http://www.codenamezero.org/sites/default/files/20090901%20-%20vidports.txt
greetz,
michael
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www.vis-sim.com www.gordontomlinson.com
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
osg-us...@cyberfiber.org
Sent
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test new
features, deploy OSG into their systems, labs, etc, thereby
propagating it throughout the community. I think it is a two-way
street. Just my $0.02.
Definitely Ed
Quoting Robert Osfield robert.osfi...@gmail.com:
Hi ??
The key is that you adopt a consistent online personal
and others who wish to listen
Please start using a name, and one longer that will be unique not some
two letter nick name. Being civil is about respecting the rules of
the house in which you are guest.
Robert.
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this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11410#11410
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Hi,
Where can I find for file specification for .osg file? I would like to write an
exporter for Maya that exports mesh, texture, shader and animation in .osg
format. Dose .osg support shader and animation export?
Thank you.
--
Read this topic online here:
http
that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_QUAT
#define OSG_QUAT 1
#include osg/Export
#include osg/Vec3f
#include osg/Vec4f
#include osg
Quoting Maciej Krol [EMAIL PROTECTED]:
Hi Ed,
I am using 2.8.7, but the latest stable version should work as well.
Regards,
Maciej
2008/10/29 Ed [EMAIL PROTECTED]
If I want to use wxWidgets with OSG, do I need a particular version of
wxWidgets?
Ed
Is OSG Website down? Can't get to it from desktop, laptop,
blackberry nothing...
Ed
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/libosgViewer.so
/usr/local/lib64/libosgViewer.so.2.6.1
My question is where to the libs/bins get put when 'make install' is
done, and what do I need to put in my path(s)
Ed
Quoting [EMAIL PROTECTED]:
OS: FC9 x86_64
I retrieved the source for OSG 2.6.1 as follows:
svn co
http://www.openscenegraph.org
, or is it okay to compile some with and some without?
E.g., could I build OSG with these options turned on, but leave other libraries
(such as boost) compiled as-is?
Thanks.
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Hi everyone. We are building a system that uses OSG and several additional
job threads (on windows XP sp2.) Whenever one of these side jobs runs, the
frame rate on OSG drops, very often to zero. Since some of these side jobs may
take several seconds, this is obviously a problem
, trying to use
the CPU to do your pixel-level rendering is just too inefficient. CPU's just
aren't optimized for that purpose, but GPU's are.
- Original Message
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday
Is it legal to install an update callback into a node during the cull traversal?
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No, we're on top of that one. Just doing a completely clean rebuild seems to
have solved the problem, for now anyway. Sorry to clutter up the list.
- Original Message
From: Andreas Goebel [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday
Where in the cull traversal is an object tested to determine if it is on screen
and needs to be drawn? Is this automatic, or is this something we need to turn
on? Thanks.
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Hi... We are running OSG 2.0.0 on visual studio 2005, and we frequently run
into a crash in StateSet::removeParent. This is hit when we are deleting nodes
in the OSG thread (outside of calls to update and frame). Is this a known
issue? I am stumped on this one. I was just wondering if it could
We we're getting a lot of this error message as well. In our case, it turned
out we were telling opengl to draw a line with a width of 0.
- Original Message
From: Jean-Sébastien Guay [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, October 24, 2007 2:59:44 PM
a separate
traversal
just to check for update callbacks that are
done?
At the risk of giving advice you shouldn't follow,
I've had some luck
with creating an osg::ref_ptr to the callback in
its operator()
function. Then it isn't deleted until the callback
returns, at which
point it's probably
leads to
an
unpleasant case of a this pointer deleting
itself.
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:
Hi Robert,
Is this in your own application or one of the
OSG examples?
It is our own app.
Are you creating text and then updating per
frame?
We're creating text and using UpdateCallback to
add.
Are you running osgViewer multi-threaded? If so
which threading model
are:
1) What's causing this?
2) How best to address the issue?
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Is 2.1.9 considered to be a stable enough release to
use in place of 2.0.0, and, does it fix the text
threading problems? Thanks.
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We are trying to port an osg 1.2 app to 2.0, and we
frequently get crashes when one thread (which is
building an osg scene that is not yet being rendered)
tries to access fonts while the rendering thread is
rendering text.
Also, on a possibly related note, what happened to
viewer.sync() in osg
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