Hi Vincent,
I'd like to add a thing to what Wang said: some physics intergration with OSG
already have been done (like what Wang did for osgNV, and me for PVLE). But
osgPhysics will be different in the way it's intended to be integrated in the
core OSG (if and when it'll be good enough!).
So if
Hi Wang,
Just needed to be sure... Looking at the OSG and Physic/collision
capabilities, I am exploring all the things I'm currently reading mail
archive I kept about collision detection/managment.
Thanks for these details.
Regards,
Vincent.
2009/1/13 Wang Rui
> Hi Vincent,
> osgNV only wo
Hi Vincent,
osgNV only works with nVIDIA devices because of its name. :-)
Sukender and I are working on another open-source project osgPhysics now to
support more kinds of physics engines in OSG, which will also replace
the osgNVPhysx nodekit in a near future. You may have a look at the SVN
version
Hi,
Looking for physic/collision application, I would have more information on
osgNV.
Does it would work with graphic card which are not NVidia's one ?
Is it possible to consider this project as an interface for PhysiX (for now)
for any application, plateform, ... ?
Thanks,
Regards,
Vincent.
Hi Oleg,
Thanks. Already fixed and merged into SVN. :)
Wang Rui
2008/12/26 Oleg Dedkow
> Hi Wang Rui,
>
> Thank you for the nice library :-)
>
> I checked osgNV from trunk and tried to build it under Linux/g++ 4.3.2. I
> managed it, however there are still two errors
> left:
>
> 1) include/osgN
Hi Wang Rui,
Thank you for the nice library :-)
I checked osgNV from trunk and tried to build it under Linux/g++ 4.3.2. I
managed it, however there are still two errors
left:
1) include/osgNVCg/Type, line 80:
The extra 'Type' specifier should be removed from the method declaration.
2) sr
Hi Gerrick,
Ah...I'm sorry that I just have done nothing to the plugin project and leave
it alone as what it's like before the 0.6.0 version. The errors have been
resolved in the latest SVN version. And I will add new features (texture and
buffer uniforms) ASAP.
Thank you for suggestions.
Wang Ru
Hi Wang Rui,
I checked out from subversion and tried building on Mac OSX 10.5.6. If
BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
received the following errors :
[ 54%] Building CXX object
src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue
.o
/U
Hi Wang Rui,
About physics, maybe we'll start another thread or resurrect the one that deals
with it? And I guess this would not be a part of osgNV.
About sound, well... for now I use osgAL and I'm beginning to work a little bit
on it (I was just integrated to the developpers list, I'll commit
Hi Sukender,
The integration of OSG and PhysX is just at its beginning. And I'm also
considering to make an osgPhysics library to support common functionalities
and abstract interfaces for various open-source physics engines. You are
always welcome to join in.
BTW, I'm also interesting in the pro
Hi J-S,
Thanks! I'm just wondering to move the base classes of osgNVPhysx into
another namespace, and "hatch out" more integrations from that, like osgODE,
osgBullet, etc. Members of the base classes, which are not associated with
any physics engines but support most common interfaces to them, inc
Le Thu, 18 Dec 2008 15:08:35 +0100, Jean-Sébastien Guay
a écrit:
> Hello Wang Rui,
>
> Nice job, you seem to be progressing nicely with this! I have one small
> comment:
>
>> The new module, named osgNVPhysx, is going to support the nVIDIA PhysX
>> and even more physics engines (like ODE, Bullet
Hello Wang Rui,
Nice job, you seem to be progressing nicely with this! I have one small
comment:
The new module, named osgNVPhysx, is going to support the nVIDIA PhysX
and even more physics engines (like ODE, Bullet, Newton and so on,
because of its open structure in design) step by step!
Hi all,
osgNV 0.6.2 has been released today, with the integration of the latest Cg
2.1 runtime, including a new resource manager, new profiles, the support of
geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
buffer uniforms class (cgSetBufferParameter) and related exampl
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