Hi Matt,
There is the osgUtil::InterserctionVisitor/PolytopIntersector that
could help you with selecting what parts of the scene you want to pass
on to the haptics collision detection. You might want to your own
specialist tool for it though, as you'd probably best not culling
against
Hi Matt,
i implemented once an haptic based application. most of the models are about
1M triangles, and no device can handle such numbre of tries. but finally the
app runs at 150Hz :-). so you can never get faster than 1000Hz for big
scene. ok i guess you are using the phantom device, and the
Hi all,
Thanks for the help so far. I have the following BUILDs set to off when I
run the CMake tool ( I am running OpenSceneGraph-2.4.0 and
cmake-2.4.8-win32-x86.exe).
BUILD_OSG_EXAMPLES
BUILD_REF_DOCS
Several paths could not be found. i.e. COLLADA_INCLUDE_DIR-NOTFOUND,
David,
I appreciate your help a lot. However I have found a few problems:
El Domingo 13 Julio 2008ES 21:22:33 David Spilling escribió:
Firstly, you need to prevent the CullVisitor from considering your skydome
in it's autonear/far calculation. You can do this with
Hartmut Seichter schrieb:
maybe I have missed some discussions about this ...
- CMake builds seem not to build as frameworks and bundles, is this
intentional or is there a CMake option?
for bundles there's a cmake-option. The framework support of cmake has
IMHO some bugs which prevents the
Hi all,
KD-Tree Performance Challenge
The latest version of OpenSceneGraph (SVN) supports a KD-Tree data
structure. So we can start a challenge:
Who can bit my kd-Tree implementation?
Rule: Everyone who has a faster implementation can send a email with
Hi J-S,
Have you tried Ben Discoe's VTBuilder
(http://www.vterrain.org/Doc/VTBuilder/overview.html)? It _might_ be
what you are looking for.
Best regards,
John Larring
Jean-Sébastien Guay wrote:
Hi Robert,
Ideally should have data throughout your model to define all the
heights you
Hello John,
Have you tried Ben Discoe's VTBuilder
(http://www.vterrain.org/Doc/VTBuilder/overview.html)? It _might_ be
what you are looking for.
Nice, looks like this does what I need!
Thanks for pointing thos tool out.
J-S
--
__
Hello Robert,
On Monday I'll look at integrating osgWidgets,
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a chance
to review those? It would be really nice to include those in 2.6, as
they both fix issues with the old osgShadow::ShadowMap and also add new
shadow
Hi Robert,
I've been following the discussion a bit, and I'll check it out.
Thanks for the heads up.
Matt
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, July 14, 2008 12:24 AM
To: OpenSceneGraph Users
Subject: Re:
Hello All;
I am having a problem configuring OSG on a Sun Solaris machine.
The cmake command line I am using is (I skipped the configure script,
which just calls a command line similar to this):
cmake --debug-mode -Wdev -i -DCMAKE_BUILD_TYPE=Release .
I have removed the CMakeCache.txt
Hello Leonard,
There is no FOREACH statement in my CMakeLists.txt file. Where does
this error come from?
I do not use Solaris, so I can only suggest a few paths for you to
investigate. First of all, what version of CMake are you using?
The FOREACH statements are probably coming from the
Hi Adrian,
Thank you for the ideas. Yes, it is the Phantom 6DOF device. I'm
skeptical as well that we'll be able to maintain 1000Hz. One other
option I'm looking at is a voxel based approach where I use Google's
sparsehash code to implement the voxel storage. It has its own set of
Hi
I am trying to attach a cloned node to the scene when I press a key (source
code below)- I can see the geometry but no texture. I have implemented it in
the osgViewer example.
When I put this source directly into the viewer source, it works.
I am using osg 2.3.6, Windows XP.
Any hints ?
Jean-Sébastien Guay wrote:
Hi Brian,
If I display an osg file (without the --image since it doesn't
like that for an osg file) then I get the following output from gdb.
I still wonder why you would want --image for an osg file? You say it
doesn't like that for an osg file, but it's
Dear Jean-Sebastien;
I myself haven't seen this error when building on Linux. I am using Cmake
version 2.6 on a Sun box. I will look into the CMakeModules directory, and see
if this helps, thank you.
