Hi Alejandro,
>What is the purpouse of the second parameter (int) of the Uniform
constructor.
second parameter represent the texture unit which your texture can be used
from this unit in shader.
> osg::Uniform* terrainTextureSampler2 = new osg::Uniform("EarthNight", 1);
> osg::Uniform* terrainTe
El Lunes 17 Noviembre 2008ES 18:43:20 Robert Osfield escribió:
> These are all external dependencies that various existing plugins and
> the new apps like osgbrowser and osgpdf require. You'll need to
> download and install these. If you use a linux then there is a good
> chance that these depend
Hi Michael,
The OSG does support two displays attached to a single graphics card,
and will work either with X set up with a separate X screen per
physical display or a single screen spanning both displays. For best
performance it's best to set up a single X screen across both displays
as this wil
Hi Adrian,
On Tue, Nov 18, 2008 at 6:55 AM, Adrian Egli OpenSceneGraph (3D)
<[EMAIL PROTECTED]> wrote:
> is there a windows library, manual ,etc to get osgpdf and osgbrowser
> running ?
My experiments with vnc, pdf and ubrowser are just that, experiments,
very much bleeding edge. There isn't an
Hi Alberto,
On Tue, Nov 18, 2008 at 8:38 AM, Alberto Luaces <[EMAIL PROTECTED]> wrote:
> Ooops. I had already installed libpoppler-dev but it seems that
> libpoppler-glib-dev is also necessary. I can compile osgpdf now.
I believe libpoppler-glib-dev is required to get the cario support.
I am stil
Hi,
I am trying to enable multisampling in an embedded viewer, with no luck so
far. It works great on stand alone Viewer though.
Here is what I do:
Create an OpenGL buffer with multisampling enabled. Then, this:
osg::DisplaySettings * ds = osg::DisplaySettings::instance();
ds->setNumMultiSamples(
Hi Raphael,
If you are embedded the OSG within an existing OpenGL graphics context
then no OSG settings will make any difference, you'll have to request
a multi-sample visual from whatever toolkit you are using to create
the graphic context.
Robert.
On Tue, Nov 18, 2008 at 10:01 AM, Raphael Sebb
Hi all,
I'm developing an application with osgART and, in the main function i
have the viewer that take in input the root node with some children.
When i launch the application (it doesn't give errors bot in
complation and at runtime) the Viewer display only a blue screenshot.
I have checked that
Hi Robert,
Thank you, I was not aware of that. I'll experiment some more.
Raphael
On Tue, Nov 18, 2008 at 11:14 AM, Robert Osfield
<[EMAIL PROTECTED]>wrote:
> Hi Raphael,
>
> If you are embedded the OSG within an existing OpenGL graphics context
> then no OSG settings will make any difference, y
Hi Robert,
I think I'll be able to reproduce the artifact I told you days ago (the models
that "flickers") in a much smaller source code, but this time it has nothing to
do (I guess) with RenderBin nor a ".osg" model since I did the same with a
simple box (ShapeDrawable).
I just need a little m
Hi All.
I'm using an old version of OSG, ver 1.3.
I noticed a very strange behavior.
I set the material props (actually just the DIFFUSE component)
in the state set of a geode.
But, by mistake, I had also disabled lighting.
So, I would have expected that the object was drawn
using the default prima
Hi Gianluca,
Curious, I never made an OSG-1.3... perhasps you mean OSG-1.2 or OSG-2.3...
W.r.t "strange" behaviour this is most likely normal OpenGL/OSG
behaviour. The combination of OpenGL colour/lighting and materials is
a little bit complicated and the best explanation of all the ins and
out
Hi Robert,
El Martes 18 Noviembre 2008ES 10:18:52 Robert Osfield escribió:
> There is also a 1.9.x version of xulrunner but this isn't compatible
> with the ubrowser code. The engineers behind ubrowser are
> concentrating on webkit route rather than porting to 1.9.x.
>
> Longer term it looks like
Hi Francesco,
There isn't too much that we can specific say to such an open ended
problem, we can only guess at how you have put your app together and
what might be the problem. Give such lack of specifics the best I can
guess that you haven't set you scene graph up correctly, or haven't
passed i
Hi Alberto,
On Tue, Nov 18, 2008 at 10:53 AM, Alberto Luaces <[EMAIL PROTECTED]> wrote:
> Yes, as you say you have libxul-dev on Kubuntu but here on Debian it is
> deprecated and now it only ships with xulrunner 1.9. Maybe I could see if
> osgbrowser can be modified to use webkit...
