gBox computeScenePolytopeBounds( const osg::Matrix & m =
osg::Matrix::identity() );
In the implementation it wont matter since when the matrix reference "is
not NULL reference" is multiplying vertices with it
What do you think?
Nick
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It happens when there is no node attached to the CameraMainpulator and
home(..) is called. Then some undefined behavior is presented by the
manipulator .. I have found work-around so please ignore
Nick
On Tue, Apr 28, 2015 at 6:23 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>
gt; two methods, one that takes a matrix and one takes no parameters. I
> have implemented this and checked it into svn/trunk.
>
> Could you test it out under OSX for me?
>
> Cheers,
> Robert
>
> On 28 April 2015 at 16:25, Trajce Nikolov NICK
> wrote:
> > Hi Ro
te an example that illustrates this problem?
>
> Robert.
>
> On 28 April 2015 at 18:49, Trajce Nikolov NICK
> wrote:
> > It happens when there is no node attached to the CameraMainpulator and
> > home(..) is called. Then some undefined behavior is presented by the
> > manip
nd. What you think?
Please let me know and thanks a bunch as always!
Nick
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x27;t provide the answer. In
> general overriding the management of osg::Program and other
> osg::StateSet setting shouldn't require lots of hacks, so if a
> particular ShadowTechnique is failing in this respect then perhaps
> this needs looking at.
>
> Robert.
>
>
&g
interface, that is easier .. What you think?
Nick
On Fri, May 1, 2015 at 7:24 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> thanks for the reply. Well, I spent quite a good amount of time to
> understand how it works and it all points to the Stan
Okay ... if you find in any case 5 minutes, attached are the proposed mods.
Thanks as always!
Nick
On Fri, May 1, 2015 at 8:16 PM, Robert Osfield
wrote:
> Hi NIck,
>
> On 1 May 2015 at 19:11, Trajce Nikolov NICK
> wrote:
> > Hi again Robert,
> >
> > I took a
Hi Robert,
I upgraded to the latest from the trunk. My app crashes now in
OpenThreads::Atomic and I am seeing in the log there are changes from 3
days ago. Investigating now
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field
wrote:
> HI Nick,
>
> On 3 May 2015 at 12:56, Trajce Nikolov NICK
> wrote:
> > I upgraded to the latest from the trunk. My app crashes now in
> > OpenThreads::Atomic and I am seeing in the log there are changes from 3
> days
> > ago. Investigating now .
how to make this configurable? Via CMake? Or separate the
versions of the algorithm across different files? What are your thoughts?
Cheers,
Nick
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hmm .. might be :-) ... let me check again .. ignore for now .. I will post
the findings
Nick
On Sun, May 3, 2015 at 2:37 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 3 May 2015 at 13:27, Trajce Nikolov NICK > wrote:
>
>> Hi Robert,
>>
>> when I bro
Hi Robert,
I made sure both OSG and my app are built release ... Still crashes ...
Nick
On Sun, May 3, 2015 at 2:39 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> hmm .. might be :-) ... let me check again .. ignore for now .. I will
> post the findings
>
Robert,
please ignore and take my apology for the noise it seams some
QtCreator settings from the command line is running ok
Nick
On Sun, May 3, 2015 at 3:05 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> I made sure both OSG and m
field :
>
>> Hi Nick,
>>
>> I'm not the author of the LightSpacePerspectiveShadowMap.cpp so can't
>> comment too specifically about it.
>>
>> This close to a stable release I don't want to go complicating the
>> build and source code.
>&
hanks a bunch!
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eciated!
>
> Thanks,
> David
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=63862#63862
>
>
>
>
>
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27;s own shaders.
>
> Thanks for any hint.
>
> - Werner -
>
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>
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__
---
>
> *| Switchnode | | LightSource |
>
> *--- ------- *
> / \\\
>
>
>
> Am 29.05.2015 um 18:16 schrieb Trajce Nikolov NICK:
>
> Hi Werner,
>
> I am doing the same and using the Ligh
work any more.
> So my guess is that shadow technique just replaces the shaders.
>
> Is my approach wrong? Do I do something in a non standard way?