I agree that it would be very helpful if Cmake were a little more verbose while
processing.
Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D
tree implementation into an application that uses OSG?
I appreciate all the hard work everyone does. I appreciate it to the tune
of $25. (actually, I appreciate it much much more than that, but it is
about all I can
That reminds me of an issue I have not resloved yet. Our space ships have
thruster engines and I use an image map with transparency and point it back
at the camera to make a pretty glow around it. (First off, is this the best
way to do it? I have thought that perhaps a shader would work better,
Hi
it seems that for my purpose -
clone(osg::CopyOp::DEEP_COPY_NODES);
is the best one (geometry and texture)
DIeter
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Dieter
Pfeffer
Sent: Monday, 14 July, 2008 17:24
To:
I'm no expert in this area but have had to do some pretty weird things
in the past to get transparency working right for some odd scenes...
One thing you might try is to disable z-buffer writes (not tests) for
the flares. Depending on your blending, this can add other types of
artifacts but I
Hi Rick,
I agree with Paul.
Turn off your z-buffer. If this effect is for thrusters then you should
perhaps look into additive blending
instead and this should create a better effect.. the more thrusters the
brighter the become.
A screenshot of your problem would help a lot (if possible).
Hello Brian,
Thanks and sorry for the confusion and I hope this helps explain my thought
process.
Yes, I understand your thought process much better now, but I still
think that using an invalid option (i.e. --image with an .osg file) gets
you nowhere. It will just exit with an error at the
With libraries like Cairo available, I'm not sure why you'd need to
write your own. I've written a glue module for Cairo/OSG which lets
you use a vector graphics API on a Texture2D canvas.
For example, the attached image was rendered using Cairo on a small
texture (256x256). No image files were
OK, I could not figure out how to donate to OSG (I looked for a link on the
OSG site and did a search for 'donate' with no joy).
-- Rick
On Mon, Jul 14, 2008 at 12:43 PM, [EMAIL PROTECTED] wrote:
Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D
tree implementation
Hello All
I havent been following the vis-sim world for a while since I have been working
in the game industry. We use 3D Max, Maya and some of our own programs. Nobody
here has even heard of Creator. We are now looking at osg as a game engine. I
looked at the Delta 3D engine but it seems to
Hi J-S,
On Mon, Jul 14, 2008 at 2:55 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a chance to
review those? It would be really nice to include those in 2.6, as they both
fix issues with the old osgShadow::ShadowMap and also add
HI Leonard,
Could you try the SVN or 2.5.4 developer version of the OSG 2.4 and
before doesn't work with CMake 2.6 due to small incompatibilities
between the 2.4.x and 2.6 releases and the OSG's previous CMake files.
Robert.
On Mon, Jul 14, 2008 at 5:29 PM, Smith, Leonard C
[EMAIL PROTECTED]
Hello Robert,
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a chance to
review those? It would be really nice to include those in 2.6, as they both
fix issues with the old osgShadow::ShadowMap and also add new shadow
techniques.
If Wojtek is ready to submit them then I'm
On Mon, Jul 14, 2008 at 5:43 PM, [EMAIL PROTECTED] wrote:
Wow, that sounds pretty fantastic. How do you integrate Adrian Egli's K-D
tree implementation into an application that uses OSG?
The new osg::KdTree tree and associated support classes now make it
easy to provide custom KdTree
Hi again Robert,
BTW, what about Wojtek's new shadow algorithm(s)? Have you had a
chance to
review those? It would be really nice to include those in 2.6, as
they both
fix issues with the old osgShadow::ShadowMap and also add new shadow
techniques.
If Wojtek is ready to submit them then I'm
Hi Adrian,
Neat benchmark, I won't have a chance to look at your benchmark today
as it's late. Perhaps you could morph it into something we could put
into the osgkdtree example. If you can provide your own code under
the OSGPL then we'd be able to merge the best bits of the various
Hi David,
This mailing list is *ABSOLUTELY* not the place for corrosive industry gossip.
If continue you will be unscribed immediately. The same applies to
anyone else who abuses this list.