Kubuntu 7.10
Hi all!
In my application I load a simple .obj object and I render it from a view
position. I need to find the vertex that are visible for post-processing, but
it seems it's not so easy to do that... at least for me right now. What I need
should be a list of visible vertex. Does anybody knows
> There isn't too much that we can specific say to such an open ended
> problem, we can only guess at how you have put your app together and
> what might be the problem.
Ok. I had fair to be too long in the email and to create problems to
all subscribers so i have reduced text too much. I try to d
Hi all,
Using composite viewer, I have a strange behavior :
If, during the build of my scene, I make 1, 2... osgViewer::view in the same
composite viewer, everything is godd and work well.
But, if during the render loop (after 200 frame() ) I had one View, with the
same code of the previous, I h
Hello,
I am trying to incorporate streaming movies into an OSG application;
currently, by modifying the code from osgmovie, I can manage to get a
static movie file to play without problems. However, after much
google-ing and poking around in OSG, I can't seem to get any kind of
movie streamin
Hi Vincent,
You make no mention of where you call osg::getGLVersionNumber(), but
given you're getting a crash I'd guess you are calling it from a
thread that doesn't have a graphics context current. All OpenGL calls
have to be called from a thread with a valid graphics context. There
has been pl
Some conclusions: the opengl context created in Interface Builder did not
respect the requested settings (multisample and sample count). Providing a
pixel format manually fixed this issue. As you said, nothing special has to
be done on OSG side.
Thanks,
Raphael
On Tue, Nov 18, 2008 at 11:22 AM, R
and if I get the primary color and the state of lighting, inside the
draw function of the drawable, these are the results:
primary color = what I set as the diffuse material props;
LIGHTING is OFF.
It seems a contradiction, since the primary color should be used
if the LIGHTING is disabled, a
Hi All,
I have just got a threaded version of osgbrowser working, and this is
now checked in svn-trunk. gecko/libxul/xunrunner and ubrowser are
both single threaded, so getting this to worked involved quite a bit
of careful management of when and where the browser backend is
implemented, and how
Hi Chris,
There is support in the quicktime plugin for streaming live video
streams. Look for the references for .live. The quicktime plugin is
only available under Windows and OSX. W.r.t low level details of
getting things working I can't help you as I haven't used this
functionality first ha
HI Gianluca,
There is no primary colour in OpenGL. There is no primary colour in the OSG.
I've written all I can on this topic in my previous email, you just
need to go and do your background reading now.
Robert.
On Tue, Nov 18, 2008 at 1:52 PM, Gianluca Natale
<[EMAIL PROTECTED]> wrote:
> …an
Hi Robert,
My experiments with vnc, pdf and ubrowser are just that, experiments,
very much bleeding edge. There isn't any docs on all dependencies
other than the source code/CMakeLists.txt files themselves.
Also, the packages are all found using pkg-config in the CMake files
right now, which
Hi Robert,
Thanks for your quick reply. Unfortunately, Windows and Mac OSX are not
development platforms available to me, so the solution I'm looking for
would have to be appropriate for linux systems - sorry, I should have
made this clear.
Kind regards,
Chris.
Robert Osfield wrote:
Hi Chr
Hi Robert, hi everyone,
(It's about the problem I encountered in the "Need explanation about a strange
behaviour with RenderBin" thread.)
Good news! Artifact has been reproduced with a much smaller code (Source code
attached): light seem to be rotated as the last deleted model was (or something
Hi Cris,
If you use linux you can use FFMEG plugin to play movie. There is much user
FFMEG but I have only tried quicktime yet.
regards.
2008/11/18 Chris Brown <[EMAIL PROTECTED]>
> Hi Robert,
>
> Thanks for your quick reply. Unfortunately, Windows and Mac OSX are not
> development platforms av
Hi all,
No answers yet, so either I was too verbose and scared off people or no
one has anything to say...
I should mention, I would be interested if someone would try the example
I attached to the last mail even on other platforms than Windows (Linux
mostly) to see if I'm doing anything wro
I currently have a Windows XP OSG application working with a live HD
feed (1920 x 1080) texture mapped to a quad. I use a BlackMagic video
capture card as the input device. It has a builtin QuickTime driver
which I believe is required for the osgmovie example (using the
quicktime plugin) to wor
Le Tue, 18 Nov 2008 15:06:29 +0100, Sukender <[EMAIL PROTECTED]> a écrit:
> Hi Robert, hi everyone,
>
> (It's about the problem I encountered in the "Need explanation about a
> strange behaviour with RenderBin" thread.)
