No when i try to run the example_osgVieweriPhone i got a linker error at the
end.
I still wrote a topic about this.
http://forum.openscenegraph.org/viewtopic.php?t=9047
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Hello ppl,
so sorry about this. Any kind of automatic process sent this email to the
list.
Regards,
Alberto.
2011/8/9 Alberto Jaspe via LinkedIn mem...@linkedin.com
[image: LinkedIn Logo] http://www.linkedin.com/
mingyue,
Alberto wants to connect with you.
Alberto Jaspe
Hi Craig,
Could you not do the update as a lazy operation, i.e. what for an
update traversal to traverse the scene graph and then update it then
as the update traversal NodeVisitor will have the whole parental path.
The osgTerrain::TerrainTile::traverse() implementation found in
Hi,
Thanks for your reply!
Well, I've tried with the osg_ uniforms instead of the typical gl_ uniforms.
Still not good. My model appears but the camera matrix uniform just doesn't
update by using
Code:
_viewer-getCamera()-setViewMatrix(osgMat);
The shader I am using is:
Code:
static
Hi Rubén,
Have a look at osg::State::_useModelViewAndProjectionUniforms to see
if it's set to true. For builds the set the CMAke option
OSG_GL_FIXED_FUNCTION_AVAILABLE to OFF this variable should be set to
true by default. This member variable tells osg::State to pass the
projection and
It is weird... I've accessed the value with
getUseModelViewAndProjectionUniforms() and it's set to true.
:S
Cheers,
Rubén
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Hi,
this maybe a stupid and simple question. I have two lines and i want to
calculate the intersection point of the two lines.
For both lines is have a starting point and the direction. Is there a function
to calculate the intersection point?
Thank you!
Cheers,
Andreas
--
Hi,
Using a simple system equation you should find it.
Just google it...
Regards,
Vincent.
Le 07/09/2011 11:32, Andreas Roth a écrit :
Hi,
this maybe a stupid and simple question. I have two lines and i want to
calculate the intersection point of the two lines.
For both lines is have a
Hi,
I have compiled OSG -3.0.1. When I run osgwxviewer I have a crashed in
lightmodel.cpp line 61:
static bool s_separateSpecularSupported = strncmp((const
char*)glGetString(GL_VERSION),1.2,3)=0;
It seems that glGetString(GL_VERSION) return a NULL pointer.
What's wrong?
Thank you for
Hi Laurent,
Usually this is caused by not having a valid GL context. Could you check for a
current context to confirm this.
What threading mode are you running in?
Cheers,
Tony
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Hi,
I followed your instruction, but CMake didn't create plugins VRML project in
the VS2010 OpenSceneGraph Solution..
:'
Bye bye,
Paolo
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Hi,
...
I build a osg app on one machine with linux5.x and Nvidia GTX 260 which works
fine.
Then in another maching my osg sometimes crash as follows:
#0 0x00fad402 in __kernel_vsyscall ()
#1 0x0522ede3 in __lll_lock_wait_private () from /lib/libc.so.6
#2 0x051be6f6 in _L_lock_15258 ()
I think there is also another problem: probably the openvrmld.lib that I
compiled has an error.
Is it possible to have the openvrml.lib, openvrmld.lib and .dll ?
Thank you!
Cheers,
Paolo
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Hi,
...
I have two osga terrain model,A is a quite large country model,B is a quite
small city model.
I just put the city model above the country model,then I zoom in to see the
city model ,it seems to been culled.Then I set the near/far plane ratio to
0.01 which solve the
I don't have VS2010. My libs and dlls are build with VS2008. What does the
compiler say when yout try to build openvrml-dl project? Maybe the main
project openvrml is missing a dependency to the openvrml-dl.lib.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi,
Thanks you for your answer.
I don't understand what you mean with glcontext.
in osgviewer.cpp I have append 2 lines in function
/* Show the frame */
frame-Show(true);
GLubyte *verGl=(GLubyte*)glGetString(GL_VERSION);
HGLRC WINAPI =wglGetCurrentContext();
H guysi,
I successfully build and linked my App for the iPad but when I try to run the
simulator it crashes. I get the following Output:
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
I was pondering this the other day and it occurred to me that the problem
boiled down to the fact that some (if not all) serializers do not write via a
subclass of NodeVisitor, and hence are unaffected by nodemasks.
