Hi,
Well I I think I posted prematurely, I deleted everything and started from
scratch and it is working ok now. I either messed up something in the cmake
config or it didn't like SDL2, those are the only differences.
Thanks anyway,
Simon
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The file is successfully exported, however when I try and view it with the
viewer all I get is a purple background. If I press s for the statistics info,
it just shows white blocks so something it quite broken with my build.
Does anyone have any idea of what could be wrong?
Tha
not take advantage of Oculus' optimized code and/or timewarping.
Simon
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,
Simon.
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stretching problem.
http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/StereoSettings
Depending on your GFX card you might be able to set quad-buffer and do the
left/right split at the GFX card.
Simon
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headsets in the same
simulation).
Simon
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with the SDK is disappointing, hopefully they
will remedy this sooner, rather than later.
Simon
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you can detect the current camera from the osg::RenderInfo passed to the
callback. There is a renderInfo.getCurrentCamera() method
Sorry I'm slow to reply, weekend camping got in the way of code
development ;-)
Your suggestion works great, thanks,
Simon
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#ifdef OCULUS_RIFT
compiled): 80+ in normal, 20-30 in Rift
OSG 3.2.0 (repo): 270+ in normal, 60 in Rift
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cmake . -DCMAKE_BUILD_TYPE=Release $@
Robert/Alberto,
Yep, you are correct. Using this cmake flag let my self-built OSG run at
same (fast) speed as repo's OSG.
Thanks,
Simon
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and '102' in right, which would
freak out the user.
Q. Is it possible to sense/detect the current camera from within the
callback?
Our code is based around osgoculusviewer (1).
Cheers,
Simon
1. https://github.com/bjornblissing/osgoculusviewer
I hit this recently and it's due to a rather peculiar assumption by MS:
http://msdn.microsoft.com/en-us/magazine/dn574798.aspx
Basically they've gone and broken every DPI aware program by assuming that
every program without the appropriate manifest setting is wrong.
Scroll done a bit and check
cmake tries to figure out the compiler (don't have the details
here). I will look in the direction you pointed out.
Thanks,
Raymond
Sent from my iPad
On Nov 23, 2013, at 23:55, Simon Hammett s.d.hamm...@googlemail.com
wrote:
The only time I've had problems with mt.exe and access denied
The only time I've had problems with mt.exe and access denied is when for
some reason it runs the tool mt.exe too early.
When this happens the linker still has the target .exe or .dll open as it
links and therefore mt.exe will obviously fail.
But I can't tell you why it happens or give you a fix.
'?
Greets,
Simon
PS: All of this is targeting iOS. Just in case this is important.
Von: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] im Auftrag von Robert Osfield
[robert.osfi...@gmail.com]
Gesendet: Montag, 16
precision here
(internally), and if so, how can I force it to use double precision?
I know I could multiply my matrices directly and use a single MatrixTransform
node, but I want to avoid this since it breaks my architecture.
Thanks in advance,
Simon
I'd wait until the next stable release before going with 3. There's several
bugs in the 2.9.x/ 3 releases that have been resolved.
Such as incorrect text rendering, buggy slow path rendering and some sort
of GL resource handling bug that was causing reuse of invalid display lists.
These have all
?
Cheers,
Simon
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much.
Thank you!
Cheers,
simon
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Well there's osgDB::XmlParser if you can live with xml.
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osgDB/XmlParser
On 1 July 2012 04:55, michael kapelko korn...@gmail.com wrote:
Well, my intention is not bring any additional dependency apart from
OSG
You could use Boost.PropertyTree
http://www.boost.org/doc/libs/1_50_0/doc/html/boost_propertytree/parsers.html#boost_propertytree.parsers.ini_parser
Then you can use ini files or chose a better format.
On 30 June 2012 17:18, michael kapelko korn...@gmail.com wrote:
Well, I don't want to use
Hi,
I know
Thank you!
