Hi Don,
attached pls find some instructions and a .bat file demonstrating the process of
unpacking sources, compiling, and building an InnoSetup win32 binary installer
for OSG et al using VisualStudio.NET 7.1 2003.
It is derived from that used to build the OSG v1.2 win32 installer. For
reference
sherman wilcox wrote:
Win32 static linking question. Possible?
Yep. I do it with every release.
Assuming for a moment that it's possible, is it a good idea?
Depends on your circumstances. If you want to ship a smaller, single-file program
instead of an EXE plus a raft of DLLs -- yes!
I was just getting started with osgMaya on Linux. There's a pretty
recent version with osgCharacter, but it has a lot of Windows-specific
and osgCharacter-specific stuff I don't need. The most recent version
I found that seemed appropriate for me was the 2004/12/08 at
http://cb.nowan.net/3d/inde
Hi all,
I am new osg and I was working on to add some text to a simple scene.
I tried looking at the osgText example from examples. The executable are working properly.
When i try copying and run the source code, I was not able to run it properly. Some of the errors are listed below.
I tried lo
Win32 static linking question. Possible? Assuming for a moment that it's possible, is it a good idea? I've read the mailing list archives and a commen theme seems to be it's possible but not advisable. Seems like the plug-in system throws a wrench in things. However, the messages I read aren't exa
When the optimizer reduces static transforms, it multiplies the verticies and normals by the current transformation matrix. It uses TransformAttributeFunctor to do this. However, it's transforming the normals backwards. The comment in the
TransformAttributeFunctor.cpp line 43 says to post mult
Hi osgDevs,
while working on osgBindings I stumbled across things like this:
class OSG_EXPORT BlendFunc : public StateAttribute {
...
enum BlendFuncMode {
DST_ALPHA= GL_DST_ALPHA,
DST_COLOR= GL_DST_COLOR
...
}
inline void setFunction( GLenum source, GLenum
On 10/2/06,
Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Don,
Perhaps
w.r.t to viewers one can talk about divergence of approaches, as I
presume you are thinking about make Producer a scene graph and dropping
CameraNode etc.
Not at all. One of the very valuable things about OSG is its
opt
Title: osgprerender dynamic texture resize
Hello,
I am doing a render to texture similar to the osgprerender example. I render the texture on a
quad that fits the viewport. I'd like to be able to change my texture resolution when the user
resizes the viewport. Can you just resize everythin
HI Antoine,On 10/2/06, Antoine Hue <[EMAIL PROTECTED]> wrote:
- API statibility is not high enough. Lately, with OSG 1.2, I had tochoose between keeping resolved some bugs or updating my code to workwith latest changes to osgTerrain.Alas this is something does occur. To fix bits of code sometimes
Robert, this reply is personal, defensive and non-productive. Please
back-off, take a deep breath and allow some productive discussion.
On 10/2/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Don,On 10/2/06, Don Burns <
[EMAIL PROTECTED]> wrote:
I'd like to put in my $.02 here as I did post a chal
Hi Antione,
Thanks for these very useful remarks.
SOme comments and answers to questions:On 10/2/06, Antoine Hue <[EMAIL PROTECTED]> wrote:
Hello,As an answer to Robert and Don, I may tell about my experience.I more or less started 3D programming with Open Scene Graph. Justbefore, I did some tria
Hi Don,On 10/2/06, Don Burns <[EMAIL PROTECTED]> wrote:
I'd like to put in my $.02 here as I did post a challenge to
"simplicity" with my recent posting of the Producer OsgViewer
example.
It would seem that recent threads on the list have indicated that one
of the biggest challenges OSG has to r
>From: Chris Hanson <[EMAIL PROTECTED]>
>
> I think really, the issue of the license for the book content
>should be up to the contributors.
Yes, that is why I wish they did read the reasons for using Creative
Commons or GNU document license. Many professional paid coders
write free, open source
Hello,
As an answer to Robert and Don, I may tell about my experience.
I more or less started 3D programming with Open Scene Graph. Just
before, I did some trials directly on OpenGL and found it very low
level. I was more than happy to find an higher level API in OSG.
At first (late 2004), most
From: Watson Ladd <[EMAIL PROTECTED]>
When I try to build OSG with Xcode using Dwarf dSYM files for debugging
and with the Deployment target I get the following error:
No Debug Map or DWARF data was found to link.