>
> Many thanks for hints and help.
>
> - Werner -
>
>
>
>
> Am 29.05.2015 um 18:53 schrieb Trajce Nikolov NICK:
&g
forms(true)
>>
>> Is it possible using a shadow technique in this case? If I'm right the
>> shadow technique installs it's own shaders.
>>
>> Thanks for any hint.
>>
>> - Werner -
>>
>> ___
>> osg-users mai
ic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=64015#64015
>
>
>
>
>
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>
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__
>>>>> osg-users mailing list
>>>>> osg-users@lists.openscenegraph.org
>>>>>
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>>
&g
ase explain me in details what is this and how to do it?
>
> --
> Regards
> Hitesh Singhal
> Electrical Engineering
> +91-8386837430
>
>
> On Tue, Jun 23, 2015 at 11:51 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi HITESH,
>>
&g
e saved at the location:
>
> C:\Users\Hiteshsinghal\Desktop\OpenSceneGraph-3.0.1-VS9.0.30729-x86-release-12741
>
> Now tell me what to do?
>
> --
> Regards
> Hitesh Singhal
> Electrical Engineering
> +91-8386837430
>
>
> On Tue, Jun 23, 2015 at 12:13 PM, Trajce Nikolov NI
ent??
>
> --
> Regards
> Hitesh Singhal
> Electrical Engineering
> +91-8386837430
>
>
> On Tue, Jun 23, 2015 at 12:26 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> do you have
>> C:\Users\Hiteshsinghal\Desktop\OpenSceneGraph-3.0.1-VS9.0
tale
>
>
>
>
>
>
> ___
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>
>
>
> _
pic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=64270#64270
>
>
>
>
>
> ___
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> http://lists.openscene
if you find it
worth.
I would like to thank the osg community and Robert for all the hints, tips,
code which helped the birth of this project, and the most to my client
Compro and their team for the great support, testing, coding and friendship
!
Thanks a bunch as always!
Nick
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Hi.
> Can you please explain what problems OpenIG solves?
> Thanks.
>
> 2015-07-12 1:38 GMT+07:00 Chris Hanson :
>
>> Nice stuff! Congrats!
>>
>> On Sat, Jul 11, 2015 at 7:05 AM, Trajce Nikolov NICK <
>> trajce.nikolov.n...@gmail.com> wrote:
>>
>
chments:
>> http://forum.openscenegraph.org//files/mfc_osg_124.cpp
>>
>>
>> ___
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>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
6#64386
>>>
>>>
>>>
>>>
>>> Attachments:
>>> http://forum.openscenegraph.org//files/mfc_osg_124.cpp
>>>
>>>
>>> ___
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>>> osg-u
wrote:
> Am 22.07.2015 um 14:12 schrieb Trajce Nikolov NICK:
>
> Hi Sebastian,
>
> few months ago I tested something (was the lighting system)
> implementation with updates via osg::Image and osg::Texture - not related
> to instancing at all, but the mentioned method. My collea
nds tris) @ 60Hz . You have to parse the model though to
place it into one draw call
On Wed, Jul 22, 2015 at 3:00 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Am 22.07.2015 um 14:26 schrieb Trajce Nikolov NICK:
>
> Hi Sebastian,
>
> Yah, this is off
Hi Community,
anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
willing to share?
Thanks a bunch as always!
Cheers,
Nick
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http
blissing/osg-3rdparty-cmake
>
> Best regards
> Björn
>
> Den 25 jul 2015 1:47 em skrev Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
> Hi Community,
>
> anyone aware of build of the 3rdparty dependencies with MSVS 2015 and
> willing to share?
>
> Thank
Hi again Bjorn,
by looking at the CMakeLists.txt(s) CMake will need some env variables. I
haven't tried it yet, but is this how it is intended to work?
Thanks again,
Nick
On Mon, Jul 27, 2015 at 12:29 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Bjor
e one containing tif_config.vc.h
... Can you give me a pointer?
Thanks a bunch!
Nick
On Mon, Jul 27, 2015 at 1:28 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi again Bjorn,
>
> by looking at the CMakeLists.txt(s) CMake will need some env variables. I
> haven
Found it :-)
ftp://ftp.remotesensing.org/pub/libtiff
Thanks !
