osg | Universal sitemap generator | Sitemap library

 by   patrickmn Go Version: Current License: Non-SPDX

kandi X-RAY | osg Summary

kandi X-RAY | osg Summary

osg is a Go library typically used in Search Engine Optimization, Sitemap applications. osg has no bugs, it has no vulnerabilities and it has low support. However osg has a Non-SPDX License. You can download it from GitHub.

Optimus Sitemap Generator (OSG) is a universal XML sitemap generator that works by crawling your website, avoiding excessive bandwidth overhead by only scanning the contents of pages that have changed since the last time the sitemap was generated.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              osg has a low active ecosystem.
              It has 61 star(s) with 15 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 8 open issues and 2 have been closed. On average issues are closed in 62 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of osg is current.

            kandi-Quality Quality

              osg has no bugs reported.

            kandi-Security Security

              osg has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              osg has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              osg releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed osg and discovered the below as its top functions. This is intended to give you an instant insight into osg implemented functionality, and help decide if they suit your requirements.
            • GetLinks returns a list of links from r .
            • Crawl fetches the URL for the given URL .
            • generateSitemap generates an Sitemap from a given URL .
            • Basic example for testing
            • Get makes a GET request
            • Get urls from the Sitemap
            • getRoot returns a shallow copy of u .
            Get all kandi verified functions for this library.

            osg Key Features

            No Key Features are available at this moment for osg.

            osg Examples and Code Snippets

            No Code Snippets are available at this moment for osg.

            Community Discussions

            QUESTION

            OpenSceneGraph: analysing a scenegraph
            Asked 2021-Mar-25 at 05:51

            I want to read a 3D Model through OSG and learn the 3D model information about vertices, normals and texture coordinates etc.

            I do not understand the code below (complete tutorial from here ). why are we using prset->index(ic) as an index? I am confused. (* verts) is the vertex array but what is the prset->index(ic) ?

            ...

            ANSWER

            Answered 2021-Mar-24 at 13:39

            If your drawable uses indexed primitives, you need to de-reference the triangle vertices looking into the indices array, as you might re-use shared vertices of the vertex array. Something like this.

            Source https://stackoverflow.com/questions/66781323

            QUESTION

            OpenSceneGraph plugin not included in Conan?
            Asked 2021-Mar-01 at 09:19

            I'm trying to do simple mesh viewer using OpenSceneGraph and I want to use Conan for dependencies. The compilation is working well in both debug and release mode (I'm compiling on Windows for now with msvc toolchain).

            As soon as I try to load any kind of mesh, the osgDB::readNodeFiles just fail. Looks like the plugin are not linked to the final binary. I checked in the Conan's package, the plugin list of .lib exists and are supposed to be linked I guess. What could I miss ?

            There is my conanfile.txt :

            ...

            ANSWER

            Answered 2021-Mar-01 at 09:19

            I found the solution. I'm compiling statically the program, the plugins are linked to the final binary but the plugin registry look for a dynamic library (osgdb_obj.dll for example).

            If you have the same problem, you have to register manually the plugin :

            Source https://stackoverflow.com/questions/66356998

            QUESTION

            Displaying Qt Quick content inside OpenSceneGraph scene
            Asked 2020-Oct-08 at 19:57

            I'd like to show my Qt Quick content on a virtual screen inside my OpenSceneGraph scene.

            The approach I'm using right now is highly inefficient:

            1. Render Qt Quick to the offscreen surface using FBO (FrameBufferObject)
            2. Download pixels with QOpenGLFramebufferObject::toImage()
            3. Upload pixels to the OSG

            So it's GPU-CPU-GPU transfer. Source code

            A proper solution should somehow utilize existing FBO and be able to transfer data solely inside the GPU.

            There are two options exist:

            1. Create FBO on the Qt side and use its texture on the OSG side
            2. Create FBO on the OSG side and feed it to the Qt Quick renderer

            The Qt part is OK. And I'm completely lost with the OSG. Could anyone provide me with some pointers?

            ...

            ANSWER

            Answered 2020-Oct-08 at 19:57

            Finally made it.

            General idea:

            1. Render QtQuick to texture using FBO - there are some examples over the internet available.

            2. Use this texture inside OpenSceneGraph

            The whole thing includes several tricks.

            Context Sharing

            To perform certain graphics operations, we must initialize OpenGL global state, also known as context.

            When a texture is created, context stores it's id. Ids are not globally unique, so when another texture is created within another context, it may get the same id, but with different resource behind it.

            If you just pass your texture's id to another renderer (operating within different context), expecting it to show your texture, you end up showing another texture or black screen or crash.

            The remedy is context sharing, which effectively means sharing ids.

            OpenSceneGraph and Qt abstractions are not compatible, so you need to tell OSG not to use its own context abstraction. This is done by calling setUpViewerAsEmbeddedInWindow

            Code:

            Source https://stackoverflow.com/questions/63992608

            QUESTION

            Using CMake GLOB_RECURSE to find directories
            Asked 2020-May-27 at 22:10

            I have the following directory structure:

            ...

            ANSWER

            Answered 2020-May-27 at 15:54

            It appears that CMake drops the last component of the globbing expression when using GLOB_RECURSE to filter directories. This is why CMake does not filter further for the include directory in your example. This may be a bug in the CMake GLOB_RECURSE implementation for directories, or an oversight in the CMake documentation.

