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

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

2012-10-31 Thread Sukender
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 ___

[osg-users] Create an osg::Texture with a given ID

2012-08-03 Thread 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?

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" À: &quo

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

2011-07-11 Thread Sukender
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&

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

2011-07-07 Thread Sukender
, 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

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

2011-06-01 Thread Sukender
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

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) 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, > >

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

2011-05-04 Thread 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

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

2011-04-27 Thread Sukender
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

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-platfor

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" a écrit : > Hi

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

2011-04-27 Thread Sukender
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

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" 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

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/

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

2011-04-20 Thread Sukender
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

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 g

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

2011-04-19 Thread Sukender
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/ ---

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

2011-04-19 Thread Sukender
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

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" a écrit : >

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

2011-04-15 Thread Sukender
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

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" a écrit : > Hi Peter, > > > - For serialization, storing simple value types is pretty > > straightforward. The

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()?

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" a écrit : > I guess you're right.. I am not really experienced, that's why I am so > stuck on this :-(

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" a écrit

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

2011-04-11 Thread Sukender
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 >

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

2011-03-28 Thread Sukender
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-

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

2011-03-23 Thread Sukender
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

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" a écrit :

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

2011-03-23 Thread Sukender
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

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

2011-03-23 Thread Sukender
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 :

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

2011-03-23 Thread Sukender
, 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

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

2011-03-22 Thread Sukender
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

[osg-users] PagedLOD should not always prepend database path?

2011-03-22 Thread Sukender
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

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

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=detail&aid=3192134&group_id=157838&atid=805424 Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Sukender" a écrit : > Hi all, > &

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

2011-02-25 Thread Sukender
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

[osg-users] FBX opacity map factor inverted?

2011-02-17 Thread Sukender
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

[osg-users] DDS - Changes about vertical flip

2011-02-15 Thread Sukender
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

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" a écrit : > Hello, > > I am working on an IFC to OSG converter. > > Ther

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

2011-02-04 Thread Sukender
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

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

2011-02-03 Thread Sukender
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

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

2011-02-01 Thread Sukender
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

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

2011-02-01 Thread Sukender
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

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" a écrit : > On Tue, Feb 1, 2011 at 11:39 AM, Sukender < suky0...@free.fr > wrote: > > > Hi Tim, > > I'll t

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

2011-02-01 Thread Sukender
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

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

2011-02-01 Thread Sukender
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

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

2011-02-01 Thread Sukender
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: >

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

2011-02-01 Thread Sukender
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

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.sourceforg

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] 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.n

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.sourc

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] Discussion: metadata & readerwriters output

2011-01-28 Thread 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

[osg-users] Discussion: metadata & readerwriters output

2011-01-28 Thread Sukender
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

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

2011-01-14 Thread Sukender
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.

[osg-users] libtiff update

2011-01-13 Thread Sukender
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

[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

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" a

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" a écrit : >

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
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

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" a écrit : > Hi Sukender, > > What for ? If we agreed on Primitive meanin

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" a écrit : > Hi, Suk

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
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

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-10 Thread Sukender
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

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Sukender
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

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Sukender
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

Re: [osg-users] BIND_PER_PRIMITIVE broken?

2011-01-07 Thread Sukender
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

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

2010-11-15 Thread Sukender
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

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" a écrit : > Hi, > > I certainly am. I am not doing a 64bit build at the moment but it will > sav

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] 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 Christians

[osg-users] Crash with new StatsHandler?

2010-11-04 Thread Sukender
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/

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

2010-11-04 Thread Sukender
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

[osg-users] Generate mipmaps from arbitrary image

2010-11-04 Thread Sukender
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] 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" a écrit : > Thank for your help Sukender. > > I can't use the methods re

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" a écrit : > Hi, > > I would like to release an image, but there is a cache whose keep my > i

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" a écrit : > On Wed, Oct 27, 2010 at 1:21 PM, Sukender wrote: > > Alright then... but w

Re: [osg-users] FBX Up axis bug

2010-10-29 Thread Sukender
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

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" a écrit : > Hi Sukender, > > Right now I'd recommend just sticking wit

[osg-users] New osgText library - Questions

2010-10-26 Thread Sukender
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

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

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

2010-10-26 Thread Sukender
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

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

2010-10-26 Thread Sukender
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

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" a écrit : > H

[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.

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

2010-10-25 Thread Sukender
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.

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

2010-10-22 Thread Sukender
" "${OUTPUT_BINDIR}") ELSE() SET("CMAKE_LIBRARY_OUTPUT_DIRECTORY_${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

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" a écrit : > Hi Suken

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.sourceforg

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 a écrit : > Hi Sukender, > > Serializers are

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

2010-10-17 Thread Sukender
users 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-

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"

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

2010-10-12 Thread Sukender
#x27;t spot? Or should we 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.o

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

2010-09-01 Thread Sukender
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).

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

2010-08-12 Thread Sukender
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://

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/ - "Gar

[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

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

2010-07-26 Thread Sukender
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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