Hi Chuck
Must have missed that info when I downloaded it, looks like I need to do a
bit more reading :)
Thanks for the heads up
Tom
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Hi,
I am trying to build VirtualPlanetBuilder in ubuntu 10.04 by writing
./configure command in Terminal and getting this error can anyone
guide my wot is wrong with configure. I have already installed OSG
and libgdal both.
CMake Error: The following variables are used in this project, but
Hi Robert
I've had a bit of a strange issue with the latest trunk and probably one you
don't want to hear right now :).
Every example that runs full screen, gives me one frame (ish), then the
screen goes black. Any windowed apps and my own code all seem fine (i.e.
CompositeView example works,
Hi Robert
I'll install latest drivers etc after my breakfast and try running on my
other box. Will let you know what happens.
So upgrading to the latest drivers has sorted the problem, wonder what the
cause was?
So for anyone else with blank full screen on nvidia card an upgrade from
258.96
Hi,
I know this is quite an old topic, anyway I'm experiencing exactly the same
problems as Adrian BUT I'm using the latest svn/trunk code (downloaded just
yesterday).
I can also add that if I execute osgshadow with the --SingleThreaded switch
then the artifacts are not there anymore.
I use a
Hi Jamil,
VirtualPlanetBuilder's (VPB) main dependencies are the OSG and GDAL,
when you install these, or point VPB at them with env vars or CMake
settings. You'll need both the libs and the headers, when using a
debian based distro like Ubuntu you'll want to use something like:
sudo apt-get
Hi Wojtek, thank you very much!
Specular is now rendered using StandardShadowMap sub classes, works like a
charm :)
I simply recompiled OSG (no warnings) and did not change anything else, i
attached the new render, nice job Wojtek! thanks!
--
Read this topic online here:
Hi all,
is there any diffenrence when instanciation a second instance of a view
(Qt and AdapterWidget)
compared to the first one?
I'm experiencing strange effects (models are drawn with random
vertices) in the second window.
The same model in the same display class creates this reproducable
Hi Jason
Yeah, I just downloaded and looked through it. There's an example
without a single Java class in it. It just goes straight to EGL and
GLES2 in the .c file. Very cool!
I've looked through my samples and I can't find this. I've got the hello-gl2
sample but no other gl related ones,
Hi Robert, hi (SELECT name FROM OSG_USERS WHERE nameRobert Osfield;),
** Context **
I spotted the DAE plugin is able to return some values to the calling program
by writing in the plugin data (options-getPluginData()). But when writing,
this plugin data is... const! This thus requires an ugly
Hi Per,
I've merged the changes to daeWriter.cpp and ConvertFromPerformer.cpp,
but the change to domSourceReader.h shouldn't be required as I've just
merged a similar fix from Ulrich Hertlein.
For further submissions could you post them to osg-submissions as it's
a more reliable way of making
Hi,
Am 27.01.11 12:58, schrieb Alessandro Terenzi:
I tried again with the latest OSG source from svn but I still have problems.
I followed the instructions in the README.txt and also:
1) removed -mmacosx-version-min=10.5 from CMAKE_CXX_FLAGS
2) tried with either OSG_GLES1_AVAILABLE or
Hi Robert,
Thanks for merging. I was thinking of posting to osg-submission but I
was afraid it wouldn't make it into 2.9.11 if you decided to go for
2.9.11 today, next time I'll cross post to both lists.
Regards,
Per
On 01/28/2011 12:10 PM, Robert Osfield wrote:
Hi Per,
I've merged the
Hi Mourad,
Thanks for the reply. i have attached the project file and the source file.
...
Hi Shayne
Unless you're debugging into OSG code, I would not use the debug libraries.
Well i am very new to OSG. im still looking into the classes. So i am still
executing in the debug mode.
Tysen Chan writes:
I Load a 3ds file into osg. The file contain a model with texture. I use
readNodeFile function. but when i load the file to osg ,the texture is
losing. why and how to solve it. is there has example about this ?
It's fine as it is. Look executing the program from a
Hi Mukund,
I do not see the vcproj file. I think it is a problem in the config rather
than in the code itself.
Mourad
On Fri, Jan 28, 2011 at 12:49 PM, Mukund Keshav osgfo...@tevs.eu wrote:
Hi Mourad,
Thanks for the reply. i have attached the project file and the source file.
...
Hi All,
I'm delighted to announce that I have just tagged the 2.9.11 dev
release, which you can grab with:
source package : OpenSceneGraph-2.9.11.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.11
OpenSceneGraph
As usual these details can
Hi,
I have implemented the global tonemapping operator (Reinhard). For this task I
use a downsampling pass which downsamples the input texture (with log luminance
per pixel) to a 1x1 texture computing the avarage log luminance of the input
texture. The next step, I try to do, is to copy the
Hi David,
Thanks! It turns out that I had it almost right. It was adding the scaling to
the translateaxis that made it work. I did not know that was necessary.
