Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-19 Thread Eric Zaremba
Ok, thank you, I will take a look at all of that.

Eric

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46412#46412





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Eric Zaremba
Hi,

At the question

Aurelien wrote:
 3. Is there any invalid elevation value management to cut holes in source 
 elevation data and then build a database with holes inside ? (not simple 
 shape holes as square)


You say

Chris Hanson wrote:
 I don't remember how VPB handles this anymore. I know I've done it though.


The need of drill hole in my terrains is the thing which prevent me to use 
osgEarth or VPB until now. If you can remember how to do it, it will be a great 
improvement in my projects.

Thank you!

Cheers,
Eric

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46309#46309





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG Animation Tutorial

2010-12-22 Thread Eric Zaremba
I don't know if they are tutorails about this, but animation can be done with 
OSG.

To set your animation, you can use blender for example and then, export to osg.
Then, use osgCal to perform animation and skinning.

Eric

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35059#35059





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG Animation Tutorial

2010-12-22 Thread Eric Zaremba
Hey! See it as your Christmas gift ;)

Eric

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35064#35064





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Need Help ! Open Scene Graph For IPhone Shaders Issues

2010-12-22 Thread Eric Zaremba
Hi,

First, I don't see any call to realize();
Second, do you set any camera manipulator or position to look at your box?

Eric

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35068#35068





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] QT undefined reference to

2010-12-07 Thread Eric ZAREMBA
Hi,

It's a Qt purpose.

To fill the LIBS variable, prefix the paths with -L and the library names with 
-l
So,
LIBS += -LD:/openscenegraph/OpenSceneGraph/lib -losg -lOpenThreads



Cordialement,
Eric Zaremba

European Rail Software Applications
5, rue Maurice Blin
67500 HAGUENAU
FRANCE
E-mail : mailto:eric.zare...@ersa-france.com
Tel : (+33)3 88 07 15 54
Fax: (+33)3 88 07 15 51
Internet: http://www.ersa-france.com


-Message d'origine-
De : osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] De la part de Maxim Gammer
Envoyé : mardi 7 décembre 2010 12:10
À : osg-users@lists.openscenegraph.org
Objet : Re: [osg-users] QT undefined reference to

+
CONFIG += opengl
QT +=  opengl


2010/12/7 Maxim Gammer maxgam...@gmail.com:
 in my .pro file

 

 win32 {
    LIBS =     -lOpenThreads \
        -lopengl32 \
        -losg \
        -losgDB \
        -losgGA \
        -losgUtil \
        -losgText \
        -losgViewer \
        -losgShadow \
        -losgParticle \
        -losgAnimation \

 .

 2010/12/7 Cracj Kurt couple...@mail.ru:
 Hi,


 i have *.pro

 Code:
 QT       += core

 QT       -= gui

 TARGET = untitled
 CONFIG   += console
 CONFIG   -= app_bundle

 TEMPLATE = app


 SOURCES += main.cpp
 INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/
 INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include/osg

 INCLUDEPATH += C:/Qt/2010.05/qt/src/opengl
 LIBS +=D:/openscenegraph/OpenSceneGraph/lib/osgd.lib




 path
 D:/openscenegraph/OpenSceneGraph/lib/
 is exist.
 But have error

 Code:
 error: undefined reference to `_imp___ZN3osg8GeometryC1Ev

 '

 Code is very easy

 Code:
 #include QtCore/QCoreApplication

 #include osg/Geode
 #include osg/Geometry

 #include iostream


 osg::ref_ptrosg::Node createSceneGraph()
 {
    osg::ref_ptrosg::Geometry geom = new osg::Geometry;

 }

 int main(int argc, char *argv[])
 {
    QCoreApplication a(argc, argv);
    return a.exec();
 }



 Whats wrong?

 Thank you!

 Cheers,
 Cracj[/code][/quote]

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34574#34574





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 Maxim Gammer




-- 
Maxim Gammer
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OsgViewer QT threads

2010-10-12 Thread Eric Zaremba
Hi,

What kind of thread? Rendering OSG in a QT widget force to set the viewer to 
singleThread.
But creates qt thread still is possible.

