Hi Olaf,
The changes look much more portable to me, would you like to put them
forward for merging?
Robert.
On 28 February 2012 14:47, Olaf Flebbe o...@oflebbe.de wrote:
Hi *,
I submitted a patch to enable MultiTouch Support for Windows 7 and above.
A first patch featured a CMAKE Variable
Hi all,
I'm trying to implement an animation from a perspective projection to an
orthographic one.
What I'm computing at each step is a weighted linear combination of 2
projection matrices (the start, that refers to a perspective projection,
and the end, which is an orthographic projection).
Attached is a simple OSG example that, on Mac with nVidia card, seems to show
point geometry with the Point StateAttribute set causing other geometry to be
clipped. We did not see this on a Mac with an ATI card. This has been
reproduced on the OSG trunk, but has been seen on older versions as
when I am closing osgviewer I am getting this error
Inconsistency detected by ld.so: dl-close.c: 743: _dl_close: Assertion
`map-l_init_called' failed!
i am using ubuntu 11.10 build of osg
--
Regards,
Rashad
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Hello,
I tried this in my camera draw callback:
virtual void operator()(const osg::Camera camera) const
{
// GL-Context-ID
GLuint gcID = _gc-getState()-getContextID();
// GL-Program-Handle
osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
GLuint
Hi,
I have trouble getting all the points that are contained in a polytope. I have
5 points and their coordinates are:
Code:
moCamPos
[0] -30628.215
[1] -126959.86
[2] 36593.875
vertices[0]
[0] 6853.2168
[1] -61593.543
[2] -118975.06
vertices[1]
[0] 5790.0107
[1] -57556.223
[2] -112859.98
Hello,
I tried to render a scene into a texture and use a frame buffer object render
target for the view master camera. I want to chance the camera with a
CameraManipulator. It works fine if I only use one view, but it doesn't work if
I use more views. The CameraManipulator get the wrong
Hi,
I have this configuration dual Geforce 580 cards with 4 DVI outputs under
Ubuntu 11.10 x64 and 295 drivers.
So I need to implement following setup
first screen Qt fullscreen window with embedded OSG displayed on Monitor
connected to first GPU.
second screen fullscreen OSG window, connected
Hi,
My program is set to use RayTracedTechnique for display voxel. I tested the
same program on windows XP and windows 7 machines. Only windows 7 machine can
display the image properly. In windows XP, it shows the cube filled with white
colour. I found out the problem is related to
Hi Karl,
Is that you are trying to prevent the resize done by the window
manager? Under X11 there is the override redirect flag to prevent the
window manager taking control of the window size so you can get
exactly the size you want, however, it also prevents the window
manager from decorating
I'm currently working on a project where I have to integrate library into a
3rd party application's source code. The library consists of a custom osg
Camera that takes 9 snapshots of the user's scene. The headache's I've run
into are the following:
1. I cannot seem to turn off the 3rd
3. I don't know if this is related, but when adding my camera to the 3rd party
app's osgViewer I am unable to change the color and depth buffer resolution.
Calling setTextureSize and Camera::setViewport will seem to increase the size
of the texture but the actual contents that get rendered
Hi all,
Just wanted to let you know that I recently added another community news
item:
http://www.openscenegraph.org/projects/osg/blog/remo2_2_released
Once again, I'm trying to call for more frequent updating of the
community news. I think it would be interesting for all to keep
up-to-date
On 02/28/2012 10:49 PM, Sean O'Connell wrote:
I'm currently working on a project where I have to integrate library into a
3rd party application's source code. The library consists of a custom osg
Camera that takes 9 snapshots of the user's scene. The headache's I've run
into are the
On 02/29/2012 09:22 AM, Martin Großer wrote:
Hello,
I tried this in my camera draw callback:
virtual void operator()(const osg::Camera camera) const
{
// GL-Context-ID
GLuint gcID = _gc-getState()-getContextID();
// GL-Program-Handle
Hi Robert,
I'm afraid I
can't think of all the headline changes in 3.1, been a bit too long in
coming I'm afraid - over six months since 3.0.1.
Well, for one there's the new ViewDependentShadowMap which greatly
improves shadow stability over the previous
LightSpacePerspectiveShadowMap
Hello Gianluca,
I think, and I'm not exactly sure about it that if the matrix W
component (4th column) is zero, then the computation works with the 3x3
matrix. When it is different than zero, it uses it as 4x4 matrix. Now
supposed that startProj or endProj has in the 4th column zero, and the
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