Guillaume wrote:
Hello all,
I have tried to build OSG 1.1 in static configuration with VC8.
It worked well until I tried to link some static built plugins.
is deadcode stripped because there is no reference to it in the
application.
So the ive ReaderWriter is never registered.
See steps 6 &
Zach Deedler wrote:
5) Given TRIAL4, seems like a #ifdef WIN32 problem, or limitation in the
OS (I'm still unwilling to accept this)
Interesting. Something doesn't seem right.
Isn't the code in OsgSceneHandler supposed to prevent paging from
occurring for long periods of time?
Essential
Eh, didn’t closely enough at the line above the “bug”
…
_textureObjectBuffer[contextID]
= textureObject = generateTextureObject(
contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
Hi
all,
After
juggling some thirdparty dependencies on Win32 I’ve managed to get a
debug build of OSG working with my app and found a possible bug in Texture2D.
My
app is crashing during the first call to sceneview->cull() during
displaylist construction. In Texture2D::apply(State&
On 8/17/06, Jacob Foshee <[EMAIL PROTECTED]> wrote:
I am certainly interested in pitching in. Fill me in on what needs to
be done, and hopefully I'll be able to make some progress.
Unfortunately I do not do any OS X development, so I don't think I'll
be able to contribute too much in that area.
Hi,
Below summary of my code attached, I create a geometry, create a
stateset and load a texture then attach this state set to the
Geometry. Problem is, if I remove the code for defining texture
coordinate indices then there is no change in the result. I mean with
or without texture and normal ind
I actually have my system configured for distributed builds across
multiple Macs AND Linux machines (cross-compiling) using the normal
means to setup distcc. No Xcode required.
It did take much more work to setup than using Xcode.
Other than that it works quite well.
Dan
On Aug 17, 2006,
On 8/17/06, Daniel Larimer <[EMAIL PROTECTED]> wrote:
I hope that CMake will allow me to build from the command line using
gnu make on OS X. Xcode should not be required.
Yes, the Makefile generator is pretty solid. It's actually the default
generator on OS X for CMake. The CMake authors to p
On Thu, 2006-08-17 at 22:06 +0200, Luigi Calori wrote:
> I imagine you had tried http://projects.blender.org/projects/osgexport/
>
> I tested it with blender 2.4.1 and was able to export the fiat Stilo
> model found at http://puudeli.zoo-gate.fi/~haba/3d/
> with her texture.
>
> I' ve tried y
I use CMake on OS X independent of Xcode. It just uses "make" instead
which seems to work fine.
When the KDE team started moving to CMake, the folks at Kitware got
real involved in helping them move to CMake. I am guessing if someone
approached them stating that OSG would like to move to CMake I
Try this link out for size.
http://qtnode.net/wiki/Qt4_with_Xcode
http://scottcollins.net/blog/2005/07/two-days-of-programming-qt-and-
xcode.html
I don't want to get involved with the build process decisions.
As a Mac OS X user I have seen my share of unfriendly build systems.
I hope that CM
I didn't know qmake could generate Xcode projects too. I've been
googling for information about this, but I haven't found much. The
first hit is a cryptic thread about the Xcode generator being removed
from the open source version which is worrisome to me.
If you can find me a good documentation
I imagine you had tried http://projects.blender.org/projects/osgexport/
I tested it with blender 2.4.1 and was able to export the fiat Stilo
model found at http://puudeli.zoo-gate.fi/~haba/3d/
with her texture.
I' ve tried your stopsign, but it does not show textures in blender and
as wel
Just a few notes on my experience with CMake...
While the script writing was easy to learn, I quickly found myself
limited by its API. Anytime I needed a new feature, if CMake didn't
support it out-of-the-box, I was out of luck :( Delta3D ended up moving
to SCons since I could write normal Pyt
Hi Jacob, I' m more than willing to cooperate for a CMake building
project for OSG
I've done some work on OSG CMake building, trying to use the project at
http://www.sharedreality.de/osgcmake/ for Linux building
The stuff is far from being cleaned, so I' ve not dared to commit it on
the osgcm
On Thu, 2006-08-17 at 10:33 -0700, Don Burns wrote:
>
>
> On 8/16/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
>
> 5) Given TRIAL4, seems like a #ifdef WIN32 problem, or
> limitation in the OS
> (I'm still unwilling to accept this)
>
>
> why ?
