Hi all,
FYI I'm moving the mew.cx domain to a new hosting service. Apologies in
advance for any glitches in DNS etc over the next couple days.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
__
Cool, we can have a BOF slot for the trivia contest.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Paul Martz
> Sent: Fri
this because, in spite of warnings against, some sites have
linked directly to the installer files at the old location. Those sites
are now broken.
So to reiterate: pls don't link directly to files, link to the download
pages instead.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin
> Yeah, but I won't be there so I can wish anything and not have to
> suffer the consequences ;-)
So much for the _benevolent_ dictator :-)
http://en.wikipedia.org/wiki/Benevolent_dictator
-- mew
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> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Thursday, July 12, 2007 11:00 AM
> To: osg users
> Subject: Re: [osg-users] OSG T-shirts and other merchandise now
available!
>
> On 7/12/07, Mike Weiblen <[EMAIL PROTECT
Hi Martin,
> http://www.cafepress.com/openscenegraph
>
> Hope you all enjoy!
> Also if anyone has any suggestions for other items they would like to
> the see on the store just drop me an email:-)
What, no thong!? %-S
-- mew
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You da man!
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of martin.lavery
> Sent: Thursday, July 12, 2007 10:22 AM
> To: osg users
Hi John,
Just a datapoint (prob not applicable to your situation): the win32
installer leverages Inno Setup's ability to modify the install location,
which is then captured in an OSG_ROOT envar.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimagin
and I'll merge your changes.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Zach Deedler
> Sent: Wednesday, July 11, 2007
://www.cafepress.com/cp/customize/
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
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http
course a
group photo.
If you have cool, interesting, relevant stuff to share with the OSG
community, please contact me to coordinate a presentation slot.
SIGGRAPH is providing a screen and projector, so you can show slides or
an actual demo.
Cheers and look fwd to seeing yall there!
-- mew
Mike
Hi,
I'll investigate getting VPB into the next build of the installer.
Thanks
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of GEOg
As I mentioned, I will update the installer to put plugin .dlls in
osgPlugins-version for consistency.
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROT
Beware, extension overload: the OP said XCode on Mac, not Visual Studio. Dunno
what .pch means in that environ.
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
&g
hese problems.
>
> BTW, this change to version was made a month or so before 2.0.0.
>
> Robert.
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
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http://open
Hi,
This code generates texture data in the app:
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgtoy/trunk/src/osgToy/
MipmapTestImage.cpp?revision=173&view=markup
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> Fr
them from the installer's osgsrc.zip,
which does contain everything used to build the binaries.
I'll fix the installer for the next release (which has been slowed by
hardware failures in my aging build machine :-/)
Thanks for the feedback!
Cheers
-- mew
Mike Weiblen -- Zebra Imaging
files\OSG2
With bin dirs beneath each.
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Thursday, June 28, 2007 9:31 A
gShell.bat for development that knows to
look in more places.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
>
Hi
Have a look at http://mew.cx/osg_glsl_july2005.pdf
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Wasileski, Bryan J.
> Sen
filesystem)
that require more extensive modification, pls let me know so they can
get resolved in this pass.
Also I haven't heard feedback regarding the OSG 2.0 VS7.1 installer;
assuming no news is good news :-). If there are any issues w/ the
current installer, do let me know.
Cheers
--
/svnroot/osgtoy/3rdParty/tags/3rd_party_for_osg_2_0_0_vs71
For the curious, the verbatim build environment used to create this installer is
available at
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/osgbuilds/tags/build_for_osg_2_0_0_vs71_build_1
cheers
-- mew
--
Mike Weiblen -- Austin Texas
Much better, thanks
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Paul Martz
> Sent: Friday, June 15, 2007 2:51 PM
> To: '
/tags/OpenSceneGraph-2.0.0'
non-existent in that revision
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent:
Hi,
I did disclaim that perhaps I didn't rebuilt correctly; trust Paul et al
over me. (sorry, other priorities this week)
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailt
Hmm a very quick check on winxp suggests no change, but perhaps I
misbuilt.
Can anyone else verify the fix on winxp?
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
&g
I've just noticed a whole bunch of supposedly-dead osgviewerMFC
processes in the WinXP task manager. I had run, and I thought
successfully terminated that app, but they still seem to live on. Any
MFC folks suggest a fix?
