Hi Gert,
Thanks for the stack trace but it doesn't really help me much in
working out what might be amiss. Does this crash on exit occur in the
OSG examples or just your app? Does it happen on all machines? Have
you tried changing the threading model of the viewer?
Robert.
On 9/25/07, Gert
Hi Eric,
The osgteapot example provides an example of integrating OpenGL code
into the OSG. You could also try using a camera post draw callback.
You'll need to insulate your own OpenGL state management from the OSG
and visa versa. There has been lots talked about this topic over the
years so
Hi,
Use of ref_ptr ensures safe memory management both within the scene
graph and outwith. If you want to switch subgraphs on/off then use
either osg::Switch or a Node::setNodeMask(.). You can manually add
elements/remove elements during the update phase, but in general its
better to just leave
I am definitely using the dlls associated with the pdb files, which were
generated in debug mode. I can find where the libraries come from,
where the pdb files come from, etc, and all is in place. The symbols
are in the stack trace as well. Before I was using debug directories,
it couldn't tell
Hi Andy,
Out of curiosity which version of the OSG are you working with now?
Do they include Luigi's modifications for building libs and debug
files in the bin directory?
Robert.
On 9/26/07, Andy Skinner [EMAIL PROTECTED] wrote:
I am definitely using the dlls associated with the pdb files,
Yep, I've got 2.1.12.
I copy the bin and lib files elsewhere for installation, but I've
pointed visual studio at the pdb files and source files back in the
build area, though.
I'm wondering whether Visual Studio knows these are related, however. I
tried starting up visual studio with the
We don´t want to set which node is visible and which is not visible, we just
want to know which ones are visible.
There are 4 calls in our viewer
viewer-advance();
viewer-eventTraversal();
viewer-updateTraversal();
viewer-renderingTraversals();
no idea where the cull traversal is, we´ve read
Robert,
I meant the view offset of the offset slaves (left: -40; right 40)
The RTT camera is in the scene graph itself - but I have one scene for the
three cameras;
I thought I need three RTT cameras, one for every channel; but when I set
the ReferenceFrame to RELATIVE_RF, I suppose I have the
Hi all,
I wonder why it takes so much time to create a new view on under Win32
? Under Win32, creating a new view (osgViewer::Viewer) takes a constant
amount of time (independent from the number of viewer instances). It
sounds if the harddisc has a lot to do while waiting for a new view
Thanks. I have some of the same setup, but I don't get OSG from the
place where I built it. I'm afraid that moving the dlls has lost their
connection with the source.
I've got paths set to specify the source, but it doesn't seem to be
helping, in the same way it didn't help you to remove them.
I have the same problem. It is caused by using the debug dlls from the
install directory. If you setup your environment to find the dll files
in the directory in which they were built then everything works ok. My
guess is that the absolute path names to the source files are embedded
Hi Erik,
On 9/26/07, Erik Johnson [EMAIL PROTECTED] wrote:
To where should I send the code?
To get things going one could create a page on the wiki and post a
source tarball there. Then others can download an evaluate.
Another stage would be to possible to create a project as part of the
Hi Robert,
Thanks for the stack trace but it doesn't really help me much in
working out what might be amiss. Does this crash on exit occur in the
OSG examples or just your app?
I haven't tried any of the OSG examples. It happens in our app when
exiting in window mode via the window 'x'. It
Hi Robert et al.
Let me explain what I want to do accomplish an example:
I load a model with no camera manipulator. I know the camera parameters (eye,
ctr, up)
that yield a desired pose. I set the viewer camera with those parameters and
obtain the
desired pose.
Now I want to assume that I
My INSTALL step does copy these DLLs to the different location. They were
compiled in OpenSceneGraph\src\subproject and linked in
OpenSceneGraph\lib\release or debug directories and INSTALL places them in
OpenSceneGraph\bin directory. Technically its almost the same situation as
yours. I did an
Thanks. I have been looking at strings in these files, too. I did not
see the path to the cpp files listed in the pdb file. I see paths to
.obj files, a something.dll.embed.manifest.res file, some source files
(f:\sp\public\sdk\inc\pshpack4.h, for example, and I don't even have a
volume f) but
Hello,
I would like to create a ray-traced video of a run of my OSG
application. Is there an easy way to do this? Maybe a povray exporter?
-Gazi
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Robert,
I noticed over in the Cygwin group they made a few thread changes so I
recompiled cygwin1.dll and then was going to try the latest svn for OSG since
you have made a lot of thread changes but I ran into this right off the bat:
[ 1%] Building CXX object
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