Hi Dominik,
it looks like you have a problem with reference counting:
{
osg::NodePath fullNodePath = nv-getNodePath();
osg::ref_ptrosg::Nodex = fullNodePath.back();
...
fullNodePath.push_back( x.get() );
}
assigns an 'osg::Node*' (from 'getNodePath') to a smart pointer.
You later get
Which version are you using the latest SVN, the latest PSSM (see post from
friday to yesterday) ?
2008/5/19 Alejandro Segovia [EMAIL PROTECTED]:
On Mon, May 19, 2008 at 6:03 PM, Alejandro Segovia [EMAIL PROTECTED]
wrote:
Hello List,
I'm having a hard time using PSSM (or anything besides
Hi Ulrich,
Thanks for your fast reply.
I absolutely agree with your suggestion and I modified my application. But when
I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect. I still
have the same problem.
Thanks,
Dominic
-Ursprüngliche Nachricht-
Von: [EMAIL
Neusch, Dominik, SDGE1 wrote:
I absolutely agree with your suggestion and I modified my application. But
when I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect.
I still have the same problem.
You mean it still crashes?
Have you tried to operate on a copy of the nodepath in
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
thanks
2008/5/19 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
this version isn't working, well. so the last version is working. you have
an
Hi Luigi,
Good detective work, when I run osgviewer --SingleThreaded I get the
black result, so it's certainly not a driver issues/platform issue.
The only difference between 2.4. and 2.5. I can think that has an
effect on initialization order is compile traversal, as I moved this
to run during
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can’t use (or don’t know) ping-pong rendering technique as described here
http://www.m3xbox.com/GPU_blog/?m=200712
Because when I attach 2 textures to camera FBO in rendering loop camera render
to 2 FBO but I
Alejandro,
I suspect the most likely explanation is this:
1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing.
2. ShadowTexture is ignoring your ReceivesShadow bit, however:
3. When you turn on CastsShadow for a node, it is then implicitly preventing it
from receiving a
Hi Roman,
On Tue, May 20, 2008 at 9:10 AM, Роман Григорьев [EMAIL PROTECTED] wrote:
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can't use (or don't know) ping-pong rendering technique as described
here http://www.m3xbox.com/GPU_blog/?m=200712
Because
-
From: Wojciech Lewandowski [EMAIL PROTECTED]
Sent: Wednesday, May 14, 2008 10:29 PM
Hi Ben,
CastsShadow bit _does_ need to be set for every parent along
the nodepath.
If it's true, then that's a very big consideration in how scene
graphs must be constructed to use osgShadow,
Hi,
attached are two .osg files:
- mew1_resaved is just your provided testcase resaved by osgviewer 1.2
for a clean baseline. this does demo the failure of two blue spheres.
- mew2_fix is the previous w/ some hacks to make it work. In both
osgviewer 1.2 and 2.4 it shows a red and blue sphere
Hi everyone,
I have an animation path which has a lot of way points and these way points
have some tracker information like speed. I want to interpolate speed of
tracker between these way points.
Has anyone else experienced this issue?
Thanks...
___
Hi,
I am looking for the applications which are using OSG and bullet physics for
the vrml file of rigid bodies, if you have idea about how to make an osg
node to represent into the bullet and how to control the animation of the
rigid body using bullet and osg possible.please help me .
Thanks
I noticed that using osgShadow::ShadowMap in my scene makes everything very
dark, even nodes not part of the shadowed scene. Studying the OSG code, i
found this in ShadowMap.cpp, in ShadowMap::cull:
const_castosg::Light*(selectLight)-setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f);
The
i´ve checked the linesegment intersector as you said and it works well
the working code is really short and is something like this
osg::ref_ptrosgUtil::LineSegmentIntersector lsi = new
osgUtil::LineSegmentIntersector(osg::Vec3(mousex, mousey, -1),
osg::Vec3(mousex, mousey, 1));
Hi,
Роман Григорьев wrote:
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can’t use (or don’t know) ping-pong rendering technique as
described here http://www.m3xbox.com/GPU_blog/?m=200712
Because when I attach 2 textures to camera FBO in rendering loop
Thanks Robert,
an svn update fix the problem ...
odd to find out there are so few platform where singlethread is selected
as default mode ... time to buy another pc...
