In the Inventor plugin there is:
#ifdef __linux
#include
#endif
#ifdef __APPLE__
#include
#endif
So, perhaps float.h in lieu of limits.h?
On Dec 24, 2007 6:01 PM, Rafa Gaitan <[EMAIL PROTECTED]> wrote:
> Hi Paul and Mike,
>
> The problem is the same in MacOSX, values.h is not
> found, however
Thanks.
I have downloaded the osgGIS project to get the solution.
在2007-12-24,"Glenn Waldron" <[EMAIL PROTECTED]> 写道:
Take a look at osgGIS. It is a toolkit for accessing GIS vector data and
visualizing it in OSG. There are a couple options for draping geometry to the
terrain -- you can clam
Hi Paul and Mike,
The problem is the same in MacOSX, values.h is not
found, however, the documentation says that limits.h provides
the same functionality, so maybe an adecuate ifdef could be
the solution.
Rafa.
On Dec 24, 2007 10:38 PM, Mike Weiblen < [EMAIL PROTECTED]> wrote:
> Hi, I just ran
Robert Osfield wrote:
> HI Sid,
>
> I've merged all the changes except the additions of #include
> as this break the build even on my Kubuntu 7.10 install, so chances
> are that it'll break practically everywhere else as well.
>
> Could you post what errors the above addition fixed? We should b
I have selected a sphere on the screen that is the drawable (in
the form of a shapedrawable) of an instace of the class Sphere (not the
osg's). How do I access the data that is inherent to every intance of that
class? A ShapeDrawable is not a Node, so I can't get a Parent... How do I d
Hi, I just ran into this too. In case gcc needs it, the comments in
value.hsay to instead use
limits.h and/or float.h
-- mew
On Dec 24, 2007 3:16 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Hi Robert -- I ran into this with current SVN today.
> ViewerEventHandlers.cpp does a "#include " but th
Hello, everyone.
In my application, I use ShapeDrawables, which are selected by the user
by mouse picking. An extract of the code concerning the picking is as
follows:
bool PickHandler::handle(const osgGA::GUIEventAdapter& ea,
osgGA::GUIActionAdapter& aa)
{
osgViewer::Viewer* viewer = dyn
Robert Osfield wrote:
> HI Sid,
>
> I've merged all the changes except the additions of #include
> as this break the build even on my Kubuntu 7.10 install, so chances
> are that it'll break practically everywhere else as well.
>
> Could you post what errors the above addition fixed? We should b
Hi Robert -- I ran into this with current SVN today. ViewerEventHandlers.cpp
does a "#include " but the VS8 compiler complains that it can't
find the header file.
I deleted this line in my local copy and the file appeared to compile fine.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matr
Hi Mike,
> yep, sorry 'bout that. My RSN list has has been acting like a BID (before I
> die) list :-)
> fwiw I'm doing website stuff today
We all know what that's like :-)
Thanks for the updates.
J-S
--
__
Jean-Sebastien Guay [EMAIL PRO
On Dec 23, 2007 9:17 PM, Jean-Sébastien Guay <[EMAIL PROTECTED]>
wrote:
...
> On a related note to Mike - At the end of the above message, you had
> said: "I'll add this info to http://mew.cx/osg RSN."... I still don't
> see it :-)
>
> Sorry to be pestering you, but we've gotten a few messages abo
Hello,
I would like to know how to get the stats on the geometry. In version 1.9 it
used to be with the 's' key. These stats include the number of drawables,
primitives etc.
I wish you a merry christmas.
Franclin.
-
Ne gardez plus qu'une seule a
On Dec 24, 2007 3:59 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hello Robert,
>
> > Details on how to login to edit pages can be found under
> > Community->Wiki login details:
>
> Hmmm... Speed-reading again? :-)
Uuuurrrhhh yes :-)
> >> I don't seem to be able to edit the page when logg
Hello J-S,
>
>
>
> > I have a nvidia g80 to use with geometry shaders but I don't know much about
> > how to use them. If anyone have a knowledge on this topic we can collaborate
> > on an osg implementation. It can be an interesting topic to work on.
>
> As Glenn mentioned, a general interface wi
Hello Emre,
> I have a nvidia g80 to use with geometry shaders but I don't know much about
> how to use them. If anyone have a knowledge on this topic we can collaborate
> on an osg implementation. It can be an interesting topic to work on.
As Glenn mentioned, a general interface with multiple re
Hello Glenn,
> Another option may be to use geometry shaders for curved lines and surfaces.
> Of course you need a failrly new graphics card for this. An OSG
> implementation what allowed multiple 'techniques' like shaders or GLU would
> be interesting. -gw
Great idea! Mike Weiblen's announced g
Don't know much either, but this paper might be helpful:
http://www.seas.upenn.edu/~cis665/projects/CIS%20665%20GPU%20Project%20Final%20Report%20-%20Dongsoo%20Han.pdf
-gw
On Dec 24, 2007 10:38 AM, Emre Koc <[EMAIL PROTECTED]> wrote:
> I have a nvidia g80 to use with geometry shaders but I don't
Hello Robert,
> Details on how to login to edit pages can be found under
> Community->Wiki login details:
Hmmm... Speed-reading again? :-)
>> I don't seem to be able to edit the page when logged in as user 'osg'
>> - there is no "Edit this page" button at the bottom like the other
>> pages.
I _
I have a nvidia g80 to use with geometry shaders but I don't know much about
how to use them. If anyone have a knowledge on this topic we can collaborate
on an osg implementation. It can be an interesting topic to work on.
/emre
On Dec 24, 2007 4:53 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
>
Another option may be to use geometry shaders for curved lines and surfaces.
Of course you need a failrly new graphics card for this. An OSG
implementation what allowed multiple 'techniques' like shaders or GLU would
be interesting. -gw
On Dec 23, 2007 1:23 PM, Jean-Sébastien Guay <[EMAIL PROTECT
HI Sid,
I've merged all the changes except the additions of #include
as this break the build even on my Kubuntu 7.10 install, so chances
are that it'll break practically everywhere else as well.
Could you post what errors the above addition fixed? We should be
able to come up with a more portab
Take a look at osgGIS. It is a toolkit for accessing GIS vector data and
visualizing it in OSG. There are a couple options for draping geometry to
the terrain -- you can clamp geometry to an existing terrain (works for
points and lines), or you can use osgGIS to generate a scene graph and then
use
Thanks Hari, these fixes weren't already in SVN, so I've applied them
and checked them in.
On Dec 24, 2007 6:14 AM, Harald A <[EMAIL PROTECTED]> wrote:
>
> hi,
>
> I don't know if this problem with make Doxygendoc is already fixed, if not,
> this may fix the problem (tested on linux)
>
> --
>
> in
HI J-S,
Details on how to login to edit pages can be found under
Community->Wiki login details:
http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn
Robert.
On Dec 24, 2007 3:17 AM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hello Robert,
>
> > The Wiki 3rdParty Dependen
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