Hi,
i had similar problem, the graphic context was no longer current/ available.
if you need the extensions: have a look at osg::GL2Extensions class or
osg::GLExtensions class,
work around: custom drawable object, in the drawimplementation method add
the glGetString,..
/adrian
2008/7/31 sherman
Hi,
Sorry to ask a question that I am sure is covered somewhere, but I just
cant find mention of it.
How do you select between doing a release and debug build using cmake on
linux?
I cant find any make targets or cmake options in the setup. It is not
mentioned on the wiki and I cant find
Hello,
I'm new in OSG.
I would like to have 2 spotlights in the spotlight example. I created
a second spotlight, a second texgen and a texgennode associated, I
enabled my second light, assigned texturesAttibutesAndModes, but that
don't work (with just one light that works fine).
Any
Hi,
I am trying to write an intersect post-processing function that will read the
alpha value of the hit-location.
I have so far managed to get the texture coordinates for each collision point.
I have also managed to find which texture (in unit 0) that is used by the
object that I collide
Hi John!
I also have these kind of problems when I use lazy rendering which
is the way I want it to be done in my application.
These methods may help you:
osgDB::setExpiryDelay
PagedLOD::setNumChildrenThatCannotBeExpired
You can also override these virtual methods to fine tune what you want to
sorry, my english is poor, so i don't dare modify the wiki ^-^, using chinese
is ok, ^-^
I have been successful in compiling the osg under the codeblocks-mingw, the use
of the latest cmake-2.7.
Thanks Philip Lowman and Jean-Sébastien Guay! your idea is very usefull!
gcc-3.4.5 and blank
Hi Brad,
on the ccmake setup, press 't' for advanced mode and then search for
CMAKE_BUILD_TYPE. The info says that you can select these modes: Debug
Release RelWithDebInfo MinSizeRel.
Alberto
El Jueves 31 Julio 2008ES 08:29:31 Christiansen, Brad escribió:
Hi,
Sorry to ask a question that I
Hi all,
I am currently trying to use CompileContexts on my application, but just
doing this :
osgViewer::Viewerviewer;
viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
osg::DisplaySettings::instance()-setCompileContextsHint(true);
return (viewer.run());
The application
You Have to do OpenGL calls where in the Processes that has the OpenGL
context which in OSG is the Draw Processes, so you have to do anything with
OpenGL in Draw Call callback
You cannot do OpenGL calls in the App process as your doing below ( UNLESS
you have OSG in Single Thread MODE )
This will in most case always return NULL in OSG 2.x and above
You Have to do OpenGL calls where in the Processes/Thread that has the
OpenGL context which in OSG is the Draw Processes, so you have to do
anything with OpenGL in Draw Call callbacks
You cannot do OpenGL calls in the App
Hi,
I have some additional information.
I moved to OSGv2.6rc1, built the .dylib with cmake. I still get the same
deadlock situation, with the same thread backtraces (I had to create 7
windows, the log makes it more difficult to get to that situation).
I uncommented this line in
Hi Ulrich,
I don't think you get the trick, from what you said, the only thing wrong is
the ShapeDrawable.
I will post a new issue in a short while which is not different from this post
and you will see that even without using ShapeDrawable objects, the same issue
still hang around.
Just
Uhmm.. The OpenSceneGraph\examples\osgviewerMFC example shows you how to use
OSG with MFC
Use the example as you base
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: Wednesday, July 30, 2008 11:27 AM
To: OpenSceneGraph Users
Subject: [osg-users]
Hi,
I would like to retrieve the texture and normal coordinates of a loaded model.
But not sure how to do it. My first attempt was to use a visitor to traverse
the node, retrieve its Drawable objects, convert them to Geometry and finally
extract texture coordinates but unfortunately, it
The problem is that you are trying to cast a pointer to a base class to a
pointer to a subclass. This would only work if the actual object being pointed
to is an instance of that subclass (or a further subclass of that subclass).
Geometry is derived from Drawable, not the other way around -
Hi Franclin,
El Jueves 31 Julio 2008ES 14:10:13 Franclin Foping escribió:
retrieve its Drawable objects, convert them to Geometry
As you have been told earlier, that conversion can only be done if the
Drawable pointer really points to a Geometry object. Otherwise no conversion
is made and you
Hi,
There is definitely something fishy going on. With the attached
extremely simple testcase (only 2 triangles, without any transform) and
the normal osgpick example I indeed get no intersections at locations
where there definitely should be some.
I think I've tracked this down to the fact
Hi Matthew,
Thanks a lot for your reply. Anyway, I have posted another similar issue.
Maybe my algorithm was wrong. The idea behind this thing is to get the texture
coordinates of a loaded model. A loaded model is made up several Drawable
objects and I thought it could be possible to turn them
Hi Paul,
Good work on keeping on top of submissions while Robert is away. I think
it will go a long way in convincing him to delegate a bit more :-)
The 2.6 branch could definitely benefit from testing; please do so when you
get a chance.
