Hello René,
> If it is possible to use Visual Studio Express Edition and command line
> build, let me know, as far as I know the command line files are not in the
> express edition.
It is definitely possible, that's what I use at home. They just renamed
devenv.exe to vcexpress.exe, but the com
Hello Roni,
I recently changed my application from using Viewer to CompositeViewer with
one view (currently...).
Everything seems to work as before, except for picking.
I think you may have stumbled onto the same problem I mentioned on the list last
Friday:
http://thread.gmane.org/gmane.comp.
Hello René,
> the versioning is not the problem, but libs also get a prefix. This way their
> final location will be in the bin folder.
Libs should go in lib/, and DLLs and executables should go in bin/ ...
And only the DLLs should have the prefix. Libs do not need a prefix
since you're specif
Hello,
If I use the osgViewer::View::setUpViewOnSingleScreen() method, the view
is on the single screen but the other one is black. I would have
expected that if there is nothing specifically set to occupy the second
screen, my application would not occupy it so I would see (for example)
my de
Hello Sebastian,
> I'm quite confused regarding the osgShadow implementation.
> My scene and my light-positions are static. My idea was to capture the
> shadow-map only once
> and apply it consecutively in all frames. I'm a bit lost where to start.
> Neither update nor cull seems to be the right
Hello ShiXing,
> I want to know how to applicate a link at openscenegraph.org to
> osgChina, what should I do .
Unfortunately the front page on openscenegraph.org is protected and
cannot be edited. We will have to wait till Robert comes back from his
vacation to get the link to your site there
Hello Raphael,
Welcome! Hope you enjoy your time working with OSG, and the community
around it!
> - OpenGL selection buffer seems not recommended as a way of picking in
> OSG, explicit primitive intersections are used instead. Could someone
> please comment on this (why...)?
I'll let others a
Hello Wojtek,
> I have spent couple months banging my head against the wall, implementing
> perspective shadow mapping algortihms and that is the only rason I know how
> osgShadow::ShadowMap works ;-).
Hehehe, I suspect I am on the same road, so only a few months to go if
your assessment is corr
Hello Wojtek,
> ShadowMap::cull invokes culls traversal for both main camera
> (ShadowReceiving) graph & shadow camera (ShadowCasting) graphs. So if you
> block whole cull on ShadowMap level - it won't draw the scene as well. The
> trick is to block only the portion that culls ShadowCasting gr
Bonjour René,
> I am using commandline build system nmake on windows,
>
> since the OSG_MSVC_VERSIONED_DLL hack this does not work anymore,
> because there are hard-coded paths to move the dll's, but nmake has different
> locations for the files.
I don't quite see why versioned DLLs would be a
Hello Joseph,
> Does anyone know where I can find a copy of the archive from Vladimir's
> website? His site is down, and I haven't had luck in finding it via Google.
Did you try www.archive.org? It's usually pretty reliable, if a bit slow
sometimes. And it doesn't store zips/tarballs...
Hope t
Hello Wojtek,
> then I compute intersection of this convex scene hull with main camera
> frustum and coarse light (shadow) camera frustum. This produces my
> minimal scene bound polytope which I then use to further narrow shadow
> camera projection.
This is the part I'm having trouble with. I
Hi Andy,
> J-S, did you get to do any timing with my proposed use of doubles in the
> intersection code?
I did some tests last night. Full results below. The "executive summary"
is this:
For 2,244,800 samples (individual ray tests),
Floats: 113.121566 seconds (original)
Doubles: 113.954178 sec
Hello,
>> Hello all :
>>Somebody found that He(at Singapore) cann't visit www.osgChina.org
>> (located HangZhou China.
>>I don't know this site can be visited normally or not at other
>> country. Thanks All.
>> Yang ShiXing
>
> very slow but it works from europe
Seems to work from Cana
Hello Wojtek,
> Actually most of the time was spent
> on algorithms finding minimal shadowed scene bounds under OSG. It was a key
> to good shadow mapping results.
Well, that's what I'm working on right now too! If you are planning on
contributing this sometime, would it be possible for you to h
Hello Wojtek,
> And thats it. Thank you Robert !
Thank you Wojtek, I'll check that out! I'm really very grateful to you
for contributing this. I've been banging my head on this and we're still
on OSG 2.2 here so I didn't think of going to see in the new additions
if there was something that wo
Hello André,
> There might be a way to avoid this by using a separate thread for message
> dispatching in the GraphicsWindowWin32 class, but that remains to be
> explored.
