I've ported Joseph's particle tutorial to osg version 2.4 and it works
perfectly on my side. I'll try to find out the cause of this culling, thanks
for the help so far.
Date: Thu, 26 Jun 2008 23:14:04 -0600 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re:
Hi,
some code snippets:
[EMAIL PROTECTED] wrote:
Hey uli,
What do you mean by getting a nice image from that is a b??ch? Is the
image quality reduced?
Not sure what de-bayer algorithm I'm going to use. I have the source for
one that we have used before but I'm not sure how it will work on a
The requests queuing in the database pager didn't work.
Robert Osfield wrote:
On Thu, Jun 26, 2008 at 5:48 PM, Lionel Lagarde [EMAIL PROTECTED] wrote:
It didn't work !!!
What didn't work??
I've queued the database requests in the requestNodeFile method.
Hi Robert,
This fix is working great !!! No more texture disappearing.
Kind regards,
2008/6/26 Robert Osfield [EMAIL PROTECTED]:
On Thu, Jun 26, 2008 at 4:42 PM, amalric alexandre
[EMAIL PROTECTED] wrote:
2nd Problem :
I'm glad that you have reproduced the bug, loosing texture seems
I want to let you known that on Linux Suse 10.3, with last minute SVN, osgthirdpersonview
crashes after few seconds of manipulation or almost immediately in gdb (compiled
RelWithDebInfo).
This happens with no arguments or specifying
--CullThreadPerCameraDrawThreadPerContext
does not happens
Hi,
maybe check what texture units are used by terrain and particles.
jp
CG wrote:
I've ported Joseph's particle tutorial to osg version 2.4 and it works
perfectly on my side. I'll try to find out the cause of this culling,
thanks for the help so far.
Hi Steve,
[EMAIL PROTECTED] wrote:
What do you mean by getting a nice image from that is a b??ch? Is the image
quality reduced?
No, I'm just talking about the problem that the bayer image is missing two
channels for every pixel and you have to somehow come up with those values.
Also,
CG wrote:
Thanks for your help, I've narrowed it down to my terrain, when I use
Joseph's terrain, the particles look good. But when I switch over to my
terrain, some of the particles will get culled. How does a terrain
Are you sure it's actually a culling problem and not maybe depth buffer
Hi Paul,
On Thu, Jun 26, 2008 at 8:25 PM, Paul Martz [EMAIL PROTECTED] wrote:
Switch derives from Group, and if I create a Switch and set all its children
on, I think we can all agree that it should act just like Group.
In the same way, since PagedLOD derives from LOD, once all its children
Hi J-S,
On Thu, Jun 26, 2008 at 8:17 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
OSG SVN on Windows Vista, VS8, CMake 2.4.8 and 2.6, builds and runs fine.
VPB SVN on Windows Vista, VS8, CMake 2.6 (didn't take time to test on
2.4.8), builds and runs fine.
I'll test on my Ubuntu
Hi Wojtek,
I believe the Image::readPixels and Image::allocateImage are valid,
changes these because of some high level behaviour is going amiss due
to it relying upon a parameter that is modified on the fly suggest to
me that perhaps the high level code is at fault i.e. the Camera
Hi Mathieu,
Thanks for your answer. I had a look in osgFX/Cartoon.cpp
but I didn't realy find how I can manage it. I think I'm not a
expert in Cartoon rendering with OSG. I must contact the
creator of osgFX/Cartoon.cpp for help. But I think it could
be useful for certain user to have this
Hi Terry,
On Fri, Jun 27, 2008 at 5:01 AM, Terry Welsh [EMAIL PROTECTED] wrote:
Is it possible to load multiple model files that use the same texture
but only have the texture get loaded once? It seems like a good way
to save memory and reduce state changes.
The loaders don't cache images
On Fri, Jun 27, 2008 at 8:10 AM, Lionel Lagarde [EMAIL PROTECTED] wrote:
The requests queuing in the database pager didn't work.
I really do think your problems will be solved by moving to the SVN
version of the OSG, and rather than waste time looking into a problem
that has already been solved
Hi Mario,
What is your hardware setup? Is it 32bit or 64bit build?
Robert.
