Hello Michael,
I was looking at the nice statshandler graphics in osgViewer.exe, and
noticed a dramatic increase in the time spent in the event traversal
stage when the mouse was moved (goes from 0.02ms to around 8ms).
I've seen that when running in debug version... In release the increase
is
Hi Michael,
I've seen that when running in debug version... In release the increase
is negligible. Perhaps you were running in debug?
Sorry, I saw your follow-up after hitting send. I don't know what could
be up. On my machine it jumps to ~2.5ms but very very shortly, so it's
not significant
Bonjour Cédrik,
everythings is ok, but now I try to create my own class to manage scene
ressources and visual studio dislike this.
It seems that I've not linked everythings correctly.
You need to add WIN32 to the defines in your project. In Visual Studio,
right-click on your project, go to C
Hello Ricky,
I still can't solve this problem:
Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the
requested pixel format
Your message is missing some info we need in order to help you, and
there are some things you could do to try and troubleshoot yourself.
What is your h
Hello Robert,
We currently have a student doing a masters project at our company, and
his job will be to improve the terrain algorithms in the Vortex toolkit
(both for physical simulation and graphical representation). One aspect
is generating terrain from a height field, which is what VPB doe
Hi Robert,
This is huge topic, not something I just quickly go over in a few
emails, and especially not when I'm busy. Sorry.
Hehe, I know, I wasn't expecting an explanation, maybe just some links
to articles you used as inspiration... We don't need to reproduce VPB
(if that were the case w
Hi Rick,
It would be handy. Can we not have this toy anymore ? ;D
It was in OSG 1.2 / osgProducer. The new StatsHandler in osgViewer does
not support that 3rd display mode (drawable and geometry info).
There was a submission a while back that added that and much more (I
remember seeing g
Hi Jason,
I created a node mask for the terrain, 0x1, and used setNodeMask to set
it on the root node of the terrain database.
I am using the computeIntersections function of Viewer and passed along
that traversal mask hoping that it would only intersect the paged
database. However, the com
Hello all,
I'm directing these questions mainly at Paul Martz, but I'd be
interested in hearing from anyone else who has relevant experience.
I've learned that I need to do terrain deformation to match new data in
our current project, and it seems to fit exactly what osgTDS does. To be
more
Hi Shayne,
If it is possible to isolate the particle system out of the cessnafire.osg
file, I would like to see a code snippet that does this...
Anytime you want to find a node in the scene graph, you probably need to
should make a node visitor. Looks like ParticleEffect is a subclass of
osg
Hi Paul,
Thanks a lot for the info, it's really useful. I'll see what the project
managers think.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitest
Hi David,
You just need to disable GL_DEPTH_TEST for the desired object(s).
or
stateSet->setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS),
osg::StateAttribute::ON);
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hello,
I am generating a terrain database using osgdem. I have three source
data files (GeoTiffs which have correct geospatial information), and I
would like to generate a single terrain database from all three.
These three files define parts of the ocean floor which are separate,
and which
Hello Eric,
Computers drive me crazy! good will be the retirment, I will breed rabits.
I don't have any input into your specific problem, but I just wanted to
let you know you made my day with that line! My co-workers liked it too. :-)
J-S
--
Hi Rick,
Now I do not have the growing Draw callback, but everything still shows
the orange bar across the entire screen. I am getting 60 fps ok, so I
don't get the bar. I am sure it is probably still a driver issue
somewhere. I still also have these long orange bars and big spaces in
my s
Hi Robert,
Ideally should have data throughout your model to define all the
heights you require, if you have holes then all you can come if with
is an acceptable fudge for what this missing data might be.
I know, I know... :-) I work with what our client provided, so I have to
fill in the gap
Hi all,
I have never tried to create a DEM so can't help you here.
Anybody else? I'm sure I'm not the first one to want to do this, I just
can't find something in gdal that does this so I'd appreciate being
pointed in the right direction.
Thanks in advance,
J-S
--
Hi Gordon,
A little note on automatic updates on Video drivers, they are typically
quite OLD, take the one for my 8800 the automatic update wanted to place a
9/2007 on my machine yet I have a 4/2008 driver already installed...
