Getting this error while trying to build OSG trunk on all platforms and
targets on our build system:
.\daeReader.cpp(298) : error C2039: 'data' : is not a member of
'std::vector_Ty'
Builds ok with VS2010 though. Anyone have any inkling of what's up?
--
Chris 'Xenon' Hanson, omo sanza
Anyone else encountering this? I have no clue, we're just trying to
batch-build.
d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgplugins\osc\osc\OscOutboundPacketStream.h(101)
: error C2535: 'osc::OutboundPacketStream
osc::OutboundPacketStream::operator (osc::int32)' : member
just refrain from building this plugin, but
I like to provide the most complete builds I can.
On Sat, Jan 5, 2013 at 12:35 PM, Chris Hanson xe...@alphapixel.com wrote:
Anyone else encountering this? I have no clue, we're just trying to
batch-build.
d:\osg\trunk_vs9_x64_debug\src\osg\trunk
You can get an OSG 3.0.1 pre-built OSX binary from my site:
http://alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
You'll need a 7zip extractor to uncompress them:
http://www.macupdate.com/app/mac/19139/ez7z
I can't help you a whole lot as I am not a Mac developer myself, but
Sounds awesome. I should re-take some of those.
All of our resolutions should be, henceforth, to never use the OpenGL FFP
ever again!
Except when the client demands it because the Client Is Always Right Except
When They're Not.
On Wed, Jan 2, 2013 at 9:49 AM, Jeremy Moles cubic...@gmail.com
I'm sure everyone, like myself is recovering, and playing, and spending
non-work time, but I wanted to give a shout-out to everyone for a great and
prosperous 2013.
I'll be posting some cool OpenGL and OSG-related projects and whitepapers
and stuff in the next couple of weeks (I'm slow...) so
What do you mean by the OSG Wizard?
On Thu, Dec 20, 2012 at 12:09 PM, Joe Smith deleteallus...@gmail.comwrote:
Hi,
I have compiled the source on Windows 7 using MSVC 2009
However, I can't figure out how to get the OSG Wizard working.
Can someone help me
Thank you!
Areal :O
Since we make OSG binaries, we thought we'd make some Qt binaries
available for download too:
http://alphapixel.com/content/download-qt-binaries-free
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene
Have you examined the image files (.PNG or .JPG) that it exported along
with the .OSG file? Are they damaged?
On Fri, Dec 7, 2012 at 10:09 AM, Maia Randria
veneree.randrianari...@crulrg.ulaval.ca wrote:
Hi,
I have a strange color change when exporting an object from 3DS Max 2013
to OSG.
At this time, we are still working on this.
On Sun, Dec 2, 2012 at 11:24 PM, Mu Xing szzx...@gmail.com wrote:
Hi,
Chris Hanson,do you have build osgearth for android?
If you have finished,could you send me an email?
Thank you!
Cheers,
Mu
--
Read this topic online
We're working on producing a standard set of 3rdparty libs and precompiled
OSG and osgEarth. It's taking some time though.
On Thu, Nov 29, 2012 at 6:31 AM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Hi,
you'll have to add all needed libs to your ios-app. Most notably
Cool looking stuff! Keep up the good work.
On Thu, Nov 29, 2012 at 6:00 PM, Terry Welsh mogu...@gmail.com wrote:
A little more blatant self-promotion here. I just released the first
playable demo of my OSG-based game. Check it out if you want to see some
crazy OSG action.
OpenGL 4.x also has extensions which permit an A-buffer implementation:
http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html
I've tested this example (and fixed some of the source), but I have not
tried to implement it in OSG. The technique does work, and works well, if
You probably need to profile to see where you're spending your time. I'm
guessing it's the billboard matrix transforms. You might have to write some
custom shaders to make it more efficient.
On Mon, Nov 26, 2012 at 8:22 PM, 张现法 zhang_xia...@tom.com wrote:
Hi all:
I'm begin to study 3D
AlphaPixel's builds will probably support VS2012 in the near future, but
I'm not ready for the pain yet.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL
I have a small application build on desktop using OSG with OpenGL2 version.
