Hi Umit,
The OSG doesn't directly support collision detection, just provides
intersection between various types with the scene graph. The main
intersector are the osgUtil::LineSegmentIntersection or
PolytopeIntersector, the later could be used for testing a convex hull
against the scene and is
Hi All,
This morning the osg-users mailing list hit another milestone - we now
have 1901 subscribers to the osg-users mailing list!
Curious Spring (in the northern hemisphere ;-) each year seems to see
a surge in the subscription rate, I have no explanation of this, its
just an observaration.
Hi All,
I have just tagged the 2.5.0 developer release, the first step along
the road to the next stable 2.6.0. There have been several bugs fixes
that missed 2.4.0 just by a week or two so feel that perhaps a 2.4.1
stable release is due. Some of these fixes have broken binary
compatibility
Hello
I'm using a osgGA::TrackballManipulator for my viewer.
I have a osg::Group which holds all the scene objects, which can be removed
and added during run.
When I use the TrackballManipulator I see a problem with the zooming effect
- if I added a large terrain I can zoom in but when I come
Hi All,
I've just notified opengl.org, modsim.org and freshmeat.net about the
OpenSceneGraph-2.4 release. I'd appreciate if others can pitch in to
complete notification of the rest of the sites.
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews
Thanks,
Robert.
Hi Wojciech,
I've just reviewed your change and it looks benign, and I don't
foresee any problematic side effects on drivers that don't required
this double wglMakeCurrent() calling. The cost of wall
wglMakeCurrent() twice I don't see as something that is likely to
cause particular performance
Hi,
I design my scene with osgProducer and I want to bring up the design
inside a window.
I design my scene with osgProducer and I want to bring up the design
inside a window.
With the code that I wrote, the window appears, the scene rather not see.
How can I do?
Miriam
int main()
{
hello,
My osg version is 2.4,and i use VS2005 in windowsXP. When i run the osgMFC
example in debug mode,i found that there are memory leak when the window is
closed,the message in the VS2005 is below:
Detected memory leaks!
Dumping objects -
{3078} normal block at 0x02054A28, 32 bytes
Hi Robert,
Argg gotta love Dreamhost... this used to work...
Any progress? I notice osgforge.org still gives an error...
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Heishuijing,
Please do a search through the archives on this topic, you'll find
lots of queries about it, and lots of response along the lines, MS's
memory tracker is broken and reports false positives - there is no
memory leak, just MS buggy code wasting your time.
Robert.
2008/5/12
On Mon, May 12, 2008 at 2:36 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Any progress? I notice osgforge.org still gives an error...
I haven't had a chance to chase this up. I really have been over
swamped by support work this past week, I *have* to give it break and
get on with other
In addition to what Robert said, see
http://www.mail-archive.com/[EMAIL PROTECTED]/msg08551.html
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
I used to worry about the same issue some time ago. Check out the message
archive, you'll see that it's resolved as a false alarm.
Regards,
Can
2008/5/12 heishuijing_2000 [EMAIL PROTECTED]:
hello,
My osg version is 2.4,and i use VS2005 in windowsXP. When i run the
osgMFC example in
Hi Robert,
I've just reviewed your change and it looks benign, and I don't
foresee any problematic side effects on drivers that don't required
this double wglMakeCurrent() calling. The cost of wall
wglMakeCurrent() twice I don't see as something that is likely to
cause particular performance
Hi,
When using a CompositeViewer and multiple threads, I found that it is
necessary to run getBound() on the topnode of the scenes between
updateTraversals() and renderingTraversals() to be sure to be thread safe. I
read that this is done in SceneView::update(), but is this the correct way
of
See http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027
Also check out http://www.catb.org/~esr/faqs/smart-questions.html and the
section 'Before you Ask'
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, May 12, 2008
Hi Wojtek,
On Mon, May 12, 2008 at 3:06 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I am not sure what you mean by automatic tests ? Do you want me to write
some code to check if there are related issues before appling this
workaround ?
I simply mean a test against the driver version,
Hi Gordon,
Maybe we should add a MessageBox with Your suggestions at the startup of
MFCexample ;-) Maybe it would end up those posts ?
Cheers,
Wojtek
See http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027
Also check out http://www.catb.org/~esr/faqs/smart-questions.html and the
I've run into an issue in which it appears that having more than one
off-screen rendering camera causes OpenSceneGraph to crash, and I was
curious if I'm doing something wrong or if there's a workaround available.
I've got four cameras in the scene graph. Two are fbo cameras for shadow
:)
Hi Gordon,
Maybe we should add a MessageBox with Your suggestions at the startup of
MFCexample ;-) Maybe it would end up those posts ?
