Re: [osg-users] Loading textured meshes (obj+mtl) leads to crash in osg 3.4.1

2020-01-14 Thread L. Voerman
repost in google group; It seems like my reply to the mailing list does not 
show up in google groups.

Hi Tom,
I think your obj file is invalid, as the faces all reference normal "0" and 
1> no normals are provided
2> normal indices start at 1 (according to wikipedia 
)

if I reduce your obj file to just the first face (removing material and all 
but vertex/texcoord 0-1-2) ( attached )
I get the same crash with
osgconv DataFace1.obj
removing the /0 (normal ref) three times fixes the problem - same works for 
the large file (with textures working)
Laurens.

On Monday, January 13, 2020 at 12:12:48 PM UTC+1, Tom Pollok wrote:
>
> I added a zip file with the mesh. It happens when loading that obj file.
>
> https://owncloud.iosb.fraunhofer.de/owncloud/s/dc8dkbXrQz3gTuh
>
> Pw: osg
>
> I have to check for the stack trace again.
>
> osgDB::Options* opt = new 
> osgDB::Options;opt->setOptionString("noRotation");osg::ref_ptr 
> node = osgDB::readNodeFile(pathToObjFile, opt);
>
> Im using two windows machines with intel processors (64bit). 
> OSG was built by ourselves. 
> One has an integrated intel graphics unit and one with a Nvidia 2080Ti.
>
>
> Am Freitag, 10. Januar 2020 19:45:26 UTC+1 schrieb Robert Osfield:
>>
>> On Friday, 10 January 2020 18:01:57 UTC, Tom Pollok wrote:
>>>
>>> When loading a textured mesh from an obj file with mtl + texture file, 
>>> openscenegraph crashes.
>>>
>>> I use openscenegraph 3.4.1. Does anybody know if that issue has been 
>>> fixed in newer versions?
>>>
>>
>> I don;t recall reports of crashes associated with .obj.
>>
>> Could you provide a link to the model that is causing the problem?
>>
>> Could you provide a stack trace?
>>
>> What platform are you working on?  Did you build the OSG yourself?  
>>
>> What hardware are you working on?
>>
>> Cheers,
>> Robert,
>>
>
>
> Am Freitag, 10. Januar 2020 19:45:26 UTC+1 schrieb Robert Osfield:
>>
>> On Friday, 10 January 2020 18:01:57 UTC, Tom Pollok wrote:
>>>
>>> When loading a textured mesh from an obj file with mtl + texture file, 
>>> openscenegraph crashes.
>>>
>>> I use openscenegraph 3.4.1. Does anybody know if that issue has been 
>>> fixed in newer versions?
>>>
>>
>> I don;t recall reports of crashes associated with .obj.
>>
>> Could you provide a link to the model that is causing the problem?
>>
>> Could you provide a stack trace?
>>
>> What platform are you working on?  Did you build the OSG yourself?  
>>
>> What hardware are you working on?
>>
>> Cheers,
>> Robert,
>>
>

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Re: [osg-users] Imported .obj file not showing textures.

2020-01-14 Thread L. Voerman
repost in google group; It seems like my reply to the mailing list does not 
show up in google groups.


Hi Jiljith,

The material has both an ambient and a diffuse texture (both refer to the 
same file)
while this can be made to work with a shader, using the fixed function 
pipeline means you'll have to choose one:

osgviewer -O DIFFUSE=0 12228_Dog_v1_L2.obj
Laurens.

On Tuesday, January 14, 2020 at 10:52:54 AM UTC+1, JILJITH JOHN wrote:
>
>
> Hi,
>
> I am developing a tool for editing 3D models using openscenegraph. When I 
> tried to load an .obj file, the texture is not applied. I am getting only 
> black shade.
> The model is imported using the below code. 
>
>
>  osg::ref_ptr model1= osgDB::readNodeFile(path.toStdString());
>  model1->setDataVariance(osg::Object::DYNAMIC);
>
>
>
>

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Re: [osg-users] Converting PrimitiveSet to use triangles instead of triangle strips / fans?