I will get ready to render 3D models (with full texturing, lighting etc )
from 3DSMAX (Exported as .OSG from Max using OSGExporter). As this
supports Fixed Function Pipeline the desktop application is able to render
these
I completed osgAndroid Example with GLES1 successfully. If I try to run
the same example with OpenGLES2 then the OSG model is not rendering. If I
add the following code then I am able to see the model on my device.
This is normal.
1) Why should I add the shaders in OpenGLES2 to display
I've encountered a strange behavior when loading a client-supplied FLT
file and I haven't been able to drill down and find an explanation. I think
I know what must be happening, but I can't find any mechanism to explain
how.
The customer has a TXP database which refers to a FLT model. The FLT
Mon, Oct 29, 2012 at 5:24 AM, Dmitry K. zzfi...@hotbox.ru wrote:
We have scene graph node position - 32 bit integer. We walk through
terrain meeting some trees, houses while sectors ahead are loading on a
background and then the position of a player and 3d objects becomes maximum
integer
Yes, cloning entity and setting linewidth to higher number works, only
problem is with cloning big entity, its slow operation for realtime
highlighting. I was wondering if this can be achieved without cloning
entire entity.
Well, if you can use shaders or stencil buffers, you could write
On Wed, Oct 17, 2012 at 9:18 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Take a look at the createAxis() in the osgbillboard.cpp file for the
osgbillboard example. There's code in there to set linewidth...
Rather than altering the model (which break
I've also done some work toward pure EGL support, intending to improve
support for Android in OSG. How far along is your EGL work? I've got most
of the EGL context and surface management done in implementations of
osg::GraphicsContext::WindowingSystemInterface and
osgViewer::GraphicsWindow.
call textLabel-setText(strTmp);
instead of update()
Also, you may need to set the dataVariance on the osgText to Dynamic.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene
I'm very confused. Can anyone tell me what dependencies turn on particular
features of OpenSceneGraph?
For example, CMake told that it couldn't find DirectInput. Does it mean
that I have to download the whole DirectX SDK?
If you want DirectInput support. But there isn't much that uses it.
my current system is running with a X11, but it would be nice just to kick
it?
Did you get it running without x11?
Yes. However, there was a lot of OSG Windows and Linux support code that
needed writing and updating in order to support pure EGL calls (instead of
EGL calls that also rely on
On Mon, Oct 8, 2012 at 10:49 AM, Marius Noller
fixed-term.marius.nol...@de.bosch.com wrote:
XScreenOfDisplay
This is from XLib. Are you linking with XLib? I did OSG / OGLES2
development on the iMX51 platform. We were running without X, so we had to
take other difficult measures. Do you have
We are working on this right now. You may want to just wait a few weeks,
as there will likely be a number of changes to assist the build process
shortly.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene
On Thu, Oct 4, 2012 at 9:33 AM, Chris Hanson xe...@alphapixel.com wrote:
So, do we have any Germans who could give me a hand liasing with
Stuttgart? Just the time difference makes it awkward for me in the western
US.
Well, since nobody has volunteered, I will try to contact them
I've been working with glslDevil a while ago and found it really helpful
up to the point where it didn't support anything beyond GLSL 1.2.
You got it to work better than I did. ;)
Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer
and replied to your request.
You
So, do we have any Germans who could give me a hand liasing with
Stuttgart? Just the time difference makes it awkward for me in the western
US.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
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On Thu, Oct 4, 2012 at 12:48 PM, Preet prismatic.proj...@gmail.com wrote:
By default some of the parameters of a camera are computed based on
the contents of a scene (like the near and far plane). Camera
manipulators will also behave differently based on the placement of
objects in the scene.
I wanted to avoid specifying the near/far planes manually since the
behaviour without the Earth surface geometry is perfect as is. I don't
care about the overhead of drawing the surface geometry since its so
simple, and I don't want the scene graph to account for the surface
geometry (outside
May be you can take a look at apitrace. The sources are available at
git://github.com/apitrace/apitrace.git
and that is and stays open source.
