Hi Allen,
see osgplanets example to have a implementation of the
nodeTrackerManipulator.
Hope this can help.
Regards,
Vincent.
2009/6/18 Allen Saucier allen.sauc...@itt.com
Hi,
I am trying to use the nodetrackermanipulator and I am certainly doing
something wrong. Does anyone know of
Hi
I have no longer moving waves in latest SVN .
adrian
2009/6/19 Ümit Uzun umituzu...@gmail.com
Hi Kim,
There is strange view as you can see from osgOcean_Artifact.jpg Is this
artifact or what?
And when creating VisualStudio solution, Cmake doesn't create osgOcean's
Header Files folder
Hi Robert,
VS 2003 - build error with ogr plugin
VS 2005 - build ok
-- Build started: Project: Plugins ogr, Configuration: Release Win32
--
Compiling...
ReaderWriterOGR.cpp
ReaderWriterOGR.cpp(41) : error C2146: syntax error : missing ';' before
identifier 'CPLOSGErrorHandler'
Hi Kim, J-S,
I've run the osgOcean_debug and got the dump.
http://perso.imerir.com/bourdin/wiki/doku.php/en/projets/osgocean#osgocean-1.0-debug
I've made an archive including a screenshot the tiles that were created
and the debug file.
I've made 2 runs, one with libfftss libfftw3f but it does
Hi
could s.o. give me a short hint how I could attach different draggers to one
node and switch between these draggers ?
Thanks
Dieter
Unclassified Mail
Disclaimer:
If you are not
Hi Garrett,
Thanks for your answer. I've made some tests :
- setCullingActive(false) on my node as no effect, still too fast.
- I've also tried to let my video always on the screen, but I still start to
play it after an action, and it's still too fast during the same time than I
waited to play
Hi Alex,
What OS, Hardware, drivers are you using?
Robert.
On Thu, Jun 18, 2009 at 8:24 PM, Pecoraro, Alexander
Nalexander.n.pecor...@lmco.com wrote:
Is there a different or better way to test for anti-aliasing support than to
just call osg::DisplaySettings::instance()-setNumMultiSamples()
Hi Manuel,
What exactly do you mean by distortion and views start overlapping
each other? A screen shot is the best way to convey this.
What type of camera manipulator are you using in your scene?
Robert.
On Thu, Jun 18, 2009 at 11:12 PM, asdf asdfspamcorpeti...@gmail.com wrote:
Hello,
I'm
Hey OSG Community :)
I am coding an algorithm based on billboard clouds described in this article
http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf but I have some
problems for managing the creation of texture files.
I have read to osghud, osgprerender and osgsim::impostor code. I
Hi Adrian,
I'm afraid there is nothing I personally can to about this build issue
- Windows developers who can reproduce the problem will need to look
at it and solve it. The thing I'd look into first would be the roll
of the CPL_STDCALL macro. I didn't write this plugin so I can't
comment on
Dear OSG users,
I just would like to have your feeling on what is the best way to work with 3D
content using Maya (2009) and OSG (2.8.1)...
I was working on old big project based on Maya 6 ang OSG 1.2, using flt export
plugin from Maya and osgconv for .osg output. And then used bad home made
Hi All,
Until now, I have been using VS2003 in all project. But we have upgraded to
VS2008. I don't know why can't load released OSG in Debug mode or vice
versa. It throws and std::badalloc exception while using reading some model
or images by osgDB's static functions(readNode, readImageFile
Hi Robert,
Thank you very much.
regards
adrian
2009/6/19 Robert Osfield robert.osfi...@gmail.com
Hi Adrian,
I'm afraid there is nothing I personally can to about this build issue
- Windows developers who can reproduce the problem will need to look
at it and solve it. The thing I'd look
Hi Ümit,
VS add some dll dependencies to any c++ projet it compiles, so I advice you
to rebuild OSG with VS2008 and use theses new lib and dll to run and debug
your application.
Regards,
Vincent
2009/6/19 Ümit Uzun umituzu...@gmail.com
Hi All,
Until now, I have been using VS2003 in all
HI Christophe,
This shouts out a driver problems. Try updating your laptops OpenGL drivers.
