Bob Huebert wrote:
Greetings,
Are there any osg folks going to be attending the vr2008 conference next
month?
If so, would it be possible to get together and put some faces to names?
We've got a small crew going from my lab. I wouldn't mind meeting up,
but I probably should
Mike Weiblen wrote:
std::vector is guaranteed to have contiguous memory. So vector.front() or
(vector[0]) are legal references to the first element of a c-style array.
That is why it is important to preallocate vectors to the expected length
when possible, to avoid the reallocation hit
skunkwerk wrote:
could someone please tell me how to create the collada db so osgconv
can load collada files? i can't find any documentation on this.
If you installed the COLLADA DOM, you should just need to make sure
CMake can find it (run ccmake . again and specify the path, if
necessary)
skunkwerk wrote:
thanks Jason,
here's the output - it seems that it eventually finds the plugin,
but dlopen complains about an undefined symbol in the osgdb_dae.so
file - how can I fix this?
I don't know. This might require the assistance of the CMake folks.
--J
Paul Martz wrote:
Hi All -- I recently posted a change to osg-submissions that adds FLT
export capability to OSG. Assuming it doesn't break the build, I
expect Robert will have this available on current SVN soon.
Hi, Paul,
Great work!
I tested with a fairly complex .ive. Originally this
Robert Osfield wrote:
Hi Neil,
PagedLOD is what you need to use to balance the load for really large
databases. You databases are likely to huge though, gigabytes rather
than terrabytes, and the OSG' paging system allows you to scale to
terrabyte database pretty comfortably so you'll do
Robert Osfield wrote:
Hi Neil,
When you start to deal with really large datasets that paging and
culling are tools that you'll need to use effectively, you'll need to
understand load balancing of the system. Primarily what you'll be
doing is building an appropriate database rather than
Art Tevs wrote:
Hi folks,
as far as I can see for now osg doesn't check if the
given scene graph contains cycles. If one do this,
then there is a seg fault, if my test were correct ;-)
However imagine I have a situation, where I need to
have a cycle in the graph. For example:
...
Any
Art Tevs wrote:
However let us think on something like extended scene
graphs where cycles are also more or less possible ;-)
Does anybody already made some thoughts on that?
Hi, Art,
I'm sure it's been pondered in the past, I'm just not sure it's relevant
to OSG's purposes. Maybe
Hi, Mike,
Mike Greene wrote:
While this did stop the messages from coming to the screen about the
texture being resized, it did NOT seem to speed things up. I have two
sets of texture sequences - one that is 800 x 600 and one that is 1024
x 512. The latter probably runs 10 times faster,
Kim C Bale wrote:
I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to
export models so that I may use them in OSG. Now plain models work a
treat. However, I have been given a file that contains an animation,
and the animations don’t appear to show when I load them into
Robert Osfield wrote:
Hi Joakim and Roland,
On Mon, May 5, 2008 at 6:46 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Joakim,
I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore
Philip Lowman wrote:
Can GTK and rsvg/cairo be built under Visual Studio?
They can (I've done it), but it takes a bit of work. The Visual Studio
modes of compiling aren't well-maintained by some of the libraries. The
trickiest one was fontconfig (a dependency of rsvg).
--J
Hi, all,
On Red Hat Enterprise 5 (update 2), I'm getting the following from CMake
with the latest svn:
CMake Error: PkgConfig_DIR is not set. It must be set to the directory
containing PkgConfigConfig.cmake in order to use PkgConfig.
This is with CMake 2.4.5 (the version that ships with RHEL
Leeten wrote:
Hi, all
I'm using OSG 2.4 and I can't find GL_LINE_SMOOTH or GL_POLYGON_SMOOTH
something in it. The lines and edges of polygons in my scene are
jagged(shownin the attachment), so I'm trying to find some
antialiasing way. I've tried the fllowed way which seemed helped nothing.
Robert Osfield wrote:
The new code is in OpenSceneGraph/CMakeLists.txt is:
#use pkg-config to find various modues
FIND_PACKAGE(PkgConfig)
IF(PKG_CONFIG_FOUND)
...
Yes, as I said, that code is in the version I have.
