[osg-users] Allocating osg::image from my own data buffer

2016-08-22 Thread Bruno Oliveira
Hello, the following code block is creating an image from a buffer I own. This does not allocate a new buffer, but assumes my buffer will not be deallocated. How do I create a new, independent osg::Image copying data from my buffer to an internal array? osg::Image img = osg::image();

Re: [osg-users] Ubuntu build failed the latest from github

2016-08-22 Thread Trajce Nikolov NICK
Thanks Robert! On Mon, Aug 22, 2016 at 8:58 PM, Robert Osfield wrote: > HI Nick, > > I haven't had a chance to fix the old Inventor plugin, as you'll note > from the warnings it's still tied to the dprecated_osg::Geometry which > I have now removed in git master. > >

Re: [osg-users] Ubuntu build failed the latest from github

2016-08-22 Thread Robert Osfield
HI Nick, I haven't had a chance to fix the old Inventor plugin, as you'll note from the warnings it's still tied to the dprecated_osg::Geometry which I have now removed in git master. For the time being just comment out the Inventor plugin or set the include path to empty for Coin to prevent the

[osg-users] Ubuntu build failed the latest from github

2016-08-22 Thread Trajce Nikolov NICK
Hi Community, after a long journey with OSG on Windows, I am now back to Linux development I have clean install and the latest from github. Here is where it fails (any clue?): In file included from /home/trajce/dev/osg/src/osgPlugins/Inventor/ConvertToInventor.cpp:79:0:

Re: [osg-users] Strange problem with QT, OSG and osgdb_dae.so

2016-08-22 Thread Gianni Ambrosio
Hi All, I can load COLLADA models with osg dae plugin in a Qt application correctly. Cheers, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68435#68435 ___ osg-users mailing list

[osg-users] Trouble with NodeMask and shadows

2016-08-22 Thread Werner Modenbach
Hi! I have a little issue with a scene with shadows. I need to have within a scene that has shadows an object that doesn't cast and doesn't receive shadows. Here is what I do: constintReceivesShadowTraversalMask=0x1; constintCastsShadowTraversalMask=0x2;