Hello,
On 02/10/2019 15:23, Trajce Nikolov NICK wrote:
> Hi community,
>
> I am struggling with the design of such a task. And I am a bit
> familiar with Qt and other UI frameworks. The task is to embed the
> whole Qt framework into OSG - including the event processing and let
> OSG render ( thro
On Thu, 13 Sep 2018 at 14:45, Scott Schultz wrote:
> ;tldr version:
>
> Given a start point and end point, can OSG give me a list of collisions
> with geometry along the specified line segment?
>
>
Sure it can do that. There is even an example in the repository for it:
https://github.com/opensce
On Sun, Mar 11, 2018 at 9:18 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hello Community,
>
> I carry this idea with me from my UNI days (which is about 20 years ago)
> and since recent it was just an idea. Over time it was even close to get
> some funding but it did not happ
Hello,
On Mon, Oct 23, 2017 at 12:03 PM, Gianluca Natale
wrote:
> Hi all,
>
> We have the requirement to implement VR in our applicaton, that is
> currently completely based upon OSG 3.0.1 (I do know that it is a bit old,
> yes!).
>
> Specifically, we would need to support HTC VIVE VR displays.
On Tue, Oct 10, 2017 at 11:11 AM, Jai Singla wrote:
> Hi Chris,
>
> Yeah correct. we have some engine models designed in CREO SW in which all
> parts are explicit modeled. Now , How we can achieve exploded view and
> again parts assembly and experience it using HMD devices?
>
> Any video recordin
On Mon, Jun 26, 2017 at 4:07 AM, Chris Hanson wrote:
> Magnum looks pretty cool. I'd be a little worried about the maturity of
> the codebase, but if it does what you need, try it out and let us know how
> it compares.
>
I have looked at it as well, but it looks very much like a one-man project.
Hello,
I am sure Robert as the project's leader could give better answers, but
here is what I have learned in my use of OSG over the years.
On Fri, Jun 23, 2017 at 12:33 AM, Andy Somogyi
wrote:
> Hi All,
>
> We're evaluating using OSG as a possible graphics backend for our
> real-time physics s
Hello,
On Thu, Apr 27, 2017 at 11:03 AM, Fabien CLaudot wrote:
> Hi,
>
> We have a crash in OSG in the following setup :
> - Microsoft Surface Pro 4 with Windows 10.
> - Application is displayed on a deported screen using a Display link
> adapter (Main screen is off).
>
>
>
On Thu, Mar 9, 2017 at 2:56 PM, Johny Canes wrote:
> Stop attacking me though lol
>
Nobody is attacking you. I suggest that if you want to be taken seriously
then you should stop acting like a petulant, immature child. Insults and
constant profanity whenever something isn't to your liking are no
On Wed, Mar 8, 2017 at 5:05 PM, Johny Canes wrote:
> Dude shut the fuck up lmao
>
How old are you, Johny?
*facepalm*
J.
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On Thu, Mar 2, 2017 at 3:37 PM, Robert Osfield
wrote:
> It looks like there is an error relating to the osgQt module/cmake's
> Qt4Macros. Either Cmake or Qt might have changed since we made the
> 3.4.0 (a year and half ago.), or perhaps debian's combination of these
> wasn't tested during the OS
Hello Rodrigo,
On Wed, Mar 1, 2017 at 10:57 PM, Rodrigo Dias wrote:
> Without clear instructions for Linux starters, I first downloaded the
> OpenSceneGraph-3.4.0.zip. Then I unzipped it and tried to compile using
> make/cmake. No success. Then I tried sudo apt-get install
> libopenscenegraph-de
On Thu, Feb 23, 2017 at 12:31 PM, Johny Canes wrote:
>
> Meh
>
> On first sight this place looks kind of meh. It doesn't seem to facilitate
> anything. Take it from me, I saw this place as an anthill. I wanted to drop
> my shit, get condescended by Robert.
Maybe if you cut down on the ego tripp
On Mon, Feb 20, 2017 at 9:34 AM, michael kapelko wrote:
> Hi.
> I would says from my personal experience that stackoverflow is a great
> place to find answers to common questions and, what's more important, to
> see most upvoted answers.
> Mailing list/forum doesn't have that.
