Hi Philip,
Philip Lowman wrote:
Can you do an svn update to the latest and configure a fresh build tree
on your OSX system (either nuke your out-of-source build tree or delete
CMakeCache.txt) then try building osgUtil again? I believe this issue
All good now. I cleaned my build directory
Hi,
In our application, I need to get the cameraViewMatrix in the
updateTraversal. I have done that with an update callback.
But I think I have the ViewMatrix of the last frame, not the current frame,
because of some graphics problems.
I have look in Viewer::updateTraversal() and I have found
(I posted these earlier but it got moderated out... no file attachment this
time)
Could anybody have a look at these shapefiles? It should be a network of roads
but I can't get the shp plugin to read it correctly.
http://www.wikiupload.com/download_page.php?id=33045 ~300KB zip
Hello,
I checked the lighting and that is not the problem. But I tried to implement a
osgViewer::Viewer in the application (after the gtk main loop). Now I have the
same problem in the osgViewer. But the cessna.osg looks fine, when I comment
all GTK stuff out. Ergo, I think the problem is
Hi Ben,
Many thanks for offering to pitch in on the documentation side, not at
all the easiest tasks but valued no less.
A mixture of Programming Guide style articles and Doxygen Docs are
good ways, going the tutorial route is another. Tweaking the
osgshadow example so its more useful for
Hi Paul,
As JS, Ulrich and Philip has mentioned at present the dependency
checking code relies upon pkg-config, which isn't
standard under Windows. For Windows we'll need write our won
FindCario and FindRSVG.cmake files such as the ones
we already have in OpenSceneGraph/CMakeModules.
Robert.
Hi Christophe,
There is a reason why ViewerBase::updateTraversals() is a virtual function :-)
Basically different applications will have different requirements
w.r.t set up and use of
the view matrix, most apps they won't be dependant on each other,
other applications
will have a view matrix
On Tue, May 13, 2008 at 8:33 AM, Miriam D'Elia [EMAIL PROTECTED] wrote:
Hi Robert,
we apologise, but only yesterday I noticed that pressing the button f you
switch from full-screen display to display in a window.
osgProducer::Viewer is a everything and the kitchen sink viewer so
does contain
HI Brett,
What I have done VirtualPlanetBuilder is to have a quad tree scene
graph structure like:
Group
PagedLOD
child 0 - local tile geometry at low resolution
child 1 - external file reference
PagedLOD
child 0 - local tile geometry at low resolution
Alright. I have created a wiki page here, with my best attempt at documenting
what i've learned so far:
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/osgShadow
It would be really great if someone who actually /knows/ the code could fill in
things like:
* How do
Sorry, I make a misstake. I have the 2.12.5 of gtk and I updated it to 2.12.9.
But I it doesn't works. And I found out it works fine on Windows XP.
It works on Windows and on Kubuntu, but not on Fedora 8. The gtk_init(...) and
the osgViewer are incompatible on Fedora 8???
Cheers,
Martin
Hi Martin,
I just tried your example and it works fine on my Kubuntu 7.10 system
pkg-config gtk+-2.0 --modversion
2.12.0
Perhaps your version of gtk is screwing up X11 in a way that the
osgViewer::Viewer's own creation of windows is going astray.
Robert.
On Tue, May 13, 2008 at 9:26 AM,
ok, thanks for the explanation !
2008/5/13 Robert Osfield [EMAIL PROTECTED]:
Hi Christophe,
There is a reason why ViewerBase::updateTraversals() is a virtual function
:-)
Basically different applications will have different requirements
w.r.t set up and use of
the view matrix, most apps
Hi all,
So I have tested the osgPrecipitationEffect with the osgQT exemples, and it
works fine with all except the one using CompositeViewer in
AdapterWidget.cpp
The rain effect is here, but there is no animation.
In the two cases, there is the osgViewer::GraphicsWindowEmbedded in one it
works, so
Ben Discoe wrote on Tuesday 13 May 2008:
SSM definitely does not work on
my (fairly old) ATI Radeon 9800, perhaps this is due to
needing some specific modern shader capability?
On my harware (ATI mobility X300), only -st (shadow texture)
works.
