Hi Robert,
Recent changes in net plugin have broken compilation in mac, I've realized
that the this define is not correctly in my system:
#if (defined(__APPLE__)&&(__GNUC__<4)) ||
(defined(WIN32)&&!defined(__CYGWIN__)) ||
!defined(_XOPEN_SOURCE_EXTENDED)
#define socklen_t int
#endif
This is def
Mansheng,
I ran the release version this evening and did not see any memory leaks but I
am several weeks behind the SVN version so I will update tonight and rebuild
everything. Hopefully I will get sometime to look at this tomorrow and test
for memory issues with the release version and look
I downloaded the source code of openscenegraph and compiled it under Microsoft
Visual Studio 8 professional and Windows XP Professional with SP2. When I ran
the debug version of osgviewerMFC, I found that the program cannot kill itself
after I exit the program.That is to say, there is still a p
hi,
i forget to comment that you can't derive directly from
GraphicsWindowWin32 and change how it create the window, because the window
is created at the constructor and can't be avoided.
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Hi,
some time ago (1 month?), i had the same requirement. In my particular
scenario i need to make the GraphicsWIndowWin32 a children window instead of
taking the parent Hwnd and adapting it to work with OpenGL (PixelFormat and
WGLxxx). I modified GraphicsWindowWin32 directly in my osg downloa
Robert Osfield wrote:
> Hi Leif,
>
> On 7/13/07, Leif Delgass <[EMAIL PROTECTED]> wrote:
>> A word of warning: you might consider looking at a roomier case or at
>> least check the dimensions carefully. The new GeForce cards (even the
>> GTS) are quite long and you may be in danger of bumping up
I'm sure you already knew this, but just in case not... :)
svn diff \
--old http://www.openscenegraph.com/svn/osg/OpenSceneGraph/[EMAIL PROTECTED] \
--new http://www.openscenegraph.com/svn/osg/OpenSceneGraph/[EMAIL PROTECTED]
...will give you the diff, which I've also attached. SVN rocks. :)
On
Hi Adrian,
I did some testing this evening and found that when running in the
CullThreadPerCameraDrawThreadPerContext thread model I get a hang on
start up. All the rest of the threading models works fine,
CullThreadPerCameraDrawThreadPerContext even works fine when I run on
a single head.
I ha
On 7/13/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
ImageStreams aren't currently supported by the ive reader/writer. They
safely cast to Image, so the plugin treats them according to the
osg::Image interface.
Ahh forgot about the storing of images inline to a .ive file, yes this
will cause
ImageStreams aren't currently supported by the ive reader/writer. They
safely cast to Image, so the plugin treats them according to the
osg::Image interface.
Chase
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Weitz, Andrew C.
> Sent:
On 7/13/07, Weitz, Andrew C. <[EMAIL PROTECTED]> wrote:
I'm using the QuickTime plugin to create a video texture. I'm having
trouble saving/loading the video texture to/from an IVE file. The save
process seems to work correctly. But when I load the IVE file, all I
see is a single video frame.
Change this line:
osg::Vec3Array* coords = new osg::Vec3Array(6);
to:
osg::Vec3Array* coords = new osg::Vec3Array();
You are creating an array with 6 elements, then pushing 6 more. -gw
On 7/13/07, Carlos Nava <[EMAIL PROTECTED]> wrote:
Sorry for bothering with this simple problem, but I got
Hi,
I'm using the QuickTime plugin to create a video texture. I'm having
trouble saving/loading the video texture to/from an IVE file. The save
process seems to work correctly. But when I load the IVE file, all I
see is a single video frame. When I try to cast the loaded osg::Image
to an osg::
Sorry for bothering with this simple problem, but I got arround every warning I
had, and now the problem is that I can see the central model, but I can't see
the planes that should be sorrounding it...
Here's the code and thanks for any help you can provide
#include
#include
#include
#includ
Thank you Robert, with Luigi's mods now everything goes fine.
--
Enrique...