On Fri, Jun 27, 2008 at 8:21 AM, Mario Valle [EMAIL PROTECTED] wrote:
I want to let you known that on Linux Suse 10.3, with last minute SVN,
osgthirdpersonview crashes after few seconds of manipulation or almost
Hi,
On Friday 27 June 2008 05:48, James Killian wrote:
[MemoryBarrier on available on msvc71]
Hmm, I am unsure about that.
Reading msdn, MemoryBarrier appears to be present on Vista and newer.
But given that I do not use vista and it appears to be dependent on the
compiler and sdk version, I
Hi Robert,
Thanks for the hint, it seems to be my fault. I opened the
OpenThreads/Config file to see the method used, and everything was
commented... I hade to remove my CMakeCache.txt to have the file generated
again and use the atomic pointers. Now it works like a charm !
On Thu, Jun 26, 2008
Hi,
Sorry, I'm lost here, how do I check the texture units?Reards,Cg
Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being
culled Hi, maybe check what texture units are used by terrain and
On Fri, Jun 27, 2008 at 9:49 AM, Serge Lages [EMAIL PROTECTED] wrote:
Thanks for the hint, it seems to be my fault. I opened the
OpenThreads/Config file to see the method used, and everything was
commented... I hade to remove my CMakeCache.txt to have the file generated
again and use the
Hi,
compiled r8504 on Debian sid, g++-4.3, cmake 2.6, core 2 duo 32-bit,
NVidia 173.14.09.
cmake said:
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success
compiled fine.
osgthirdpersonview has been running for a while, seems OK.
jp
Robert Osfield wrote:
Hi J-S,
On Thu, Jun
Hi Mario,
Look at the experience of other engineers it now looks like the Atomic
generation may have not worked correctly on an early SVN version, but
even with an SVN update the associated Config file wasn't updated to
correct itself.
Could you try removing your OpenSceneGraph/CMakeCache.txt
Hi,
sorry, I was just guessing at possible problems. We have had problems
with overlays and terrain texture units clashing, but I'm not sure it is
related to particle system and terrain.
OverlayNode-setOverlayTextureUnit(1);
Terrain texture units can in newer osgdem be set with layer option.
I think the time laps when CMake was generating erroneous Config file under
Windows was very short, and I had no luck by building at this moment.
But having the ability to force CMake to regenerate this kind of file should
be useful in the future if others modifications come.
On Fri, Jun 27, 2008
Hi Mario,
It really seems to be the same problem as me, just remove your CMake cache
to be sure that the OpenThread/Config file will be regenerated.
On Fri, Jun 27, 2008 at 11:19 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Mario,
Look at the experience of other engineers it now looks like
Hi all,
I have found that the bast way to look up in the reference manual is to
google classes with their namespaces. E.g. if I need information on
the class osgUtil::Optimizer then I just google that name and the
first hit is almost always the OpenSceneGraph Class Reference for that
class.
Hi,
Is there a way to get a RSS feed for
http://www.openscenegraph.org/projects/osg/wiki/News/ProjectNews
After talking with #trac peoples, it seems that something like
http://trac-hacks.org/wiki/FullBlogPlugin or
http://trac-hacks.org/wiki/TracBlogPlugin would allow this.
Thanks in advance.
--
Hi John,
I do plan to update the docs, just been rushed off my feet. Once we
get OSG SVN stabilised and 2.5.3 out the door I'll look at getting the
docs updated.
Robert.
On Fri, Jun 27, 2008 at 10:47 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
Hi all,
I have found that the bast way to
Robert,
I totaly agree that high level FBO code could be modified to avoid potential
glitches with doubling resources.
But on low level discussion, I also think that indirect modification of
internalTextureFormat in readPixels may bring trouble for pieces of code
relying on
Hi Wojtek,
So now imagine this case. I want to create texture with RGBA32F internal
format from an Image. I create image and set its internalTextureFormat to
RGBA32. To fill image data I call readPixels from frame buffer. Then I
create Texture from this image and surpirisngly end up with RGBA
Hi Robert,
So now imagine this case. I want to create texture with RGBA32F internal
format from an Image. I create image and set its internalTextureFormat to
RGBA32. To fill image data I call readPixels from frame buffer. Then I
create Texture from this image and surpirisngly end up with RGBA
Hi Wojtek,
On Fri, Jun 27, 2008 at 11:24 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
This suggest to me that one needs to pass more info into
Image::readPixels to control the internaltextureFormat, or possible
configuring things so that allocate reuses the original setting for
32bits, Intel(R) Xeon(TM) CPU 3.00GHz quad core 4GB RAM.