>
> I would also sa
Hello,
On 17/02/17 20:23, Johny Canes wrote:
> Hi,
>
> It's a bit of a ruty archaic combo - a phpbb forum backed by a
> mailing list. Nobody has any respect for this place, meaning
> everybody just posts questions instead of searching for a generic
> problem domain.
>
> Thank you!
What makes yo
On Fri, Feb 10, 2017 at 2:23 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Jan .. Yes indeed, this become OSVR specific .. I will write you
> off-list
>
OK, no prob.
BTW, Ryan Pavlik, the CTO of Sensics is probably on this list too, he is
the best authority on OSVR :)
I did my home work, web search for answers but no luck. Anyone with
> steps/hints how to make these working together with the OSG
> OSVR-Tracker-Viewer? Or links?
>
> Thanks a lot
>
> p.s. Jan Ciger? :)
>
What exactly are you fighting with?
I don't know much about the H
Hello,
On Mon, Jan 30, 2017 at 11:31 AM, Valerian Merkling
wrote:
> Hi,
>
> The StatsHandler shows me that I can never get more than 60.00 fps.
>
> I'm mostly running at 59.96 or somethings like this, event with a small
> windows, basic textured quad and a NVidia quadro K4000.
>
> I made lot's o
On Tue, Jan 24, 2017 at 3:31 PM, Robert Osfield
wrote:
> The question is who subscribed supp...@godaddy.com? Do godaddy.com
> have some robot that goes around adding itself to public mailing
> lists? Someone playing games? Some kind of scheme to break things?
>
It could have well been even a
On Tue, Jan 24, 2017 at 2:53 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
>
> Since the member list of the mailing-list is not public, Robert needs to
> check if there is some account registered matching the description.
>
> Cheers
> Sebastian
>
>
Well, considering for how
On 06/01/17 10:02, Sebastian Messerschmidt wrote:
> Are you by any chance Rambabu's little brother?
> ...
> Cheers
> Sebastian
More like a teammate on a student project.
J.
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On Tue, Jan 3, 2017 at 1:49 PM, Rambabu Repaka
wrote:
> Hi,Iam using osg 3.5.1 version Textures are not loading to the model it is
> showing Warning: [ReaderWriterOBJ::convertElementListToGeometry] Some
> faces from geometry '' were reversed by the plugin.I converted the model
> into .osgb forma
On Tue, Jan 3, 2017 at 1:57 PM, Rambabu Repaka
wrote:
> Hi,How to do Wet on the ground when raining in osg ?
>
Ehm, I am not quite sure what do you mean, but I assume that you want to
render wet ground. A big of googling would find this, for example:
https://www.fxguide.com/featured/game-enviro
Hello,
On Tue, Dec 13, 2016 at 4:18 AM, Ran Ling wrote:
> Hi, Jan, I've used osgopenvrviewer too.
> I have some troubles when I try to get a complete mirror on computer
> screen, not divided by left eye and right eye.Because main camera has been
> overwritten by the swap texture.
> Do you have a
On Wed, Nov 30, 2016 at 2:46 AM, Chris Hanson wrote:
>
> On Tue, Nov 29, 2016 at 4:37 AM, Jan Ciger wrote:
>
>> OSVR
>
>
> Wasn't my decision. Client already had Oculus support and just wanted to
> extend it to OpenVR via osgOpenVRViewer.
>
Ah ok, makes se
On Tue, Nov 29, 2016 at 1:01 AM, Chris Hanson wrote:
> Hey David. I'm working on a project that has both Oculus and Vive support
> via osgOpenVRViewer.
>
>
Any reason not to use the OSVR middleware instead of going directly to
OpenVR? It would give you much wider HW support, both for controllers
On 16/11/16 01:06, ZJ Tian wrote:
> Hi, Voerman,
>
> Glad to hear your idea.
>
> I previously made a mistake to assume that there is an automatic frame
> synchronization between the video card and the monitor. Now it appears not.
>
> I think it do will work by using the monitor's SDK.
> Thanks
On Tue, Nov 15, 2016 at 11:45 AM, ZJ Tian wrote:
> Hi, Jan,
>
> You lightened my way. That's the answer I think.
> I will try to work it out though you guessed correctly the display device
> I am unluckily using.
>
You are welcome.
Sadly, these problems are common. The hardware vendors will cl
On Tue, Nov 15, 2016 at 10:40 AM, ZJ Tian wrote:
> Hi, guys,
>
> I encountered a trouble with passive stereo using quadbuffer.
