Hi Dat,
I recommend you to peruse the osgkeyboard.cpp file that comes with the
source code examples (specifically the classes KeyboardEventHandler
and osgGA::GUIEventHandler), and to upgrade to a more recent OSG version
(at least 2.6.0).
Regards,
Alberto
El Miércoles 21 Enero 2009ES
Hi Adrian,
If you want to add and remove slaves from a view at runtime you will
need to stop the threading of the viewer via viewer.stopThreading(),
then add/removeSlave() call realize on any new graphics contexts then
call startThreading();
Robert.
On Wed, Jan 21, 2009 at 7:27 AM, Adrian Egli
Thanks a lot
/adrian
2009/1/21 Robert Osfield robert.osfi...@gmail.com
Hi Adrian,
If you want to add and remove slaves from a view at runtime you will
need to stop the threading of the viewer via viewer.stopThreading(),
then add/removeSlave() call realize on any new graphics contexts then
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-hostName = si.hostName;
traits-displayNum = si.displayNum;
traits-screenNum = si.screenNum;
traits-x = 0;
traits-y = 0;
traits-width = width;
traits-height = height;
Hi Alfonso,
Use the osg::FrameStamp object that used by the OSG to record the time
of a frame, this object is maintained by the Viewer, and is passed
into the callback via the NodeVisitor. So do:
nv-getFrameStamp()-getSimulationTime();
Robert.
On Wed, Jan 21, 2009 at 9:52 AM, Alfonso
There is a simulation time in the osg core. i would use this time as base of
a simulation. and my you should have a look at simulation libaray
2009/1/21 Alfonso Callejo Goena alcall...@gmail.com
Hello:
I am trying to move a vehicle on scene by means of an update callback. It
should be a
I have changed the line
double t = osg::Timer::instance()-time_m()/1000;
by
double t = nv-getFrameStamp()-getSimulationTime();
and the rough behaviour persists. In fact they are almost the same...
Using osgSim would help me in such a simple case?
Thanks,
Alfonso
Hi all,
I used to work under the rule of thumb to only ever modify my scene
using update callbacks, but scanning the lists I found reference
saying that modification anywhere outside the viewer.RenderTraversal()
is safe. I just want to verify this: directly modifying my scene
graph in an
Alfonso Callejo Goena wrote:
I have changed the line
double t = osg::Timer::instance()-time_m()/1000;
by
double t = nv-getFrameStamp()-getSimulationTime();
and the rough behaviour persists. In fact they are almost the same...
How does the osggeometry example run for you? Does it show
Hi Robert,
Robert Osfield wrote:
Over the last ten days I've been pulling together parts of my work on
volume rendering to create a usable osgVolume NodeKit. The osgVolume
NodeKit is still in it's infancy, but should be have enough features
for end users to start trying it out. This rev of
Robert Osfield wrote:
To test out osgVolume you'll need to grab OpenSceneGraph and
OpenSceneGraph-Data (for shaders) from svn/trunk. I'll be tagging
2.7.9 very soon, so it'll be in this, and obviously the up coming
stable 2.8 release, but I've very much appreciate testing and feedback
prior to
Hi Adrian,
i share the context, when i remove the slave, i will loose all textures
(:-))
This has been discussed a lot in the past, search the archives. Hint:
disable unref textures on apply.
Hope this helps,
J-S
--
__
Jean-Sebastien
Hi Robert,
Congrats on getting all this work on osgVolume done!
To test out osgVolume you'll need to grab OpenSceneGraph and
OpenSceneGraph-Data (for shaders) from svn/trunk. I'll be tagging
2.7.9 very soon, so it'll be in this, and obviously the up coming
stable 2.8 release, but I've very
Hi Robert,
Sounds great. I have never done any volume rendering stuff - but you
mentioned gpu raytraying.
Is related to
http://www.gamedev.net/community/forums/topic.asp?topic_id=516446
Can one implement a sparse voxel octree using osgVolume?
Richard
Hi JS,
On Wed, Jan 21, 2009 at 3:49 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Congrats on getting all this work on osgVolume done!
Thanks. I have to admit it''s not quite done yet though, enough for
2.8, but still plenty fun left in developing it further :-)
Even though
How do you make Visual Studio provide intellisense for OSG based apps?
I'm running through the tutorials now and it would be helpful to get
parameter info for the OSG API. I still have the OpenSceneGraph.ncb file
that was generated when I built OSG and I presume that VS needs this
file, but
Hi all,
is there anywhere a complete example for a twinview-viewer with horizontal
split? Do we have to set the viewport and the projectionmatrix for each eye?
Katja
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HI Richard,
On Wed, Jan 21, 2009 at 4:02 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
Is related to
http://www.gamedev.net/community/forums/topic.asp?topic_id=516446
No it's not related.