Cheers,
simon
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: Microsoft C++ exception:
std::bad_alloc at memory location 0x0012f5c4..
The enviroment is :windows 7+VS2008+osg 2.99
Thank you!
Cheers,
simon
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On 31 May 2012 17:17, Andrew Cunningham andr...@mac.com wrote:
When running a Windows OSG 3.0.1 application under Windows Remote Desktop
the OpenGL driver defaults to the (ancient) software MS OpenGL GDI renderer
v1.1. Unfortunately, I need to make the basics of our app work under RDC.
I am
Hi,
I am not managing to create a node .wrl file.
Meaning this code return NULL instead of a node.
Code:
osg::ref_ptrosg::Node
test(osgDB::readNodeFile(/Users/Simon/Desktop/ProjetInvir/projet.wrl));
So I tried to install Coin3D framework prior to compile OSG to read such file
Not to worry, I redesigned the min and max values to give a better looking
fire, and now the problem has gone. Still don't know what caused it though,
gonna worry about that in the future D:
Simon.
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Thanks for the input guys. I can't replicate the bug because I replaced the
code with working code, but I'll be sure to come back to this thread if it
happens again!
Andy, I'm afraid I'm working on Windows with an ATI card (Mobility Radeon 3650
to be exact), and I'm not using osg::Point at
as a last resort before posting
here. Does anybody have any ideas?
Thanks in advance, Simon.
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Thanks Tony. I'm using osg 2.8.5, but this still fixed my problem :D
Ta very much! Simon.
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have been that I wasn't
making the overridden function const, but that didn't solve anything either.
Does anyone have any experience with this?
Thanks, Simon.
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Thanks Robert, that does make things slightly easier!
Simon.
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::WindowingSystemInterface::getScreenResolution()
but this function requires I give it a 'screen identifier', which I don't know
how to get.
Any ideas?
Thanks, Simon
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viewer.realize() need to be called first in order for the
context settings to be available to the viewer?
Thanks again, Simon.[/code]
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OK, calling viewer.realize() beforehand seems to have worked. I was worried
that would mess something up in the scenegraph, as i am now setting up the
scenegraph after calling viewer.realize().
All seems ok :) thanks, Simon.
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(no tutorials i have seen say 'delete root')?
Even if that is the case, my heap shouldn't be hitting my stack with a program
as simple as this!
Can anyone shed some light on the subject?
Thanks, Simon
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Ignore me. I'm being a tit as usual.
(Still has the VS2008 osg version installed from when I was trying to fix
ANOTHER titting problem I had with the Wiimote API.)
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No, but you might want to look at:
http://www.opencascade.org/
that's got all sorts of stuff in it.
On 2 July 2011 22:36, Daniel Peraza danielper...@gmail.com wrote:
Hi, I'd like to know if OSG has any class for handling Boundary
Representations before writing one by myself.
I'm working
On 06/06/2011 10:41 AM, Torben Dannhauer wrote:
Hi Simon,
of course it would be a (very) dirty hack. The VPB Terrain creation is well
tested, so my first guess was the problem is the data itself.
Cheers,
Torben
Torben, you were right.
After further investigations I found the real cause
Hi Torben,
Thank you for your answer.
On 06/06/2011 10:05 AM, Torben Dannhauer wrote:
Hi Simon,
have you checked that there is no systematic offset in your data? Maybe your
procedure is right and the data is wrong...
I'm not aware of any offsets in my geotiff data. But maybe the metadata
hi
not sure if this is a solution but I found dmctk to be too much for
me... so I used itk instead the osgdb_dicom.so file built using itk...
what is the main difference in using itk or dmctk?
thanks
-s
On Wed, Apr 6, 2011 at 1:48 PM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:
Ok, no access to the whole geometry in geometry shader.
However, since you can access to gl_Position of every vertex for a given
primitive, can't you also access gl_Normal of these vertices?