Eric

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32662#32662





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG and QT problem

2009-10-29 Thread Eric ZAREMBA
Hi,

 

I experiment this. I used an already displayed scene in another viewer. (I 
think you do not reload your nodes).

So, they are a marker in the osg::Texture which indicates to unref the image 
after apply.

I thinks it a save memory trick.

But in our case, the image does not exist anymore when the scene is set to the 
second view.

So, I wrote a visitor which look into each node of my graph and check the 
stateset.

I apply it just after loading before insert it in my scene.

 

So, my code:

// osg::StateSet* stateset = ...

osg::StateAttribute* attribute = NULL;

while( (attribute = stateset-getTextureAttribute(i, 
osg::StateAttribute::TEXTURE)) )

{

  ++i;

  osg::Texture* tex = dynamic_castosg::Texture*(attribute);

  if( tex )

tex-setUnRefImageDataAfterApply( false );

}

 

And all should work fine.

 

Eric Z.

 



De : osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] De la part de Maxim Gammer
Envoyé : jeudi 29 octobre 2009 12:41
À : OpenSceneGraph Users
Objet : [osg-users] OSG and QT problem

 

Hello,

There is one problem while using OSGViewer in QT:
first run of Widget goes just fine (1.jpg). After I close it and then create it 
again there is an incorrect picture (2.jpg).
There is a suspicious chancks in debug info (1.txt and 2.txt):
 returning cached instanced of - tells us that an object wasn't 
deleted. I closed widget though. 

At the first run there are following strings in debug, but they dissapear at 
second run:

--
RegisterWindowingSystemInterfa

ceProxy()
X11WindowingSystemInterface()
GraphicsContext::setWindowingSystemInterface() 0x1b26f200x7f39a7ccc890
---

The following strings appear at the moment when I delete OSGViewer:


Warning: deleting still referenced object 0x6b8d378 of type 
'PN3osg10ReferencedE'
 the final reference count was 2, memory corruption possible.



OSG 2.8.2.
QT 4.5.0

Where to dig for a solution? Thanx in advance.



-- 
Maxim Gammer

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Qt4, OSG and HUD

2008-08-14 Thread Eric ZAREMBA
Hi all,

 

Since Qt 4.4, we are able to mix OpenGL and Qt in a way which provides
more possibility than the osgViewerQT do by using QGraphics framework,
especially for HUD display.

I joint the example I write to do this.

 

The main function loads a model a display into my QGraphicsScene
inheriting class.

On top of it is drawn a simple semi-transparent QWidget but we can draw
whatever we want as menu...

 

I extended the example code from the Qt Quaterly to use the osg::Viewer.

But I think it can interest other Qt/OSG users.

 

I still have 2 problems I don't have the time to look forward:

- The widget transparency only run with the composite viewer (run my
example with the --composite argument)

- The window resize produces a deformation of widgets inside but I think
it more a Qt problem ;) I say this just for information.

 

I hope this could be usefull for someone.

Eric Z.

 



main.cpp
Description: main.cpp


QOSGGraphics.cpp
Description: QOSGGraphics.cpp


QOSGGraphics.h
Description: QOSGGraphics.h
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fog problem

2008-07-10 Thread Eric ZAREMBA
Hi,

Ok, osgprecipitation lz.osg works.
So, I looked into the code and see it set the attribute and mode with the 
osg::Fog from the precipitation instead of just enable the GL_FOG mode and let 
the precipitationEffect do its work itself.
I correct my program and it run yet! Thanks a lot Robert!

Now, I think it is normal to obtain undefined result if I enable fog without 
set the other attributes... But I still ask me why it worked until yesterday, 
since I introduced precipitation two weeks ago!

Les voies du seigneur sont impénétrables...

Thanks again!

-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Robert Osfield
Envoyé : jeudi 10 juillet 2008 13:00
À : OpenSceneGraph Users
Objet : Re: [osg-users] Fog problem

Hi Eric,

What happens when you run:

  osgprecipitation lz.osg

Robert.

On Thu, Jul 10, 2008 at 11:22 AM, Eric ZAREMBA
[EMAIL PROTECTED] wrote:
 Hi,





 Since yesterday, I have a problem with fog.

 When I turn it one, my scene becomes black, even if I deactivate the
 lighting.

