Hi,
Thanks! That was fast :)
Cheers,
Torben
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Hi Mohamed,
On Fri, Jun 24, 2011 at 9:53 AM, Mohamed Alji osgfo...@tevs.eu wrote:
**
any information or advice is a welcome
The topic of finding dll's has arisen many times on osg-users mailing list
forum so my advice is go search the archives. Also have a look at the
microsoft online
First, I need to thank you very much for taking the time to answer my question.
I apologize for not having looking more deeply in the others posts I will do so
right now. you can remove this post .
[Idea] what about proposing articles for FRI : Frequently Resolved Issues on
the wiki.
Have a
Hi,
I am trying to integrate OSG with the Sensable haptic libraries and have a
question regarding re-rendering the OSG models.
The haptic models capture the geometry of the graphic models from OpenGL
commands via the depth or feedback buffer. This is an example supplied by
Sensable
HI Crag,
I don't personally know about the current state of art w.r.t haptic
API's but there is an osgHaptics NodeKit that the VRLab in Umea,
Sweden developed:
http://www.vrlab.umu.se/research/osgHaptics/
This might be what you need for OSG/Haptic integration.
Robert.
On Fri, Jun 24, 2011
Thats great thanks Robert, their code is open so I can take a look through
it..or use it.
Craig
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Hi,
I'm loading a track in 3ds format, textures are loaded with mipmap levels
automatically but the mipmap switch is too close to the camera thus mipmap
artefact are too clearly visible expecially on lane borders.
Is there a way in OSG to setup texture mipmap distance switching for a loaded
Hi, Roberto
You can use osg::TexEnvFilter state attribute to set mipmap lod bias.
Cheers,
Sergey.
24.06.2011, 15:39, Roberto Sartori roberto.sart...@gmail.com:
Hi,
I'm loading a track in 3ds format, textures are loaded with mipmap levels
automatically but the mipmap switch is too close to
Hi, Cory
You can write technique for outline effect to use additional passes with
different settings, and add different cull masks to each pass, so you can use
effect node at top of your graph and apply masks on nodes to get correct effect
passes running on them.
You will need to change
Hi,
I've got problems using shadows, I've followed the standard examples as
following:
// create the shadowed scene
m_OSG_Default_3D_Scene = new osgShadow::ShadowedScene;
// create and setup the shadow technique
m_OSG_ShadowMap = new osgShadow::ShadowMap;
m_OSG_ShadowMap-setLight(
Hi Robert,
You were right here is the same appl stats but on Release mode.
[Image: http://img857.imageshack.us/img857/7769/stats2p.png ]
Thank you!
Mohamed ALJI
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HI Terry,
On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
Thanks for the reply. Turning off small feature culling does indeed
fix my problem, but it's not ideal.
It's not ideal at all, I'd call it hack ;-)
I guess another hack would be to switch off culling off for the
Finally, I could try with the debug build and here's the call stack when the
crash occurs:
osg78-osgd.dll!osg::ObserverSet::signalObjectDeleted(void * ptr) Line
79 + 0x1b bytes C++
osg78-osgd.dll!osg::Referenced::signalObserversAndDelete(bool
signalDelete, bool doDelete)
Thank you Sergey. I knew there had to be a better way.
Cory
On 6/24/2011 7:00 AM, Sergey Polischuk wrote:
Hi, Cory
You can write technique for outline effect to use additional passes with
different settings, and add different cull masks to each pass, so you can use
effect node at top of
Hi Ulrich,
I have come up with a solution to the zip reading problem - I've
changed the Registry::read(..) method to check the list of cached
archives to see if they can read the filename just after all the
plugin are passed the filename. This allows us to do:
osgviewer AH-6.zip
And have the
Hi All,
I have now checked in a couple of bugs and build fixes this morning.
Could everyone try svn/trunk or OSG-3.0 branch out an let me know how
things compile and run.
In particular I'd like feedback on using VisualStudio 2010 as I got a
series of confusing direct emails from a OSG user that
Visual Studio 2008, Windows 7 building svn revision 12640:
41OSGA_Archive.obj : error LNK2001: unresolved external symbol public:
virtual class osgDB::ReaderWriter::WriteResult __thiscall
OSGA_Archive::writeShader(class osg::Shader const ,class
std::basic_stringchar,struct
Just as a follow-up question on this topic, what settings are included
in the DEFAULT_CULLING?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, June 23, 2011
Hi Shayne,
The definition is in include/osg/CullSettings.
Cheers,
-Tony
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On Fri, 2011-06-24 at 13:57 +0100, Robert Osfield wrote:
HI Terry,
On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote:
Thanks for the reply. Turning off small feature culling does indeed
fix my problem, but it's not ideal.