From an earlier thread:
Jean-Sébastien Guay
On my new system, with a crappy ATI card, the osgthirdpersonview example
in 2.4 is showing two black windows and doesn't respond to any inpu.
stracing the process seems to suggest some threading-related problem. On
the NVidia-systems I tried it on it works fine, so would this be an
ATI-related
On Wed, May 7, 2008 at 12:45 PM, David Jurado [EMAIL PROTECTED] wrote:
Good morning,
I need help, I am trying to compile OSG, but I can't. My IDE is Eclipse
Platform Version: 3.3.2. When I try to build this project, it show the
following messages:
Build of configuration Debug for
The file looked fine for me, but I've written my own Shapefile reader...so
it's probably an issue in the shp plugin. Your shapefile has PolyLineZ
shapes if that helps in debugging.
- Donny
On Tue, May 13, 2008 at 3:08 AM, Kimmo Kotajärvi [EMAIL PROTECTED]
wrote:
(I posted these earlier but
Hi everyone,
I can now confirm that all my tutorials and source codes have been uploaded to
the official website in the appropriate section.
These tutorials are designed for Linux users but Windows beginner developers
can still use. It is very straightforward to port the source codes to
Hi,
Robert Osfield wrote:
To see if it is thread related try :
osgthirdpersonview cow.osg --SingleThreaded
You could also see if its FSAA causing the problems by comment out the line:
// Turn on FSAA, makes the lines look better.
osg::DisplaySettings::instance()-setNumMultiSamples( 4
Thanks Robert,
I tried reading sample.dem file in my sample program using
osgDB::readImageFile(), but not able to open it (with the warning could
not find plugin ), did my assumption of reading the .dem file as
image is correct or do i need to read the gdal supported files differently.
RJ
Kimmo,
These are Polyline ZM shapes; The X,Y value are in degrees, and my guess is
that the shp plugin is interpreting the Z value as degrees as well (when
it's probably meters). Anyway, the WKT will not convey the units for Z
coordinates, so maybe the shp plugin needs (or has) a parameter for
Hi Paul,
To see if it is thread related try :
osgthirdpersonview cow.osg --SingleThreaded
You could also see if its FSAA causing the problems by comment out the line:
// Turn on FSAA, makes the lines look better.
osg::DisplaySettings::instance()-setNumMultiSamples( 4 );
Robert.
On
Dear all,
I'm having a problem when importing an OBJ model. I load the v positions
(vertices), the indices and the vn positions (normals). Then I create a
geometry with these data. I'm having a bad result (see image attached), it is
like the normals are not well defined. I have the same
I set OSG_NOTIFY_LEVEL on DEBUG and compare the application with gtk and
without gtk and I found the following differences.
With GTK:
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1
Without GTK:
glVersion=2.1, isGlslSupported=YES, glslLanguageVersion=1.2
I still use OSG 2.2, because
El Martes 13 Mayo 2008ES 13:59:45 lucas Grijander escribió:
Dear all,
I'm having a problem when importing an OBJ model. I load the v positions
(vertices), the indices and the vn positions (normals). Then I create a
geometry with these data. I'm having a bad result (see image attached), it
is
Hi,
I've created the OBJ file with 3DStudio, and I've verified that all the normals
are pointing out, so it should work anyway? I think it depends on the way I'm
reading the data...
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Tue, 13 May 2008 14:13:12 +0200
lucas Grijander wrote:
Hi,
I've created the OBJ file with 3DStudio, and I've verified that all
the normals are pointing out, so it should work anyway? I think it
depends on the way I'm reading the data...
So does OSG's .obj reader show the correct results?
Paul
From: [EMAIL
On Tue, May 13, 2008 at 1:09 PM, Martin Großer [EMAIL PROTECTED] wrote:
I set OSG_NOTIFY_LEVEL on DEBUG and compare the application with gtk and
without gtk and I found the following differences.
With GTK:
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1
Without GTK:
lucas Grijander wrote:
yes, i tried with the OSG reader and it works. So it should be
something concerning the format of the data?
