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
>
> Mathia
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
3D • Scene Graphs (Open
On Thu, Oct 4, 2012 at 12:48 PM, Preet 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 have one node in my s
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 (outs
On Thu, Oct 4, 2012 at 9:33 AM, Chris Hanson 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 tomorrow
> 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.
>
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 ha
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 Gr
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 Graph/
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 X1
On Wed, Oct 17, 2012 at 9:18 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC 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 displaylists or other
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.
Mi
>
> 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
Mon, Oct 29, 2012 at 5:24 AM, Dmitry K. 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 value. What then?
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
Hey, I just wanted to mention that now that it's nearly 2013 I'm
succumbing to the crazes of the late 2000s and have actually joined twitter
as
@alphapixel
I'm interested in sharing my usual gems of programming stuff that i
stumble across, so if you are interested in 3D and programming, follo
> 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 displ
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
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
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 wrote:
> Hi all:
> I'm begin to study 3D programming, very gla
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
rock
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
> libO
Cool looking stuff! Keep up the good work.
On Thu, Nov 29, 2012 at 6:00 PM, Terry Welsh 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. http://www.reallyslick.com/retrobo
At this time, we are still working on this.
On Sun, Dec 2, 2012 at 11:24 PM, Mu Xing 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
>
> --
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 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 Grap
What do you mean by the OSG "Wizard"?
On Thu, Dec 20, 2012 at 12:09 PM, Joe Smith wrote:
> 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
>
> --
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
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 wrote:
> Hey guys!
Do you need binaries you built yourself, or would one of my pre-built
binaries for OSX work for you?
On Sat, Jan 5, 2013 at 6:05 AM, Mohamed Alji wrote:
> **
> I've got this answer from StackOverflow :
>
>
> *Quote:*
>
>
>
>
>
> It sounds like somehow the GraphicsWindow*.cpp file didn't compile
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 func
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 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 se
roduce a carbon copy of me to do all
this drudge work while I code, or sip cold Macallan somewhere warm and
tropical. BTW, that house in Skyfall was yours right? Pity about it gettin'
blowed up an' all. ;)
On Mon, Jan 7, 2013 at 6:31 AM, Robert Osfield wrote:
> On 1 January 201
We're working on updating our builds as well, which will include the
COLLADA loader, if we can ever get it to compile. ;)
On Sun, Jan 6, 2013 at 6:49 AM, Mohamed Alji wrote:
> **
> Excellent Philip your solution worked !
>
>
> --
>
> Mohamed ALJI
> Blog http://aljilo
Joseph, maybe you should come out and talk more about what you're trying to
do. I think we have what's called an XY problem here, where you want to do
X, and you think Y (osgEarth, VPB, OSG) is the solution, but really if you
just tell us what the goal X is, without involving your theories of Y,we
You're just using the AlphaPixel 3rdparty library binaries then?
On Thu, Jan 10, 2013 at 8:36 AM, Johannes Scholz wrote:
> Hi,
>
> Jesus. I'm now compiling any OSG release from 3.0.1 to trunk to see where
> the error occurs first.
>
> Hopefully tomorrow I'll find something.
>
> Meanwhile I'd b
If you turn up the OSG notification level to DEBUG_FP, do you get any
useful information before/at the crash?
On Thu, Jan 10, 2013 at 10:55 AM, Johannes Scholz
wrote:
>
> Chris Hanson wrote:
> > You're just using the AlphaPixel 3rdparty library binaries then?
>
>
PolytopeIntersector should do what you want, alternately you can fire off
lines from the four corners of the screen.
On Mon, Jan 14, 2013 at 2:36 AM, Sergey Polischuk wrote:
> I believe you can use osgUtil::PolytopeIntersector for this purpose, but i
> didn't used it myself and can't say much m
I've been in this situation before too, and it would be very handy to have
the GL_RENDERER and other identifying strings stored in OSG for the user
code to query. Since many people don't know you have to have the context
valid, and others don't know where/when OS has a valid context bound, it
would
Do you want to be compiling OSG yourself, or would it be helpful to just
download a pre-built and tested version for now?
