Hi:
The problem has been solved yet.Line 4016 and Line 4017 of
QuicktimeComponents.h has been commented.Uncomment this two lines,then
compile will be ok.
zhi yuan
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Hi,
I have a single osg::Geode/osg::Geometry with several hundred thousand
triangels. Is there a method in OpenSceneGraph to split it into smaller
parts (of type osg::Geode) ?
Regards
John Ivar Haugland
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Hello
I am using OSG 2.6 on windows XP.
I am having problems animating textures in OSG. I would just like to
smoothly translate a 1D texture across a square polygon using the WRAP_S
and REPEAT texture wrapping settings.
The texture is a simple square wave (vertical black and white bars).
Hi Robert
I've noticed that in the reference guide for 2.8.0 the search
functionality is missing. In the previous reference guide there was a
search word input edit in upper right corner. Reference guide with local
search is a very powerful tool;) Hope too see the reference guide search
back
Hi Art,
On Thu, Feb 19, 2009 at 7:37 PM, Art Tevs osgfo...@tevs.eu wrote:
P.S. Robert, is it fine with you, if I put some announcement about the
upcoming osgInEurope somewhere under www.openscenegraph.org?
Shouldn't we have a venue and a date before we advertise it?
Robert.
Hi Gordon,
On Thu, Feb 19, 2009 at 7:59 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
We are going direct to the PDF format as the U3d is only an intermediate
file fromat in this case any way
Which is a publish format etc
Any chance that this work might be open sourced? Then
Hi Pip? (Please sign with the your name so we can address you correctly ;)
On Fri, Feb 20, 2009 at 2:21 AM, pip osgfo...@tevs.eu wrote:
when I excute the make.bat file, I got thest error information like
followings:
Hi Yang,
On Fri, Feb 20, 2009 at 8:09 AM, yang zhiyuan yangzy...@gmail.com wrote:
Hi:
The problem has been solved yet.Line 4016 and Line 4017 of
QuicktimeComponents.h has been commented.Uncomment this two lines,then
compile will be ok.
Your changes to the subject line has broken the
Hi John,
There is no scheme in OSG for breaking up osg::Geometry - it's rather
an opened problem so doesn't make a great candidate for inclusion
either.
Robert.
On Fri, Feb 20, 2009 at 8:22 AM, John Ivar Haugland
john.haugl...@gmail.com wrote:
Hi,
I have a single osg::Geode/osg::Geometry
Hi Guy,
I'm afraid I can't quite follow what you are doing.
Is that you are updating the image data asynchronously to the draw
thread? Is so, double buffer the image data and then swap pointers to
avoid the tear.
Is that that you simply don't have vysnc enabled on your machine? If
so just
Hi,
I have posted recently a topic about problem with ImageSequence that Robert
solved very quickly. Indeed, it works on my laptop now.
But I also work on a virtual reality workbench, I use OSG with VRJuggler to
make VR vizualisation program. I just make prototype on my laptop.
VRJ don't use
Hi David,
If the AnimationPath isn't working then it suggests that FrameStamp
isn't being managed correctly. You need to update the FrameStamp's
ReferenceTime and SimulationTime on each frame as well as the
FrameNumber.
For osg::ImageSequence to function you need to create an
osgDB::ImagePager
Hi All,
Billboarding issues appearing with OSG 2.4.x onto particle systems is greatly
fixed into OSG 2.8.0, however the issue concerning absence of influence of the
lighting onto non emissive particle effects (that is present at least since osg
2.2.0) remains.
Has someone else also stated
Hi Christophe,
Could you please modifiy one of the particle examples to reproduce the
problem, then others will be able to see first hand the problem you
are trying to address. As a general note, lighting particles in a
conventional way is something I'd see as somewhat dubious. The
particles
Hi Dieter,
Your use mixing of the use of views and master and slaves is rather
confusing. The osgViewer approach is to separate both the
implementation and concept of View and Cameras, this is done to keep
clear what class does what, and when to use to different
configuration.
A single View has
Hi Robert
I'll try.
The fact is that I used emissive particles systems (for explosions, fires),
and non emissives (for smokes principally).
The smokes are to appear light grey during day, of course non luminescent
during night.
I've got both diffuse and ambiant lighting in my scene during
Hi Robert
I'll try.
The fact is that I used emissive particles systems (for explosions, fires),
and non emissives (for smokes principally).
The smokes are to appear light grey during day, of course non luminescent
during night.
I've got both diffuse and ambiant lighting in my scene during
Hi,
Ok. I will then find a way to do it in my own way.
John Ivar.
On Fri, Feb 20, 2009 at 10:39 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi John,
There is no scheme in OSG for breaking up osg::Geometry - it's rather
an opened problem so doesn't make a great candidate for inclusion
Hi again,
i also recognized that when i put all the data into \bin directory, i can
load all models but if i give the path of models it does not load..
should i have a data directory or how should i set this?