More likely your interpretation of the data. Did you check against the
.obj specification (as far as there is one, other than from old Alias
documentation),
With Windows XP, I tried to Cmake and then compile with VC 2008 OSG 2.4 but
I get the linking errors: LNK1104: cannot open file
'..\..\lib\OpenThreadsd.obj'
It seems that for some reason it does not look for .libs but for .obj's. How
to create a version that uses libs instead of objs?
Hi Rahul,
There isn't any extension aliasing from .dem to .gdal built into
osgDB::Registry so
there is no way for the OSG to know that you intend to use the gdal plugin. You
add these yourself if you wish.
You can get the OSG to use the gdal plugin by preloading the plugin,
then it'll be
called
This was discussed recently, check the archives.
Bottom line is that there are some compatibility issues between CMake 2.6
and our CMake macros (designed for CMake 2.4.x). Best solution for now is to
back out your CMake to 2.4.8.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Has anyone been able to get the keyboard handlers to work within the
osgViewerWx example?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Monday, May 12, 2008 11:53 AM
To: OpenSceneGraph Users
Subject: [osg-users] wxWidgets
Hi Ben --
To underscore the comments of others on this thread, I add the following:
* For reference -style documentation, embedding Doxygen comments is probably
the best approach. Doxygen excels at creating reference-style documentation.
The other benefit of embedding documentation in the code
Robert Osfield ha scritto:
Hi Robert,
I want to move with a camera in the scene.
The scene must not move.
Miriam
Hi Miriam,
On Tue, May 13, 2008 at 2:08 PM, Miriam D'Elia [EMAIL PROTECTED] wrote:
I would like to insert in my scene a camera that moves by pressing the
arrow buttons
El Martes 13 Mayo 2008ES 14:17:58 lucas Grijander escribió:
Hi,
I've created the OBJ file with 3DStudio, and I've verified that all the
normals are pointing out, so it should work anyway? I think it depends on
the way I'm reading the data...
Is your model made of quads? It could be that you
Yes.
The example included in OSG need a little fix to make the 's' (statistics)
handler work.
If you want I can send you an example.
Ciao!
mario
Steven Powers wrote:
Has anyone been able to get the keyboard handlers to work within the
osgViewerWx example?
-Original
Yes Please do. I remember reading from the archives that it was sending
'S' rather than 's'. But I think my problem might be different. I cant
get the OnKeyDown Method to be called at all. When I place breakpoints
inside of the function they are never hit.
-Original Message-
From:
As Robert suggested see the osgGA::DriveManipulator or
osgGA::UFOManipulator
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Miriam
D'Elia
Sent: Tuesday, May 13, 2008 9:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera
Robert Osfield ha
I'm not the admin, that is my problem.
How can I check the vendor string?
Cheers,
Martin
Original-Nachricht
Datum: Tue, 13 May 2008 13:35:41 +0100
Von: Robert Osfield [EMAIL PROTECTED]
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users]
Alberto Luaces wrote:
El Martes 13 Mayo 2008ES 14:17:58 lucas Grijander escribió:
Hi,
I've created the OBJ file with 3DStudio, and I've verified that all the
normals are pointing out, so it should work anyway? I think it depends on
the way I'm reading the data...
Is your model made
Hi
Maybe Blender can export into .3ds or .obj file ?
2008/5/13 Jean-Baptiste Authesserre [EMAIL PROTECTED]:
Hi,
I would like to use blender to create my 3D models. Is that possible to
use blender files .blend with osg?
I compiled by myself osg by using Cmake for the configuration of the
Hi Robert,
I would like to build debug version of osg without d extension
everywhere, here my case:
I build osg in release and debug in two separate directory, then when i
want to debug my application i change
my library path, and then i rebuild the application. So it works when i
have no
I was aware of blender -osg export, see
http://projects.blender.org/projects/osgexport/
not sure if it is the most up to date
Jean-Baptiste Authesserre wrote:
Hi,
I would like to use blender to create my 3D models. Is that possible
to use blender files .blend with osg?
I compiled by
No one except the Blender developers know what a .blend file is, and
even they can't really even explain much about it. I've tried many times
in the past to wrap my head around its binary format, but it's seriously
the very definition of moving target. Besides, if you asked the
Blender developers
Hi Paul,
As JS, Ulrich and Philip has mentioned at present the
dependency checking code relies upon pkg-config, which isn't
standard under Windows. For Windows we'll need write our won
FindCario and FindRSVG.cmake files such as the ones we
already have in OpenSceneGraph/CMakeModules.
