Hi Serge,
I test the new DatabasePager with a regular pagedLOD database.
Like you : all seems to work fine in release mode but I have a crash in
debug mode.
I work with Visual studio 2005 under Windows 2000.
Serge Lages a écrit :
On Thu, May 22, 2008 at 5:22 PM, Robert Osfield
[EMAIL
Hi.
I have a question about ImageStream updating - how it must be by design?
Image and ImageStream both haven't methods such as setUpdateCallback or
traverse, therefore I see only one way - using different thread for
updating, but it is dangerous because updating thread may update image
while
I don't know how you perform your multi-pass rendering. But as far I understand
the nodeMask, a node is traversed if the logical AND operator between the
visitor mask and the node mask is not null. So, if you use two cameras, the
first can have a mask to 0x1 to render the subgraph Node_1 and
On Fri, May 23, 2008 at 8:08 AM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
Hi Serge,
I test the new DatabasePager with a regular pagedLOD database. Like you :
all seems to work fine in release mode but I have a crash in debug mode.
I work with Visual studio 2005 under Windows 2000.
Hi
On Thu, May 22, 2008 at 7:48 PM, Art Tevs [EMAIL PROTECTED] wrote:
Hi Stephane,
Stephane, try to put an empty shader program on the cow, just like this:
cow-getOrCreateStateSet()-setAttribute(new osg::Program(),
osg::StateAttribute::ON);
I think this could help you.
And if not then just
Hi Matthew,
You answer you own question already...
osg::Matrixd viewmatrix = viewer.getCamera()-getViewMatrix();
There are also getViewMatrixAsLookAt(..) method that computes the eye,
up and center for you, this can be useful for know which way to
pitch/yaw.
Robert.
On Thu, May 22, 2008 at
Hi Alejandro,
On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Could this problem have something to do with the fact that I never attach my
cameras to the Scene Graph?
Cameras in a scene graph are used for doing effects like shadows,
impostors etc, not for managing
Hi all,
I'm making some function to modify graph after some operation, and so I need
to call some simple actions in functions.
The problem is about ref_ptr :
I need to do this :
osg::ref_ptrosg::Group mygroup;
[..]
mygroup = NULL;
[...]
To do that in a function, I use someting like :
Hi Shayne,
osgTerrain functionality has evolve alot of the last six months, so
not much is documented about it yet. VirtualPlanetBuilder has an
option for building databases using standard nodes like
osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
and still default option)
Hi Serge and Robert,
Serge Lages wrote:
I customize the data storage. :)
My PagedLOD is really particular because it doesn't store directly
nodes, but layers (we have the texture, the terrain and the data on top
of the terrain in different layers) and our PagedLOD recover everything
and put
Hi,
I think for a start, do not worry too much about osgterrain classes and
the osgterrain example.
Create a simple terrain using osgdem (search the list for command lines)
and load it using osgviewer. The viewer loads terrain just as it loads
normal objects. It constructs a Database Pager
Hi Mael,
As Art and Sebastian have mentioned, since osgShadow implements its
own shaders these will replace you own ones. This does make
integrating other effects with osgShadow difficult. Shaders are in
general difficult to combine, but osgShadow certainly doesn't make it
any easier. I think
Hi Valary,
ImageStream is updated by a background thread. The xine-lib and
QuickTime plugins both subclass
from ImageStream and OpenThreads::Thread to provide a class that
automatically runs updates on
itself - this thread updates the image data on the ImageStream and
then calls dirty to tell
Hi,
download osgPPU from here
http://projects.tevs.eu/osgppu
and look at the examples.
Also have a look at the osgstereomatch example. It uses multiple shaders
and multiple passes per frame. The readme explains the details.
jp
Martin Großer wrote:
Hello,
I have the following vertex and
Hi,
Robert Osfield wrote:
Hi Serge,
On Thu, May 22, 2008 at 3:30 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
So there must be somewhere else that isn't playing ball properly and
hasn't acquired the lock as it should.
