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Sukender
-setBuildKdTreesHint(osgDB::Options::DO_NOT_BUILD_KDTREES); options-setObjectCacheHint(osgDB::Options::CACHE_NONE); - I also tried adding databasePager.clear(); after writing the 'groupFile', but this doesn't change anything. Any idea? Many thanks. Sukender PVLE - Lightweight cross-platform game

Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Sukender
, viewable from 'dist' to FLT_MAX. The second thing is not a child but a range+filename, viewable from 0 to 'dist. This seems correct to me. Thoughts? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Laurens Voerman l.voer...@rug.nl a écrit : Hi Sukender

Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Sukender
the DatabasePager have no effect. Thanks anyway. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - María Ten mate...@gmail.com a écrit : Hi Sukender, The DatabasePager only update correctly the timestamp of expired children if they are registered

Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Sukender
Mmmm... if you got no more ideas, don't bother searching. This smells like there's a memory leak around here (in my code, I guess). I'll keep you informed. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Maria

Re: [osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-23 Thread Sukender
self_hang Downloaded a Windows leak detection utility trial (BoundsChecker, as Purify doesn't work with my app). Found a huge leak when using TinyXML++ (I naively thought reference counted structures behaved as osg::ref_ptr and osg::Referenced). /self_hang Sorry for this. *sigh* Sukender

[osg-users] PagedLOD - Trying to understand climbing mem usage

2011-03-22 Thread Sukender
::DO_NOT_BUILD_KDTREES); options-setObjectCacheHint(osgDB::Options::CACHE_NONE); But this doesn't change anything. And of course I finally run out of memory. For info, small graphs behave normally in osgViewer (nodes load when approaching, memory usage rises, etc.). Any idea? Thanks. Sukender PVLE

Re: [osg-users] Textures Problem!!! Urgent!!

2011-03-03 Thread Sukender
Hi Nectarios, Did you try updating the drivers? I already spotted strange things like this and it was a matter of drivers. And is there something special on your model, or is this simply a one-texture thing? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http

[osg-users] Collada writer - Bad handling filenames with spaces?

2011-02-25 Thread Sukender
not to convert it correctly to a filesystem name. I use Collada-DOM v2.2 (DOM 1.4), under Win32. Anyone already found this? Linux users, can you confirm (or not) the same issue? Any idea? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] Collada writer - Bad handling filenames with spaces?

2011-02-25 Thread Sukender
I cross-posted this to the Collada-dom bug tracker : https://sourceforge.net/tracker/?func=detailaid=3192134group_id=157838atid=805424 Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi all, [This is slyghtly

[osg-users] FBX opacity map factor inverted?

2011-02-17 Thread Sukender
the line should be: result.opacityFactor = 1.0 - pFbxPhong-GetTransparencyFactor().Get(); But I'm not 100% sure. However, this solves the display of some models I got :) Can anyone confirm (or not)? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

[osg-users] DDS - Changes about vertical flip

2011-02-15 Thread Sukender
on their orientation, I guess. - This seems very strange that all those tools/engines (I mean those I use) use the same convention. Thoughts? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi

Re: [osg-users] IFC to OSG converter

2011-02-08 Thread Sukender
Hi Peter, Nice work! Is this a ReaderWriter or a standalone converter? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Kilpatrick p...@scenescript.com a écrit : Hello, I am working on an IFC to OSG converter. There are some screenshots

Re: [osg-users] Discussion: metadata readerwriters output

2011-02-04 Thread Sukender
exists. - Of course, get/setUserData() would still be there for backward compatibility, as Ulrich proposed. Thoughts? Ideas? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Ulrich Hertlein u.hertl...@sandbox.de a écrit : On 4/02/11 3:21 , Sukender

Re: [osg-users] Discussion: metadata readerwriters output

2011-02-03 Thread Sukender
, then you simply won't be able to add metadata. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Ulrich Hertlein u.hertl...@sandbox.de a écrit : On 3/02/11 3:47 , Bob Youmans wrote: What will the users do, who current utilize the userData in the node

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-02-01 Thread Sukender
Hi Tim, I'll try to send an exemple. Can I send it to your address direclty? It's a very simple model with texture coordinates, created from the 3DS reader. I'll dump it as an OSG file beforehand. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Tim

Re: [osg-users] Generate mipmaps from arbitrary image

2011-02-01 Thread Sukender
Hi Brad and Robert, Any news about having a mipmap generation thing directly into OSG? I cannot include code of VPB (LGPL) in my app (proprietary), and I do not think about linking to VPB just for mipmaps... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] Texture atlas and shared state?