Can one implement a sparse voxel octree using osgVolume?
You might want to use a custom Node
Thanks for the replay, but i can not find any topic corresponding this
contex. I don't know what's going wrong, but
if i share an openGL context, say from my master camera and then i suddenly
like to close a slave cam, i shouldn't
close the shared context. because i still have the current context
Hi Paul,
El Miércoles 21 Enero 2009ES 16:08:41 Paul Melis escribió:
It seems that so far OSG hasn't really
supported installing different versions side-by-side (i.e. headers not
put in a directory like include/osg-2.6/...). And even though a
pkgconfig script is distributed these days it
Hi Katja,
To enable horizontal split stereo with osgviewer:
osgviewer cow.osg --stereo HORIZTONAL_SPLIT
You can also enable via the OSG_STEREO_MODE env var, and enable it
programatically via DisplaySettings. Have a search for stereo on the
wiki to find the page discussing it.
With this built
When I run the osgwidgetsrolled example, the window frame / theme is
completely screwed up. I can still control the borders and corners with the
mouse but they don't render properly. It seems to be finding the theme
.pngs just fine but just doesn't display them properly.
I have OSG 2.7.8.
Hi Adrian,
The problem might well be that the outgoing context is cleaning up
it's scene graph and associated OpenGL without know that they are
shared. You could remove the scene graph from the associated camera
before closing it to prevent the graphics window automatically cleanly
up all
Hi all,
today I tried to build latest osg and osgPPU (svn) on a Kubuntu 8.10
system.
I could build it before I installed Cuda, but I was interested to learn
about Art's osgPPU-Cuda implementation. After Cuda was installed and
calling cmake . again, osgPPU stops to build some of the cuda
100% right Robert, removing the scene data before closing the context solves
the problem
The code above should help others having similar issue in the future...
/adrian
***
m_IWebaddon3D-getWebaddonRenderer()-getOSGViewer()-stopThreading();
if ( !
I have disabled the threaded optimization of my nvidia GPU and the
simulation runs significantly smoother.
However, if the vehicle's speed is high, the jumps reappear. I have also
examined the osggeometry example, as Paul suggested, and the effect is also
present, though not so clear (this could
Hi Cory,
I personally not have done all of that.
Just putting the osgFile.lib in the linker and osgfile includes, and making
my application, I have the intellisense working good. Nothing to do
especially. When intellisense do not work, you can assume that an error is
in you code syntax... or
HI Alfonso,
What hardware/OS platform are you working on? I'm wondering if the
timer code is not producing consistent results, as even if frame rate
changes that speed that an object moves should be related to the time
delta between frames.
Robert.
On Wed, Jan 21, 2009 at 4:30 PM, Alfonso
Vincent is right. Intellisense is now working for me. I *did* restart,
so perhaps that's what fixed my problems (this is, after all, a windows
machine).
Sorry for the noise.
cory
Vincent Bourdier wrote:
Hi Cory,
I personally not have done all of that.
Just putting the osgFile.lib in the
Hi Cory,
How do you make Visual Studio provide intellisense for OSG based apps?
I'm running through the tutorials now and it would be helpful to get
parameter info for the OSG API. I still have the OpenSceneGraph.ncb file
that was generated when I built OSG and I presume that VS needs this
I've enabled the object cache in the registry and was wondering if there
is a way to retrieve the list of names that is used to retrieve files in
the registries object cache? Nothing is screaming out to me in the
documentation.
I'm assuming the cache stores filenames with objects and returns
Hi Alberto,
Alberto Luaces wrote:
El Miércoles 21 Enero 2009ES 16:08:41 Paul Melis escribió:
It seems that so far OSG hasn't really
supported installing different versions side-by-side (i.e. headers not
put in a directory like include/osg-2.6/...). And even though a
pkgconfig script is
Ignored that, I turned the notifylevel to INFO and it tells me exactly
what the cache is up to.
Carry on J
Kim.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C
Bale
Sent: 21 January 2009 16:46
To: OpenSceneGraph
I want to change the value of a uniform for the traversal of a
subgraph. A the moment I am not sure how to do this. Does anyone have
any suggestions on the easiest way to do this?
