Hi James,
I have moved that to osg-users. No longer in any way a submission related
thing ...
On Wednesday 24 September 2008 00:15, James Killian wrote:
I have had an opportunity to work with a case where I need a many-to-one
relationship. So for example lets say there are several threads
HI Cliff,
This type of error comes from gcc now being tighter w.r.t inclusion of
C style headers so that if you want access to the functions in these
C headers you now need to explictly include them. It's not a bug in
gcc, and not a bug in the OSG, it just one of those moving targets
that we as
Hi Jose,
Getting 10fps is pretty bad, I personally wouldn't be happy till get
that up to 60Hz+. The first step is to work out what is the
bottleneck - you say that you have too many triangles in your scene,
and cutting this down gets you back your frame rate. There are lots
of ways to manage
Thanks,
it doesn't solve my problem. i will have a look into the code as soon as i
have some time left
adrian
2008/9/24 Wojciech Lewandowski [EMAIL PROTECTED]
Thank You, Adrian
Lispsm classes derive all methods from StandardShadowMap
MinimalShadowMap. StandardShadowMap has setLight
Hi Tim,
On Wed, Sep 24, 2008 at 12:33 AM, Tim Jaffe [EMAIL PROTECTED] wrote:
Thanks for the response. I got the borderless window method to work and
finished updating the code to 2.4. Is it possible to produce a true
(exclusive mode) fullscreen view--perhaps by using an externally-created
Hi Frank,
On Tue, Sep 23, 2008 at 6:26 PM, Evans, Frank [EMAIL PROTECTED] wrote:
Thanks once again for the incredibly fast response. Up to now I've been
using the OsgDotNet wrappers, so writing a Custom Visitor class means
maintaining and updating the wrappers as well. At least, if I
Hi,
What is wrong ? It does not work ? Method accepts Light ptr. If you have
LightNode simply use getLight() to pass right argument.
Wojtek
- Original Message -
From: Adrian Egli OpenSceneGraph (3D)
To: [EMAIL PROTECTED] ; OpenSceneGraph Users
Sent: Wednesday, September 24,
:-(... I'm really going to cry now...
Guys, I tried something else and I feel like I'm loosing my mind:
Since I cannot pick anything when traversing a sub camera, I tried to build
my scene this way:
- the main View camera (with cull mask set to 0x1)
- my root group
- a sub camera (with
Hi all,
My colleague was recently doing some debugging and found that when
OSG_NOTIFY_LEVEL is INFO or higher all of the shader code comes out as
debug. Luckily because of the way the osg::notify code is written we can
prevent any slightly osg savvy 3rd party getting hold of my shaders by
setting
You should be aware that suppressing the debug output is by no means
sufficient to protect your shader sources.
Any decent OpenGL debugger library can protocol your shader sources from
your running application.
See http://www.gremedy.com/products.php as an example of an OpenGL
debugger.
Hi Everyone,
I have quick question. We have added simple ReadCallback to
osg::IntersectionVisitor to enforce loading of highest PAgedLODs from our
terrain.
We simply call osgDB::readNodeFile( PageLOD_file ). Intersection works, but it
looks like these files are not stored in any cache nor they
Hi Colin,
The initial value of NotifyLevel is set from the OSG_NOTIFY_LEVEL env
var, which users can set themselves, but your application can set the
value via:
osg::setNotifyLevel(osg::ALWAYS);
Which will make the OSG notification system always ignore all calls to
osg::notify(..), this way
HI Wojtek,
You could use the osg::Registry object cache for the subgraphs you've loaded.
Robert.
On Wed, Sep 24, 2008 at 11:45 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Everyone,
I have quick question. We have added simple ReadCallback to
osg::IntersectionVisitor to enforce
Thanks,
You could use the osg::Registry object cache for the subgraphs you've
loaded.
Thanks, We will try to do this. We will call readNodeFile with CACHE_ALL in
options.
Cheers,
Wojtek
Robert.