If you want to talk OSG, and art part workflows then fine.
Robert.
Hi Robert,
i would like to merge my kdTree code with osg::KdTree. hopely it will work,
but it's not as easy as it sound :-)
(my code, you still know :-) )
/adrian
2008/7/14 Robert Osfield [EMAIL PROTECTED]:
Hi Adrian,
Neat benchmark, I won't have a chance to look at your benchmark today
as
Hi All,
Yesterday I did a review of Paul Mart'z little osgio app that queried
the OSG plugins for what facilities they had. I haven't merged Paul's
changes as I feel they tackle the task of querying plugins in a way
that can be bettered if we just refactor the OSG's plugin API a
little. So...
As you've probably noticed, osgWidget development has been extremely
stagnant of late. This is somewhat due to my lack of personal time, but
in large part is due to a small number of remaining hurdles that I do
not have a good solution to. Robert has sent me a few e-mails, and I've
been encouraged
Hi Adrian,
On Mon, Jul 14, 2008 at 9:38 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
i would like to merge my kdTree code with osg::KdTree. hopely it will work,
but it's not as easy as it sound :-)
(my code, you still know :-) )
Might I suggest implemting a KdTree subclass
I am sure this is a known problem, but looking on the archives didn't
help, maybe I didn't come up with the right keywords, anyway... I am
using OSG 2.4 (but the problem was already there since OSG 2.0) under
both Win XP and Linux, with the Qt4 wrapper and when I resize the
window to zero width or
Hi Michele,
This most likely will be because the viewport is going to 0,0,0,0 size
and messing up projection matrix. I'm afraid I don't have an straight
forward solutions to this - it most likely will require so special
catch code to handle this problem case.
Robert.
On Mon, Jul 14, 2008 at
Hello All,
Should the following lines in osgDB/Archive
/** Open an archive for reading or writing.*/
OSGDB_EXPORT Archive* openArchive(const std::string filename,
Archive::ArchiveStatus status, unsigned int indexBlockSizeHint=4096);
/** Open an archive for reading or writing.*/
OSGDB_EXPORT
Jean-Sébastien Guay wrote:
Thanks and sorry for the confusion and I hope this helps explain my thought
process.
Yes, I understand your thought process much better now, but I still
think that using an invalid option (i.e. --image with an .osg file) gets
you nowhere. It will just exit
Hi Jeremy,
I've also spent a lot of time trying to get crisp fonts rendered in
OSG. Here are some things I have noticed:
- The width/height of the orthographic projection matrix should match
the width/height of the viewport being rendered to.
- The font x,y position should be rounded to the
Hi Jeremy,
Some responses below, but you'll notice that my general opinion is
biased in the get it out soon, and perfect it gradually camp.
Especially if you're hitting roadblocks yourself, getting the code out
there and into other people's hands will make things progress faster.
And I don't
hi,
I am sorry to ask about this topic again,:). I have asked the same question
before. That's about osgMFC example. Somebody in this email List have help me
with it. And that's perfect.
There is a known issue/BUG with MFC, were MFC makes a call to
_CrtDumpMemoryLeaks() in the destructor
Hi Robert,
I've tried the KdTree but my update traversal rate is still the same as before.
Below is my code snippet to enable KdTree, am I doing the right thing?
// Load the terrainosg::Node* _terrain = osgDB::readNodeFile(terrainFile);
Regards,
John
- Original Message
From: John
This looks like it was a pain in the butt. Thanks for adding this interface.
Is there any way we can get the supported entry point info that osgio -csv
was capable of displaying? (You know, a plugin says it supports format ABC,
but does that mean it can read ABC as a Node? Or write it as an
This is a compiler problem not an OSG problem, so you really need to ask
Microsoft, it's a problem with their compiler and code not OSG
__
Gordon Tomlinson
__
From: [EMAIL
Hello Rick,
[EMAIL PROTECTED] wrote:
Is there a way to use image maps with some of the other material
properties, like emission or specular or diffuse? I am working on
...
how to use a reflection map, so I think I am ok there. Any way to use a
map to define the emission, specularity, and
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