Thanks. To me, APItrace looks functionally similar to gDebugger.
GLSLdevil is a whole different class of GLSL debugging.
Greetings
Mathias
Does anyone here on the list know any of the folks involved in the
glslDevil project:
http://www.vis.uni-stuttgart.de/glsldevil/
This seems to be one of the few prospects for a cross-platform (Linux and
Windows anyway) GLSL source-level debugging tool. It was not released as
open-source, but
Update your gfx driver and see what happens.
Perhaps you map file is built using an OGL feature your current driver
doesn't support. Maybe NPOT textures or something?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
We have had OSG embedded in our application for some time now. Our
current version is 2.8.1. We had been running on Windows XP Pro until
recently when we installed our application on a Windows 7 laptop (32Bit).
There were a few very minor glitches that we corrected. More recently we
On Tue, Sep 25, 2012 at 7:26 PM, Michael W. Hall hal...@att.net wrote:
Well I have my application displaying maps. I also believe that I have
some DTED data loading. Now I would like to have the lat/long and
elevation display in the status bar. My question is how do you get the
position
See my previous post.
The template compile errors that I'm getting are strange. Perusing the
forum, I did find something similar when someone was compiling osgPhysics
against OSG...
I didn't find it at a quick glance. Can you email it to me privately?
--
Chris 'Xenon' Hanson, omo
On Fri, Sep 21, 2012 at 3:45 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
I have version 0.9.12 which should compile against OSG 3.0.1. Perhaps
I'm not using CMake to generate the projects correctly.
It's pretty straightforward if you've build OSG
On Fri, Sep 21, 2012 at 12:15 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
1) **Does the latest SVN of VPB compile on Windows 7 using Visual
Studio 10 and OSG 3.0.1? I’m having major issues getting it to compile in
this environment.
2)
On Thu, Sep 13, 2012 at 12:07 PM, Craig Hicks craighi...@simstaff.comwrote:
Hello dear OSG-community,
I have a direct position for a simulation client of mine that can be done
off-site. This is for a solid OSG programmer in the simulation arena.
Salary is open at this point so if you are
On Mon, Sep 10, 2012 at 8:35 PM, Randall Hand randall.h...@gmail.comwrote:
I'm experimenting with OpenScenegraph for a new project, and I've build a
simple application that opens 2 viewer windows, and places 3 teapots in
them (using the teapot object from the osgteapot example), translating
It's better, but still slower than I'ld expect. Hovers now around
100-110fps.
Something in the back of my mind makes me think the Teapot is using a
really poor geometry representation that forces OSG onto old, slow OpenGL
code paths. I didn't actually see the vertices or polygons in the OSG
On Mon, Sep 10, 2012 at 10:04 PM, Randall Hand randall.h...@gmail.comwrote:
hrm.. Well, I'm using the osgteapot example code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp),
that i modified to use basic front/back emissive materials
On Thu, Aug 30, 2012 at 2:42 PM, Michael Weiblen mike.weib...@gmail.comwrote:
yes, I bought one.
Beware, it is not one-size-fits-all
-- mew
I need bleach for my mind's eye now.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training •
There's always Bullet/osgBullet, but that might be overkill.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES
As the libRocket integration is already implemented in the dtEntity
project (code.google.com/p/dtentity), I'd love to make use of the
existing one and avoid re-inviting wheels unless I myself just have
different demands of the same library. So that's why I exclude libRocket
from my TODO
On Fri, Aug 24, 2012 at 6:56 PM, Michael W. Hall hal...@att.net wrote:
My application uses Qt. Currently I have it just reading a .ive file
when it starts. This .ive was generated from the BMNG. I would like to
keep using this for the app, and apply my maps to it.