No, no, I didn't mean automatic update to the graphics driver, I m
Hello Wojtek,
It looks bit like the issue I strrugled with. I am not sure if my
workaround - repeating makeCurrent - was added before 2.4 release or after
it. Certainly 2.2 is not safe.
I agree, it looks like that issue, I remember it now. But why would it
have appeared now, when a few days a
Hello Brian,
It may be a
far jump but my thoughts are this leads us down the path that it there is
possibly something either in the osg plugin or more likely - the 3d
functionality and the extra logic and threads needed to accomplish the 3d
display.
You seem to think that osgviewer with or
Hello Franclin,
But for shape drawable, geometry information is hidden to clients (and
I don't know why but I suspect performance issues) that is why you need
to use shaders for them.
Well actually the Shape / ShapeDrawable classes were originally designed
as simple debugging tools, so littl
Hi James,
I was wondering if it is possible to draw on a Texture2D instance. I
know this isn't possible, but I am wondering if you can do the
equivalent of:
Texture2Dinstance->DrawCircle(x,y,r);
OSG does not do 2D drawing to images. You can do your own by getting the
data pointer from an os
Hi Brian,
If I display an osg file (without the --image since it doesn't
like that for an osg file) then I get the following output from gdb.
I still wonder why you would want --image for an osg file? You say "it
doesn't like that for an osg file", but it's actually nonsensical. An
osg file
Hi Robert,
I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms. If things
look good then I'll tag 2.5.4 tomorrow.
Building now, will let you know.
Hi Robert,
To wrap, all these changes on now in SVN trunk and will be part of
2.5.4 and hence the up coming 2.6. If you enable the build of
automatic KdTrees of load and use
IntersectionVisitor/LineSegmentIntersector then you'll be able to go
straight ahead of use KdTree intersections without l
Hi Robert,
I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms. If things
look good then I'll tag 2.5.4 tomorrow.
Building now, will let you know.
Hi Robert,
It's interesting how different bottlenecks pop up, in this case
creating objects on the heap is clearly showing itself as a bottleneck
whereas the old brute force intersection code was so slow that this
wasn't a significant factor.
Bear in mind that what I mentioned was with Adrian'
Hello Rick,
So my first question is about how I should try to cache the intersect
visitors? Should I keep one around for each large ship (node passed in
to the getIntersections() function), or should I just make a single one
that is used over and over?
There's really no way I can answer thi
Hi Robert,
I was wondering, is there a way this new kd-tree can be leveraged to
make other types of intersection tests (polytope) faster too? I will
soon need to integrate polytope intersections for picking of lines and
points into our framework, so it would be cool if those could be
accelera
Hi Robert,
To enable automatic generation of KdTree's I have extended osgDB so
that the Registry and DatabasePager are both KdTree aware, and if
KdTree build option is enabled it'll use the Registry's new
KdTreeBuilder object to build KdTree's on loaded models. To enable
this building you simpl
Hi Robert,
osg::KdTree could support osg::Polytope intersections, but I haven't
implemented this as it wasn't required for the client, and I want to
get 2.6 out the door sooner rather than later. Feel free to pitch in,
but bare in mind I want to get 2.6 out in the next two weeks.
OK, I just w
Hello John,
Have you tried Ben Discoe's VTBuilder
(http://www.vterrain.org/Doc/VTBuilder/overview.html)? It _might_ be
what you are looking for.
Nice, looks like this does what I need!
Thanks for pointing thos tool out.
J-S
--
__
Jean-Seba
Hello Victor,
Thanks for the help so far. I have the following BUILDs set to off when I
run the CMake tool ( I am running OpenSceneGraph-2.4.0 and
cmake-2.4.8-win32-x86.exe).
BUILD_OSG_EXAMPLES
BUILD_REF_DOCS
For a new user, I highly recommend you set BUILD_OSG_EXAMPLES to on.
Also, t
Hello Robert,
On Monday I'll look at integrating osgWidgets,
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a chance
to review those? It would be really nice to include those in 2.6, as
they both fix issues with the old osgShadow::ShadowMap and also add new
shadow techniques
Hello Leonard,
There is no FOREACH statement in my CMakeLists.txt file. Where does
this error come from?