I've reviewed all the places that read and write the
On Fri, May 23, 2008 at 10:05 AM, John Vidar Larring [EMAIL PROTECTED]
wrote:
Hi Serge and Robert,
Serge Lages wrote:
I customize the data storage. :)
My PagedLOD is really particular because it doesn't store directly nodes,
but layers (we have the texture, the terrain and the data on top
Hi Vincent,
I don't know if anyone else can make sense of what you are trying to
do, based on your email, but I'm just lost. I kinda doubt the problem
is really about ref_ptr, but something related to the overall code
that you have written, but since I can't really spot what you intend
or what
Hi,
Robert Osfield wrote:
Hi J.P,
On Fri, May 23, 2008 at 9:16 AM, J.P. Delport [EMAIL PROTECTED] wrote:
I've reviewed all the places that read and write the
RequestQueue::_requestList and they
all look like they acquire the _requestMutex before they use the list.
are all the acquires from
Hi Vincent,
Vincent Bourdier schrieb:
Hi all,
I'm making some function to modify graph after some operation, and so I
need to call some simple actions in functions.
The problem is about ref_ptr :
I need to do this :
osg::ref_ptrosg::Group mygroup;
[..]
mygroup = NULL;
Could be this
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-May/011011.html
your problem?
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osg-users@lists.openscenegraph.org
Vincent Bourdier wrote:
Hi Robert
I've a ref_ptr to put to NULL, but I can't do a simple my_refptr = NULL;
I need to set it in a function.
In argument of my function, I get a ref_ptr, and in the function, I
put this ref_ptr to NULL;
I do not return anything.
Perhaps ref_ptr::release()?
Hi,
Have you tried forcing single threaded?
maybe see this thread.
Complete garbage in OSG / XP / multi monitor / multi threaded / NVidia
Don't know your setup, so I'm guessing.
jp
Serge Lages wrote:
Hi all,
I am currently using a osgViewer::viewer with slaves cameras (just like
the
Hi Manu,
I don't have an answer. Perhaps it's numerical precision issue.
Could you try out the osgUtil::IntersectionVisitor +
LineSegmentIntersector to see if it exhibits the same behaviour?
Robert.
On Fri, May 23, 2008 at 10:04 AM, Emmanuel Roche
[EMAIL PROTECTED] wrote:
Hi everyone,
I've
Hi Robert,
Yes, I also wish there was an easy wrapper around OpenThreads to help one
debug the multi-threaded execution.
What do you have in mind w.r.t an easy wrapper around OpenThreads?
I was hoping for something like GLIntercept (that sits between the app
and OpenGL and can trace all
Hi
I'm not sure to understand what release() do...
T* release() { T* tmp=_ptr; if (_ptr) _ptr-unref_nodelete(); _ptr=0;
return tmp; }
what does unref_nodelete() do ?
what does it return really ?
Thanks
Vincent.
2008/5/23 Paul Melis [EMAIL PROTECTED]:
Vincent Bourdier wrote:
Hi Robert
Hi J.P,
On Fri, May 23, 2008 at 9:53 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Yes, you are right for the case where a lock is only released by the same
thread that acquired it. This is the normal use case that e.g. scopedlock
enforces.
Ahhh this is a different issue, as you say ScopedLock
Hi everyone,
I've got a quite strange error here:
when I'm doing collision tests (using an osgUtil::IntersectVisitor object)
then I get the warning:
Warning: Picked up error in TriangleIntersect
(-1 0 -1, -1 0 1, 1 0 1 )
(nan, nan, nan)
I checked the code in InterectVisitor.cpp, and I
Vincent Bourdier a écrit :
In argument of my function, I get a ref_ptr, and in the function, I
put this ref_ptr to NULL;
but at the end (going out of the function), my original ref_ptr hasn't
been modified...
Do you pass your ref_ptr by value or by reference ?
Here is an example :
Stephane,
Have you tried running with no optimizer? A while ago I dimly remember
encountering something similar with the optimiser doing funny things with
empty nodes that had state changes...
Dave
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osg-users mailing list
Thanks for all, I'll try with reference and not by copy (I didn't think
about that)
Thanks
Regards,
Vincent.
2008/5/23 Paul Melis [EMAIL PROTECTED]:
Are you sure you understand the basic concept that ref_ptr together with
osg::Referenced implements?
