Hi,
On Wednesday 06 May 2009, Tomlinson, Gordon wrote:
I Have a slightly different view :)
I don't care too much about names and stuff, but I understand why Robert
and others do, I prefer forums for something's but also find that email
list are generally better on other things ( were all
Hi all,
And what about a plugin system gor the XML reading/writing ? This way we
could have a self made parser without external dependencies and other
parsers depending on expat, tinyxml, libxml for advanced usages.
Cheers,
2009/5/7 Mathias Fröhlich m.froehl...@science-computing.de
Hi Kim;
After last updates I don't see any error about vertex shader as before I
saw. But now I have checked the OpenGL and GLSL driver version and saw that
OpenGL is 2.0 and GLSL is 1.1 so when I opened up the osgOceanExample I see
Error: glUniform1uiv not supported by OpenGL driver. Because of
Hi Jason,
thanks for helping
I'm on a linux : kubuntu Jaunty.
To be totally honest in the first place I really doubted that the code I'm
talking about could compile on another linux. However, as this code (eg
VTP) must have been extensively tested I turned out to think that I was
missing
People,
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it should be done.
I think we need to take a step back here. At the moment I am tending
toward the view that we should spend effort on improving the current
Hi Robert,
We actually use a drawthreadpercontext so yes, this can be the problem.
So now, the real question is : how to stop the drawing thread ? or just how
to avoid having this problem ?
Temporarily i just set the cullcallback to NULL before destroying, that
avoid the crash, but it do not
Ah, well I'll send you a quick hack for this.
The INT is used to identify the active light, in the example uLightID is just
zero.
This is actually one of the problems that I tried to address with the half
finished DynamicShader class in amongst the code.
I came to the conclusion that it
David,J-S,Art,
Yes this the direction I envisaged for it, I attempted to pull out some common
variables into an OceanTechnique base class, but as you can see in the code,
that all went a bit pear shaped as I didn't really know how the others were
going to be implemented..
The CUDA
Hi,
Thanks for your answers. I've done some further tests on my 3D scene. So the
Line intersections takes about 20ms in a 460k triangles scene for me. I tried
to enable Kdtree. I just put :
Code:
osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES);
Hi Kim;
Thanks for your help but I think when you attach the water vertex and
fragment shadr you had made a mistake and you attached two of them in vertex
there is no fragment shader.
Now I have achieved to GLSL 1.2 and OpenGL 2.1 but it still not enough. I am
trying to update to 3.0. Now
Hi Roger,
On Thu, May 7, 2009 at 9:26 AM, Roger James ro...@beardandsandals.co.uk wrote:
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it should be done. I
think we need to take a step back here. At the moment I am
Hi Serge,
On Thu, May 7, 2009 at 8:03 AM, Serge Lages serge.la...@gmail.com wrote:
And what about a plugin system gor the XML reading/writing ? This way we
could have a self made parser without external dependencies and other
parsers depending on expat, tinyxml, libxml for advanced usages.
Hi Jason,
On Wed, May 6, 2009 at 8:06 PM, Jason Daly jd...@ist.ucf.edu wrote:
Robert Osfield wrote:
Thoughts on how much work this might be to do? Thoughts on what
features of the Collada DOM that are invaluable/hard to replace?
I'm jumping into this thread a bit late, but I'll just add
See attached.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 07/05/2009 10:04
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim;
Thanks for your help but I think when you attach the water vertex and
On Wed, May 6, 2009 at 11:27 PM, Roland Smeenk roland.sme...@tno.nl wrote:
Website seems to be down again.
And it's up again
Perhaps Jose can give us an update.
Robert.
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osg-users@lists.openscenegraph.org
Hi Robert,
On Thu, May 7, 2009 at 11:14 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Are you suggesting an C++ interface for xml parsing that has a default
implementation, and then plugins that add alternate implementations?
The interface would need to be able to expose all the advanced
Hi Francois,
I'm working on Kubuntu 9.04 and haven't seen any of these problems,
but I'm using the standard CMake built Makefiles for build the OSG.
Could you build Makefiles and see if the build works fine as it code
be that CMake CodeBlocks support isn't 100%.
Robert.
On Wed, May 6, 2009 at
Hi Davin,
I have just checked my CMakeCache and I too have POPPLER_LIBRARY_DIRS
rather then POPPLER_LIB_DIRS that I used in the pdf/CMakeLists.txt.
So it does look like POPPLER_LIBRARY_DIRS is the one to use. I've
made this change and checked into svn/trunk. The file is also
attached.
Could
Hi Umit,
No I think it is a straight forward fact that glsl 1.2 doesn't support uniform
ints.
Can't say that for certain though as I haven't checked.
The uLightID value is defined in the OceanExample code so it's pretty much
fixed unless you've tinkered with it. If you wish to use a differant
HI All,
We are trying to figure out what triggers that error. Looks like
some concurrency problem, we will probably try to update manually the
trac version, or consider the possibility to switch from sqlite to
mysql (but looks like a trac problem though...)