I just realized that I needed to specifically check
Hi All,
I implemented a widget to use OSG in combination with the FOX-toolkit.
It is like /examples/osgviewerFOX/ (that is where I picked some parts),
but a bit simpler to use (simple widget, no MDI (multiple document
interface)...
It is two small classes (tested with FOX-1.6 and OSG-2.6rc1)
Hi Alberto,
Indeed, that conversion is not possible. Do you know any other algorithms to
retrieve texture coordinates of nodes made of a loaded model?
In your previous post, you mention using indexes but assuming a Geometry node.
The problem here is that here there is no Geometry node so your
Hi Franclin,
I don't think you get the trick, from what you said, the only thing
wrong is the ShapeDrawable.
I think Ulrich gets the issue quite well, and is quite right. If the
concrete type of the object is ShapeDrawable, you can't cast it to a
Geometry. As he said, there's no
Franclin Foping wrote:
Hi Alberto,
Indeed, that conversion is not possible. Do you know any other
algorithms to retrieve texture coordinates of nodes made of a loaded
model?
In your previous post, you mention using indexes but assuming a
Geometry node. The problem here is that here there is
Hello Franclin,
osg::Drawable* draw = geode.getDrawable(i);
//At this level, everything is ok since the Draw pointer contains at
least one valid Drawable objects. If I use a TriangleFunctor, it will
return all triangles of that Drawable :)
// However I would like to get the
Hi Paul,
I just did that and started building, so I'll let you know how it goes.
Builds fine on Vista, VC++ 2005, using CMake 2.6 to generate the build
files, both in debug and release.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
You have the source code for ShapeDrawable; why not simply look at it to see
how it generates the texture coordinates?
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Franclin
Foping
Sent: Thursday, July 31, 2008 6:24 AM
To: OpenSceneGraph Users
Subject: Re:
Franclin,
El Jueves 31 Julio 2008ES 14:33:30 Franclin Foping escribió:
visitorto retrieve its Drawable objects, turn them into Geometry objects
and use your trick but I was wrong as it is impossible to convert from
Drawable to Geometry.
You still don't get it. You are not converting one type
Hi Greg,
When you create overviews for a file, it is creating reduced resolution
versions of the imagery. When osgTerrain is building the paged database, it
is using GDAL under the hood to extract different levels of detail of the
imagery and terrain. By having overviews built, all of the calls
Once again the ShapeDrawbles confuse the issue
1) YOU CANNOT do what you want with ShapeDrawables END of story
1) DONT USE ShapeDrawable they are there as an aid to some geometric
operations and not designed FOR Rendering use ( Robert has said many times
he regrets the dang things)
2) Shape
A drawable does not have to be osg::Geometry ( ShapeDrawAble for instance ;)
) I can see many cases were it does not need to be Geometry in the classic
sense, where my node for instance is a basically a Opengl node were I do my
own Opengl calls etc
-Original Message-
From: [EMAIL
A prime example of an incredibly useful non-Geometry Drawable is Text.
Nodes which draw or otherwise display text are not Geometry, but are
definitely still drawables. And as Gordon mentioned, there is always the
opportunity for user-defined Drawables which implement their own raw
OpenGL calls for
Builds fine on Vista, VC++ 2005, using CMake 2.6 to generate
the build files, both in debug and release.
Thanks! I appreciate the testing.
Yes, it bears repeating that the branch is not the trunk, so to test what
will ultimately become 2.6, you must be on the branch:
Gordon Tomlinson wrote:
A drawable does not have to be osg::Geometry ( ShapeDrawAble for instance ;)
) I can see many cases were it does not need to be Geometry in the classic
sense, where my node for instance is a basically a Opengl node were I do my
own Opengl calls etc
Yes, I know. I was
Franclin Foping wrote on Thursday, July 31, 2008 7:34 AM:
Hi Alberto,
Indeed, that conversion is not possible. Do you know any other algorithms to
retrieve texture coordinates of nodes made of a loaded model? In your
previous post, you mention using indexes but assuming a Geometry node. The
Hi Hans,
I am using the fox toolkit a lot so it would be interesting to see how
you use it. I still have a problem where I cannot use a ref pointer for
the osgViewer::Viewer, then I get a crash.
Greetings from warm Netherlands :-)
Raymond
Elbers, H.P. wrote:
Hi All,
I implemented a
Hi all,
I convert some existing 3ds models to ive format through the following two
steps:
1) call osgDB::writeNodeFile func to save the loaded 3ds model into osg
format;
2) run osgconv to convert osg to ive format.
But I find that the size of ive file I finally get is much larger than the
Hi John,
What system are you using ? I am working with the OSG SVN and I never seen
this problem on my apps or any OSG example. I am under WinXP, are you using
Vista ?
