thanks
Trajce Nikolov wrote:
Here is the code snippet. All the viewer stuff is created from within
the dll I am loading and the main thread is forwarding messages to it
osg::ref_ptr dll =
osgDB::DynamicLibrary::loadLibrary("bin/ig/KtIGLibOSG/KtIGLibOSG.dll");
if (dll.get())
{
osgDB::DynamicL
Here is the code snippet. All the viewer stuff is created from within the
dll I am loading and the main thread is forwarding messages to it
osg::ref_ptr dll =
osgDB::DynamicLibrary::loadLibrary("bin/ig/KtIGLibOSG/KtIGLibOSG.dll");
if (dll.get())
{
osgDB::DynamicLibrary::PROC_ADDRESS proc =
dll->ge
Hi,
I've been fiddling with some of this at the end of last year for fast
GPU to CPU. You could insert your code into the draw callback. Have you
tried it? How is the performance? I could not make anything faster than
the default readimage. You could also look at osgscreencapture for examples.
Hi Nick,
Trajce Nikolov wrote:
Hi J.P.
exactly, the same issue. I made it work though with dispatching messages
from the main thread to the other from the dll and it works this way.
Could you expand on how you do this. I'd like to forward to our Windows
developer.
thanks
jp
Nick
http:
Hi,
try copying the input texture value to the output instead of using discard.
jp
Julien Valentin wrote:
Hello all,
I'm playing with the osg gameoflife example in order to implement a
FastIterativeMethod using the pingpong textures and a FBO already in the
example.
This iterative method is
Hi J.P.
exactly, the same issue. I made it work though with dispatching messages
from the main thread to the other from the dll and it works this way.
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Mon, Jan 4, 2010 at 8:48 AM, J.P. Delport wrote:
> Hi,
>
> I've had simil
Hi Tian Ma,
well, the example works just fine. Also, when I step thru, I am not getting
any errors. Just not able to see the ocean surface and getting the screen
aligned quad (black) ... Any ideas?
Nick
http://www.linkedin.com/in/tnick
On Mon, Jan 4, 2010 at 5:46 AM, Tian Ma wrote:
> Hi Nick
Hi,
I've had similar issues. See this thread:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50527
jp
Trajce Nikolov wrote:
Hi Wojtek,
the same setup I have here, all in dll. Not working though, windows7. I
had to do some hacks with the win32 messaging to make it work
Nick
hi all
I know that we can use mouse right button to zoom trackball, but what I
want is to draw a rectangle on the screen, then zoom the view to the rectangle,
what should I do?
Thanks in advance.
best regards
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Hi Nick:
Could you run the ocean example successfully?
Any errors occured when you get a back screen?
Cheers,
MT
Trajce Nikolov wrote:
> Hi,
>
> I am trying to embed the ocean stuff into my application. I mimic the code
> from the example, and all I get is 2D black screen aligned quad.
thank You very much!
cheers :D
anna
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22039#22039
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Hi Simon,
I am using a custom MingW based toolchain.
Can you check out and try to fix the xcode thing to make it compile as cpp?
My other problem is that the new version 3ds plugin has dependency on
exceptionless LGPL code so I am not able to legally include it in my build
(static commerc
Hi Mark,
Ok i get it, i exported the file you sent me. I have in the file data
expected, but in the osgAnimation there is an issue trying to animate
Skeleton node. So the work around is to animate an Empty in blender but
not an Armature. It's because a Skeleton is Bone and not a
MatrixTransform.
Hi Ulrich
thanks a lot, big mistake ;-)
Now the color is not black any more, but it only takes the gl clear
color of the the camera. Do I have to set some view matrices?
Dominic
Am 03.01.10 11:50, schrieb Ulrich Hertlein:
Hi Dominic,
a happy new year to you too.
On 2/01/10 10:00 PM, Domin
Hi Dominic,
a happy new year to you too.
On 2/01/10 10:00 PM, Dominic Stalder wrote:
> Image* image = new Image;
> image->allocateImage(osgViewer->width(), osgViewer->height(), 1,
> GL_RGBA, GL_UNSIGNED_BYTE);
>
> // creates a new camera that will render into the image and sets the
>
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