Hi Robert,
The content of this tag looks really odd. The main folder contains a yet
another folder containing a complete copy of OpenSceneGraph. The folder is
named OpenSceneGraph-3.2 I guess this has something to do with commit 14356.
This is probably a mistake and this folder should be
Hi Björn,
On 4 July 2014 08:24, Björn Blissing bjorn.bliss...@vti.se wrote:
The content of this tag looks really odd. The main folder contains a yet
another folder containing a complete copy of OpenSceneGraph. The folder is
named OpenSceneGraph-3.2 I guess this has something to do with
Hi Robert,
I think Bjorn is right. See
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc6/
inside this folder there is another OpenSceneGraph folder.
Cheers.
2014-07-04 10:43 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
Hi Björn,
On 4 July 2014 08:24,
On 4 July 2014 09:45, Jordi Torres jtorresfa...@gmail.com wrote:
Hi Robert,
I think Bjorn is right. See
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc6/
inside this folder there is another OpenSceneGraph folder.
Thanks for the explanation, yep I see it.
I will do a rc7 and see what happens.
OK, I have just tagged a rc7, which in theory is the same as rct6 save for
the rc number:
http://svn.openscenegraph.org/osg/OpenSceneGraph/tags/OpenSceneGraph-3.2.1-rc7/
This doesn't contain the nested OpenSceneGraph-3.2 branch inside.
I didn't do
I have now updated the downloads page with links to the new rc7:
- Zip file containing source code : OpenSceneGraph-3.2.1-rc7.zip
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.2.1-rc7.zip
- Subversion tag for 3.2.1-rc7 : svn co
Hi Robert,
RC7 looks correct.
I don't know what happened during the tagging of RC6, but if you look in the
SVN log there is actually two commits for the tag. Commit 14355 and 14356, the
last one being the one that made the duplicated folder.
Best regards
Björn
--
Read this
On 4 July 2014 10:06, Björn Blissing bjorn.bliss...@vti.se wrote:
Hi Robert,
RC7 looks correct.
Thanks for checking.
I don't know what happened during the tagging of RC6, but if you look in
the SVN log there is actually two commits for the tag. Commit 14355 and
14356, the last one being
If it happens again I will have a look to the server. But it's quite
strange.
Cheers.
2014-07-04 11:54 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
On 4 July 2014 10:06, Björn Blissing bjorn.bliss...@vti.se wrote:
Hi Robert,
RC7 looks correct.
Thanks for checking.
I don't know
On 4 July 2014 10:56, Jordi Torres jtorresfa...@gmail.com wrote:
If it happens again I will have a look to the server. But it's quite
strange.
It would probably be worth checking about how up to date the subversion
version we have on the serve is.
My client version of subversion I pulled in
Hi All,
I'm now ready to tag the 3.2.1 stable release, but will wait till this
afternoon to tag the release so if you all can do some last minute testing
this would be appreciated.
Thanks,
Robert.
___
osg-users mailing list
Ok I will take a look.
2014-07-04 12:06 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
On 4 July 2014 10:56, Jordi Torres jtorresfa...@gmail.com wrote:
If it happens again I will have a look to the server. But it's quite
strange.
It would probably be worth checking about how up to
Hi,
I have the same problems when using a CompositeViewer with several views and a
last view using osgWidget::WindowManager. I found out that the problem started
somewhere between 3.1.5 and 3.1.6, assumably at Revision 13376.
@Ignacio: Your code fixed the problem, please submit it!
Thank
Hi,
I have built OSG 3.2.0 using CMAKE on a Windows 8 PC for Visual Studio Ultimate
2013. When I go into the solution file and select the BUILD option for
ALL_BUILD I get the following error inside directx.cpp on line 67:
Code:
error C2678:binary '==': no operator found which takes a
Hi,
Well...I was more thinking about a SSCCE than a whole project, but anyway:
Does your compiler support the currently effective (2011) standard for C++
sufficiently?
try e.g. to compile this:
Hi.
I'm working on integrating CEGUI into OSG and I have successfully followed
Wang Rui's example from his Cookbook:
https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04
But there's an ugly part with CEGUI initialization: it happens in
Hello there!