Thanks
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texa
Will test asap/rsn/etc (in crunch mode on other stuff)
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Satur
ecade.
>> Yes, but not so sensitive!
>
>
> Perhaps this is a platform specific sensitivity. If the mouse isn't
> moving when you release the mouse the trackball should not throw.
>
> What platform are you working on?
>
> Robert.
--
Mike Weiblen -- Austin Texas
directory, and without
> genuflecting in front of the sysadmin :-)
> Maybe could you put along with the installer a good old Zip of the
> precompiled directory?
> Thanks a lot!
> mario
>
> Mike Weiblen wrote:
>
>> Hi all,
>>
&g
a resolution. I'm
> concerned because the default CMake doesn't build osglogo.
>
> Thanks,
>-Paul
>
>
>
>>-Original Message-
>>From: [EMAIL PROTECTED]
>>[mailto:[EMAIL PROTECTED] On Behalf Of
>>Mike Weiblen
>>Sent: Friday, J
Osfield wrote:
> Hi Mike,
>
> On 6/7/07, Mike Weiblen <[EMAIL PROTECTED]> wrote:
>
>> Can I request that for these official releases, the URL to the actual
>> SVN tag also be published in the announcement?
>>
>> I prefer not to use the .zip archive; instead
lication.
>
>
> Mike Hartman
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Friday, June 08, 2007 3:33 AM
> To: osg users
> Subject: Re: [osg-users] minor 198 testing
>
> On 6/7/07,
to as many hands as possible for testing,
so you can send Robert bug reports (or fixes!)
cheers
-- mew
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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- Application Error
---
The instruction at "0x1007de23" referenced memory at "0x0004". The
memory could not be "read".
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
___
Hi,
It seems the windows icons aren't linked into the win32 executables as
they were on OSG 1.2. Any Cmake experts know how to reinstate?
Thanks
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
__
Hi,
Exactly which example are you referring to? Depending on the default
zero initialization of texture samplers is Bad Form (as demonstrated by
your own confusion). If the example is part of OSG, it should be fixed
to demonstrate best practices.
-- mew
Mike Weiblen -- Zebra Imaging
- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Wednesday, June 06, 2007 5:18 PM
> To: osg users
&
is data using uniforms?)
>
> thanks a lot,
> Guy.
>
>
>
>
> ___
> osg-users mailing list
> osg-users@openscenegraph.net
> http://openscenegraph.net/mailman/lis
come
> packaged this way I think... you typically don't run an installer.
>
> I haven't done anything drastic yet though.
>
> Mike Weiblen wrote:
>
>>Hi,
>>
>>The existence of COLLADA DOM installers is very good news indeed!
>>
>>Thanks
&g
Hi,
The existence of COLLADA DOM installers is very good news indeed!
Thanks
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of
> [EMA
is newbee to the OSG, as well as OpenGL and C++, so will also
> provide a perspective that other new comers to real-time graphics
> will have.
>
> Please wish him luck!
>
> ;-)
>
> Robert.
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
_
Hi Roger,
Pls post your mods to the osg-submissions list so they don't get lost.
Even not-ready-for-primetime is still valuable progress
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED]
hat are "compliant-ish"
> (a friend's term :-) ) should be the exception, not the norm...
>
> J-S
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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really be nice for a middle ground,
where it might print some kind of progress as it performs a batch build.
cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [
Party/tags/3rdParty_W
in32binaries_2005_05_10/
New development will occur in trunk as expected
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] O
eSetup.exe non-interactively. See attached example.
I've seen docs refering to a "-D" switch, but no examples of its use,
plus I'm not clear if it only works w/ ccmake and not CMakeSetup.exe.
TIA
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebrai
to be able to import resources using svn:external
references rather than unpacking .zip files. The big benefit is my
build area consists of only 6 scripts and a bunch of externals. See
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgbuilds/trunk/ for
where I'm going with this.)
Cheers
-- m
I've not run into filename/path limitations before, cant comment if it
is tool or filesystem related.
Fwiw 7-zip handles tar.gz as well. It is also much faster and more
efficient than the windows built-in .zip support. I recommend it
highly.
