Hello Michael,
> I think calling the following might be what you are looking for to
> narrow down the source of your error.
>
>pState->setCheckForGLErrors
> (osg::State::CheckForGLErrors::ONCE_PER_ATTRIBUTE)
>
> where pState is a pointer to the osg::State.
Yep, that sounds like it should do t
Hello Chuck,
> This was Robert's response to a similar situation:
Yes, that was the message I was looking for. Thanks!
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
---
Hello Joel,
> We received this error message whenever our thread tried to update the state
> of a node while the drawing thread was trying to render it. Adding a mutex
> solved our issue.
Hmmm, I'm doing this in the update traversal, so I should be ok on
that front... But maybe I'll test it out
Hello again,
>> We received this error message whenever our thread tried to update the state
>> of a node while the drawing thread was trying to render it. Adding a mutex
>> solved our issue.
>
> Hmmm, I'm doing this in the update traversal, so I should be ok on
> that front... But maybe I'll test
Hello Robert,
I was wondering about something. I find the nesting of node callbacks
a bit less intuitive and transparent than it could be, and I was
wondering if there would be interest in a small class I made called
CompositeNodeCallback. It's simply a vector of NodeCallbacks where the
c
Hello Robert,
> You can nested callbacks within each other right now. It's a bit
> awkward but does work for doing multiple callbacks.
Yes, as I said I find the current nested callback mechanism less
intuitive. It would be better if it were transparent to users of the
class, which is what I
Hello Robert,
> All present NodeCallbacks are effectively traversal callbacks - all
> require you to call traverse.
Yes, but most NodeCallbacks will be standalone (i.e. no dependency
between callbacks), so calling them in series shouldn't be a problem,
or am I missing something?
Anyways, the
Hello Robert,
> I'm open to having better support for multiple callbacks, I'm not at
> point in dev work where its easy for me to dive in to what can be a
> complicated topic, nor review submissiosns. Once things free up a bit
> I get the backlong of submissions merged I'll add a few more comment
Hello Nathan,
> Past the first hurdle -- compiling!
>
> I modified the CMake files in your zip file
> and successfully compiled my OSG .cpp on Linux Ubuntu.
Glad I could help.
Don't be afraid to customize that setup too. Once you get to know the
syntax, it isn't that bad.
http://www.cmake.or
Hello Adrian,
> The code as it stands does not currently support transforms. Can you
>> help with that? I have never personally implemented a kd-tree
>> algorithm, so I do not know where this support of transforms needs to
>> be put in.
>
> correct, but when we have integrated it into the core of
Hello Adrian,
> what i do at the moment is, i walk trought the drawables and collect all
> triangles, so i don't care about material, ... nor transformations. what i
> should do is to transform the triangles before insertion. but i don't like
> this way. another possibility is:
> for each geometry
Hello Panagiotis,
> Sorry if this is a stupid question but I can't find how to solve this!
> Assume that a vector (x1, 0.0, 0.0) is on the x axis. Lets say that
> we have another vector (x2, y2, z2), with the same length. How can I
> find the rotations that I have to apply to the initial vector
>
Hello Daniel and Jeremy,
> That said I think that your first solution is the most elegant and
> least resource intensive. I would think that any shader or scissor
> testing would be slower than direct texture coordinate mapping. I
> don't know how you have designed your code, but it seems
> I think a shader-based solution would work well, for example using
> fixed texture coordinates on the geometry and sending an offset to the
> shader that would simply offset the actual texture lookup to scroll
> the texture. Instead of updating the actual texture coords on the
> geometry (which
Hello Glenn,
> Is there a way to tell the osgUtil::IntersectionVisitor to stop searching
> once it finds one (or "n") intersections?
I don't know about IntersectionVisitor, but Adrian Egli's kdTree
implementation for OSG supports this (in that case, it's to make
raytracing shadows faster - yo
Hello,
> Interesting topic for graphics freaks :-)
> http://blogs.intel.com/research/2007/10/real_time_raytracing_the_end_o.html
Well, considering the fact that since about 2000, research in
real-time raytracing has been ongoing, but has relied on distributed
computing (sometimes 40 machines
Hello WuCaihua,
>I would like to introduce my working based on osg. I developed
> Creature3D Game Engine. You can download the sdk and The Next-Gen
> FPS game demo on
> http://cid-cc7befe115bfbec3.skydrive.live.com/browse.aspx/Public
I wanted to check it out, but the second RAR file
Hello Ákos,
> I see... I tried to use the osgViewer::Viewer class in my application as
> well.