This should prevent problems. Could you please post problems you get
Robert Osfield wrote:
Hi Jason,
I have introduced the follow:
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
FIND_PACKAGE(PkgConfig)
ENDIF(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
Hopefully this
Robert Osfield wrote:
I could easily do that on one workstation, yes. It's more of an issue when
you're dealing with a lab of several dozen workstations. This is why we pay
to run Red Hat Enterprise.
Pay for out of date tools... do you get upgrades included?
Of course, in fact, we
Robert Osfield wrote:
Hi Jason,
I have introduced the follow:
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
FIND_PACKAGE(PkgConfig)
ENDIF(${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION}.${CMAKE_PATCH_VERSION}
STRGREATER 2.4.5)
Hopefully this
Robert Osfield wrote:
On Sat, May 31, 2008 at 7:20 AM, Philip Lowman [EMAIL PROTECTED] wrote:
The posted workaround of checking the version number will work fine,
alternatively one could replace
FIND_PACKAGE(PkgConfig)
with
INCLUDE(FindPkgConfig OPTIONAL)
Which eliminates the error message
Peter Wraae Marino wrote:
Hi,
I just got into this thread now.. I too am having problems with the
.ttf format.
As I can understand.. the fix is too make sure to have service pack 1
installed for developer studio.
This is only true if you're running Visual Studio 2005
I'm using express
Goldman, Jon wrote:
(note: for some reason my email reader did not receive your latest message from
this thread, and therfore to quote I had to paste from
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012825.html)
Robert, to answer your questions--
-- Yes,
Robert Osfield wrote:
Hi All,
I have just made some changes to the includes of the new
OpenThreads/Config and osg/Config headers that address a cmake build
error that was occurring on out of source builds. Fingers crossed
this will be now fixed, and no other platforms will be broken, but as
Steven Thomas wrote:
To add salt to the wound the Collada DOM (which OSG uses for Collada parsing) doesn't
support the data element. Tellingly, no one's ever complained about that.
That's rather amusing :-)
--J
___
osg-users mailing list
Can T. Oguz wrote:
Dear OSG Users,
May I Ask which linux distribution and development environment you
chose to work on ?
Red Hat Enterprise 5 Linux at work Fedora 9 at home. I use Windows when
I'm forced to, but I still do the development on Linux.
Vi for editing (including on Windows),
Sukender wrote:
Many thanks! I always wonder what OpenAL-Soft was, but I never took a look at
it... I'm going to recompile all my dependencies using it (if possible).
So I think the OSG audio would depend on it rather than on the original
OpenAL, don't you think?
Yes. The OpenAL-Sample
Brian Keener wrote:
Typing esc only destroys the window without stopping the program, which
continue with a
dangling viewer pointer; no wonder that you have to kill it manually.
Instead of calling glutDestroyWindow(glutGetWindow()); it should call
exit(0); , maybe after
calling delete
Roger James wrote:
So Collada is giving us emission, ambient, diffuse, and specular
elements which can be either a fixed colour or a variable colour
acquired from a texture map. In the OpenGL pipeline the lighting
calculations are done prior to the fragment shading. The only
exception is
Roger James wrote:
I was assuming that because the lighting equation (blinn) has already
been applied in the pipeline before textures are applied, that if we
wanted to use a texture map to supply the ambient terms to that
equation, then the lighting equation would have to be somehow
Jason Daly wrote:
If it's RGB_ZERO, and transparency is specified as a color, I average
the transparency color's RGB values and set the material's alpha to 1
minus the average (this is probably a best-effort kind of hack). If
transparency is a texture (an alpha map), I ignore it, since it's
Roger James wrote:
if (transparent or transparency element present in the technique)
{
// Turn on the OpenGL blender
Calculate a blending factor using transparent and transparency
according to the opaque mode in force.
// Decide whether to use GL_SRC_XXX or GL_CONSTANT _XXX in the
Smeenk, R.J.M. (Roland) wrote:
Hello Roger,
I did not make a study of the Collada transparency intricacies like
you did. The assumption I made was that a texture for diffuse
specifies the diffuse components to use in the texture. The fact that
texture coincidently was packed with an alpha
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is definitively
useful
(speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily created by the artists, no need to have OSG
Gordon Tomlinson wrote:
As to re-implementation , who's going to pay my company for the time and
expenses to re-rite these go through all r
Testing ands sign off procedures ?