>
Duh, I am an idiot, should have read more carefully.
If your system uses passive glasses (the non shutter
Hello,
On Tue, Nov 15, 2016 at 10:40 AM, ZJ Tian wrote:
> Hi, guys,
>
> I encountered a trouble with passive stereo using quadbuffer.
>
That sounds like your display and glasses are not being correctly
synchronized to the graphic card. For stereo to work in a stable manner the
glasses must know
Hello,
On 02/11/16 22:05, Andrew Cunningham wrote:
> Hi,
> I am trying to build OSG 3.4.0 on Windows/Visual Studio 2015 using CMake to
> generate the projects.
>
> Everything works pretty well except the confusing settings for ZLIB_LIBRARY,
> ZLIB_LIBRARY_DEBUG,ZLIB_LIBRARY_RELEASE. Why 3 sett
On Wed, Nov 2, 2016 at 3:35 PM, Chris Hanson wrote:
> Is this something osgCairo ( https://github.com/cubicool/osgcairo ) might
> solve for you?
>
Love that TODO in the README!
However, be aware that when I have played with Pango/Cairo for OSG some
years ago for one of our projects, these lib
On Tue, Nov 1, 2016 at 9:35 PM, Erik Hensens wrote:
> Hello!
>
> I am having some trouble drawing text correctly in Arabic. I can get the
> Arabic letters themselves to show up correctly, but the letters do not
> connect together as they should.
>
> I am not an Arabic speaker, but my understandin
On Tue, Sep 6, 2016 at 7:45 PM, Megan Mason wrote:
> Hi ya'll!!
>
> I have experience in quite a few things, but graphs are new to me :O. I
> work in a call center and was asked to graph the following:
>
>
>
I think you want to look at something like Excel instead of OpenSceneGraph
:)
http://blo
On Wed, Sep 28, 2016 at 7:21 AM, Jan Cools wrote:
> Hi,
>
> This is a more high level software architecture question considering a
> combination of OSG with a RTOS. My application considers 3D visualization
> and navigation for automatic machine control. The machine control loop will
> be impleme
On Thu, Jul 21, 2016 at 7:04 AM, Zach Cregan wrote:
> Hi,
> ...
>
> Do I actually need to get this NVIDIA Nsight Tegra Visual Studio Edition?
> I haven't seen that dependency mentioned anywhere on the OSG website,
> forum, or through any Googling so I thought I must be doing something
> wrong.
Hello again,
On Mon, Jul 4, 2016 at 4:29 PM, Robert Osfield
wrote:
> Weird. I have just had a look t the source file the compiler is
> complaining about and it looks pretty standard.
>
> The gles plugin on Linux is not particularly large either. I can't see
> any obvious reasons why there would
Hello,
On Mon, Jul 4, 2016 at 4:29 PM, Robert Osfield
wrote:
> Hi Jan,
>
> On 4 July 2016 at 14:12, Jan Ciger wrote:
> > It was a fresh checkout from Github master from a few minutes ago. I have
> > modified the main CMakeLists.txt and added /bigobj, as mentioned in the
Hello,
On Mon, Jul 4, 2016 at 2:29 PM, Robert Osfield
wrote:
> Hi Jan,
>
> The gles plugin is a tool to aid conversion of fixed function pipeline
> scene graphs across to shader based ones compatible with GLES2, it's
> not specifically tied to GLES though and should happily compile and
> work wi
Hello,
I am updating my OSG at work and when building with the MSVC 2015, I am
getting this:
72>C:\R\Dependencies-x64-2015\OpenSceneGraph\src\osgPlugins\gles\OpenGLESGeometryOptimizer.cpp
: fatal error C1128: number of sections exceeded object file format limit:
compile with /bigobj
And the buil
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Hello,
On 24/06/16 20:32, Robert Osfield wrote:
> If you have a github account you should be able to login in with
> this account. Alternatively you can create your own account for
> Coverity.
I have logged in with my Github account, but unless some
Hello Robert,
On Fri, Jun 24, 2016 at 12:13 PM, Robert Osfield
wrote:
> Hi All,
>
> The Coverity Scan has picked up what it thinks is a defect in
> QGraphicsViewAdapter:
>
>
> https://scan9.coverity.com/reports.htm#v25753/p12834/fileInstanceId=5614557&defectInstanceId=1105702&mergedDefectId=124
On Mon, Jun 20, 2016 at 2:13 PM, Alberto Luaces wrote:
> Robert Osfield writes:
>
> > Thoughts?