 It is very strange, because I don't update my OSG version (which is 2.5.2)
 nor recompile it.



 I make a small program to test this out of my other stuff, and test it on
 two different machines (both under WinXP, one with an ATI FireGL, the other
 with a NVidia QuadroFx).



 // my minimal test program

 int main ( int argc, char const *argv[] )

 {

   osgViewer::Viewer myViewer;

   myViewer.addEventHandler(new osgViewer::StatsHandler);

   myViewer.addEventHandler(new
 osgGA::StateSetManipulator(myViewer.getCamera()-getOrCreateStateSet()));

   myViewer.addEventHandler(new osgViewer::HelpHandler);



   osg::ref_ptrosg::Group pRoot = new osg::Group;

   osg::StateSet* stateset = pRoot-getOrCreateStateSet();

   stateset-setMode( GL_FOG, osg::StateAttribute::ON );

 //stateset-setMode( GL_LIGHTING, osg::StateAttribute::OFF );



   osgParticle::PrecipitationEffect* pe = new
 osgParticle::PrecipitationEffect;

   pRoot-addChild( pe );

   pe-rain(0.3);



   osg::Node* pNode = osgDB::readNodeFile(lz.osg);

   pRoot-addChild( pNode );



   myViewer.setSceneData(pRoot.get());

   myViewer.realize();

   myViewer.run();

 return( 0 );

 }



 Computers drive me crazy! good will be the retirment, I will breed rabits.

 Eric Z.



 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

2008-05-23 Thread Eric ZAREMBA
I don't know how you perform your multi-pass rendering. But as far I understand 
the nodeMask, a node is traversed if the logical AND operator between the 
visitor mask and the node mask is not null. So, if you use two cameras, the 
first can have a mask to 0x1 to render the subgraph Node_1 and the second 
camera a mask to 0x2 to render the subgraph Node_4. If the other node has a 
mask to 0xF, they will be rendered by both cameras.

 

I'm not very good about rendering since my work is more about the generation of 
scenegraph. So, I hope I don't say wrong.

So, the best way is still to test on small example, and osg is good enough to 
code this kind of small test.

 

Eric Z.

 



De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli
Envoyé : jeudi 22 mai 2008 22:12
À : OpenSceneGraph Users
Objet : Re: [osg-users] Rendering the scene multiple timeswith differentshaders.

 

Hi Eric,

It looks to me like using the switch could be the solution for my needs.
I think that it would either have to be a switch, or a mask.

An example of what I want to do could be written like this:

Original part of my scene graph:
  Root
|
+--Node_1 (Specifies a states and a fragment shader)
||
|+--Node_2 (Specifies a geometry to be rendered)
||
|+--Node_3 (Specifies another geometry to be rendered)

Using the switch to make sure I can render the scene twice with different 
shader:
  Root
|
+--Switch
||
|+--Node_1 (Specifies states and a fragment shader)
|||
||+--Node_2 (Specifies a geometry to be rendered)
|||
||+--Node_3 (Specifies another geometry to be rendered)
||
|+--Node_4 (This is a clone of Node_1 where I have added a new shader)
|||
||+--Node_2 (This is the same node as Node_2 above)
|||
||+--Node_3 (This is the same node as Node_3 above)
||
Conclusion: 
- The switch will let one scene render use Node_1 and another scene render 
use Node_4.

Using a mask to achieve the same effect:
  Root
|
+--Node_1 (Specifies states and a fragment shader, MASK = 0x1)
||
|+--Node_2 (Specifies a geometry to be rendered)
||
|+--Node_3 (Specifies another geometry to be rendered)
|
+--Node_4 (This is a clone of Node_1 where I have added a new shader, MASK 
= 0x2)
||
|+--Node_2 (This is the same node as Node_2 above)
||
|+--Node_3 (This is the same node as Node_3 above)
|
Conclusion: 
- This should work as far as I have understood the mask system, and this 
time I do not need the switch node.
- In this solution I would not need to alter the position of Node_1 in the 
tree.

It is essential for me to have a solution where I do not need to do any work in 
between each time I render the scene.

Viggo






Date: Thu, 22 May 2008 17:14:09 +0200
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Rendering the scene multiple times with 
differentshaders.