If there is any Trac expert out
Hi Robert,
Comments in line.
Roger
Robert Osfield wrote:
Hi Roger,
On Thu, May 7, 2009 at 9:26 AM, Roger James ro...@beardandsandals.co.uk wrote:
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it
*\o/*
Great! This is exactly what I was expecting :-)
Thanks a lot Robert !
Regards,
Vincent.
2009/5/7 Robert Osfield robert.osfi...@gmail.com
HI Vincent,
Calling viewer.stopThreading() stops the viewer threading.
Robert.
On Thu, May 7, 2009 at 9:26 AM, Vincent Bourdier
Hi all again!
I continue trying to solve the problem, but now I get an access violation in
msvcp80d.dll everything is getting confused
Jaime.
_
Drag n’ drop—Get easy photo sharing with Windows Live™ Photos.
I also get a strange error. When I use the Dependency tool in osgdb_daed.dll,
there is a dll missing: msvcr80d.dll... this file doesn't exist in my system?!
Jaime.
From: dev_crisa...@hotmail.com
To: osg-users@lists.openscenegraph.org
Date: Thu, 7 May 2009 13:58:42 +0200
Subject: Re:
ok, the collada plugin is working in release mode! good... but for the debug
version I still have the previous error... at least something is already
working!
Jaime.
From: dev_crisa...@hotmail.com
To: osg-users@lists.openscenegraph.org
Date: Thu, 7 May 2009 14:12:35 +0200
Subject: Re:
Hi Umit,
Now I have achieved to GLSL 1.2 and OpenGL 2.1 but it still not enough.
I am trying to update to 3.0.
Whether or not your driver supports OpenGL 3.0 won't make any
difference, OSG does not use OpenGL 3.0 at all (you need to explicitly
create an OpenGL 3.0 context in order to use
Hi Kim,
This is actually one of the problems that I tried to address with the half finished DynamicShader class in amongst the code.
I came to the conclusion that it might be better to have a huge uber shader and
block out bits effects code with #defines or add constant variables such as the
Thanks Chris, changes now merged and submitted to svn/trunk and OSG-2.8 branch.
On Wed, May 6, 2009 at 10:04 AM, Chris Denham c.m.den...@gmail.com wrote:
Please find attached, my small change to GraphicsWindowWin32 (based on
osg 2.8.0).
It gets rid of redundant warnings about SwapBuffers
see http://blogs.msdn.com/seshadripv/archive/2005/10/30/486985.aspx
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Hi Roger,
We seem to have jumped straight into a technical discussion on how this
could be done with very little discussion on whether it should be done.
I think we need to take a step back here. At the moment I am tending
toward the view that we should spend effort on improving the current
Hi Jean;
As you said I know there will not be any difference for OSG in OpenGL 3.0
but I have tried to upgrade to make my GLSL support to 1.3 or upper(1.4).
Anyway at last I have already realized that my 2.5 years old GPU doesn't
support to OpenGL 3.0 in any drivers. So as you suggest to Kim
Hi Umit,
As you said I know there will not be any difference for OSG in OpenGL
3.0 but I have tried to upgrade to make my GLSL support to 1.3 or
upper(1.4).
GLSL 1.4 is part of OpenGL 3.0 so won't make any difference either.
But as I said, if the card supports OpenGL 2.1 then it should be
Hi,
I tried everything out and it looks awesome!
Some notes:
The demo crashes when I use multiple screens. Disabling the extra screen fixed
this, so does preventing fullscreen.
I have started to integrate this as an actor into the Delta3D game engine. This
works pretty good, the only thing that
Okay, now I'm on the set cursor part .
So, I made a patch, based on Frederic Bouvier submission on the cursor in
Win32, in order to have the setCursor function to work in windows. And it works
on a simple 3D view. My problem now, is that my app use a
osgViewer::GraphicsWindowEmbedded, and when
Hi Romain,
On Thu, May 7, 2009 at 4:06 PM, Romain Charbit romain.char...@gmail.com wrote:
So there's no way to change the mouse cursor when using
GraphicsWindowEmbedded?
This is correct. GraphicsWindowEmbedded is effectively a non op, it
doesn't provide any functionality apart for making it
Hi Hartmut Windows users,
Has anyone tested Hartmut changes? Hartmut changes look like there
would be appropriate for merging into the OSG-2.8, but I won't do this
till we're absolutely sure there is no collateral damage.
Harmut could provide a bit more information about why these changes
are
Is there a more complex example of using QT (4.5) with OSG (2.8) than the
osgviewerQT example? I want to use the AdapterWidget and interface an OSG
viewer to a QT form which has been designed with buttons/controls using QT
Designer.
Thanks in advance,
Paul P.