2011-02-01 Thread Sukender
Hi JS, I'm not sure of the problem, but there may be a problem with IVE writer. Try: - saving to an OSG file to see the differences - checking if there are no optimizer that change statesets Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] Generate mipmaps from arbitrary image

2011-02-01 Thread Sukender
? (or am I wrong somewhere? ;) ) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, On Tue, Feb 1, 2011 at 10:57 AM, Sukender suky0...@free.fr wrote: Any news about having a mipmap

Re: [osg-users] Generate mipmaps from arbitrary image

2011-02-01 Thread Sukender
I'll switch to NVTT (= drop libsquish as it is included) if so. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, On Tue, Feb 1, 2011 at 12:06 PM, Sukender suky0...@free.fr wrote

Re: [osg-users] Generate mipmaps from arbitrary image

2011-02-01 Thread Sukender
the effort writing until these parents expire, or when software patents are declare void by governments/the courts. Agreed. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users

Re: [osg-users] Discussion: metadata readerwriters output

2011-02-01 Thread Sukender
to avoid polluting the main graph, I do not fint this solution satisfactory. What if I delete a node? References to the node are invalidated, and child-number indices are also invalidated. I would thus need a mechanism to make sure everything is coherent. Thoughts? Sukender PVLE - Lightweight

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-02-01 Thread Sukender
Fixed :) I'm sumbitting the change. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Tim Moore timoor...@gmail.com a écrit : On Tue, Feb 1, 2011 at 11:39 AM, Sukender suky0...@free.fr wrote: Hi Tim, I'll try to send an exemple. Can I send

Re: [osg-users] Discussion: metadata readerwriters output

2011-02-01 Thread Sukender
, or requirements? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Amstutz peter.amst...@tseboston.com a écrit : Some kind of user data hooks are necessary, since the user is always going to need a way to map the results of operations like

Re: [osg-users] Discussion: metadata readerwriters output

2011-01-31 Thread Sukender
Hi Paul, Thanks for this explanation about identifying nodes. Actually we also implemented a node identification using child index... However I did not spot metadata related classes in osgWorks. Well, ok, I just had a very quick overview... Can you tell me where to look at? Thanks. Sukender

Re: [osg-users] Converting DrawArrays(TRIANGLE_STRIP) to DrawElements(TRIANGLES)

2011-01-31 Thread Sukender
Hi Tim, Sorry to jump into that conversation, but I also had a bug related to IndexMeshVisitor: the output geometries do NOT have number of vertices == number of texcoords... Did I miss something? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

[osg-users] Discussion: metadata readerwriters output

2011-01-28 Thread Sukender
() methods in order to handle unknown types. Many thanks to those who have read entirety this text. More thanks for your thougts/ideas/remarks/insults(?)/comments/whatever. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] Discussion: metadata readerwriters output

2011-01-28 Thread Sukender
and merge/process them anyhow)? Robert, what is your opinion on Peter's idea? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Peter Amstutz peter.amst...@tseboston.com a écrit : I have run into the same problem trying to get metadata from

[osg-users] FBX writer - Strange behaviour (images lost)

2011-01-14 Thread Sukender
the texturation broken. My code? The FBX plugin? Anyway, if anyone could give me a hint, this would be very nice. Config: Win32, MSVC9, FBX SDK 2011.3.1 (latest). Thank you. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

[osg-users] Incomplete TIFF plugin (tiled images)

2011-01-13 Thread Sukender
/tileSeparateRoutine typedefs. However, I lack information about tiling to modify the plugin accordingly. Can anyone tell me anything interesting about it? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg

[osg-users] libtiff update

2011-01-13 Thread Sukender
- works well only if you truncate to an int). Did anyone try to update the libtiff for osgPlugin TIFF? Thank you. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
and BIND_PER_PRIMITIVE_SET. Should we introduce BIND_PER_ELEMENT or such? Should we rename the BIND_PER_PRIMITIVE and BIND_PER_PRIMITIVE_SET? Thoughts? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Wojciech Lewandowski lewandow...@ai.com.pl a écrit : Hi Robert

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
Hi Wojtek, Allright. So what about changing the terms we use? Say BIND_PER_SHAPE / BIND_PER_PRIMITIVE, or BIND_PER_ELEMENT / BIND_PER_PRIMITIVE? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Wojciech Lewandowski lewandow...@ai.com.pl a écrit : Hi

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
Hi Wojtek, Well, just to avoid confusion with the term used for OpenGL primitives :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Wojciech Lewandowski lewandow...@ai.com.pl a écrit : Hi Sukender, What for ? If we agreed on Primitive meaning

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
/polygon). Conclusion (IMHO): BIND_PER_PRIMITIVE should do it per triangle/quad/polygon :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Wojciech Lewandowski lewandow...@ai.com.pl a écrit : Hi Frederic, it is my understanding that OpenGL can only do

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
Yes, Jason. This is why I proposed to have a BIND_PER_ELEMENT, which would do per triangle/quad (since OpenGL says a strip is a primitive). Thoughts? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Jason Daly jd...@ist.ucf.edu a écrit : On 01/10

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
Hi all, Yeeek... think I'm gonna BIND_PER_VERTEX+GL_FLAT finally! ;p Joking apart, I agree with the fact it's deprecated and should just stick with OSG 2.8 bahaviour. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Jason Daly jd...@ist.ucf.edu

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Sukender
usefult to me. Help, please? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Don, On Tue, Sep 21, 2010 at 12:13 AM, Don Leich d...@ilight.com wrote: I confirmed that the bug persists

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Sukender
): primLength=3; break; Or is 'primLength' used for another purpose ? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Hi Robert all, I also got a problem with BIND_PER_PRIMITIVE (yes, I know I should

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Sukender
). = If anyone knows about the subject, please confirm (or not) there should be one normal per triangle when having triangle strip (or triangle fan / quad strip) + bind per primitive. Thanks. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert

Re: [osg-users] [build] 3rd party libs and VS 2010

2010-11-15 Thread Sukender
) - osgAudio SVN rev. 67 (dynamic only) - tiff-3.9.4 (static only) - vorbis SVN rev. 17535 (dynamic only) - zlib 1.2.5 (dynamic only) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Allright. I'll try doing it ASAP

Re: [osg-users] [build] 3rd party libs and VS 2010

2010-11-10 Thread Sukender
Hi Brad, I got some dependencies for VC10 64bits (WinSDK 7.1): - curl-7.21.1 without SSL - freetype-2.4.2 - jpeg-8b - lpng143 - zlib And some others: - Boost 1.44 - freealut-1.1.0 - libsquish - ode-0.11.1 - ogg, vorbis - OpenAL-Soft Interested? Sukender PVLE - Lightweight cross-platform game

Re: [osg-users] [build] 3rd party libs and VS 2010

2010-11-10 Thread Sukender
Allright. I'll try doing it ASAP (tomorrow I guess). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Brad Christiansen brad.christian...@thalesgroup.com.au a écrit : Hi, I certainly am. I am not doing a 64bit build at the moment but it will save

Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-05 Thread Sukender
Hi Brad and Robert, Well thanks for the answers. I don't know if I'll wait for Robert's implementation or use VPB. Is there a plan to move this code from VPB to OSG? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Brad Christiansen brad.christian

[osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Sukender
, or with an invisible window? - Something to allocate mipmap memory, compute mipmaps, and store them in the osg::Image? I guess osg::gluBuild2DMipmaps() is the key, but it needs a context and process does not appear to be straightforward to me. Thanks. Cheers, Sukender PVLE - Lightweight cross

Re: [osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Sukender
to integrate Khronos' format using libktx? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, My plan is to add a Image::buildMipmaps() functions that will use the new local gluScaleImage

[osg-users] Crash with new StatsHandler?