I do not use Solaris, so I can only suggest a few paths for you to
investigate. First of all, what version of CMake are you using?
The FOREACH statements are probably coming from the fi
Hello Brian,
Thanks and sorry for the confusion and I hope this helps explain my thought
process.
Yes, I understand your thought process much better now, but I still
think that using an invalid option (i.e. --image with an .osg file) gets
you nowhere. It will just exit with an error at the e
Hello Robert,
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a chance to
review those? It would be really nice to include those in 2.6, as they both
fix issues with the old osgShadow::ShadowMap and also add new shadow
techniques.
If Wojtek is ready to submit them then I'm happy
Hi again Robert,
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a
chance to
review those? It would be really nice to include those in 2.6, as
they both
fix issues with the old osgShadow::ShadowMap and also add new shadow
techniques.
If Wojtek is ready to submit them then I'm
Hi Jeremy,
Some responses below, but you'll notice that my general opinion is
biased in the "get it out soon, and perfect it gradually" camp.
Especially if you're hitting roadblocks yourself, getting the code out
there and into other people's hands will make things progress faster.
And I don'
Hi Robert,
You have some mismatched parentheses in examples/CMakeLists.txt
IF (BUILD_OSGWIDGET))
ADD_SUBDIRECTORY(osgwidgetaddremove)
ADD_SUBDIRECTORY(osgwidgetbox)
ADD_SUBDIRECTORY(osgwidgetcanvas)
ADD_SUBDIRECTORY(osgwidgetframe)
ADD_SUBDIRECTORY(o
Hello Robert,
Regarding osgWidget's examples, should their CMakeLists.txt files use
the SETUP_EXAMPLE() macro as do all the other OSG examples? I would
assume so since this will make things more consistent. If so I can help
convert them to use this macro.
Also, do we want osgwidgetversion as
Hi Robert,
Regarding osgWidget's examples, should their CMakeLists.txt files use
the SETUP_EXAMPLE() macro as do all the other OSG examples? I would
assume so since this will make things more consistent. If so I can help
convert them to use this macro.
Sorry for spamming... I've done the con
Hello Robert, Jeremy,
Thanks in advance for you assistance on testing. Once it looks like
things are building across all our main platforms I'll go ahead and
tag another dev release.
Builds on Windows Vista, VS8 here, with the previously posted fixes and
the changed osgwidget example CMakeLi
Hi Jeremy,
Ah, interesting. I always figured I was doing folks a favor by
hard-coding a small size, but code can certainly be added to have it
behave as you suggest.
Well, I (and most people with 19 inch monitors) have 1280x1024 native
resolution, so your window should fill the whole screen,
Hi Jeremy,
It's all up to the ResizeHandler though; if you wanted to ALWAYS work in
some coordinate space like 1024x768, it should be possible just by using
(or perhaps not even using) a different ResizeHandler. The one I created
in ViewerEventHandler, however, tries to make sure the WindowManag
Hello Robert,
I've been doing merges and bug fixes today, and now I'm ready to tag
the 2.5.5, but first I need feedback on how well things hang together
across platforms. This is the first dev release with osgWidget as
part of the core OSG so this means that we really do need to test
across as
Hello,
I have asked in another thread (OpenSceneGraph-2.5.4 developer release
tagged) if Wojtek's osgShadow additions/improvements could be integrated
in time for 2.6. I'm talking about the additions mentioned in this post:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/28683
Hello Wojtek,
Good to hear from you.
I have been quite busy recently but I am still open to do this.
I understand, I just didn't want to miss the 2.6 "deadline", because I
think this is an important addition.
Good to know you've discovered and fixed a few issues. I haven't used
your code
Hello James,
As Colin mentioned, the 3rdParty directory should be parallel to your
OSG sources instead of being inside the build subdirectory as you have
it now. For example:
...\somedir\OpenSceneGraph
...\somedir\OpenSceneGraph\build
...\somedir\OpenSceneGraph\include
...\somedir\OpenSceneGr
Hello Robert,
Might I suggest that you do the same for your screenshot event handler :-)
:-) Good suggestion... I had sent it to osg-users for people to test,
but I agree, I'll send it in to osg-submissions.