            EDIT: Solution 1 (does not work):

            You can instead simulate recursion using the globbing pattern itself. Use CMake's GLOB instead, and use ** in the globbing pattern to match on anything with one or more characters between deps/ and /include:

            Source https://stackoverflow.com/questions/62045438

            QUESTION

            OpenGL OSG::Texture multiplication only shows one color
            Asked 2020-Mar-03 at 20:36

            My goal is to "multiplicate" two OSG::Textures, where one is a Light-Distribution (RGBA picture) the other a black and white filter Image/Texture, that I generate myself. For now both Textures have the same size, even though it would be nice, if its possible that they don't. You can imagine, that I'm trying to remove the black areas on the filter texture from the light texture.

            Currently my code works as far as making the whole screen one color, no matter what. I think that something around the gl_MultiTexCoord0 or gl_TexCoord[0] is not correct. I had a look at multiple online sources, but could not get anything else to work.

            Sadly I have to use an old version of glew (2.1.0) [-> ? OpenGL #version 120] and OSG (3.0.1) due to framework restrictions.

            Because nothing is working correctly, I'll try for now just to show the filterTexture (because if I show the lightTexture, everything is black)... Inside init and update I have multiple "checkError" in place, to see whats going on, but atm there are no errors. Here are my shaders:

            ...

            ANSWER

            Answered 2020-Mar-03 at 20:36

            You are not supplying gl_Multitexcoord1 at all:

            Source https://stackoverflow.com/questions/60510967

            QUESTION

            Angular 5 - Jasimine Tests - Error: Invalid provider for the NgModule 'DynamicTestModule' - only instances of Provider and Type are allowed
            Asked 2019-Dec-10 at 06:32

            I'm tring to test a component class, but, my test won't work.

            This is the part of stack error:

            ...

            ANSWER

            Answered 2018-Apr-17 at 13:58

            In my case, after delete the file and re-create a new file with the same content, everything works fine. I don't know whats happened but, I imagine that some bits of infomation can be corrupted on original file.

            Source https://stackoverflow.com/questions/49802828

            QUESTION

            Side scrolling with Pymunk and Pygame. How to move the camera / viewport to view only part of the world?
            Asked 2019-Dec-03 at 13:08

            From the pymunk examples I've seen that there's a difference between the pymunk coordinates and pygame coordinates. Also, that pymunk is meant just for the 2D physics, while pygame is for rendering objects/sprites on the screen.

            So when searching for how to build an environment where the camera follows the player, people (including me) end up getting confused. I've seen the examples here, here, here and here (even surprised that nobody answered this), but given the number of questions related to the same topic being asked repeatedly, I honestly feel the answers do not adequately explain the concept and request that the simplest possible example be shown to the community, where all the code is explained with comments.

            I've worked in 3D environments like OGRE and OSG where the camera was a proper concept that could be defined with a view frustum, but I'm surprised the 2D world does not have a pre-defined function for it. So:

            If not in the official tutorials of pymunk or pygame, at least could a simple example be provided (with a pymunk body as the player and few pymunk bodies in the world) as an answer here, where a player moves around in a 2D pymunk+pygame world and the camera follows the player?

            ...

            ANSWER

            Answered 2019-Dec-03 at 13:08

            OK, I'll try to make this simple (I assume basic pygame knowledge).

            First, let's start with something basic. A little sprite that you can move around the world:

            Source https://stackoverflow.com/questions/55235223

            QUESTION

            Change color of Node read from dxf file on OpenSceneGraph
            Asked 2019-Oct-28 at 18:59

            I'm a newbie on OpenSceneGraph and 3D development.

            I have a dxf file that contains a bunch of 3DPOLYLINES (with different colors). So far I have been able to read and display them on a viewer, but I haven been able to change the color of the rendered lines. I believe that I'm not understanding properly the graph relationships.

            I'm modifying this example and using the "Quick Start Guide" as reference.

            A code snippet of what I have:

            ...

            ANSWER

            Answered 2019-Oct-28 at 18:59

            I got help to my problem from the OSG forum, credits to Chris Hanson to point me in to the right direction and Gordon Tomlison's OSG Samples for the actual solution.

            The code of the visitor (header):

            Source https://stackoverflow.com/questions/53339600

            QUESTION

            libswscale/swscale.h: No such file or directory
            Asked 2019-Oct-23 at 06:52

            When installing Sumo-0.30.0 on Ubuntu 16.04, make resulted in the following error:

            ...

            ANSWER

            Answered 2019-Feb-22 at 17:49

            Install the libswscale-dev package. It provides /usr/include/*/libswscale/swscale.h.

            Source https://stackoverflow.com/questions/54770616

            QUESTION

            Can I include a blank in Case Like "X", "Y", "Z"?
            Asked 2019-Oct-21 at 17:02

            I am using a nested Case in my code. There are two variables to check, "src" and "dis"

            The first case checks whether the src is within a list

            ...

            ANSWER

            Answered 2019-Oct-21 at 14:10

            You have to reformulate your SELECT CASE. (The src bit doesn't need LIKE at all as you are checking exact values.)

            Source https://stackoverflow.com/questions/58487850

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install osg

            Download OSG from http://patrickmylund.com/projects/osg/. If you have Go installed, you can run: go get github.com/pmylund/osg (an osg binary will be added to your GOPATH/bin folder). Note: You do not need to have Go installed to run the stand-alone version.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/patrickmn/osg.git

          • CLI

            gh repo clone patrickmn/osg

          • sshUrl

            git@github.com:patrickmn/osg.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Sitemap Libraries

            Try Top Libraries by patrickmn

            go-cache

            by patrickmnGo

            cpuburn

            by patrickmnGo

            sortutil

            by patrickmnGo

            ocp

            by patrickmnGo

            go-bloom

            by patrickmnGo