Luigi
Robert Osfield wrote:
Hi Luigi,
I have spotted an oddity in the osgViewer::Render::cull_draw() compile
ordering, on
Here is my shaders. It's shaders from my current version that do not use MRT.
Source code you can take from my previous messageÎÅÉIf you want to have my
setup with FBO MRT just email me. ÎÅÉÎÅÉÎÅÉÎÅÉ-Original
Message-ÎÅÉFrom: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Sorry guys for my f**king outlook
Here is shaders and source u can take from 1-st message
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Tuesday, May 20, 2008 2:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] FBO
Sorry for raising this old chesnut again - I've tried building and
running the OSG 2.4.0 and have problems in loading some of the plugins
when running some of the examples, specifically those related to
freetype, jpeg and gif.
I'm running on Windows XP using VS2005. I'm able to load all the
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
WinXP SP2 NVIDIA FX5700:
I can see shadows, in the first test as red or green ones, the other
ones as
I' m currently using vs7.1 and vs8 current svn using a cmkae based
dependency build of zlib-1.2.3 tiff-3.7.4 libpng-1.2.24 jpeg-6b
freetype-2.3.5 curl-7.18.1
They seem work for me, they should be used in osg build by setting
ACTUAL_3DPARTY_DIR:FILEPATH=path where have been installed or mike
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Hash: SHA1
bindumol wrote:
Hi,
I am looking for the applications which are using OSG and bullet physics
for the vrml file of rigid bodies, if you have idea about how to make
an osg node to represent into the bullet and how to control the
animation of
Jan Ciger wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
bindumol wrote:
Hi,
I am looking for the applications which are using OSG and bullet physics
for the vrml file of rigid bodies, if you have idea about how to make
an osg node to represent into the bullet and how to control the
Thanx
Now I try to use integer textures and bitwise operation for cellular automata I
think this reduce texture memory for textures but this trick only work on G80.
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of J.P. Delport
Sent: Tuesday, May
This might be more of a general C++ question but I'm having the
following problem:
I have a MatrixTransform derived class called Entity
Ie. sgm::Entity : public MatrixTransform.
I use it to define a couple extra data values that I would like to store
and overload some of the inherited
did you used demo.bat ?
2008/5/20 Ralph Kern [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
WinXP SP2 NVIDIA FX5700:
I can see
Hello Adrian, thanks for your reply,
On Tue, May 20, 2008 at 3:27 AM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
Which version are you using the latest SVN, the latest PSSM (see post from
friday to yesterday) ?
I'm actually on OSG 2.2, but I don't think this is a problem with
Hello Ben, thanks for your answer,
On Tue, May 20, 2008 at 5:29 AM, Ben Discoe [EMAIL PROTECTED] wrote:
Alejandro,
I suspect the most likely explanation is this:
1. You are using ShadowTexture, which AFAIK doesn't support self-shadowing.
2. ShadowTexture is ignoring your ReceivesShadow
I see: in your demo.bat the line setting the file path is commented out:
REM set OSG_FILE_PATH=.;DATA
removing the REM shows the scenes 1 .. 3 correct on NVIDIA Geforce 5700
Win XP SP2.
on ATI Radeon X1600 Dual monitor the 1st and 3rd scene shows only a
small flickering outline where the
Hi Ben,
For most typical scenario where all parts of the graph cast shadow
and can receive shadow, Cast and /Receive masks should be left at
default 0x setting.
I fear this is not typical. Due to the scale limitations of osgShadow, i
suspect that 'most' scenarios involve enabling
Hello Adrian,
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
Sorry, I was away for the weekend. I had to edit your demo.bat for two
things:
a) like Ralph, I removed the REM from the line that
Hi all, i have updated it with the latest info. removed rem and added
--screen 0
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
thanks for continuing testing.
adrian
2008/5/20 Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
Hi all windows USERS, did it
Hi Robert,
Thank you for your help. In fact, the window size (of the RenderSurface)
changes every frame. So I adapt the viewport (of the sceneView) size.
