Hi Wojtek,
thanks a lot for your detailed answer. I will work through the example
within one of the next holydays, as I am not a professional programmer
(I´m a math teacher) and will need some quiet time for a demanding task
like this. My software is a math-software to illustrate vector geometry,
Dominic Stalder schrieb:
Hi Stephan
here the answer of my workmate:
I tried this without luck. After compiling the Frameworks and using them
in my application, I get the following linking errors when building with
Xcode:
Undefined symbols:
non-virtual thunk to
Hi Robert, Hi Colin,
The current trunk version of GraphicsWindowWin32 (as of today) cannot
be compiled under Windows, since the HGLRC
createContextImplementation() method declaration is missing in the
corresponding header file. After adding it the osgViewer library
compiles without any
Hi Robert and all,
I'd like to introduce my work of developing a new scalable binary
reader/writer plugin in the past a few weeks. It took me more than
half a month coding and doing some simple tests. And I really wish it
be a good supplement of current native osg scene formats (.osg and
.ive),
Hi,
There is an example called osgViewerMFC that may help you. You need to check
the BUILD_MFC_EXAMPLE option in CMake.
On Sat, Nov 21, 2009 at 7:28 AM, SoDong Jang wrote:
I`m trying to make a very simple CAD program but, all examples aren`t based
on MFC...
I`ve seen the example called
Hi Art,
I don't know if you caught the thread where this was mentioned, but it
appears that any image attachments sent from the forum to the list go
through a fugly filter, making it really small and reducing the colour
depth quite dramatically.
I presume that it's done to prevent huge images
Hi there
I would like to wrap (repeated) my texture image on a geometry object. I
read somewhere, that this is not possible directly on the geometry, but
how can I do it otherwise? Here is my code:
/*
* creates the ground geometry
*/
// creates the vertices array
Hi Wang,
Just a little thing to say: I love your idea! I don't have time to look at it
right now, but I'm sure I'll use that format later.
Thanks.
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sun, 22 Nov 2009 12:10:21 +0100, Wang Rui
Hi John,
Could you try updating again, it could be that you just updated
between check-ins. I just checked cdash.openscenegraph.org and it
looks to me like the Windows build machine build OK last night so
things should be OK.
Robert.
On Sat, Nov 21, 2009 at 10:04 PM, John Price
Hi Oleg,
On Sun, Nov 22, 2009 at 10:38 AM, Oleg Dedkow oded...@gmx.de wrote:
The current trunk version of GraphicsWindowWin32 (as of today) cannot be
compiled under Windows, since the HGLRC createContextImplementation()
method declaration is missing in the corresponding header file. After
Hi Dominc,
I don't know where you might have got the impression that you can't
set up texture repeats with geometry - you just using texture
coordinates beyond the 0.0 to 1.0 range and you'll get repeats.
Another way is to use a texture matrix to up the tex coords from 0.0
to 1.0 range to what
Hi Wang Rui,
I haven't done a review yet, so can't comment on specifics of the
design/implementation.
A couple of quick thoughts. I would love to replace the .osg and .ive
formats with a new single native binary/ascii format. Would it be
possible to do both with a single plugin?
The extension
Hi Robert,
Thank you for taking the time to reply. Your guess was correct, updating again
fixed my build.
Cheers,
John
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20092#20092
___
osg-users
Hi Andreas,
thanks a lot for your detailed answer. I will work through the example
within one of the next holydays, as I am not a professional programmer
(I´m a math teacher) and will need some quiet time for a demanding task
like this. My software is a math-software to illustrate vector
Robert Osfield schrieb:
Hi Oleg,
On Sun, Nov 22, 2009 at 10:38 AM, Oleg Dedkow oded...@gmx.de wrote:
The current trunk version of GraphicsWindowWin32 (as of today) cannot be
compiled under Windows, since the HGLRC createContextImplementation()
method declaration is missing in the
I love the idea of an extensible binary format. Good work.
Robert Osfield wrote:
The extension .osg would be the appropriate thing for a native .osg
format. An appropriate header could say which version of is
represented in the file. Perhaps a .osgb could be used for a binary
if needed.
I'd
Ross Bohner wrote:
Hi,
Thank you for the code snippet. Looking it over I see two differences from my implementation which have been giving me a headache. These are not necessarily related to camera render orders so it might be appropriate to send these as separate threads.
First
Any suggestions here? Should I be doing something with the .source file?
From: jaco...@hotmail.com
To: osg-users@lists.openscenegraph.org
Date: Fri, 20 Nov 2009 15:36:05 -0500
Subject: [osg-users] Running VPBMaster
Alright, it looks like I've finally gotten VPBMaster-0.9.10 up and
Hi all.
How can I get last frame time inn order to create indepent FPS aniamtions?
For instance, something like m_last_time_frame:
Code:
double angle=0;
while (!viewer.done()) {
angle=angle+0.1*m_last_time_frame;
So I had VPBMaster running for over two days and it didn't seem to be doing
anything so I used Ctrl+C to cancel the task and the following was output to
the screen:
Recieved signal 2, doing TERMINATE_RUNNING_TASKS_THEN_EXIT.
MachinePool::signal(2)
Machine::signal(2)
Hi Robert
A couple of quick thoughts. I would love to replace the .osg and .ive
formats with a new single native binary/ascii format. Would it be
possible to do both with a single plugin?
It's not hard to support both binary and ascii format, I think. In the
case of mine, just leave
Hi Ricardo,
Why don't try reference time?
viewer.getFrameStamp()-getReferenceTime();
Rafa.
On Mon, Nov 23, 2009 at 1:29 AM, Ricardo Ruiz osgfo...@tevs.eu wrote:
Hi all.
How can I get last frame time inn order to create indepent FPS aniamtions?
For instance, something like
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