Thanks,
Roger
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Hi Roger,
Do you mean you want a uniform to hold multiple values, one for each
subgraph it's associated with? If so this isn't possible, if you want
different values then you'll need to use multiple Uniforms, perhaps
dynamically deciding which StateSet to use for each subgraph to be
able to pass
Hi Markus,
yeah, there is indeed some special option to set when build Cuda. You have to
setup CUDA_BUILD_TYPE to Device instead of Emulation. Type in your build
directory ccmake and resetup the value. Or just call cmake
-DCUDA_BUILD_TYPE=Device. The problem is in the cuda compiler, as far as
Hi Paul,
On 1/21/09, Paul Melis p...@science.uva.nl wrote:
An off-topic remark: some of the changes for the 2.8 release have to do
with packaging using CPack. It seems that so far OSG hasn't really
supported installing different versions side-by-side (i.e. headers not
put in a directory like
Hi Art,
Art Tevs schrieb:
You have to setup CUDA_BUILD_TYPE to Device instead of Emulation. Type in
your build directory ccmake and resetup the value. Or just call cmake -DCUDA_BUILD_TYPE=Device.
thanks for your help and fast reply! I try with your option, very
interested to see how
Hi Paul,
El Miércoles 21 Enero 2009ES 17:59:03 Paul Melis escribió:
Hi Alberto,
I'd prefer not to tag the header files because then you'd have to modify
your source code when using different versions (osg-2.6, osg-2.7,
osgDB-2.6, osgDB-2.7, and so on...) I think it's preferable to install
Hi Markus.
In the mean time I have implemented several algorithms with CUDA and have now
more experience with it. CUDA has one big advantage over a GLSL calculations,
that it does support random access on the memory. Hence you can read from and
write to everywhere in the video memory, just as
Hi Rick,
Thanks for the feedback.
On the assumption that the lack of ref_ptr usage in the .ive plugin
is the cause of this crash I've just done a purge of the plugins
changing all Image* image = readImageFile usage across to
osg::ref_ptrImage image = readRefImageFile. These changes affected
Robert Osfield wrote:
Hi Roger,
Do you mean you want a uniform to hold multiple values, one for each
subgraph it's associated with? If so this isn't possible, if you want
different values then you'll need to use multiple Uniforms, perhaps
dynamically deciding which StateSet to use for each
Hi,
Alberto Luaces wrote:
Hi Paul,
El Miércoles 21 Enero 2009ES 17:59:03 Paul Melis escribió:
Hi Alberto,
I'd prefer not to tag the header files because then you'd have to modify
your source code when using different versions (osg-2.6, osg-2.7,
osgDB-2.6, osgDB-2.7, and so on...)
Matt Fair wrote:
Proxies do cause problems for svn. It looks like the svn server was
never the problem.
The subversion FAQ has an entry on proxies
(http://subversion.tigris.org/faq.html#proxy) and mentions that traffic
over HTTPS instead of HTTP is usually left alone by proxies.
The OSG server
Hi Roger,
I was
wondered if I could do something like attaching a uniform of the same
name to the stateset of that node. I must admit I could not think of an
easy way of doing it!
Well, you can do that! Different statesets can have uniforms of the same
name, same type but different values
Jean-Sbastien Guay wrote:
Hi
Roger,
I was wondered if I could do something like
attaching a uniform of the same name to the stateset of that node. I
must admit I could not think of an easy way of doing it!
Well, you can do that! Different statesets can have uniforms of the
Robert,
apparently this mail was never answered.
osgPPU in osg 2.8??
Roland
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=4876#4876
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Yow! Yes, it works! Thank you so much.
Randolph
Gerwin de Haan wrote:
Randolph,
I suggest you take a look at the code in the other wx example: osgviewerWX.py
btw, I updated the examples slightly according to your findings in
http://code.google.com/p/osgswig/issues/detail?id=20
On Wed, Jan 21,
Hi,
Through some debugging, I discovered that the osg/Export header file is
disabling the C4996 method is deprecated compiler warning message*.
That's all well and good when compiling OSG, but it is affecting *any*
project that happens to include that file (directly or indirectly). In my
case, I
I pulled the SVN on Jan 1, built it, tried to compile my application
and I'm getting:
usr/local/include/osgAnimation/AnimationManager: In member function
'virtual void
osgAnimation::AnimationManager::accept(osg::NodeVisitor)':
/usr/local/include/osgAnimation/AnimationManager:30: error: no
Hi Paul,
A related question: do you have any plans to come to Europe any time soon?
Best regards
Raymond
Paul Martz wrote:
Hi all -- I'm pleased to announce that registration is now open for
our next public OSG training course, to be held in Washington DC,
March 9-12, 2009.
To view course
Thank you very much, Rafa Gaitan!
Your suggestion works. But I'm wondering one thing: all of the models have
passed the more or less same preproccessor, however, some models without the
renderbin affairs will not hide but turn blue as I expected. The only
difference between these two is the
Mao.. schrieb:
Thank you very much, Rafa Gaitan!
Your suggestion works. But I'm wondering one thing: all of the models have
passed the more or less same preproccessor, however, some models without the
renderbin affairs will not hide but turn blue as I expected. The only
difference between
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