Hi Robert,
My auto-build failed last night because of:
1..\..\..\src\osgPresentation\SlideShowConstructor.cpp(152) : error
C2440: 'initializing' : cannot convert from 'osg::ref_ptrT' to
'osg::DisplaySettings *'
See:
http://cdash.openscenegraph.org/viewBuildError.php?buildid=3486
Seems
Hi Mukund,
On Sat, Mar 19, 2011 at 5:05 AM, Mukund Keshav osgfo...@tevs.eu wrote:
We are using a tabletop(bench) with image being projected from the bottom.
Sounds a bit like the Immersive workbench that I worked on all those
years ago ;-)
We are using a method similar to the one used for
Thanks for the notification J-S, fix now merged and submitted to svn/trunk.
On Sat, Mar 19, 2011 at 1:35 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
My auto-build failed last night because of:
1..\..\..\src\osgPresentation\SlideShowConstructor.cpp(152) : error
Hi Robert,
Thanks a lot,
Well, as you had suggested, im trying to render two views with two slave
cameras.
This is after modifying an example code. So, in the same window, i render two
different views, a left view and a right view. Just as an example, for the
below code, how do i specify
On 2/4/2011 5:28 AM, Sukender wrote:
Hi Ulrich, Robert, and all,
Ulrich, your idea seem briliant. When I was talking about overwrit[ing]
existing userData I thought about direct pointer access. Of course, if you
move userData to private, and give accessors for backward compatibility, then
In my work with Kinect, one of the tasks is to cram a LOT of dynamic geometry
(and
sometimes texture) down through OSG onto the display. This can be a point cloud
or a
polygonal mesh.
Ignoring the complexity of assembling a reasonable mesh, once I have the
mesh, I want to
get it onscreen
Hi, Chris
If its doable try to break mesh to fit into ushorts indices. You can even try
using triangle list without indexes(if generated indexees are not make use of
vertex cache or there are duplicate vertices etc.). Also you can try normalized
shorts instead of floats for texture coords if
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