> how can I display my scene graph so that it is idle when there's nothing
> to do?
If you turn on "Wait for vsync" in your video drivers, it will limit
the frame rate of your app to the refresh rate
Hello again WuCaihua,
Some preliminary feedback:
* Some minimal information on what to do with the contents of the two
rar files
and the data rar would have been useful. The readme has the keys
and some info
on settings in the ini file, but nothing about how to actually run the demo.
*
Hello Paul,
> Well, I'm not sure this is a good OSG coding example :)
The point I think is that once it's in SVN we can improve it more
easily. Getting the first version of something is the hard part, then
it can be incrementally improved very easily.
Thanks in any case, it's a useful tool.
Hello again,
> When you have download the part1 and part2 files, The right way is
> only to decompress the part1 file. Do not decompress part2, it will
> be decompressed automate.
Where does it need to be put for it to be found and decompressed
automatically?
> Then run Creature3D.ex
Hi,
> Then, what about enabling that osgdb_dot.dll plugin as a Reader as well?
> ;-O
You mean to be able to see the scene graph in osgviewer? *That* would
be a nice toy. :-)
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
Hello,
> Decompress Creature3Dd.rar you will get Creature3Dd.exe, copy it
> to the Creature3DGame directory and run it, you can find the log in
> the console.
All I get is this:
> Creature3Dd.exe
Using OpenAL EAX2.0 extension
Loading...
Then it crashes. I have decompressed it as you s
Hello,
> I am using WinXP SP2 CH, and I have tested many machines. My Code
> has been compiled with SSE, When I compiled with SSE2 and I runned
> on an computer that dose not support SSE2, then it occur some unsual
> error.
What I get is the basic "This application has encountered a pr
Hello Paul,
> I hereby post this tool to the list.
Nice, I'm sure this could be expanded easily. I hope Robert agrees to
include this in the distribution (given its small size and usefulness
as a learning tool).
Thanks!
J-S
--
__
Jean-Seb
Hello WuCaihua,
With your fixes, the program runs for me. As you said, some textures
are not found so they appear black or with what seems like "debugging
drawing" on them. But the floor normal mapping looks good :-)
Also as a minor note, the mouse sensitivity seems very low, I have to
move
Hello Renan,
> But the thing is: I need these shapes to be created from the osg::Geometry
> class, as a matter of compatibility with another class. Do you know how to
> create the specific shapes I told you about (sphere, cylinder and box)?
Your question could be two things:
a) If you're asking
>> 2. Could it be that you have several copies around and your program is
>> loading the one which hasn't got those characters?
>
> I have only one Arial file.
Are you sure your program is not picking up the arial.ttf that's in
OpenSceneGraph-Data/fonts? If you have OSG_FILE_PATH set, then it
Hello Renan,
> Sorry that I sounded a bit desperate for quick answers, but I really
> appreciate the hint you've given me. I didn't think about using vectors,
> having the excuse that I haven't attended any Computer Graphics course. This
> project I'm participating in is from my Research Inte
Hello Renan,
> I'll try and do it on my on, at least at first
Let us know how it goes.
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
---
Hello Renan,
> I've read the Tutorial and while compiling, there has been detected
> that I don't have the osg::DrawElementsUInt in my computer.
You should include , that should bring
osg::DrawElementsUInt. It's actually defined in ,
but you shouldn't need to include that directly as you
Hello,
> Hey experts, Does anybody know how to preload IVE models? I have a
> large set of models in my app and it takes while to resize the
> textures before retendering. So i am wondering if i could preload
> all the models before rendering. Thanks Charles
First of all, I think Robert
Hello Paul,
Quoting Bob Kuehne <[EMAIL PROTECTED]>:
> excellent work! this works great on mac os x 10.5. just tried it, and
> got a lovely 60hz on the 'ptViewer --stock' included demo.
In my case (AMD 64 X2 4200+, nVidia 7900GTX, 2GB RAM, WinXP SP2) with
vsync turned off to test performance, I
Hi Paul,
> If I'm reading my own CMake files correctly, you need to set the following
> environment variables before running CMake:
> OSG_INC_DIR
> OSG_LIB_DIR
> Then CMake will be able to find OSG. I'll add a note about this to the
> readme.
Ok, that's fine. I hadn't seen that it checked tho
Hello Mike,
> So there are several ways to solve the problem,
> each with their own tradeoffs; not sure OSG itself should force one over
> the others.
