Alberto Luaces wrote:
El Friday 04 January 2008 11:20:30 omkaranathan r escribió:
Hi all,
I am trying to load some .3ds files in OSG. The model becomes white in
colour when I turn off the lighting. Is this a known issue with .3ds files
or is it that I am doing something wrong? I am attaching
Hello Andrew,
> It appears that the VS8 binary package for osg2.2.0 has a problem in
> one of the 3rd party header files included. (jmorecfg.h)
> Compiling against it causes an error regarding redefinition of INT32.
[...]
> in jmorecfg.h:
>
> #ifndef XMD_H
> typedef long INT32;
> #endif
>
> is c
Adding to the following email:
osgViewer::Viewer is derived from osgViewer::View and osgViewer::Viewerbase,
and osgViewer::View is derived from
osg::View and osgGA::GUIActionAdapter. These classes are modeled in a typical
way of multiple implementation inheritance which is unacceptable in C#.
Hi all, I'm trying to implement picking in OSG using C#. I refer to C++
examples for such an implementation.
Part of the C++ example code is as follows,
class PickHandler : public osgGA::GUIEventHandler
{
public:
PickHandler() : _mX( 0. ),_mY( 0. ) {}
bool handle( const osgGA::GUIEvent
Just an idle thought in passing
with the advent of 64 bit builds, it may not be such a good idea to mark a
"long" as a 32 bit quantity since I believe the redmond 64 bit model defines
long as a 64 bit quantity where as an int is 32 bits. On 32 bit systems, the
two are the same size and can be
Hi Robert,
Robert Osfield wrote:
> A new gcc version might fix the compile problem, but then again it might not.
>
>
The gcc upgrade to 4.2.x did solve the problem. osgviewer now displays
correctly.
> It just takes a hour to download an modern distributions ISO image,
> burn it to CD, run i
It appears that the VS8 binary package for osg2.2.0 has a problem in
one of the 3rd party header files included. (jmorecfg.h)
Compiling against it causes an error regarding redefinition of INT32.
Im not sure if there are any repercussions, but there is a simple fix
seen in an old patch on the se
Hi, folks!
I am wonder why the current implementation do not
provide any method to specify GL_TEXTURE_MIN_LOD,
GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and
GL_TEXTURE_MAX_LEVEL (it exists already since OpenGL
v1.2)
I need to change the base and max level parameters of
a texture (maybe I do not
Hi Markus!
Cool, I am glad to hear that the library also runs on
another machines.
As I have mentioned on the osgPPU Homepage I am
planning to release Depth of Field example
application. In my application I had already that
effect running. Hence there is only a proper example
application needed t
Hi again,
> They added support for it in the next
> version of CMake, and would appreciate it if we could test it.
Sorry, should have mentioned more specifically "the next version of
the 2.4.x series" which is why it's interesting. 2.4.8 RC 11 is the
version in the 2.4 series that contains VS
Hi Art,
> All the issues with the new nVidia driver are
> corrected now. It seems that nVidia drivers starts to
> be more restrictive to the shader code. The shaders
> were rewritten to be supported on the Shader Model 3.0
> hardware. Hence the shaders should link now (However
> let me know if th
Jean-Sébastien Guay schrieb:
> Hello Raymond,
>
>
>> Can you try to use a ref pointer instead of the regular pointer for
>> "osg::Shader* shader". I believe I encountered exactly this issue when
>> working on the PSSM, please see a patch that I sent +/- a week ago.
>>
>
> It has no effect,
Hello everyone,
I just got this from Bill Hoffman, one of the CMake developers, in
relation to my saying that you need CMake 2.5.x or eventually 2.6 to
use it with VS2008 (9.0). They added support for it in the next
version of CMake, and would appreciate it if we could test it.
Personally,
Hi Robert,
Have you put "-W -Wall" in CMAKE_CXX_FLAGS.
I have a lot of warning too, but I know that your code work fine with
this warning.
So I never take the time to fix them.
Cheers
David
2008/1/9, Robert Osfield <[EMAIL PROTECTED]>:
>
> On Jan 9, 2008 3:45 PM, Jean-Sébastien Guay
On Jan 9, 2008 3:45 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> OK, I'll probably be able to help there in the coming weeks.
Great, much appreciated.
