Hi all,
here I am again. Now I've got another problem when I try to assaign two
textures to my geometry.
Here the results from my code:
the first picture shows the geometry with only 1 texture and blending
disabled; the second with blending, the third two textures with
blending.
Whats
Hi Eric,
E. Wing schrieb:
So, I'm still trying to get things built. I was cleaning up issues in
the Xcode projects and Stephan beat me to it :) And I had to start
over again.
I am sorry about that. After committing the project I've seen some minor
unschönheiten, I forgot to configure some
Hi,
export OSG_NOTFIY_LEVEL=ALWAYS
Robert.
On 2/16/07, elekis [EMAIL PROTECTED] wrote:
hi all,
I don't remember witch sell variable I have to export to disable WARNING
like that
Warning:: Picked up error in TriangleIntersect
(-0.5 0.5 -0.5, 0.5 -0.5 -0.5, -0.5 -0.5 -0.5)
(nan,
thanks all
On 2/16/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi,
export OSG_NOTFIY_LEVEL=ALWAYS
Robert.
On 2/16/07, elekis [EMAIL PROTECTED] wrote:
hi all,
I don't remember witch sell variable I have to export to disable WARNING
like that
Warning:: Picked up error in
Paged LOD are LOD where SubLevels are stored into the main memory only when
needed (paged), the level of details that are not used are removed from the
memory to free place.
A Normal LOD has all its levels into memory, even if not drawed. A Paged
does not.
Behind that, there is an intellegent
Hi,
to close this thread:
after poking around a lot I finally did a clean checkout of the source
-- and voila: it works. Looks like my CraphicsWindowCarbon-header did
not get updated correctly, and so the part of the shared contextIds in
the constructor was not in place -- so context-sharing
Hi Robert,
just for your information: I check out last CVS version (this morning) and
rebuild debug / release : compilation without error.
runexample.bat : ok
osgviewer : OK , single threaded model
/adegli
By the way: if you have some minutes left, could you please review my ocean
(water)
Hi Stephan,
On 2/16/07, Stephan Maximilian Huber [EMAIL PROTECTED] wrote:
after poking around a lot I finally did a clean checkout of the source
-- and voila: it works. Looks like my CraphicsWindowCarbon-header did
not get updated correctly, and so the part of the shared contextIds in
the
Hi Adrian,
On 2/16/07, Adrian Egli [EMAIL PROTECTED] wrote:
By the way: if you have some minutes left, could you please review my ocean
(water) and propose a variante how i sould implement it, to fit best into
OSG.
i would like adding this simulation into osg core (water would be really
good
Hi robert,
I have used the night tarball of 14th Feb, and the results are the same.
The computeIntersections does not work properly when using multiple cameras.
I think the NodeMask bug fix is not the cause.
Maybe make the AutoScale manually (instead of using
SetAutoScaleToScreen(true))
using a
Hi Miguel,
On 2/16/07, Miguel Martinez [EMAIL PROTECTED] wrote:
Hi robert,
I have used the night tarball of 14th Feb, and the results are the same.
The computeIntersections does not work properly when using multiple cameras.
I think the NodeMask bug fix is not the cause.
Maybe make the
For the two projects that don't compile, I saw that most errors were simple
typos and that the Shadow Volume functionality is in flux anyways, so I
won't
even paste the errors as it's probably irrelevant. If you want them just
ask.
What were the errors?
I have just added in the
Hi J-S,
On 2/16/07, Jean-Sebastien Guay [EMAIL PROTECTED] wrote:
Ok, you asked for it! (note that I just updated from CVS so these are new errors
after your latest fixes).
Drats, sorry about this, the addition of some file IO code to help
testing is the cause. This is no longer required so
Hi Mike,
That would be EGGS-Cellent! We are making a digital text gauge class that
basically wraps a textured quad with a hole for updateable text that we
had one of our modelers make a nice texture but we don't want to
redistribute the image around all over the place with our installs so your
Hi Pawan,
You need to use a ref_ptrNode instead of a raw C pointer to make
sure the ref counting in the scene graph doesn't delete the object
when you remove it from the scene graph.
See http://donburns.net/OSG/Articles/RefPointers/RefPointers.html
Robert.
On 2/16/07, Pawan Harish [EMAIL
Hello Robert,
Drats, sorry about this, the addition of some file IO code to help
testing is the cause. This is no longer required so I've removed
this. This should remove the osgDB dependency and allow things to
compile once more. A have checked in this change.
I'm at work right now so I
Hi All,
This week Jose Luis Hidalgo of UPV (http://www.upv.es/) has been
quietly working away in the background on setting up our new server at
UPV, and today you get to test out progress so far ;-)
First up the openscenegraph.org wiki has been cloned and placed on the
new server, accessible
Hello Robert and fellow Windows OSG users,
Details on subversion can be found at:
http://subversion.tigris.org/
And the book
http://svnbook.red-bean.com/
I'd like to note that if you were used to using TortoiseCVS on Windows (nice CVS
client integrated into the Windows Explorer UI),
Hi J-S,
On 2/16/07, Jean-Sebastien Guay [EMAIL PROTECTED] wrote:
Robert, am I right in thinking that if I have some changes to do on the wiki, I
should do them at the new domain because you probably won't copy the changes
over again now that the new server is up?
