Just to be clear, did cmake construct the x64 build targets or was
that something you did by hand after cmake built the solution and
vcproj files?
I'm using Visual Studio 2005 Pro SP1
On Fri, Apr 4, 2008 at 3:36 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> Hi,
>
> We did it several month
All,
I am hoping someone with a little more experience could help me out. I
have an application that I am working on to learn how to program using
OSG.
I have used Virtual Planet Builder (VPB) to generate a model of the
earth using the BMNG data. I start my application and use File->Open
and
Hi,
We did it several months ago. We keep the project untouched from then. As
far as I remember one needs to clear cmake cache and select VC 200x 64-bit
from target build dialog. You may need a Standard/Pro version of Visual
Studio. We were unable to build it with Express (although we tried hard).
I'm trying to understand how to use AutoTransform to make an object that
keeps its rotation and scale the same as I transform the scene or change
the size of the window.
The rotation part seems fine, but I've had some problem with the scale.
I set AutoScaleToScreen to true and apply a scale for th
Anyone had any success getting CMake to construct x64 OSG build
targets in one of the 64bit flavors of Windows? I'm using Vista64 but
I'd imagine XP64 is the same. We have a developer investigating this
but I thought I'd ping the list to see if anyone else is doing this.
___
Hi all,
> Hi Paul,
>
> That new image helps quite a bit actually. The elevation
> values for your image are extremely strange. All of the
> values are negative except for the areas that are in the
> craters. I'm using OpenEV to inspect the values and it looks
> like the craters have extrem
Hi PaulB -- I looked at the data in Global Mapper and also see the
"columns", so this doesn't appear to be a VPB issue, rather an issue with
your data.
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Paul Brewster
> Sent: Friday, April
Hey guys, I'm also looking into using imposters but not for LOD. I
would like to be able to generate a few billboards of a character at
start up and then re-use those with a preprocess tool. I'm not going
for something great looking, just something really fast due to the huge
amounts of data I'm
Hi Paul,
That new image helps quite a bit actually. The elevation values for your
image are extremely strange. All of the values are negative except for the
areas that are in the craters. I'm using OpenEV to inspect the values and
it looks like the craters have extremely high positive values an
Hi Paul,
I tried to take a look at the sample file you created, but it doesn't have
any coordinate system attached to it so can't reproduce the problems you
were seeing with that data.
My gut feeling is that it has something to do with the handling of NODATA
values in osgTerrain. What are the ac
Hi J-S,
Actually I did not intend to show such level of fundamentalism ;-) I only
spoke about Vista greatness in comparison to XP ;-).
Btw:. we also use both Linuxes and Windows. But visualization is mostly done
on Windows.
Cheers,
Wojtek
- Original Message -
From: "Jean-Sébastien Gu
Hi Wojtek,
> Thanks for emphasizing the suggesttion about Vista greatness ;-P. Sometimes
> the truth is obvious for the author but dumb readers still don't get it ;-)
Oh no, don't worry, I don't think it's a godsend either. It's a tool,
but it works, despite its shortcomings. I use Ubuntu Linux
Hi J-S,
Thanks for emphasizing the suggesttion about Vista greatness ;-P. Sometimes
the truth is obvious for the author but dumb readers still don't get it ;-)
For me FBOs not working with multi monitor / multi threading was real show
stopper. I wanted to proceed with view dependent shadow maps
Hi all,
for sharing textures over various tiles, we use the option string
"noTexturesInIVEFiles", when writing .ive files. If a customers now
tries to load this database with the standard OSG binaries into the
osgViewer, the memory footprint for hundreds of trees will go through
the roof.
My
Hi Wojtek,
> I did the my tests again on Vista 64 / Athlon 64 X2 6000 + / GeForce 8800
> GTX / Dual View / drivers 169.25. FBO examples indeed work there. This was
> most important case for me. I would not say that Vista is perfect, however.
> There are still driver crashes when changing modes
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Hash: SHA1
Paul Martz wrote:
> Hi Renan -
>
> I looked at adding support for this device to OSG, but was put off by the
> fact that they have per-platform SDKs. I think Mike Weiblen was looking at
> adding this into VRPN.
>
> Anyhow, why not just derive a new
Hi guys,
I have a question concerning the openscenegraph example "osghud". I have
a similar scene like this example except that I don't want to display
hud text. Instead I want to render some small coordinate system axes
like the ones in 3d studio max in the left bottom corner.
I still use o
Hi All,
I did the my tests again on Vista 64 / Athlon 64 X2 6000 + / GeForce 8800
GTX / Dual View / drivers 169.25. FBO examples indeed work there. This was
most important case for me. I would not say that Vista is perfect, however.
There are still driver crashes when changing modes with Thread
Works like a charm.
Fast respons as always, thanks Robert!
/Anders
On Thu, Apr 3, 2008 at 4:35 PM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> Hi Anders,
>
> On Thu, Apr 3, 2008 at 3:11 PM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
>
> > I am still a bit of learner when it comes to svn and l
Hi,
We have tested this morning at the office and it's really cool !
Keep doing this great job !
On Fri, Apr 4, 2008 at 8:47 AM, Anders Backman <[EMAIL PROTECTED]> wrote:
> I got the message, Unable to compiler shader default, when I ran the game
> on my computer equipped with 8600GT, VISTA 64Bi
Hi Will,
I suspect that you are trying to load VRML 1.0 files. OpenVRML only
supports VRML97 (VRML 2.0) files. Perhaps, you could convert your WRLs
to VRML97 (or OBJ, COLLADA, etc) using a conversion tool (3ds Max,
Blender?).
Cheers,
Gino
Will Dicharry wrote:
> Hi all,
>
> I've been working
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