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Hi Leif,
On 7/13/07, Leif Delgass <[EMAIL PROTECTED]> wrote:
A word of warning: you might consider looking at a roomier case or at
least check the dimensions carefully. The new GeForce cards (even the
GTS) are quite long and you may be in danger of bumping up against the
drive cage with that ca
Hey (J-S and others),
>All those errors are "unresolved external symbol", and most of them
>refer to antlr. Are you sure you added antlr(d).lib into the Plug 3d
>vrml project settings - Linker- Input - Additional Dependencies field?
>What do you have there?
So I now have, in my debug configurati
On 7/12/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi All,
Its a year and half since I built my present Atlhon 3800 X2 + 2x
Gefore7800GT, 2GB machine. Its been a excellent base for development,
but times move on, the user base are now moving on to quad core
systems, 8800 series has been with
OpenGL Distilled: Okay, I'll add it to the list:
* OpenGL Distilled, $25.00
Freebie books: Great idea! I think I can scrounge up a couple to pass out
for free. Should we organize some kind of trivia contest a la the OpenGL
BOF?
Payment: Oh, yes, and cash is also accepted.
-Paul
> Hi Paul,
>
Hi Tobias,
You have a couple of options.
First up you could create a slave Camera that renders into a separate
window, and have this Camera not share the main View's scene data, and
also separate the view and projection matrix settings by setting the
slave Camera ReferenceFrame to ABSOLUTE_RF.
Hi Paul,
Thumbs up on selling books and merchandise at the BOF. Might I
suggest you add OpenGL Distilled to the collection as understanding
OpenGL is pretty useful to OSG users ;-)
I few of the BOF's we've given away T-Shirts as prizes, its a little
bit of fun, I'll donate some this year by buy
Hello at all
I want to create an additional window besides my standard osg::viewer window
that displays an osg::image. I allready created a window with
osg::GraphicsContext. Does anybody know how to put an osg::image into an osg
window? Moreover it should be possible to update the image content a
Hi Mike,
I should be able to get to this next week.
- Original Message -
From: "Mike Weiblen" <[EMAIL PROTECTED]>
To: "osg users"
Sent: Wednesday, July 11, 2007 3:40 PM
Subject: RE: [osg-users] inno setup
Hi Zach,
I agree that would be useful, and would be glad to integrate your m
Hi Alexandre,
I've been working with shadowMap for the last couple of months, on a
modified osg 1.2, but the code is almost identical.
What errors are you seeing with that one ?
Cheers
Mihai
amalric alexandre wrote:
Hi Robert,
Ok thank you, I see that osgShadow is a complicated work, shado
Hi all --
I plan to bring OSG books and merchandise to the SIGGRAPH BOF this year for
resale. If you're interested in purchasing anything, please send me an email
in advance so I can place bulk orders to minimize the shipping cost. In the
email, tell me what item(s) you intend to purchase, and in
Hi Adrian,
Could you try forcing the OSG to use different threading models using
the OSG_THREADING env var, then see which ones are OK, which ones are
suspect. i.e.:
set OSG_THREADING=SingleThreaded
osgviewer mymodel.osg
There has been changes to GraphicsThread/OperationThread classes over
th
hi
i just came from checking out the latest SVN version, an rebuild it. About
one week ago i still get same behaviour, i'll mention in the next
few lines. but still today i just ignored it, becaue i believed it cames
from wrong build or may ati driver is buggy, but i got i also under an other
s
Hi all,
Due to unprecedented demand (as of the 12th, 97% of the month's
bandwidth quota), the OSG win32 binary installer has moved to a new
host.
The OSG downloads page
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads has
been updated for the new location.
I mention this be
Hi Robert,
Thanks for the suggestions. Unfortunately, the library that we are using,
Delta3D, has not been converted to the newly released version of OSG; but it
sounds like adding a camera stack to the RenderInfo object would be the way to
go. I'll have to continue using 1.2 for now.
