Hi Kim
as you suggested I made osgOcean to run with gdb
as follows this is what it says..
(gdb) run
Starting program: /usr/local/bin/oceanExample
Error while mapping shared library sections:
libosgOcean.so: Success.
[Thread debugging using libthread_db enabled]
[New Thread -1208244544
Hi Eric,
I just wanted to try building with Cocoa and ImageIO.
I think you forgot to attach the file. Do you mind loading it up again.
Thank you!
Cheers,
stefan
stefan hechenberger
http://linear.nortd.com
--
Read this topic online here:
Hi All,
On Fri, Oct 2, 2009 at 10:24 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
You'll need to wait, my attempt to check changes in has failed due to
problems connecting to the server.. I'll ping the list once things
are successfully checked in.
Changes now checked in. For majority
Hi Eric,
I just wanted to try building with Cocoa and ImageIO.
I think you forgot to attach the file. Do you mind loading it up
again.
Hi Stefan,
Not sure if you were referring to me (Erik den Dekker) or Eric Wing,
but I attached a file (Atomic) which came through just fine, maybe it
Thanks Erik,
Seems like the attachment did not come through on the forum. I got it
now and it's very helpful. Updating the Atomic file got rid of some
problems.
I am still banging my head at compiling on Snow Leopard. I must have tried
12 different configurations so far, 64 and 32 bit both
Hi stefan,
stefan nortd schrieb:
[...]osgPlugins/imageio/ReaderWriterImageIO.cpp:979: error: extra
qualification 'ReaderWriterImageIO::' on member 'ReaderWriterImageIO'
Are there any quick fixes for this?
check the osg-submission list, there was a submission regarding this
bug, but it's
Hi Robert,
Some errors on my WindowsXP SP2 + VS2008 while building SceneView.cpp.
Modify the code at line 1028:
osg::GLBufferObjectManager::GLBufferObjectManager* bom =
osg::GLBufferObjectManager::getGLBufferObjectManager(state-getContextID());
to:
osg::GLBufferObjectManager* bom =
Hi Robert -- Current svn builds OK on OSX, but osgDB::ReadNodeFile is
coming up as an undefined symbol when I try to build any of my own code.
Note that the OSG examples all appear to build fine. So this is an odd one.
Windows build is underway.
I'll look into this further and let you know if
Hi,
I have an MFC application with tow CView, I would like to use osg in those view
to manipulate the display model with MFC window.
I am a complete beginner with OSG and after a long time of research I still
don’t fin the way to do it.
Should I resize my osg window and put it over the CView
Hi Robert -- I'd like to make a change to how multisampled FBO works. In
short summary: I want to allow applications to optionally disable the
depth buffer bit in the call to glBlitFramebuffer, so that only color is
copied.
In order to render multisampled to a texture, (with pre-GL3.2) we
Thanks Wang Rui, I've made your suggestion change and checked in into
svn/trunk. Cheers, Robert.
On Sat, Oct 3, 2009 at 2:40 PM, Wang Rui wangra...@gmail.com wrote:
Hi Robert,
Some errors on my WindowsXP SP2 + VS2008 while building SceneView.cpp.
Modify the code at line 1028:
Hi Paul,
On Sat, Oct 3, 2009 at 3:17 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- Current svn builds OK on OSX, but osgDB::ReadNodeFile is coming
up as an undefined symbol when I try to build any of my own code. Note that
the OSG examples all appear to build fine. So this is an
Ni Nemo,
There is osgViewerMFC example in the source, and firstly you should get the
rendering way by scratching the codes. And then you can implement your with
same way. There is not much example on MFC, so your only chance is
osgViewerMFC I think.
Regards.
Ümit Uzun
2009/10/3 Nemo Ulysse
Hi Robert,
On Vista SP2 with Visual C++ 2005:
osgparametric fails with unresolved symbol
osg::BufferData::setBufferObject(class osg::BufferObject *)
I believe this is due to missing OSG_EXPORT for BufferData in osg/BufferObject.
BufferObjectProfile is also missing OSG_EXPORT but this doesn't
Robert Osfield wrote:
On Sat, Oct 3, 2009 at 3:17 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- Current svn builds OK on OSX, but osgDB::ReadNodeFile is coming
up as an undefined symbol when I try to build any of my own code. Note that
the OSG examples all appear to build fine. So
Tony Horrobin wrote:
Hi Robert,
On Vista SP2 with Visual C++ 2005:
osgparametric fails with unresolved symbol
osg::BufferData::setBufferObject(class osg::BufferObject *)
I saw this on OSX as well, buried in amongst all the readNodeFile calls
that came up undefined. This was a bad build
Hi
Thanks’ for your answer
I already work on this example but the 3d model is open in full screen and I
don’t manage to change that.
Hi
Thanks’ for your answer
I already work on this example but the 3d model is open in full screen and I
don’t manage to change that.
I sougth that the window
yes! success! You rock!
I can finally compile osg on snow leopard! What's better I can compile it in
any configuration I need to.
To recap, I needed to apply two fixes to the sources. First erik's Atomic
patch:
Code:
/* -*-c++-*- OpenThreads library, Copyright (C) 2008 The Open Thread
For completeness here is another patch I needed for building a
cocoa-based osg 2.9-svn with sdk 10.6.
in DarwinUtils.mm there are a couple of 'ID' that should be 'id' like in
-(void) show: (ID) data;
-(void) hide: (ID) data;
should be
-(void) show: (id) data;
-(void) hide: (id) data;
Thank
Hi Paul,
Month (or two) ago we merged a patch to disable color/depth buffer
enforcement in FBO setup in RenderStage. Idea was to put responsibilty for
selected attachments on the programmer. If he/she did not add depth
attachment it would be honored by RenderStage. We almost did it, but...
Hi Wojciech and thanks for the reply.
In my specific case, I'm rendering multisampled to a texture, which
requires actually rendering to multisampled renderbuffers and then doing
a resolve blit to the texture. This requires 2 FBOs. And I want one to
have depth, but not the other.
Once I get
Hi Paul,
Once I get back from break, I'll take a look at current svn and see if it
satisfies this criteria. But from your post, it sounds like if I attach a
depth buffer to this Camera, then it will implicitly create a depth
attachment for the resolve FBO, which is what I'm trying to avoid.
Wojciech Lewandowski wrote:
Yes, because we did not turn former policy off. But we made all the
steps to make it possible to turn off. Now its just a mater of
replacing 1 with 0 in FORCE_COLOR_ATTACHMENT and FORCE_DEPTH_ATTACHMENT
macros. Simply change these two #defines or only
Hi Nemo,
Did you use osg::DisplaySettings to open up multisampling for antialiasing?
If you answer yes, remove multisampling support or reduce the multisampling
rate.
Regards.
Ümit Uzun
2009/10/3 Nemo Ulysse ulysse.vau...@gmail.com
Hi
Thanks’ for your answer
I already work on this example
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