[osg-users] Multi-Node?

2008-02-10 Thread Paul Pocock
Hi, I need to be able to run OpenSceneGraph on Multiple Nodes and was wondering if OSG 2.X is able to handle a multi-channel (Gen locked) setup? - or does a whole lot of synchronization software have to be written for it? Regards IMPORTANT: This email remains the property of the Austr

Re: [osg-users] osg python binding

2008-02-10 Thread Hartmut Seichter
This looks simple enough :) Can I incorporate this into the trunk? I would probably use osg/io_utils for the __str__ wrappers. If you tried the newest trunk and SWIG you certainly stumbled across the osg::Vec3f stuff ... do you have a solution for that? /H megamiller zoid wrote: > > Dear o

Re: [osg-users] osg python binding

2008-02-10 Thread megamiller zoid
Dear osgPython users, About the problem with vectors, There is a file in our library, called osgPyExtend, which creates python access to vectors and mat. I have attached it. add %include "osgPyExtend.i" to osg.i I have more additions, but this one should be an easy to add.

Re: [osg-users] osg python binding

2008-02-10 Thread megamiller zoid
I have worked with the swigged version of osgPython for some time. It works pretty well, I updated the online version (to osg22) and added python style vectors, cmake system and some other extra's It is part of a bigger library, maybe I can seperate it, and share it. It uses the swig system of

Re: [osg-users] osg python binding

2008-02-10 Thread Luigi Calori
I' m also interested in scripting: tried introspection based osgLua and osgPython with not much success. Also tried binary version of osgSwig (version 2.1.11 I presume), was able to run viewer.py but not much more. I did not found many python examples, neither in any of the project above, Is it

Re: [osg-users] osg python binding

2008-02-10 Thread Cedric Pinson
I tried it but i have a problem i can't create vec3array or i dont know how to do that. I imagine it's not so easy because of template ... let me know if it's possible. I hope osgSWIG will grow up, often it's easier to use script language instead of c++ thanks Hartmut Seichter wrote: > Hi Cedri

Re: [osg-users] osg python binding

2008-02-10 Thread Hartmut Seichter
Hi Cedric, I am the developer of osgSWIG. You can find scripts in src/Languages/Python 1) run wrap.sh 2) run compile.sh I know this is very much "suboptimal" and might not even work on your distribution. I am working on a CMake based build system which probably solves quite a lot of problems.

Re: [osg-users] How to modify the array of vertex from a Geometry object

2008-02-10 Thread Rubén López
Hi, At this point, I would recommend to use a debugger and enter into the OSG code with it. It may not be a bug in the OSG code, but maybe by looking at what OSG is doing you can find how to fix your own code. As a hint on where to look. The dirty() call should be forcing a new compileBuffer() ca

[osg-users] shadow occlusion culling

2008-02-10 Thread Rahul Jain
Hi all, I was walking through osg::CullSetting code and there i find SHADOW_OCCLUSION_CULLING as one of the Culling mode. Can some body tell me where it is used. best regards RJ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.op

[osg-users] DLL versioned MSVC and NMAKE problem, relative paths are wrong

2008-02-10 Thread megamiller zoid
Dear OSG-Users, I am using commandline build system nmake on windows, since the OSG_MSVC_VERSIONED_DLL hack this does not work anymore, because there are hard-coded paths to move the dll's, but nmake has different locations for the files. There are two solutions, 1: change IF(MSVC) on line 142