Hi,
The Pthreads implementation of the mutex doesn't set it to be a recursive
mutex, so if you try to lock the same mutex on the same thread again, it will
deadlock. The windows critical section, however, allows this. It seems like
it would be best to mark the pthread mutex to allow
Hello Robert,
Is there a reason the copy constructor in Program.cpp would be a bad
thing to be called during copy operations? I do not quite understand
the purposes of this debug statement:
Program::Program(const Program rhs, const osg::CopyOp copyop):
osg::StateAttribute(rhs, copyop)
{
Unless I'm misunderstanding there are already two ways to integrate osg with Qt
(QOSGWidget and adapterWidget - plus a few composite versions)
The osgviewerQT example is a little artificial to avoid the moc step. which is
what I thought the OP was asking about.
It would be nice to integrate
out of source build
source in ~/Projects/osg/OpenSceneGraph
build in ~/Projects/osg/build
[ 88%] Building CXX object
applications/present3D/CMakeFiles/application_present3D-osg.dir/present3D.o
cd ~/Projects/osg/build/applications/present3D /usr/bin/c++
-DOSG_DEBUG_POSTFIX=d -DUSE_SDL -Wall
Alan,
THANKS! I am able to transform from a CADARG tile to an OSG image now.
Together with the georeferencing data coming from GDAL, I should be set.
Thanks for all the pointers.
Michael
From: osg-users-boun...@lists.openscenegraph.org
Hi Robert, all
So, I just want to sum up, which next steps are needed in order to create a
system which should/might improve the etiquette quality in our community:
Having both a first name signature and the full name elsewhere
displayed on the post is the best of both of worlds. On the
I compared examples/osgviewerSDL (which does compile) with
applications/present3D
osgviewerSDL/CMakeFiles/CMakeDirectoryInformation.cmake does contain
/usr/include/SDL in its CMAKE_C_INCLUDE_PATH
but
present3D/CMakeFiles/CMakeDirectoryInformation.cmake does NOT contain
/usr/include/SDL in its
in applications/present3D/CMakeLists.txt
I have added the following 2 lines
SET(TARGET_EXTERNAL_LIBRARIES ${SDL_LIBRARY} )
INCLUDE_DIRECTORIES(${SDL_INCLUDE_DIR} )
just before
IF (SDL_FOUND)
and present3D now compiles and links
As my understanding of cmake is very patchy, I have no idea if
Hi Simon,
I try to build osgEarth pretty regularly on Ubuntu 8.10 and haven't seen
this error before. Perhaps its something to do with Jaunty, I've not tried
it yet.
I'll try to give it a go when I get a chance, I've been wanting to update
anyway:)
Jason
On Thu, May 7, 2009 at 4:23 AM, Simon
As for Wx 2.8, a quick search on Google shows that this could be a bug with the
ubuntu package (__WXDEBUG__ not defined)
[ 99%] Building CXX object
examples/osgviewerWX/CMakeFiles/example_osgviewerWX.dir/osgviewerWX.o
cd ~/Projects/osg/build/examples/osgviewerWX /usr/bin/c++
ah, sorry, a clear case of RTFM here for me
I read the manual and the posts related to Wx a bit more carefully this time,
installed the debug version of the Wx libs, set wxWidgets_USE_DEBUG in osg's
cmake, and ... it now compiles and links ;-)
The only one which is odd is FFMPEG which now
Hi folks,
again I need to test some new functionality, so please ignore this thread.
Thank you!
Cheers,
Art Tevs
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11656#11656
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David Guthrie wrote on Thursday, May 07, 2009 1:50 PM:
The Pthreads implementation of the mutex doesn't set it to be a
recursive
mutex, so if you try to lock the same mutex on the same thread again,
it will
deadlock. The windows critical section, however, allows this. It
seems like
it would
Hi all,
After reading this thread, i think i'm in the right place. Please let me know
if I'm not w/my question.
I've got one scene, two graphics windows each with a different camera and I
want to be able to manipulate the camera in each window separately.
Right now, when I move one camera
Allen,
Have you tried just setting the camera manipulator for each camera?
Something like:
Ownship1.view-setCameraManipulator(new osgGA::TrackballManipulator);
Ownship2.view-setCameraManipulator(new osgGA::TrackballManipulator);
If you don't want to use the manipulators, you can certainly set
Hi,
I hope this is the right place for this post. Sorry if it's not.
Does anyone know of any OSG training courses being held this summer?
Thx! :)
Allen
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11660#11660
Robert Osfield wrote:
Hi Jason,
...
Is this work published?
Not yet, but we're hoping to release it soon. It'll be in the new
version of our VESS library (http://www.irl.ucf.edu/software/vess).
What Xml parser did you use?
libxml2, along with a fairly thin wrapper layer that
Hi Allen -- I'm not planning on offering an OSG course until later this
year.
I am, however, offering a course in OpenGL 3, as mentioned in my post from
Monday, with subject Announce: OpenGL 3 Training Offered. More info at
www.techsoupcorp.com.
Paul Martz
Skew Matrix Software LLC
Isn't the debug runtime libraries not available (and not
redistributable) on a machine without MSVC?
So you can only distribute release versions of the all/plugin.
Ciao!
mario
lucas Grijander wrote:
ok, the collada plugin is working in release mode! good... but for the
debug
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