>
> In my opinion, a new repo implies extra maintenance duties (even they
> are likely low), but cannot guarantee that it is synced or working with
> the latest OSG version, so it has a little added va
On Tue, May 17, 2016 at 2:35 PM, Daniel Neos wrote:
> Unfortunalety there is no feature "throw" feature. My class inherits from
> osgGA::GUIEventHandler and there is no setAllowThrow implemented, as far as
> I know.
>
>
And if I am zooming in, sometimes the effect gets worse and the camera is
> h
On Fri, Apr 1, 2016 at 4:45 PM, Christian Buchner
wrote:
>
>
> I've tried the OSG 3.2 branch and this version exhibited the same problem.
>
> Then I had a closer look at the BVH files supplied by that web site. I am
> finding that it defines
> rotational parameters always in the order Z, Y, X.
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On 28/03/16 03:08, 韩志平 wrote:
> HI:
>
> When I use osg, It cannot open include file’GL/gl.h’;NO such file
> or directory.
>
> System:Wince
>
You need to build OSG with OpenGL ES, not desktop OpenGL. Also,
Windows CE supports OpenGL ES only in the
On Wed, Feb 17, 2016 at 10:48 AM, Robert Osfield
wrote:
> Hi Igor,
>
> The description is useful. In general the OSG just passes along projection
> and view matrices directly to OpenGL. However, by default the OSG computes
> the near and far in the cull traversal on each frame and uses this to c
On Tue, Feb 16, 2016 at 6:29 PM, Robert Osfield
wrote:
> Hi Igor,
>
> The original thread dates back to 2011, FIVE years ago, it's about as
> stale thread as one can get, the orignal poster may well not even work at
> the same place or still use the OSG, so expecting a reply from them is
> rather
Hello Igor,
On Tue, Feb 16, 2016 at 12:51 AM, Igor Jurík wrote:
> Hi,
> I am solving very similar problem, I am rewriting opengl commands to OSG
> as you stated. Have you been successfull and solve problem with OSG
> matrices??
> ...
>
>
What sort of problem do you have?
Most of the discussion
On Mon, Feb 8, 2016 at 10:22 AM, Joe Kindle wrote:
> Hey guys
> So I'm looking for a good free 3d viewer for Android that can run osgb
> files
> Anyone has something to suggest ?
>
OSG is free, AFAIK. Just compile the Android version, then you should be
able to open your osgb files (that's. OSG
On Fri, Nov 20, 2015 at 9:37 AM, Björn Blissing wrote:
>
> This is a good idea, provided that you are able to send the HMD an image with
> higher resolution then the native resolution of the display. Otherwise the
> warping inside the FPGA will have too few pixels to work with.
>
> /Björn
Well
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Hello,
On 19/11/15 19:50, David Glenn wrote:
> Greetings All!
>
> I've been messing with Rift at work for some time now but mostly on
> Unity, so I wanted to get a feel of how others are out there and I
> did get a taste of OSVR at the razor booth at
Hello,
On Wed, Nov 18, 2015 at 12:41 PM, Anders Backman wrote:
> No one experienced that OSG consumes 3DConnexion messages until you move the
> window with the mouse, then auddenly messages related to the 3DConnexion
> Space Navigator starts coming in...?
If you don't want to battle Windows-spec
Hi,
On Tue, Nov 10, 2015 at 11:28 AM, Björn Blissing wrote:
> Hi David,
>
> I looked at it a couple of months back. My hope was to generalize my Oculus
> integration to be able to use OSVR as well. But due to lack of time and lack
> of an OSVR HMD for testing I had to abandon my efforts.
You d
On Mon, Nov 9, 2015 at 11:26 PM, David Glenn wrote:
> Greetings All!
>
> Is anyone experimenting with OSVR yet?
>
> I know that there is some Oculus stuff that people have tried with some
> limited success, but just wondering if anyone looked at it from the OSVR
> standpoint!
I am doing quite a
Hello,
On Mon, Nov 2, 2015 at 9:35 AM, Elias Tarasov wrote:
> Hi!
>
> Which is the best way of supporting joystick's input in modern OSG?