>
> Good news! Artifact has been reproduced with a much smaller code (Source
Le Tue, 18 Nov 2008 15:13:39 +0100, Sukender <[EMAIL PROTECTED]> a écrit:
> Le Tue, 18 Nov 2008 15:06:29 +0100, Sukender <[EMAIL PROTECTED]> a écrit:
>
>> Hi Robert, hi everyone,
>>
>> (It's about the problem I encountered in the "Need explanation about a
>> strange behaviour with RenderBin" thre
Hi,
I've not monitored the group mail for a while and was wondering if
anyone could give me some user/developer experiences of OSG with the
Mac.
Thanks.
Bryan
[EMAIL PROTECTED]
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Hi Bryan,
I¹ve been using OSG on Mac for the past year or so and have had no troubles
(except when Apple switched from 10.4 to 10.5 but that was on Apple not
OSG!).
I use cmake to generate Makefiles (linux style) and build from the command
line w/o problems. There is also support for Xcode as well
Hi Robert,
What I don't understand is why I get this error one time and not the
previous... the code is exactly the same.
int addWindow(bool buildscene)
> {
> osg::ref_ptr view = new osgViewer::View;
>
> compViewer->addView( view.get() );
> view->setUpViewInWindow( 10, 200, 440, 3
Hi,
ran it under Linux Nvidia 177.82.
First time freeze on adding 3rd extra view
2nd time freeze on adding 5th
3rd time freeze on adding 7th
4th time freeze on adding 4th
backtrace on last:
thread 0:
#0 0xb8022424 in __kernel_vsyscall ()
#1 0xb7732025 in pthread_cond_wait@@GLIBC_2.3.2 ()
Hi Robert,
I will probably be writing a FindXUL.cmake macro from CMakeModules as
even the pkg-config usage is not quite sufficient - have a look at all
the extra paths of xul-runner headers I have to manually include.
OK, that's fine for XUL, but for cairo and poppler too it would be nice
to
Hi Ümit,
Thanks for the pointer. Do you know of any information regarding the
FFMPEG plugin for OSG? I can't seem to find any documentation for it
anywhere!
Many thanks,
Chris.
Ümit Uzun wrote:
Hi Cris,
If you use linux you can use FFMEG plugin to play movie. There is much
user FFMEG but
Hi JS,
On Tue, Nov 18, 2008 at 2:00 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Also, the packages are all found using pkg-config in the CMake files right
> now, which is not the best way of finding them on Windows... If you have
> pkg-config from a gtk install on your path it might find
Hi JP,
ran it under Linux Nvidia 177.82.
First time freeze on adding 3rd extra view
2nd time freeze on adding 5th
3rd time freeze on adding 7th
4th time freeze on adding 4th
Thanks for testing. Seems to corroborate my findings, so I'm probably
doing something wrong in general, not related to
No answers, but I have seen in my own work that adding a new view to an
existing (and running) CompositeViewer causes a crash when the CompositeViewer
was running in anything other than single-threaded mode when it tries to stop
the thread to add the new view (inside CompositeViewer). I had jus
Hi J-S,
On Tue, Nov 18, 2008 at 2:24 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> OK, that's fine for XUL, but for cairo and poppler too it would be nice to
> have some parameters for manually setting the paths.
>
> My comment was more about the general idea of using pkg-config where it's
Hi Chris,
Actually I haven't tried FFmpeg pluing but you can contact Serge who has
work on this plugin. You should look at
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/33486/match=thanks+osg+sergelink
and watch videos. These all playing video while exploring the earth
surface a
Hi Robert,
I've just used the pkg-config functionality to get things up and
running quickly. I have no objection to us creating find macro's like
we have for other dependencies. The pkg-config functionality in CMake
makes it dead easy to use but it's rather too much of black box
solution.
I
Hello John,
No answers, but I have seen in my own work that adding a new view to an existing (and running) CompositeViewer causes a crash when the CompositeViewer was running in anything other than single-threaded mode when it tries to stop the thread to add the new view (inside CompositeViewer).
Hi JS,
On Tue, Nov 18, 2008 at 2:49 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> I agree, and I totally understand about getting a first iteration running
> and then improving it. I just wanted to make sure you were aware that it's
> not the best way and we'd probably need to work on it a
Hi Chris,
Currently using FFmpeg to play movies is not complicated, just take a look
at the others custom ImageStreams and apply it with FFmpeg functions. I'll
try to see if I can release our code but it'll not be in a near future
(maybe some months, currently we are very busy with other tasks).