2010-11-04 Thread Sukender
::StateSet::StateSet() Ligne 89 + 0x7a octets C++ osg::Camera::Camera() Ligne 40 + 0x22 octets C++ osgViewer::StatsHandler::StatsHandler() Ligne 51 + 0x25 octets C++ main(int argc=2, char * * argv=0x00f49808) Ligne 119 + 0x30 octets C++ Any idea? Sukender PVLE - Lightweight cross

Re: [osg-users] FBX Up axis bug

2010-10-29 Thread Sukender
orientation. Hope this helps. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Thomas Hogarth thomas.hoga...@googlemail.com a écrit : Hi all Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I found a bug with the up axis

Re: [osg-users] New osgText library - Questions

2010-10-29 Thread Sukender
Thanks Robert. I'll have a look after regenerate/clean/make everything... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : On Wed, Oct 27, 2010 at 1:21 PM, Sukender suky0...@free.fr wrote: Alright

Re: [osg-users] Image cache and manually release

2010-10-29 Thread Sukender
NULL will work as expected here (to be tested). Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Patrice Defond patrice.desfo...@rsacosmos.com a écrit : Hi, I would like to release an image, but there is a cache whose keep my image

Re: [osg-users] Image cache and manually release

2010-10-29 Thread Sukender
doesn't work, try using a debugger and trace when the image gets referenced. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Patrice Defond patrice.desfo...@rsacosmos.com a écrit : Thank for your help Sukender. I can't use the methods

Re: [osg-users] New osgText library - Questions

2010-10-27 Thread Sukender
Alright then... but why didn't my app compile, then? Are there known regressions? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, Right now I'd recommend just sticking with osgText

Re: [osg-users] [OT] I18N libraries

2010-10-26 Thread Sukender
Thanks Fred. That sounds interesting. I would love to have a CMakeLists.txt with gettext, but as gettext is purely GNU I guess that's not possible... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Frederic Bouvier fredlis...@free.fr a écrit : Hi

[osg-users] Link problem with osgText (latest trunk, MSVC10 x64)

2010-10-26 Thread Sukender
, recompiled, checked that it uses Win7.1SDK (or else you run into trouble with x64 + MSVC 10 Express), etc. Any idea? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users

Re: [osg-users] Link problem with osgText (latest trunk, MSVC10 x64)

2010-10-26 Thread Sukender
::~TextNode(void) I still don't understand, and I don't see the difference with other classes. ( My apologies about the geek greetings... I'm going out - [] ;-) ) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com

Re: [osg-users] Link problem with osgText (latest trunk, MSVC10 x64)

2010-10-26 Thread Sukender
Argh! Silly me! I recently fixed the output dir for CMake 2.8.2 + MSVC (see corresponding submission), and thought about clearing /bin... but I forgot to clean /lib! My app was linking against the old library with the new headers, hence the error. Sorry for this. Cheers, Sukender PVLE

[osg-users] New osgText library - Questions

2010-10-26 Thread Sukender
) 2. setColor() (I guess it's Stateset Material Diffuse) 3. setBackdropType() / setBackdropColor() / setColorGradientMode() / setColorGradientCorners()... Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] Wrong CMake output directory using Visual - half submission

2010-10-25 Thread Sukender
to write *_ZROLBGLUCK. Hence the FOREACH() loop I wrote in my previous email, which does the job fo every defined configuration. I'll make a sumbissions this morning I guess/hope. Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Chuck

[osg-users] [OT] I18N libraries

2010-10-25 Thread Sukender
Hi all, I was using gettext-intl to handle translated strings in my apps, but now I'm compiling 64 bits it's a pain having this lib compiled. Do you know where I can find this lib compiled for MSVC10 x64? Do you know other libs (except Qt since it's too heavy for me)? Thanks. Sukender PVLE