> OSG Cookbook says it's a Directinput 3rdParty lib, but looking into OSG trunk
> code it seems that last update was done 5 years ago. SDL was updated 5 mont
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On 20/10/15 20:56, Chris Hanson wrote:
> I could probably crank out a glTF loader in short work if anybody
> was interested. I haven't had any clients come forth demanding one
> yet, but it may happen. We'll see. Can't be any more complicated
> than CO
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Hello,
On 20/10/15 13:51, Christian Buchner wrote:
> Hi all,
>
> The Khronos group has published a specification for a data exchange
> and transmission format for 3D objects and scenes, it appears
>
> https://github.com/KhronosGroup/glTF
>
> I thin
See the FAQ:
http://www.openscenegraph.com/index.php/support/faq#HowdoIcaptureascreengrab
If you want to record a video, just record the individual frames into
files and then use ffmpeg utilities to combine these into a video.
If you don't want to do that, use Google - there are plenty of screen
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Hello,
On 29/09/15 12:22, Antoine Galluet wrote:
> Hi,
>
> Please tell me if you prefer me to post my issue in another thread
> to keep this one clean.
>
Please, don't hijack threads with unrelated issues. Make a new
thread/topic.
> I'm starting w
On Sun, Sep 27, 2015 at 9:28 PM, Garth D
wrote:
> As a side note, I have to say that I am really liking the ability to hang
> Uniforms off arbitrary parts of the scene graph- generally on Geometry or
> Groups depending on the scope that I need the Uniform to cover. It's really
> a very nice design
Hello,
On Sat, Sep 26, 2015 at 5:02 AM, Garth D
wrote:
>
> My original motivation was to move to using "modern" OpenGL (ie. avoiding
> anything deprecated) because I didn't want to be in the situation where I
> started relying on something that was likely to be removed in the future.
Well, I don
On Fri, Sep 25, 2015 at 2:01 AM, Garth D
wrote:
> Thankyou for the suggestion. :)
>
> I have to admit being unsure how to set the specific context at present.
>
> From what I've read, there'd need to be a glXCreateContextAttribsARB call
> somewhere to create the GL3 context under Linux- and there
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On 24/09/15 00:19, Garth D wrote:
>
> Hi Christian,
>
> Many thanks for the interesting suggestion. :)
>
> My main development environment is Linux-based, with a secondary
> virtualised Windows development environment. Due to the
> visualization (V
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On 17/09/15 17:03, Christian Buchner wrote:
> What I do not understand is why the command "glxinfo" kept showing
> NVIDIA Corporation as vendor for OpenGL in this case.
Don't look only at the vendor string - that is the OpenGL library
shared library
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On 08/09/15 19:48, Björn Blissing wrote:
> I concur with your conclusion that it is highly likely that Oculus
> are in fact using the asynchronous solution in the SDK0.6 and 0.7,
> BUT they have not stated officially that the are using this. In
> th
On Tue, Sep 8, 2015 at 4:26 PM, Björn Blissing wrote:
> In the "Oculus Rift Developer Guide" you will not find a word about
> asynchronous time warp. They are only saying that the compositing framework
> is handling distortion, timewarp, and GPU synchronization, whatever that
> incurs...
It i
On Mon, Sep 7, 2015 at 9:37 PM, Björn Blissing wrote:
>
> Jan Ciger wrote:
>> That blog post I remember, but the conclusion there seems to be that
>> positional timewarp introduces occlusion artifacts and a lot of extra
>> complexity. I didn't sound like so
Hi,
On Mon, Sep 7, 2015 at 2:52 PM, Björn Blissing wrote:
> Hi Jan,
>
> You will find it on page 22 in the 0.7 developer guide. It is a bit hidden
> inside the ovrLayerType_EyeFov description, the section about DepthTexture:
>
> "Provides depth data for the EyeFovDepth layer type, and is used by
On Sun, Sep 6, 2015 at 7:34 PM, Björn Blissing wrote:
> Hi Jan,
>
> Since SDK 0.6 Oculus have implemented both rotational AND positional
> timewarp. The positional time warp require you to submit both a image texture
> as well as a depth texture. This depth texture is then used to calculate the
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Hello,
On 05/09/15 21:59, Björn Blissing wrote:
> Hi Christian,
>
> Well, the simplest way of disabling the positional tracking is
> just to physically cover the lens of the Oculus Camera. ;)
>
> I could make an option to disregard the positional in
On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner
wrote:
>
> In this case I am using a slightly modified DirectShow OSG plug-in, running
> the osgviewer in single threaded mode. The plug-in provides an
> osg::ImageStream and updates a texture that is displayed in the OSG scene.