Well, it wouldn't have been necessary if the TrackballDragger didn't
have an invisible sphere in the middle.
If you look at the
Hi all,
Yeah, I just downloaded and looked through it. There's an example
without a single Java class in it. It just goes straight to EGL and
GLES2 in the .c file. Very cool!
Yeah, really nice. Anyone try to compile OSG with this NDK? I guess
since they say it supports RTTI and has STLPort
Hi Thomas,
So upgrading to the latest drivers has sorted the problem, wonder what
the cause was?
Yeah, it was like that for a while and recent drivers do a better job.
There have been discussions on this list about that :-)
J-S
--
__
On 01/28/2011 10:01 AM, Jean-Sébastien Guay wrote:
Yeah, really nice. Anyone try to compile OSG with this NDK? I guess
since they say it supports RTTI and has STLPort for the STL, it should
work fine...
Actually, there are four different C++ libraries available in NDK 5, and
the only one
Hi Shayne,
Unless you're debugging into OSG code, I would not use the debug libraries.
Things will run SLOOOW.
Or debugging into your own code... Or any other code for that matter.
With Visual Studio and default settings, you can't mix debug and release
libraries / executable. They have to
Hi,
I am in the same stage now, optimizing a shadowed scene that is 1.5M triangles
big (according to the stats).
I did several optimizations, but still no where near what I am targeting for.
Its the same, large outdoor scene, but in my case everything is fairly static.
And the camera
Hi Tim,
If I understand correctly how the sky dome mesh is constructed, there
was a lot of duplication of vertices in the triangle strip arrays, and
this has been carried forward into your indexed mesh approach. The
INDEX_MESH optimizer would remove these duplicates. The order of the
triangles
Hi Peter, Robert, all
Thanks for your ideas, Peter.
I really appreciate the proposal of having values in a separate structure with
weak references. But is this a singleton? If so, how would you handle the case
where you have to process things between two models (say you want to load two
files
If a specific node in a scene graph can be reliably identified, application data
can be stored separately from the scene graph. Unfortunately, OSG's mechanism
for identifying a node (the NodePath) is address-based, making it unsuitable for
this task, as addresses change from one app invocation
Hi Shayne,
That's interesting because we have ran a debug solution with the release OSG
libs before without incident. We're using VC++ 9.0 on Vista 64 bit...
That's why I said with default settings in my previous post. There is
one way to make that work: you change the project settings to
Thanks again Stephan,
I just tried using the latest tagged source code. I've set CMake's options
as you've suggested and also:
1) set CMake to point to the iPhone's freetype lib/headers (is this
necessary?)
2) changed the code signing identity in XCode (otherwise I get an error)
but I was still
Hi,
The specs on the HMD that I am working with calls for the view on each eye be
rotated outward by 13 degrees. However when I do this I can see what appears to
be a clipping plane. If both cameras are looking straight ahead, there is not a
problem. However I do need to rotate them outward.
Hi Mourad,
Well, i don't think i can attach a vcproj file. i tried but it did not appear.
It is not there in the supported formats i suppose.
Well, apart from the code, im linking the above mentioned libraries(im in the
debug mode). and im linking as a multi-threaded DLL (/MD)
Thanks,
Mukund
J-S,
The setting that you amply described IS what we do. We do it quite often so
that things don't run so slow when we're debugging our app (not OSG). We may
need to run a while before we break into our code for debugging. Running
with OSG debug libs is too slow for this scenario so we use the
Hi Mukund,
Well, apart from the code, im linking the above mentioned libraries(im in the
debug mode). and im linking as a multi-threaded DLL (/MD)
If you're in debug you should be using /MDD runtime (multi-threaded
debug DLL). If not that could explain the linker errors, as the OSG
debug
Hi Jason
Mines a little archos 43 tablet. Checked the site, no plans for a 2.3
release yet by the look of thing which is a shame. Well looks like there
might have to be some forking in any port for now. Perhaps two types of
viewer. One with native egl and one that requires a java template for
Hi Shayne,
The setting that you amply described IS what we do. We do it quite often so
that things don't run so slow when we're debugging our app (not OSG). We may
need to run a while before we break into our code for debugging. Running
with OSG debug libs is too slow for this scenario so we
J-S,
I appreciate the input and insightful discussion. This is good information
to have for both new and experienced developers.
Thank you!
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Hi Guys,
Its really interesting observation about this 3 ms bind time. I suspect this
might be a shadow map. 3 ms could be actually a time needed for shadow map
rendering stage to finish ...
If you are desperate you may consider building the database used only for
shadow casting (and using
Hi,
I have all the following dependencies installed that i think relevant:
libgdal1-1.6.0
libgdal1-dev
libosgcal0
libosgcal-dev
libosgal1
libosgal-dev
openscenegraph 2.8.1-1.1build1
libopenscenegraph56
and i have also downloaded the libsquish
and i am downloading VPB 0.9.10, as osg version is
hi,all
same as tile!!
Lilinx
lil...@21cn.com
2011-01-29
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