Hello Akos,
Thanks for the suggestion...
I am attaching every detail that you asked for.
I downloaded the daily source build of 13.03.07 and configured it with
the following command:
[EMAIL PROTECTED]:/home/sajjad/openSG/OpenSG# ./configure --enable-glut
--with-glutincludedir=/usr/include
Hi,
I ran another test last night. This time with Sync to Vblank turned
off. I also changed the performance settings of the graphics card to
full performance, instead of quality.
The results can be found here : http://vis.uni-koeln.de/FrameTests/Test3.htm
This time I also used OpenSG 1.8 to loa
Hi,
The FBO-viewport didn't work for me out of the box, as the support for
simultaneous rendering to separate color & depth textures was gone. I've
fixed it in the attached patch. (I also added a few warnings here and
there on unsupported stuff.)
I think the render() function needs some refa
Thank you very much. I had already merged it manually but now everyone can
benefit from it.
On 3/15/07, Andreas Zieringer <[EMAIL PROTECTED]> wrote:
Hi José,
I added the FBOViewport and an example
OpenSG/Source/System/Window/testFboVP.cpp to the current OpenSG cvs
version.
Andreas
> Could yo
Sorry for bouncing, but I didn't get any reply.
Who wrote the manips? Has anyone used them lately?
Cheers,
/Marcus
Marcus Lindblom wrote:
> Hi,
>
> I've spent the last few days trying to get the experimental manipulators
> going. I'm quite impressed with it (since it actually works!) even
> t
Hi everybody.
For a current project I need the ShadowMapViewport. Although it works and
looks (mostly) well, I encounter some problems:
* Ideally, I need a DirectionalLight with (0 -1 0) Direction. However, I
have Objects in my Scene, that have vertical polygons in the same
direction. As the Shad
Ok, I setup a batch file to do the entire test suite last night, but
something happened where I only got a few results. I'll try again tonight.
Here are the results I received:
tie243 (729k)
OSG:44.9264
Hi Dirk,
You can find two simple OBJ files at the link below. As simon suggested it
seems to be a problem with the texture coordinates. I enable them on export
and I get the error messages. I think it's because the exporter stores the
full UVW coordinate while the OBJ loader only expects U & V.
Hi Sajjadul,
this looks indeed strange. From a first guess, it might be a problem with
your versions of flex/bison, but I'm a bit baffled by the warnings you get
in OSGBaseTypeTraits.h, although this might come from your 64 bit install.
Could you try to compile a recent dailybuild and send me t
Hi José,
I added the FBOViewport and an example
OpenSG/Source/System/Window/testFboVP.cpp to the current OpenSG cvs version.
Andreas
> Could you be so kind to send my a OSGFBOViewport example?
> I have successfully compiled your classes and created an instance but
> I'm not quite sure how to s
Hi everybody.
For a current project I need the ShadowMapViewport. Although it works and
looks (mostly) well, I encounter some problems:
* Ideally, I need a DirectionalLight with (0 -1 0) Direction. However, I
have Objects in my Scene, that have vertical polygons in the same
direction. As the S
Hi opensg users,
I am working on the automatic generation of uvtexture coordinates.
Right now i am just generating the most typical types of coordinates,
namely the planar, cubic, cylindrical and spherical ones.
While experimenting with some meshes i came across a disturbing problem:
when i impor
Hi Eric,
Eric Maslowski wrote:
> Hello,
> I did some preliminary tests with the posted applications...
>
> System Specs: P4 3.2Ghz, 2GB RAM
> QuardoFX 3000G, 256mb
>
> --
> tie100 (no problems)
> -
Hi Eric,
Eric Maslowski wrote:
> Hi Daniel,
> I didn't change anything in the apps. I just compiled in release mode and
> started testing. (windows xp, Visual Studio 7.1) vsync was accidentally on,
> so I'll test again tonight with it off. Unfortunately, the OBJ error is much
> more serious
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