If you still have the
On Fri, Aug 24, 2012 at 8:27 PM, Michael W. Hall hal...@att.net wrote:
The DTED data I have has the .dt2 extension. Can osgEarth load that or
do you have to modify it somehow?
This is DTED, level 2. According to GDAL, which osgEarth uses:
http://www.gdal.org/frmt_dted.html
it should
http://www.opencsg.org/
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS •
On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net wrote:
I have a little alpplication I am doing to learn OSG. I have also read
the OSG 3.0 for Beginners book. It has been helpful in learning more about
how OSG works.
I have generated an earth.ive database from the BMNG east and
I've made some additions to Mike Weiblen's osgVRPN plugin as part of a
summer project. This mostly consists of new Tracker and Manipulator
classes that make it easier to navigate through a model with the tracking
data. Is there any process I can go through to see if these changes can
get
I use PagedLOD to manage the display of large amount of data. To avoid an
overload of GPU memory, I would like to force OSG to remove these pagedLOD
when inactives.
I know the setTargetMaximumNumberOfPageLOD enable to disactivate the use
of pagedLOD in cache for all application.
But what I
We have a database whose scenegraph configuration is pretty flat and
I was wondering if it is possible to use VirtualPlanetBuilder to put our
existing openflight database into VPB's quad tree format. As well as
utilizing vpb's other features?
No. VPB is only meant to consume and
On Fri, Aug 10, 2012 at 3:10 PM, Trystan Larey-Williams trys...@trystan.org
wrote:
For what platform? A google search will turn up a bunch. Even for the iPad
there's GLSL Studio. However, I have yet to find a good open source one
that is consistently updated for Linux.
If anyone knows how
On Thu, Aug 9, 2012 at 9:27 AM, Felix Meißgeier felixmeissge...@web.dewrote:
Hey Robert,
I think openscenegraph.org is actually down again. Do you know when it
will be reachable again? I wanted to read the
CameraControlFindingWorldCoordinates tutorial...
Use the Force... err, the Google
- when this PagedLod is needed for display, it is loadded and displayed
- when this PagedLod is no more needed for display, it is deleted from CPU
memory and GPU memory, even if the OSG_MAX_PAGEDLOD is not reached
For this particular node, you might attach a cull callback to the
PagedLOD,
On Tue, Aug 7, 2012 at 10:23 AM, Sergey Polischuk pol...@yandex.ru wrote:
In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color
gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform
too. Check gles 2.0 spec.
Use your own varyings and attributes, use your own
On Mon, Aug 6, 2012 at 5:49 AM, Frank Kane fk...@sundog-soft.com wrote:
I've soft-launched a public beta of our SilverLining sky, 3D cloud, and
weather SDK for the Android platform. OpenSceneGraph has always been the
most popular framework with our PC-based customers, so I'm reaching out to
I looked and analysed some articles about generation procedural trees.
I prefer this article. This is easy to implement and gives more realistic
results.
About project this is personal and will be open source. For everyone who
uses OSG in their projects.
f you have some ideas or work
I implement a readerwriter plugin to read .las file which
contains tremendous amount of points . so i want to use progressbar to
tell the user how much points i have read .
anybody can tell me how to do?
Counting points isn't feasible, but counting progress through the input
On Tue, Jul 3, 2012 at 1:54 AM, Jordi Torres jtorresfa...@gmail.com wrote:
Hi Chris,
Use the Google cache. The original wiki seems to be getting over-run by
crap now.
Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
doublechecked the IP's and all of them belong to
Nope, they are not posting spam, but eating all the resources of the trac
til the extenuation. But it seems they are not following the rules of the
game w.r.t robots.txt. Our trac is not working well since a couple of years
ago, so any overhead on the server results in a fall down of the
What's the best way to render a terrain given an elevation model (DEM) and
an orthophoto (texture)?
VirtualPlanetBuilder or osgEarth.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open
On Mon, Jul 2, 2012 at 10:51 AM, wang shuiying
shuiying.w...@fu-berlin.dewrote:
Hello,
The scene graph structure is as following:
Nodes B and C are children of Transform Node A. Node A is attached to two
camera nodes CamA and CamB(pre render).