-- mew
Mike Weiblen -- Zebra Imaging -- A
The win32 explorer unzipper complains about corrupt file for me as well.
7-zip http://7-zip.org/ does unpack it successfully, but then complains of many
files it could not create, which are the introspection doc files with very long
names.
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas
y powerful for aggregating
OSG with separate projects like osgToy. Details to follow.
-- mew
Robert Osfield wrote:
> Hi Mike,
>
> On 5/18/07, Mike Weiblen <[EMAIL PROTECTED]> wrote:
>
>> I can do the packaged Windows installers, for both VS 7.1 and 8.0.
>
>
Hi Robert,
I can do the packaged Windows installers, for both VS 7.1 and 8.0.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf
e visual studio 2005 and windows XP. I
> see that the OSG 1.2 release has the visual studio workspace file but the
> latest release 1.9.4 doesnt have a visual studio workspace file. How and
> where can i get the workspace file to build opencenegraph. I need to use
> openscenegraph with
Hi all,
Please be sure to post all code contributions to the osg-submissions list, not
here on osg-users. Robert is a really busy guy, and code posted here may get
lost in the message traffic.
thanks!
-- mew
Rafa Gaitan wrote:
> Hi Robert,
>
> I have finished the modifications of osgGA::Even
I like it. I would use it to inject eg osgVRPN events into the event stream.
Let us know how you get on.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
&g
e glBegin() / glEnd() for each vertex in the
> geometry. Since OSG abstracts away the glBegin, glEnd, etc., how do I
> define the attributes of the vertices? Modify the source? Straight OpenGL?
>
> Thanks in advance.
>
> Bryan
--
Mike Weiblen -- Austin Texas USA -- http://me
tting a \n at the end of each
line of shader source. GLSL counts newlines to determine a line# for error
messages; as far as GLSL is concerned, any error you may have in such a block of
code will always be the "first" (and only) line!
-- mew
--
Mike Weiblen -- Austin Texas USA -- http:/
ise that these shaders are exactly the same that in
> osgEphemeris for the stars, and i took the shaders code to test in my
> application.
>
> If you have any idea to help me that would be great.
>
> I thank you very much in advance!
>
> Belthil
>
>
> /Créez votre adresse é
s valid? Could you post the errors you're seeing?
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of belthil
> Sent: Thursday,
nce? Their driver has had trouble w/
genering attributes. There's another version of that scene called
compactdisc-texcoord.osg, the only difference being how the attributes are sent.
cheers
-- mew
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
_
5.
Cheers
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
> Sent: Tuesday, May 08, 2007 9:35 AM
> To: OSG-users
>
>
> The source code :-)
>
>
> If not, what is the *simplest* reader that I could use as example?
> Thanks,
>
>
>
> The logo plugin might be simplest.
>
> Robert.
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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ing to show.
>-Paul
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen
> Sent: Monday, April 30, 2007 7:45 PM
> To: osg users
> Subject: [osg-users] OSG BOF @ SIGGRAPH: Aug 8 noon
>
> Hi all,
>
gt;>void main()
>>>{
>>> vec3 vertex;
>>>
>>> gl_TexCoord[0] = gl_MultiTexCoord0;
>>> vec4 heightMap = texture2D( heightMapSampler,
>>
>>gl_MultiTexCoord0.st );
>>
>>> vertex.xy = gl_Vertex.xy;
>>>
Hi all,
Please come to the OpenSceneGraph BOF on Wed August 8 from noon to 1:00pm at the
San Diego Convention Center room 29A (the same room and immediately following
the DIVERSE BOF)
Details at http://www.siggraph.org/s2007/attendees/birds/
cheers
-- mew
--
Mike Weiblen -- Austin Texas USA
1.0 to 1.2?
>
> The same as described in a similarly titled post (by Nima -- posted
for
> me as my posts were not making it to the list -- I have subscribed
from
> a different email address since).
> Oliver
>
> Mike Weiblen wrote:
> > What problems are you running in to?
Hi,
Can you provide a simple repro case, either .osg scene file or c++
(former preferred).
Cheers
-- mew
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Nima Bahramifarid
> Sent: Wednesday, April 18, 2007 9:07 AM
> To: osg-users@opensce
Hi,
What problems are you running in to? The last major change to GLSL
support was the addition of uniform arrays.
