Hi Paul,
I have just had a look at the mailman admin options and can't spot a
way of configuring the rejection of digest replies. I may have missed
something. Do you have any idea what the other list your on uses for
mail and how the rejection of digest replies was enabled?
Robert.
On 22
Hi Michael,
I have used ITK recently so can't provide any specific guidance, it
would seem like CMake has picked up on ITK and enabled the build of
the dicom plugin but the libs that the plugin links to are no longer
sufficient or are incorrect. It could be that the CMake find package
for ITK is
Hi all,
Thank you for your feedback. I will install the template in the new server (
http://openscenegraph.com). Robert could you give me an ftp account? I need
to tweak some css's and change some images, including the header-banner
image with the blue marble layer. In fact we can have different
Hi Jordi,
the automatic content creating sounds great, so its easy to communicate new
updates .
currently I have no nice banner available, but I would like to provide one in
some weeks or month.
Cheers,
Torben
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On Mon, Apr 23, 2012 at 9:48 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Paul,
I have just had a look at the mailman admin options and can't spot a
way of configuring the rejection of digest replies. I may have missed
something. Do you have any idea what the other list your on
Hi,
Any one has the solution for this. I too has the same problem.
I need to jump to some position in the animation. (My osg has animation).
Can any one please help me what to do to jump to a specified position by
providing the time/frame number.
...
Thank you!
Cheers,
Koduri
On Sun, Apr 22, 2012 at 9:11 PM, Eduardo Poyart poy...@gmail.com wrote:
Hello,
Just to make sure I'm not missing anything, I'd like to ask this. What
is the current state of GLES2 in OSG? What should be done to enable
texturing?
I think it worked ok for me, using the osgvertexattributes
Hi Guys
Yes I have a GLES2 version of shader gen. At the moment it only supports a
fixed hardcoded light position, which isn't great but it does support,
texturing, lighting etc.
I've attached it and we can look at including into core osg, but I think
support for at least the initial position
Hi,
The bug has been found in ImageOverlay::init() method.
The original code is:
osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0] = osg::Vec4(1,1,1,_alpha);
geometry-setColorArray( colors );
geometry-setColorBinding( osg::Geometry::BIND_OVERALL );
when change it to:
Hi Guys
i've done this in the past, I do have a little class to handle it but it's
quite a mess so I won't share the whole thing.
Essentially the best thing to do is to get hold of the original animation path
then split it into the sub animation you require.
Then when you want to play a
Hi Thomas et. al,
I won't have a chance to complete the shader composition functionality
in the near term so an improved ShaderGen would be welcome.
Handling items like lights, texgen and clipplanes will require some
handling elsewhere other than with just the standard functionality -
we'll need
Hi Guys,
On 23 April 2012 10:23, Jan Ciger jan.ci...@gmail.com wrote:
I think Mailman cannot do this out of the box (aka there is no checkbox
Reject unmodified subjects), but you can set up a rejection filter using a
regexp or a keyword, I believe.
I have enough on my plate to not have to go
Hi Jordi,
On 23 April 2012 09:09, Jordi Torres jtorresfa...@gmail.com wrote:
Thank you for your feedback. I will install the template in the new server
(http://openscenegraph.com). Robert could you give me an ftp account? I
need to tweak some css's and change some images, including the
As Jan says, I believe it's some kind of dumb filter.
I tried posting to my other list to ask how this was set up, and my post was
rejected because the subject line contained both the name of the list and the
word digest. Apparently that was enough to trigger the rejection filter. I
re-posted
Hi Robert,
The best thing seems to share an account to manage the web folder [1], and
then move the web directory to the new account as is explained in the link.
Sorry to bother you with more web stuff, but I need superadmin rights in
joomla to install the template because I need to access to
Very clarifying, thank you.
I did experiment with ShaderGen and I even patched it to generate
GLES2 code. However I'm going in a different direction.
My models are simple. I wrote my own shader and added it to the root
node. My shader currently has a fixed light position for testing
purposes.
Hiya,
Not to hijack this thread, but I'm also interested in porting my osg
application to an OpenGL ES2 device. I'm new to OSG and OpenGL but I
understand that ES2 has some pretty significant changes in how things
are drawn. What sort of steps should I be taking to accomplish this?
I'm not sure
different OpenGL versions, and I didn't design the original
application with OpenGLES in mind (no shaders, just simple geometry,
transforms and materials).
You'll need the GLES2 shadergen code.
way to proceed? Does 'most' of OSG's basic functionality still work
with ES2?
Yes, with
Hi all,
A quick update on this:
I had speculated that attaching things to a separate tree that was not
attached to a osgShadow::ShadowedScene would avoid the problem, and I
can confirm now that this is the case. I am now effectively keeping two
copies of the scene tree now: one that
Hi,
The osganimation* examples (eg. osganimationviewer,
osganimationhardware) included in the source distribution may be a good
place to start.
Cheers,
Garth
On 20/04/12 21:46, 炫界 wrote:
I want to learn osg Skeletal animation,but I can't find the
appropriate.Is anyone has several
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