> The camera is an
On Tue, Sep 1, 2015 at 11:15 AM, Christian Buchner
wrote:
>
> Can you make any statements regarding latency improvements upgrading from
> the 0.6 SDK to 0.7 for osgoculusviewer based applications?
>
> Our current use case is currently, attaching an Intel RealSense camera to
> the front of the Ocul
On Sun, Aug 23, 2015 at 7:22 PM, Christian Kehl wrote:
> Thanks for the explanation - never digged so much into the linker behaviour
> because usually libraries generate shared or static libraries consitently.
> This way into the Java sandbox and how to link dependency code for it was new
> to
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On 20/08/15 21:42, Christian Kehl wrote:
> B) These local prebuilds are then referred to via
> "LOCAL_WHOLE_STATIC_LIBRARIES", which is necessary so that the
> ndk-build linker finds all referred functions. That's the actual
> behaviour I kind'a exp
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On 09/08/15 10:30, Björn Blissing wrote:
> Hi Jan,
>
> I read the notice about the upcoming v0.7 release as well. My
> understanding of their text is that the new DirectDriver model
> would NOT replace the current direct mode. Instead the DirectMode
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Hello,
On 08/08/15 18:33, Björn Blissing wrote:
> Hi,
>
> I am (as some of you already know) working with the integration of
> the Oculus Rift and OpenSceneGraph. Usually I have been able to
> get the new SDK working within days of a new release. Bu
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On 07/08/15 23:50, Christian Kehl wrote:
> What I deduct from that: something went wrong when compiling OSG
> 3.3.8 for Android with the plugins, as the static libraries
> (osgdb_jpeg, osgdb_gif, osgdb_curl) do not properly link to their
> pre-compiled
On Wed, Jul 22, 2015 at 9:27 AM, Felix Goldberg
wrote:
> Hi,
>
> I am trying to render models using the MATLAB 3D Model Renderer which wraps
> OpenSceneGraph. It works well for .osg files but gives me error on every
> other kind of of file, in particular .wrl which I need to be able to work
> w
On Wed, Jul 22, 2015 at 11:05 AM, Sebastian Messerschmidt
wrote:
> Hi,
>
> Have you tried the nvapi-library? [1]
> As far as I know you can set anything you can via the control-panel here at
> least for windows platforms.
Yes, but for most things you need a D3D handle ... And it seems that
they h
Hello,
I am prototyping some OpenGL stuff in Python using Pyglet and have
encountered the same vsync problem, both in Linux & Windows. I think
it is Nvidia's driver that is (again - Nvidia had various vsync issues
in the past) trying to be smart and is breaking vsync in OpenGL. It
has most likely
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On 06/07/15 19:02, Steven A. White ARA/SED wrote:
> The symptom seems to be a block of uninitialized memory being
> passed to a dlfree call . The back trace can start from numerous
> sources based on the example code, but the failure is always based
>
On Fri, Jul 3, 2015 at 12:55 AM, sam wrote:
> When running the example "osgViewerQt" there is some serious lag /
> performance issues. Is there something I have to tweak or change in order to
> get a smooth QT + OSG integration? I'm running QT 5.4.1 and OSG 3.2.1.
> Thanks.
Are you running the An
Hello,
On Thu, Jul 2, 2015 at 11:14 AM, HITESH Singhal wrote:
> Hi,
>
> I have a .3ds and a .fbx file with me and when I'm converting these in .osgb
> format using osgexporter in powershell, it is not loading any data. The
> message which is coming is:
> Warning: Could not find plugin to read obj
Hello,
On Wed, Jul 1, 2015 at 5:19 PM, HITESH Singhal wrote:
> Hi,
>
> Currently I'm working on a 3D Environment, I need 3D model of a Theater
> Chair (Picture Hall Chairs). Where can I get the same in osg file.
I think that you have got several answers regarding file exporters,
3DS Max and even
On Thu, Jun 25, 2015 at 12:29 AM, sam wrote:
> I thought that would be taken care of when I do:
>
> auto pos = osg::Vec3(relPos[0], relPos[2], relPos[1]);
>
> That should swap the Z accordingly? Or am I missing the boat on this one.