Hi Cedric,
I'm open to make the d suffix optional. It exits on all platforms
purely to keep things consistent, and in the case
with Windows one can't mix debug and release libs so one is really
forced into this nonsense so this is where the
convention was dictated from.
Robert.
On Tue, May 13,
Thank you for these quick answers. Blender can export in .3ds file, but it
is the use of this export function I would like to avoid. In fact I observed
that if I save my 3D objects in blender format and then open the file
.blend, there is no problem, my objects have kept the transform properties
Hi,
On Tuesday 13 May 2008 16:57, Jean-Baptiste Authesserre wrote:
I would like to use blender to create my 3D models. Is that possible to use
blender files .blend with osg?
I compiled by myself osg by using Cmake for the configuration of the Visual
studio project. I found no mention about
hello,
see also the bottom of this page of delta3D.
http://www.delta3d.org/article.php?story=20051207101455773topic=docs
rgds
jp
Jean-Baptiste Authesserre wrote:
Hi,
I would like to use blender to create my 3D models. Is that possible to
use blender files .blend with osg?
I compiled by
Am Dienstag, 13. Mai 2008 17:15:36 schrieb Mathias Fröhlich:
Hi,
On Tuesday 13 May 2008 16:57, Jean-Baptiste Authesserre wrote:
I would like to use blender to create my 3D models. Is that possible to
use blender files .blend with osg?
I compiled by myself osg by using Cmake for the
Thanks Jeremy for your work!
Trying osgwidgetinput I receive the following warnings on Linux with latest SVN. At least
one of them could be stopped if you could provide the missing font Calibri1.ttf . Is it
possible?
Ciao!
mario
isone
Thanks a lot! Has anybody an Idea of which 3D file format can be used with
OSG (other than 3DS)? Because blender can export in many formats... Else I
would test your suggestions...
2008/5/13 Benjamin Eikel [EMAIL PROTECTED]:
Am Dienstag, 13. Mai 2008 17:15:36 schrieb Mathias Fröhlich:
Hi,
On Tue, 2008-05-13 at 17:26 +0200, Mario Valle wrote:
Thanks Jeremy for your work!
Trying osgwidgetinput I receive the following warnings on Linux with latest
SVN. At least
one of them could be stopped if you could provide the missing font
Calibri1.ttf . Is it
possible?
Ciao!
Hi,
I would like to use blender to create my 3D models. Is that possible to use
blender files .blend with osg?
I compiled by myself osg by using Cmake for the configuration of the Visual
studio project. I found no mention about blender during this configuration
step.
After the compilation, there
Am Dienstag, 13. Mai 2008 17:29:05 schrieb Jean-Baptiste Authesserre:
Thanks a lot! Has anybody an Idea of which 3D file format can be used with
OSG (other than 3DS)? Because blender can export in many formats... Else I
would test your suggestions...
Hello,
have a look at the list:
Hi Jeremy
I've just tried to compile your code using Visual Studio 9.0 and got
lots of errors that are almost all related to 'const' usage. I am
sometime suspicious about Redmond compilers so I also tried to compile
the code on Debian 4.0, and the errors are (hopefully) similar.
Here is the
On Tue, 2008-05-13 at 17:49 +0200, Thibault Genessay wrote:
Hi Jeremy
I've just tried to compile your code using Visual Studio 9.0 and got
lots of errors that are almost all related to 'const' usage. I am
sometime suspicious about Redmond compilers so I also tried to compile
the code on
Yeah that's pretty weird. I doubt this is a result of upgrading to DOM
2.1. The Collada plugin has probably always had these problems, though I
could be mistaken.