On Wed, Sep 24, 2008 at 11:45 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Everyone,
On Wed, Sep 24, 2008 at 6:45 AM, Wojciech Lewandowski [EMAIL PROTECTED]
wrote:
Hi Everyone,
I have quick question. We have added simple ReadCallback to
osg::IntersectionVisitor to enforce loading of highest PAgedLODs from our
terrain.
We simply call osgDB::readNodeFile( PageLOD_file ).
Some more news:
I reverted to OSG 2.2 (I have the same problems with that version), and
retrieved a full debug support, first I'm trying to solve the latest problem
I faced (with the hidden node described in my previous mail), I'm using a
scene like that:
- Main camera
- Root group
Hi, right now i have a matrix which contains N transformations. One of these is
a scale, and i want to modify that scale
i call the decompose method of the matrix
matrix.decompose(traslation, rotation_quat, scale, scale_orientation);
then i modify the scale with the new value and when i try
It seems that there isn't a good solution to prevent people seeing
shader code then, I didn't think of the plugin thing. Even if OSG was
made completely secure, it seems that you could get shader source code
from OpenGL debuggers ( as Ralph Kern said earlier ).
I guess it is just a matter of
Thanks Paul. Yes, I see what you mean. The code does indeed serve as a
format spec. I'm going work on Robert's visitor-node suggestion this
weekend, but having insight into the underlying format makes things a
lot easier.
BTW, on the subject of Java/.NET wrappers I've had a lot of success with
On Tue, 2008-09-23 at 09:23 +, Julen García wrote:
Hello,
I have downloaded the 2.6 version and I'm trying to add widget
components to my project. All is ok but when I pass the mouse on a 3D
object of my scene, an exception occurs
Sorry for the late response; I was out of the office
Hi Again,
We tried object cache When Intersection Visitor loads PagedLOD through
ReadCallback its used in vistor apply method local scope then ref counter drops
to zero so object cache will also free the object just after it was used. (See
IntersectionVisitor line 347).
It looks like we
Okay, I think I have something here:
I started from my first call on my CompositeViewer::frame()
then we get in renderingTraversals() -- runOperations() [for the Contexts]
-- renderer::cull_draw() --- SceneView::cull() and here we have:
_cullVisitor-setTraversalMask(_cullMask);
Hi Paul.
I'd like to open this up for testing to anyone willing to help out.
Check out 2.6.1 from here:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneG
raph-2.6
snip snip
Can you confirm the versions of the 3rd party libraries that you're
using with this release please.
Hi All.
I have this very strange issue related to bounding boxes.
I derived a class MyDrawable, from osg::Drawable.
And I'm trying to make some experiments with it.
I have a model containing two objects:
- a cylinder, made by a bunch of points, defined as an instance of
MyDrawable;
- an
You should use the same version as you used with OSG v2.6.0.
On Windows, I'm using Mike Weiblen's prebuilt 3rdParty binaries, at svn rev
531.
-Paul
Hi Paul.
I'd like to open this up for testing to anyone willing to help out.
Check out 2.6.1 from here:
Hi Gianluca,
The OSG by defaults has small feature culling enabled, try disabling this:
viewer.getCamera()-setCullingMode(
viewer.getCamera()-getCullingMode() ~
osg::CullSettings::SMALL_FEATURE_CULLING);
Robert.
On Wed, Sep 24, 2008 at 2:52 PM, Gianluca Natale
[EMAIL PROTECTED] wrote:
Thank you Robert,
I will try.
Gianluca.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: mercoledì 24 settembre 2008 16.02
To: OpenSceneGraph Users
Subject: Re: [osg-users] bounding box issue
Hi Gianluca,
The OSG by defaults has
Now, a conclusion on this thread: here is how I solved that issue: I'm
registering all the cameras where I have contain to intersect with, and
then I take them one by one to perform an intersection test, but you need to
modify the view amtrix, projection matrix and viewport (using those from the
hi all,
I added a pickhandler to vivewer,when something is picked ,I showed a
dialog.The problem is when the dialog is closed,the osg scene moved with mouse
move.I must click left mouse button to stop it.You know,normally when we move
our mouse ,the osg scene will not move.So,how to fix
Colin,
At last! A genuine requirement for obfuscated C skills! (
http://en.wikipedia.org/wiki/International_Obfuscated_C_Code_Contest)
Time to start misusing the GLSL preprocessor...