I don't understand this point. If you get the same functionality, just
with a real library implementation and not
2.4.5 is also the only binary package (that I know of, at least) that
is available for Red Hat Enterprise 5. If you're taking votes, I'd
prefer keeping support for 2.4.5.
--J
Sent from my iPhone
On Dec 20, 2008, at 5:38 PM, Mattias Helsing helsin...@gmail.com
wrote:
Hi Robert,
my
Robert Osfield wrote:
H Fred et al,
I've merged Mattias's changes to support Cmake 2.4.5 2.5.6 with out
current build system, this are now checked into svn/trunk. The main
CMakeLists.txt is also attached.
Could yo'all stuck with CMake 2.4.5 try out these changes.
Builds fine on RHEL
Hi, J-S,
Thanks for doing the Windows testing I promised to do before I got sick
for two days :-)
I'd submit fixes for these, but looks like Robert beat me to it.
--J
Jean-Sébastien Guay wrote:
Hi all,
Current SVN has errors when compiling the mdl plugin. All the errors are
related to
Robert Osfield wrote:
Hi Francesco,
You just need to write a NodeVisitor that traverses through the scene
and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor
has an apply(osg::Switch) method, but not a DOFTransform one so
you'll need to implement and apply(osg::Transform) and
Francesco Argese wrote:
Hi guys,
i begin thanking you: I have resolved the problem regarding the
research of dof and switch nodes in my flt models: now I have a vector
containing all the pointers to switches and dof and i need to activate
them.
Following the OSG FAQ [1], I have found that a
Fabian Aichele wrote:
Hello, osg-users!
I have a question regarding the choice of the body-specific coordinate
system made by the COLLADA reader (daeReader/Writer in osgDB).
When I import a geometry from a COLLADA document, the osgDB plugin
returns a osg::Group that contains the nodes
David Guthrie wrote:
We never create particle systems in code. Artists create them in the delta3d
particle system editor. You can see all of your changes and tweaks in realtime
and then save an osg file. I don't see creating a particle system as a
programming task at all. It's an art
Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it with your
model and it clips the model. Follow this link for a better description:
Robert Osfield wrote:
It's curious one would create a /usr/local/lib64 and then not provide
a library path to it...
Can any RedHat/CentOS/Fedora users tell use what /etc/ld.so.conf and
/etc/ld.so.conf.d contain w.r.t pulling in /usr/local/lib?
No reference to /usr/local/lib on Fedora 6 or
Robert Osfield wrote:
On Thu, Jan 29, 2009 at 4:10 PM, Paul Martz pma...@skew-matrix.com wrote:
Thanks for posting this. You might add support for OpenGL draw instanced
functionality.
How about, New plugins for loading Half-Life 2 maps and models.
I could add a nice screen shot, but
Sinisa Kolaric wrote:
Hi
I am trying to compile OpenSceneGraph 2.6.1 on Windows XP, but it looks like CMake can't find FreeType in this source snapshot; the resulting VC++ 2008 project thus does not contain a reference to this plugin.
So when I run a sample application (for example
Robert Osfield wrote:
But still we can't rest if we want to make 2.8.0 the best we can... so
please download/check out the OpenSceneGraph-2.8 branch or the
2.8.0-rc1 and do compile and runtime checks on as wide range of
platforms as you have to hand. I would also greatly value feedback on
how
Paul Martz wrote:
When you said node in your original post, I thought you were
referring to OSG Nodes, not OpenFlight records. :-)
The flt plugin options are documented here:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight
(the wiki seems to be down at the
Pecoraro, Alexander N wrote:
What version of Linux/GCC/processor that supports the built-in atomic
functions?
Alex,
On RHEL 5, you have to *explicitly* set CXXFLAGS to -march=i486 or
higher *before* running CMake. For some reason, the default
configuration will evaluate to using
Daniel Drubin wrote:
thanks for response, but it doesn't help :-(
Another thing that I notice, the floor not only gets darkened, it also
receives coloring from clear color, if that makes sense.
Does anybody have an idea?
If that's true, it sounds like you're not seeing the floor at all.