Nick
On Mon, Jul 27, 2015 at 2:28 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Bojrn, me again :-),
>
> I was having the sources from the mingw32 package which didn't worked, but
> mana
libs you did your builds with
these CMakeLists.txt(s)?
Thanks a lot
Nick
On Mon, Jul 27, 2015 at 2:35 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Found it :-)
>
> ftp://ftp.remotesensing.org/pub/libtiff
>
> Thanks !
>
> Nick
>
> On Mon
>
>
> FreeType
>
> Latest version tested: 2.5.5
>
> Current version available: 2.6.0
>
>
> Except for FreeType I guess there are only minor upgrades, so the build
> scripts should probably work even with the newest versions (but I cannot
> give any guarantees).
>
>
&
Hi Community,
I have builds for MSVS2015 (64bit only at the moment but can do 32bit as
well). If anyone in need of these please ping me.
Bjorn, thanks again !
Cheers,
Nick
On Mon, Jul 27, 2015 at 4:51 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks a lot Bjor
verriden the apply(osg::Camera& camera) method. Actually almost all the
>> code come from the original source code but two special care should be
>> given. Firstly, here is what I did:
>>
>>
>> Code:
>>
>>
>> void CullVisitorEx::apply(osg::Camera &camera)
>> {
>> //...
>> if(camera.getRenderOrder() == osg::Camera::NESTED_RENDER)
>> {
>> handle_cull_callbacks_and_traverse(camera);
>> }
>> else
>> {
>> osgUtil::RenderStage *prevRenderStage =
>> getCurrentRenderBin()->getStage();
>> osg::ref_ptr rsCache =
>> dynamic_cast(camera.getRenderingCache());
>> if(!rsCache)
>> {
>> rsCache = new RenderStageCacheEx();
>> camera.setRenderingCache(rsCache);
>> }
>>
>> osg::ref_ptr rtts =
>> rsCache->getRenderStage(this);
>> if(!rtts)
>> {
>> rtts = new RenderStageEx();
>>
>> //...
>> }
>> else
>> rtts->reset();
>>
>> //...
>> }
>>
>> //...
>> }
>>
>>
>>
>>
>> I kept only the parts that changed. Instead of new
>> osgUtil::RenderStage(), we should call new RenderStageEx(). Unfortunately,
>> renderstage caching implementation is hidden (implemented inside CPP) so
>> you have to create your own RenderStageCache from scratch. Just copy the
>> source code of it into the beginning of your CullVisitorEx.cpp and rename
>> it.
>>
>> If you can manage to properly inject all these classes into your project,
>> you can use any combination of FBO rendering with Qt5 and OSG 3.2.1. I have
>> struggled a lot to make it work in current stable release. Hope this helps.
>>
>> P.S. I am preparing full source code and post it later.
>>
>> Thank you!
>>
>> Happy coding,
>> Can[/code]
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=64403#64403
>>
>>
>>
>>
>>
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> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=64614#64614
>
>
>
>
>
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otate(osg::DegreesToRadians(p), osg::Vec3(1, 0, 0));
osg::Matrixd mxH;
mxH.makeRotate(osg::DegreesToRadians(-h), osg::Vec3(0, 0, 1));
osg::Matrixd mxT;
mxT.makeTranslate(osg::Vec3(x, y, z));
return (mxR*mxP*mxH*mxT);
}
Any clue? Thanks a bunch for any input
Cheers,
Nick
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> that I can have a row of houses, each with different textures being applied
> to the cube mesh and the pyramid mesh?
>
> Any help is greatly appreciated.
>
> Thank you,
> Aaron
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the pick
> function? Any body any idears?
> Any ideas and suggestions would be appreciated!
>
>
> Thank you!
>
> Cheers,
> Yexin
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=64994#64994
>
>
&g
egraph.org/viewtopic.php?p=65084#65084
>
>
>
>
>
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Hi Community,
I am wondering if someone knows the way to create live stream from OSG
rendering probably in combination with ffmpeg + ffserver, or any other way
- cross-platform preferred though
Thanks a bunch as always,
Cheers,
Nick
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TOP SECRET :-)))
Will ping you privately :-)
Nick
On Thu, Sep 10, 2015 at 7:39 PM, Chris Hanson wrote:
> No worries. Would be interested to know what you're going to do with it.