--
Ufuk
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Robert
thanks and sorry for the confusing questions (I have mixed two applications)
I try to explain my 2. question again :
I use the trackballmanipulator in one view and only picking in another view
(topview); but when I switch off the topview
(topView-getCamera()-setNodeMask (0x0);), I don't
Hi Ukuk,
On Fri, Feb 20, 2009 at 11:55 AM, Ufuk ufuk@gmail.com wrote:
Hi again,
i also recognized that when i put all the data into \bin directory, i can
load all models but if i give the path of models it does not load..
should i have a data directory or how should i set this?
You use
Hi Robert
Sadly at this time not much chance of open sourcing the work ;(
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com
The venue isn't known yet, this is what the poll is for.
I thought just to make some announcement that there is a poll where users can
vote for the city where they would like to have next meeting/conference. As end
time for the poll, I propose 01.04.2009. We could then extend the deadline if
On Fri, Feb 20, 2009 at 12:35 PM, Art Tevs osgfo...@tevs.eu wrote:
The venue isn't known yet, this is what the poll is for.
I thought just to make some announcement that there is a poll where users can
vote for the city where they would like to have next meeting/conference. As
end time for
Is BIND_PER_PRIMITIVE allowed when using a DrawArrays (GL_QUADS) primitive ?
I've found that if I do this and save the scene as an .osg file it will crash
osgviewer. If I save the scene as an .ive file then there is no problem.
I chose BIND_PER_PRIMITIVE here because it seems sufficient and
No it works fine for me. (2.7.1)
It doesn't work with tri/quad strips though, you get the same behavior
as BIND_OVERALL.
2009/2/20 Steven Saunderson osgfo...@tevs.eu:
Is BIND_PER_PRIMITIVE allowed when using a DrawArrays (GL_QUADS) primitive ?
I've found that if I do this and save the scene
Hi Pip,
It looks like you are trying to build the boston example for osggis. The
errors you're seeing looks like your graphics hardware is having trouble
setting up pbuffers or even a plain old OpenGL window. Do the osg examples
run on your system?
Thanks,
Jason
On Thu, Feb 19, 2009 at 9:21
Simon Hammett wrote:
No it works fine for me. (2.7.1)
It doesn't work with tri/quad strips though, you get the same behavior
as BIND_OVERALL.
Thanks for the info. I can see the problem with strips or fans. The .osg file
looks fine to me but it just doesn't work. If I set the notify level
HI Steven,
Do you have sufficient data to do this?
As a general note, using BIND_PER_PRIMITIVE drops the OSG down to
using OpenGL glBegin/glEnd slows paths, which is very inefficient
compared to using vertex arrays. I would strongly recommend not using
slow paths.
In future rev's of the OSG
Robert
I have attached example source code to explain what I mean:
in the viewport area of the topview (upper right part of the window) I can't
use the trackball.
To switch off the topView, should I better use viewer.removeView(topView)
instead of topView-setNodeMask (0x0); ?
Dieter
David,
In VR Juggler applications, we typically pull a timestamp value from a
tracker device to make sure that all cluster nodes have the same value
at each frame. For OSG animations, I don't know the exact solution, but
it sounds like Robert has given you some destinations for the time
Hi Guy,
The texture is a simple square wave (vertical black and white bars).
When I move the textures the bars become jagged and disrupted – which
looks like tearing. Is the problem that the texture coordinates are
updating asynchronously (i.e. not on a vsync boundary)? Is this
Thanks alot. This looks like just what I was looking for.
-Nicholas
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Mike Weiblen's site has the shadergen tool.
http://mew.cx/glsl/shadergen/
Brian
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Hi Robert,
did you think of 3DLabs ShaderGen?
http://www.opengl.org/news/comments/shadergen_fixed_functionality_opengl_shading_language_shader_generation_too/
It vanished from their website, but there's still a download from Mike
Weiblen: http://mew.cx/glsl/shadergen/
regards Ralph
Robert
Hi Brian + Ralf,
I did recall 3DLabs doing something, but didn't recall the name of
this project... thanks for the pointers, and thank too to Mike for
preserving shadergen.
Anybody know about the portability of this app? Is Windows only?
Also does anybody know of documented list of mapping?
Hi, if you openup forum's topic, you will see that. Here again the link:
http://forum.openscenegraph.org/viewtopic.php?t=1304
cheers
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7117#7117
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HI Art,
On Fri, Feb 20, 2009 at 3:04 PM, Art Tevs osgfo...@tevs.eu wrote:
Hi, if you openup forum's topic, you will see that. Here again the link:
http://forum.openscenegraph.org/viewtopic.php?t=1304
Do you want to try an add a community news entry for the
openscenegraph.org front page using
Robert Osfield wrote on Friday, February 20, 2009 9:00 AM:
Hi Brian + Ralf,
I did recall 3DLabs doing something, but didn't recall the name of
this project... thanks for the pointers, and thank too to Mike for
preserving shadergen.