Jean-Sébastien Guay wrote:
I imagine that any modeling software should have a tool to
generate/smooth normals. 3DS Max, Blender, Maya, ... It's pretty basic
functionality. In Creator it's called Calculate Shading, but it may be
called something else in other modeling software.
I think 3ds
Robert Osfield wrote:
This doesn't solve the problem of providing the audio sink though...
only possibility would be to have osgmovie use something like SDL to
provide the audio, or we could even provide an option in the plugin to
use SDL. SDL on macs plays silly games with Cocoa though so you
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
One technical feature I can think of is that OGL is cross platform, running
on everything from supercomputers to hand-held devices. D3D is a NO-OP in
this regard. That alone should rule out D3D as far as OSG is concerned.
That's not
Robert Osfield wrote:
I would just love to get open source OpenGL drivers to a point that
they match the proprietary ones on all platforms, once you get to this
point there is no turning back, the open source development model will
just outpace the proprietary solutions in terms of features and
Robert Osfield wrote:
Hi Jason,
On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly jd...@ist.ucf.edu wrote:
OpenAL is an obvious possibility for this. The OpenAL-Soft implementation
at http://kcat.strangesoft.net/openal.html supports almost all of the
platforms that OSG supports
Robert Osfield wrote:
Do you have any links to a tutorial that illustrates what these few
lines of code might be?
Also if anyone's interested, you can find the OpenAL spec here:
http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1
Specification.htm
--J
Robert Osfield wrote:
Hi Jason,
Thanks for quick tutorial :-)
I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and
Jean-Sébastien Guay wrote:
Yes, I guess that's where my confusion stems from too. I always thought
an actual standard had to be ratified by an independent standards body
(ANSI, ISO, CSA here in Canada, ...). In this view, a company or
consortium of companies could not unilaterally say that
Robert Osfield wrote:
On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
It works on Windows *and* XBox 360!
Hmmm...is that really cross-platform since the embedded OS on Xbox 360
really has its roots in Windows 2000?
Jean-Sébastien Guay wrote:
Hi Jason,
What standards body ratified TCP/IP? ;-)
Hmmm, getting even more off track here, but as far as I know TCP/IP is
not a standard (other than a de facto standard, which it certainly is).
It's defined by RFCs and not a standard. So it's ratified by
Jean-Sébastien Guay wrote:
And what's more, I actually have two nostalgia machines which I plug
in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB,
yessir), and the other has a Voodoo2 12MB. I'll probably keep those till
I die, just because that was the time when it all
Jean-Sébastien Guay wrote:
Hi Jason,
Ever try DosBox ( http://dosbox.com/information.php?page=0 ) ?
Yes, of course, but running it on the real hardware is its own reward.
:-)
Of course, like I said, it depends on *why* you keep them around. Mind
you, I haven't thrown my
Robert Osfield wrote:
Hi Sukender,
The needs for the providing audio for movies read by the ffmpeg is
that we have a AudioSink implementation that can pull the data from
osg::AudioStream and play it. We don't need a scene graph node, or
reading support for the ffmpeg plugin as it stands. I'm
Robert Osfield wrote:
Hi All,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
Inconceivable! The
Robert Osfield wrote:
Hi Martin,
The OSG queries OpenGL extensions at runtime, so even if the header
doesn't contain the function then it'll be able to pick it up from the
driver.
As a general note, I'd recommend avoiding calling OpenGL yourself, and
port your code across to using the OSG
Ümit Uzun wrote:
Hi All,
I have an model and this model has kind of parts. I am not a modeler
so this question might be so stupid :) Before I have read the model
and find all parts by nodeVisitor and recreate the scenegraph in
parent-child mode and then I have manipulate all transformation
Simon Loic wrote:
Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the
header :
The camera control is done via keyboard arrows concerning the
position and via mouse draging concerning the orientation.
There are two modes
Sukender wrote:
And about the modes, I would prefer FREE and HORIZONTAL :)
My preference would be GROUNDED (as in, you stay on the ground) rather
than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional
motion.
I'm indifferent on FREE vs. GENERAL.
--J
Paul Martz wrote:
Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint.
Of course, I had to post and show my ignorance first before I figured
that out. :-/
Good. For a minute there, I thought I was missing something. :-)
--J
___
Ben Axelrod wrote:
I should probably specify the graphics cards in question.