And in fact, I imagine that's what video players like Windows Media
Player do, since you can move the window while video is
Hello Frans,
> m_osg_shape = new osg::ShapeDrawable( new osg::Box(
> osg::Vec3f( 0, 0, -0.005f ), 29.7f, 21.0f, 0.01f ) );
> osg::Image* image = osgDB::readImageFile( "gras.jpg" );
> osg::Texture2D* tex2d = new osg::Texture2D( image );
> tex2d->set
Hello Carlo,
> 1 - osgText (osgfreetype plugin): The plugin doesn't free memory
> correctly, I think there are a massively memory leak.
There is a submission in the queue for a crash on exit related to the
freetype plugin. It's not a memory leak, it's a use of a pointer after
it's been freed.
Hi Robert, welcome back!
> You'll be seeing a scattering of emails from me today as I slowly make
> my way through my email backlog. I'm a bit jet lagged am not fully
> functioning so if I write more nonsense than I usually do then put it
> down to 5 hour shift in time of day...
Please don't ove
Hello Samuele,
> i am newbie for OSG; my initial goal is write a program
> to load point could file and pick a point.
> I tried to use the example osgpick with .3dc file format.
> The program osgpick reads the file and displays the point cloud
> but does not select any point.
In addition to what
Hello Robert et al,
I have a very specific application in which I need to wrap the
SwapBuffers call with two other function calls. So for example, in
GraphicsWindowWin32:
void GraphicsWindowWin32::swapBuffersImplementation()
{
if (!_realized) return;
// function call 1 here
if (!
Hello Robert et al,
Wojtek and I have been discussing on and off list about making shadow
mapping view-dependent. Wojtek says he has a few implementations but it
is not possible for him to release them at the moment. On my side, I
also have something working pretty well (thanks Wojtek!) but I h
Hello Wojtek,
> We noticed another issue. When statistics bars are on - framerate slowly
> degrades. This happens with osgviewer dumptruck.osg for example. When stats
> are on draw time slowly grows and framerate starts to decrease.
I've seen that, but only when compiled in debug mode... Check
Hello Robert,
> Which platforms have you seen this problem on?
Windows XP/Vista.
> What happens when you setUpViewInWindow(...)?
It's in a window :-)
I've found a workaround, which is to use setUpViewInWindow(), and once
it's done, turn off window decorations. I have to adjust the (x,y) and
Hello Romain,
> >I use the Scribe effect all the time (both at work and in my Masters
> > project) and I've never seen that particular issue.
>
> But do you add the scribe effect in real time ?
Yes. Just be sure to do it in the update thread and make sure you don't
do it while traversing (to
Hello Robert,
> This sounds like an issue that GraphicsWindowWin32 needs to take
> account of, I can't say what's the best way as I'm no Win32 expert,
> having to do funky workarounds is hacky and hardly the type of
> behavior that'd we may.
Can I assume then that on Linux you can do setUpViewOn
Hello Laurent,
> How can I test this kdtree? I'm using LineIntersectors to compute a few
> visibility tests in my app and anything that speeds them would really help.
How many is a few? I don't think it's quite worth it unless you're doing
a lot.
In any case, I can't send you the code, it's up
Bonjour Romain,
> About the osgFX Scribe effect, I found a problem in the archive mail
> list that when you apply this effect the object disappear few frames. Do
> you know if it's still the case ?
I use the Scribe effect all the time (both at work and in my Masters
project) and I've never see
Hi Robert,
> I don't think it should be a case of shrugging ones shoulders and
> excepting that Windows doesn't work properly and documenting this.
> osgViewer should behave the same on all platforms as far as we can
> possibly make it.
I'm not saying Windows does not work properly, just it does
Hello Judd,
> I can confirm that when we run on two monitors and the stats are up that
> the framerate slowly degrades in OSG 2.2 binaries from the website. It
> went from 60fps to 8fps in about 2 minutes. We are running WinXP with a
> GeForce 8600 GTS.
What would be interesting would be to
Hi again,
> Am I missing anything? As I said, the prints are in the console, but the
> screen stays black.
After further investigation, pressing 's' to display the stats displays
them, but they don't get cleared so they just draw overtop the old
image. Seems some clearing is not happening, in
Hi Robert, Windows gurus,
> Simply assign your custom GraphicsWindow implementation to the
> viewer's osg::Camera's directly, rather than rely upon
> View::setUpView*() methods.