Cheers
-- mew
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Oliver Schoenborn
> Sent: Wednesday, April 18, 2007 9:49 A
guess, so the array would be associated to an index
> number and not
> > a "name", could someone explain me how to do the following step
> (link this
> > index number to the wanted name I guess...) ?
> >
> > thanks in advance :-)
> >
> > regards,
> > Emmanuel.
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Hi all,
finally got a chance to play w/ the new cmake-based build system. it was great!
kudos to all involved!!!
'course I have some suggestions ;-) save that for another note.
--
cheers
-- mew
Mike Weiblen -- Austin Texas USA -- http://m
> osg-users mailing list
> osg-users@openscenegraph.net
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
--
cheers
-- mew
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
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Hi Eric,
You did, I haven't had a chance to look at it yet. I'll do so RSN,
thanks for reminding me.
There's been enough interest that I will do a VS7.1 build as well.
cheers
-- mew
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of E. W
ader( fragmentShader.get() );
> fragmentShader->loadShaderSourceFromFile(
"data/blackify.frag");
>
> This is my shader.
> uniform float strength;
>
> void main(void)
> {
>gl_FragColor = vec4(1.0,1.0,1.0,strength);
> }
>
>
>
> 2007/3/28, Mike
> around on the Wiki, even after you create one built with VS8.
>-Paul
>
>
>
>
>
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Mike Weiblen
> Sent: Wednesday, March 28, 2007
'osg users'
> Subject: RE: [osg-users] moving to VS8
>
> I need VS7. I don't have VS8. I suspect a lot of people don't.
>
>
> Zach
>
>
>
>
>
>
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL
e is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> - Master Tambo Tetsura
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED
Hi,
What's your GPU/driver? Is your shader GLSL or ARB FP?
0.5 second build times are way over anything I've seen. I've run apps
that rebuild the shaders every frame (not a good idea, but not painful
either). Why do you think it's the shader; could it be some other
1st-frame setup (eg displaylis
Hi all,
So I'm finally getting to the point where I'm doing OSG stuff under
VisualStudio 8. I know, late to the party (fashionably so, yeah that's
it!) I'm planning for my next installer build to use VS8, but a couple
questions...
* Would anyone continue to need the VS7.1 build as well?
Hi Robert,
per http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SVN (with fixed
urls) I can check out OSG and OP, but OT fails w/:
glow 1 17$ svn checkout http://openscenegraph.com/svn/osg/OpenThreads/trunk
OpenThreads
svn: PROPFIND request failed on '/svn/osg/OpenThreads/trunk'
svn:
Hi Robert,
if CVS is deprecated, could you be a big
README_IMPORTANT_THIS_REPO_IS_CLOSED.txt at the top of the old repo, so its
visible at http://openscenegraph.org/viewcvs/, with info on how to get to the
new repo?
Could you fix the URLS on the
http://www.openscenegraph.com/osgwiki/pmwiki.php/Do
Leif Delgass wrote:
>> 2) Fix this atrocity in the code for GLee:
>>
>> #include // (no need to link to gl.h)
>> ...
>>
>> Use of backslashes as path delimiters in the code claiming to be
>> cross-platform should be punishable by death. This thing will never work
>> right on anything but
I'm told the OSG SDK page has had 482 views already.
-- mew
Mike Weiblen wrote:
> Hi all,
>
> so did y'all see the new OpenGL SDK that went live http://www.opengl.org/sdk/
>
> In particular, http://www.opengl.org/sdk/libs/OpenSceneGraph/ :-)
>
> kudos to
Hi Robert,
each project can do pretty much whatever (within reason) for their own content,
including hosting everything from pages to downloadable release files on the
opengl.org server.
ihmo keep the SDK page to a polished single page "elevator pitch", with
plentiful links back to the more mutab
Jan Ciger wrote:
> Hello,
>
> Nice page! However, if you or Paul have way to fix few things, please:
Hi,
sorry no can do, each project is responsible for its own content.
For the SDK as a whole, there's a email link at the bottom of the main page.
Pls contact the other projects directly.