Anybody know about the portability of this app? Is
Robert,
Just a nuisance tidbit that I recently wrestled with... it appears there
are some things in the FFP that you can't get at via GLSL (at present).
I tried to get at the GL_LIGHTING state from within the shader and couldn't
access it. I asked around a little and was told that GL_LIGHTING
Jean-Sébastien Guay wrote:
Hi Eric,
hiding the mouse pointer is not supported
osgViewer::GraphicsWindow::useCursor(false) should do that... Though
you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly?
J-S
I know the message you sent is very old, but I just now got to
Dear ng,
first of all thanks for the support for my last questions!
I try to get a scene snapshot into a numpy array.
In pure OpenGL I used a QT or glut context and glReadPixels and converted that
to a numpy array using scipy.
My problem on osg is that the context seems to be deactivated after
HI Bill,
Curious little titbit. When you say you could access GL_LIGHTING
state, do you mean the GL_LIGHTING mode, or the glLight associated
uniforms?
I haven't come across modes being exposed as built in uniforms in
GLSL, and my own pondering I have always assumed that fixed function
pipeline
Robert Osfield wrote on Friday, February 20, 2009 9:56 AM:
Curious little titbit. When you say you could access GL_LIGHTING
state, do you mean the GL_LIGHTING mode, or the glLight associated
uniforms?
I haven't come across modes being exposed as built in uniforms in
GLSL, and my own
Hi Robert,
Blog: So currently there are no blogs. However, there is also no possibility to
add a new blog (no add blog or similar button ther. Yes, I am logged in). I
suppose, you have first to allow registered users to be able to post to the
blog system. You should find it under
Hello,
Currently, I'm trying to learn how paging works in osg. As an example, I
divided my scene into several tiles, where each tile is an osg::PagedLOD. Then
I add three osg::Groups to each tile. Each group contains some models i loaded
for a specific detail level. In other words, the first
Robert,
I've used the uber shader, #define, #ifdef approach. The shader has all
the code, but none of the #defines. I store the specific mode/state
information in the osg node descriptions and use it to set the appropriate
uniforms and #defines for compiling the shader. It's messy.
Brian
This
Hi Can,
The DatabasePager will automatically expire tiles for you. There are
several difference schemes within the DatabasePager for managing this,
from time based expiry to maintaining an target number of PagedLOD in
memory at any one time - the later approach is now the default in
OSG-2.8.0.
Hi Brian,
On Fri, Feb 20, 2009 at 4:12 PM, Brian R Hill bhil...@csc.com wrote:
I've used the uber shader, #define, #ifdef approach. The shader has all
the code, but none of the #defines. I store the specific mode/state
information in the osg node descriptions and use it to set the appropriate
Curious little titbit. When you say you could access GL_LIGHTING state,
do you mean the GL_LIGHTING mode, or the glLight associated uniforms?
The mode itself. The glLight information is passed nicely to the shaders
(including nuance like light positions being pre-transformed).
The only
Hi folks -- As a Khronos member, I have some insider knowledge about OpenGL
3.1, but as the spec is not yet available, I am not at liberty to divulge
specifics. Instead, though, I'll reference the slide set presented at last
year's SIGGRAPH in which it stated clearly and plainly plan on deprecated
Hi Bill,
On Fri, Feb 20, 2009 at 4:21 PM, Bill Prendergast b...@gforcetech.com wrote:
Given this context I was expecting to have to do some high level shader
composition
(i.e. in our C++ code) using modes as a guide to know which shaders to
include in the
vertex/fragment main shaders.
Hi Paul,
Thanks for the insight into GL 3.1. This thread is really about
scoping out the landscape for a time when the scene graph has to
manage all details of uniforms, shaders and vertex data. The OSG
already knows everything about the the matrices, vertex data and
shaders/uniforms that are
Robert Osfield wrote:
As a general note, using BIND_PER_PRIMITIVE drops the OSG down to
using OpenGL glBegin/glEnd slows paths, which is very inefficient
compared to using vertex arrays.
Thanks for this tip; I wasn't aware of the performance penalty.
Does this also apply to BIND_OVERALL ? I
Martin Spott wrote:
Martin Spott martin.sp...@mgras.net wrote:
I might offer AIX-5.1 with GCC-4.0.0 - [...]
Well, I'd like to pull my offer back I'll have to get CMake to
work and this probably won't happen before sunday afternoon,
Today I have thrown a lot of patches and updates to
Hi Christophe,
I also use fire/smoke effects, and actually all are emissive (= bright at
night). If you get a solution, I'm interested! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 20 Feb 2009 12:05:16 +0100, Christophe.medard
Hi,
I would like to make LOD or PagedLOD database, but it seems that osgdem doesn't
make type of database which I need. If I understand the osgdem right, it has
different size for each level of detail tile. But I need same size for all
tiles. Osgdem database is proposed like quad tree (I
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