I want CamA to be able to render B and C, but
On Mon, Jul 2, 2012 at 4:06 PM, Michael Hall hal...@att.net wrote:
Where do you get Virtual Planet Builder from now? I do not see the SVN
link anywhere. I apologize if has been asked I probably missed it.
Please post again.
Spam. Do not visit this link.
On Mon, Jul 2, 2012 at 3:18 PM, m...@arne-kreutzmann.de wrote:
http://newmodeluk.com/time.php?ocean208.png
___
osg-users mailing list
osg-users@lists.openscenegraph.org
On Tue, Jun 26, 2012 at 2:41 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Chris,
You do know we already have a cafepress entry for OpenSceneGraph:
http://www.cafepress.co.uk/openscenegraph
Nope. I didn't. ;) Saves me the trouble.
Everybody go buy yourself some OSG swag!
--
Hey, I just finished setting up a CafePress store for AlphaPixel apparel
and logo stuff (mostly so I could make myself some).
http://www.cafepress.com/alphapixel
I set the margins down really low, so I think I get about 50 cents of
profit on typical items, but if any of you want to show your
On Wed, Jun 20, 2012 at 10:49 AM, Paul Martz pma...@skew-matrix.com wrote:
Hi Chris -- About 5 years back, I was doing quite a bit of work with FLT
light points in OSG and don't recall ever encountering an issue with
near/far computation. If there is an issue with it, it's new since I last
Had someone consult with me off-list about an issue involving near/far
computation that boiled down to an issue occurring when certain models are
paged into the OSG scene. The user is fairy certain the issue arises when
multiple LODs and Light Points are present in a FLT file. I suspect that
I also have binary builds of VPB (and osgEarth, osgEphemeris, osgOcean,
etc) available for my paying clients, typically on all 3 major platforms,
both Windows compilers, 32 and 64-bit.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training •
It's likely that this software satisfies too small of a niche to be
included anywhere in OSG, but that would be fine by me.
It's Robert's call, but I wouldn't be opposed to seeing it integrated
into OSG somehow. I don't know how it operates, so I don't know if it's a
OSG-style loader
It sounds like Antonio might be using some VTK code that is converting
volume data, perhaps by marching cubes or the like, into renderable
polygonal geometry.
In which case, to use osgVolume, you want to feed it the original DICOM
data you passed to VTK, not the data VTK produced for you. In
I am able to render it but frame rate is slow. I'd like to improve
performance using back face culling. The point is I don't know how to
activate it (if it is possible):
I tried with these lines of code but frame rate is still low:
osg::StateSet* ss = _root-getOrCreateStateSet();
On Sun, May 27, 2012 at 10:45 AM, John Moore kahar...@gmail.com wrote:
Hi,
I am developing an application for iPhone and iPod touch using
OpenSceneGraph. In origin I written my own shaders and I used to control
light using a uniform. It was working. Now I wanted to switch to use
osg::Light
I am creating a scene in which there will be two geometries connected by a
tube. The geometries can move around in between frames, so the tube must
also move and resize. The way I am trying to do this is to have a geometry
for a tube of unit length and diameter. Then, if the position of
I wonder if we can have someone check for 139.com addresses in the
subscriber base, and remove them.
--
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Training • Consulting • Contracting
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AssImp exports a few:
http://assimp.sourceforge.net/main_features_export.html
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
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GLSL • OpenGL
The Z buffer wasn't explicitly set in the blackberry utils... I played
around with the screen modes and EGL attributes (used RGBA and had
to specify a 24bit depth buffer with 8 bit stencil) and now it works!
Yup. Exactly my experience.
It's a bit slow on the device with higher poly
It looks like backface culling is off (GLES2 does have back face
culling). Turn this on.
It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context poorly via EGL. On some
Adreno GLES2 devices I've used, I had to drop down to a
http://assimp.sourceforge.net/main_features.html
Anybody used this?