I've struggling a while with the setup of a HUD camera.
What I want to achieve is to show cross in the middle of the vieport.
I have been able to display text, but not the cross, so I'm requesting a little
help with this ... :)
Here's the code for the viewer (it is based in the
Hi Julian,
I have checked in a fix to CompositeViewer w.r.t handling of event with
inset Views into svn/trunk and the OSG-3.2 branch so it's now part of the
imminent 3.2.1 release.
Could you please test 3.2.1-rc7 or svn/trunk.
Robert.
On 3 July 2014 10:05, Julian Schindler
HI Colin,
I can't comment on this specific issue with 3.2.0 under Windows with this
specific compiler (3.2.0 was compiling fine under Windows at time of
release last year but compiler and goals posts move). As far as I'm aware
the 3.2.1 release and svn/trunk are both currently compiling fine
I have the same issue (SEHException) and cannot find a way to embed
OpenSceneGraph inside a Windows form.
Anyone can help, please?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60153#60153
___
Hi CEGUI,
Unfortunately the design of CEGUI requires that your initialize it from a
graphics thread so you are limited to a custom Drawable or a draw callback
of some form.
Robert.
On 4 July 2014 14:07, michael kapelko korn...@gmail.com wrote:
Hi.
I'm working on integrating CEGUI into OSG
Hi Robert,
Re OSG 3.2.1-rc6.
Builds and installs fine on a Debian Linux 7 system, updates as of less
than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head
cards. cmake line was:
cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D
CMAKE_BUILD_TYPE=Release -D
Hi Michael,
though I did not dig into code ( just spotted that there is native render
for ogre ), but seems an approach like
http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can
be of some use.
That is - instead to render by CEGUI - render all things by osg itself (
see in
Thanks for the testing and feedback Garth, much appreciated. No need to
run the overnight build as I'll be tagging 3.2.1 this afternoon
On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com wrote:
Hi Robert,
Re OSG 3.2.1-rc6.
Builds and installs fine on a Debian Linux 7 system,
The line has been replaced in r13865 by
- if (fin.getline(buf, sizeof(buf)) == 0) {
+ if (!fin.getline(buf, sizeof(buf))) {
This solves the error you get with VS2013.
On Fri, Jul 4, 2014 at 1:57 PM, Colin McKay charna...@gmail.com wrote:
Hi,
I have built OSG 3.2.0 using CMAKE on a Windows
Hi Robert,
No problem at all, HTH.
Cheers,
Garth
On 04/07/14 23:46, Robert Osfield wrote:
Thanks for the testing and feedback Garth, much appreciated. No need to
run the overnight build as I'll be tagging 3.2.1 this afternoon
On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com
I was thinking about OSG renderer module for CEGUI, but I'm not sure how to
do it atm.
Can you please elaborate (as much as possible) what you mean by here is
need for the render class for osg though. Do you mean a module located in
CEGUI or OSG? If the latter, what do I need to take into account?
Hi Michael,
Do you mean a module located in CEGUI or OSG?
module in CEGUI and calls there are made to osg
My thought is this: osg is somewhat similar to ogre in many respects.
So it is possible to take ogre renderer and to try to replace calls to ogre
with similar calls to osg ( mostly the
what happens if you change your coordinates of using Vec2Array to Vec3Array
(it is still in 3d regardless of your 2D HUD projection, so just set Z to
zero)?
Nick
On Fri, Jul 4, 2014 at 3:20 PM, Andrés Barrionuevo abarrionu...@gmx.com
wrote:
Hello there!
I've struggling a while with the
Hi Joe,
is this for .NET Form? (C#,managed C++???)
if so, have a look at the osgMFCViewer how it is done, you can achieve it
same way. The basic is to get the windows handle of your form (the HWND)
and to pass it on in the traits as inheriteddata . If you provide a code
sample I might help you
thanks.I see.I will post an attachment when i finish the
sscce.-- Original --
From: Solkar Graphicssol...@freenet.de
Date: Fri, Jul 4, 2014 08:53 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: Re: [osg-users] how to get the real world coordinates(x,
31 matches
Mail list logo