I rea
Hi Claudio,
If you run osgviewer and then press 's' a couple of times to full
stats you see the various phases of operation, the last phase is the
orange bar which represents the time on the GPU (this is only
available on NVidia hardware though due to use of extensions to get
this time). The GPU
There is still one major problem yet (at least for me) : you cannot mix osg
object built in lua with introspection and osg objects build in Lua without
introspection... and you can't even update osgLua to change this : it is not
possible to build and osgIntrospection::Value from a lu userdata (voi
Correct me if I'm wrong but, I first though that one potential solution to
the initial problem I had could be to add a "setType()" method to the Value
class... This way one could create a Value from a void pointer and then
change the type But I realize it was not enough as the template
in
Ole-Morten Duesund wrote:
I would be also interested in using osgLua, even if I' m new to that
language.
: is the svn still http://svn.pplux.com/lab/osgLua ??
I ' m currently using Windows MSVC 7.1 -8.0
Are there known issues?
Any hints on setup of Lua dev environment working with OSG would be
I have a question about the latency between when an instruction changing the
scene graph is issued and when the effect of that instruction is visible on
the screen.
I'm using a very simple application (OSG 2.0) with a very simple scene graph
made by a square with a white face and a black face, ru
In fact, what I would need is a way to access the "class" using the name...
(like in java)... but I'm don't think this is possible... is it ? snif.
Manu.
2007/7/13, Emmanuel Roche <[EMAIL PROTECTED]>:
Hmmm... sorry for this question if it is a stupid one, but I really don't
know how to proc
Hmmm... sorry for this question if it is a stupid one, but I really don't
know how to proceed:
suppose I have a void pointer (void* myObject for example) and the name
describing what this pointer is ("osg::Geode" for example)
is there a solution to build a osgIntrospection::Value from this
I mean that I wonder whether the arguments going to the compilation of
OpenThreads C++ files are built for one architecture (64 bits) and the
link of the OpenThreads library for another (32). I'm guessing, to be
honest, but it is my attempt at explaining the error:
.\openthreads.dir\release\W
On 7/13/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
Yes, my OpenThreads is inside OpenSceneGraph/src.
Could someone explain to me the win32 subdirectory in OpenThreads? Is
that supposed to work with Windows 64?
Yes. Many win32 API's are still applicable to 64 bit build.
Others have reported
Emmanuel Roche wrote:
Thanks for this information !
I guess the "patch" you're speaking about are simple compilation issues
due to changes in osg 2.0 API, or is there an official osgLua patch
somewhere ?
Yes, it's the compilation stuff. No official patch anywhere that I know of.
- OM
__
Thanks for this information !
I guess the "patch" you're speaking about are simple compilation issues due
to changes in osg 2.0 API, or is there an official osgLua patch somewhere ?
Manu.
2007/7/13, Ole-Morten Duesund <[EMAIL PROTECTED]>:
We're using osgLua at work and we're very happy with
I think this depends on how did you built OSG and what do you provide in
env var:
You can either build as in-rource or out source: when you run CMakeSetup
(the CMake wint gui) it ask where are the sources and where you want the
binaries generated.
It hen put .lib files into /lib/
depending on
Yes, my OpenThreads is inside OpenSceneGraph/src.
Could someone explain to me the win32 subdirectory in OpenThreads? Is
that supposed to work with Windows 64?
Maybe my problem is just that the compile is using one machine
architecture, and the link is using another.
Attached is the BuildLog.htm
HI Karl,
To do the graphics work you should do all the ops from the thread that
the graphics context has. The easist way to this by adding in pre or
post draw callback to the camera. Alternatively you can add an custom
osg::Operation to the GraphicsWindow and this will be called during
the stan
Hello,
I have a tricky problem with composite viewer. I will try to explain it.
We are developing an application for flight simulation with both terrain and
texture paging.
The problem occurs for the texture paging in a callback that loads textures
to the graphics card.
First of all I create tw
Thank you so much
It works perfectly!!!
Matteo
-- Initial Header ---
>From : [EMAIL PROTECTED]
To : "osg users" osg-users@openscenegraph.net
Cc :
Date : Fri, 13 Jul 2007 10:19:07 +0200
Subject : Re: [osg-users] Scale modifies appearance
> h
Emmanuel Roche wrote:
Hello there !!