On Tue, Jan 15, 2013 at 4:11 AM, Jason Fisher wrote:
> Hi all,
>
> I'm using MSVS10 SP1 on a Win7 x64 PC and have some issues with getting
> the examples to run. I recently
Try downloading my 3.0.1 build here:
http://alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
This will give you something working to compare with and maybe will help
you find your problems. You can run Depends on my binaries and see how they
are supposed to look.
On Tue, Jan 15,
OSG is display-card agnostic. Your system drivers abstract away everything.
If you properly install and configure your Linux graphics drivers,
everything will work without recompiling or changing OSG or any OSG-using
apps.
On Wed, Jan 16, 2013 at 8:15 PM, Lv Qing wrote:
> Hi,
>
>I have cha
Nice work. I'm going to try it out soon, and hopefully I can add it to our
build system shortly.
On Fri, Jan 18, 2013 at 11:00 AM, Jordi Torres wrote:
> Hi Daniel,
>
> Great job! You may want to add your project to the community projects[1]
> section in the new web or/and post a new to the commu
or the efforts on them. :-)
>
> Is it possible to translate these papers into Chinese and put them on some
> Chinese forums, of course, with original copyrights?
>
> Thanks,
>
> Wang Rui
>
>
>
> 2013/1/22 Chris Hanson
>
>> As promised last week:
>>
>&g
Yeah, it should be a piece of cake to do a binary search and replace for
".RGB" and replace them with ".DDS" in your FLT file. I know of a couple of
binary file editors that should be able to do this without damaging the FLT
file.
On Tue, Jan 29, 2013 at 9:26 AM, Paul Martz wrote:
> I'll second
*** Request timed out.
26 *** Request timed out.
27 *** Request timed out.
28 *** Request timed out.
On Fri, Feb 8, 2013 at 10:46 AM, Robert Osfield wrote:
> On 8 February 2013 17:33, Chris Hanson wrote:
> >
here in Scotland. Normally when we see
> problems like this it's the whole server down or sometimes the whole
> uni's network down. It'll be interesting to see if others have the
> problem too.
>
> Robert.
>
> On 8 February 2013 17:51, Chris Hanson wrote:
>
You'd do better asking about VTP on the VTP mailing list. I thought their
web site had an overview of the build process.
VPB is pretty straightforward to build once you have all the dependencies.
What problems have you encountered?
On Wed, Jan 30, 2013 at 2:02 AM, Tonino Tarsi wrote:
> Hi,
>
>
The answer is "usually, yes". How to do it depends on how you are actually
storing your geometry and color data. Are you using vertex arrays, or how
are you doing it now with floats?
On Fri, Jan 25, 2013 at 5:13 AM, Shane MacLaughlin
wrote:
> Hi,
>
> I'm very new to OSG, having just worked my wa
I have one available. I usually charge a subscription fee for access to my
non-basic downloads in order to try to help cover the costs of building and
distributing the basic OSG binaries on AlphaPixel.com. Contact me if you
want to purchase a premium downloads subscription. I also have osgEarth and
On Fri, Feb 8, 2013 at 3:31 AM, Selvakumar Chellamuthu <
selva.gc...@gmail.com> wrote:
> i want to show plot(like in dwf )
You'll have to describe what you want more clearly before anyone can help
you.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.co
I would sort of advocate keeping it an external project, like osgEarth.
On Tue, Feb 12, 2013 at 4:55 AM, Robert Osfield wrote:
> Hi Daniel,
>
> On 21 January 2013 11:44, Daniel Limberger
> wrote:
> > Yes, I would like that. Can someone provide my openscenegraph account
> with the required righ
You can also rasterize your points as 3D cones on a 2D surface normal to
the view vector. The cones will spread out and merge together, covering the
space between them, so that in empty space, you'll always hit something --
the nearest point.
On Tue, Feb 12, 2013 at 3:02 AM, Sergey Kurdakov wrote
Are the models transparent at all, or opaque?