Then again, adding the paths doesn't force anything. If the files are
there, fine, it'll find them, but if the users have another policy (I
si
Hello Renan,
Now I'm asking for that example code you've offered me, if that still
stands... I haven't tried hard enough, to be honest, but I sure have no
extra time to deal with this properly right now. Not to mention the guy I
work with, which is breathing down my neck... I would appreciate t
Hello Anders and Jan,
> I agree, the most logical path (and I think we have discussed this quite a
> few times before) is to merge osgCal (with its better rendering back-end),
> with the higher functionality of ReplicantBody.
That would be excellent! I am sure I am not the only one who wanted at
Hello Terry,
> As I recall, there was some model information, such as texcoords, that
> would only be generated by Blender at render-time, so it was not
> available to be exported. This was what turned me off the most, since
> the only way to export completely would be to mimic some of Blender's
Hello Michele,
> after some info about OpenGL 3 the most interesting topic I am eager
> to hear about is the ray-tracing support in OSG! Are there any news?
Nothing very exciting unfortunately. I have been using a kd-tree
implementation that can be used from OSG by Adrian Egli, but it isn't
i
Hello Robert,
There is a warning that shows up in the latest SVN in
include/osg/DatabasePager when compiling on Win32 (VC++2005 Express):
1>G:\OpenSceneGraph-SVN\OpenSceneGraph\include\osgDB/DatabasePager(337) :
warning C4800: 'osg::Texture::TextureObject *' : forcing value to bool
'true' o
Hello Paul,
> The output below is from current SVN building osgDB (osg and osgUtil are
> fine).
Just wondering, when did you last update? I updated about 2 hours ago
(about 8:30 PM EST), and all built fine (with the warning I noted in
another thread).
J-S
--
Hello Michele,
> I am totally not a ray tracing guru, but I would like to have a look
> at the code of Adrian to have an idea, where can I find it? Is there
> any demo or usable working test of it?
I will send you the latest code and demo he sent me off-list.
Thanks,
J-S
--
___
Hello Robert,
> Hi J-S, Paul Martz sent the fix into osg-submissions, I merged this
> first thing when I booted up my machine this morning, an svn update
> will get this fix.
I saw that, thanks! (and to Paul too!)
J-S
--
__
Jean-Sebastien Guay
Hello Paul,
> I'm getting this with current SVN and VS2005. Do I need to update my 3rd
> party dependencies?
After updating yesterday I got that same problem, and updating the
dependencies to Mike's latest on his SVN (which is freetype235 instead
of freetype219) fixed it. I wonder though why
Hello Michele,
> Thank you Jean, Adrian was kind enough to send me already its code, I
> am reviewing it now :)
Good, I don't have access to my home machine so I would have sent it
to you in a few hours... :-)
> I was thinking, maybe it wouldn't be a bad idea to integrate YafRay
> into OSG, th
Hello Mike,
>> Note that you need to re-run cmake and change the lib names
>> for some of the new libs to be picked up, because either the
>> version number changed or they didn't have a version number before.
>
> Hi, pls do submit any necessary cmake mods.
> thanks
No, sorry I was not clear abou
Bonsoir Charles,
> would the design of your current raytracer code lend itself to tracing
> voxels filled with smoke or water?
Adrian would be the best placed to answer, as he wrote it, I only used
it. But from what I saw it only currently supports ray-triangle
intersection, nothing is done a
Hello Adrian,
> i have some linking problem and compiler warnings.
There was discussion about this yesterday. You need to update your
3rdParty to Mike Weiblen's latest version, not the one that dates from
2005 which is on OSG's main site... I'll update the wiki so it's clear
too, as I think
Hello Serge,
> I am currently getting a strange error with my app, it crash when an object
> calls ref() because the variable _refMutex (from Referenced) is corrupted.
> The object itself doesn't seem to be corrupted, all the other variables are
> setted with correct values.
>
> It doesn't seems t
Hello Renan,
> You have explained to me in words how does the whole intersection
> process works, but I still am not able to create a class that manages mouse
> picking. Can you pass me one of those that you said worked with shape
> drawables?
I forget if we asked you this question before, b
Hello Robert,
> Is anyone else seeing this issue with the SVN version of the OSG?
My last update was yesterday, and I don't see anything wrong with the
font size... I'll try to update now and see.
J-S
--
__
Jean-Sebastien Guay [EMAIL PRO
Hello,
>> Is anyone else seeing this issue with the SVN version of the OSG?
>
> My last update was yesterday, and I don't see anything wrong with the
> font size... I'll try to update now and see.
