Hi Robert,
I found the problem yesterday. You are right, the problem is regarding to
floating point usage.
I am computing camera position using center of the object's BoundingSphere.
When I start debug whole code, I figure out that the BoundingSphere type is
floating point and "OSG_USE_FLOAT_
i want to write the Teapot program which requires GLUT libraries...
i am using Ubuntu 12.10 and downloaded GLUT-3.7.tar.gz file from the
official website of openGL... but i am facing problem in building these
pakages ...
i first replaces the Glut.cf file in the glut-3.7 dir with the file in
/glut
call me Om
by the way thanks Robert for the help. it fixed my errors and after this i
just have to add one more header file to complete my compilation .. i
included ...
thanks again ...
On Thu, Feb 7, 2013 at 2:44 PM, Robert Osfield wrote:
> Hi Om? Prakash? Paliawl? Could you sign with
Hi all,
Thanks for the pointers to the source of the problem. Indeed it is related to
symbol visibility. For reference, I had to change Xcode's default settings as
follows:
GCC_SYMBOLS_PRIVATE_EXTERN = NO (Setting name in Xcode is "Symbols
Hidden by Default")
GCC_INLINES_ARE_PR
It looks like you forgot to concatenate the window matrix from the Viewport
object onto the MVPW matrix in what you call the "automatic" version. You also
need to remove the matrix mutiply of the window matrix with the
screenPosition4d object. This should not happen after the perspective divide.
Hi Stephan,
Thanks for the explanation, you learn something new everyday :-)
Incompatibility like this I'd personally put down as a bug in the
design/implementation rather than a "feature". I am curious why we
haven't seen this particular issue more often. If the visibility of
classes is hidden
S2LR wrote:
> If you're new to the OSG, it is really helpful to look at the examples and
> also search the OSG forums for the problems you're looking for. Many of the
> questions most new folks ask, have already been addressed and answered in the
> forum.
>
> Hopefully the link below will help
Hi Robert,
this is not a compiler bug, this is by design. gcc compares instances of
classes by the pointer to its vtable. (Visual Studio uses a
string-comparision) If you define a class in a shared library and use it
in your app there are chances that you end up with two vtables of a
class, o
Hi I've one run into similar issue when was compiling some sample under linux, in my case it was solved by adding -rdynamic flag to gcc, i think there are some similar option to your compiler about exporting symbols. Cheers. 07.02.2013, 08:35, "Philip Lamb" :Hi all, I'm running into an interesting
Hi Stephan,
On 7 February 2013 10:43, Stephan Huber wrote:
> this worked for me in the past: check your project settings, "Symbols
> hidden By default" should be deactivated for both osg and your project.
Is this a workaround for a bug in the compiler or is it some obscure
way of enabling prope
Hi Phil,
this worked for me in the past: check your project settings, "Symbols
hidden By default" should be deactivated for both osg and your project.
cheers,
Stephan
Am 07.02.13 05:34, schrieb Philip Lamb:
Hi all,
I'm running into an interesting bug in my code which manifests as
behavio
HI Philip,
Could you try another compiler under OSX as this looks like a compiler
bug to me.
Robert.
On 7 February 2013 04:34, Philip Lamb wrote:
> Hi all,
>
> I'm running into an interesting bug in my code which manifests as behaviour
> that works on one platform (Windows) and not on another (
Hi Philip,
On 7/02/13 15:34, Philip Lamb wrote:
> UpdateCallback: className is AnimationPathCallback and type_id.name() is
> PN3osg12NodeCallbackE
>
> So it looks like a failure somewhere in RTTI. Both typeid and the
> dynamic_cast<> fail to
> convert the osg::NodeCallback* to an osg::Animation
HI Zeki,
I don't know the specific cause of the problem but again as I don't
have your problem infront of me or the able to see the problem first
hand. Best I can do is stress that you need to use doubles. Go back
through your original code submission, is everything doubles???
Keeping looking un
Hi Om? Prakash? Paliawl? Could you sign with your name so we know how to
address you?
As for you errors, it looks like you need to include as this
will provide the helper functions for writing Vec3's etc. to ostream.
Robert.
On 7 February 2013 05:01, om prakash Paliwal
wrote:
> i am not able
Hi Frank,
If you nest a Camera below another Camera it operates within the the
parent Camera's RenderStage (the RenderStage is the rendering
back-ends way of managing what to draw each frame), and if it's
assigned as a PRE_RENDER then it'll be drawn before the main body of
the context of the paren
Hi Torben,
We will maintain the trac instances both osg and VPB for archiving old
documentation. Anyway to migrate the VPB trac requires much less effort
than the osg site does. So once the osg site is totally done we can discuss
about where to place the VPB docs, maybe in the tools section or in
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