On Sat, Feb 16, 2013 at 5:21 AM, Preet wrote:
> When you say "weird" what do you mean? If you have polygons that are
> positioned/aligned very closely to one another you might be seeing
> z-fighting (http://www.zeuscmd.com/tutorials/opengl/15-Polygo
Is this a hybrid laptop that has both an NVidia and an Intel graphics
chipset/ When un-docked, it may be switching back to the Intel by default.
On Sat, Feb 23, 2013 at 9:33 AM, Joshua Cook wrote:
> The call to setNumMultiSamples is the culprit. When I was working
> yesterday the multisample nu
I have it:
http://alphapixel.com/sites/default/files/download/osgRiver.7z
On Wed, Feb 27, 2013 at 11:56 PM, 翟小明 wrote:
> Hi:
> everyone!Who have osgOcean_Rivers code? If you are convenient, please
> send me one copy.thank you!
>
> ___
> osg-users
I think this usually comes form mixing debug and release binaries, if I
recall.
On Thu, Feb 28, 2013 at 9:48 AM, Tonino Tarsi wrote:
> Hi,
>
> I'm trying to compile VTB ( 0.9.12 ) with Visual Studio 2010. Cmake and
> compilation went ok but I have this error
>
> Errore 1 error LNK2005: "
ote:
> Hi Chris,
>
> In the "Manage 3D settings" section of the nVidia control panel, there
> should be an option labeled "Stereo - Enable". It defaults to OFF. Have the
> customer make sure that setting is set to ON.
>
> Cheers,
> Farshid
>
Yeah, I've done this sort of thing before as well.
I didn't use a callback, I used a pseudoloader, so that the
children-to-be-loaded by the PagedLOD had a file extension of ".foo" for
example, so my ".foo" loader was called whenever one was called for. Then I
would build the new child node in memo
I build VPB (and osgEarth) binaries for my support clients, but I don't
give them away for free because it costs me quite a bit to build and
operate the build system that produces them. If you want to shoot me an
email privately, we can figure out what you need and I'll give you a cost
estimate.
__
You could try my dependencies and see if it's any different.
I notice a lot of false positives from antivirus tools, because they're
very "fuzzy" about what they look for and don't have nearly a large enough
library of negatives, especially among open source executables.
On Tue, Mar 12, 2013 at
Look into osgHimmel.
On Sat, Mar 2, 2013 at 11:36 PM, Kim JongBum wrote:
> Hi,
>
> i would like to ask questions
>
> have you ever rendered cloud in OSG application?
>
> i wanna render cloud in my OSG but seems that there are not library for
> cloud in OSG
>
> i saw delta3d that seems providing
I am not clear on why you are starting from OSG. OSG doesn't really convert
to CAD formats like DWG very well. It seems like starting with a DWG
toolkit like OpenDesign Alliance might work better.
On Tue, Feb 12, 2013 at 12:09 AM, Selvakumar Chellamuthu <
selva.gc...@gmail.com> wrote:
> Hi Chris
I just wanted to followup here and mention that this project is now on
GitHub and I'm looking for people who can assist with it.
https://github.com/XenonofArcticus/GLSL-Debugger/
On Mon, Oct 8, 2012 at 1:31 PM, Chris Hanson wrote:
>
> I've been working with glslDevil a while
I haven't announced it yet, just been too busy. Thanks for the reminder,
I'll do it now.
On Tue, Mar 26, 2013 at 11:56 AM, Sergey Kurdakov wrote:
> Hi Chris,
>
>
> >I just wanted to followup here and mention that this project is now on
> GitHub and I'm looking for people who can assist with it.
Thanks hugely, Jordi.
Yes, I'd love a pull request.
If you want to start a buildnotes document (possibly in the wiki) with your
notes above, that'd be excellent as well.
I am still figuring out where to do a discussion list for this. I usually
use Google Code, but I figured I'd try GitHub since
Very good. We will suspect discussion here, and move over to:
glsl-debugger-developm...@googlegroups.com
https://groups.google.com/forum/?fromgroups#!forum/glsl-debugger-development
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://li
It's still alive. Jeremy has been busy with different projects, but is
still around and involved.
Did you have a specific question about it?
