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
o pass an additional parameter.
Very ulgy!
4. In all readers, 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
___
f_ptr state( new osg::State );
state->setContextID(contextId);
tex->apply(*state);
Unfortunately this doesn't seem to work. Moreover, I have another issue with
this code: I must delete the osg::Texture2D object WITHOUT deleting the
corresponding OpenGL texture...
Any idea?
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"
À: &quo
erate 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&
, but I'm 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 som
ainely not optimal), but I keep
thinking the container should be customizable and I would keep 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/
- "Rob
this should be provided in core OSG alongside (and as an
alternative to) Value? Which version of TypedValueBase do you prefer?
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Sergey Kurdakov" a écrit :
> Hi Sukender,
>
>
l not suddenly gain astonishing
features, but at least you'll have something which 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 - Lig
rything goes fine.
3. Debug
4. Send OSG modified files on the mailing list (osg-users) for a first review.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Peter Amstutz" a écrit :
> Sorry about that, you sent out the previous
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-platfor
> 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" a écrit :
> Hi
Container (well, we renamed 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 Value as an input, and convert it to appropriate
SQL/request/wha
Hahaha!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Chris 'Xenon' Hanson" 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
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/
coding
things 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" a écrit :
> I think the metadata system under discussion
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 g
hmmm...
Why did you write
template void addMeta(const std::string&, const Value& v);
?
Wouldn't this be simpler:
template void addMeta(const std::string&, const T & v);
?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
---
ram) )
?
If so, yes. And that's of course easier to write and read.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Peter Amstutz" a écrit :
> You could use an implicit constructor, e.g.
>
> template
> class Value {
> V
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" a écrit :
>
Hi Peter,
Thanks... but what for the addMeta()?
I mean it's okay having a addMeta(string, ValueBase *), but this will force you
to write
o->addMeta( "myMeta", new Value(5) );
instead of simply
o->addMeta( "myMeta", 5 );
which could be nice. Any idea?
Su
representation when not handled
natively. No?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Jean-Sébastien Guay" a écrit :
> Hi Peter,
>
> > - For serialization, storing simple value types is pretty
> > straightforward. The
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()?
In the post :)
They are attached to the email I sent.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Anastasia Papas" a écrit :
> I guess you're right.. I am not really experienced, that's why I am so
> stuck on this :-(
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" a écrit
cepted (yet?). But please let us know it it solves your
issue.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Anastasia Papas" a écrit :
> Hi!
>
> I am facing the same problem, only difference I am using an export
>
call?
_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-
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).
Sorry for this.
*sigh*
Sukender
PVLE - Lightw
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" a écrit :
r clearing the
DatabasePager have no effect.
Thanks anyway.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "María Ten" a écrit :
> Hi Sukender,
>
> The DatabasePager only update correctly the timestamp of expired
> children if t
iewable 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" a écrit :
, I wrote (before the method runs)
options = osgDB::Registry::instance()->getOptions();
options->setBuildKdTreesHint(osgDB::Options::DO_NOT_BUILD_KDTREES);
options->setObjectCacheHint(osgDB::Options::CACHE_NONE);
- I also tried adding "databasePager.clear();" after wr
DB::Options::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
path.
I propose to replace
if (_databasePath.empty())
by
if (_databasePath.empty() ||
isAbsolutePath(_perRangeDataList[numChildren]._filename))
considering isAbsolutePath() exists and works by detecting either "/" on char 0
(Unix), or ":" on char 1 (Windo
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
I cross-posted this to the Collada-dom bug tracker :
https://sourceforge.net/tracker/?func=detail&aid=3192134&group_id=157838&atid=805424
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
----- "Sukender" a écrit :
> Hi all,
>
&
mlNewTextWriterFilename() function seems 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 g
ot;, not the opacity. I guess 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 cr
riented differently)
if I write them? They should be automatically flipped depending 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 - htt
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" a écrit :
> Hello,
>
> I am working on an IFC to OSG converter.
>
> Ther
eplace)
- setProperty() would create a default container if none 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 H
rData", then you simply
won't be able to add metadata.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Ulrich Hertlein" a écrit :
> On 3/02/11 3:47 , Bob Youmans wrote:
> > What will the users do, who current utilize th
ver w.r.t implementations, I have plenty
> of other issues to tackle with getting the OSG ready for 3.0 to not
> worry about other stuff.
