Hi,
I would have a quick question :
What do I have to include into a visual C++/CLR project to be able to use Font^
?
I have tried to create a ref class, something like this :
Code:
[SerializableAttribute]
[ComVisibleAttribute(true)]
[TypeConverterAttribute(typeof(FontConverter))]
Hi Norbert,
I'm missing the OpenSceneGraph context in your question.
Could you please give us the context, or use a more appropriate forum
(stackexchange maybe?)
cheers
Sebastian
Hi,
I would have a quick question :
What do I have to include into a visual C++/CLR project to be able to use
Hi Peifu,
It seems to me that what you encountered is more like a Qt problem than an
OSG one. Qt was not able to find glu32. I guess a walkaround is to set
CMAKE_LIBRARY_PATH to the path where glu32.lib is. Just search glu32 on
your file system and may have to try a few times, since on Windows the
Hi Sam,
The model loads fine on osg-3.3.1 and osg-3.2.0, both 64bit compiled
with VS2010.
There are missing textures, did you try to load your model without textures?
Did you try to use the pre-built osgviewer to load the model?
Also what is a bit strange: You have a VS2010 release and your VS
I think that what you should use is osgText::Text.
There, you can do -setFont(font). font is the name of the font that you
want to use.
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Hi,
I am developing a car simulator, and our scene is very big (100 km. aprox).
What do you think is the best way to balance the osg tree?? LOD??
Thanks!
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osgTerrain and virtual planet builder could be used here.
Appart from this, use tiles of predictable size and use a quad-tree
structure of PagedLODs to organize them.
The question is what your source data is ;-)
cheers
Sebastian
Hi,
I am developing a car simulator, and our scene is very big
Hi All,
To address some of issues associated with building the OSG with
different OpenGL versions/profiles I've introduced into svn/trunk a
new CMake based scheme where you just need to set a single Cmake
variable at configure time specifying the target and then have our
CMake scripts configure
Thanks Sebastian.
What about 'pools'? We have been thinking about having a pool system to manage
trees (lamps, cars, etc.). We would render only the objects that are near the
player.
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HI Jamie,
On 23 April 2014 09:58, Jaime xatp...@hotmail.com wrote:
What about 'pools'? We have been thinking about having a pool system to
manage trees (lamps, cars, etc.). We would render only the objects that are
near the player.
The nodes of the scene graph are pretty lightweight, it's
Thanks!
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Hi Jaime,
my last project was a car simulator for Williams F1. And I want to give you
few hints.
In theory, quad tree spatial terrain database suits best, and this is
output from known terrain tools from Presagis, TerraSim, TrianGraphics -
they do this automatically for You. So this is the first
Hi Andor,
(I know that this thread is more than 3 months old.)
I'd also like to work with the primitive restart functionality. Possibly I will
run into the same error. But to check this, I have to enable the restart mode
first and set a restart index.
Like I claimed in my own thread, called How
Robert Osfield writes:
So please and let me know how you get on.
It seems that OpenGL.in is uncommited:
$ cmake .
CMake Error: File /.../src/osg/OpenGL.in does not exist.
--
Alberto
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Hi Alberto,
On 23 April 2014 16:18, Alberto Luaces alua...@udc.es wrote:
It seems that OpenGL.in is uncommited:
$ cmake .
CMake Error: File /.../src/osg/OpenGL.in does not exist.
Sorry about this, files now checked in.
Robert.
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Hi,
I made some more test and to solve the problem i only have to be sure that
the assumeMultiThreaded parameter of the GeometryTechnique::init is set to
true.
In OSG 3.2, i change 5 values. Two in the GeometryTechnique::traverse(), two
more in TerrainTechnique::traverse() and the
Hi Sylvain,
Could you post the modified files to the osg-submissions list so I can
review them along with a explanation of how I might reproduce the bug.
Cheers,
Robert.
On 23 April 2014 18:52, Sylvain Comtois sylvain.comt...@gel.ulaval.ca wrote:
Hi,
I made some more test and to solve
I'm still seeing this issue with trunk r14158.
On Wed, Apr 23, 2014 at 9:34 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Alberto,
On 23 April 2014 16:18, Alberto Luaces alua...@udc.es wrote:
It seems that OpenGL.in is uncommited:
$ cmake .
CMake Error: File
Hi,
About the leaking problem : it is because the GL_PRIMITIVE_RESTART mode has
no defaut value in OSG. So if you set anywhere in your scene graph, its value
(ON or OFF) will not go back to a default OFF value (which is not set
anywhere)
It's probably possible to add this default OFF value in
On 23 April 2014 19:39, Paul Martz skewmat...@gmail.com wrote:
I'm still seeing this issue with trunk r14158.
Odd... I did at least attempt to add and checked it in... Something
must have gone wrong when I did the check in and didn't spot the
error.
I have just do the check in again and did a
Hi Aurelien,
thanks for your reply. :)
___
But I am a little confused, why you judge the good old primitive restart
functionality ;) :
...the benefit is very little : on modern hardward, using primitive restart
does not really make faster performances, it's much more efficient to use
Hi, Has Transform feedback been integrated into OSG? Are there any
examples around that anyone knows about?
Thanks and Regards
Paul
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