Because that would actually suffice.
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What if I assign a normal array to the OSG Geometry (setNormalArray) and only
modify the values in geometry shader?
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it this way? Or are there any other ways to use HW
acceleration for such operations using only OSG and GLSL?
Thank you!
Cheers,
Simon
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Well, the problem is that the normal vertices are PER_VERTEX, not PER_PRIMITIVE.
In Geometry shader, I only have access to the current primitive, not the whole
mesh, right?
I need to
1. calculate the normal vector of each face (triangle) and add it to the normal
vectors of all 3 vertices
2.
me know how it turn out.
best
-simon
On Fri, Mar 18, 2011 at 10:41 AM, Mukund Keshav osgfo...@tevs.eu wrote:
Hello Everyone,
We are planning to build a virtual workbench in our project. For that, we
are using LCD shutter glasses stereoscopy.
The system would involve the virtual objects
On 23 February 2011 19:37, Murray G. Gamble mgam...@connect.carleton.cawrote:
Thanks for the suggestion, Chuck.
I've tried this, and do not observe any appreciable improvement in
rendering. I should point out that while the images I provided highlight
the main rotor disc as the offending
an editor that is supposed to this real time.
Btw thanks Skylark for the answer earlier
Thank you!
Cheers,
Simon
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object, which is drawn afterwards.
Calling the setVertexArray every frame, however, brings the frame rate down
dramatically, which isn't very acceptable.
Is there a way to change vertices' positions in real time more effectively?
Thank you!
Cheers,
Simon
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On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:
snip
CMake defaults to /MD code generation (MultiThreaded). Im using this
consistently over all my libraries (just double checked to be sure).
Never use that setting unless you know what you are doing.
Change every project to
multiple symbols sounds dangerous, and it did not resolve my
problem...
/A
On Thu, Aug 26, 2010 at 7:26 PM, Simon Hammett s.d.hamm...@googlemail.com
wrote:
On 26 August 2010 17:35, Anders Backman ande...@cs.umu.se wrote:
snip
CMake defaults to /MD code generation (MultiThreaded). Im
into the depth buffer only.
Is that correct? If so, could anybody point me towards a suitable
reference?
Many thanks!
Cheers,
Simon
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On 24 May 2010 20:57, Allen Saucier allen.sauc...@itt.com wrote:
Hi everyone,
I have a stupid question that I need an answer to. How do I correctly send
a Private Message? I have tried to do so and all I see is the message being
put into my outbox but it never makes it to my sent box.
On 29 March 2010 20:36, Adrian Lindberg osgfo...@tevs.eu wrote:
I'm doing some large terrain rendering using OSG where I put small
bulletins (billboards) which I wan't to make clickable. For this I found the
osgPicker example and implemented it and all worked well.
However in an extension of
On 15 March 2010 20:55, David Cofer dco...@mindcreators.com wrote:
I need to convert the world coordinates of a contact force into the local
coordinate system for the contacted part. Is there a straighforward way to
do this in OSG? I saw a similar question here (
On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
All,
We’re having some issues with the OSG freetype font plugin? We’re using
VC++ 2008 on Windows and we’re having trouble reading ttf files. We get the
message “could not find
On 23 February 2010 18:00, Andrew Cunningham o...@a-cunningham.com wrote:
Hi,
I have to make our Windows OSG app function in a reasonable manner under
Microsoft Remote Desktop, which means OpenGL 1.1.0
In general it actually works pretty well but at each window refresh, I am
getting a
On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
Mourad,
Yes. We know the path setting is correct because we can use the other
plugin
dlls that reside in the folder without any problems.
Thanks for the input.
-Shayne
FYI, my
On 18 February 2010 15:13, Sean McVey sean.r.mc...@lmco.com wrote:
Hi guys,
I've been trying to setup my Polytope as my cameras' frustum with no such
luck. Robert has the setup changed? I'm using osg 2.8.1.