I've gotten this to work partially. My method is getting called, but I
get only black onscreen. My overridden swapBuff
Hello André,
> Looks like the constructor of the base class (GraphicsWindowWin32) is not
> being called by your derived class (_realized is false).
Here is my whole class (no joke!):
class MyGraphicsWindowWin32 : public osgViewer::GraphicsWindowWin32
{
public:
MyGraphicsWindowWin32
Hello André,
> This looks fine. Try setting a breakpoint in
> GraphicsWindowWin32::swapBuffersImplementation() to see in what state the
> object is. Either _realized is false or the handle to the device context is
> invalid (and this is not trapped by the ::SwapBuffers call as an error).
I'll try
Hello Per,
> I too need to show images. Since osg is (and should be) 3d-based, the
> way to do is seemed to be to display a rectange Geometry infront of an
> orthographic camera, and set the rectangle texture to be the image.
To that end, there is a utility function in the Geometry header.
#in
Hello Guy,
> How could it be a driver bug if it's debug/release issue?!?
> Don't both versions use the same driver?
Not sure we're talking about the same issue here. Re-read my message: I
said "if you're in release mode, then it might be a driver bug". The
premise is that you should never do an
Hello Guy,
> This method also creates geometry, I think those guys are trying to
> avoid geometry creation.
> I think the class osg::DrawPixels can do the trick, but I never tried
> it.
It's a tradeoff. You can create geometry (ooh, one whole quad!) and then
set it to absolute reference frame o
Hi Robert,
Quick question about screen arrangement. As I understand it,
WindowingSystemInterface currently has no way of reporting the
arrangement of the screens (physically), so there is no real way to
support, for example, a single view spread over 4 screens arranged in a
2x2 square. Is that
Hi Robert,
> The defaults settings in osgViewer can't cope with novel display
> arrangements, and this is well beyond the scope of
> WindowSystemInterface as once you start going beyond nx1 displays
> things can very rapidly get very complicated.
Nothing novel in this case, just trying to get som
Hi Robert,
> Trust in configuration files, they are very powerful for this type of
> stuff. For instance you can have it work on one screen of your four
> using one file, then another configuration file can set up all four.
> etc. etc.
Well we already have config files for the views (similar to
Hi Wojtek,
> When rendering shadow map LODs
> are drawn based on distance computed from shadow camera. But this is
> plain wrong: LODs should be always selected based on distance from main
> camera.
Oh, nice problem there... It's probably just an oversight, and the fact
that osgShadow tries
Hello John,
> Can anyone help me out with this?
Robert answered some time ago, the osgviewer application itself is not
designed to do this, but it can be done programmatically. So if you're
not willing to roll up your sleeves or get someone to do it for you, it
looks like you're out of luck.
Hi Robert, all,
> ... but I just thought if the OS/driver can give us the info for the
> physical screen setup we could avoid having that in the config file too.
I just looked at src/osgViewer/GraphicsWindowWin32.cpp and noticed that
the Win32WindowingSystem (subclass of
osg::GraphicsContext:
Hi Robert,
>> In other words, for 2 side-by-side screens, it will return
>>
>> screen 1 = 0, 0, 1280, 1024
>> screen 2 = 1280, 0, 1280, 1024
>>
>> and for 2 screens one above the other, it will return
>>
>> screen 1 = 0, 0, 1280, 1024
>> screen 2 = 0, 1024, 1280, 1024
>
> Have you tested an
Hi Paul,
> Second, and more worrisome, the TrackballManipulator appears to be
> ignored with the "-1" argument. In other words:
> 1) Run "osgcompositeviewer -1 cow.osg" on a dual-screen Windows system.
> 2) Two fullscreen windows open, displaying fountain.osg.
> 3) Use left or right mouse motion
Hi Robert,
> There is a bug and bug fix relating to picking and CompositeViewer,
> but I haven't yet had the time to investigate if this bug or review
> the bug fix. There is chance its related to the above.
It is. :-)
J-S
--
__
Jean-Sebastie
Hi Robert,
> I haven't reviewed it yet. I did mostly clear my backlog on my
> return, but since then have had to get on with other tasks, and the
> backlog has grown back again... W.r.t merging submissions it tends to
> be first submitted gets reviewed first unless the submission itself
> requir
Hello Benjamin,
> we want to use OpenSceneGraph for a parallel rendering system. The scene
> graph
> should be located on a central computer which gets the user input, modifies
> the scene graph (with draggers) and displays the rendered image. The
> rendering should be done on other computers.