2018-08-15 Thread L. Voerman
I tend to use
set OSG_OPTIMIZER=INDEX_MESH VERTEX_POSTTRANSFORM VERTEX_PRETRANSFORM
for these, but there might be something else preventing the optimizer from
changing your geometry.
set OSG_OPTIMIZER=STATIC_OBJECT_DETECTION  INDEX_MESH VERTEX_POSTTRANSFORM
VERTEX_PRETRANSFORM MERGE_GEOMETRY MERGE_GEODES
might do the trick
Laurens.

On Wed, Aug 15, 2018 at 9:10 AM Jad Killian  wrote:

> Hi,
>
> When I import a .obj file with readNodeFile, the result is a triangle
> strip instead of triangles. Even if the .obj file is a simple square with 4
> vertices and 2 triangular faces, the resulting primitive set in the geode
> geometry contains
> 1 face, 4 indices with mode = 5 (TRIANGLE_STRIP).
>
> I tried using the osg::Optimizer, but it doesn't seem to do anything:
>
>
>
> Code:
> osg::ref_ptr node = osgDB::readNodeFile(filepath.toStdString());
>
> osgUtil::Optimizer optimizer;
> optimizer.optimize(node, osgUtil::Optimizer::INDEX_MESH);
>
>
>
> for optimizer flags I tried INDEX_MESH, TESSELLATE_GEOMETRY,
> DEFAULT_OPTIMIZATIONS, nothing seems to work.
>
> Any ideas?
>
> Thanks
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74401#74401
>
>
>
>
>
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Re: [osg-users] Lagging while 3D maneuvering

2018-07-06 Thread L. Voerman
Hi Knut,
after basic checks (os - driver version - driver settings) I guess I would
try to make "identical" screenshots on the problematic machine and a normal
machine,
and get photoshop to subtract the results.
This could point out differences in:
stereo - quadro cards can do stereo and might only show one eye.
anti aliasing - quadro's can do more (lines for example) - this might cause
a performance hit
anisotropic filtering - different defaults?

Further options:
driver setting for "Threaded optimization" - not sure what the "best"
setting is - but I think it changed performance for me once.

Laurens.

On Thu, Jul 5, 2018 at 1:33 PM Knut Hunstad 
wrote:

> Hi!
>
> My company makes a program that uses OSG for 3D windows of terrain models.
> I am not the OSG programmer. But a user sitting next to me has trouble with
> a totally new PC with good specifications and an NVIDIA Quadro P4000
> graphics card. The 3D maneuvering is lagging to the extent of being
> difficult to use, while other PCs with much less specs have totally smooth
> maneuvering in the same model.
>
> Any tips on how to go about finding out what the cause could be are
> welcome!
>
>
> Thank you!
>
> Cheers,
> Knut
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74255#74255
>
>
>
>
>
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Re: [osg-users] Model(s) load ~10 times longer in 3.6.x than 3.4.x series in osgviewer (and my in-house software)

2018-07-06 Thread L. Voerman
Hi James,
I tried to replicate your problem, but fail to do so.
I tried this on a 110 MB .ive file (~3M vertices)

set OSG_OPIMIZER=OFF
SET OSG_NOTIFY_LEVEL=INFO
osgconv "testfile.ive" dummy.jpg | grep "Time to load"

results with osg 3.4.2: 95, 95, 92, 93 ms (win10 / visual studio 2015
Update 3)
results with osg 3.6.2: 92, 92, 93, 93 ms  (win10 / visual studio 2017
15.7.4)

Can you see if your problem can be measured this way?
Regards, Laurens.