Cheers,
Wojtek
See http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027
Also check out http://www.catb.org/~esr/faqs/smart-questions.html and
Hi Jason,
There is way too little info to know what is going wrong. One thing you need
to be careful of when managing multiple graphics contexts is that you manage
the contextID appropriately for each context.
However, you haven't specified if you have multiple graphics contexts. You
haven't
Hi there,
I would like to obtain the display list ID of a geometry and use them
inside my own CSG tool.
Then I would like to render the result of the CSG process, which are
also display lists.
The main purpose of using OpenSceneGraph would be to manage my scene,
like to load data, manage the
Hi Miriam,
I don't really understand exactly what you are after. The best I can
do is suggest you have
a look at the OSG examples to see how they set up windows.
If you need Producer specific support then you question is probably
best logged on the Producer
mailing list.
The other alternative
I simply mean a test against the driver version, one could come up
with a who sets of tests that
try to isolate when this double make current is applied. Automatic in
as much as its a test that is
done within GraphicsWindowWin32 methods rather than something manually
invoked by the user.
I may
Hi Sebastien,
The Drawable method you are look for is:
/** Return OpenGL display list for specified contextID. */
inline GLuint getDisplayList(unsigned int contextID) const {
return _globjList[contextID]; }
However, your usage model so sounds rather outside the usage for the
Since there are no references to the graphics contexts in the code, I
can only imagine we have a single graphics context. I'll start trying to
dig up some documentation on graphics contexts.
The application is multi-threaded, for what it's worth. Unfortunately,
this code-base has got enough
Hi Wojciech,
On Mon, May 12, 2008 at 4:33 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I may test if GL_VENDOR string contains NVidia word (case insensitive).
and GL_RENDERER contains GeForce and sometthing that fits 6??0,
7??0, 8??0 paterns.
I don't know if there are extensions
Robert,
GraphicsWindowWin32 only exists under Windows, and given that make
current is so rarely called
and calling it twice with the same value won't break anything I'd
suggest we just integrate your
hack without any extra checks. As I mentioned before the extra checks
could well introduce
Hi Wojtek, Robert,
So I'd suggest merge your change as is. I was hoping for a bit more
feedback from other Windows
users before merging though...
You just needed to ask... ;) I tried the change to GraphicsWindowWin32
with the modified osgprerender example, here at work (Vista 32bit,
I cant seem to get the onKeyDown/onKeyUp events to get called within the
osgViewerWx example. The mouse/resize/draw event handlers work just
fine.
I'm using the unchanged source from OSG 2.2 and wxWidgets 2.8.7.
Thanks in advance,
Steve
___
Thanks J-S,
So I'd suggest merge your change as is. I was hoping for a bit more
feedback from other Windows
users before merging though...
You just needed to ask... ;) I tried the change to GraphicsWindowWin32
with the modified osgprerender example, here at work (Vista 32bit, VS2005,
and 120 and growing on the OSG LinkedIn group :-)
http://www.linkedin.com/e/gis/61724/6F710C14EBAF
-- mew
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
On Mon, May 12, 2008 at 4:29 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi All,
This morning the osg-users mailing list hit
Hi,
I've got 3 TerraPage terrains that don't show up when I load them in
osgViewer.exe. Also no useful error messages show up. I'm using OSG
2.4.0. I was wondering if anyone knows I can get a sample TerraPage
terrain that works with OSG 2.4.0 that I can use as a control for my tests.
Hi Brett,
TerraPage terrains tend to have overly aggressive LOD settinngs that
cause the scene to cull out at the default viewing position that the
OSG uses. Try zooming into the scene and you should see the tiles pop
in as you get within range of the LOD.
Robert.
On Mon, May 12, 2008 at 6:42
I just tried this and I didn't have any problems. I'm on Ubuntu Gutsy.
Here's (roughly) what I did.
# DOM setup
sudo aptitude install libxml2-dev libpcre3-dev libboost-filesystem-dev
svn co dom
make
sudo make install
# OSG setup
sudo aptitude install cmake
svn co osg-trunk
svn co
Hi Robert,
I've just notified opengl.org, modsim.org and freshmeat.net about the
OpenSceneGraph-2.4 release. I'd appreciate if others can pitch in to
complete notification of the rest of the sites.
I've put a news article on vroot.org, but it's not on the front page yet
(I guess the
Hi Robert,
My in-experience with OSG made using the CompositeViewer easy, the explicit
methods to add additional views jumped out as a quick and easy way to
accomplish the goal of multiple views of the scene, each with a slightly
different data set. In hind-sight I realize that it may not be how
Actually I can reproduce this now. I just wasn't calling it the same way
you guys were. I was giving the output file a full path, and in that
case the conversion works.