>
My guess is tha
Bugle is another OpenGL debugger utility that some people may find
useful.
Don
http://bugle.sourceforge.net/index.html
On Wed, 2006-08-16 at 17:40 -0700, Don Burns wrote:
> Hi Michel,
>
> I've just done a test using OpenGLDebug on this and sure enough, it
> looks like there is either a bug or s
Cmake pretty much builds cleanly any where. The CMake syntax is easy
to pick up. Although there are some OS X issues (frameworks) we can
certainly work around them (make plain dylibs) in the mean time. I
have been able to use a single cmake file to build projects on
Linux/IRIX/AIX/OSX and windows.
Hi Abhinandan,
To verify if osg sees the "floor" object you can use osgconv to
convert the Flight file to ".osg" and look at it in your favorite
editor. You probably need to turn off optimization to preserve the
structure of the Flight file. To disable the optimization in osgconv
you can set th
Hi all,
this is just a test. I've received no more OSG messages since yesterday
and I can see in the Archives that I've missed some of them.
Is anything going on with the servers??
Greets, Bart.
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All,
I have also looked at various cross-platform solutions and must say
that I have yet to find anything that works better than qmake.
qmake is open source, GPL, and is included on most Linux distros by
default. There are binary installers for OS X and Windows. It
supports both MS V
On 8/16/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
5) Given TRIAL4, seems like a #ifdef WIN32 problem, or limitation in the OS(I'm still unwilling to accept this)
why ?
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osg-users@openscenegraph.net
http://openscenegraph.net/
The web site is up and fine, the mailing list is now working OK, but
has been down for a couple of days. All other systems seem to be
firing on all 8.
-donOn 8/17/06, Jacob Foshee <[EMAIL PROTECTED]> wrote:
I am certainly interested in pitching in. Fill me in on what needs tobe done, and hopeful
Hi Osg-ers,
A few of you noticed that the osg-user list seemed to be
off-line. Indeed, for some unknown reason, mailman decided to
take a nap on the osg-users list. Other lists continued to work
OK, and the postfix mail also was fine. After a swift kick in the
butt, mailman seems to once again
I have an event handler class like this:
class EventHandler : public
osgGA::GUIEventHandler
{
public:
virtual
bool handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter&
aa);
};
The handle function just calls the base
class’ handle function…
This is ho
On Mon, 2006-08-14 at 09:41 -0700, Mike Weiblen wrote:
> Hi Jeremy,
>
> That would be great, thanks! Just email me a .zip (or .tgz ;-) of the tree,
> I'll integrate.
Well, about 2 hours after I had done the changes myself, Vincent sent me
an e-mail saying he had added they changes to CVS himself
I have tons more information I can give. I'll try to give as much as I can
with out overloading:
PROBLEM
While moving camera through scene, the frame rate drops significantly(5Hz)
for multiple seconds. (It hitches bad)
SPECS
1) Processor = Intel Pentium D 3.20GHz dual core, hyper-threading
Hello all,
I have tried to build OSG 1.1 in static configuration with VC8.
It worked well until I tried to link some static built plugins.
If we take ive plugin
It seems that the global:
RegisterReaderWriterProxy g_IVEReaderWriterProxy;
is deadcode stripped because there is no reference to it
Hi Quinn,
this tutorial have some txts with links to hdr files.
http://openscenegraph.org/osgwiki/uploads/Tutorials/HDRTutorials.zip
On 8/16/06, Quinn, Gary <[EMAIL PROTECTED]> wrote:
Hi All.
Does anybody have any sample database(s) that use hdr files please.
I modified the OSG hdr plugin
I am certainly interested in pitching in. Fill me in on what needs to
be done, and hopefully I'll be able to make some progress.
Unfortunately I do not do any OS X development, so I don't think I'll
be able to contribute too much in that area.
In the meantime I'll start with the links you gave.
Jeremy Moles wrote:
Well, about 2 hours after I had done the changes myself, Vincent sent me
an e-mail saying he had added they changes to CVS himself; I still have
a few fixes for warnings and whatnot (it's something I love about OSG
and it's friends--the ability to run with warnings turned all
It works, but the same error occurs with old ive files. The solution is to
re-convert ive files with the CVS version of osg. The ive files seems to
smaller in size when converted now. If I understood it correctly, it is
because it does not contain unused textures anymore?
På Tue, 15 Aug 2
Here is a follow-up on my quest to find a art path that works with OSG, most
recently with Blender.
