Hi all,
after testing and playing around with VS2007 i have not yet get a running
version. what can i do, no longer supported for VS2007? or what can you
propose?
adegli
2008/2/1, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
:-(
2008/2/1, Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
after testing and playing around with VS2007 i have not yet get a
running version. what can i do, no longer supported for VS2007? or
what can you propose?
I guess you mean VS 7 (7.0/7.1) as 2007 does not exist (7.0 = .NET, 7.1
= .NET 2003, 8.0 = .NET 2005, 9.0 = .NET 2008)
Hello Brede,
Sorry for the late reply. I wasn't able to find this information on
the new wiki.
http://www.openscenegraph.org/osgwiki/pmwiki.php/KnowledgeBase/OpenFlight
Here you are:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight
(straight copy-paste of
thanks for the satisfactory answer.
I have tried to study his solution but it is difficult for the lack of
complete documentation.
I can try to explain better the problem:
I have a matrix of altitudes 410 X 296, I would want to represent her
first in 2 dimensions (to color of white the smaller
J-S,
I've always used setSupportsDisplayList(false) along with
setuseDisplayList(false). I don't remember why. I'd have to review the osg
geometry code to refresh my memory.
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Jean-Sébastien
Jean-Sébastien Guay wrote :
Hello,
For now, we are creating some geometry (quad strips, specifically) to
display the cables, and assigning texture coordinates to that geometry,
on the fly.
(...)
I know the cable display needs to be optimized because if I just set the
cables'
Is there a way to determine the number of polygons being rendered by the GPU in
the current viewing frustum?
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Hi all,
Making an application to show the name of different elements, I can do it
with everything except with HUDs, do you have any idea why does it happen?
Thanks in advance
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Tobias Münch wrote on Monday, February 04, 2008 1:01 PM:
This works, but only partially.
All Object that are near the coordinate axes where fixed in rotation.
But everything with a certain height above the axis zero level will
be rotated. So the final images gets ugly distorted (Looks like
This works, but only partially.
All Object that are near the coordinate axes where fixed in rotation. But
everything with a certain height above the axis zero level will be rotated.
So the final images gets ugly distorted (Looks like it is sheared). I played
a little bit with the values and
Hi J-S
Some thoughts...
- any ideas on exactly where you're bottlenecked?
- if perception of cable width is critical, how are you ensuring the quads are
orthogonal to the viewer? Billboards, adjusting the quad verts, viewer/quad
relationship is fixed, etc?
- quadstrips are converted to
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
Hello at all,
I have osg::Matrixd view matrix and want to remove the rotation
around x- and y-axis. Only rotation around z-axis should stay in the
matrix. I try a lot of possibilties but couldn't find a solution.
When I make the
Hello,
I imagine this is pretty common, I'm just looking for a few hints of how
to optimize things.
Our apps need to display cables (and most of the time, a large number of
them). The cables themselves are controlled by a physical simulation
which gives us a set of transforms for the ends of
Hi Mike
I may have narrowed down the problem. It's not so much the arrays that are
causing problems, but their usage.
For example indexing an array like this:
arr[ind]
works fine for the vertex shader, but doesn't compile on the fragment
shader, saying that the index has to be constant, so that
Hi Mike,
Thanks for the pointer about the GPU pipeline, I'll check it out.
So you're drawing 6x as many quads as necessary; that's seems a good
rationale to learn geometry shaders! :-) That and moving texcoord generation
off the CPU and into the vertex shader.
I'm pretty anxious to try
Hi Roni,
See below
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Roni Rosenzweig
Sent: Monday, February 04, 2008 1:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] problem using uniform arrays
Hello
I'm using uniform arrays in my
Hello Mike,
Thanks a lot, good questions and suggestions here.
- any ideas on exactly where you're bottlenecked?
As I said, if I set nodemask to 0 on the cables the draw time goes way
down. So I'm pretty sure the bottleneck is there (in other words, it's
not how I build the geometry,
Hi,
First, please put some subject to your post.
Maybe take a look into osgPPU
(http://projects.tevs.eu/osgppu) this is a nodekit
which is what you looking for.