About your projects, do you have any specific reason to ship them with the
debug console ? You can remove it by making your
Sjeesh, at least READ the responses you got already and don't post the
EXACT same question again...
Paul
TANG Fangqin wrote:
Hi all,
I convert some existing 3ds models to ive format through the following
two steps:
1) call osgDB::writeNodeFile func to save the loaded 3ds model into
osg
First of all, fixes are gleefully accepted. :-)
Secondly, which console are you referring to? If I run cmd.exe, enter
'osgviewer cow.osg', hit the 'f' key to go to windowed mode, then minimize
the window, I see no messages in the cmd.exe window.
Please provide steps for reproduction (or better
Perhaps a read of http://www.catb.org/~esr/faqs/smart-questions.html is
required by Fangqin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Thursday, July 31, 2008 11:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] A problem
I get his as well
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Thursday, July 31, 2008 10:49 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] GraphicsWindowWin32 Minimize Console Flood
Hello osg gang.
I'm sure that I'm not the only one
In one of my experiments I got a crash in the destuctor of Viewer... My class
was derived (indirectly) from both osgViewer and GraphicsWindow (multiple
inheritance). I had to pass 'this' in the viewer's constructor to the
function that sets the graphic context... I think that the instance gets
Thanks for the reply - I am running osgViewer in single threaded mode
- still returns NULL. The drawable trick works as expected, but I
don't understand why this doesn't work in the main render loop when in
single threaded mode. I *think* this worked in 2.4. Almost positive.
Anyway, here's a
Thanks for the reply - I am running osgViewer in single threaded mode
- still returns NULL. The drawable trick works as expected,
but I don't understand why this doesn't work in the main
render loop when in single threaded mode. I *think* this
worked in 2.4. Almost positive.
Anyway,
Hey Jason,
Oh okay, now I understand. Thanks.
When I came into work this morning my terrain database was done and
waiting. I used osgviewer to check it out and WOW!!
I'm totally amazed at the results and just how simple it was to create
them. AMAZING TOOLS!!
Now I'm off to the next step.
Paul,
I tried this on OSG 2.6 RC1 built in VC7.1 using CMake 2.6. When I do
the exact same thing you describe here, I get the following output
repeating:
Error: [Screen #0] GraphicsWindowWin32::swapBuffersImplementation() -
Unable to
swap display buffers
Right now, I am not able to dedicate
Forgot one thing -- I'm on WinXP with Geforce 6600 and latest Nvidia
drivers.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Thursday, July 31, 2008 11:13 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] GraphicsWindowWin32
Looks like this code reports possibly several different errors, all using
the same routine, which uses osg::notify(WARN) under the hood. As a
workaround, try setting your notify level to FATAL.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
Paul,
Thanks for the workaround. I'll put your advice to good use.
Sincerely,
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Thursday, July 31, 2008 2:13 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users]
Hi,
I am using the SceneView object. I have specific eye, center and up
vectors that I am using to initialize my viewpoint.
osg::Vec3 eye(ex, ey, ez);
osg::Vec3 center(cx, cy, xz);
osg::Vec3 up(ux, uy, uz);
m_sceneView-setViewMatrix(osg::Matrixd::lookAt(eye,center,up));
But now I have a
Ok I know I'm reaching and hoping here ;)
typically with say Vec3Array you populate along the lines of
osg::ref_ptrosg::Vec3Array verts = new osg::Vec3Array;
verts-push_back(1, 1, 1 ));
etc
Now I have a situation / need were we have and are still developing a system
to manage generic data
Hi Gordon,
I've never attempted to do what you are describing, but I believe the
osgsharedarray example is close to what you are trying to do if you want to
check that out for inspiration.
Good luck!
Jason
On Thu, Jul 31, 2008 at 3:41 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
Ok I know
Hi Jason
Super duper... just the sort of thing I was looking for but totally missed
I think this will certainly help
Thanks
Gordon
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Beverage
Sent: Thursday, July 31, 2008 3:52 PM
To: OpenSceneGraph Users
Hi Franclin,
the code you're using looks correct.
I believe we can ignore ShapeDrawables for now as they're not part of this problem (but
they are a problem onto itself apparently...)
What exactly is the error you're seeing? Is it
a) 'geometryd' is 0 (what do you mean by 'dangling'? In my
I got this compile error building on a Centos 5 box this afternoon. Looks
like glext.h isn't being #included
/home/lowmanp/svn/OpenSceneGraph-2.6/src/osg/FrameBufferObject.cpp: In
static member function 'static int osg::RenderBuffer::getMaxSamples(unsigned
int, const osg::FBOExtensions*)':
Builds fine on XP/Vista, VC++ 2008, using CMake 2.6 to generate
the build files, both in release.
31.07.08, 18:26, Paul Martz [EMAIL PROTECTED]:
Builds fine on Vista, VC++ 2005, using CMake 2.6 to generate
the build files, both in debug and release.
Thanks! I appreciate the testing.
Yes,
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