Nope, still no problem... Sorry to not be of any help, Paul.
J-S
--
__
Hello Paul,
> J-S -- Understand you don't see the same issue. What version of FreeType are
> you using? (And please confirm you're on Windows VS8.)
My environment seems to be very similar to yours:
- Freetype 2.3.5 (from Mike's 3rdParty SVN)
- Windows Vista Ultimate 32bit (possibly one differenc
Hello Bob and Paul,
> * The reference manual, as it stands today, contains some nice
> supplementary material, but in essence it's Doxygen output from the source
> code. We could beef up the source code comments for classes and functions,
> and contribute this back to osg-submissions. This would
Hello Jin,
> How to change my osg-users mailing list subscription options? I want
> to get MIME digests.
[...]
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
Hello Emre,
> I downloaded and compiled FreeType library but it did not solve my problem,
> it still gives this error both in Release and Debug compile
You did not need to download and compile it, just download the new 3rd
party bundle from Mike Weiblen's SVN:
https://osgtoy.svn.sourceforge.ne
Hello Michele,
> Cell shading doesn't have specular highlights normally,
Actually, since the color for cel shading is determined according to
the angle to the light, you can do a "fake" specular highlight by just
playing with your color ramp (the 1D texture). For example, it could
go from b
Hello Richard,
> Being able to render something last... that could be useful. But I'm
> thinking I want to render the skydome _first_, using a "painters
> algorithm" and drawing everything else in front of it. It seems this
> would also be the best approach for a rendering a night time sky using
>
Hello Richard,
> However, I also have some transparent items, so the sky still
> needs to be drawn first (and I did neglect to mention this to be
> fair).
Just set your transparent bin to be a larger number than the skybox.
Then, the order will be:
1. Opaque objects
2. Skydome
3. Transparent o
Hello Chase,
> It sounds like he wants to render it first because he's placing a
> unit sphere around the eyepoint, which is probably closer than
> everything else and surely won't get clipped by the far plane. That
> way, everything that's rendered later will overwrite it as if
> occ
Hello Renan,
As Robert mentioned, you really need to learn how to read the API
documentation (doxygen-generated) and click links on it to find out
how to connect things together.
For your current situation, take a look at the osgpick example. The
PickHandler::handle() method calls PickHandl
Hello Renan,
>Although it didn't seem so, I have looked through the doxygen
> documentation. The thing is that they aren't good enough for someone who
> hasn't any experience what so ever with this kind of programming. Some of
> the methods aren't fully explained, at least to my understand
Hello Renan,
> 1>.\Classe Pick Handler.cpp(23) : error C2682: cannot use 'dynamic_cast' to
> convert from 'osg::ref_ptr' to 'osg::ShapeDrawable *'
> 1>with
> 1>[
> 1>T=osg::Drawable
> 1>]
>
> given that the line where the error ocurred was:
> osg::ShapeDrawable*
Hello Paul,
> Does CMake use FindFreeType.cmake on Windows platforms? If so, then I don't
> know how this ever worked, as FindFreeType.cmake does not search in the
> sibling "3rdParty" directory.
I think on Windows, it checks for the 3rdParty sibling directory and
if found, just sets the paths
Hello Paul,
> Hm. It's possible this hasn't been working all along, and I simply didn't
> realize it because the OLD (OSG v2.2) freetype plugin was being found and
> used. This would be because the plugin directory version number didn't
> change until the 2.3 release: plugins now go in a different
Hello Paul,
> FYI, I _did_ delete my CMake cache as you suggested, but CMake was still
> unable to find the latest Windows freetype lib/header in the 3rdParty
> sibling directory. I _had_ to enter the paths and filename by hand.
Sorry, I was just checking. I did it that way too, I just didn't try
Hello Renan,
> Hey, don`t you ever worry about it! I'm lucky enough you do answer my
> questions.
You're very welcome. :-)
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
---
Hello Richard,
> Warning... I'm in rare form tonight ;-)
Yeah... Well... I don't really see your point in continuing this
debate. No one willingly says "Hey, you know what? We don't need
documentation. You want to pay for it? Why bother!". I think this
subject is on the top-5 (maybe even to
Hello Richard,
> Sometimes I enjoy playing devils advocate a little too much ;-)
I can certainly relate to that! :-)
> I have written one or two sample programs and tutorials in my time...
> when I graduate from newbie, I promise to contribute something back
> myself.