Robert Osfield wrote:
2008/5/13 [EMAIL PROTECTED]:
I submitted a fix to osg-submissions. Diff (against trunk) is below for
On Tue, May 13, 2008 at 5:28 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Once the Delaunay triangulator has been run on the Vec3Array that I set at
its input array, the array can't be deleted. The Delaunay triangulator must
be putting something bad into that array. Any ideas? I can't
Hi Jeremy
On Tue, May 13, 2008 at 6:16 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
On Tue, 2008-05-13 at 17:49 +0200, Thibault Genessay wrote:
Hi Jeremy
I've just tried to compile your code using Visual Studio 9.0 and got
lots of errors that are almost all related to 'const' usage.
hi,
fwiw, there are at least two high-quality fonts intended as
freely-distributable replacements for common MS burdened fonts. Give
them a shot, see how they work for you:
http://en.wikipedia.org/wiki/Liberation_fonts
http://en.wikipedia.org/wiki/Bitstream_Vera
seems these might be a great
Hi Ben,
Wow, that was fast! :-)
It would be really great if someone who actually /knows/ the code could fill in
things like:
I wouldn't claim to know the code (I have only dabbled in it to try and
fix some things, not actually implemented any of it) but I had a go at
adding some info to
Paul Martz wrote:
Good suggestions, Robert -- Those are the most likely causes.
Paul -- Is it just osgthirdpersonview that has a problem, or do you see the
same issue with other CompositeViewer-based apps?
-Paul (the other Paul M.)
After testing some more with the default threading model
Bonjour Jean-Baptiste,
Thank you for these quick answers. Blender can export in .3ds file, but
it is the use of this export function I would like to avoid. In fact I
observed that if I save my 3D objects in blender format and then open
the file .blend, there is no problem, my objects have
Hm. The code deletes one of the root node's children, and recreates it, each
frame. Try making this change:
osg::ref_ptr osg::Group root = new osg::Group;
root-setDataVariance( osg::Object::DYNAMIC );
(The first line is already in the code; please add the second line).
-Paul
Hello Jeremy,
I'd be real interested to know what version of GCC is complaining about
this. I don't see this error on Fedora 8/GCC4.1, and I've never had an
e-mail about it or antyhing. The code, as far as I can tell, is
perfectly valid C++. Perhaps I can come up with a workaround for this,
as
Our best experience has been to export either as either obj or osg (using
osgexport). The osgexport blender plugin has the advantage of handling
animations within a single .osg file, obj handles anims as well, but
produces one .obj file for each timestep.
On Tue, 13 May 2008, Jean-Baptiste
Hi Paul,
On Tue, May 13, 2008 at 6:33 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hm. The code deletes one of the root node's children, and recreates it, each
frame. Try making this change:
osg::ref_ptr osg::Group root = new osg::Group;
root-setDataVariance( osg::Object::DYNAMIC );
Hi Paul,
On Tue, May 13, 2008 at 6:33 PM, Paul Martz
[EMAIL PROTECTED] wrote:
Hm. The code deletes one of the root node's children, and recreates
it, each frame. Try making this change:
osg::ref_ptr osg::Group root = new osg::Group;
root-setDataVariance(
Hi Jeremy,
I wanted to try out your lib, but I have problems
regarding to the cmake build system.
First problem is, if you have osg installed not under
standard directory. I have then manually to specify
the cmake_include and cmake_lib paths.
maybe you could take a look into CMake build system
On Tue, 2008-05-13 at 20:28 +0200, Art Tevs wrote:
Hi Jeremy,
I wanted to try out your lib, but I have problems
regarding to the cmake build system.
First problem is, if you have osg installed not under
standard directory. I have then manually to specify
the cmake_include and cmake_lib
On Tue, 2008-05-13 at 18:44 +0200, Thibault Genessay wrote:
Hi Jeremy
On Tue, May 13, 2008 at 6:16 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
On Tue, 2008-05-13 at 17:49 +0200, Thibault Genessay wrote:
Hi Jeremy
I've just tried to compile your code using Visual Studio 9.0
Robert,
This happenned because I forgot to choose /MD as a CRT library, in case
anyone is curious.
John
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Tuesday, May 13, 2008 12:41 PM
To: OpenSceneGraph Users
Subject: Re:
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-)
-- mew
--
Mike Weiblen -- Austin Texas USA -- http://mew.cx/
spot_gold_cylinder.osg
Description: Binary data
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Mike Weiblen wrote:
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-)
OMG!
Sell! Sell!!! ;-)
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
77 matches
Mail list logo