Thanks, Chris,
After reading your reply, I double checked my environment variables. I
really made a low-level mistake that I mixed 32-bit 3rd party binaries with
64-bit OSG.
Thanks a lot.
Glen
On Thu, Oct 30, 2014 at 9:27 PM, Glen wrote:
The application can't be launched(0
On Thu, Oct 30, 2014 at 9:27 PM, Glen wrote:
> The application can't be launched(0xc07b)
Probably you are mixing 32-bit and 64-bit binaries (EXEs and DLLs).
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I am developing an application that using osg 3.2.1 with mfc( visual studio 2013 ) When I test the example osgviewerMFC, it produce some memory leaks. After googling... I found the leaks are caused by false positives. But I couldn't find How to fix it.. Please Help me to fit itthanks.__
Hello everyone,
I met a strange problem. Below are the steps I operated.
1. Finished the building process of OSG 64 bit ( In CMake GUI,
select Visual Studio 2012 64 ,then started building in VS2012 )
2. Open command prompt window, set environment variables to correct
values,
Hi Anton,
nothing prevents you to use the same code with osg
just get
osg::Matrixd viewMatrix=osgcamera->getViewMatrix();
osg::Matrixd projMatrix=osgcamera->getProjectionMatrix();
GLint viewport[4];
viewport[0]=osgcamera->getViewport()->x();
viewport[1]=osgcamera->getViewport()->y();
viewport[2
Hi Liu,
3.3.1 is the version of developer release. I suggest you to resolve
this problem by using stable release version, such as 3.2.1.
Glen
Hi,
I tried to use the source of trunk (3.3.3) of osgConv to convert fbx, but it
crashed in function resolveBindMatrices of osgdb_fbx:
The code i
Hi,
I would like to calculate the scale of a pixel. In a program in OpenGL, I hate
it posted a Function. How can I make it for OSG?
Code:
Public Function get_Massstab() As Double
Dim modelmatrix(15) As Double
Dim projMatrix(15) As Double
Dim viewMatrix(3) As Integer
Dim tx1 A
Robert,
I think I get your point, but just to be sure.
Dealing with double precision data involves:
- the native data (double precision), stored in an osg::Vec3dArray,
attached to an osg::Geometry object,
- the data reduced to floats, stored in the _vertexArray member
variable of the osg::Geometr
Hi Robert,
Unfortunately I can't do that way because I have one uniform for multiple
positions. And I fill this uniform with positions of objects not culled. So it
changes according to the camera.
Thank you again.
Cheers,
Olivier
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Read this topic online here:
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Hi Olivier,
Could you not just share our osg::Geometry between multiple subgraphs, with
each subgraph defining the Uniforms as required?
Robert.
On 30 October 2014 18:20, Olivier Migliorini
wrote:
> Hi Robert,
>
> Thanks for answering.
>
> In a single osg::geometry, I have several instances of
Hi Robert,
Thanks for answering.
In a single osg::geometry, I have several instances of a same object.
In a cull callback I fill several uniforms corresponding to the positions of my
object's instances if they are not culled, and set the right number of
instances not culled to each PrimitiveSet
Hi Robert,
> For instance for GIS whole world databases the usual way to manage things is
> to load the data in doubles then transform to a local origin and reduce any
> vertex data from doubles to floats in the process and store this data in
> straight osg::Vec3Array in an osg::Geometry. You the
Hi Émeric,
How to manage doubles in source data will depend on what type of data you
have and how to want to use it in your application. It's potentially a
very open ended topic so one can't really give simple answers, as their
will be a different answer to each type of domain you are working wit
Hi Oliver,
Could you roll back a bit and explain what your are trying to achieve,
rather than explaining how you have already chosen to solve it. It may
well be that there is cleaner way to implementing what you want to do
without the need for callbacks.
Robert.
On 30 October 2014 15:03, Olivie
Hi,
I have to deal with double precision data files.
By contrast to what's stated in [1], it seems to me that osg::Geometry
can be passed double precision vertex data. At least in OSG 3.2.1 that
may have fixed things since then. Allright. Great. But e.g.
osgUtil::SmoothingVisitor fails to compute
Hi everyone,
I have read about how to set uniforms in a node cullcallback.
Code:
class LightingCullCallback : public osg::NodeCallback
{
std::unordered_map>
mCullVisitorStateSetMap;
public:
LightingCullCallback (int maxLightNb){}
virtual void operator() (osg::Node* node
Hi,
I tried to use the source of trunk (3.3.3) of osgConv to convert fbx, but it
crashed in function resolveBindMatrices of osgdb_fbx:
The code is:
Code:
nodeNames.insert(it->second->getName());
Which seems that there is no name node.
The fbx sdk version is 2015.1.
I attached a fbx file here
Hello Sebastian,
To compile X64 OSG, I found an important step to notice is that after
click "configure" button in CMake and select the option of Visual Studio 2012
64, then CMake configure setting for X64 compiling.
Hello Sebastian,
My development environment: Windows 8.1 , Visu
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