Thanks,
J-S
--
__
Jean-Sebasti
Hello Ariasgore,
I am using VS2008 and OSG 2.5.2, compiled from source (included plugins)
Did you also compile the 3rdParty dependencies from source? There is
currently no package of precompiled dependencies for VS2008, and it
could be that using the precompiled 3rdParty dependencies for VS2
Hello Denis,
Is there a way to use custom shaders with osgShadow?
Yes, if you're using osgShadow::ShadowMap :
osgShadow::ShadowMap::clearShaderList();
osgShadow::ShadowMap::addShader(fragmentShader.get());
osgShadow::ShadowMap::addShader(vertexShader.get());
Check src/osgShadow/ShadowMap.cpp
Hello Ariasgore,
This is not a linking error that must be fixed in the project, am i
right? This is a missing dll as i suppose...
You didn't say if you compiled the 3rdParty dependencies yourself or
not. If you didn't do that, then stop trying other things and do that.
It will eliminate the
Hello Philip,
I have thought of artificially moving it closer, or scaling it larger,
but I was wondering if there is, instead, some attribute I can give it
that says, "render me even if I'm small."
I imagine you mean that you don't want your node culled even if it's
very small. You can turn o
Hello Ariasgore,
Pretty akward to get the 3rd party libs.
Yes, that's true... I don't use VS2008 myself, nor does Mike Weiblen
(who maintains the VS2005 3rdParty binaries). You have a few options:
* If you have access to it, you could install VS2005 and use that for
your OSG-related develo
Hello Philip,
I've implemented Jean-Sébastien's last suggestion,
"node->setCullingActive(false)" on the MatrixTransform whose child is the
image, but with no noticeable change. Does this setting affect a node's children as well?
I've checked my viewing frustrum, and zFar is set to 3.0*(the
Hello Ümit,
I am trying to effect the components of scene with green light. Although
green light could effected two of sphere, couldn't get success on the
terrain model. What can I do to effect the terrain with green light?
Your terrain's texture is probably being applied in GL_REPLACE mode,
Hello Ümit,
I have tried "terrainScaleMAT->getOrCreateStateSet()->setMode(
GL_RESCALE_NORMAL, osg::StateAttribute::ON );" pattern but the result is
same. There is no light effect on the terrain. I don't understand why?
As Gordon said, check if your terrain has normals in the first place...
R
Hello Philip,
As this iamge shrinks into the distance, it (still) becomes invisible.
My coworker (who is knowledgeable of OpenGL, but not so much of
OpenSceneGraph), suggests MIP-mapping. I can move to that, it that's the next
step.
I don't think mipmapping will solve the problem, because t
Hello Denis,
Is there a
way to get Shadow texture from osg ShadowMap and pass it to another
shader? Am I going in a right direction? Should I use osg ShadowMap to
get shadow texture and pass it to different shaders or something else?
I definitely think you should use osgShadow::ShadowMap if
Hello Denis,
When I added vertex shader, the object was not shadowed properly
(with the same exact fragment shader). I suspect I'm doing something
wrong with the texture coordinates in a vertex shader. I looked in
ShadowMap.cpp, it has only fragment shaders. Do you know where can I
find defau
Hello Robert,
ref_ptr::release() is a specialist helper method with does an
unref_noDelete on the referenced object - it deliberately doesn't
delete the object that it's unrefecing. This functionality is
required for functions that use ref_ptr<> locally but then have to
pass a C* point of the o
Hi Denis,
I followed your advice. Everything works well. Thanks a lot for
clarifying those things and for your help.
Glad I could help,
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hello Robert,
This evening I'll be making the OpenSceneGraph-2.6 branch, and tag
this as release candidate 1. I'd greatly appreciate users testing out
the svn trunk to make sure everything is compiling correctly across
platforms.
Builds fine for me. Vista 32bit, VC++ 8.
J-S
--
__
Hello Greg,
I'm new and I'm a little fuzzy on the versioning between VPB and OSG.
It looks like for the example you have provided, we need an older
version (2.3.6) of OSG. Do you know if there are plans to upgrade VPB
to work with the latest releases of OSG or am I totally missing
something?