Hi Robert,
>> OSG 2.3.4
>>
>> UpdateVisitor
>>
>> #91
>> osg::NodeCallback* callback = geode.getUpdateCallback();
>> if (callback) (*callback)(&geode,this);
>>
>> // Call the app callbacks on the drawables.
>> for(unsigned int i=0;i> {
>>
Hello Franz,
> AFAIK the first is right and the second is wrong. I don't know how
> the C: is handled (as a dir or as a prefix to the first dir name),
> but apart from that the syntax is supposed to look like this:
>
> file:///C:data/blah ... whereby a "localhost" can be left away:
> file://
Hi Franz,
> try Firefox :-)
I do, daily :-) as you saw further down in my message.
Sorry about this whole thread, I guess I was remembering my conversation
with Jan wrong. Gino, could you add a comment saying that the URI needs
to comply to RFC2396 along with your change?
Thanks,
J-S
--
___
Hello,
I was wondering if there were any known problems related to using
osgShadow::ShadowMap and changing the threading mode.
In the osgshadow example (SVN), if I change the threading mode (I added
a threading handler to it) my graphics driver crashes.
In our own software based on OSG 2.2 and
Hello Hawk (or is it Night? :-)
> I see that there is some "traversal mask" to be used. But did not find
> much info on how to use it? What should be the mask that I set to the
> Text HUD to make it non pickable?
Indeed, the node mask is probably the best way to make an object not
pickable.
Jus
Hi all,
So since no one has replied, I gather no one else has had any problems
changing the threading mode when shadows are enabled (for example, in
the osgshadow example)?
J-S
> Hello,
>
> I was wondering if there were any known problems related to using
> osgShadow::ShadowMap and changing
Hello Raymond,
> Do you have an example which I can try. Then I can give it a try here,
> on a couple of machines.
You can just add
viewer.addEventHandler( new osgViewer::ThreadingHandler() );
to the osgshadow example (around where the other handlers are added) and
comment this line:
Hello Alberto,
> Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP
> x86_64):
>
> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
> Threading model 'SingleThreaded' selected.
> Threading model 'CullDrawThreadPerContext' selected.
> Threading model 'Dra
Hi Bryan,
> So I'm playing with the example osg apps, but I don't seem to have an Images
> folder, which many of the examples assume I do.
>
> Did I miss something with the download?
Did you download the OpenSceneGraph-Data distribution?
http://www.openscenegraph.org/projects/osg/wiki/Downloads
Hello,
> I am looking for more elegant way of doing this. My Display HUD is
> directly under the root (just as in the example). Is there a way I can
> turn off its visibility or make it "non-renderable"?
You were asking about node masks and picking a few days ago, right? You
can use node masks f
Hello,
> Thank you for the detailed explanations.
My pleasure.
> Is there a way I can only receive mails for replies to my threads and
> not for all threads?
Not that I know. This is a mailing list, seems like it's all or nothing.
Still, it's a good idea to be subscribed if you use OSG, you'll
Hi Bryan,
> Warning: Could not find plugin to read objects from file "Images/lz.rgb"
Do you have the OSG binaries on your PATH? Where you installed, you
should have a osgPlugins-(version) subdirectory. In there you should
have an osgdb_rgb.dll file, which is the plugin it's looking for. Note
t
Hi Adrian,
> i have retested osgShadow and get some really strange behaviour. event
> PSSM doesn't work on my ATI x1600 based pc. was there changes and did we
> really test all options of osgshadow / implementation, or do
> i only have such a problem
I remarked a while ago that osgshadow --pssm
Hi Robert,
> I am now preparing for another developer release of the OpenSceneGraph
> and VirtualPlanetBuilder. I'd very much appreciate testing across
> platforms, please write if things compile and run fine or not. If
> there are any errors I'll try and get them merged in time for the dev
> re
Hi Wojtek,
> I was on vactions. But if you are still interested I did the test you
> wanted.
Of course I am interested. :-) Thanks for testing. Seems like the more
recent nVidia drivers give problems when switching threading modes, and
older ones are OK. Unfortunately I am on Vista so using ol
Hello,
> 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.
I assume you're on Windows.
From this page on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
you'
Hi Robert,
> I'd appreciate and SVN update and build on OSG and VPB to see if
> everything looks safe for tagging another dev release.
Other than the getcwd and chdir issue that Maciej reported in VPB, it
looks good on Windows Vista, VC++ 2005.