I think use osg::Switch is right way to do.

You can set a StateSet to any Node, then (correct me if I'm wrong) all children 
will inherit the stateset.

So, I think about a graph like this:

 

Root

   |

  

   |

 Switch

___|__

| |

| 
Node2-stateset(shader2)

Node1-stateset(shader1) |

|_|

   |

   |

  Rest of your graph

 

 

So you can insert this kind of switch to any subgraph which use another shader, 
you do not have to duplicates the rest of your subgraph since two parents can 
have the same child.

 

Another way (similar) is to use a simple group instead of the osg::Switch, but 
let osg to choose the good branch via nodeMask. In this way, you do not have to 
update your graph between to passes.

 

I hope it helps you.

 

Eric Z.

 



De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli
Envoyé : jeudi 22 mai 2008 15:57
À : osg-users@lists.openscenegraph.org
Objet : [osg-users] Rendering the scene multiple times with differentshaders.

 

Hi,
 
My scene contains models that use one or many textures, some use vertex and 
fragment shaders of different kinds. Complex but good looking :-)
 
I need to render the scene many times each frame. 
The first render is a normal one, so I need no change in textures, states or 
shaders.
The second render is a multi target render. Here I need to change all the 
fragment shaders that my scene uses. Each shader need to output data to each 

Re: [osg-users] Rendering the scene multiple times with differentshaders.

2008-05-22 Thread Eric ZAREMBA
I think use osg::Switch is right way to do.

You can set a StateSet to any Node, then (correct me if I'm wrong) all children 
will inherit the stateset.

So, I think about a graph like this:

 

Root

   |

  

   |

 Switch

___|__

| |

| 
Node2-stateset(shader2)

Node1-stateset(shader1) |

|_|

   |

   |

  Rest of your graph

 

 

So you can insert this kind of switch to any subgraph which use another shader, 
you do not have to duplicates the rest of your subgraph since two parents can 
have the same child.

 

Another way (similar) is to use a simple group instead of the osg::Switch, but 
let osg to choose the good branch via nodeMask. In this way, you do not have to 
update your graph between to passes.

 

I hope it helps you.

 

Eric Z.

 



De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Viggo Løvli
Envoyé : jeudi 22 mai 2008 15:57
À : osg-users@lists.openscenegraph.org
Objet : [osg-users] Rendering the scene multiple times with differentshaders.

 

Hi,
 
My scene contains models that use one or many textures, some use vertex and 
fragment shaders of different kinds. Complex but good looking :-)
 
I need to render the scene many times each frame. 
The first render is a normal one, so I need no change in textures, states or 
shaders.
The second render is a multi target render. Here I need to change all the 
fragment shaders that my scene uses. Each shader need to output data to each 
render target. 
 
My question is:
- What is the best way to switch shaders on many models in my scene-graph?
 
One way to do it is to put a shader on the top node and override all child 
nodes, but that only works if the entire scene-graph renders with the same 
shader. My scene uses different shaders, so overriding is not the solution.
 
One idea I have is to parse through all scene graphs that I add to my world and 
duplicate all nodes that sets a fragment shader. I could then create one shader 
for the normal render and one for the multi target render. This would require 
that I mask those nodes so that the correct ones are used in each render. This 
will require me to write my own function for adding nodes to the scene.
 
Anyhow, I would be very happy if someone could guide me in the right direction 
on this one.
 
Regards,
Viggo
 



Si det direkte med Windows Live Messenger. Lei av å vente på svar? 
http://get.live.com/nb-no/messenger/overview 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG user meeting in Paris - Monday 28 April

2008-04-02 Thread Eric ZAREMBA
Hello,

I will come too. Great idea!

Eric Z.

European Rail Software Applications 
5, rue Maurice Blin 
67500 HAGUENAU 
FRANCE

-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Frauciel Luc
Envoyé : mercredi 2 avril 2008 10:51
À : OpenSceneGraph Users
Objet : Re: [osg-users] OSG user meeting in Paris - Monday 28 April

Hi,

I'll be there too.