Hi all,
I have a particular problem that I got no idea how to solve it. Here it is:
When I am scaling a drawable ( using a transform node ) the texture attached
to it is stretched. Obviously this behaviour is totally convenient for many
applications. Though, I am working on architecture and this b
Hi Robert,
Just for clarity, I don't plan on making any direct poppler/xul
dependencies in osgWidget. My plan is to provide interfaces in
osgWidget that plugins implement, similar in the way I've kept the vnc
functionality entirely wrapped up in its own plugin.
OK, thanks for clarifying, I wa
Hi JS,
I could reproduce any crashes on press 'a' but on pressing escape the
code crashed due to a circular reference that your AddViewHandler
introduces with its local ref_ptr. Changing this to
observer_ptr<> fixes the crash on exit.
W.r.t crash on add, I've pressed 'a' 20 times in quick succes
Hi Robert,
I ran some more tests with a realistic scene of ~25M polygons (25 times
the same 1M model). Stand-alone this is rendered at ~15 FPS on one GPU
(8800GTX or Quadro FX5600 + Intel Quad Core). Multi-_processing_ with
two contexts at two gpus, both rendering this scene, the 8800 stays at
Okay, I found the problem :
I just have to make and set a new graphic context on each new
osgViewer::View
Sorry for the inconvenience.
I just allow myself to a last question : Now, When I have two windows/View,
the focus is given with a simple mouse fly over (without clicking).
This can really be
Hi Robert,
Thanks a lot for testing.
I could reproduce any crashes on press 'a' but on pressing escape the
code crashed due to a circular reference that your AddViewHandler
introduces with its local ref_ptr. Changing this to
observer_ptr<> fixes the crash on exit.
Yes of course, I didn't rea
Hi Ferdi,
The understand what is happening with draw in the two instances you
need to understand how OpenGL operates. For each graphics context
OpenGL maintains a FIFO that is filled by the applications graphics
thread for that context, and is drained by the driver that batches the
commands/data
On Tue, Nov 18, 2008 at 3:56 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Any other ideas as to what I could be doing wrong?
No ideas sorry. Until I can reproduce the problem I'm not really in
position to contribute too much.
Robert.
___
osg-us
Hello all --
I've recently updated the OSG Quick Start Guide example source code. It is
now available using anonymous svn from a Google code repository. I've also
added CMake files as another build option. Finally, I've removed the
erroneous call to setMode(GL_COLOR_MATERIAL...), in the Lighting
Hi Rick,
it looks like Robert Osfield missed this post otherwise he already would
have reacted to it. ;)
--
Roland
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rick
Appleton
Sent: maandag 17 november 2008 14:24
To: os
Hi Simon,
The normal way to manage this situation is to simple update the
geometry and tex coords as required. Now if you are wanting to
stricty use transforms to scale your geometry then you'll need to
something similar for your tex coords and luckily that is an OpenGL
feature for doing scaling
Hi Rick,
The solution is for ref_ptr to be used, but where I can't say
as you don't provide full details on what code is at fault. Which
plugins are you invoking in this instance? .osg? .ive? Others?
Robert.
On Mon, Nov 17, 2008 at 1:23 PM, Rick Appleton
<[EMAIL PROTECTED]> wrote:
> There is
Has anything ever come of this?
I am struggling with lack of "swap grouping" support on my HP/dual-
nvidia cards with a gsync board.
My OpenGL apps are much better with swap groups enabled (NVIDIA glX
calls),
but my OSG apps look bad with nothing being done.
I was just about to hack my
I'm probably treading very old ground here to do with circular usage of
ref_ptr, but it's new to me and I couldn't find any references in the mail
archive about users with similar problems.
I have pasted below, a very simple example of my usage of ref_ptr that leaks
memory.
I can see why it leak
Try using virtual protected destructors
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Thanks, but that is not the problem.
They are already implicitly virtual because of inheriting from Referenced.
And protecting destructors will only help preventing making the Referenced
derived objects on the stack... which I'm not doing here.
I've just discovered osg::observer_ptr, so I'm havin
What compiler are you using? The snippet doesn't compile for me with gcc
4.1.2.
It's not hard indeed to create cycles, and handling them robustly would
mean checking for every reference stored in a Referenced instance if
there isn't a cycle.