GeForce 6800 GS NVIDIA Driver Version: 169.12
Suse 10.3
Let me know if other info or other tests are needed.
Ciao!
mario
Robert Osfield wrote:
Hi Mario,
What is your hardware setup? Is it 32bit or 64bit build?
Robert.
On Fri,
On Fri, Jun 27, 2008 at 11:48 AM, Mario Valle [EMAIL PROTECTED] wrote:
32bits, Intel(R) Xeon(TM) CPU 3.00GHz quad core 4GB RAM.
GeForce 6800 GS NVIDIA Driver Version: 169.12
Suse 10.3
Let me know if other info or other tests are needed.
The only test is the one suggested, remove your
Hi Robert,
About my first problem concerning MFC threading an resize events, I was
thinking I resolved the bug with User Interface threads but the bug is back
if I open/close a lot of new window.
The bug appears later with this method but it doesn't resolve it.
I'm sad about it.
If someone has
Hi Amalric,
I'll have to step back from helping out with the remaining problems as
I know absolutely nothing about MFC, nor have a windows box to test
aginst.
Robert.
On Fri, Jun 27, 2008 at 12:02 PM, amalric alexandre
[EMAIL PROTECTED] wrote:
Hi Robert,
About my first problem concerning MFC
Robert Osfield schrieb:
Hi All,
At the end of last week/start of this week I tried to go for
converging SVN to a stable enough state to go for an OSG-2.5.3 dev
release, but alas submission/build fixes/build breaks kept coming in
thick and fast, and no convergence was achieved. So... I still
Hi Robert,
I'm uneasy about changing the existing behaviour as we may well be
fixing one problem for one set of users, but introducing problems for
users that currently rely upon the existing behaviour.
As I had my doubts as well, I have asked if allocateImage or readPixels is a
better place
Deleted CMakeCache.txt, ccmake .
recompiled, but it continue crashing. In GDB this time I have:
Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
[Thread debugging using libthread_db enabled]
[New Thread 0xb6a66910 (LWP 6697)]
/local/OSG/OpenSceneGraph/bin/osgthirdpersonview:
Hello Judie,
Well, I downloaded a 30 day trial of 3DS Max 2009 and it did not have
an osg importer or exporter.
There is an exporter, though I have no idea if it's still being
developed and if it works with recent versions of 3DS Max.
http://sourceforge.net/projects/osgmaxexp
There is no
Hi,
On Friday 27 June 2008 14:12, Mario Valle wrote:
Deleted CMakeCache.txt, ccmake .
recompiled, but it continue crashing. In GDB this time I have:
Starting program: /local/OSG/OpenSceneGraph/bin/osgthirdpersonview
[Thread debugging using libthread_db enabled]
[New Thread 0xb6a66910 (LWP
Thanks Robert,
Attached is Image.cpp modified to not update already set
_internalTextureFormat.
I haven't actually decided upon the merits of merging this yet though,
but it could at least be tested on this specific problem you guys are
seeing.
It does the trick. I put the breakpoint in the
Hi Robert,
Robert Osfield schrieb:
As for a Cocoa implementation of GraphicsWindow and PixelBuffer, is
Cocoa fully threadable? Are there other constraints that it'll apply
to the way we open, render to, and get events from the windows?
Not all carbon is depreceated, only stuff which has
Just done a svn co in an empty dir
Can you please start a build from scratch in an empty directory and tell me if
this still does not work?
Done ccmake .
then cmake --debug-trycompile
You may start cmake with --debug-trycompile and provide the output of
builddir/CMakeFiles/CMakeError.log.
Hi Robert -- When I link one of my projects against current svn head, I get
Atomic::operator++() as an unresolved external symbol.
-Paul
2 Creating library
C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.lib and object
C:\Projects\Physics\physics_hg\bld\lib\Release\osgBullet.exp
Hi Paul,
I had the same problem, to resolve it, I needed to link my app with
OpenThread.
On Fri, Jun 27, 2008 at 3:05 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- When I link one of my projects against current svn head, I get
Atomic::operator++() as an unresolved external symbol.
There is a current issue with VS 7.1 against any version of cmake see
Re: [osg-users][osg-submissions] API configurations in a separateConfig
include file
thread
James Killian
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users
What I make of it is you a flogging the PagedLOD because it
can handle misuse of it. Fix the database.