Your matrices you using to assemble the bones need to be convert
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On 25/06/15 00:13, sam wrote:
> Ah, I see. Throwing the parent matrix at the end of the
> multiplication puts the debug data in the correct place! Thanks,
> Jan. Only other issue is the model is coming in on its side
> compared to the basic viewer came
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On 24/06/15 22:50, sam wrote:
> Hi All,
>
> I have a snippet of code that I am trying to reproduce using OSG,
> it was originally written in pretty raw gl with glm. You can view
> it here: http://pastebin.com/PYphHLYE
>
> I currently have the followi
On Tue, Jun 23, 2015 at 2:20 PM, HITESH Singhal wrote:
> I was asking all that because I'm working on a software named VIZARD and it
> supports only OSG files. I have no option using any file other then OSG. So
> where can I find 3d Shopping Mall model in osg files directly. Any
> suggestion?
>
Y
On Tue, Jun 23, 2015 at 1:32 PM, HITESH Singhal wrote:
> Hi,
> Thanks for your help. I've converted my model in .osgb but it is missing
> various textures and materials, It is not in the same form. How can I get
> the model exact in osgb, without any loss.
>
Generally speaking, you can't. 3DS Max
Actually that wouldn't work - Powershell doesn't find binaries in the
current directory (intentional security feature copied from Unix). You
need to type:
.\osgconv C:\MyPathToTheModel\model.3ds C:\MyPathToTheModel\model.osgb
J.
On Tue, Jun 23, 2015 at 9:06 AM, Trajce Nikolov NICK
wrote:
> For
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On 22/06/15 21:40, HITESH Singhal wrote:
> No it's in .Max format
>
>
Then you need 3DS Max, unfortunately. Nothing else will read that,
AFAIK. The format is proprietary and undocumented.
Regards,
J.
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On Fri, Jun 19, 2015 at 3:51 PM, Florian Weidner wrote:
> Hi Jan,
> afaik it is available freely but you aren't allowed to share source code or
> applications you developed via arbitrary channels. You have to use the unreal
> marketplace or the github repository.
That's not what I know. I would
On Fri, Jun 19, 2015 at 10:10 AM, Florian Weidner wrote:
> FYI:
> Right now, it looks like I'll use a) Unreal Engine, b) Unity Engine or c) an
> in-house pbr graphics engine focused. The first and second have a nice
> feature set, but aren't open source. the last is open source but lacks
> nece
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On 06/13/2015 09:06 AM, manish Choudhary wrote:
> Hi,
>
> Problem resolved once I downloaded version of Qt with the native
> OpenGL support. Now osgviewerQt example is working fine.
>
...
> Thanks you all for your support
You are welcome!
All th
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On 06/12/2015 10:02 PM, Robert Osfield wrote:
> Perhaps one would just need to avoid using the whole MOC stuff and
> linking directly the callbacks in normal C++.
That isn't really reasonably possible without going into
undocumented/internal API ter
On Fri, Jun 12, 2015 at 2:51 PM, Jannik Heller wrote:
> Hi,
>
>
>>
>> You just have to build OSG twice using each version of Qt in turn. OSG
>> respects the DESIRED_QT_VERSION already.
>>
>> cmake -DDESIRED_QT_VERSION=5 - use Qt 5.x
>> cmake -DDESIRED_QT_VERSION=4 - use the Qt 4.x series
>>
>
> Ye
On Fri, Jun 12, 2015 at 1:36 PM, Alistair Baxter wrote:
> Actually the default version Qt 5.4 dynamically selects what it thinks is the
> most appropriate version of OpenGL to use.
>
> You can force it to use desktop OpenGL by calling
> QCoreApplication::setAttribute(Qt::AA_UseDesktopOpenGL) on
On Fri, Jun 12, 2015 at 1:00 AM, Jannik Heller wrote:
> Hi Jan,
>
>
>> The only way you could have problems is if you rely on the OSG
>> libraries shipped by the distro, where you don't have control over how
>> it was compiled.
>
>
> That is precisely what's going to happen. My application is like
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On 06/11/2015 10:19 PM, Jannik Heller wrote:
> Hi,
>
> Recently I have had my application tested on a wide range of linux
> distributions. Some users are running into a problem with Qt
> version mismatch. My application gets built with Qt4, but osgQt
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