You might want to read
Robert Osfield wrote:
Hi John
Probably the easiest way for me to resolve the dirty not effecting all
tiles is to try it out at my end. Could you submit your changes for
the vertical scale to osg-submissions, then I can review it, merge in
appropriate, make changes if required, then I can then
Ok, but there are next difficulty: I use function setImage for setting
new image in my thread, and this function deletes old image when it sets
new image. Therefore if updating thread updates image while main thread
updates texture then... segmentation fault.
In this case I must not to delete old
Hi Robert,
Thanx for the info about that one. We will most certainly need multi-threaded
rendering later on.
I am currently looking into the NodeMask solution.
What about adding an array of states or shaders to a node?
This would make it possible to hold multiple shaders in one node and
Hi Valary,
Don't use setImage from within your frame loop until you are switching
between some fixed memory like the xine-lib plugin does.
It's better to update the data stored in the Image directly and call
dirty, or to allocate the image memory separately and disable the
deletion of the data
Hi Viggo,
On Fri, May 23, 2008 at 12:34 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
What about adding an array of states or shaders to a node?
This would make it possible to hold multiple shaders in one node and index
them differently depending on what camera you use.
Is that a good idea for the
On Fri, May 23, 2008 at 5:08 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Mael,
As Art and Sebastian have mentioned, since osgShadow implements its
own shaders these will replace you own ones. This does make
integrating other effects with osgShadow difficult. Shaders are in
general
Hi Art,
Sorry. Yes, I simply add an empty shader on the proxy node containing
the cow and it works.
Like Robert says it is a clue to figure out where the problem come from.
I will investigate more deeper in this way and post a submission if I
find the origin of the problem.
Art Tevs a écrit
Hi,
I have the following simple program (modified texture rectangle
sample). I'm reading a set of large (1920x1080) bitmaps from disk and
swapping each callback loop. My problem is that the bmps need to be in
BGRA instead of RGBA format. Can I change the TextureRectangle in OSG to
compensate
Hi Stephane,
I was pretty sure that this would helps. This is a problem which I have already
encountered long time ago during the development of osgPPU.
The problem is that there exists an apply() method for StateAttributes (e.g.
Program) but there is no disapply() method, as I have already
Hello ~
I am a new to OSG.Now I'm using OSGDEM,I want to ask to question:
the different between --LOD and --PagedLOD when using osgdem
the different between --compressed and --RGBA-compressed when using osgdem
When the VPB1.0 realse?Thank
On Fri, May 23, 2008 at 4:57 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Alejandro,
On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Could this problem have something to do with the fact that I never attach
my
cameras to the Scene Graph?
Cameras in a scene
Hi Mike,
You can set the internal texture format via :
texture-setInternalFormat(internalformat);
In you case setInternalFormat(GL_BGRA) might just do the trick.
As for the most efficient way to do what you are doing you'll want to
attach an osg::PixelBufferObject to a single osg::Image, and
HI GuYe,
the different between --LOD and --PagedLOD when using osgdem
An LOD bases database stores the whole database in a single scene
graph and associate file.
PagedLOD databases are broken up into a quad tree hierarchy of tiles,
which are paged in at runtime. PagedLOD databases scale
On Fri, May 23, 2008 at 1:47 PM, Art Tevs [EMAIL PROTECTED] wrote:
Hi Stephane,
I was pretty sure that this would helps. This is a problem which I have
already encountered long time ago during the development of osgPPU.
The problem is that there exists an apply() method for StateAttributes
Hi all,
I have a scene with 4000 billboarded quads to display and I just
noticed that OSG might not perform frustum culling on them since Fraps
tells me that the FPS remains the same even when many of those quads
are out of the screen.
Is there a way to enable frustum culling? or maybe OSG
Hi Alejandro,
On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Actually, I am using a TrackballManipulator and replacing its ref_ptr with a
new NodeTrackerManupulator when I have to enter node tracking mode. I'm
not using the KeySwitchMatrixManipulator, but simply
Hi Michele,
The OSG does view frustum culling by default, you have to explictly
turn it off. The same applies to small feature culling it's on by
default.
As for your FPS not changing when objects move off screen, is vsync?