Which is not impossible, but adds a lot of overhead I s
Hi,
I am relatively new to using Lights in openscenegraph. I would like to
have a single light replicated 100 times at different places (The situation
is something like this. I need to light all the rooms in an apartment.
however every light is of the same ambient and diffuse color). But the
Hmm, not sure why it wouldn't compile for you, I'm using VisualStudio 2005
with OSG 2.6.
Thanks for the link.
Chris.
- Original Message -
From: "Paul Melis" <[EMAIL PROTECTED]>
To: "Chris Denham" <[EMAIL PROTECTED]>; "OpenSceneGraph Users"
Sent: Tuesday, November 18, 2008 5:37 PM
Sub
Hi Adrian,
implementing this effect as osg effect ala cartoon shader or so wouldn't be
that easy. The problem is that it requires some offscreen rendering mechanism.
I have already started to implemented this effect with osgPPU. It is a good
base for implementig screen space based effects. Tak
Hi Chris,
Using ref_ptr's is far cheaper than a garbage collector we don't have (...
until ISO C++ 2009 ?).
osg::observer_ptr<> could be used to solve the problem, but you can also simply
try to avoid circular references... how ? Well, you could try to define an
object to be "slave" of another
> Using ref_ptr's is far cheaper than a garbage collector we
> don't have (... until ISO C++ 2009 ?).
> osg::observer_ptr<> could be used to solve the problem, but
> you can also simply try to avoid circular references... how ?
> Well, you could try to define an object to be "slave" of
> anothe
> The posted code would behave the same for any type of reference-counted
> memory management system, I imagine, so isn't really an issue with OSG
> ref_ptr<> classes. It's simply an aspect of the algorithm, which programmers
> must be aware of and be careful to avoid.
>
> Or, to put it another way
Hello,
I am following the osgkeyboardmouse example and would like to implement a
selection by a rect (like rubberbanding).
I thought "PolytopeIntersector" in CoordinateFrame WINDOW is the right choice
for it.
Hmm,
but my problem is that I will get always intersection when a model is loaded
ar
Thank you so much Robert that was exactly what I needed!!
I'm a little bit ashamed of my poor knowledge of OpenGL.
Regards
On Tue, Nov 18, 2008 at 4:29 PM, Robert Osfield <[EMAIL PROTECTED]>wrote:
> Hi Simon,
>
> The normal way to manage this situation is to simple update the
> geometry and t
Search the mailing list archive will find many illuminating answers to
this type of question
Opengl only supports 8 active light sources thus OSG supports one 8
active light sources
Also search the Opengl sites for more enlightenment
Gordon
__
Hit the wrong button Doh!, try this again:
Search the mailing list archive for OSG and you will find many
illuminating answers to this type of question
Basically Opengl only supports 8 active light sources thus OSG
supports only 8 active light sources
I would also recommend search ing
Hello Karl,
but my problem is that I will get always intersection when a model is loaded
around origin (0,0,0) independently from the pan (zoom) of the model. Even when
the model is far away or not visible in the window. In osgkeyboardmouse example
it works correctly and intersection will be
I am trying to use osg::Vec2dArray as follows...
osg::ref_ptr v2da = new osg::Vec2dArray;
v2da->push_back( osg::Vec2d(1.0, 2.0) );
v2da->push_back( osg::Vec2d(3.0, 4.0) );
v2da->push_back( osg::Vec2d(5.0, 6.0) );
which I think is correct, but I am not clear as to how to get my data
back out
Le Tue, 18 Nov 2008 18:50:17 +0100, dasari pavan kumar <[EMAIL PROTECTED]> a
écrit:
> Hi,
> I am relatively new to using Lights in openscenegraph. I would like to
> have a single light replicated 100 times at different places (The situation
> is something like this. I need to light all the
Fixed the compile problem
numElements = v2da->getNumElements();
for(int nElement = 0; nElement < numElements; nElement++) {
osg::Vec2d dataPoint = (*v2da->getDataPointer())[nElement];
}
But the osg::Vec2d dataPoint = (*v2da->getDataPointer())[nElement];
causes and exception
What is the c
Hi Ed,
The *Array classes are basically std::vector so to access the
elements simply do:
osg::Vec2d dataPoint = (*vda)[nElement];
Or even better
const osg::Vec2d& dataPoint = (*vda)[nElement];
As this will only require a pointer copy rather 2 doubles.
Robert.
___
Hi All,
I added a section on the wiki about osgAnimation, This section will be
used to synchonrize effort, add documentation, tutorial. I will try to
keep it up to date when new feature will be implemented.