I wondered if you could simply make your node so it is ONLY visible to
Hi,
If I append in the function wxOsgApp::OnInit() this lines now I can see a
cessna :
frame-Show(true);
wxGLContext *glContexte =new wxGLContext(canvas);
canvas-SetCurrent(*glContexte);
GLubyte *verGl=(GLubyte*)glGetString(GL_VERSION);
HGLRC WINAPI
Hi Paolo,
The openvrml loader is basic right now and cannot handle any VRML
file. I suspect that this is what you are running into. If you look at
the function convertFromVRML (ReaderWriterVRML2.cpp:~247) you will find
that the loader can only handle Group, Transform, and Shape nodes, a
subset
Keith Parkins wrote:
The openvrml loader is basic right now and cannot handle any VRML
file.
Thank you Keith! You are right!
I need a framework to handle CAD-exported models and so I was trying to use
OSG+VRML plugin. I can try to use the .3ds plugin, that works, though probably
doesn't
Hi Laurent,
Under Linux there is a valid context returned from glXGetCurrentContext() in
LightModel::apply(), so it is unnecessary to create another context as you have
done.
The depth buffer is set to 8 bits which is unusual. What happens if you set it
to 24?
Cheers,
Tony
Hi,
I'm working with Windows Xp.
Before I worked with osg2.8.3 and wxwidgets 2.9.1 with a compatibilty 2.8.0.
Hence It was a wxWidgets 2.8.0 for wxGLCanvas.
In a previous post some problems were listed
On Wed, Sep 7, 2011 at 9:02 AM, Paolo Piazzi paolo.pia...@t3lab.it wrote:
Keith Parkins wrote:
The openvrml loader is basic right now and cannot handle any VRML
file.
Thank you Keith! You are right!
I need a framework to handle CAD-exported models and so I was trying to use
OSG+VRML
Hi there,
I have spent today implementing a class to handle a Wii remote in a basic
console application. When I got that working, I imported the code into an
openscenegraph project and everything still works lovely.
The problem comes when the program ends. Even if I comment out all of the code
Ignore me. I'm being a tit as usual.
(Still has the VS2008 osg version installed from when I was trying to fix
ANOTHER titting problem I had with the Wiimote API.)
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Hi,
I grabbed the svn root of VPB yesterday and have been trying to build it from
source using CMake and Visual Studio 2010. I am using precompiled
OpenSceneGraph 3.0.0 binaries and dependencies (which include gdal)
I was able to configure and generate a Visual Studio 2010 project using CMake
On 9/7/2011 11:43 AM, Ethan Fahy wrote:
Hi,
I grabbed the svn root of VPB yesterday and have been trying to build it from
source using CMake and Visual Studio 2010. I am using precompiled
OpenSceneGraph 3.0.0 binaries and dependencies (which include gdal)
Which precompiled binaries are
I cant post links until my 3rd post so this is a filler post.
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I am using the following:
OSG debug from here:
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z
OSG release from here:
On 9/7/2011 12:56 PM, Ethan Fahy wrote:
I am using the following:
OSG debug from here:
http://openscenegraph.alphapixel.com/sites/default/files/osgdownload/3.0.0/OpenSceneGraph-3.0.0-VS10.0.30319-x86-debug-12681.7z
OSG release from here:
Hi Boon,
On Wed, Sep 7, 2011 at 7:04 PM, Boon Wah boon...@gmail.com wrote:
After some thought, I want to try to make the paging become more
aggressive and load tiles further away from those in view. As my fly-pass is
very fast, the paging mechanism must also 'cache' new tiles earlier.
Hello Ethan
I wonder if you have hit a problem reported earlier. see:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-August/044528.html
It is reported as a bug in msvc, and I haven't tracked it for a while.
Try and set /FORCE:MULTIPLE in the linker param section for
I am not aware of a function in OSG to do this, however, you can do it yourself.
If you have a starting point and direction for each line, you can define each
line parametrically as
Line 1: P + rA
Line 2: Q + sB
where P,Q are the starting points and A,B are the unit direction vectors. The
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