David
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Hello Forest,
I added a pickhandler to vivewer,when something is picked ,I showed
a dialog.The problem is when the dialog is closed,the osg scene moved
with mouse move.I must click left mouse button to stop it.You
know,normally when we move our mouse ,the osg scene will not move.So,how
Sorry if that last email from me appeared a bit curt; I had an appointment
and wanted to at least get something off to you before I left my computer.
Here's more details...
I mentioned I use Mike's prebuilt binaries for Windows. Attached is a batch
file from Mike's svn tree that contains the
Gentlemen,
Can anyone point me to something that would be useful in OSG for solving
the problem of making a set of contour lines similar to those seen on
maps? I'd like to provide osg with a plane and get the shape created by
the intersection with the plane.
Your advice is greatly appreciated.
Hi John,
Can anyone point me to something that would be useful in OSG for solving
the problem of making a set of contour lines similar to those seen on
maps? I'd like to provide osg with a plane and get the shape created by
the intersection with the plane.
I'm sure others can provide more
On Wed, Sep 24, 2008 at 1:02 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Gentlemen,
Can anyone point me to something that would be useful in OSG for solving
the problem of making a set of contour lines similar to those seen on maps?
I'd like to provide osg with a plane and get the
Both very nice ideas. Thanks guys!
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Glenn
Waldron
Sent: Wednesday, September 24, 2008 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Question about plane intersections
On Wed, Sep 24,
Hi all,
Just a quick message to show you two applications we've just made thanks to
OSG :
http://www.youtube.com/watch?v=r-ydFPHL2z0
http://www.youtube.com/watch?v=P1VipShcuc0
PS : yeah, it's me on the first video... :)
PS2 : for the frenchies here, you can see the walls in real at the CNES
Hi Serge,
Just a quick message to show you two applications we've just made thanks
to OSG :
Wow, really cool stuff!
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Pretty amazing Serge! When are you having an iPhone release?;)
Jason
On Wed, Sep 24, 2008 at 1:38 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hi all,
Just a quick message to show you two applications we've just made thanks to
OSG :
http://www.youtube.com/watch?v=r-ydFPHL2z0
Yeah, Serge, really good work!
I would also say: thanks to the ImageStreamer functionality ;)))
cheers,
art
--- Serge Lages [EMAIL PROTECTED] schrieb am Mi, 24.9.2008:
Von: Serge Lages [EMAIL PROTECTED]
Betreff: [osg-users] Thanks to OSG !
An: OpenSceneGraph Users
On Wed, 2008-09-24 at 19:38 +0200, Serge Lages wrote:
Hi all,
Just a quick message to show you two applications we've just made
thanks to OSG :
http://www.youtube.com/watch?v=r-ydFPHL2z0
http://www.youtube.com/watch?v=P1VipShcuc0
PS : yeah, it's me on the first video... :)
PS2 : for
Hi,
Nice movie, i will see it at the CNES :)
Cedric
Serge Lages wrote:
Hi all,
Just a quick message to show you two applications we've just made
thanks to OSG :
http://www.youtube.com/watch?v=r-ydFPHL2z0
http://www.youtube.com/watch?v=P1VipShcuc0
PS : yeah, it's me on the first video...
This page indicates that OpenInventor only supports VRML 1.0 files.
(http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins)
And from my own experience, OpenVRML only supports VRML 2.0 files. Can OSG
handle both of these libraries at the same time?
I am a little doubtful
John,
If you just want it visually in a map style format, you can texture the hill
with a banded texture, generate the texcoordinates based on a texgen node,
and then view it in ortho from the top.
David
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On Thu, 2008-09-18 at 20:54 -0400, Jean-Sébastien Guay wrote:
Hi Jeremy,
In the hope that my wandering will help someone in the future...
Incidentally, I thought this info would be useful to other potential
users of your nodekits on Windows, but I can't find an add page button
for the
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