It helps you to make multipass (render to texture and
then as input to next texture) in a very simple way,
without creating
Hello all,
I'm seeing something peculiar in one of our apps using OSG 2.2, and I
was wondering if someone else had seen something like this or would have
an idea what would cause it.
The app starts and seems sluggish. Pressing 's' once shows it's running
at around 15-20 FPS. But then, if I
Hello,
I am a newbie to osg and I have several questions concerning osgdem.
Hope somebody has the answers.
Is it possible to load xyz Point data with osgdem?
Or ist it possible to load Esri Shape Files?
Is there a osgdem tutorial available. I have just found the User guide on
On Mon, 2008-02-04 at 17:15 +0100, Pedro José Muñoz wrote:
Hi all,
Making an application to show the name of different elements, I can do
it with everything except with HUDs, do you have any idea why does it
happen?
This is going to depend a lot on how you create your HUD. Without more
Hello at all,
I have osg::Matrixd view matrix and want to remove the rotation around x-
and y-axis. Only rotation around z-axis should stay in the matrix. I try a
lot of possibilties but couldn't find a solution.
When I make the following steps, the rotation around all axis is removed,
not only
Hello Anders,
I did something similar a while back.
http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi
Wow, very nice!
Also I did not spend that much time on the calculation of texture
coordinates, which is as far as I know a fairly hard problem.
We're pretty satisfied with
Hi J-S,
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
Sent: Monday, February 04, 2008 12:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Displaying cables
Hello Mike,
Thanks a lot, good questions and
That's a nice idea, although I'm not sure if it would work with big arrays
(my array has 70 elements).
Besides, writing 70 such lines is a pain
I might try it tomorrow and update.
Otherwise, I'll just declare that this software only runs on 8800 :-(
Roni
For example indexing an array like
I did something similar a while back.
http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi
This is 100 segments simulated in 300Hz and controlled by a phantom haptic
device.
This is then refined using splines into more segments used for rendering.
This version did not account for
Sorry, hit send too soon, updated below...
Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
Hello at all,
I have osg::Matrixd view matrix and want to remove the rotation
around x- and y-axis. Only rotation around z-axis
Won't this also remove the scale?
-John
On Mon, 4 Feb 2008, Thrall, Bryan wrote:
Sorry, hit send too soon, updated below...
Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
Tobias M?nch wrote on Monday, February 04, 2008 11:29 AM:
Hello at all,
I have osg::Matrixd view matrix
Hello Roni,
For example indexing an array like this:
arr[ind]
works fine for the vertex shader, but doesn't compile on the fragment
shader, saying that the index has to be constant, so that arr[ind] is
not
allowed, but arr[3] is ok.
However, since I'm using long arrays (70 elements), I
I have a few geometries where I would like the material to display on
both sides and having the correct normals.
I have tried to just turn on the two sided light model, but things get
really ugly then.
Here is the material used...
osg::Material * matPin = new osg::Material();
I'm interested but I cannot open the AVI. Is there a special CODEC that needs
to be downloaded?
thanks
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, February 04, 2008 12:18 PM
To: OpenSceneGraph Users
Subject: Re:
John Kelso wrote on Monday, February 04, 2008 2:31 PM:
Won't this also remove the scale?
Yes, but only for the X and Y axes :)
On Mon, 4 Feb 2008, Thrall, Bryan wrote:
Sorry, hit send too soon, updated below...
Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
Tobias M?nch
I found a very easy and intuitiv way to remove inclination (y-axis) and
rolling (x-axis) from a view matrix:
osg::Vec3deye,center,up;
matrix.getLookAt(eye,center,up,1);
center.set(center.x(),center.y(),eye.z()); //removes inclination
up.set(0,0,1); //removes rolling
Hello,
I'm directly using this software anymore and would
like to be removed from the list.
Thank you,
Scott
(Cell) 650-430-0645
(Email) [EMAIL PROTECTED]
Never miss a thing. Make Yahoo your home
you have to remove your self at
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com
I belive its XVid. Either use VLC Media player or download XVid codec,
depending on platform:
http://www.xvidmovies.com/codec/
/Anders
On Feb 5, 2008 12:41 AM, Netschke, Greg [EMAIL PROTECTED] wrote:
I'm interested but I cannot open the AVI. Is there a special CODEC that
needs to be
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