Hi Norbert,
I'm missing the OpenSceneGraph context in your question.
Could you please give us the context, or use a more appropriate forum
(stackexchange maybe?)
cheers
Sebastian
Hi,
I would have a quick question :
What do I have to include into a visual C++/CLR project to be able to use Fon
Hi,
I would have a quick question :
What do I have to include into a visual C++/CLR project to be able to use Font^
?
I have tried to create a ref class, something like this :
Code:
[SerializableAttribute]
[ComVisibleAttribute(true)]
[TypeConverterAttribute(typeof(FontConverter))]
Hi,
I was about to compiling osg3.2 with qt5.2.1(windows 32bit, vs 2010, opengl).
When try to configure it with Cmake(GUI)2.8.12.2, there shows some warning:
/
CMake Warning at C:/Program Files (x86)/CMake
2.8/sha
Hi Robert, Thanks for your answer, and your informations regarding the topic.
It helped a lot.
robertosfield wrote:
> ...
> If you application is using the osgQt library and this lib is linked
> to Qt4 then mixing the viability of mixing Qt5 libs in your
> application will be down to Qt4/5 compa
Thanks all.
@Sebastian:
I'm using Windows 7, 32bit, Visual Studio 2012. I'm using the binaries, this is
the version: OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741
The file size is 875KB. Attached is the obj file (with its mtl file)
I only have one version of OSG on the machine.
@Tialano:
Hi,
> 5. Because the technique depends on the usage of a vertex shader I would add
> two static methods one returns a basic osg::Program with phong shading and
> another one only returns the shader code with the necessary uniforms and a
> vertex quantization function that should be used in the
Hi,
Humm, forget my solution. She's not working.
Thank you!
Cheers,
Sylvain
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59102#59102
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Hi Sylvain,
n 22 April 2014 14:30, Sylvain Comtois wrote:
> Hi Robert,
>
>I use two way to modify my scene graph.
>
>The first one is using the UpdateCallback each time it is possible.
>The second one is when we are outside the ViewerBase::frame() function.
>Our application have a
Hi Robert,
I use two way to modify my scene graph.
The first one is using the UpdateCallback each time it is possible.
The second one is when we are outside the ViewerBase::frame() function.
Our application have a lot of threads and i use a mutex to be sure the OSG
tree is never ac
Hi,
I have a similar problem when i create an OSGTerrain node in a multithread
configuration. The crash occur in the init function of the GeometryTechnique
class. Note i use OSG 3.2.
To solve this problem, i made a small modification to OSG itself.
I replace the line
if (!_cur
I see my limitations make it impossible to evaluate if it is hardware/built
related. But I have figured something out something, how should I set the
StateSet for the scene-data. I removed the current added stateset and now
the scene isn't rendered in any of the views. How should the StateSet be
se
On 22 April 2014 09:44, Patrik Andersson wrote:
> No, I'm not able to test on any other system and any other versions of OSG.
> The examples are working properly.
Testing out other systems and other versions of the OSG will provide a
bit more scope to the possible nature of the problem. With som
No, I'm not able to test on any other system and any other versions of OSG.
The examples are working properly.
On Tue, Apr 22, 2014 at 10:38 AM, Robert Osfield
wrote:
> On 22 April 2014 09:32, Patrik Andersson
> wrote:
> > Hi Robert,
> >
> > Short answers of the few unknowns: I'm using Windows
On 22 April 2014 09:32, Patrik Andersson wrote:
> Hi Robert,
>
> Short answers of the few unknowns: I'm using Windows 7 Enterprise with
> NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and I'm
> limited to OSG-3.0.1.
> What more information do you need to help me out?
Have you
Hi Robert,
Short answers of the few unknowns: I'm using Windows 7 Enterprise with
NVidia Quadro 4000 (Driver version 320.57), I built OSG by myself, and I'm
limited to OSG-3.0.1.
What more information do you need to help me out?
Kind regards
Patrik
On Tue, Apr 22, 2014 at 10:15 AM, Robert Osfie
HI Partrick,
There are just too many unkowns about what you are doing and what
system you are using to know what might be going wrong. What hardware
are you using? What OS? Have you tried other systems and other OpenGL
drivers? Did you build the OSG yourself? Have you tried OSG-3.2?
In princi
Hi Sam,
I don't use Windows but have witnessed lots of users report trapped by
build/runtume link problems under Windows due to the crappy way that
Windows/Visual Studio manages linking of libraries at runtime. You
can't mix libraries that are built with different memory allocators
such as debug/
Hi Sam,
could you please set the environment varible OSG_NOTIFY_LEVEL to DEBUG, and
try again? The log messages will shed some light on the plugin-searching
process.
best regards,
Tianlan Shao
On Tue, Apr 22, 2014 at 5:41 AM, Sam Mania wrote:
> Hi,
>
> Sorry for this probably naive question, but
Hi Sam,
Hi,
Sorry for this probably naive question, but I just started working with OSG.
I've set up a VC++ project and I'm trying to load an obj file. I get an
Unhandeled exception std::bad_alloc at memory location error. I tried to open
the obj file using osgviewer and it works fine.
What i
Hi,
Sorry for this probably naive question, but I just started working with OSG.
I've set up a VC++ project and I'm trying to load an obj file. I get an
Unhandeled exception std::bad_alloc at memory location error. I tried to open
the obj file using osgviewer and it works fine.
The exception h
Hi Anton
For example: I have the first camera - this is the main scene and the second
camera - screenspace 2d otho menu.
Can I render them consistently in one RTT (for future postprocessing)?
Your terminology is a bit confusing. RTT means render-to-texture. So
what you want is to render to one
Hi,
I'm setting up a stereo-camera system with OSG 3.0.1, by splitting the
screen horizontally with CompositeViewer and each view is rendered by two
RTT onto HUD cameras/textures.
When I run the program as normal, only the right view was rendered
properly, the left view does not render the corres
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