This is likely a simple error in the way the plugin converts URIs to
file paths (which, incidentally, doesn't need to be
Are you mixing a debug application with release OSG libs? That might cause
this type of error.
Try to reproduce the problem with debug OSG libs to see what is at the top
of the call stack. It seems fishy to me that the line you indicated was
attempting to allocate memory on the heap.
Can you
Hi,
I have a set of terrain files that represent LODs for a terrain that I'd
like to have OSG load and page. It's a quad tree where the first tile is the
low res LOD 0. The next LOD is four tiles of medium resolution and the LOD
after is 16 tiles of high resolution terrain.
My question is, how
Bug fixes are much more important to me than binary compatibility,
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
I've started working with osgShadow recently, and although i haven't found any
actual documentation, by studying the osgshadow example and by reading hundreds
of shadow-related messages in the archive, i've begun to understand it,
although many things remain mysterious.
I'd like to contribute
I just updated OSG and would like to take the new SVG plugin for a test
drive. Unfortunately, CMake doesn't appear to find the librsvg/cairo
dependencies, and consequently, building OSG does not build the SVG plugin.
The real odd part is that I don't see any CMake variables for controlling
where
Hi all,
after updating to the current SVN r8313 (OSG-2.5) I'm getting a compile error
for osgUtil/Tesselator.cpp:
/Users/uli/Projects/osg/OpenSceneGraph/src/osgUtil/Tessellator.cpp: In member
function 'void osgUtil::Tessellator::beginTessellation()':
Hi Ben,
First of all, thanks for your willingness to contribute to documenting
parts of the OSG which are still pretty bleeding-edge! It's great to see
this kind of involvement.
About where to put documentation:
1. The wiki has a page:
Apparently GLU_TESS_CALLBACK_TRIPLEDOT isn't defined under MacOS X 10.4 (maybe
on 10.5?) but needs to be...
The last change regarding this is from 4/10/2007 so I don't know what changed.
/ulrich
Ulrich Hertlein wrote:
after updating to the current SVN r8313 (OSG-2.5) I'm getting a compile
Hi Paul,
The real odd part is that I don't see any CMake variables for
controlling where CMake searches for librsvg/cairo.I'm trying this on
Windows, but that shouldn't make a difference for CMake...
If I read the traffic on the SVG plugin right, the submitter only tested
on Linux, where
Paul Martz wrote:
drive. Unfortunately, CMake doesn't appear to find the librsvg/cairo
dependencies, and consequently, building OSG does not build the SVG
plugin. The real odd part is that I don't see any CMake variables for
controlling where CMake searches for librsvg/cairo.I'm trying this on
Hi Ulrich,
I seem to remember traffic regarding this error on MacOS X on the
mailing list but [...]
... haven't checked the archives? :-)
Sorry to be blunt, but this came up a few days ago at most. Check your
CMake window for a setting with TRIPLEDOT in its name and toggle its
value. Check
Hi J-S,
Jean-Sébastien Guay wrote:
I seem to remember traffic regarding this error on MacOS X on the
mailing list but [...]
... haven't checked the archives? :-)
No I didn't though I should've. I've seen too many archives that don't allow
searching (not the OSG archive) which makes them
On Mon, May 12, 2008 at 10:12 PM, Ulrich Hertlein [EMAIL PROTECTED]
wrote:
Hi J-S,
Jean-Sébastien Guay wrote:
I seem to remember traffic regarding this error on MacOS X on the
mailing list but [...]
... haven't checked the archives? :-)
No I didn't though I should've. I've
I submitted a fix to osg-submissions. Diff (against trunk) is below for
anyone who wants it now.
Steve
===
--- src/osgPlugins/dae/ReaderWriterDAE.cpp(revision 8313)
+++ src/osgPlugins/dae/ReaderWriterDAE.cpp(working copy)
Hi Ulrich,
No I didn't though I should've. I've seen too many archives that don't
allow searching (not the OSG archive) which makes them pretty much
useless unless you have lots of time. But thanks for reminding me of
that and also not to make any assumptions or rely on obsolete data. ;-)
On Mon, May 12, 2008 at 9:52 PM, Ulrich Hertlein [EMAIL PROTECTED]
wrote:
Paul Martz wrote:
drive. Unfortunately, CMake doesn't appear to find the librsvg/cairo
dependencies, and consequently, building OSG does not build the SVG plugin.
The real odd part is that I don't see any CMake
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