Hi Mario
On 10/26/07, Mario Valle [EMAIL PROTECTED] wrote:
I had to make some addition to have it compiling under VS 7.1 (and my wx and
osg
libraries). But beside this, I noticed a strange thing:
load spaceship.osg (or fountain.osg) and you notice the motor plumes does not
animate. If
So what's going on for the next month,
Line Intersecting behaviour:
(a) integrating the code into OSG
(b) testing
(c) optimising and so on
is there some one how can support me? (not Robert, he is still really busy,
isn't he?)
Only for testing the kd-Tree implementation and it's speed:
Hi,
I have been reading (most of) your messages with great interest. Your work
might be interesting for a project in which I am involved so I would be
glad to help you. Unfortunately I am a newbie in raytracing
implementations so you need to guide me a little here and there.
Feel free to contact
and here is image when i run my program :
http://blog.360.yahoo.com/blog-Rs6nWTU5cqM642o5YzZ2Mf_I0w--?cq=1
- Original Message
From: Tran Thanh Hiep [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Monday, October 29, 2007 5:17:35 PM
Subject: [osg-users] change texture
hi
hi all,
in my program i want change a new texture for my model but when i apply a new
texture it don't display correct
follow here my code
virtual void apply(osg::Geode node)
{
int count=node.getNumDrawables();
for(int i=0;icount;i++)
{
Daniel Moos wrote:
Hi everybody
Hi Daniel,
I have a question about intersection. I try to intersect lines with the
osgUtil::PolytopeIntersector class. This works fine.
Now how can i get the picked line from the picked geometry? I want to have
the
two vertices from the picked line...
I
Eric,
yep thats the problem. i found this when building ossim as it had a
bigger problem that i could not get around without changing to 10.5 sdk.
thanks!
Jim
On Oct 29, 2007, at 6:56 AM, osg-users-
[EMAIL PROTECTED] wrote:
I haven't had any problems with compiling or using the freetype
Hi again,
I check again the crash: in fact it comes from osgDB::readNodeFile(...) when
it's called the second time (so after a first View is created, added to the
main composite viewer, rendered correctly a few seconds, and then removed
from the composite viewer and destroyed...) : Would you have
Hi Emmanuel
I've just compiled your mod, and got the sample running.
Has someone already noticed that, if you remove the start page [you then
create the _auiNotebook the first time it is requested] and for example add
a Menu with an Open... command to load osg models, then each time you do
Hi !
thanks for testing Thibault, if it's working on your side, it's already a
good thing...
I compiled everything in multithreaded DLL, this should be ok... So, as you
suggest, maybe it's a good time to try VS 2005... :-)
Manu.
2007/10/29, Thibault Genessay [EMAIL PROTECTED]:
Hi Emmanuel
Hello Adrian,
The code as it stands does not currently support transforms. Can you
help with that? I have never personally implemented a kd-tree
algorithm, so I do not know where this support of transforms needs to
be put in.
correct, but when we have integrated it into the core of osg,
Hi Jean-Sebastien,
what i do at the moment is, i walk trought the drawables and collect all
triangles, so i don't care about material, ... nor transformations. what i
should do is to transform the triangles before insertion. but i don't like
this way. another possibility is:
for each geometry
Hello Adrian,
what i do at the moment is, i walk trought the drawables and collect all
triangles, so i don't care about material, ... nor transformations. what i
should do is to transform the triangles before insertion. but i don't like
this way. another possibility is:
for each geometry
I downloaded the GLExpert program from NVidia's website.
It seems to give me output for regular applications that I know are
using GL.
Anything with OSG (osgviewer cow.osg) doesn't produce output.
Has anybody tried this and figured out a way around it?
I'm guessing it's due to something grabbing
Hi Chris,
The OSG does nothing special w.r.t OpenGL setup, perhaps its something
related to the windowing setup that GLExport doesn't check for. Could
you try examples like the osgviewerGLUT and osgviewerSDL to see if
they work OK.
Robert.
On 10/29/07, Dorosky, Christopher G [EMAIL PROTECTED]
I'm running version 1.2 which doesn't seem to have those.
The nvidia driver required to make use of GLExpert keeps re-acquainting
me with the Blue Screen of Death, so I'm gonna back off of this for
awhile.
Thanks,
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
I did a fresh checkout from subversion and got this compile error.
Anyone have any ideas on what would be causing this?
[ 98%] Building CXX object src/osgPlugins/quicktime/CMakeFiles/
osgdb_qt.dir/MovieData.o
In file included from /Users/dlarimer/Downloads/OpenSceneGraph/src/
The problem I identified is a fix for building against 10.5 and the
build process would have to be smart enough to test it. It would also
have to be smart enough to know when it is being built for X11 instead
of AGL. I hope Apple fixes the libGL.dylib bug because it has been a
thorn in
Hi Dave,
Questions are fine, although it's best to post to the osg-users mailing
list so that everyone can benefit. (Also you're likely to get a quicker
answer.)
It's good to hear that osgDotNet is running with VS 2008; you're the first
person I've heard from that's tried it.
You should be
Is it legal to install an update callback into a node during the cull traversal?
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[EMAIL PROTECTED] schrieb:
I know there were issues with SetText crashing prior to 2.2. Was this fixed
as of 2.2.0? I'm still getting consistent crashes on SetText, but only on
windows and only with release builds. I'm also setting the data variance to
dynamic.
I appear to have solved my own problem and submitted a patch to osg-
submissions.
There was a bug with QTUtils.h when compiling on HFS case-sensitive
file system.
The #includeQuicktime/Quicktime.h line needs to be replaced with
#includeQuickTime/QuickTime.h
Hope this saves someone else
No, we're on top of that one. Just doing a completely clean rebuild seems to
have solved the problem, for now anyway. Sorry to clutter up the list.
- Original Message
From: Andreas Goebel [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday,
Is it legal to install an update callback into a node during
the cull traversal?
Strictly speaking, I'd say no. All mods to the scene graph should be done
outside the cull/draw traversals.
However, it might work, if you do it in a thread-safe way. (multiple cull
threads can run
On 10/29/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Is it legal to install an update callback into a node during the cull
traversal?
It will probably be fine.
Robert.
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I attempted:
Osg::Node ^ model = OsgDB::Globals::readNodeFile(corner1.obj);
Compiler ( intellisense) says that a ReaderWriter::Options parameter is
required
So I added:
OsgDB::ReaderWriter::Options ^ myOpts = gcnew OsgDB::
ReaderWriter::Options();
And also with
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