OS X uses the Quicktime plugin for PNG. I don't think we ever built the libpng plugin on OS X because libpng is not a standard component on OS X. Most people would not be able to compile, link, or run a libpng plugin because they would lack the header and library.
-EricSubject: Re: [osg-users] png
> As an experiement try reading the models during the update phase, i.e.> directly before or after the update() traversal, rather than in a> seperate thread. The performance will be awful but it may well shed> some light at what is amiss, if not, it at least illiminates one of> the variables. Tha
Hi all, Have somebody heard of osgEdit.I am using WindowsXP with compiled edition of openscenegaph 1.0. I have the GTK package "gtk-win32-devel-2.8.18-rc1.exe" . I used Visual Studio 2003 to compilate osgEdit.But now i have some problems. The compilation result is bellow,here,i only list one
I just updated to from 1.0 version 1.1 and I now notice that my
billboards are no longer transparent around the outside edges of the
quads that the textures are mapped to. What do I have to do to make them
transparent again?
Thanks.
Alex
___
osg-use
> Should have:
> ...
> Reported OpenFlight proxy node/optimizer issue addressed.
Per our email, I agree this is a "should have" and not a "must". I'll
continue looking into it as time allows.
-Paul
___
osg-users mailing list
osg-users@openscen
There is also Opencascade, www.opencascade.org, which is a massive C++
modelling/visualisation framework or if you want to see what a CSG
modeller looks like on the inside, BRL-CAD,
http://sourceforge.net/projects/brlcad, and the list goes on.
Andrew
> -Original Message-
> From:
On Thu, 2006-08-03 at 14:35 +0100, Robert Osfield wrote:
> For instance I've just changed the relevant StateSet.cpp code from:
>
> static TextureGLModeSet s_textureGLModeSet;
Was this right? According to CVS, version 1.60 of the file, this
variable had external linkage and was not declared s
On Fri, 2006-08-04 at 12:42 -0600, Chris Hanson wrote:
> Robert, does OSG have a lot of singleton-like (but not actual singleton)
> non-local
> static objects? I wasn't aware of any before this, but I'm sure there must be
> some. I'm
> trying to imagine how I would search for them, other than j
On Mon, 2006-08-07 at 10:37 +0100, Robert Osfield wrote:
> There is one aspect of Cg that GLSL doesn't cover is the FX framework,
> but the OSG has its own osgFX which might go some way of being able to
> map things at the back, perhaps not in its current encarnation, but
> like the rest of the OSG
On Mon, 2006-08-07 at 11:24 +0200, Heinrich Fink wrote:
> I guess one of the first things I want to implement is the binding for
> COLLADA_FX - shaders (which are already in DOM 1.4.1-format)
COLLADA FX was introduced in COLLADA 1.4.0 and the 1.4.1 update fixes a
few important issues wrt binding
> -Ursprungligt meddelande-
> Från: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] För austincb
> Skickat: den 7 augusti 2006 18:47
> Till: osg users
> Ämne: [osg-users] osgAL setup
>
> Having a heck of a time trying to get osgAL to compile. Are
> there specific versions of OpenAL and
Hi Aaron,
The png plugin is still part of the OSG.
I can't comment on what Eric Wing includes in the OSX binaries though,
as I don't part is this build.
Robert.
On 8/7/06, Aaron Rolett <[EMAIL PROTECTED]> wrote:
Hello All,
I'm trying to upgrade project from using the RC of OSG 1.1 to the
On 8/7/06, Daniel Larimer <[EMAIL PROTECTED]> wrote:
Well, I believe what I want to do is the equivalent of culling the
camera node on
every frame that I don't have an update to the texture. I can do
this the "hard way" by
placing a switch above the camera node, but was hoping for someth
Hello All,
I'm trying to upgrade project from using the RC of OSG 1.1 to the
actual release. I noticed that the png plugin (osgdb_png.so) seems to
have disapeard from the project file and was not included in the dmg I
downloaded.
Am I missing something?
