Hi Hartmut,
Thanks for the pointer, I'll go try this out.
Robert.
On Mon, Jan 12, 2009 at 9:31 PM, Hartmut Seichter
li...@technotecture.com wrote:
Robert,
I guess this is the same bug in CMake I reported ages ago - the report
also includes a workaround.
Hi Mattias,
On Mon, Jan 12, 2009 at 9:18 PM, Mattias Helsing helsin...@gmail.com wrote:
I haven't seen this (yet) and I write scripts like this one every
week. I wouldn't even dare a guess and don't have my linux box here
but will try and test this. What cmake version are you using? Dare I
if I play only one movie there are no problem . the movie play well.
if I wish play the second movie . the problem occours when I call play .
if I try use the same video to first and second , when I play the second the
program crash.
the movies are ok . I play it in mplayer
I m trying to play avi
Hi,
Looking for physic/collision application, I would have more information on
osgNV.
Does it would work with graphic card which are not NVidia's one ?
Is it possible to consider this project as an interface for PhysiX (for now)
for any application, plateform, ... ?
Thanks,
Regards,
Hi,
can you make it crash in singlethreaded mode? If not, check all settings
of dynamic on text nodes.
jp
Vincent Bourdier wrote:
Hi,
I allow myself to Up this topic...
Thanks,
Regards,
Vincent.
2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
Hi Vincent,
osgNV only works with nVIDIA devices because of its name. :-)
Sukender and I are working on another open-source project osgPhysics now to
support more kinds of physics engines in OSG, which will also replace
the osgNVPhysx nodekit in a near future. You may have a look at the SVN
Hi,
Currently making my billboard node, I add an osgText on it. I need this text
to be in node's coordinate, but in constant pixel size on screen.
When the billboard move or rotate, the text will follow it. The only thing
the text can change is caracter size.
I use this code :
*
Hi Wang,
Just needed to be sure... Looking at the OSG and Physic/collision
capabilities, I am exploring all the things I'm currently reading mail
archive I kept about collision detection/managment.
Thanks for these details.
Regards,
Vincent.
2009/1/13 Wang Rui wangra...@gmail.com
Hi
Hi Vincent,
I've never used osgText in conjunction with osg::Billboard before. I
can image the mix of on the fly compute matrices might cause problems.
osgText has support for billboard behaviour so I'd recommend not
adding the text to the billboard, instead just add it as sibling to
the
Hi Robert,
I did it from the past for a simple OSG text on a billboard node,
without constant screen pixel size management and it works well.
I'll try to get the text out from the billboard, hoping this won't
be so difficult to obtain the same result...
Thanks for this explanation.
Regards,
Hi J.P,
I have no crash in singleThreaded mode. It is a random crash so I can not be
100% sure, but it seems to be the problem.
So, what can cause a crash with Dynamic settings ? I have some, I'll check
them, but I'm not sure of what to search...
Thanks,
Vincent.
2009/1/13 J.P. Delport
Hi,
sorry, I should have been a bit clearer. If using multithreaded modes
you must make sure that the DataVariance on the objects you are changing
dynamically is set to DYNAMIC, something like:
stateset-setDataVariance(osg::Object::DYNAMIC);
Also have a search on the mailing list for
If DYNAMIC is a state , I can assume that it is an inherited property.
Assuming that can be good solution, I would be sufficient to set it on a
root node, isn't it ? (I will not do that of course)
Is it different to set it on a Geometry ? or on its Gode / Group / PAT
parent ?
I'll check is the
Hi Vincent,
I'd like to add a thing to what Wang said: some physics intergration with OSG
already have been done (like what Wang did for osgNV, and me for PVLE). But
osgPhysics will be different in the way it's intended to be integrated in the
core OSG (if and when it'll be good enough!).
So
Hi,
I need to visualize a large terrain in real-time using open scene graph. I have
been thinking a bit about how to implement it, but I would really appreciate
any feedback or ideas on this approach.