>
> On Thu, Sep 10, 2015 at 11:25 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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ht
online here:
> http://forum.openscenegraph.org/viewtopic.php?p=65140#65140
>
>
>
>
>
> ___
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>
permits.
>
> Scott
>
>
>
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>
>
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>> osg-users mailing list
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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>
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to manage the integration of OSG into
> some .Net environment?
>
> Cheers
> Sebastian
>
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Hi Community,
I bit of simple question: How to disable TexGen totally?
Thanks a bunch as always
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StateSet attached to the top of
> the scene graph/view's master Camera.
>
> Robert.
>
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>
way to change the overall diffuse color of an object?
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=65321#65321
>
>
>
>
>
> _______
> osg-users mailing list
> osg-users@lists
osg::ref_ptr effect;
effect = new osgParticle::SmokeEffect(osg::Vec3(0, 0, 0), scale, intensity);
osgParticle::Particle& particle =
const_cast(effect->getDefaultParticleTemplate());
particle.setVelocity(osg::Vec3(0, 0, particleSpeed));
Nick
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orum.openscenegraph.org/viewtopic.php?p=65438#65438
>
>
>
>
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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fConnectedParticleSystem(cps);
}
On Sun, Oct 25, 2015 at 7:36 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Jannik,
>
> thanks for the hint. Here is what I see in ModularEmitter:
>
>
> On Sun, Oct 25, 2015 at 7:25 PM, Jannik Heller
> wrot
, 2015 at 7:37 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Wops, too fast .. Pressed wrong keys
>
> void osgParticle::ModularEmitter::emitParticles(double dt)
>
> Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplat
Hi community,
I installed an update callback to a osgSim::LightPointNode .. However it is
never called. Any hints, clue?
Thanks as always!
Nick
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http
treat this subclass as your
> update callback etc.
>
> Robert.
>
> On 27 October 2015 at 12:23, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi community,
>>
>> I installed an update callback to a osgSim::LightPointNode .. However
>>
>> I would appreciate if someone can help and advice what should I do.
>>
>> Thank you!
>>
>> Cheers,
>> vlatko
>>
>> ----------
>> Read this topic online here:
>> http://
Hi Community,
I am aware of some opensource OpenGL UI components that were successfully
integrated in OSG, but forgot the names. Any suggestions?
Thanks a bunch as always !
Nick
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osg-users
:
> http://forum.openscenegraph.org/viewtopic.php?p=65550#65550
>
>
>
>
>
> ___
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>
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Michael, thanks ! it is this http://mygui.info/ .. Wang has integration in
his reciepts
On Thu, Nov 5, 2015 at 7:14 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> I am after the one integrated into OpenGL .. what was the name Ant?
>
> On Thu, Nov 5, 2015 at
Hi Wang,
I am looking at your work with mygui and I was wondering where do you host
the referenced config .xml files to run the sample. Please let me know
Thanks as always !
Nick
p.s. I hope the community will not mind for posting this to the user list
:-)
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The template of resource.xml can be found at /CMake/Templates,
> which should also be installed to /bin automatically.
>
> Sorry for my inactivity these days, and feel free to use and commit to the
> osgRecipes project. :-)
>
> Wang Rui
>
> -- Original ---
Hi Wang,
did you had luck to have osg scene as a background (the osg blusish
background with a model)? Any hints for this?
Thanks a lot!
Nick
On Tue, Nov 10, 2015 at 7:45 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Wang for the fast reply ... I will ..
&
> __
> Anders Backman, HPC2N
> 90187 Umeå University, Sweden
> and...@cs.umu.se http://www.hpc2n.umu.se
> Cell: +46-70-392 64 67
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t;
> -- Original ----------
> *From: * "Trajce Nikolov NICK";;
> *Date: * Wed, Nov 11, 2015 04:43 AM
> *To: * "OpenSceneGraph Users";
> *Subject: * Re: [osg-users] mygui integration (for Wang Rui)
>
> Hi Wang,
>
> did you had luck to have osg scene
;>
>> And then at the call to:
>>
>> viewer->realize();
>>
>> will also result in a call
>> to GraphicsContext::createGraphicsContext(Traits* traits), which in turn
>> will create yet another GraphicsWindowWin32.