  Luc

Luc FRAUCIEL - BRGM
Unité Calcul, 3D et réalité virtuelle
Service Systèmes et Technologies de l'Information
3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France
Tél. 02 38 64 35 65
Fax 02 38 64 39 70 

 -Message d'origine-
 De : [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] De la 
 part de Art Tevs
 Envoyé : mercredi 2 avril 2008 10:38
 À : OpenSceneGraph Users
 Objet : Re: [osg-users] OSG user meeting in Paris - Monday 28 April
 
 Hi all,
 
 I will also be there. I would like to bring my cousin to that 
 meeting too, so that he got idea of the osg and computer 
 graphics at all. I hope this is ok?!
 
 
 Best regards,
 Art
 
 
 --- David Callu [EMAIL PROTECTED] schrieb:
 
  Hi all,
  
  I will come.
  
  Cheers
  David Callu
  
  
  2008/4/1, Mike Weiblen [EMAIL PROTECTED]:
  
   Be sure to take pictures!
   cheers
   -- mew
  
  
  
-Original Message-
From: [EMAIL PROTECTED]
  [mailto:osg-users-
  
[EMAIL PROTECTED] On Behalf Of
  Paul Martz
Sent: Tuesday, April 01, 2008 10:23 AM
To: 'OpenSceneGraph Users'
  
Subject: [osg-users] OSG user meeting in Paris -
  Monday 28 April
   
I've discussed this offline with Serge, and I
  want to thank him for
graciously volunteering his office space for the
  OSG Users Group
meeting. It
will be Monday 28 April, 6pm onwards, with a
  probable breakout to some
local
social venue.
   
Can we get a headcount of interested
  participants, so we can prepare
accordingly? Please post here if you plan to
  attend.
   
Serge, please post info on the location so that
  people will know how
   to
get
there. I'll update the wiki and my registration
  page with that info.
   
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
  
  
   ___
   osg-users mailing list
   osg-users@lists.openscenegraph.org
  
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org
  
   ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org
  
 
 
 
   E-Mails jetzt auf Ihrem Handy.
 www.yahoo.de/go
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce
negraph.org
 
**

Pensez à l'environnement avant d'imprimer ce message
 Think Environment before printing
 
Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du 
(des) destinataire(s) désigné
(s) 
comme tel(s). 
En cas de réception par erreur, le signaler à son expéditeur et ne pas en 
divulguer le contenu. 
L'absence de virus a été vérifiée à l'émission, il convient néanmoins de 
s'assurer de l'absence de 
contamination à sa réception.
 
The contents of this email and any attachments areconfidential. They are 
intended for the named recipient
(s) 
only. 
If you have received this email in error please notifythe system manager or the 
sender immediately and do 
not 
disclose the contents to anyone or make copies. 
eSafe scanned this email for viruses, vandals and malicious content.
 
**

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph 2.19 osgViewer

2007-09-05 Thread Eric ZAREMBA
I'm porting my application from 1.2 to 2.x too and meet the same problem.

 

To render an empty scene, I do a viewer-setSceneData(new osg::Node); 

 

In osgViewer the function frame() do all the work for you and, anyone can 
correct me if I'm wrong, you do not need to call any update() anymore but only 
the frame() function.

 

I didn't find any porting guide. Anyway, I didn't have to do a lot of 
modification for my app running even if I think they are more elegant way to do 
what I want appearing in version 2.

 

Best Regards

 



De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de #POH CHENG GUAN#
Envoyé : mercredi 5 septembre 2007 05:04
À : osg-users@lists.openscenegraph.org
Objet : [osg-users] OpenSceneGraph 2.19 osgViewer

 

Hi,

 

Is it possible to just render an empty background without loading a model? If I 
set my viewer-setSceneData(0), osgViewer crashes when it comes to 
viewer-realize().

 

Does anyone have a porting guide from version 1.2 to 2.19? The online version 
is quite brief, in version 1.2, I will call viewer-update(), what is the 
function that replaces this call for version 2.19?

 

Regards,

CG



**Disclaimer**
The sender of this email is NOT authorized to represent or act on behalf of 
Nanyang Technological
University in any matter or transaction by means of using this email account.

Nanyang Technological University will not be responsible for any content or 
views expressed in this 
email and this email does not express the views or opinions of the Nanyang 
Technological University.

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org