It's not ideal at all, I'd call it hack ;-)
Thanks Tony...:)
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony
Horrobin
Sent: Friday, June 24, 2011 8:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users]
On Thu, 2011-06-23 at 13:24 -0400, Jeremy Moles wrote:
I'm looking to collect some sample code from OSG users (if this code is
shareable) for some basic lighting examples done purely in GLSL. If
anyone is willing to share this (I can certainly adapt it, so there's no
need to modify it), I'd be
Hi All,
Just a quick note, I've merged a fix to build problem that was picked
up VS2008. So for svn/trunk the rev is 12642, while OSG-3.0 branch
it's 12643 is what you should be on to get this fix.
Once I've got positive feedback on all the main platforms I'll push
forward with rc5.
Robert.
Hi Peter,
Ooopps... now implemented and checked into svn/trunk and OSG-3.0.
Thanks for the prompt testing and feedback.
Robert.
On Fri, Jun 24, 2011 at 2:51 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
Visual Studio 2008, Windows 7 building svn revision 12640:
41OSGA_Archive.obj :
Thanks for the explanation Paul. I hadn't had to look at the auto
near/far feature for so long I didn't make the connection. It looks
like this old app I'm using has it disabled as you'd expect.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com
Message: 8
Date: Thu, 23 Jun 2011
Hi All,
One of the new entries to cdash.openscenegraph.org is Win32-vs9 from
the site BINO-PC, this build logs 50 errors before the build gives up:
http://cdash.openscenegraph.org/viewBuildError.php?buildid=3924
The errors are almost exclusively:
2LINK : fatal error LNK1104: cannot open
Hi Robert,
On 24/06/11 15:42 , Robert Osfield wrote:
And have the model load up correctly. Could you try svn/trunk or
OSG-3.0 branch out to see how you get on.
Tried trunk (r12643). It compiles and runs fine on OS X.
/ulrich
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Hi Stephan,
On Thu, Jun 23, 2011 at 9:40 PM, Stephan Wenglorz
stephan.maku...@gmx.net wrote:
/home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp:
In member function ‘void plugin3ds::WriterNodeVisitor::writeMaterials()’:
Okay, so it's a problem that can't be solved properly without some
major refactoring. In the meantime, I propose changing this:
bbox.set(_position, _position);
to this:
bbox.set(_position - Vec3(1.0, 1.0, 1.0), _position + Vec3(1.0, 1.0, 1.0));
It's still a hack :) but I think it's better
Hi All,
I'm now ready to tag 3.0.0-rc5, once I've got some positive feedback
I'll tag the beast. Right now I've got to go help out with my eldest
daughters Birthday party!
Have fun ;-)
Robert.
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Hi Robert,
On Wednesday, June 22, 2011 17:17:26 Robert Osfield wrote:
At first it would probably help when the NodeVisitor is able to visit
Drawables using the usual accept mehtods or something like that. Then we
could probably just use the Geodes traverse method to walk the drawables.
Hi Jean-Sébastien,
Sorry, I've been busy lately. Should I still look into this or does the
existing behavior make sense now?
Cheers,
Farshid
On Tue, Jun 21, 2011 at 7:31 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Sergey,
osgExp expects specular in range 0...1000,
Hi,
I have an object with an embedded animation. The original was a .LWS / .LWO
object that I converted to a .IVE file. When I open the .IVE with osgViewer,
the animation works just fine. In my application, however, there is no
animation (the object displays just fine.) Because the
Hi Mathias,
I'm afraid I've got too much to think about with the release to start
ponder on other topics so I'm going to bow out gracefully. After 3.0
I'll start thinking about what might go into 3.2, so this would then
be a natural time to bring up topics like how we evolve
I wonder if anybody else experienced my same problem: I wrote a visitor that
looks for movie textures in order to play them, the input files come from
3dsMax via OSGExp v1.0.0, but I made it work only if I export to .osg, if I
export to either .ive or .osgb the visitor fails to dynamic_cast any
I've built on 32-bit Visual Studio 2010 (without the additional
dependencies), and it built just fine - there should be a dashboard report
up. Also it looks like my auto-build on Ubuntu 11.04 x64 built fine too.
Ryan
On Fri, Jun 24, 2011 at 11:29 AM, Robert Osfield
On Fri, Jun 24, 2011 at 8:50 PM, Ryan Pavlik rpav...@iastate.edu wrote:
I've built on 32-bit Visual Studio 2010 (without the additional
dependencies), and it built just fine - there should be a dashboard report
up. Also it looks like my auto-build on Ubuntu 11.04 x64 built fine too.
Thanks
Hi All,
Another day, another release candidate!
source package :
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.0-rc5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc5
OpenSceneGraph
As things stand I don't
Hello Robert,
On 24.06.2011 18:18, Robert Osfield wrote:
Hi Stephan,
On Thu, Jun 23, 2011 at 9:40 PM, Stephan Wenglorz
stephan.maku...@gmx.net wrote:
/home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp:
In member function ‘void
Hi, my team and I are trying UV textures for the first time in OpenSceneGraph,
however, we have a problem.
We use Maya to build our 3D models and when I did UV texturing on a model for a
simple dice, it refuses to show up properly in OSG. Even though the UV
texturing looks perfect in Maya, as
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