>>
>> So the
http://forum.openscenegraph.org/viewtopic.php?p=65640#65640
>
>
>
>
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trajce nikolov nick
_
the latest xcode, with a 650m nvidia. gl view shows
that the texture buffer object extension is supported. Greatly appreciate
any help/tips on how to get this to work
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Does that seem
> reasonable? Did I miss any alternative methods?
>
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gt; On Mon, Dec 14, 2015, 8:33 AM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Jeremy,
>>
>> >How would you do this with respect to the pager? I don't see a
>> mechanism to inject a custom visitor to the pager to modify loaded con
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e releasing a new version with F+ lighting available these days, so
>> you might want to keep an eye on it.
>>
>
> Looking forward.
>
> Cheers,
> Robert Milharcic
>
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=66073#66073
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>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/manyobjects_2_152.png
> http://forum.openscenegraph.org//files/manyobjects_1_136.png
>
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Hi Robert,
attached is small fix for 64 builds with some compilers. It is from the
3.5.1 dev release. Is there a chance to integrate this fix into the
mentioned version?
Was tested with MSVC and g++
--
trajce nikolov nick
#include "WriteVisitor"
#include
#include
#include
#include
h.org/viewtopic.php?p=66166#66166
>
>
>
>
>
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Hi Community,
I started with the OpenGL 3.3 (fixing issues with Mesa for Intel board).
Any hints how to display the cessna model for example under Linux with 3.3
context?
Thanks a bunch as always!
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osg
st try
> this instead?
>
> Robert.
>
> On 29 January 2016 at 10:26, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Robert,
>>
>> attached is small fix for 64 builds with some compilers. It is from the
>> 3.5.1 dev release. Is there
Hi Robert,
since this is one line and related to output info maybe this will be enough
to work on both platforms
ss << (int64_t)image << ".inline_conv_generated.png"; // write the pointer
location
On Thu, Feb 18, 2016 at 11:21 AM, Trajce Nikolov NICK <
trajce.niko
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lt; else delete this;
}
}
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trajce nikolov nick
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial applications,
* as lo
am/Shader.
>
> /A
>
> On Wed, Feb 24, 2016 at 7:42 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> I've been fighting with cleaning of ref_ptrs when using osgShadow. It
>> crashes in deleting the pointer.
Anders, the thing is not only for Programs/Shaders .. I take these out and
i starts just about anything else: StateSets, Uniforms, UserDataContainers
.
On Wed, Feb 24, 2016 at 9:21 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Anders, I am on 3.5.1 .. L
Hi Again,
the trunk has "fixed" it somehow, the case I posted, but it is not fixed
completely .. I am getting it now on DefaultUserDataContainer .. in the
destructor it crashes, Referenced on same place
On Wed, Feb 24, 2016 at 9:33 PM, Trajce Nikolov NICK <
trajce.nikolov.n
hello community,
I am back :) ... this time from macedonia .. have you missed me??
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thanks J-S .. What has happened in the last couple of months ?
nick
On Mon, Apr 18, 2011 at 5:46 PM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Nick,
>
>
> I am back :) ... this time from macedonia .. have you missed me??
>>
>
> Welcome back!
>
> J-S
> --
> _
heh :) . ok
Nick
On Tue, Apr 19, 2011 at 4:35 PM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Nick,
>
>
> thanks J-S .. What has happened in the last couple of months ?
>>
>
> Well, the usual, a few dev releases, lots of submissions, the project
> moving forward at a
Republic of Macedonia..
>
> ----------
> *From:* Trajce Nikolov Nick
> *To:* osg-users@lists.openscenegraph.org
> *Sent:* Mon, April 18, 2011 5:58:56 PM
> *Subject:* [osg-users] I am back
>
> hello community,
>
> I am back :) ... this time
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