And
Hi all,
so did y'all see the new OpenGL SDK that went live http://www.opengl.org/sdk/
In particular, http://www.opengl.org/sdk/libs/OpenSceneGraph/ :-)
kudos to Paul Martz for the spiffy page!
Robert, be interesting to monitor the webserver stats.
prolly deserves mention on the OSG homepage
Hi,
Oh well, premake doesn't seem to support XCode.
For OSG, I realize that's a deal breaker. rats.
-- mew
Mike Weiblen wrote:
> Hi,
>
> fwiw I played around w/ premake a bit today, and it seems pretty cool. I'm
> going to try it on a real project, try to
Hi,
fwiw I played around w/ premake a bit today, and it seems pretty cool. I'm
going to try it on a real project, try to find if it has any stubborn
limitations.
-- mew
Robert Osfield wrote:
> Hi Mike,
>
> On 2/20/07, Mike Weiblen <[EMAIL PROTECTED]> wrote:
>
>
Hi all,
there's previously been mention of premake (http://premake.sf.net) as a soln to
OSG's multiplatform build requirements. has anyone come to any conclusions? I
was going to give it an eval.
cheers
-- mew
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ly 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 tool sounds like a good place to start.
> Thanks man!
>
Hi biv,
osgEphemeris has code to convert images to c code, used to embed the sun/moon
images.
I reinvented something similar with a ".cpp" writer plugin, which dump the
contents of an osg::Image as c++ code; e.g.: "osgimgconv foo.png foo.cpp"
It's rather immature and not in osgToy yet, but I can
Hi Paul,
fwiw it is mentioned on the PseudoLoader wiki page.
But agreed that pseudoloaders can be whipped up very quickly; they're usually
just a couple lines added to a basic template.
on another note, a quick search shows there isn't actually a page on the wiki
entitled Bazaar? Bizarre! The C
Hi Paul,
fwiw, I've had a similar need in the past, and was going to pursue a similar
solution. Didn't get around to implementing it tho.
Cheers
-- mew
Paul Martz wrote:
> Hi Robert -- To develop a new plugin that supports many extensions, I
> need to edit Registry.cpp to add the aliases, but
er words, I know that in the osg
> file for a given model, Texture A is in texunit 0 and Texture B is in
> texture unit 1 for example. Then in my app code I will need to use a
> uniform to specify this. Is this correct?
>
>
> Ed
>
> Mike Weiblen wrote:
>
>&g
Hi Ed,
Not sure I'm following your question.
The app supplies the id of the texture unit and the tex coords as uniforms to
the shader. The shader code is responsible for using the sampler and texcoord
in a GLSL texture*() call, which retrieves the "texture data", then using that
texture data to
Hi,
fwiw, if the Intersense is supported by VRPN http://vrpn.org then osgVRPN can
help with the integration.
cheers
-- mew
Steve Henderson wrote:
> Does anyone have any experience using an Intersense Tracker (IS1200 or
> other) with OSG? We are having a devil of a time getting the
> transform
Hi,
Designwise, it would seem your shader is too high in the scenegraph thus
affecting too many things. Be selective; attach shaders lower near the leaf
nodes that actually should be shaded, so OSG will automatically activate during
state management.
GLSL does not automatically expose the glEnab
Hi
VRPN already supports many of those devices. VRPN uses a network server/client
model: the server knows about specific physical devices, which are mapped to
abstract devices (collections of analog values, buttons, tracker 6DOFs) on the
client side. A VRPN client app is quite decoupled from the
Hi,
If you're refering to osgdb_*.lib files, then correct, those files are not in
the win32 installer. The installer binaries are configured for plugin libraries
that are demand loaded at runtime using osgDB.
If you're trying to use statically linked plugins, you'll have to rebuild OSG
for that
Hi Ben,
on your vc8 page below, is step #3 (regarding win32 native libraries) basically
addressed by the Platform SDK install described at
http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/
Thanks
-- mew
Ben Discoe wrote:
> I'd like to provide a single set of pre-compiled libraries (
hat i can tell, this isn't supported in the OSG .sln/.vcproj files
> (yet). There isn't a VC8 .sln which puts the incompatible binaries in a
> separate folder (e.g. lib/win32-vc8, and bin/win32-vc8). Or has somebody
> already done this? Mike Weiblen maybe? Somebody?
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