I hope it will give an overview of osgAnimation and the way it takes.
http://www.open
Le Tue, 18 Nov 2008 21:07:43 +0100, Cedric Pinson <[EMAIL PROTECTED]> a écrit:
> Hi All,
>
> I added a section on the wiki about osgAnimation, This section will be
> used to synchonrize effort, add documentation, tutorial. I will try to
> keep it up to date when new feature will be implemented.
>
Thank you, i updated,
dont hesitate to fix it directly if you find something else
Cheers,
Cedric
Sukender wrote:
Le Tue, 18 Nov 2008 21:07:43 +0100, Cedric Pinson <[EMAIL PROTECTED]> a écrit:
Hi All,
I added a section on the wiki about osgAnimation, This section will be
used to synchonri
Hello Jean-Sébastien,
hey, you are a hero ... It's working, fine.
Do you have any experience in terms of performance when expanding a rect
(dragging like a rubberband) over a huge number of models (ex. hundreds or
thousands of cow.osg) and computing the intersection in a EventHandler
depending
Brian Keener wrote:
> Since the Debug version seemed to work, I plan to do a full cleanup and
> then a new cmake configure and build a release again and see what
> happens.
Robert,
now I am confused. I did a make uninstall, make clean, deleted my build
directory and reran ccmake and reconfigu
My experience with Mac development has not quite so smooth. Getting cmake to
build was a battle and beyond the scope of this thread. OSG itself has some
appearant rough edges with OSG and X11 integration. I am working with
OpenSceneGraph-2.6.0, so I'm lagging a bit behind the most recent devel
Hi Karl,
hey, you are a hero ... It's working, fine.
Glad I could help. Seems we're doing similar things... :-)
Do you have any experience in terms of performance when expanding a rect
(dragging like a rubberband) over a huge number of models (ex. hundreds or
thousands of cow.osg) and comp
Hi All,
Here are my results :
Machine: Xubuntu 8.10 64-Bit, Intel Dual core, 4GB RAM, Gefore 9800 GTX 512 MB,
NVIDIA driver version 177.80
1) 98
2) 197
3) Three runs: all 10,000 textures in 45,06, 44,5 and 35,4 (after reboot)
seconds !!!
4) all 10,000 geometries in 4,9 seconds
5) all 10,000 ge
You're welcome. And alright for future edits.
I currently have much to do, but I just can't wait using osgAnimation in my
engine... see you soon I hope!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
> Thank you, i updated,
> dont hesitate to fix it directl
Thanks for the tips everyone.
I suppose as Paul suggests, it's best to avoid doing things that hurt.
The problem is that when we accidentally implemented this pattern in a
more complex application, it was a bit fiddly to track down. I only
noticed the problem because of the memory leak that resulte
Hi Brian,
Strange behaviour indeed. I don't really have any clues what might be
up. The best I can suggest to add some extra diagnositics in to what
the OSG is doing - by enable verbose debug info, perhaps this will
shed some light.
set/export/setenv OSG_NOTIFY_LEVEL=DEBUG
osglauncher
Also
2008/11/18 Chris Denham <[EMAIL PROTECTED]>:
> Thanks for the tips everyone.
> I suppose as Paul suggests, it's best to avoid doing things that hurt.
> The problem is that when we accidentally implemented this pattern in a
> more complex application, it was a bit fiddly to track down. I only
> noti
Hi All,
I have just written a CmakeModules/FindXUL.cmake script and converted
the osgbrowser example across to use instead of relying upon
pkg-config. I have also attempted a clean up of the platform specific
parts to the build and the source code so fingers crossed osgbrowser
should be in a much
Quoting Don Leich <[EMAIL PROTECTED]>:
> My experience with Mac development has not quite so smooth. Getting cmake to
> build was a battle and beyond the scope of this thread. OSG itself has some
> appearant rough edges with OSG and X11 integration. I am working with
Odd, it was a complete breez
I'd like to access OSG from Python but for the moment it's not working
for me. In the meantime I can get a fair bit of what I want to do done
by just generating .osg files automatically. The problem is that I
haven't been able to find good documentation on the .osg file and I'm
reverse-engineering
HI
The code is the documentation,
Other than that the really is no other documentation on the subject apart
from mail list archives etc.
__
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
Thanks Gordon, that actually helps already. Turns out that for
ShapeDrawable you have to specify color with a lowercase 'c', e.g.:
ShapeDrawable {
color 1 0 0 1
Box {
Center 0 0 0
HalfLengths 10 20 40
}
}
On Tue, Nov 18, 2008 at 11:22 P
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