Although my previous conclusion that OBJ is the only format which produces
correct geometry, my excitement was dimmed when i found out that Blender's
OBJ export flattens all transforms, effectively
Hi
all,
Although
my move to 1.1.1rc1 has been less than I hoped (see earlier email J), the bright side is that a bug in
osgText relating to multiple contexts seems to have been fixed.
This
was covered in another thread, but just wanted to confirm that (at least for
me) an issue rela
Hi
all,
I
have an application that displays 2 or 4 separate windows (each with its own
context) simultaneously. Each window contains geometry and text (via osgText). Building
with 1.0 everything works fine.
I
have now ported to 1.1.1rc1, making some changes to accommodate for the ch
Use an osg::StateSet and osg::Texture2D. when setting a texture
attribute via stateSet->setTextureAttribute(), note that the first
argument is a texture unit argument. Simply use texture arguments
0 - 4 to apply all five of your textures.
-donOn 8/15/06, Mustafa <[EMAIL PROTECTED]> wrote:
Hi, H
Hi, I am trying to set seperate material property for a perticular node in a model and I could do it for turret of tank in example 8 of tutorials successfully but when i tried to it with my own model(Its a FLT model exported from maya 8) I got an debug error (I tried to change the material
Ok.
I'm in the process of packing up the COLLADA plugin from SourceForge, to be
integrated into OSG core, while also shuting down the SF project. Future
development will occur in OSG core.
Cheers
-- mew
Jeremy Moles wrote:
> On Mon, 2006-08-14 at 09:41 -0700, Mike Weiblen wrote:
>
>>Hi Jerem
Sorry for the traffic, I fixed it.
Looks like getting my build environment up and running caused a few
niggles. I did a gmake clean, and all was well. A few judicious
symlinks later (down to me having the nVidia driver and them not
shipping GLUT) and I think I've done itstill compiling.
Hi Michel,
I've just done a test using OpenGLDebug on this and sure enough, it
looks like there is either a bug or some error in logic as setting
shareAllGLContexts(true) still causes two textures two be
created.
I tested as follows: I modified osgviewer.cpp to call Producer::RenderSurface::sh
If what Robert said in this thread is true, then the same texture
handle should be used for each context. How are you testing this
and coming to the conclusion that multiple handles are being used for
the same texture?
-donOn 8/15/06, Elk, M.G. (Michel) van <[EMAIL PROTECTED]> wrote:
Hi Robert and
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For kicks, I thought I would try compiling OSG under 64-bit on OS
X/gcc4. I'm currently stuck in OpenThreads.
The method Thread::getProcessID() (in the pthreads backend) is giving
me compiler errors about casting from '_opaque_pthread_t* to int and
unsigned int.
(The unsigned part looks like a mi
This isn't strictly feedback:
I'm trying to build 1.1.1 rc1 on Solaris 10 - now, I don't know my
arse from my elbow with solaris (yet) - but I've got my build
environment sorted out and am still get the following error:
-bash-3.00$ gmake
gmake[1]: Entering directory `/home/pete/Documents/
There are currently about 5 of us that I know of that are working on
or interested in working on the CMake build system. All of us have
been independently busy so we haven't yet organized our efforts into
finishing this. Many parts have already been written, but a lot of
work is needed to make the
I'm trying to build OSG 1.1.1-rc1 on WinXP under Cygwin.
Is there any advice besides the short page on the OSG site?
Do you have first hand experience you want to share?
Thanks for your help!
mario
--
Ing. Mario Valle
Visualization Group
I'm trying to build OSG 1.1.1-rc1 on WinXP under Cygwin.
At last seems everything build correctly, but any example I try to run
generates a .exe.stackdump that contains:
Stack trace:
Frame Function Args
0022C458 7C802532 (017C, EA60, 00A4, 0022C4A0)
0022C578 61096A1C (000
Howdy, everybody,
I'd like to kick off a thread dedicated to discussing the migration of
OSG to a multiplatform build too. I have seen mention of CMake
already in the XCode thread. And I've talked briefly to Mike Wittman
about his work on the Win64 build.
I've just joined a startup company and
I see that there has been lots of post in the archives about
how the camera should work as well as camera manipulation. I can’t
figure out the “correct” way to handle and manipulate a camera.
Is there a book, tutorial, example on the suggested way to
create a camera and update a camera
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