Good news, as I said there
Bonjour Franclin,
> I am trying to run a simple code on Vista and it looks like I have
> got a black screen as output.
> I have installed OSG 2 on Vista and Linux. OSG works perfectly on Linux.
> However I have got some issues on Vista.
I am running OSG from SVN on Vista here at work, and i
Hello Renan,
>As I recall, it was used as it is to keep showing the coordinates of
> the point you were on with the mouse cursor, in the osgpick example. Is it
> appropriate in my case? I just want the color to change when I push the left
> button...
No, in the osgpick example it's the ev
Hello Renan,
I've put an osg::notify(osg::NOTICE) inside the 'for' nest and outside
the if(drawable.valid()) nest and I saw that it never entered the 'for'...
Just in case you've erased my previous messages, I'm copying the new code
with the appear-if-worked messages (that didn't appear).
Hi Robert,
> Compiling now on Windows XP, going well now that Paul's fix has been
> checked in.
One error I got in osgWrappers_osgUtil:
4>c1xx : fatal error C1083: Cannot open source file:
'..\..\..\src\osgWrappers\osgUtil\OperationArrayFunctor.cpp': No such
file or directory
Other than tha
Hello Robert,
> Could users do an svn update and build and let me know of any problems
> that arise, or successes.
Compiling now on Windows XP, going well now that Paul's fix has been
checked in.
On Linux, when I activate RANDR in ccmake and press 'c', I get this:
CMake Error: Error in cmak
Hello Robert,
BTW, one fix I had to make in order for CMake to find the freetype
version that is included in Mike's new Win32 3rdParty binaries is
included. The list of freetype libs did not include freetype235, which
is the version that is in the current package.
Without this fix, the fr
Hello Robert,
> A fix for you build would probably just to recreate your project files
> using CMake.
Do you mean regenerate them without the wrappers?
I just regenerated without any changes, and now I'm getting these when
linking osgWrapper_osgUtil:
1>EdgeCollector.obj : error LNK2019: unre
Hello Robert,
> Could you try another svn update, and rebuild of the CMake built
> project files and then let me know how you get on. Everything appears
> to be compiling cleanly on my linux box.
Same for me (on Linux), but on Windows there are still some errors:
1>OperationArrayFunctor.cpp
1>.
Bonjour Franclin,
> I don't think it is a driver issue because some applications work
> perfectly. So I think it is something else.
> For your information, I am using nVIDIA GeForce 8400GM with the
> latest driver...
As I said, I am running OSG fine at work on Vista x86-32 on a GeForce
Hi Robert,
> What cmake version are you using under Linux?
$ ccmake --version
ccmake version 2.4-patch 6
I guess that's 2.4.6... I could get them to update it (school machine,
I don't have root), but I'm on Fedora 6 so I don't know if there's an
updated version in the yum repos... Or I could
Hello Alberto,
>> As I mentioned previously, if a CMake expert could tell us a way to
>> make it independent of the version (a wildcard perhaps?) so that we
>> don't have to change the CMake script each time, that would be great.
>
> I'm no expert, but from a recent post, it seems this is currentl
Hello Richard,
>> >> ld: cycle in dylib re-exports with /usr/X11R6/lib/libGL.dylib
>> >> collect2: ld returned 1 exit status
>> >> make[2]: *** [lib/osgPlugins-2.3.0/osgdb_freetype.so] Error 1
>> >> make[1]: *** [src/osgPlugins/freetype/CMakeFiles/osgdb_freetype.dir/
>> >> all]
>> >> Error 2
>> >>
Hello Robert,
> I tried most of this afternoon to get genwrapper to not compile
> OperationArrayFunctor but have failed, my RSI can't cope with more of
> this type work so I'm going to have to walk away from it for the time
> being.
I understand. I have no knowledge of genwrapper, or I'd try to h
Hello Renan,
> About the first error: I was told that the 'intersections' was an
> array, so that's why I have used it in the function call as it is. Once
> again, thanks for your help.
Once again, I refer you to the doxygen. If you look at the page for
osgUtil::LineSegmentIntersector,
Hello Renan,
> My last message was just so you knew I'm not completely idiot on the
> subject, although I recognise I need a lot of learning to do.
I never assumed that. Inexperienced is not the same as idiotic. I just
thought (as I said) that you might be a beginner in C++.
Actually, a good I
Hello Emre,
>> Is there any way to render bspline, nurb or any kind of curve in osg ?
>
> There is no parametric support in the core OSG.