Hello Dan,
I'm looking at shadow techniques provided by the osgshadow nodekit for use
in a production project. On the wiki it reads like only ShadowMap is production
ready and all the others have problems. Is this the case? Or have the others
been marked as experimental because they do not wo
Hello Adrian,
Parallel Split Shadow Map: it's still under *beta* release :-) i wait
for a review by a specialist, ... please review, test this algorithme,
for terrain, ... it's once of the most robust algorithm, but it has to
be tested.
I knew any talk about PSSM would get a reply from you :
Hello Jim,
ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.
Indeed, aliasing is a big problem with "vanilla" shadow mapping in
almost all real-world cases.
W
Hello Robert, all,
As for fixing this in an osg application one idea for Win32 could be
to add a WM_ACTIVATE handler in
GraphicWindowWin32::handleNativeWindowingEvent. Note that this method
is virtual so the message can be handled by just deriving a class from
GraphicWindowWin32 so you do not ha
Hello all,
Along with another Win32 fix I'll be submitting soon (see the "Win32
keyboard bug" message I just sent), I'd like to fix another issue that's
been nagging me a bit, which is that when you move the mouse cursor to
the edge of an osgViewer window, they don't change to the "resize"
ar
Hi Philip,
Yes, that page is out of date. I will update it if I can figure out how
to edit the darn wiki.
Pretty easy: go to
http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn
Click the Login link at the top-right of any page and use the username
and password on the page li
Hi Paul,
Good work on keeping on top of submissions while Robert is away. I think
it will go a long way in convincing him to delegate a bit more :-)
The 2.6 branch could definitely benefit from testing; please do so when you
get a chance.
I just realized that I needed to specifically check
Hi Franclin,
I don't think you get the trick, from what you said, the only thing
wrong is the ShapeDrawable.
I think Ulrich gets the issue quite well, and is quite right. If the
concrete type of the object is ShapeDrawable, you can't cast it to a
Geometry. As he said, there's no parent-chil
Hello Franclin,
osg::Drawable* draw = geode.getDrawable(i);
//At this level, everything is ok since the Draw pointer contains at
least one valid Drawable objects. If I use a TriangleFunctor, it will
return all triangles of that Drawable :)
// However I would like to get the
Hi Paul,
I just did that and started building, so I'll let you know how it goes.
Builds fine on Vista, VC++ 2005, using CMake 2.6 to generate the build
files, both in debug and release.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi Paul,
Just to let you know, I also tried a build on my Ubuntu VM and all went
well. That's with CMake 2.4.7.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Phil and Justin,
You can also look at the osgscreencapture example.
There is now another alternative in SVN (or OSG-2.6rc1), the
osgViewer::ScreenCaptureHandler. This is an EventHandler that captures
the screen (code based on the osgscreencapture example) and then calls a
CaptureOperatio
Hi Robert,
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
I compiled right before you tagged, both on Windows Vista + VC2005 and
on Ubuntu 8.04 on VirtualBox. All fine.
I noticed though that Daniel Olivier is not in the AUTHORS.txt file, I
specifi
Hi Robert,
I have put together an initial draft of the press release (please
review/comment/amend):
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6
Forgot to mention, press release looks good.
J-S
--
__
Jean-Sebastien
Hi Robert,
Libs: -L${libdir} -losg -losgDB -losgFX -losgGA -losgParticle -losgSim
-losgText -losgUtil -losgTerrain -losgManipulator -losgViewer
Not that I use Linux that much, or even know what these files are, but
wouldn't you want to add osgWidget in the above?
J-S
--
Hi GammerMax?
How can I use different shadow-map for different object.
For example, I have a big plane and two trees on it. When I
put these 3 objects into one ShadowScene texture stretches too much.
Two ShadowScene doesn't work together, so I can't use more than one
texture
Hi Robert,
I noticed though that Daniel Olivier is not in the AUTHORS.txt file, I
specifically credited him for a fix to GraphicsWindowWin32.cpp (see svn log
for revision 8706 on that file)... Any chance he can be added? It's only
fair...
I've recreated the AUTHORS.txt file directly from OpenS
Hi Robert,
I'm not expecting any cross platform build issues with the changes
that Paul and I have made, but you never know, so I'd appreciate
testing out the OpenSceneGraph-2.6 branch.
