Hi,
It looks like osg can't load the ive dll. Have you checked that you have all
the dependancies of the ive dll in your path?
From memory it has quite a few dependancies on various parts of OSG. The
'depends.exe' tool is a great help on windows for this sort of thing (and its
free)
Hi Brad,
thank you for your reply. Yes, I forgot to mention the dependencywalker
output:
LoadLibraryA((
)\osgPlugins-3.1.0\osgdb_ived.dll) called from
OSG78-OSGDBD.DLL at address 0x009153F4 by thread 1.
Loaded OSGDB_IVED.DLL at address 0x0CDC by thread 1. Successfully
hooked module.
Sorry for reviving a dead horse (old thread).
I am having the same problem with Intel 4 Series notebook graphics
(latest drivers). As soon as anything renders GLSL prior in the scene
graph, the ARB shader based drawables disappear. This only affects
Intel, nVidia remains unaffected. I am using
Hi,
ive support should work quite out of the box. What is your OS, compiler, OSG
Version?
Cheers,
Torben
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Hi,
I think I have similar problem. I studied osg code and find out, that
NodeCallback set as Node-CullCallback is called only if node is not culled
therefore (osgUtil::CullVisitor*)(nv-isCulled(node)) always return false.
I want to implement dynamic line style lod, where shoud I start ?
...
Hi Torben,
thank you for your reply. I am using Windows 7, Visual Studio 2010
Professional and OSG is version 3.0.0.
Cheers
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: martes,
Repeatedly calling osgviewer cow.osg is not the problem. This works just fine.
If there is a problem in OSG, it is probably in that a resource associated with
osgViewer::Viewer isn't being freed unless the application exits. I've had this
same problem before and Robert fixed a GL resource
Well, the problem is, that I need the surrounding heights. It is a terrain
visualisation project and i need to calculate things like openness (some
Ambient Occlusion related thing) or terrain roughness, for which I need for
example a 5x5 kernel around my pixel, so a heightmap lookup would be
Hello OSG users,
I'm having a lighting problem in my osgviewerQt (derived from [1]) application
with a self created drawable object.
All my spheres are basically looking like this [2], with this weird spot on top
of all spheres.
Has anybody an idea,
a) what could be causing this or (more
bump?
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Hi Jonathan,
It seams that there is no way to extract that information just form the vertex
data (because the vertex shader only processes one vertex at a time).
Yes, sounds like what you need is more than what I thought you needed :-)
I don't think VPB supports that out of the box, but
Hi,
In osgmotionblur example, blurring effect is added to the single instance of
osgViewer::Viewer:Windows by adding a derived MotionBlurOperation.
How can i add that blurring effect to my individual geode/Node in my scene? i
want some of my moving objects blur so i need to set some of them with
On 11/15/2011 6:58 AM, Hartmut Leister wrote:
Hello OSG users,
I'm having a lighting problem in my osgviewerQt (derived from [1])
application with a self created drawable object.
All my spheres are basically looking like this [2], with this weird spot on
top of all spheres.
This is
zonk wrote:
the triangle mesh of the terrain will represent the resolution of the DEM,
not of the texture. Usualy texture resolution is higher than the DEM ones,
therefore you would reduce your image resolution if you don't use textures
but try to assign each vertex a color.
But
I now wish to get the z rotation angle of the camera in degrees.
How do I do it?
ive got my :
Code:
osgGA::TrackballManipulator* man;
...
and if i go
Code:
osg::Matrixd mat = man-getMatrix();
float angle = mat.getRotate().z();
but if i spin my camera doing a 360 the result is not in
On 11/15/2011 2:36 PM, Paul Griffiths wrote:
I now wish to get the z rotation angle of the camera in degrees.
http://forum.openscenegraph.org/viewtopic.php?t=9073
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene
Code:
void getEulerFromQuat(osg::Quat q, double heading, double attitude, double
bank)
{
double limit = 0.49;
double sqx = q.x()*q.x();
double sqy = q.y()*q.y();
double sqz = q.z()*q.z();
double t = q.x()*q.y() + q.z()*q.w();
if (tlimit) //
Hi Hartmut,
On 16/11/11 0:58 , Hartmut Leister wrote:
I'm having a lighting problem in my osgviewerQt (derived from [1])
application with a self created drawable object.
All my spheres are basically looking like this [2], with this weird spot on
top of all spheres.
Has anybody an idea,
Hi,
What you're seeing is the specular highlights based on your light source and
material properties. To turn this off, set your specular material rgb and
shininess to 0.0.
Since OSG uses OpenGL under the hood, it would be helpful to understand the
OpenGL lighting model...:)
Shayne
Hi,
Just checking you don't have multiple version of OSG in your path. You said
bellow that you are using version 3.0.0 of OSG yet the output you posted from
dependency walker lists OSG version 3.1.0.
If you do have both version on your path, this could be your issue.
Cheers,
Brad
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