The working card is a NVidia 7300 LE. The card that passes the test,
but still does not work is a NVidia NV37GL [Quadro FX 330/Quadro
NVS280] (rev a2)
The NV37 is a GeForce 5-era card, so it should fully
Ben Axelrod wrote:
Thanks,
Do you think that changing the shadow texture size will have any
affect here? I have noticed a somewhat similar failure of ShadowMap
when I have a very large mesh file, and decreasing the shadow texture
size seems to fix that.
Oh, possibly. The GeForce
paulo wrote:
Hi,
To use a mutipass I need to turn on blending. (at least with open gl)
Is it also needed with osgFX or is it automatic?
I tried adding a BlendEquation object to my stateset, but I could not figure
out which symbolic constant corresponds to the gl functions
Jean-Sébastien Guay wrote:
Wow, many thanks for testing across all these combinations. Now
will anyone else pitch in for other platforms?? :-)
Red Hat Enterprise 5.2 32-bit, g++ 4.1, cmake 2.4.5
Pentium D 955, Nvidia 7950GX2 on 169.12 drivers
Builds and runs fine, although I had to
Jean-Sébastien Guay wrote:
That seems to be a common problem right now, hopefully someone with more
CMake knowledge will be able to suggest a way to circumvent that. But it
seems (from some reports) that deleting your CMakeCache.txt (in your
build directory) would force the tests to be re-run.
Robert Osfield wrote:
Hi Jason,
Mathias has submitted some changed to the cmake Atomic checks/setup, I
have now checked these into SVN. Could you do an svn update and clean
build, then let us know if it compiles OK now.
Hi, Robert,
Just updated. Now, if I don't do anything to the
Peter Wraae Marino wrote:
Hi users,
I have create simple quad using osg::Geometry and I would like to
apply multitextering to it.
I'm missing a way to set glMultiTexCoord using OpenSceneGraph.
Is there a way one can set glMultiTexCoord?
Look at osg::Geometry::setTexCoordArray()
You
Peter Wraae Marino wrote:
Hi Franclin,
Yea doing it using a shader is easier and more flexible, but is there
a reason why we don't get access to do multitexture coordinates?
Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
multitexture coordinates, so I can't really use
[EMAIL PROTECTED] wrote:
Right. Curious (this is probably just semantics)... if I had an
out-the-window
view and an inset bird's-eye view (same scene), would one think of this as
a single conceptual view as it's all looking at the same scene?
I see now how this could be done in either
[EMAIL PROTECTED] wrote:
So, if anyone out there has experience of mapping from WTK to OSG, specifically
in regards to what should happen to rotation angles, and quarternians, I would
be most grateful - and perhaps my wall could then be repainted beige instead of
red ;-(
I don't know
Robert Osfield wrote:
Hi Judd,
The OSG just adapts the windowing systems provided mouse xy values,
and as such is limited to the clapping that happens due to the
windowing systems. Getting the delta moyse xy isn't supported, and
personaly I don't know how one would go about getting this extra
David Johansson wrote:
Hi Robert,
This does nothing i'm afraid.
nvidia-xconfig --sli=Off followed by a restart of X..
Not sure if this helps or not, but you have to use the multigpu option
with the 7950GX2, not the sli option. multigpu is for SLI with two
GPU's on one card, while sli
David Johansson wrote:
Hi Jason,
Setting multigpu did nothing either.
You don't happen to have the same card and can test my code posted earlier?
I can probably do that. I'm not sure when I'll get the time, but I
should be able to find some this week. It might take a little while
David Johansson wrote:
Hi Jason,
Setting multigpu did nothing either.
You don't happen to have the same card and can test my code posted earlier?
Hi David,
I gave it a quick try with OSG 2.2, and I'm definitely seeing problems.