Thanks,
J-S
--
_
Hi Robert,
>> On Win XP VS2005 SP1 getcwd and chdir are deprecated. I have added them to
>> FileUtils (in the attachment).
> Thanks Maciej, now merged and submitted to SVN.
Missed one : TaskManager.cpp line 40. :-)
J-S
--
__
Jean-Sebastien Gua
Hi Maciej,
> Yes but its fetched from vpb namespace - TaskManager.cpp line 32 :).
Hmmm, but I'm getting a link error:
(when building vpb.lib)
2>TaskManager.obj : error LNK2019: unresolved external symbol "char *
__cdecl vpb::_getcwd(char *,int)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED])
reference
Hello Maciej,
> Hmm, it works for me. I cannot reproduce Your problem. It looks like
> compiler is inlining some functions or _getcwd cannot be found in the
> main namespace.
I doubt it's an inlining problem because I'm getting it even in debug.
> Maybe changing vpb::getcwd(char *, int) to
>
Hi Robert,
> I have just added an explict vpb:: in front of the getcwd in TaskManager.cpp.
Tried that, no go. BTW, same thing with osgdem.cpp line 102, and that
one has the vpb:: qualifier.
> Could you do an svn update and let me know he you get on. If this
> fails then we might need to look a
Hi Robert,
> I have made this rename change and updated all the VPB sources to use
> this method. These changes are now checked in.
>
> Could you do an svn update and let me know how you get on.
Yep, that works.
J-S
--
__
Jean-Sebastien Gua
Hi Robert,
> #define's are a real pain to get around.
Yep.
> Perhaps we need to rename getcwd to getCurrentWorkingDirectory().
That could be one solution, up to you.
If you go down that route, do you want to rename the other functions in
vpb/FileUtils to more descriptive names too? It'll look
Hi Norman,
> AFAIK all MSoft compilers support
>
> char *_getcwd( char *buffer, int maxlen );
> int _chdir( const char *dirname );
Read the rest of the thread, that's not the issue. The issue is that
another header somewhere has
#define getcwd _getcwd
which in turn changes even vpb::getcwd()
Hi Wojtek,
> I believe that setting threading model to SingleThreaded was not deliberate
> but was done as a default. Consecutive lines of code check arguments and
> switch to other Threading modes accordingly.
Well, it sets the threading model to SingleThreaded and does not add a
ThreadingHan
Hello Robert,
> The secondary role of OSG examples is also to act as a unit test, here
> adding extra viewer functionality can help with testing, but this is
> something we should only add if there is a real need for this extra
> functionality, and done on a case by case decision.
I can see your
Hello Wojtek,
> I did the test at home. I have really crappy machine there. WinXP Athlon XP
> 1700 and AGP GeForce 6200 (drivers ver 169.28). And guess what ? It works
> ;-).
Hmmm. I wonder if I went back to similar drivers here and tried it... I
might try that early next week (I have a deadli
Hello Wojtek,
> I have found few minutes to do the test again at work. Only thing I changed
> was the drivers. I went back to antique 94.24 version.
> Test WORKS with these drivers.
Nice, more data!
> Only case when it fails is when I run on two monitors. But two monitor
> issues are even wors
Hello,
>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?
Is your collada dynamic library and its dependencies on your
LD_LIBRARY_PATH? In particular, it looks like it's not fi
Hi Glenn,
> Did you ever resolve this? I am having possibly-related issues, so I
> thought I'd check with you before delving in too deeply.
Yes, a fix to CompositeViewer.cpp was checked in a while ago (about a
week after Robert came back from vacation IIRC). If you're using SVN you
shouldn't s
Hi Glenn,
> In a nutshell, I am using a single slave camera (in order to embed my
> OSG surface in a .NET control). If I resize the viewport after creation,
> computeIntersections() no longer returns correct results -- the Y value
> is incorrectly scaled. It only works correctly if I resize the
Hello Andreas,
> In cmake I found the options to switch from /MDd and /MD to /MTd and /MT but
> I can't still find the option to switch from Dynamic Library to Static
> Library.
DYNAMIC_OPENSCENEGRAPH is the one you're looking for I think.
And I believe most users use dynamic libraries for OSG
Hi Andreas,
Please reply directly to the thread you are engaged in instead of a
digest mail, as this makes threads hard to follow.
> Run into the same(?) problem: Got a lot unresolved external symbols... I
> modified all CMakeLists.txt-Files like above and recompiled the osg-Projects
> but sti
Hi Robert,
I've been watching this thread and osgTerrain related ones closely. I'm
very interested in the work you're doing right now.