Is this correct? What am I doing wrong?
osg::Polytope frustum;
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Danny Lesnik wrote:
Hi,
snip
Try this:
class MyThread : public OpenThreads::Thread
{
public:
MyThread(osg::Node** node) :
_node(node) {}
virtual ~MyThread() {}
virtual void run() {
*_node
As per the subject.
I've attached a modified version of osgViewer.cpp which shows the issue.
The codes works fine in 2.8.2 2.7.1
I had a quick look at the code, but there's been way too many changes from
2.8.2 to 2.9.6
for me to find out what broke.
Also state set loading when opening .osg
On 4 February 2010 10:19, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Simon,
On Thu, Feb 4, 2010 at 9:58 AM, Simon Hammett
s.d.hamm...@googlemail.com wrote:
I've attached a modified version of osgViewer.cpp which shows the issue.
The codes works fine in 2.8.2 2.7.1
I had
with the volume rendering. What will be the best approach (classes to use) to
do something like this with OSG? Is there also a way to convert certain feature
in the volume rendered data into an isosurface?
Thank you
Simon
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2010/1/26 Mattias Thell mattias.th...@gmail.com
snip
Code:
extensions-glBindBuffer(GL_ARRAY_BUFFER_ARB, vbo);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, 0, 0);
glDrawArrays(GL_POINTS, 0, numPrims);
glDisableClientState(GL_VERTEX_ARRAY);
Hi,
There is my problem: I need to rotate a model on the 3 axis (X,Y and Z) I
already have the angles corresponding of the rotation on the axis.
I try differents methods to have a good result
It doesnt follow the orientation of my Wiimote Motion plus (It s a project
about manipulate a model
Thanks for your interest and help
The wiimotion plus gives 3 around-axis speeds which I transforme into angles
the fact is that the pat keep turning around the OSG basic axis and not in the
wiimote basic axis.
I also think that I got a gimbal lock :(
I try a makeRotate with an old X-axis (for
2010/1/11 Dominic Stalder dominic.stal...@bluewin.ch
camera-attach(Camera::COLOR_BUFFER, image.get(), 0, 0); --
camera-attach(Camera::DEPTH_BUFFER, image.get(), 0, 0);
Well you are trying to attach a depth texture to the color buffer, that's
not going to work.
Try
2010/1/8 J.P. Delport jpdelp...@csir.co.za
Martin Beckett wrote:
Jason Daly wrote:
The advice about breaking up large geodes is still applicable. If you're
talking about hundreds of thousands of vertices, it's probably best to
represent those as multiple geodes (and group them spatially,
2010/1/6 Mike Greene mgre...@hiwaay.net
I have a view with two cameras - a HUD camera and a regular 3D perspective
camera. I have my scene set up so that I can vary the alpha of the HUD
(drawn with a polygon) so that I can see the 3D view behind at various
intensities. What I would like to be
Hi Robert,
This comes as a surprise.
After reviewing contents of my OpenSceneGraph-2.9.6 directory including
license, readme and directory layout I find your statement a little matter of
fact considering the way in which this information has been disclosed.
Simon
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Hi,
Am attempting to migrate from 2.8.2 to 2.9.6 and have some problems with new
3ds plugin due to the c++ issue.
Thank you!
Cheers,
Simon
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I am using a custom MingW based toolchain.
My other problem is that the new version 3ds plugin has dependency on
exceptionless LGPL code so I am not able to legally include it in my build
(static commercial offering).
I am now left wondering if other plugins in my build have become non
2010/1/1 Gordon Tomlinson gor...@gordon-tomlinson.com
Your right it does not scale the normals. So the normal are no longer
correct for the model once you scale it
See http://www.vis-sim.com/osg/osg_faq_1.htm#f19
That should really mention that rescale only works with uniform scaling.