What did I do wrong? It builds correctly with the default Xcode
configuration bu
Hm... lets not kid ourselves. There are different layers of abstraction
here and when I navigate "Frameworks" I see directory structures that
include subdirectories named Resources and Headers. In some "Frameworks" I
find files of type "Mach-O dynamically linked shared library (i386 or
ppc)".
Hi all,
Don't know if anyone ever noticed but the clear color from a camera
config file is getting ignored.
The default clear color is set in:
Producer/src/Camera.cpp, Camera::Camera( void ), default set to 0.2,
0.2, 0.4,1.0
Upon creation of a Viewer/OsgCameraGroup the config file is parsed an
Hi Marc,On 10/2/06, Marc Bernatchez <[EMAIL PROTECTED]> wrote:
I could try that on my side. You are referring to "osgGLUTsimple" here?Do I have anything specific to setpup or would this sample trigger thebug without any modifications?I think it was either osgGLUTsimple or osgGLUTkeyboardmouse, they
>Hi Marc, Found the sound the nature of this bug I suspect its a memory
error that only trips you over in certain
>circumstances, change the cirtcumstances slightly and the bug
"magically" disappears - for instance debug vs release.
> Threading issue tend to be like this in nature too, but in thi
I'd like to put in my $.02 here as I did post a challenge to
"simplicity" with my recent posting of the Producer OsgViewer
example.
It would seem that recent threads on the list have indicated that one
of the biggest challenges OSG has to reaching more participants is that
it is difficult to lea
Here are the latest test results:
1) OSG 1.2 with lib3ds code from osg1.0 still has the bug so
modifications in lib3ds are probably not the cause. Can others running a
windows platform validate this test? What I did was to replaces files in
the lib3ds plug-in folder of an OSG 1.2 install with
Title: Particle effects problems
Hello All.
I am having trouble with the particle effects. I want to apply particle effects to my entities. I am putting the particle system on a geode at the root, and the emitter and program as a child of the entity. However, the entities are all in subgrap
I'm still relatively new to graphics programming, and I had a quick
question (which ties closely to the question I asked a few weeks back
about creating a plugin to "render-to-video" for OSG).
As a newcomer to graphics programming--and as a user of an existing
toolkit--there are a few things you c
Hi Marc,Found the sound the nature of this bug I suspect its a memory error that only trips you over in certain circumstances, change the cirtcumstances slightly and the bug "magically" disappears - for instance debug vs release. Threading issue tend to be like this in nature too, but in this case
Hi Marc,
Little has changed with it between 1.0 and 1.2. Little changed with
SceneView too.
I suspect there is a bug in the OpenGL driver that is triggered in some
OpenGL usage conditions. It may well be impossible for us to pin point
this, let alone provide a decent work around on the OSG
On 10/2/06 12:28 AM, "Don Burns" <[EMAIL PROTECTED]> wrote:
>
> So, what does the development environment directory structure (containing the
> target builds) look like just before your script is run which copies files to
> the distribution locations?
It can be different for each user because it
On 10/2/06, Jeremy Moles <[EMAIL PROTECTED]> wrote:
Yes, adding false as the last argument worked. I had actually tried thatabout five minutes before you posted it the first time, although I wasjust "trying things" to see what would happen. :)
The false disables the automatic update of the input ra
On Sat, 2006-09-30 at 09:27 +0100, Robert Osfield wrote:
> On 9/29/06, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> I commented out just this line as well and things seem to be
> working
> okay. Would dividing by the max size for each value do the
> trick then?
>
When I try to build OSG with Xcode using Dwarf dSYM files for debugging
and with the Deployment target I get the following error:
No Debug Map or DWARF data was found to link.
What did I do wrong? It builds correctly with the default Xcode
configuration but is quite large.
--
They who would give
Hi All,As many will know I've been pontificating on the future of viewer classes in the OSG for well over a year now, but other than a few additions like osgGA::EventQueue and EventVisitor have done little concrete in this direction. My recent work on osgText::FadeText brought forward the need for
Hi Chuck,On 10/2/06, Chuck Seberino <[EMAIL PROTECTED]> wrote:
I have some code that sets up a CameraNode with a FBO as the
target. The texture attached to the FBO has a format of
GL_RGB32F_ARB. This seems to work just great.
The problem is that I want to be able to read in t
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