> From my
> experience with testing big models (as in terrabyte ones) modern
> hardware can hit a solid 75Hz without any downsampling, yes there will
> be millio
Hi Robert,
> The code is open, but the data isn't... so I can't just go firing off
> screenshots.
Ok, I was just curious.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hello Art,
> There are couple of example applications showing it in
> action. I will be very appreciated if somebody of you
> would contribute to this project with new
> ideas/critics/bug-huntings/features/...
The CMakeLists.txt files for the hdr and viewer examples refer to the
pthread library,
Hello Jeremy,
I wanted to check out your progress with osgWidget since the last time,
and ran into some warnings and errors compiling it. Here they are:
First of all, I'm getting warnings "'const unsigned int' : forcing value
to bool 'true' or 'false' (performance warning)" in EventInterface,
Hello Paul,
> 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.
Great work, it's an excellent feature to add (in addition to the added
features i
Hi Marco,
> Except for the different version of OpenThreads and
> OpenSceneGraph, both builds share the same code and 3rd-party libraries.
Err, are you sure about that last one? SVN OSG cannot use the same 3rd
party libs as 1.2 (at least, if you used the 3rdParty libs zip that was
downloadable
Hi Robert,
> It'd be useful to have feedback from Windows, OSX, Solaris etc before
> I go tag another dev release.
Windows Vista, VS2005 (8.0) - OSG and VPB both build fine updated as of
this morning. Did a quick test run in OSG and examples seem to run fine.
J-S
--
___
Hi all,
I was looking for the ShaderGen program which 3DLabs made a while ago.
I'm looking to make some shaders to emulate the fixed pipeline and would
be interested in seeing this program. However, it doesn't seem to be
available on 3DLabs' website anymore.
http://www.3dlabs.com/downloads/sha
Hello Richard,
> I have a copy I've put it here for you temporarily:
Excellent, thanks!
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
http://whitestar02.
Hi Mike,
> yes, I noticed that the "developer.3Dlabs.com" GLSL website has gone away,
> end of an era.
> and yes, I did archive the website beforehand ;-)
> I intend to host the downloads on my website, and as a courtesy, have asked
> 3Dlabs for permission. (Under terms of the license I feel pe
Hi Milan, Judie,
> It's a shame when the IDE constrains your ability to use the best
> available version of a piece of software.
In addition to what Paul and Jeremy said, I find it a shame for other
reasons. VC6 was just a horrible compiler, with a horrible standard
library implementation. Upgr
Hi Jeremy,
>> 2 years is a long time in computing. Just look at how far OSG has come
>> in 2 years, and try to predict where it will be 2 years from now. The
>
> J-S, there's no need to try and predict! Robert clearly indicated
> yesterday that will be using DirectX VERY SOON and, paramount to
Hi Wojtek,
> Thats the problem I described yesterday as "complete garbage" in my NVIDIA /
> Windows / multi monitor / mulit threaded post. Will not appear in single
> screen mode or single threaded. Run examples with --SingleThreaded option to
> test it. All recent 169.xx and 174.47 show the sa
Hello Colin,
> What I found works best for fullscreen apps over two monitors is NOT
> checking the Display "extend my desktop to this monitor" option, and
> then configuring a "horizontal span" in the NVidia settings dialog.
> Basically things work more reliably when Windows is not involved.
> In
Hi Robert,
> I do wonder if MS might take notice if one apps works crap under Vista
> but great under Linux/OSX they'll pull they socks up. But I guess they
> might just say just port Direct3D, dump OpenGL, then redo the test
> against Linux/OSX... :-)
Didn't I say it all works great on Vista
Hello Wojtek,
You got me really interested. Your post brings back the hope I lost ;-)
I presume you have Vista. Can you also check prerender example and see
if both screens look consistent ? On my machine one of them shows blue
flag with a cessna and second shows blank white flag.
Vista 32-
Hi Robert,
> So while it's good to hear "vista works great" for you, this needs to be
> put in to context once you start comparing it to other OS's that don't
> have the same arbitrary limitations.
The problem is that we as developers have no control over these
"arbitrary" limitations. We can
Hello Colin,
> Just to clarify - Vista work great - OSG multi-monitor 100% wow ;-)
So are you saying Vista works great?
:-)
So maybe the problem people are seeing is specific to the XP drivers?
Maybe since Vista came out, nVidia have concentrated on their Vista
drivers and so some bugs have c
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