I encourage you to reread my previous post, as the test data I posted
clearly concerns questionable LOD behavior; the PagedLOD case works fine...
-Paul
Hi James,
Good to see that things are starting to work for you. I guess VS7.1 is a
less tested compiler as it's getting a bit old. I have no interest in
getting it to work personally as I don't use it, and I suspect that's
Mathias's case too. If you want to make it work under 7.1, you're
Hi,
We cannot save osgtext::Text backdrop setting in the ive file. Is it a bug?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Cg,
Thanks for your help, I've narrowed it down to my terrain, when I use
Joseph's terrain, the particles look good. But when I switch over to my
terrain, some of the particles will get culled. How does a terrain
affect the particles?
Just for the record, if a particle is partially
Hi Robert -- When I link one of my projects against current
svn head, I get
Atomic::operator++() as an unresolved external symbol.
Sorry: This is with cmake 2.6 and VS2005 SP1.
-Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
CMake just used this, even when later updates to the CMake build where
checked in that fixed problems here the old erroneous Config was not
replaced.
This is true for 2.4.8, it continued to fail the am I win32 interlocked
test (probably because this result was already cached)... So I also had
Mario,
On Friday 27 June 2008 15:05, Mario Valle wrote:
Just done a svn co in an empty dir
Can you please start a build from scratch in an empty directory and tell
me if this still does not work?
Done ccmake .
then cmake --debug-trycompile
You may start cmake with --debug-trycompile
Hi Harmut, I did not know you were still working on osgswig, If it can
help, I attach some mods we have done to develop some code based on osgswig
We have tried to add wrapping to write node visitor derived python
I include all our mods, (we have also mod cmake to covert .dll to pyd)
It is
Hi John,
If someone with web server access could update these doxygen pages to
reflect the latest stable release, I - for one - would be very happy.
I have been asking for this for a while. Jose Luis Hidalgo is the one
who set up the new web server, but right now it seems that there is some
Any plans for building java binding with Cmake?
On 6/27/08 8:27 AM, Luigi Calori [EMAIL PROTECTED] wrote:
Hi Harmut, I did not know you were still working on osgswig, If it can
help, I attach some mods we have done to develop some code based on osgswig
We have tried to add wrapping to write
We are going to move to VS 9, we have been wanting to do that for a long
time now. Aside from osg not building, I overlooked the OpenMP option
available to VS 8 and 9. We want high performance from osg so, *hopefully
OpenMP will help. I am going to start a thread on performance here real
Hi Paul,
Hi Robert -- When I link one of my projects against current svn head, I get
Atomic::operator++() as an unresolved external symbol.
-Paul
Make sure you link to OpenThreads.lib. Before, only OSG code would call
OpenThreads directly (unless you created threads yourself), so you did
Hi James,
Perhaps there should be plans to ditch 7.1 if no one is using it now.
I think we should wait to see if anyone finds a fix so it compiles on
7.1. It has to come from someone who uses it though, as that's something
that I personally can't check (since I don't have 7.1).
Thanks for
Thanks that solved it.
Kim.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: 26 June 2008 16:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] Freetype doesn't show up in .net2005
Hi Kim,
FREETYPE_INCLUDE_DIR_freetype2 =
Ok, I see. You are running in gcc, i386 without any -march= compiler flag.
So gcc assumes that you want to compile for a plain old i386 (read this does
not even mean an i486). In this case gcc is limited to an instruction set
where no such atomic operations are available. In fact you could
John Vidar Larring wrote on Friday, June 27, 2008 4:48 AM:
PS: I know that I can generate the doxypages locally (have done so),
but
it is not the same without the search engine;) I am not a stranger
to
studying code either, but the reference manual is helpful for getting
a
quick overview.
Hi Mario,
I specify in the advanced cmake options:
CMAKE_C_FLAGS-march=i486 -mtune=i486
CMAKE_CXX_FLAGS -march=i486 -mtune=i486
Then configure and generate, but the ./include/OpenThreads/Config file
continues with everything commented out. Have I missed
Hi Robert,
I'll test on my Ubuntu Virtualbox, but I suspect that's a bit unnecessary...
Just being thorough. :-)
Wow, many thanks for testing across all these combinations. Now
will anyone else pitch in for other platforms?? :-)
The last one (Ubuntu) has now built correctly (as
Hi,
I'm running my app in VS2005 debug mode.