On Thu, Jul 5, 2018 at 8:49 PM James Davis  wrote:

> Ok...did a little testing and found that loading speed does NOT depend on
> image textures.
>
> I created a test plane and subdivided it to make many faces and extruded
> every other one to give it a little depth.  The face count of my plane is
> ~43k faces.  I UV textured the sample plane with a jpeg, one with a png,
> and one with no image.   I converted each to a .obj.  The no-image had
> about the same poor performance in loading as with the jpeg or png.   Note
> that loading time doesn't matter if I convert to a osg or ive first and
> then load.
>
> So, for some reason, OSG 3.6.x is taking a lot longer loading a higher
> faced/vert count .obj (or osg or ive) object than 3.4.1.  This is a show
> stopper for my customer, and I'll have to stick with 3.4.1 until something
> is figured out.
>
> Suggestions? Thoughts? Are there any optimization switches I've missed
> that was not default before building the 3.6.x series?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74266#74266
>
>
>
>
>
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Re: [osg-users] Model(s) load ~10 times longer in 3.6.x than 3.4.x series in osgviewer (and my in-house software)

2018-07-05 Thread L. Voerman
Hi James,
Just a guess,
could the 3.4.1 version be using jpeg-turbo
 - while the other version
uses libjpeg?
Laurens.

On Wed, Jul 4, 2018 at 9:18 PM James Davis  wrote:

> Hi,
>
> The models I build and use are mainly jpeg UV textured obj files that have
> been osgconv'd into  an ive.   I have built OpenSceneGraph versions 3.6.0,
> 1 and 2, and they all display this issue on BOTH windows (10) and Linux
> (CentOS 7).  Note that I also built the OSG 3.4.1
>
> The issue is that I can open a model in osgviewer in 3.4.1 and the model
> loads in the window very, very fast.   When I run osgviewer in 3.6.x, it is
> taking ~10 times longer to load the exact same model (somtimes 15+ seconds).
>
> This is a major issue in the program I build that loads many, many
> different models.
>
> Thanks for any help!
> James
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74260#74260
>
>
>
>
>
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Re: [osg-users] Drawing a partially transparent image in a quad

2018-07-04 Thread L. Voerman
Hi  José,
Please keep in mind that you did not provide any info at all what your
program is , (or OS os graphics hardware), nor what you are trying to do.
osg also has a few examples, some of those actually do render transparent
textures.
Another blind guess:
could you have a shader active (shaderGen?).
Laurens.

On Wed, Jul 4, 2018 at 10:38 AM Jose Pedro Canilho 
wrote:

> Hi Laurens.
>
> Thank you for your patience regarding my issue.
>
>
> I was not familiar with the "writing out .osg files and view them with
> osgviewer" method, but it is indeed a helpful hint!
> I was able to view my quads/images in the osgviewer, and, to my surprise,
> they didn't seem to have any transparency issues!
> So I must be doing something wrong within my program itself.
>
>
> I'll try and keep digging for my issue, and report any interesting
> findings. And I'll keep your suggestions in mind.
> Thank you for all the help!
>
>
> ----------
> *From:* osg-users  on behalf
> of L. Voerman 
> *Sent:* Tuesday, July 3, 2018 9:04 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Drawing a partially transparent image in a quad
>
> Hi ,
> I can't see what you are doing wrong, other guesses:
> - you moved all quads into the transparent bin, and render them all at the
> same depth
> - you compress the images to textures without transparency
> - you are looking at a mipmap where the alpha values are interpolated as
> well.
>
> for testing you could add
> osg::AlphaFunc *alphaTest = new osg::AlphaFunc(osg::AlphaFunc::GREATER,
> 0.5f);
> qss.setAttributeAndModes(alphaTest);
> to discard (not blend) the fragments with an alpha value below 0.5
>
> as you seem to have problems in your data, I would strongly recommend to
> write out the data to file (.osgt will do) and look at it in the osgviewer.
> Laurens.
>
> On Mon, Jul 2, 2018 at 6:25 PM Jose Pedro Canilho 
> wrote:
>
> Hi Laurens.
> Thank you for your reply!
>
> I've actually already had a black background color set in my camera
> ("setClearColor( 0,0,0,1 )").
>
> I've tried your rendering hint solution, but unfortunately it didn't solve
> my problem. Do I need to call any state set updating function after setting
> the rendering hint?
>
> I've also double checked for the correct format in pretty much any place I
> can think of. I've checked that my raw images are indeed 8bit RGBA. When I
> construct my osg::image, I use the following:
>
>
> osg::ref_ptr img = new osg::Image();
> img->setImage(width,height,1
> ,GL_RGBA8,GL_RGBA,GL_UNSIGNED_BYTE,dataPtr,osg::Image::NO_DELETE);
>
>
> I believe these format options are correct, since I'm able to create other
> RGBA images correctly.
>
> Thanks once again.
>
> José
> --
> *From:* osg-users  on behalf
> of L. Voerman 
> *Sent:* Monday, July 2, 2018 3:13 PM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Drawing a partially transparent image in a quad
>
>
> Hi Jose,
> You may have a black background, with the blending actually (partly)
> working, change
> getCamera()->setClearColor( osg::Vec4(r,g,b,a) );
> to see if that's the case.
> the stuff that needs blending needs to be rendered after the background,
> normally done with:
> stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>
> If it's not blending at all I would recommend you to check if your image
> did not end up as an RGB image instead of RGBA.
> Regards, Laurens.
>
>
>
>
> On Mon, Jul 2, 2018 at 11:28 AM Jose Pedro Canilho 
> wrote:
>
> Hi everyone!
>
> I've been battling with this issue for a couple of days and could really
> use some assistance. I'm fairly new to OSG (and 3D rendering in general) so
> I might be doing some rookie mistake.
>
> In my program, I draw several quads, each containing a RGBA squared image.
>
> At one point, I'm required to draw a new image on top of the existent
> images. This new image is also squared, but it is partially transparent
> (i.e., several pixels have the RGBA value of 0,0,0,0). At the moment, these
> pixels are being rendered black instead of transparent, and thus are
> mistakenly covering some regions of the background images/quads.
>
> After quite a few searches online, I was pointed in the direction of the
> GL_BLEND macro and blend functions. I tried to enable blending for the new
> image/quad:
> auto qss = quad->getOrCreateStateSet();
> qss->setMode(GL_BLEND, osg::StateAttribute::ON)
>
>
> but to no avail.
>
> I also tried to attach a blend function to the quad, like such:
>
> osg::BlendFunc* blendFunc = new osg::BlendFunc(osg::BlendFun

Re: [osg-users] Drawing a partially transparent image in a quad

2018-07-03 Thread L. Voerman
Hi ,
I can't see what you are doing wrong, other guesses:
- you moved all quads into the transparent bin, and render them all at the
same depth
- you compress the images to textures without transparency
- you are looking at a mipmap where the alpha values are interpolated as
well.

for testing you could add
osg::AlphaFunc *alphaTest = new osg::AlphaFunc(osg::AlphaFunc::GREATER,
0.5f);
qss.setAttributeAndModes(alphaTest);
to discard (not blend) the fragments with an alpha value below 0.5

as you seem to have problems in your data, I would strongly recommend to
write out the data to file (.osgt will do) and look at it in the osgviewer.
Laurens.

On Mon, Jul 2, 2018 at 6:25 PM Jose Pedro Canilho 
wrote:

> Hi Laurens.
> Thank you for your reply!
>
> I've actually already had a black background color set in my camera
> ("setClearColor( 0,0,0,1 )").
>
> I've tried your rendering hint solution, but unfortunately it didn't solve
> my problem. Do I need to call any state set updating function after setting
> the rendering hint?
>
> I've also double checked for the correct format in pretty much any place I
> can think of. I've checked that my raw images are indeed 8bit RGBA. When I
> construct my osg::image, I use the following:
>
>
> osg::ref_ptr img = new osg::Image();
> img->setImage(width,height,1
> ,GL_RGBA8,GL_RGBA,GL_UNSIGNED_BYTE,dataPtr,osg::Image::NO_DELETE);
>
>
> I believe these format options are correct, since I'm able to create other
> RGBA images correctly.
>
> Thanks once again.
>
> José
> --
> *From:* osg-users  on behalf
> of L. Voerman 
> *Sent:* Monday, July 2, 2018 3:13 PM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Drawing a partially transparent image in a quad
>
>
> Hi Jose,
> You may have a black background, with the blending actually (partly)
> working, change
> getCamera()->setClearColor( osg::Vec4(r,g,b,a) );
> to see if that's the case.
> the stuff that needs blending needs to be rendered after the background,
> normally done with:
> stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>
> If it's not blending at all I would recommend you to check if your image
> did not end up as an RGB image instead of RGBA.
> Regards, Laurens.
>
>
>
>
> On Mon, Jul 2, 2018 at 11:28 AM Jose Pedro Canilho 
> wrote:
>
> Hi everyone!
>
> I've been battling with this issue for a couple of days and could really
> use some assistance. I'm fairly new to OSG (and 3D rendering in general) so
> I might be doing some rookie mistake.
>
> In my program, I draw several quads, each containing a RGBA squared image.
>
> At one point, I'm required to draw a new image on top of the existent
> images. This new image is also squared, but it is partially transparent
> (i.e., several pixels have the RGBA value of 0,0,0,0). At the moment, these
> pixels are being rendered black instead of transparent, and thus are
> mistakenly covering some regions of the background images/quads.
>
> After quite a few searches online, I was pointed in the direction of the
> GL_BLEND macro and blend functions. I tried to enable blending for the new
> image/quad:
> auto qss = quad->getOrCreateStateSet();
> qss->setMode(GL_BLEND, osg::StateAttribute::ON)
>
>
> but to no avail.
>
> I also tried to attach a blend function to the quad, like such:
>
> osg::BlendFunc* blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
> osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
> qss->setAttributeAndModes(blendFunc);
>
> but that didn't work either.
>
>
> Are there any other issues that I might be overlooking here?
>
>
> Thanks in advance.
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Re: [osg-users] Drawing a partially transparent image in a quad

2018-07-02 Thread L. Voerman
Hi Jose,
You may have a black background, with the blending actually (partly)
working, change
getCamera()->setClearColor( osg::Vec4(r,g,b,a) );
to see if that's the case.
the stuff that needs blending needs to be rendered after the background,
normally done with:
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

If it's not blending at all I would recommend you to check if your image
did not end up as an RGB image instead of RGBA.
Regards, Laurens.




On Mon, Jul 2, 2018 at 11:28 AM Jose Pedro Canilho 
wrote:

> Hi everyone!
>
> I've been battling with this issue for a couple of days and could really
> use some assistance. I'm fairly new to OSG (and 3D rendering in general) so
> I might be doing some rookie mistake.
>
> In my program, I draw several quads, each containing a RGBA squared image.
>
> At one point, I'm required to draw a new image on top of the existent
> images. This new image is also squared, but it is partially transparent
> (i.e., several pixels have the RGBA value of 0,0,0,0). At the moment, these
> pixels are being rendered black instead of transparent, and thus are
> mistakenly covering some regions of the background images/quads.
>
> After quite a few searches online, I was pointed in the direction of the
> GL_BLEND macro and blend functions. I tried to enable blending for the new
> image/quad:
> auto qss = quad->getOrCreateStateSet();
> qss->setMode(GL_BLEND, osg::StateAttribute::ON)
>
>
> but to no avail.
>
> I also tried to attach a blend function to the quad, like such:
>
> osg::BlendFunc* blendFunc = new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
> osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
> qss->setAttributeAndModes(blendFunc);
>
> but that didn't work either.
>
>
> Are there any other issues that I might be overlooking here?
>
>
> Thanks in advance.
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Re: [osg-users] OSG API Guides

2018-06-28 Thread L. Voerman
The working doxyfiles are generated by cmake in the build folder.
(if BUILD_DOCUMENTATION:BOOL=ON)
Those will have these variables expanded.
Laurens.