Hows about enabling OSG stats? This will tell you what the
Hi, Jeremy.
I've tried to compile your code on my Gentoo just for now, and I have
linker errors while building examples:
Linking CXX executable osgwidgetlabel
/var/tmp/portage/media-libs/osgwidget-/work/osgwidget-/build/libosgWidget.so:
undefined reference to `forkpty'
Robert Osfield a écrit :
As replied in previous posts, their is a whole mechanism in osg::State
for managing state, there is no need for a disapply as this
automatically comes part of the package.
I'm not agree with you. I find the origin of the bug : There is a real
problem : see my bug
Woops, I forget to send the other buggy scene.
Cheers,
--
Lamoliatte Stephane
Ingenieur RD
R.S.A. Cosmos
Z.I. de la Vaure - B.P.40
42290 Sorbiers, France
Tél : +33 (0)4 77 53 30 48
Fax : +33 (0)4 77 53 38 61
Group {
Group {
StateSet {
Uniform {
name color
*Hi Robert,
*
*may you can submit the latest PSSM implementation.*
*adrian*
**
i tested in on two different systems with two different graphic card
vendors:
ATI X1600 M / windows xp
NVidia Quadro FX 570M / windwos vista
and it works well under this systems.
for windows users, please
Hi Robert, Stephane
sorry a lot of text
As replied in previous posts, their is a whole mechanism in
osg::State
for managing state, there is no need for a
disapply as this
automatically comes part of the package.
OK, maybe I have to read through the complete osg code again and again.
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case the frame rate
basically does not change but floats around the same range 90-100.
Since the performances are already very good I wont dig more into the
problem,
Hi,
coming to this thread late, sorry if redundant.
There occasionally creeps up a question about osg::Program state
leakage, and I could have sworn it was fixed, but maybe not.
Is the problem fixed adding an empty osg::Program at the very root of
the scenegraph? Such state leakage seems due
right, but not a disapply so much as a pop of state to a baseline,
and the problem is that baseline is currently undefined. So it seems
the answer is to provide that missing baseline state in osg::State
above the root, so that state popping properly restores.
I wish I could create and submit the
Hi Art,
As I previous explain before the apply of the default setting is done
by apply a default constructed StateAttribute, this applies to
osg::Program just as it does any other StateAttribute. This default
constructed StateAttribute is applied when all other entries of that
specific type of
Hi Michele,
On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote:
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case the frame rate
basically does not change but floats around the same range
Can you post a .osg file that reproduces the issue?
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Michele Bosi
Sent: Friday, May 23, 2008 8:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Small object frustum culling
Thank
Robert,
Thanks much for the info. I will forge ahead with VPB using the --terrain
option and see where things go from there.
On a related note, I'm seeing an error when I run through the osgdem step
guide for building a terrain database.
After I run the command:
osgdem --xx 10 --yy 10 -t
Its a a GDAL error. Try gdalinfo of the problem file.
On Fri, May 23, 2008 at 4:11 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Robert,
Thanks much for the info. I will forge ahead with VPB using the --terrain
option and see where things go from there.
On a
On Fri, May 23, 2008 at 10:22 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
One problem that I have observed steady growth in memory usage on a
very large database I have. I don't know yet if this is a leak or a
load balancing problem. I wouldn't expect this issue to be related to
the
On Fri, May 23, 2008 at 11:02 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Alejandro,
On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Actually, I am using a TrackballManipulator and replacing its ref_ptr
with a
new NodeTrackerManupulator when I have to enter
Hi everybody,
I'm a french student in placement at the University of Teesside and I
need your help :) . Effectivly I tried to use OSG in Windows Form
Application. However, with a lot of difficulty.
So can you help me and advice me about how to include one or several
osg::Viewer in Windows
I ran gdalinfo on ps_height_16k.tif and I get the following:
ERROR 1: ps_height_16k.tif: No space to read TIFF directory
ERROR 1: TIFFReadDirectory: Failed to read directory at offset 537067676
Driver: GTiff/GeoTIFF
Files: ps_height_16k.tif
Size is 16385, 16385
Coordinate System is `'
Image
On Fri, May 23, 2008 at 5:06 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Michele,
On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote:
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case
Does anyone know if VPB supports the reading of the DTED file format (i.e.