The Model also changes. In fact I try to render the mesh to get a
texture. I adapt the size of the viewport and window in function of the
Hi all,
trying to get alpha value on a material, on a node, I use
mat-getAmbient(osg::Material::FRONT).a()
but mat depends on a picked node, and If I pick somewhere different,
sometimes it crashes...
I suppose I is a osg::material::face problem.
Is there any way to get alpha value (setAlpha()
Hi Sebastien,
I'm afraid I don't really have a clue what exactly you are trying to
do and why. You are using API's that are no longer used by the core
OSG (Producer) and also OSG API's that I do recommend the use of
(SceneView). All in all its a recipe for almost impossible support.
I'd
Colin,
Make sure you download and install the service pack 1 for Visual
Studio 2005. There is an issue where DLL's created with SP1 ( the
third party libs) will fall to load when linking with VS2005 w/o the
patch.
It took me about a week of on/off searching before I ran across a
similar thread
fwiw Paul Martz has reported similar in the past, but I've been unable
to repro. Assuming that since I make the 3rdParty binaries, my OSG
binaries will by-definition be compatible.
I'd really like to get this cleared up once and for all. For
reference, below is the exact configuration of my
Well, I've managed to find why the shader never was compiled.
Apparently the problem was adding the lights to the scene graph before
adding the ShadowedScene node (note the ShadowedScene node is not the root
of my scene graph). Conversely, if lights are added to the scene graph
before the
Hi Robert and all,
I am porting a project from OSG 2.3 to the latest SVN and I have a problem
with particles. I use ParticleSystems to make a custom smoke effect, but
with the latest SVN my smoke don't stop to flicker.
To have the same behavior as before I have to revert the changes on
Oops -- Thios was intended for the list, but appears to have gone only to
Jan.
-Paul
I am currently working with some other developers to create an open source
osgBullet NodeKit, funded by ISU's mechanical engineering department for
inclusion in their VE-Suite application:
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Hash: SHA1
[EMAIL PROTECTED] wrote:
someone should post it at the bullet forum where about bullet and osg
was asked. :)
http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=17t=799
regards
Done.
Jan
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Hi Serge,
On Tue, May 20, 2008 at 6:20 PM, Serge Lages [EMAIL PROTECTED] wrote:
I am porting a project from OSG 2.3 to the latest SVN and I have a problem
with particles. I use ParticleSystems to make a custom smoke effect, but
with the latest SVN my smoke don't stop to flicker.
Skipping
I found what appears to be another bug/limitation in ShadowMap.cpp. When
traversing the nodes which cast shadows, it uses this code:
cv.setTraversalMask( traversalMask
getShadowedScene()-getCastsShadowTraversalMask() );
'traversalMask' here is the sceneview's draw mask, which defaults to
Has anyone attempted to implement shadows on a solar system-sized scene? Is
there a recommeded approach for this? Can the Depth Partition Node be used in
conjunction with ShadowMaps?
Thank you,
Virginia
___
osg-users mailing list
Hi folks -- I wanted to post a reminder about the upcoming OSG Training to
be held along the Denver/Boulder corridor, June 11-13 2008. This is coming
up fast, so now is the time to register.
http://www.skew-matrix.com/training.asp
I also wanted to note that I've reserved space at the Boulder
Okay -- Web page is up!
http://www.skew-matrix.com/ugdenver.html
Hope to see you there.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
___
osg-users mailing list
Thanks Philip,
CMake is a much needed tool and approach. I'm learning and your
suggestion is the way to start reducing the problem to its source.
Got the same U1065 with a tiny project so the issue is not with the osg build.
I'll be looking over my environment some more and then if need be go
Hi - Can osgSim::OverlayNode be used for Decal effects, or general
projective texturing?
Are there examples where it is used in OSG?
Regards
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