Hmmm... Would you agree if I gradually propose submissions in that way? I mean
I'll stick to the idea of metadata container, but I won't do e
s, or
requirements?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Peter Amstutz" 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
> Inte
Fixed :)
I'm sumbitting the change.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Tim Moore" a écrit :
> On Tue, Feb 1, 2011 at 11:39 AM, Sukender < suky0...@free.fr > wrote:
>
>
> Hi Tim,
>
> I'll t
ructure 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 - L
write an ImageProcessor implementation that
> just uses libsquish, but as this doesn't change the patent situation
> it probably isn't worth the effort writing until these parents
> expire,
> or when software patents are declare void by governments/the courts.
Agreed.
Chee
Maybe 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" a écrit :
> Hi Sukender,
>
> On Tue, Feb 1, 2011 at 12:06 PM, Sukender wrote:
>
OSG? (or am I wrong somewhere? ;) )
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robert Osfield" a écrit :
> Hi Sukender,
>
> On Tue, Feb 1, 2011 at 10:57 AM, Sukender wrote:
> > Any news about having a mipmap gene
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.sourceforg
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
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.n
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.sourc
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
two
files 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" a écrit :
> I have run into the same problem trying to get metadata from the
> O
ns to read/write those metas.
This is certainly not the best implementation, but surely the simplest. Another
idea would be make plugins (or other code) directly read values and
(de)serialize them as they want; however, I suggest to keep the
"toString()/fromString()" methods in
hich event made 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.
it integer comparison inside a macro - 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/
___
os
/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
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" a
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" a écrit :
>
rtex of the triangle/quad/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" a écrit :
> Hi Frederic,
>
> > it i
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" a écrit :
> Hi Sukender,
>
> What for ? If we agreed on Primitive meanin
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" a écrit :
> Hi, Suk
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" a écrit :
> H
o why not supporting
it if it's not that difficult? Should we name it differently?
Thank you all for your comments and ideas.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Jason Daly" a écrit :
> On 1/8/2011 6:19 AM, Robert
n (= a few days).
=> 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.n
case(GL_TRIANGLES): primLength=3; break;
Or is 'primLength' used for another purpose ?
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Sukender" a écrit :
> Hi Robert & all,
>
> I also got a problem with
unable to find something usefult to
me.
Help, please?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robert Osfield" a écrit :
> Hi Don,
>
> On Tue, Sep 21, 2010 at 12:13 AM, Don Leich wrote:
> > I confirmed that the bug
only)
- 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" a écrit :
> Allright. I'll try do
Allright. I'll try doing it ASAP (tomorrow I guess).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Brad Christiansen" a écrit :
> Hi,
>
> I certainly am. I am not doing a 64bit build at the moment but it will
> sav
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
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 Christians
sgViewer::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-platform game engine - http://pvle.sourceforge.net/
ns to integrate Khronos' format using libktx?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Robert Osfield" a écrit :
> Hi Sukender,
>
> My plan is to add a Image::buildMipmaps() functions that will use the
> new loca
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
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" a écrit :
> Thank for your help Sukender.
>
> I can't use the methods re
"NULL" will work as expected here (to be tested).
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Patrice Defond" a écrit :
> Hi,
>
> I would like to release an image, but there is a cache whose keep my
> i
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" a écrit :
> On Wed, Oct 27, 2010 at 1:21 PM, Sukender wrote:
> > Alright then... but w
define its "own" orientation.
Hope this helps.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Thomas Hogarth" a écrit :
> Hi all
>
>
> Just a little heads up for anyone using fbx plugin with fbx sdk
> 2011.2. I
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" a écrit :
> Hi Sukender,
>
> Right now I'd recommend just sticking wit
T_TOP)
2. setColor() (I guess it's Stateset > Material > Diffuse)
3. setBackdropType() / setBackdropColor() / setColorGradientMode() /
setColorGradientCorners()...
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle
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
sgText::TextNode::~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.n
erything has been regenerated, 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
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" a écrit :
> H
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.
nfiguration), you'll have
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.
" "${OUTPUT_BINDIR}")
ELSE()
SET("CMAKE_LIBRARY_OUTPUT_DIRECTORY_${CONF}" "${OUTPUT_LIBDIR}")
ENDIF()
ENDFOREACH()
Hope someone will take a few minutes to write a nice CMake script (and figure
out the version number from whi
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" a écrit :
> Hi Suken
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.sourceforg
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 a écrit :
> Hi Sukender,
>
> Serializers are
users can have an key mapping
file?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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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"
#x27;t spot? Or should we look for a portable
equivalent?
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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f
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).
xpérimenté), 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://
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/
- "Gar
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
very long
term temporary", hey?
BTW, what about getting some GLU code and include it directly in OSG? Is this
legally possible? Is it optimized enough? Is this portable enough? Just my two
cents...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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