*.dt1 files) for generating terrain databases? Do they need to be converted
over to some sort of raster format before VPB can use them?
smime.p7s
Description: S/MIME cryptographic signature
Hi folks,
OK, I understand what Mike means by the baseline behaviour. And as you also
wrote: the apply of the default setting is done
by apply a default constructed StateAttribute this is exactly what I meant by
a fresh state attribute. So we are speaking about the same things.
If I would
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Paul Melis wrote:
...
You obviously don't mind responding to any kind of question concerning
OSG, be it a bug report, more-or-less OpenGL related questions, feature
requests, changes since the last release, design issues concerning
certain parts
You have many good points.
I've seen this topic come up many times in my nearly three decades of using
countless online discussion forums. One thing I've learned: no matter how
many resources and FAQs you make available, people, by their very nature,
are social, and therefore value the
I assume you have looked through the example code of the many examples of
using different windowing tool kits, theses all show the basics of how you
integrate OSG into a various windowing systems, every system will have its
own caveats but that is not for OSG to sort out thats down to the use and
Thank you Paul(s), Stefan and Gordon,
yes now I am pretty sure that Robert by quadtree meant a node
organization strategy (that's why I said ...or a particular
parent/child layout for OSG nodes? in my second email) and there
isn't any real quadtree support in OSG but it seems that one can
simulate
Excellent fix, Paul. Your code produces a much smoother performance ramp as
the scene is moved partially outside the view volume. Perhaps this is a
solution for Michele.
-Paul
But the = represents thousands of links, i.e. the same
geometry added to the billboard thousands of times.
But as
Are there two versions of the website still active? When I go to the page
directly I see not frame set... when it get to it via some google links the old
format is there. (Complete with previously mentioned broken links).
Can the old one be removed completely to avoid problems?
Andy
Classification: UNCLASSIFIED
Caveats: NONE
Searching osg-users:
I would say that the size of osg-users and difficulty in searching it is
my biggest problem as well.
Google groups:
I didn't know there was a google groups mirror; I'll have to try that
next time.
Concerning the wiki:
Mostly,
Mike,
Thanks for looking at this -- I would never have thought to try putting
a separate state set with a different render bin on top.
I think I can work this into our application.
-Nathan
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Hi Robert,
Sorry for late reply because of my school exams. I have tried gdalinfo
E020N90.DEM -mm pattern and result is like this;
Driver: EHdr/ESRI .hdr Labelled
Size is 4800, 6000
Coordinate System is:
GEOGCS[WGS 84,
DATUM[WGS_1984,
SPHEROID[WGS 84,6378137,298.257223563,
i just tried searching for vrml on the website
the mailinglist is not included in the results.
I prefer it this way. If I'm looking for info I _know_ is on the wiki,
because I've seen it there before, then I don't want a bunch of osg-users
posts cluttering up the results. On the other hand, if
OK, if you really need to know, in your app, what is visible and what isn't,
then you probably have the right approach.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Lars Karlsson
Sent: Friday, May 23, 2008 11:52 AM
To: osg-users
On Fri, 23 May 2008, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Does anyone know if VPB supports the reading of the DTED file format (i.e.
*.dt1 files) for generating terrain databases? Do they need to be converted
over to some sort of raster format before VPB can use them?
All
On Fri, May 23, 2008 at 12:18 PM, Alejandro Segovia [EMAIL PROTECTED]
wrote:
On Fri, May 23, 2008 at 11:02 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Alejandro,
On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Actually, I am using a TrackballManipulator
Recently I have been trying to write some scenes to file to analyze them and
coming upon some trouble. When I call writeNodeFile it seems to ignore certain
children. I was confused for a while until I realized that it was ignoring any
node that was custom derived type.
I chased down the code
Hi Andrew -- The definition of a NodeKit, as I understand it, is new Nodes,
Drawables, StateAttributes, or other OSG-derived classes, plus support for
the .osg file format.
So, all of the NodeKits that ship with OSG (osgText, osgSim, osgParticle,
etc., all have corresponding plugins
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