On Wed, Apr 3, 2013 at 7:20 AM, michael kapelko wrote:
> Hi.
> I've been researching Cairo / Pango for GUI use with OSG, and googled this
> up:
> http://
Are you using the FMOD or openAL backend?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Ok. I can't speak too much for that then. I would not be surprised if the
osgAudio subsystem didn't stop/close the source until exit, which would be
a design deficiency. I think it would be relatively straightforward for you
to fix that and submit a patch.
__
Depending on your goal, you might be further ahead to look into osgEarth.
On Thu, Apr 11, 2013 at 4:19 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> All,
>
> I'm attempting to load a height field by using
>
> osg::HeightField *grid = osgDB::readHeightFieldFile(...)
>
> where the f
If it helps, I got the raw OpenGL version of this code:
http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html
to work on NVidia cards.
I have not tried converting it to OSG, but I have the source and binary.
___
osg-users mailing lis
Marcel, just to clarify, the example isn't mine. I only fixed it to work
again. The original author moved on and works at NVidia.now.
I would love to see an OSG version of this code.
On Wed, Apr 24, 2013 at 11:08 PM, Mathias Fröhlich <
mathias.froehl...@gmx.net> wrote:
>
> Hi,
>
> On Tuesday, A
It is my understanding that AMD cards won't frame-lock without the S400
card (
http://www.amd.com/us/PRODUCTS/WORKSTATION/GRAPHICS/S400/Pages/s400.aspx ) ,
and it is listed as only supporting certain FirePro cards, which drive the
price up quite a bit. Do you know of a way to frame-lock without goi
This guy implemented it in OSG:
http://de.slideshare.net/acbess/order-independent-transparency-presentation
I contacted him, but he says the source was lost in a hard drive crash. I
have his email address if you want to ask him questions.
___
osg-users m
In my experience the serial-port-based Spaceball type devices can be made
to work. The USB-based ones require driver interaction in a way I couldn't
get to work.
On Fri, May 17, 2013 at 8:12 PM, Thomas Lerman wrote:
> I am finally getting back to this (you know, priorities). I have VRPN
> compi
osgVRPN does has some nice convenience code, which is really its main
purpose.
I'm sure Mike would love some help updating the osgVRPN build.
On Mon, May 20, 2013 at 8:18 AM, Jan Ciger wrote:
> On Mon, May 20, 2013 at 3:43 PM, Thomas Lerman wrote:
> > Yeah, it was no big deal. I did check out
Glad it helped you out!
On Mon, May 20, 2013 at 5:13 PM, David Glenn wrote:
>
> Chris Hanson wrote:
> > As promised last week:
> >
> >
> >
> http://alphapixel.com/content/openscengraph-virtual-planet-builder-osgdem(
> http://alphapixel.com/content/opensce
We're working on this ourselves, but we were hampered because our Windows
build system was an old Vista box and VS2012 doesn't work on Vista, so we
had to roll a new build system...
On Thu, Jun 13, 2013 at 9:17 AM, Jan Ciger wrote:
> Hello,
>
> I am facing updating of our build system to Visua
I guess I'd need a specific question to answer. Optimize what?
On Thu, Jun 20, 2013 at 3:17 PM, Rishabh Raj wrote:
> Hi,
>We are working on developing a distributed rendering system for a 3*2
> tiled display.
>
> We have been trying to setup osgcluster and use it for the same. Though it
>
The amount of data flow is very very small. It's a one packet per frame
update of the camera modelview matrix and such, necessary to keep the
slaves in sync.
The internet has lag. Even over a local area ethernet there will be a
certain amount of lag. What is your ping time from the master to the s
arguments.getApplicationUsage()->addCommandLineOption("-f ","Field
of view of camera");
arguments.getApplicationUsage()->addCommandLineOption("-o ","Offset
angle of camera");
-f is Field of View, pretty standard.
-o is offset angle, which allows you to have each slave display a
different slic
OSGEarth, like OSG itself is open source, you don't need to pay for it.
However, if you're asking about commercial use of the ReadyMap
terrain/image servers, that's something you'll need to discuss privately
with Pelican Mapping.