Thanks,
Aaron
_
Hi Robert,
Using TexGen worked like a charm, thanks!
Jason
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, August 04, 2006 4:09 P
To: osg users
Subject: Re: [osg-users] Draping Imagery onto Terrain Database after
creation
On
On Aug 7, 2006, at 12:32 PM, Robert Osfield wrote:
Hi Daniel,
On 8/7/06, Daniel Larimer <[EMAIL PROTECTED]> wrote:
I am attempting to render to a texture using
osg::CameraNode and
everything works fine when I use FBOs; however, not all systems (SGI
Prism) support FBOs and so I am at
Having a heck of a time trying to get osgAL to compile. Are there
specific versions of OpenAL and OpenAL++ I should be using? I downloaded
the latest versions of OpenAL, OpenAL++, and osgAL. It also can't find
'oalppd.lib', and the file isn't located in any of the folders.
osgAL is still a via
Hi Daniel,
On 8/7/06, Daniel Larimer <[EMAIL PROTECTED]> wrote:
I am attempting to render to a texture using osg::CameraNode and
everything works fine when I use FBOs; however, not all systems (SGI
Prism) support FBOs and so I am attempting to use the FRAME_BUFFER
render mode. Once agai
Current status is that I've updated the OpenThreads and Producer
projects locally, but OSG the projects are still in progress. I intend
to submit all the changes once that's done. I didn't make any progress
on this last week because I was out of the office, but I'm hoping to
finish it up by the e
Thanks Robert. Quick as always. I'll probably have a followup question
tomorrow.
-Henrik
Robert Osfield wrote:
> Hi Henrik,
>
> On 8/7/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>> I'll skip to the collision detection part. I have a hand which have five
>> fingers each with three joints an
All,
I am attempting to render to a texture using osg::CameraNode and
everything works fine when I use FBOs; however, not all systems (SGI
Prism) support FBOs and so I am attempting to use the FRAME_BUFFER
render mode. Once again, everything works fine except that I have
two unique requi
Hi Tirumalesh,
Check out the GTS library at http://gts.sourceforge.net. I've had some
success with that.
Jason
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, August 07, 2006 11:22 A
To: osg users
Subject: Re: [osg-users] Re
Actually, the method I posted is bad form because the QImage will go out of scope and delete the bits with it. Return a copy of the qimage. Qt will do internal implicit sharing of the bits so it is efficient.DanOn Aug 7, 2006, at 11:59 AM, Daniel Larimer wrote:Yes that is possible, and you can do
Yes that is possible, and you can do that with pbuffers, which OSG Provides or Qt provides.Your render method would be similar to and your class will inherit QGLPixelBuffer (Qt 4.1.x) char* render() { makeCurrent() sceneview.update(); sceneview.cull(); sceneview.draw(); return QGLPixelBuffer::toIma
Hi Henrik,
On 8/7/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
I'll skip to the collision detection part. I have a hand which have five
fingers each with three joints and a palm with a wrist transform in a
hierarchical structure. The hand is controlled by a cyberglove, so the
internal collis
Hi Robert,the Qt widget was just one way to display an osg-scene. The final osg_offscreen-class should not be a Qt-widget. I need a way to render to an GL-context without the need to dispay it (via Producer, Glut, Ot, etc). In the end the class should look like that:
class osg_offscreen{ osg_offsc
Try doing something like this:
class OffScreen : public QGLPixelBuffer
{
void draw( )
{
makeCurrent();
// code from QGLWidget used to render your scene
doneCurrent();
}
};
You can then call OffScreen::toIm
Hi Frans,
I don't recall QT having pbuffer support, but this would be one of
creating an off screen graphics context. The issue you are hitting at
really isn't OSG specific, its QT specific, so I'd head over to their
support website and docs to see if you can spot anything on
pbuffers/graphics c
Hi Tirumalesh,
The OSG does provide support for constructive solid geometry, you'll
need to implement this yourself or use a 3rdParty library to do it.
Robert.
On 8/7/06, TIRUMALESH CHINTAMANI <[EMAIL PROTECTED]> wrote:
Hi all,
I am new to OSG and been working on this for a little while.