--
2009/12/31 Martin Beckett m...@mgbeckett.com
I am trying to draw a rubber band wioth the mouse around a selection
I get the mouse position, convert into world coords (assumign a plan view)
then add the new point to the geometry.
I then call osg::Util Tessellator to build the selection into a
Not really following what you are after, but one point:
2009/12/31 Ümit Uzun umituzu...@gmail.com
Hi Paul,
Thanks for your reply. I need only one explanation about that;
psudo code
Matrix matrix1= identity;
matrix1-rotate( 10 degree on
2009/12/22 Carl Johnson uto...@gmx.net
Hi,
I need to use osg for a project, so i tried to modify the example
HudsAndText from osg tutorial
to my original project, but this didn't work out. i saw the graphics (a
triangle), but no HUD.
so i went back to the roots
I tried this basic
2009/12/14 Wouter Boelen li...@wboelen.be
Hi,
I just got the dubious honour of becoming the poor sap who has to test the
viability of using OSG in an existing project. Trouble is, it's been written
in Borland C++ builder (and uses VCL,...). And the OSG source isn't fully
compatible with its
2009/12/10 Chris 'Xenon' Hanson xe...@alphapixel.com
On 12/10/2009 10:27 AM, Robert Osfield wrote:
Or... just have the binary format extension be .osgb... :-)
For filesystem-management purposes, I know I'd prefer a .osgb extension.
So much easier
to grep and write scripts when you can
2009/12/4 Fred Smith osgfo...@tevs.eu
Nope, it still doesn't work.
Not my lucky day...
Hi Fred,
I've attached my modified version of LineSegmentIntersector.cpp
if you want to try that. It's from 2.8.2 but it should be ok with most
recent
versions.
If that doesn't work for you, you'll need
2009/12/6 Rizzen riz...@darkstar.co.za
Hi
Where can I find the full list of dependencies required for OSG 2.8 and
list of configuration options for building OSG libraries?
Rizzen
osg itself doesn't have any dependencies, only the plugins do.
You'll have to run cmake and look through that
2009/12/4 Ulrich Hertlein u.hertl...@sandbox.de
On 4/12/09 4:42 AM, Ray Stamper wrote:
through the Delta3d api, which worked well enough but was limited to 2^16
vertices. I
wrote a class to make a Geode from .ply files, but they end up looking a
little weird.
Geometrically, they are
2009/12/4 J.P. Delport jpdelp...@csir.co.za
Hi,
Paul Martz wrote:
Danny Lesnik wrote:
How can I create animations within OSG models (similar to cessnafire.osg
sample scene).?
for example, how this file was created?
Look at the OSG file in a text editor and see what nodes it uses.
2009/12/4 J.P. Delport jpdelp...@csir.co.za
Hi,
have you checked what the members of the TriangleIntersection struct are? I
think you must make them double too, this it where we had problems in some
of our code.
jp
Opps, yes they need changing as well.
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2009/12/4 Fred Smith osgfo...@tevs.eu
Thanks for all your answers.
Hitting a little bit of a problem in my understanding of the source code.
If I change TriangleIntersection to use Vec3d and not Vec3:
Code:
TriangleIntersection(unsigned int index, const osg::Vec3d normal,
double
2009/12/3 Fred Smith osgfo...@tevs.eu
Hi,
On one occasion I don't get two intersections, only one. That's the
problem.
I expect two intersections. One for the first triangle, one for the second.
I get only one, for the second triangle, even though I picked the left
triangle.
You can
2009/11/26 Jim Brooks jimbl...@gmail.com
This is very basic
This test-code snippet is supposed to create a simple square with a
normal vector (or vectors).
After rotating it around with the trackball manipulator, the square is
never culled.
Same behavior on OSG 2.6 and 2.8.
Culling
Views get rendered in order added. (at least in single threaded mode)
Just add your 'in picture' viewport last, where you want it.
You will need to turn off clearing of the colour buffer if you want to see
your main scene through the picture .