Might be interesting to begin an optional plugin to load files via this
library, if you have it. Some of its importers might be more modern or more
fully fleshed out than some of our native ones.
--
Chris 'Xenon' Hanson,
You either need to write your own GLES2 shader (that's GL2 you have
above) or use a shader gen tool that will generate one for you on the fly.
Where did the shader, above, come from?
--
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Training •
When you load data from a file like an obj using the function
osgDB::readNodeFile is there any way to access the arrays containing vertex
coordinates, normal coordinates and texture coordinates associated to the
object? I want to design a way to detect which rendered object user is
touching
In my investigation, Proland is based on an OpenGL C++ wrapper known as
Ork. It is not OSG.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
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Questions are as follows;
- Is it possible to develop realtime rendering( not need high level
rendering, just game rendering level ) with shadow using OSC?
Yes.
- If it is possible, how can I get sample codes or documents?
Look at the examples, specifically the osgshadow example.
On Wed, May 16, 2012 at 5:14 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote:
Hi All
A game I developed originally on iOS for AppToyz has now been successfully
ported to Android and is available on GooglePlay
Also, consider using osgEarth.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging •
On Mon, May 14, 2012 at 4:25 PM, Sean K sk92...@gmail.com wrote:
I have two machine that are trying to open the same set of generated OSG
files.
OSG doesn't even use anything newer than OSG 2 unless you go WAY out
of your way to make it do so.
You should probably crank up the OSG
On Thu, May 10, 2012 at 7:32 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi,
**
I am looking at getting a couple of laptops with Nvidias 'Optimus'
switchable graphics and AMDs equivalent.
My hope is to be able to manually switch between the two so I can test
The No match error suggests to me that you're on some kind of UNIX-style
system, and that the command line shell is trying to do regex-style
substitution for you with the square brackets. For example, in some
command shells rm [ab].txt would delete files called a.txt and/or b.txt.
Are you using DrawInstanced?
--
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http://www.alphapixel.com/
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2) In CMake, there is also an option to disable the fixed-function
pipeline. I am interested in trying this. Will it effectively disable a lot
of OSG functionality?
Yes, almost everything that isn't 100% shader based.
3) I'm looking for options here to create x64 build configurations,
To delete the same text I've tried the following code but it's not working
for me:
osg::ClearNode* clearNode = new osg::ClearNode;
clearNode-addChild(tankLabelGeode);
I'm not sure where you got the idea to use clearNode. Go read the
documentation of what it does. It's not what you need.
error C2039: 'setNodeMask' : is not a member of 'osgText::Text'
My mistake. Do setNodeMask on tankLabelGeode. osgText class is not derived
from the Node class, but the Geode is.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
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I'm using Wordpress for the blog on my own site, and I like it a lot,
but I don't think it's the right thing for the OSG website. The OSG
site requires a more general content management system, but Wordpress
is a CMS very focused on blogging.
The continuum of CMSes seems to align along
I can no longer reach the web site for glslDevil:
http://www.opengl.org/wiki/Debugging_Tools#glslDevil
Can anyone else, or does anyone have a recent binary of glslDevil for
Windows? I'm on Win7/64.
Failing that, does anyone else have a working method they've used for
single-step
So it sounds like your question is how do I make osgText objects
disappear when I want them to?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 •
On Tue, May 1, 2012 at 7:25 PM, David Fernandes
davidmfernan...@gmail.comwrote:
Hi Chris,
Yes, that's what I'm trying to do.
Ok. How are you trying to hide the text NodeMask? osg::Switch?
Adding/removing the nodes themselves?
--
Chris 'Xenon' Hanson, omo sanza lettere.
These are the errors that Virtual Planet Builder now generates when
compiled against OSG 3.1.3 (on Windows):
... 2 BuildOptionsIO.cpp
... 2BuildOptionsIO.cpp(494): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2BuildOptionsIO.cpp(494): error C2065: 'BEGIN_BRACKET' :
undeclared
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