On Tue, Jun 26, 2018 at 3:21 PM Maxim Stere  wrote:

> Just got a chance to sit down and try to build the documentation.
>
> Is the Doxy file created for linux only? Or is there another way to
> manually generate the docs?
>
> I'm getting:
>
> Code:
> error: tag HTML_FOOTER: footer file
> `${OpenSceneGraph_SOURCE_DIR}/doc/Doxyfiles/custom_Footer.html' does not
> exist
>
>
>
> when I run:
> D:\Development\OpenSceneGraph-3.6.1>C:\Program
> Files\doxygen\bin\doxygen.exe ./doc/Doxyfiles/core_Doxyfile
>
> ${OpenSceneGraph_SOURCE_DIR} seems to be a CMake variable?
> Should that be set somewhere?
>
> 
> Thank you,
> --Maxim
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74170#74170
>
>
>
>
>
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Re: [osg-users] Build error under Windows? Need feedback from Windows users to understand issue

2018-06-27 Thread L. Voerman
I just updated VS2017 15.7.3 to 15.7.4 and this still compiles just fine.
The entire piece of code worries me, as the position is subtracted from the
offset and then just added again.
Laurens.

On Wed, Jun 27, 2018 at 1:48 PM Björn Blissing 
wrote:

> Hi Robert,
>
> I have previously built it using Visual Studio 2017 without problems.
>
> One thing to note is that the user who opened the pull request says he is
> using Visual Studio version 15.8. This is a version not yet available
> outside the beta program. The latest stable version available for me is
> 15.7.4. This might be the reason for his compiler error and also why no one
> have reported this earlier.
>
> Regards,
> Björn
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74189#74189
>
>
>
>
>
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Re: [osg-users] Model flickering on osgViewer

2018-06-21 Thread L. Voerman
This looks like a driver bug, an reminds me of a problem in the nvidia
driver having problems
with display lists combined with depth_clamp.
the osgviewer doesn't do the depthclamp, but the display lists might be a
problem here.
can you try:
set OSG_OPTIMIZER=INDEX_MESH
osgviewer cow.osg

Laurens.

On Thu, Jun 21, 2018 at 12:02 PM Eran Cohen  wrote:

> Hi,
>
> I compiled OpenSceneGraph 3.6.1 on a recently formatted Windows 10 laptop
> with up-to-date drivers.
> When I tried to run osgViewer with cow.osg, the model and screen started
> to 'flicker':
> [Image: https://preview.ibb.co/dbVWFT/photo.jpg ] (https://ibb.co/jeAnpo)
>
> but interestingly, when I took a screenshot, everything looked alright:
> [Image: https://preview.ibb.co/ic4u28/screenshot.jpg ] (
> https://ibb.co/e9ju28)
>
> Previously, the laptop was running Linux and this problem didn't happen.
> Does anyone have an idea why this is happening?
>
> Thanks,
> Eran
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=74097#74097
>
>
>
>
>
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Re: [osg-users] OSGEXP building problem...

2010-03-07 Thread L. Voerman

I solved this like this:
#if MAX_VERSION_MAJOR  12 //MAX2010
TCHAR* renderBinName;
#else
const MCHAR* renderBinName;
#endif
for all TCHAR* in OSGHelpers.cpp (3x)
and once TCHAR *name; in MtlKeeper.cpp.

Laurens.

alessandro terenzi wrote:
Don't know if this is the right place to ask for help, but I'm trying to 
build OSGExp wrt OSG 2.9.7 and Max SDK 2010 and I get compile errors 
(many like this):


1..\..\src\OSGExp\OSGHelpers.cpp(220) : error C2664: 'BOOL 
IParamBlock2::GetValue(ParamID,TimeValue,float ,Interval ,int)' : 
cannot convert parameter 3 from 'TCHAR *' to 'float '


I'm building using Visual C++ 2008 Express. Anyone having the same 
problem? Any suggestion?

Thanks in advance.

Kind regards.
Alessandro




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