And maybe call setAllowEventFocus(false); on the
2009/11/15 Darick Barnes dbtex352...@yahoo.com
Hi,
For some reason I cannot translate my hexagon geode made up of a
primitiveset of LINE_STRIP
The scaling works but translation does not. I am modifying
AdapterWidget.cpp --MDI section of the code so that I can use QT4. It is
from the
2009/11/9 Andrew Burnett-Thompson aburnettthomp...@googlemail.com:
Hi guys,
Interesting conversation on solving this problem. I'm working with James on
this and he's away this week, so I thought I'd reply to keep the
conversation going, and also to thank you for your input.
Just to throw
2009/11/7 Jan Ciger jan.ci...@gmail.com:
Simon Hammett s.d.hamm...@googlemail.com wrote:
I've gotten good results with exporting blender - .lwo as long as you
split your model meshes up the right way, so you can run the smoothing
visitor on it.
Why? There is osg exporter too. Works fine
2009/11/7 Jan Ciger jan.ci...@gmail.com:
Simon Hammett s.d.hamm...@googlemail.com wrote:
Well .lwo was the first format I found that worked and it's binary so
the models load quickly.
The apps I work on, load lots of stuff outta dbs, run third party dlls
black boxes etc
on start up, so
2009/11/7 Jan Ciger jan.ci...@gmail.com:
Simon Hammett s.d.hamm...@googlemail.com wrote:
which is yet another step in the process.
that's making things more complicated, not less.
and .lwo works rather nicely so why change?
Because .osg can capture also things that are native
Yeah I spent quite a bit of time playing with the UT editor way back
with the release before UT 2K3
It was crap then and I doubt it's got any better. The last UT sucked
nads. And actually so did the one
before that.
It was pretty much on a par with Valve's 'Hammer Editor' which is also
a massive
is it OK to create a viewer in e.g. the main thread and then call frame()
from a different thread? We're getting erratic results on Linux vs
Windows
vs Mac. So I just want to know if this use case is legal.
I've done this under Linux - the osgqtbrowser example in svn/trunk has
the option
2009/10/20 J.P. Delport jpdelp...@csir.co.za:
Hi Simon,
Simon Hammett wrote:
I will try osgqtbrowser on Windows and
see what happens.
Anyone else have reports on osgqtbrowser on Windows?
thanks
jp
Windozes is same as Mac, only the owner thread can retrieve events for
windows.
can
Hi Jason,
The good old days... :)
Thank you so much for taking the time to spell it out for me. It is very
helpful. Now at least I have somewhere to start.
Take care now and have a great weekend.
Simon
From: Jason Daly jd...@ist.ucf.edu
To: OpenSceneGraph
and c++
interfaces to Performer. The software package we want to port uses the c
interface, as one of the required external module is in C. I am assuming this
will not be an issue?
Thank you much
Simon
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Try glFinish after frame()
2009/8/11 Rabbi Robinson longa...@gmail.com:
Hi,
I save it in a file. The problem is with frame(). If I call viewer.run() and
hit Esc to quit the viewer the image is complete.
Thank you!
Cheers,
Rabbi
--
http://www.ssTk.co.uk
Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.
2009/8/11 Gianluca Natale gianluca.nat...@adstorino.it:
Hi All,
I’m having problem computing the global bounding
Anybody know of a osg compatible material editor/designer?
Repeating the edit/compile/link/curse cycle is starting to get a little tedious.
I'm sure I saw a post about one not so long ago, but I'm damned if I
can find it now.
tia.
--
http://www.ssTk.co.uk
The clipping you are seeing is probably due to osg's computation of
the near and far clipping planes.
You'll need to implement computeBound so osg knows about your object.
Have a look in ShapeDrawable.cpp
2009/8/10 Andrew Thompson andyb1...@yahoo.co.uk:
Hi Chris,
Thanks for the heads up, I was
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