First some info about the data:
- Height: The height data consists of around 1000 tiles in
Hi David,
Take a look at VirtualPlanetBuilder it may be just fine for your needs.
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
Regards.
On Tue, Jan 13, 2009 at 2:14 PM, David Karlsson david.karls...@foi.sewrote:
Hi,
I need to visualize a large terrain in real-time using open
HI David,
Are you aware of the OSG's existing paging and terrain support? Are
you aware of the VirtualPlanetBuilder tool for creating paged database
from geospatial imagery and DEMs? VPB scales to handling terrabytes
of data, and the paging of the generated databases works at a solid
60Hz.
HI Vincent,
You only need to set the DataVariance to DYNAMIC on StateSet and
Drawables that change, you don't need to do this for Nodes as they
don't make it through into the rendering backend. Do a search for
DrawThreadPerContext to background reading on this topic.
Robert.
On Tue, Jan 13,
Hi,
I've tried what you propose : put the rotated text on a separate geode (and
not the billboard) ... The result is the same : text do not update
correctly.
I don't know what to change... I've tried to set the rotation before the
translation, whatever be the order of the instructions : is the
Do you use text-setAutoRotateToScreen(true)?
On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
I've tried what you propose : put the rotated text on a separate geode (and
not the billboard) ... The result is the same : text do not update
correctly.
I
No.
I just want the size of the text to be updated.
I would control the position/orientation myself.
*osg::ref_ptrosgText::Text d = new osgText::Text;
d-setColor(osg::Vec4(NEW_OBJECT_COLOR_TXT,1.0f));
d-setRotation(osg::Quat(-osg::PI_2, osg::Vec3f(1,0,0)) *
osg::Quat(-osg::PI_2,
Hi everyone.
I am working on a project that uses osgParticle::SmokeEffect and I have
experienced a rare issue.
Using OSG 2.4 I can add a node of type osgParticle::SmokeEffect to the
graph, and I can put it under a PositionAttitudeTransform (or
MatrixTransform). As expected, when the
The subject line says it all- if other renderers (in my case DirectX)
are available on a system, can they be used?
A second question- are some of the UI toolkits better supported than
others? I'm specifically thinking about comparing the wx stuff with Qt
and MFC.
-cr
OSG supports only OpenGL as a rendering backend. There is a FAQ at
www.openscenegraph.org.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi everyone,
I want to render *ive* model with textures by shaders. But, I can't pass the
textures to fragment or vertex shader.
Any ideas?
Thanks.
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Play around with the notify level for debug info.
(from doc:)
export OSG_NOTIFY_LEVEL=
* ALWAYS
* FATAL
* WARN
* NOTICE
* DEBUG_INFO
* DEBUG_FP
* DEBUG
* INFO, will also enable validation of shader programs
On Tue, Jan 13, 2009
Cory,
Answering the last portion of your question ... OSG is UI toolkit agnostic.
But, if your asking a general question of which toolkit is better supported on
its own right ... then ...
Just my 2 cents (take it for what it's worth), but for strictly C++ development
I highly recommend Qt. I
Hi Sergio,
Could you try the SVN or 2.7.8 dev version of the OSG as this has a
fix to osgParticle.
Robert.
On Tue, Jan 13, 2009 at 2:56 PM, Sergio Casas Yrurzum
sca...@robotica.uv.es wrote:
Hi everyone.
I am working on a project that uses osgParticle::SmokeEffect and I have
experienced a
Hi Sergio,
I noticed a similar issue when porting to OSG2.6. I think the issue is in the
optimizer. Are you optimizing your scene? If not, read no further.
For some reason the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS flag
messes up transform nodes in loaded models (particularly
Since we are talking about zip files here ... is there anyway to open a
password protected zipfile in OSG?
I've tried everything i could think of, but i found no way to pass the password
to the file loading command.
Is it possible? whats the syntax?
--
Read this topic online
Is there any way to disable VSYNC inside OSG?