I was getting crashes using readNodeFile, and as per the advice of this
mailing list I downloaded and unzipped the osg debug libraries. Now my
application throws an error when innitializing,
'learnOSG.exe': Loaded 'C:\Program
Atomic::operator++() issue is now resolved by modifying my external projects
to link with the additional OpenThreads library. Thanks for the assistance.
-Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Mario,
On Friday 27 June 2008 16:09, Mario Valle wrote:
Ok, I see. You are running in gcc, i386 without any -march= compiler
flag. So gcc assumes that you want to compile for a plain old i386 (read
this does not even mean an i486). In this case gcc is limited to an
instruction set where
Hi Mark,
I haven't found any mentions of that error in relation to osg, but every
solution to it I could find for other systems involved getting service
pack 1 or replacing the library with a newer/fixed version. This
machine has service pack 2, so the first isn't the problem.
I think they
Sorry for the wrong word, i think my terrain is too heavy for my machine, I'll
test it on another machine. I've put the particles into a renderbin that is
higher than the terrain but the the particles still get clipped.
Date: Fri, 27 Jun 2008 09:19:50 -0400 From: [EMAIL PROTECTED] To:
Hello Cg,
Sorry for the wrong word,
Hehe that's ok, there's a lot of terminology and some terms are
similar... I guess I just expected that someone who's name is Cg would
know the CG terminology :-)
Sorry I can't help more,
J-S
--
__
Hehe that's ok, there's a lot of terminology and some terms are similar...
I guess I just expected that someone who's name is Cg would know the CG
terminology :-)
hehe, because my initial is Cg, thanks for the help.
Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To:
Mathias Fröhlich wrote:
Ok, then throw away your build to make sure that nothing si left.
I am not sure how many things are cached in what part of the cmake build
system. I just want to be sure ...
Then set again the cflags. And better set them to something
like -march=pentiumpro. Also do
It is Service Pack 1 for Visual Studio 2005
This is a MUST have patch for VS
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, June 27, 2008 10:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Debug Libraries
Looks like that fixed the problem. Thanks.
-Mark
On Fri, Jun 27, 2008 at 11:07 AM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
It is Service Pack 1 for Visual Studio 2005
This is a MUST have patch for VS
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
(clarifying comment added to the download section on http://mew.cx/osg/)
-- mew
On Fri, Jun 27, 2008 at 9:44 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Mark,
I haven't found any mentions of that error in relation to osg, but every
solution to it I could find for other systems
Hi Mike,
(clarifying comment added to the download section on http://mew.cx/osg/)
Thanks, good idea.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Done, but nothing changes
Did it work OK with 2.5.2?
-Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
On Jun 26, 4:50 pm, Paul Martz [EMAIL PROTECTED] wrote:
Hi Judie -- Glad to see you're back with OSG.
Another modeling option would be output your OSG data as .flt, load it into
Carbon Graphics Geo, make your changes, then save as .flt (or .geo) and load
back into your OSG app.
So now I
On Jun 27, 5:26 am, Jean-Sébastien Guay [EMAIL PROTECTED]
labs.com wrote:
Hello Judie,
Well, I downloaded a 30 day trial of 3DS Max 2009 and it did not have
an osg importer or exporter.
There is an exporter, though I have no idea if it's still being
developed and if it works with recent
well not from me... I do not know Java well... but adding a new
language wrapping in CMake should not be too difficult.
Gerrick Bivins wrote:
Any plans for building java binding with Cmake?
On 6/27/08 8:27 AM, Luigi Calori [EMAIL PROTECTED] wrote:
Hi Harmut, I did not know you were
Robert,
We've created our own event processing system. We need to manage a
common scene with different node masks, switch node settings, etc. The
problem is that the event traversal and update traversal happens for all
views before the cull/draw traversal. So if we follow your methods of
On Jun 17, 2008, at 8:47 AM, Todd J. Furlong wrote:
Paul,
Thanks, I will dig deeper. I've been in touch with Doug in the past
about VR Juggler OSG interaction, and we were able to squash a bug
or two on the VR Juggler side. However, my configuration (multiple
graphics cards on one
Robert,
We are making modifications to the scene graph from the application/GUI
thread, and we create a Graphics thread that runs the frame() loop. We
also have our own mutex which we lock() while frame() is being called,
or while modifying the scene graph from the GUI thread. There are also
HI Stephan,
On Fri, Jun 27, 2008 at 2:03 PM, Stephan Maximilian Huber
[EMAIL PROTECTED] wrote:
As for a Cocoa implementation of GraphicsWindow and PixelBuffer, is
Cocoa fully threadable? Are there other constraints that it'll apply
to the way we open, render to, and get events from the
On Fri, Jun 27, 2008 at 2:19 PM, Lilinx [EMAIL PROTECTED] wrote:
We cannot save osgtext::Text backdrop setting in the ive file. Is it a
bug?
