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
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
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.
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
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
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
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.
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
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
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
10 matches
Mail list logo