I need a way to enable and disable vsync on my program with out using the
nvidia driver override or environmental variables. The Nvidia Driver settings
for Vsync should be set to Use the 3D application setting
I seem to remember that i was able to
Hi Robert,
I've just run it on my new machine and after a the fourth 'a' the
application hangs. So I'm finally able to reproduce the bug. I've
spent a bit of time in gdb but haven't got any clues yet as to the
cause.
Have you had any time to look into this? (I'm doing some gentle poking
Hi,
I'd like to know if there was a way to change the default projection in
OSG. By default the view uses conical projection, but in some situations I'd
need a parallel projection. How can I do that?
Thanks,
Renan
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osg-users
Hi Renan,
I'd like to know if there was a way to change the default projection
in OSG. By default the view uses conical projection, but in some
situations I'd need a parallel projection. How can I do that?
By conical, do you mean perspective? And by parallel, do you mean
orthographic?
OSG Defaults to what call a Perspective projection
see osg::Camera::setProjectionMatrixAsPerspective
Look around the example for Orthographic ( this is you parallel
projection )
see osg::Camera::setProjectionMatrixAsOrtho( . )
http://www.vis-sim.com/imgdp/vp_chanprojections_01.jpg
Thanks J-S and Gordon, that was exactly what I wanted.
I'm sorry about the terminology, I was just translating literally from
Portuguese, since I'm not familiarised with the terms in English.
Renan
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Hi Renan,
I'm sorry about the terminology, I was just translating literally from
Portuguese, since I'm not familiarised with the terms in English.
That's fine, even in English there are often multiple terms for the same
thing, and one term might mean different things to different people.
No need to apologies,
the terminology of many things like these can have several different
names, like on my diagram based of good old Performer and Vega names
things differently to OSG :)
at least we guessed right ;)
Gordon
__
Hi MS? Xam?
I have some code for you that I used some time ago, but I don't know the
details anymore. Hopefully it gives you some pointers in the right
direction.
bool SetVSync(bool enabled) {
if(!wglewIsSupported(WGL_EXT_swap_control)) {
std::cout VSync is not supported\n;
return
I have noticed the following strange behaviors with MFC:
1. Using the MDI example included in the osg repository it general works
but does report lots of (inaccurate?) memory leaks)
2. I created a simple SDI app using the MDI example as a reference. If I
load an .osg file on startup the
Just to add my 2c :-) on osg + PhysX integration
Some time ago I have uploaded 2 projects on my site just to demostrate
the integration of OSG with physics engines. I have used PhysX and Havok.
These are not nodekits but rather a collection of demos.
PhysX:
Hi
I am using TriangleFunctor to do some very simple collision detection.
Essentially I have a virtual pen (the collision detection is treated as a
sphere on the tip of the pen) that I am testing for collisions against other
geometry in the scene. The geometry I am testing against is loaded from
Hi Janusz,
Thank you! It would be very useful for the osgNV/osgPhysics project. :-D
Wang Rui
2009/1/14 Janusz jan...@3dcalc.pl
Just to add my 2c :-) on osg + PhysX integration
Some time ago I have uploaded 2 projects on my site just to demostrate the
integration of OSG with physics
Hi Selman Abi,
What do you mean you can't pass textures to shaders? Textures are separated
from models or they are integrated combination? If they separated you can
easily pass texture in uniform variables, or they are combined with model
like ive Terrain models there can be problem as you said.
Hi Vincent,
On 9/1/09 9:15 PM, Vincent Bourdier wrote:
But, an other problem appear. Disabling culling, my Geode looks like bad now...
that
seem logical... no culling, so all faces are rendered...
You have to be careful what you mean by culling: in your example code you're turning off
node
Hi guys!
I have this configuration - 2 windows on 2 monitors on nvidia 181 and vista
I need to make my osg app doing this thing - move and show mouse cursor only
on 1 window
In nvidia drivers I can't find how to make this
Thanx
Bye
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