I
Hi all,still trying to build an off-screen rendering class I now managed to render to an osg::Image through an osgUtil::SceneView embedded in a QT-OpenGL-Widget. I do it that way because I had an working Qt-OSG-Widget already and so I tried to add a camera rendering to a FBO. All that is working ne
Hi all,
I am new to OSG and been working on this for a little while.
I am presently working on something to cut solid objects like for example a cube to get some shapes.
I would like to know does OSG provide any functionality for this kind of operations.
Any help from u would be greatly app
I succesfully compiled OsgEdit some time ago with VS2005
and OSG1.0. Although it also compiles against OSG1.1 there seems to be a problem
with the mouse interaction in the 3D view.
Here are the changes I made to make it
compile
If you see the following errors:
1>c1xx : fatal error C1083:
Hello everyone.
I'll skip to the collision detection part. I have a hand which have five
fingers each with three joints and a palm with a wrist transform in a
hierarchical structure. The hand is controlled by a cyberglove, so the
internal collision is acceptable. However, I want to register when t
hello:
Recentlly,i find a tool named osgEdit.But when i compilate it ,i meet many problem.Who have used osgEdit? Can somebody help me ,and teach me how to eomilate it?
I used visual Studio 6.0 and OSG 1.0 in WindowsXp.I also am able to use VS2003.
Thank you very much!
Hi Toshiyuki,
On 8/7/06, Toshiyuki TAKAHEI <[EMAIL PROTECTED]> wrote:
Yes. ProjectionDesigner depends on Qt and DevIL library, so
I think it is easy to port it to Linux, Macintosh and other platforms.
But currently I don't have any proper PCs to work with,
so currently I have no plan to port it
Hi All,
Since a number of problems were found with the 1.1 release, I am keen
to get a maintaince release out quickly, in the next or so. My plan
is kick things off now in terms of discussing outstanding issues, then
after this disucssion decide what should be the MUST HAVE, Should have
and coul
Hi Robert,
On Mon, 7 Aug 2006 11:09:36 +0100
"Robert Osfield" <[EMAIL PROTECTED]> wrote:
>
> Cool projects. Feel free to add links to them all under the Community
> section, and note on the front page about the new ProjectionDesigner.
Thank you for your suggestion. I'll put the link to the OSG
Hi Toshiyuki,
Cool projects. Feel free to add links to them all under the Community
section, and note on the front page about the new ProjectionDesigner.
I haven't download the source to these projects yet, so can't know for
sure yet, but looking at your websites it looks like the underlying
AP
Hi Heinrich,
On 8/7/06, Heinrich Fink <[EMAIL PROTECTED]> wrote:
I guess one of the first things I want to implement is the binding for
COLLADA_FX - shaders (which are already in DOM 1.4.1-format)
I'd rather implement the shader-stuff using cg/cgfx than with GLSL,
because it's easier to write
Serge Lages wrote:
On 8/6/06, Mike Weiblen <[EMAIL PROTECTED]> wrote:
Hi all,
As presented at the OSG BOF last week, the OSG plugin for COLLADA
v1.4.1 is
available on SourceForge. There is no .zip package yet, you may grab
it from
CVS at http://sourceforge.net/projects/osgdb-collada
Prev
Hello,
(Back from vacation for a few days)
Did you solve your compile problem? What version of OSGExp do you use?
Is it the latest version that can be found here?:
http://www.openscenegraph.org/index.php?page=OSGExp.OSGExp
Greetings, Joran.
Cesar Ismael Mendoza wrote:
Hi all,
Cesar Mendoz
On 8/6/06, Mike Weiblen <[EMAIL PROTECTED]> wrote:
Hi all,
As presented at the OSG BOF last week, the OSG plugin for COLLADA v1.4.1 is
available on SourceForge. There is no .zip package yet, you may grab it from
CVS at http://sourceforge.net/projects/osgdb-collada
Previous versions of the OSG
42 matches
Mail list logo