Maybe, go check the source code for the Text.cpp in the ive plugin out.
Robert.
___
osg-users mailing list
Hi John,
It's sounds like you are abusing the OSG, i.e. using in ways that it's
not designed to be used. Refactoring your scene graph usage slightly
will probably fix the problems you have without having to fight the
OSG continuously.
First up some basics, the updating of the scene graph is
On Fri, Jun 27, 2008 at 5:20 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
We are making modifications to the scene graph from the application/GUI
thread, and we create a Graphics thread that runs the frame() loop. We
also have our own mutex which we lock() while frame() is
On Fri, Jun 27, 2008 at 2:14 PM, Paul Martz [EMAIL PROTECTED] wrote:
What I make of it is you a flogging the PagedLOD because it
can handle misuse of it. Fix the database.
I encourage you to reread my previous post, as the test data I posted
clearly concerns questionable LOD behavior; the
My code :
osg::Image *Ximage;
osg::Camera* cam = new osg::Camera;
cam-setProjectionMatrixAsPerspective(20,1,20,100);
cam-setViewport(0,0,640,180);
cam-setClearColor(osg::Vec4(0.7,0.7,1,1));
Robert,
That will be difficult to achieve. What if each view had a unique root
node, and each root node had an update callback?
Would all of the update callbacks be triggered during the update
traversal?
This means that if I want Selection Geometry to be unique per view,
that I would have to
Hi John,
I have pointed you in the right direction. You can do what you need
to do using node masks and multiple node/buffers.
Robert.
On Fri, Jun 27, 2008 at 7:27 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
That will be difficult to achieve. What if each view had a unique
Node Masks is the thing to look at using
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed
Robert,
That will be difficult to
Gordon,
When do you change the node masks? Also, node masks are limited by the
number of bits they contain. In a simulation, we could have 1000
entities. Some are not selected, selected, highlighted etc in each view.
We'd run out of bits pretty quickly.
John
-Original Message-
From:
On Fri, Jun 27, 2008 at 7:41 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Gordon,
When do you change the node masks? Also, node masks are limited by the
number of bits they contain. In a simulation, we could have 1000
entities. Some are not selected, selected, highlighted etc in each
Well you could do it many ways, it seems like you have 2 main states
pickable/not pickable then you have your views, you would not have a
seperate mask for every objects(If you want unique for every then you could
encode an ID in the nodes/objects top node and store it in its name)
So you
You most likely do not have a valid Opengl Context as you doing this in the
main Application thread
You will need to make you application single threaded if you want to do it
this way
Or the traditional way would be with a post draw call back ( there are many
examples floating around )
Hi,
When I was playing around with the osgviewerGlut example, I realized that
there was no actual interaction between the what I was drawing with openGL
and with osg. It seems like whatever is drawn later occludes what is
already there. When viewer-frame() is called, even what should be clear
Hello Mark,
I've tried messing around with camera settings (and broken my
application in many interesting ways), but I can't figure out how to
avoid losing all of my already rendered stuff when I call
viewer-frame. I would prefer to have the osg objects interact enough
with the openGL
Hi,
I am working on quicktime real time streaming and hope can make it work as the
osg plugin. But I cannot find any part that osg qt plugin handle quicktime
message. For network streaming, I think quicktime need to contact with windows
system to get message. Is that right?
Thanks in
I made all of the osgWidget videos using Bugle; it's really the best
thing I've found for this kind of thing.
On Thu, 2008-06-26 at 14:09 -0400, Vican, Justin E. wrote:
Hi Carlos,
As Robert mentioned, there has been a lot of discussion about this topic
recently. I posted a camera callback
1 - 100 of 107 matches
Mail list logo