I'm planning to use osgLua to integrate OSG in lua scripts from now on,
but I just wanted to ask before: did any one fully experience this
before ? The author says this is an experimental project, are there any
known bugs or memory leaks issue left ? On th
Hi Miguel,
What bit depth is possible to set up is dependent on your desktop
configuration/hardware and drivers. You can only request particular
formats via the Traits, if these aren't support by the
hardware/drivers/desktop settings then it'll fallback to what is
supported.
Under unices you ca
Hi LiTing,
Have a look at the osgpick and osgkeyboardmouse examples, they'll show
you how to set up picking in different ways.
Also to understand transformation between window coordinates and world
coordinates it'd be worth you reading OpenGL docs on gluUnproject and
gluProject.
The basic conce
On 7/12/07, Feyerchak, Chris <[EMAIL PROTECTED]> wrote:
The source files for the ive plugin contain a "Copyright 2003 VR-C"
statement. How can I contact VR-C (e-mail, phone, and/or mailing address)?
What does "VR-C" stand for? Does VR-C still exist?
It VR-Lab at a university in Denmark:
htt
Hi Andy,
Are you build OpenThreads from within the OSG build?
FYI, I haven't removed the old GNUmakefile and VisualStudio files from
OpenThreads, I'm rather more cautious about doing this than I am with
the OSG, while I am the now effectively the project lead OpenThreads,
its more out of lack o
I have found what's going wrong.
I have to do a dynamic cast to transform the node in a MultiTextureControl,
like this :
osgFX::MultiTextureControl * Multi= dynamic_cast
(osgDB::readNodeFile("earth.ive"));
Multi->setTextureWeight(0,1);
Multi->setTextureWeight(1,0);
And it woks well !
Christophe
Hello there !!
I'm planning to use osgLua to integrate OSG in lua scripts from now on, but
I just wanted to ask before: did any one fully experience this before ? The
author says this is an experimental project, are there any known bugs or
memory leaks issue left ? On the whole : is this a good i
Is there any way to set the Z-Buffer depth ?
I think the default openGL zbuffer depth is 16bit.
How can it be changed to 24 o32 bit ?
I saw a post where someone saids it can by set
through the osg::GraphicsContext::Traits::depth parameter
but changing it doesn't seem to work.
// Miguel Martin
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f19
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Hello Luigi,
I have set OSG_DIR and GDAL_DIR as env var. Apply your patch but there are
still
some errors :
This projet requires some variables to be set and cmake can not find them :
OPENTHREAD_LIBRARY
OSGDB_LIBRARY
OSGFX_LIBRARY
OSGUTIL_LIBRARY
OSGVIEWER_LIBRARY
OSG_LIBRARY
Then, I have modi
Charles Cosse wrote:
> i've just completely overhauled my Dell M70 and upgraded to Gentoo 2007,
> and OSG-2.0, of course, and can report that everything works beautifully.
> Gentoo's emerge/portage system was designed after Debian's apt/get
> system, by the same guy (or one of them -- Daniel Robbin
Hello Luigi,
2007/7/12, Luigi Calori <[EMAIL PROTECTED]>:
Here is my patches:
I have modified the FindOSG and FindGDAL scripts to search not only env
var OSG_DIR and GDAL_DIR but, before
cmake variables OSG_DIR and GDAL_DIR that can be specified either in the
CMake gui or via the -d OSG_D
Hi
Matteo
I got a similiar problem recently. When your geometry does not define
any normals, and you are using a light with a diffuse part, you get that
flickering effect:
Solution:
1) Setup the normals correctly.
2) Or do not use light setup depends on correct normals ( diffuse,
specular, etc. t
Dear all
In my scene graph i have some boxes defined in this way:
shape= new osg::Box(osg::Vec3(0.0,0.0,0.0), 4.0);
shape->setName("Shape");
shape->setDataVariance( osg::Object::STATIC );
draw = new osg::ShapeDrawable;
draw->setDataVariance( osg::Object::DYNAMIC );
draw->setColor( color );
draw->
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