To be safe it might be best
Hi Joakim,
On 2/16/07, Joakim Simonsson [EMAIL PROTECTED] wrote:
It would be neat to have a server-side script that parses the log message
and changes the svn author after the commit. The svn statistics would be
more interesting then :) It is possible. But again, I've never done it
before.
Dear All,
Having some problems with nested cameraNodes (OSG 1.2) and renderbins, hence
a couple of (hopefully brief) questions on CameraNode's renderOrder and the
relationship to RenderBins. Basically, I have a complex scene graph with a
hierarchy of CameraNodes set to PRERENDER. Is it true that
PĂ„ Fri, 16 Feb 2007 17:00:31 +0100, skrev Robert Osfield
[EMAIL PROTECTED]:
How are people faring with the new SVN check outs?
Success? Failure?
Success!
--
Joakim Simonsson
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Success here with the checkout, will fire off a build shortly.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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http://openscenegraph.net/mailman/listinfo/osg-users
Dear All,
I am moving a scenegraph underneath a CameraNode/RTT, so that I can
perform shader related effects on it. Previously (pre RTT) I had a
cullCallback set within which the viewport size was picked up with :
osg::CullStack* cs = dynamic_castosg::CullStack*(nv); //nv is the
On 2/16/07, David Spilling [EMAIL PROTECTED] wrote:
1) What is the draw order for the following graph, if all cams are
PRERENDER?
root
/ \
a(-20) cam
\
b
Is the draw order b, then a, whatever renderbin a is set to?
Yes.
2) What is the draw order for the
Hi David,
I have just reviewed the CullVsiitor::apply(Camera) code in SVN and
it doesn't push/pop the viewport, but I can see that it probably
should for consistency sake. I have just checked in this addition to
SVN. You'll be able to grab the modified file SVN or look at the
changes and apply
The osgWrappers fail to build from current SVN with VS8. These are not
failing in current CVS. Here's the first few errors I get from the OSG
wrapper:
1-- Build started: Project: osgWrapper osg, Configuration: Debug Win32
--
1Compiling...
1AlphaFunc.cpp
Hi Paul,
Do you see strange symbols If you open the file ? I wonder if is a
problem with end-of-line between unix - windows. It can be fixed
adding a property to all files called svn:eol-style=native
Cheers,
Jose L.
On 2/16/07, Paul Martz [EMAIL PROTECTED] wrote:
The osgWrappers fail
On Feb 16, 2007, at 12:52 AM, Stephan Huber wrote:
E. Wing schrieb:
First, for the Multi-threaded OpenGL engine, you should only activate
it when you have multiple processors. (I noticed it has been
commented
out because of performance issues.) If you are on a single processor
machine, you
Hi Paul,
On 2/16/07, Paul Martz [EMAIL PROTECTED] wrote:
The osgWrappers fail to build from current SVN with VS8. These are not
failing in current CVS. Here's the first few errors I get from the OSG
wrapper:
I did a wrapper update and check in without testing, then afterwards
found that
On Fri, 11 Aug 2006, Robert Osfield wrote:
Hi Raymond,
On 8/11/06, Raymond de Vries [EMAIL PROTECTED] wrote:
Is there a way to use 'normal' texture coordinates with range 0.0 - 1.0
for a TextureRectangle?
You could create a osg::TextMat and assign it to the same StateSet,
however, it'd need
Hi All,
I'm cross posting this email to OpenThreads and OpenSceneGraph users
mailing lists to inform everybody of the successful migration of
OpenThreads version control to Subversion as part of the move the
OpenSceneGraph to a new server.
OpenThreads SVN can be found at:
Hi Eric,
On 2/16/07, Eric Sokolowsky [EMAIL PROTECTED] wrote:
I know that this thread is quite cold, but I was wondering if it was
ever implemented as a way to use normalized texture coordinates with
non-power-of-two size images. If not, I might want to take a stab at it.
To help this task
Thanks, Robert -- Everything builds fine now on current SVN in VS8. No
problems with running anything either.
Good work on the transition to SVN! Will the current CVS no longer be
maintained or updated from this point forward?
-Paul
-Original Message-
From: [EMAIL PROTECTED]
Bill Galbraith wrote:
Thanks for the reply. The code that you provided was exactly what was in
there before I started this mess. I even copied yours in there and it still
You are correct - it weas another project I was working with that I had to
change the alias but I see you went to gcc 3.4.4
Hello Robert,
Thanks, Robert -- Everything builds fine now on current SVN in VS8. No
problems with running anything either.
Same here. Good work!
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
Hi biv,
ok, osgimgconv and the cpp plugin are in the osgToy CVS now, under
http://osgtoy.cvs.sourceforge.net/osgtoy/osgtoy/OpenSceneGraph/
Cheers
-- mew
Gerrick Bivins wrote:
Hi Mike,
That would be EGGS-Cellent! We are making a digital text gauge class
that basically wraps a textured quad
Thanks, Mike! I'll take a look at it over the weekend!
biv
On 2/16/07, Mike Weiblen [EMAIL PROTECTED] wrote:
Hi biv,
ok, osgimgconv and the cpp plugin are in the osgToy CVS now, under
http://osgtoy.cvs.sourceforge.net/osgtoy/osgtoy/OpenSceneGraph/
Cheers
-- mew
Gerrick Bivins wrote:
Hi
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