On Mon, Jun 24, 2013 at 11:35 AM, Carlos Sanches wrote:
> Hello
I was looking for an ENV variable a bit ago and couldn't remember it, so
I made myself a list of all OSG environment variables by grepping:
http://alphapixel.com/content/what-are-all-openscenegraph-environment-variables
My source is not super-fresh, there could be ones newer than this list,
b
osgEarth.
On Mon, Jul 1, 2013 at 7:43 PM, Chris Stankevitz
wrote:
> Hello,
>
> In an application I am writing, I am looking to draw high resolution
> imagery draped over high resolution terrain. I would like to zoom in
> and out.
>
> While zoomed in the underlying "terrain resolution" needs to
ation/guides/user-guides/54-osgviewer
>
>
> 2013/7/2 Jan Ciger
>
>> Hi,
>>
>> On Tue, Jul 2, 2013 at 3:44 AM, Chris Hanson
>> wrote:
>> > I was looking for an ENV variable a bit ago and couldn't remember it,
>> so I
>> > made myself a l
Good luck with that. We have been unsuccessful at doing it so far and sort
of side-tracked it.
You and I should collaborate on the build process. My build system has been
sidelined while we struggled to virtualize all of the build slaves onto one
box, since it's silly to have them all as discrete
We have a scripted update and build process using buildbot and an
unreleased Open Source tool we developed called Conductor.
It usually works, but generally SOME package update SOMEWHERE breaks
something whenever we update.
We COULD update our packages nightly, but since we don't have the
publish
I think it would be great to have an automated build process, which tries
to create weekly builds.
> Here are some aspects I thought about:
> - For which VS versions do we want to provide binaries? for all available
> VS releases since 2005, just 2010 and above, or only the newst version,
> curren
We reported the bug shortly after Update 1 was released. They did not fix
it in 2 major updates – and finally you get the fix in the next product for
hundreds of dollars…
Do you have an issue number or anything for this?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://w
Inherit it the wrong term. The sofa Node would be parented to the room
Node. But, Geode can't have children, only Groups (another kind of Node)
can. So you'd make a Room Group. Its children would be the Room Walls Geode
and the Sofa Geode. Rotating the Room Group would rotate all the stuff that
was
You might want to contact Frank Kane at Sundog software directly. I don't
think is really appropriate for the OSG users mailing list.
On Thu, May 30, 2013 at 12:27 PM, Mohammed Djeralfia wrote:
> Hello,
> I am new with Triton, I want to set Water to a specific area in my
> project --> use Patch
Looks like you compiled a debug build of your EXE but you're using a
non-debug version of OSG.
Change one of them to match the other and see how it goes.
On Fri, Jul 5, 2013 at 8:39 AM, Johan Johas wrote:
> Hi everyone,
>
> I tried to get my first own OSG application to work (well, it's not my
It would all depend on what you're filling in as the setViewMatrixAsLookAt
arguments. Explain how you're calling it.
On Thu, Jul 25, 2013 at 5:52 AM, Alexander Kale wrote:
> Hi,
>
> This is Alex. I am working on a project for simulation of Micro Air
> Vehicle. My application is to have the camer
You may have a "stale" .lib around, or be loading a plugin that is linked
with the old DLL.
Dependency Walker can tell you what EXEs or DLLs are looking for what DLLs.
On Wed, Jul 31, 2013 at 11:31 AM, Phil Oconnor wrote:
> Hi,
>
> I'm upgrading from 3.1.5 (osg97) to 3.2.0 (osg100).
>
> I've b
For some reason I thought I recalled that the databasepager could be told
to automatically apply the osgUtil::Optimizer with specified settings to
all loaded files, but a review ofr the source suggests only the FLT loader
is performing any optimization-on-load.
I know I can apply it manually w
I have an old copy of it. Send me an email and I'll send it to you.
On Wed, Aug 21, 2013 at 6:37 AM, Mohammed Djeralfia wrote:
> Hi,
>
> I am a user of osgOcean, but for your problem with osgRiver I can not help
> you, I searched for osgRiver on the NET but I have never find it, perhaps
> you ca
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