[osg-users] Wrong CMake output directory using Visual - half submission

2010-10-22 Thread Sukender
}) ENDIF() ENDFOREACH() Hope someone will take a few minutes to write a nice CMake script (and figure out the version number from which this can bu used, if this is really 100% CMake related) Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Sukender
Hi all, Any update on this side? I've got the same issue (I use fstream in my project which depends on osgDB, under VC2010 x64). Or is there a way to temporarily workaround this in OSG with an ugly #ifdef? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] OT: VS2010 LNK2005 problem related to ostringstream

2010-10-20 Thread Sukender
T_T ...Going to hang myself... Not even an idea of a workaround that would be a bit less ugly? Well, if this is the only way... Thanks, anyway! ;) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Frederic Bouvier fredlis...@free.fr a écrit : Hi

[osg-users] Need help about key mapping (introspection)

2010-10-17 Thread Sukender
can have an key mapping file? Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] Need help about key mapping (introspection)

2010-10-17 Thread Sukender
Many thanks Wang. I'll do that.. because having to carry the burden of wrappers (I mean compile+integrate) is too much for me :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Wang Rui wangra...@gmail.com a écrit : Hi Sukender, Serializers

Re: [osg-users] Use of _wfopen() in FileUtils.cpp = Windows only ?

2010-10-14 Thread Sukender
Hi Robert, I'm ready to help, but unfortunately I got back to Windows development... I guess It'll be a long time before I'll submit something useful. Sorry. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com

[osg-users] Use of _wfopen() in FileUtils.cpp = Windows only ?

2010-10-12 Thread Sukender
look for a portable equivalent? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

[osg-users] [3rdParty] VC10 (express) 64 bits precompiled binaries

2010-09-01 Thread Sukender
In progress: - collada dom (having some problems as underlying boost ins't up-to-date) Missing libs are: - Qt - GDAL - libcurl (I once ported it to CMake but it's not maintained by curl devs) - lua - gif - vrpn OSG compiles well (when ignoring errors due to problematic dependencies). Sukender PVLE

[osg-users] Job offer in Paris/Montbéliard (in F rench)

2010-08-12 Thread Sukender
), géométrie 3D Compétences appréciées : OSG (très apprécié, évidemment), boost, outils SIG, SDK 3DSMax, C#/Java, Qt Plus d'info ? Contactez suky0001 at free dot fr Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net

Re: [osg-users] [osgPlugins] COLLADA writer textures

2010-08-06 Thread Sukender
Hi Gareth, I worked a bit on DAE plugin and as far as I know it should correctly export images... I'm sorry I don't have more info, but you may try having a look using a debugger... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Gareth Ferneyhough

[osg-users] Footprint algorithm

2010-07-29 Thread Sukender
Hi all, Does anyone knows a (preferably free/open source) code computing either: - The footprint polygons of a building (intersection with terrain) - The footprint polygons of a building (intersection with a single plane) - The conntour polygons of a projected building ? Thanks. Sukender PVLE

[osg-users] Double precision tessellator, optimizer, and such

2010-07-26 Thread Sukender
be encapsulated, and Tessellator would use it instead of direclty reading the array) - ... other ideas? Thanks. I'll try to apply this to other classes after. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users

Re: [osg-users] Double precision tessellator, optimizer, and such

2010-07-26 Thread Sukender
Hi Robert, Thanks for the answer. However, I won't be able to write the non-GLU code. I guess making it work with GLU first would be nice... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi

Re: [osg-users] Double precision tessellator, optimizer, and such

2010-07-26 Thread Sukender
Going to check. Thanks for the info. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, On Mon, Jul 26, 2010 at 9:24 AM, Sukender suky0...@free.fr wrote: Thanks for the answer. However

Re: [osg-users] Double precision tessellator, optimizer, and such

2010-07-26 Thread Sukender
Maybe a good idea, but DelaunayTriangulator is single precision only, and there is a lot of code. I must admit I don't have enough time for porting DelaunayTriangulator yet. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi

Re: [osg-users] FBX reading of GL_POLYGON

2010-07-15 Thread Sukender
Alright then. Hope the algorithm works for all cases. I tested it a bit more, and as far as I can tell it seems okay. Please keep us (I mean the mailing list) in touch. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati

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