OpenSceneGraph-2.6 branch builds fine for me (Vista, VC2005, CMake 2.6,
debug+release).
J-S
--
__
Hi Robert,
I am now ready to tag 2.6.0, what feedback I have seen on the
OpenSceneGraph-2.6 branch has been positive, but the volume has been
rather light... so I guess you are all on holiday, preping for
Siggraph, down the pub, doing paid work and other gainful pastimes
rather than testing the
Hi Robert,
I'll do a build of the branch on Windows, give me 15 minutes and I'll
tell you how it went.
Builds for me, usual config: Vista, VC2005, CMake 2.6, debug and release.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hello all,
Congrats to all, and thanks to everyone who helped with submissions,
testing, suggestions, discussion and comments.
Great release!
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-lab
Hi Hesicong,
I use gDebugger and it should be a way to do so, but it's quite boring
to see the OpenGL commands. I must find a way to see the rendering
detail in order to debug my program. If there's really no simple way to
do this, it will be a pity.
I think it's a real shame that NVPerfHUD
Hi Hesicong,
Hard to decide. My current choice is OSG, but what is the future?
I think your current choice is sound, and I think in the future the
spotlight will come back towards OpenGL, so it's only a matter of time
before we get such cool tools. (my opinion only of course)
In the me
Hi ???,
First of all, a little mailing list etiquette:
1. could you please sign your posts, it's polite to let others know how
to address you.
2. When asking a new question, you should start a new thread (start a
new message and not reply to another message).
Now, to your question.
Hello Luc,
I am working at the moment on an university project and need some
advices concerning picking and using selections in osg. My job is to
generate and render a height number of polygons (+/- 12) and I
need to pick them. In an first instance I have used the
LineSegmentIntersector appr
Hello YangXiao,
2. I have another question, when viewer.frame() which thread
listening windows message(example mouse clicked,keyboard down ,up etc)
,and when
i update my scene node in updatecallback,How threads guarantee sequence?
To avoid threading problems I suggest you use an EventHandl
Hello John,
Lastly, I will bring chocolate to the BOF.
All that AND chocolate? :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.webhop.or
Hi Vincent,
just one last question : my callback is a structure, and there is no
traverse() method to call... is it a problem ?
It overrides a base class which has a traverse() method, so just call that.
J-S
--
__
Jean-Sebastien Guay[EMA
Hi all,
Here is what to do :
1) Launch osgviewerMFC sample
2) open a model
3) reduce window size (not maximised)
4) open an other different model
5) reduce second window size (not maximised)
6) close first window
7) try to resize second window
This is also reproducible with stock osgviewer on
Hi John,
Open Scengraph is
sort of the Open Inventor functional clone that has a totally free
license and is a Web3D technology
[hope this assessment is reasonably correct].
For that last part, I think I saw someone doing a web browser plugin
that uses OSG to display objects/environments in
Hi Brian,
So to test a theory it was socket problem I put the
line back and rebuilt - still no hang - examples terminate normal and
still no net plugin - plus others. So now I wonder if something else
change in OSG that would keep these from building or what setting(s)
might have something t
Hi Franclin,
But it doesn't work for X files, although the same program works very
well if I want to create an OBJ file. So I suspect it has something to
do with X files.
Some plugins only implement reading files in their respective format,
not writing them. I suspect that's the case for the
Hello YangXiao,
But this code sometimes success,sometimes fail! I means code run sequence:
1: PickHandler's pick() code;
2: draw scene code;
or they run parallel?
Yes indeed, they may run in parallel depending on your threading model.
What you can do is set your node's datavariance to DYNAMIC
Hi Luigi,
We have also released our (alpha) release of osg4web that should do
exactly that.
Yes, I saw that last night and thought it was a nice coincidence
(perhaps not with Siggraph coming up... :-)
J-S
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Jean-Sebastien Guay[EMA
Hello Boto,
what do you think about this idea?
There is a zip plugin, I've never used it but I think it just gets one
file from a zipped file. Not sure.
You could easily make a pseudoloader to do this I think, so that you
could load files of the form
mymodel.osg.myarchivefile.pak
which
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