> I didn't mean warnings, there are some errors that should show up on
> any compiler, such as a method declared as bool someMethod() not
Thanks, we'll study this. This is the kind of stuff you make changes in
very carefully. :)
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, January 09, 2008 10:27 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] q
Hello Robert,
> VPB from SVN does need porting to Windows, in particular the posix
> functions used for managing the file systems need to have equivalents
> found. I'd appreciate Windows users tackling this as I don't have the
> Windows here to test and work on.
OK, I'll probably be able to help
Hi J-S,
VPB from SVN does need porting to Windows, in particular the posix
functions used for managing the file systems need to have equivalents
found. I'd appreciate Windows users tackling this as I don't have the
Windows here to test and work on.
A sort cut to Windows support would also be to
Hi Andy,
Sharing contexts should be able to get around some of the issues of
resizing cause contexts to be recreated, although this depends very
much on the window API your using.
W.r.t cleaning all contexts, your can use node->relaseGLObjects()
without passing in State* and it'll release all th
Hello Robert,
I tried fetching VPB from SVN and compiling it on Windows, and I
wonder if the current SVN version is in a state of flux. Apart from a
few errors that are down to it not having been tested on Windows,
there are a lot of errors that should be flagged on any compiler
(methods n
We are using the OSG along with JOGL to provide and manage contexts. In
general, this has worked well, and we have seen others reporting the
same thing on this mailing list. (We're not yet using the embedded
graphics window, however, but have our own SceneView, etc.)
One thing that we had to be
Hello Peter,
> 1. Can the visual studio 2008 use the
> compiled win32 binaries and libs in the osg 2.2 release or not ?
Which compiler was your 2.2 compiled with?
VS2008 is still pretty new, but from what I have seen, it is
binary-compatible with 2005 (please don't kill me if this ends up not
Paul,
Check the archives 12/19/07 - Paged Terrain Question, there were a couple
of posts addressing this. The other piece of the puzzle is using the
osgDB::DatabasePager to register the PagedLODs when you initially load the
master file.
osgDB::DatabasePager * databasePager =
osgDB::Registry::inst
Hello Raymond,
> Can you try to use a ref pointer instead of the regular pointer for
> "osg::Shader* shader". I believe I encountered exactly this issue when
> working on the PSSM, please see a patch that I sent +/- a week ago.
It has no effect, and anyways, it would not have explained why
setA
Hi Robert,
I have tried your latest SVN fix and it worked fine for me! Thank you
very much.
Daniel
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, January 09, 2008 2:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
HI Daniel,
I believe the best fix for this bug looks to be adding code to the
begining of CompositeViewer::updateTraversal() method that sets the
UpdateVisitor in the same way as the Viewer::updateTraversal() does.
Could you do an svn update and let me know if this fixes the problem.
Robert.
On
Hello,
I have encountered a bug at osgViewer::CompositeViewer in the current
SVN version: the traversal number of the UpdateVisitor is not
incremented automatically from frame to frame.
The bug can be fixed by incrementing the traversal number of the
UpdateVisitor in the osgViewer::CompositeViewe
Hi all,
I have a geometry with 6 images for the geometry from different
viewpoints. I am trying to texture map it so that each triangle face
uses a combination of images with the least oblique viewpoint for that
face. I have an algorithm that computes texture coordinates and
weights for each tex
hi,
currently we use the classic shadow mapping technique in our work for shadowing
an outdoor scene (see VRC at http://yag2002.sf.net).
as the shadow quality is not that good, we try to use a better approach, such
as parallel split shadow mapping which is integrated into osg in the meantime.
Hi Chris,
API changes have been progressive from 1.0 to the present day. The
biggest single jump was from 1.2 to 2.0 and related to osgViewer
replacing osgProducer, if retain use of osgProducer you might find too
many changes that affect your code.
osgProducer is still available via its own SVN
Hi Paul,
The OSG natively supports database paging, and its automatically set
up in osgViewer::Viewer/CompositeViewer when your scene contains
osg::PagedLOD nodes - it's PagedLOD nodes that provide the information
about the what to page in.
The OpenFlight loaders doesn't know about paging itself,
Hi Gordon,
If the graphics context being shared? If not the contextID will need
updating for the osg::State associated with the pbuffer.
Robert.
On Jan 8, 2008 8:39 PM, Gordon Tomlinson <[EMAIL PROTECTED]> wrote:
>
>
> Hi Y'all
>
> We having some issues with osg 1.2 and font corruption ( I know
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