Hi Gael,
A couple of things.. i can see it's a dll so I'm assuming windows.
1. Have you compiled the plugins? see if they actually do exist.
2. Have you set your environment variables so osg can find the plugins?
regards
Peter Wraae Marino
http://osghelp.com
On Fri, Jun 13, 2008 at 11:29 PM,
It could be that you have multiple versions of OSG installed on your system,
and your runtime is different from what you linked with.
Many people experience problems loading plugins, and this is discussed
fairly often. Have you checked the archives for the past few weeks?
-Paul
> -Origina
Hello,
Here is what the DEBUG log says when I try to load a 3DS file:
DynamicLibrary::failed loading "osgPlugins-2.4.0/osgdb_3ds.dll"
Warning: Could not find plugin to read objects from file ".\minotaur.3ds".
It is the same message with the other plugins...
Thanks in advance for your any help!
El 13/06/2008, a las 15:15, Todd J. Furlong escribió:
So, where have I gone wrong? Do I need to inset OcclusionQueryNodes
manually lower in my scenegraph?
That is correct. See the osgocclusionquery example.
Regards,
E.
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o
Hi Mathieu,
Good ;-).
Regarding your question, I am no sure what can be an issue now. Maybe if I saw
your shader it could be simpler ;-)
I will try to guess then.
If you use vertex shader then you need to replicate texgen computations. Once
again I recommend "Emulating OpenGL functionality"
Hi -- a question came up in the Denver class regarding dynamic data in VBOs,
and I had to admit I encountered this as well, and needed a solution. Here's
the issue...
If I enable VBOs in a Geometry, and dynamically modify the data each frame,
the buffer object doesn't update unless I explicitly c
My OSG App renders to two screens (:0.0 & :0.1) of Linux system. If I
use an OcclusionQueryNode as my root, it crashes in this configuration.
First I get these messages:
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operati
Hello Mathieu,
In fact i've got a new problem (perhaps it's normal), the
transformations applied with texgen are not take into account when i use
my shader. Do you have any idea of how to proceed ? I attach a screen
capture of my problem.
If you're using a vertex shader, you must do the TexG
Download the free Quick Start Guide PDF and read the section on ref ptrs. I
don't know your nationality, but the book is available in a Chinese
translation, if that helps.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tuan Do
Sent: Friday, June 13, 2008 9:10
In fact i've got a new problem (perhaps it's normal), the transformations
applied with texgen are not take into account when i use my shader. Do you
have any idea of how to proceed ? I attach a screen capture of my problem.
Thanks
On Fri, Jun 13, 2008 at 4:53 PM, Mathieu Schoutteten <[EMAIL PROTEC
On Linux Suse 10.3 (32 bits) the latest SVN checkout compiled with
RelWithDbgSymbols.
osgfadetext crashes shortly after the window appears. The crash happens also when run
single threaded.
Next week I'll try to understand what happens.
Ciao!
mario
$ gdb osgfadetext
GNU gdb 6.6.50.2007
Paul Melis wrote:
Cysneros, Nelson SPAWAR wrote:
I'm trying to integrate my application with wxWidgets. I have the
osgviewerWX example working. When I create a wxLogWindow to provide
a console equivalent, the log window works, but the application
doesn't close properly (get a wxWidgets asser
Hi Robert,
it seems you missed to commit the new DatabasePager include file, the
current DatabasePager.cpp file use types not declared into the include file
(ReadQueue). Here is the compile error :
1>DatabasePager.cpp
1>.\DatabasePager.cpp(243) : error C3083: 'ReadQueue': the symbol to the
left o
Tuan Do wrote:
I see references to "Reference Pointers" all through the OSG source,
but what are Reference pointers?
What are the differences between Reference Pointer of OSG and normal
Pointer of C++ ?
I'm newbie and don't know many reference books about OSG.
Thank you!
http://www.openscenegr
I see references to "Reference Pointers" all through the OSG source, but
what are Reference pointers?
What are the differences between Reference Pointer of OSG and normal Pointer
of C++ ?
I'm newbie and don't know many reference books about OSG.
Thank you!
--
ЯicKy
___
Cysneros, Nelson SPAWAR wrote:
I'm trying to integrate my application with wxWidgets. I have the
osgviewerWX example working. When I create a wxLogWindow to provide a
console equivalent, the log window works, but the application doesn't
close properly (get a wxWidgets assert when closing the
Hi Wojtek,
it works ! thanks a lot for your precious answear.
For those who will be interrested, i'll post later the complete source code
with corrections.
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I'm trying to integrate my application with wxWidgets. I have the
osgviewerWX example working. When I create a wxLogWindow to provide a
console equivalent, the log window works, but the application doesn't
close properly (get a wxWidgets assert when closing the main frame).
Existing code:
/
Hi everyone hi Robert,
At first, I am sorry for my poor english.
I find that there is a BUG of the osgviewerFOX example in the 2.4.0 version,
and I don't know how to fix it.
When I run the example, everything goes well except I press the Minimize
button. After the application is minimized, I switch
Hi Sherman and Luigi,
cmake -DWIN32_USE_MP=ON
-DGDAL_INCLUDE_DIR:PATH="%rootdir%\3rdparty\gdal\include"
-DGDAL_LIBRARY:PATH="%rootdir%\3rdparty\gdal\lib\gdal_i.lib"
-DCURL_LIBRARY_DEBUG:PATH="%rootdir%\3rdparty\curl\lib\debug\curllib.lib"
-DCURL_LIBRARY:PATH="%rootdir%\3rdparty\curl\lib\release\
Hi Eric,
I'm using this change (I'm using the latest svn) but it doesn't fix the
problem on OSX. I added a conditional around line 349 that checks the
version of cmake in use and that seems to solve the problem for me. I'm
attaching my CMakeLists.txt to this message if anyone wants to try it
Hello,
in the last few day's i posted in the Issue on sharing shaders between
objects thread, that i've trouble in sharing shaders and unfiorms. If
i create two shaders (dot3) and two objects i got the same shader
result on each object.
Now i figured out, that the failure occurs if i use the
I was excited to try the OcclusionQueryNode feature in OSG 2.4, but I
can't seem to get it to work how I was expecting it to. I have tried
using such a node as the root node of my scenegraph and as a parent to
models that I load (IVE files mostly, of varying complexity). If I
enable DebugDisp
HI Peter
Its really is as simple as Paul says,
a Node Kit simply extends a basic OSG node to do a specialised task not
support directly by the core node types, just as an osg::Group derives from
osg::node and to provide a method to group one or more nodes , while a
osg::Transform provides a n
Paul Melis wrote:
I don't think there's an easy way out for this one, as wxWidgets uses
a different memory management strategy than OSG. Even removing the
GraphicsWindowWX as child of the main frame just before exit forces
destruction. IMHO GraphicsWindowWX shouldn't inherit from both a
wxWidg
Hi James,
I tried to look to this problem but can't find anything, moreover it seems
to work without problems in release (I'll try to make some stress tests soon
to be sure).
On Fri, Jun 13, 2008 at 1:02 AM, Lynch, James <[EMAIL PROTECTED]>
wrote:
>
> I'm having a similar issue with DatabasePage
Hi,
Assuming I understand you correctly you added something like this to
class GraphicsWindowWX:
void setViewer(osgViewer::Viewer *v) { _viewer = v; }
void setView() { _viewer->getCamera()->setViewMatrixAsLookAt(
osg::Vec3(450.,-450.,1200.),osg::Vec3(450.,450.,0.),osg::Vec3(0.,0.
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