After I open the second viewer, if I alt-tab back to the
Bob Balfour wrote:
I've used RivaTuner to monitor video memory usage on WinXP, but it
doesn't do it on Vista (it says due to Vista's virtualization of video
memory?). Does anyone know of a way to monitor video memory usage on
WinVista? I have a very choppy scene (using quad-core HP, 2 Nvidia
brettwiesner wrote:
Hey,
Since most DDS textures are going to come in flipped (ie: directX style
and not openGL style) I would like my application to always pass the
dds_flip option to the DDS loader. If I could extend the DDS loader I
could do that. Just another case for including the loaders
Geoff wrote:
I am wondering how I can turn off the automatic Units to Meters
conversion that is taking place when I load my OpenFlight file into a
osg:::Node. My file is in Feet, which is what my program uses, and I
would like to use some of my old code that uses feet without having to
do the
Paul Martz wrote:
By default, the FLT loader does not convert. So, if you are expecting feet
but appear to be getting meters (everything is about 1/3 the size you
expect) then the header of your FLT file probably has an incorrect value in
the units field. If true, this is a problem with your
Kim C Bale wrote:
So... after much clawing and gnashing of teeth I found this little beauty:
http://www.feelingsoftware.com/content/view/65/79
It’s a freeware Collada exporter for MAX 2008 and that works every
time. I believe someone has compiled a version that works with 2009
which
Adonai Canêz wrote:
Hi, I'm don't find source of collada in www.collada.org
http://www.collada.org, what is location download?
The library is called the COLLADA DOM. You can find it here:
http://sourceforge.net/project/showfiles.php?group_id=157838package_id=270665release_id=596687
--J
Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is needed to generate such
framerates? If you cannot talk about specifics, at least a ballpark idea would
be cool to know.
Sounds like a haptic device to me. Realistic haptics require force
computations (and hence,
Jeremy Moles wrote:
I've always been under the impression that gtk_init() has to be called
first before any fuction that begins with gtk_*, have you tried moving
it as the first call instead of disable_setlocale?
What if you call gtk_init() in the main code before doing anything
that forces
Argentieri, John-P63223 wrote:
Gentlemen,
Is there a way to force vertex B to have a different texture
coordinate in each of triangle ABC and triangle BCD?
Texture coordinate indices? I don't understand how those are applied.
If the binding is per_primitive, will each of my triangles be
Jean-Sébastien Guay wrote:
That's probably a bug in the CMake files actaully. Cygwin is a Unix
clone running on Windows, and Unix will never have wsock32.lib. Only
Win32 and MinGW targets should be using that library. So there needs
to be a conditional to exclude wsock32.lib on
Ulrich Hertlein wrote:
Speaking of which, can anyone recommend a good Linux/nvidia laptop?
It seems like most of the laptop you get nowadays are either ATI or intel...
I use a Dell Precision M90, and love it. You get a choice of nVidia
mobile Quadro cards. The new Vostro's look pretty
zarrandreas wrote:
Hi,
I render depth buffer to the image, but values I have there are between
[0.0, 1.0].
How can I get real z-depth?
This page explains a simple conversion pretty well:
http://www.cs.unc.edu/~hoff/techrep/openglz.html
--J
Robert Osfield wrote:
On 10/2/07, Abe Stephens [EMAIL PROTECTED] wrote:
Robert: What should we expect from the collada import (or from other
paths into OSG)? Obviously we'd need to investigate collada export
from a modeling tool separately.
I'm not th author or a user of COLLADA so
Paul Martz wrote:
Can anyone tell me what this is used for, if anything? As far as I can
tell, no code references it. Is it intended for application use, and
not used internally in OSG?
IIRC, it was used at one point by the newer OpenFlight plugin to handle
some of the lower-level
maruti borker wrote:
I am trying to develop a normal walkthrough program in OSG . I am
trying use wasd for movement and mouse for rotation .
W-front A-left D-right S-back .
The wads part is done , but when it comes to mouse movement i am
facing a small problem .
What i am trying to do
Schmidt, Michael M wrote:
Hi,
I was trying to use gl_SecondaryColor to pass in a vertex position
offset. However, I noticed strange behavior. Does anyone know if
gl_SecondaryColor gets clamped to some value?
Based on your code, why not declare:
attribute vec4 centerPoint;
in your
Jan Ciger wrote:
However, it doesn't solve any of the animation and skinning issues and
is completely useless by itself. I cannot imagine somebody bringing it
up to speed with other kits from this alone, for that you need
something actually usable to start from. This is why e.g. osgCharacter
Richard S. Wright Jr. wrote:
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front of it. It seems this
would also be the best approach for a rendering a night
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