>
> You can extend the OSG to support it, and the osgteapot example is an
> example of this. Or you can take a 3rd party tool for doing the
> tessellation and
Hello,
> FreeTypeFont3D.obj : error LNK2019: unresolved external symbol
> _FT_Outline_Get_BBox referenced in function "protected: void
> __thiscall FreeTypeFont3D::init(void)" ([EMAIL PROTECTED]@@IAEXXZ)
> D:\DEVELOP\OSG\OpenSceneGraph-2.3.0\lib\Release\..\..\bin\osgPlugins-2.3.0\osgdb_freet
Hello Emre,
> Thanks for your interest on this topic. I will try to make a curve drawing
> interface for my graduation project. So I will inform the mail-list about
> any updates on curve drawings. Maybe it can be added to a future release of
> osg.
Cool, keep us posted.
> P.S: Robert thanks for
Hello Robert,
> The Wiki 3rdParty Dependencies page really needs to be updated with
> that info. If I have a minute tonight I'll do it.
I don't seem to be able to edit the page when logged in as user 'osg'
- there is no "Edit this page" button at the bottom like the other
pages. I presume it'
Hello Robert,
> Details on how to login to edit pages can be found under
> Community->Wiki login details:
Hmmm... Speed-reading again? :-)
>> I don't seem to be able to edit the page when logged in as user 'osg'
>> - there is no "Edit this page" button at the bottom like the other
>> pages.
I _
Hello Glenn,
> Another option may be to use geometry shaders for curved lines and surfaces.
> Of course you need a failrly new graphics card for this. An OSG
> implementation what allowed multiple 'techniques' like shaders or GLU would
> be interesting. -gw
Great idea! Mike Weiblen's announced g
Hello Emre,
> I have a nvidia g80 to use with geometry shaders but I don't know much about
> how to use them. If anyone have a knowledge on this topic we can collaborate
> on an osg implementation. It can be an interesting topic to work on.
As Glenn mentioned, a general interface with multiple re
Hi Mike,
> yep, sorry 'bout that. My RSN list has has been acting like a BID (before I
> die) list :-)
> fwiw I'm doing website stuff today
We all know what that's like :-)
Thanks for the updates.
J-S
--
__
Jean-Sebastien Guay [EMAIL PRO
Hello Sashidar and Wojciech,
I recently moved my home machine to Vista, and Express 2005 is not
available for download anymore (only 2008). So I ran into this as well.
> I have not done it myself so I am not 100 % sure but from what I've
> heard CMAKE simply does not find your VS 2008 instal
Hello Percy,
> Well, basically more reasons to think about the use of vista (Obviously bad
> reasons), so keep my tip , don't use vista :P
Blanket statements like that are rarely very useful... With SP1 coming
out very soon, Vista will become the mainstream Windows version of
choice. With eac
Hello Percy,
> Hello Jean, i didn't have happy experiences with vista, maybe that is the
> main reason of that expression. I don't want to discuss about the vista
> concept/success/etc, but i think your me has misunderstanding, i was talking
> about the use of vista and how this OS deal with some
Hello Robert,
OSG from SVN updated at about 13:00 EST, Windows Vista x86, MS Visual
C++ Express 2008 (VC++ 9.0).
Everything compiles fine, except I get the following undefined symbols
when trying to compile osgWrappers osgUtil. Are these related to the
trouble we had lately with the wrapper
Hello Percy,
> I was talking about the Sashidhar issue.
"The Sashidhar issue" meaning using CMake with Visual C++ Express
2008? This issue is totally unrelated to Vista, and is easy to
resolve. See my other post on this thread.
J-S
--
__
J
Quoting Percy Camilo Triveño Aucahuasi <[EMAIL PROTECTED]>:
> Sashidhar wrote:
>
>> I've been using osg in linux this far. Today I tried installing it in
>> windows vista with VC++ express edition 2008.
>
> Jean wrote:
>
>> "The Sashidhar issue" meaning using CMake with Visual C++
>> Express 2008?
Hello Renan,
> I´d recommend the book "Real Time Rendering", where the math basics are
> covered and an overview about realtime-graphics is given.
Andreas's suggestion is a very good one. RTR is an extremely good book
and has overviews of almost every relevant current and past Computer
Graphi
Hello Robert,
> I've just added OSGUTIL_EXPORT to the affected classes, could you do a
> svn update and let me know how you get on.
I just updated and re-enabled the wrappers in CMake, and I get a
different set of unresolved external symbols, again for Wrapper osgUtil:
81>EdgeCollector.obj :
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