Robert.
On Fri, Jun 19, 2009 at 10:27 AM, Christophe
Herremanchristophe.herre...@barco.com wrote:
Hello,
OSG sometimes fails to read the correct opengl settings ??
This results in a very slow
Hi Christophe,
On 19/6/09 11:27 AM, Christophe Herreman wrote:
OSG sometimes fails to read the correct opengl settings ??
This results in a very slow framerate of 2 fps and numerous messages saying my
driver
does not support GL_EXT_BLENDCOLOR and many others while the driver does
support
Hi,
I am currently trying to build a dynamic line. I mean the extremities of the
segment can be attached to a node and change everytime the node position
relativelly to the world change. Actually, I have a NodeCullback redefined
class and a geode redefined class.
Here is the code :
Code:
Hi,
you can attach an osg::Image directly to the camera (as you do for the
texture). OSG will then read it back for you. Have a look at
osgprerender (look at the code in the callback that access the read back
image) and osgmultiplerendertargets. Inside the callback you should be
able to save
Hi,
try dirtyBound function on your objects that you change.
jp
Adrien Joly wrote:
Hi,
I am currently trying to build a dynamic line. I mean the extremities of the
segment can be attached to a node and change everytime the node position relativelly to
the world change. Actually, I have a
try dirtyBound function on your objects that you change.
+ dirtyDisplayList
Greetings,
Daniel
--
Daniel Trstenjak Tel : +49
Hi Kim,
Thanks for the short explainations. Well first the openscenegraph
motionmodel or manipluators, manager aren't working. it would be good to get
similar behaviour like in application-viewer example. this would be
important for integration into existing applications.
I do now better
Hi Adrian, Kim,
J-S has made a modification to the OceanTechnique base class which
allows you to enable/disable animation.
You’ll need to set FFTOceanSurface::startAnimation(void).
I had forgotten to initialize the _isAnimating member in the ctor and
copy ctor. Fixed - the default behavior
Hi Maxime,
Maxime BOUCHER schrieb:
Hi,
Just a question.
The polytopeIntersections compute the intersections with planes or all
objects in the Polytope?
I mean if I draw the local intersection points will I get an empty or full
shape of the polytope?
The polytopeIntersector performs the
Thanks Robert. Just made myself some static libs on osx. I didnt try xcode
but plain Unix Makefiles work like a charm. With these libs my deployable
executable is only 6mb now. Very nice!
@Chris
I am working cross-platform. So next I am trying to build statics on ubuntu
and windows. Also mingw
Hi again Andrew,
Andrew Cunningham schrieb:
Hi,
I am having some problems with the distance found by the PolytopeIntersector
but only when the geometry I am trying to pick has a non-null (Matrix)Transform in it's
parent.
The PolytopeIntersector registers that object as a 'hit', BUT the
Hello all,
i use the intersectVisitor to get the intersection between a ray and a
geode. It works fine and I'm very happy, because it is very comfortable.
Now I have the point (vector) of intersection, but I need the triangle
of the drawable what I hit. I would like calculate the barycentric
Hi Martin,
I would recommend using the osgUtil::IntersectionVisitor rather than
the osgUtil::IntersectVisitor as the later is deprecated and only kept
around for backwards compatibility.
As for examples of getting the texture coords of a ray intersections
have a look at the
Hi Martin,
I think the intersectVisitor find the triangle, but i can't
get this information.
osgUtil::Hit::getPrimitiveIndex == triangle index in vertex array
Greetings,
Daniel
--
Hi Kim and John
Manipulator developing is a hard task, i will say good and robust and easy
to use manipulator are not quite easy to write or to work out. So it would
be important having default or common manipulator working with the
osgOcean.
I am wondering why you having problem with terrain
Hi Adrian,
I am wondering why you having problem with terrain mainpulators if the
deformation gets done in vertex shader. so what i would like to mention is the
fact that if the gpu support shader 3 (since 2007) you could pass a texture
with deformation field information to the GPU and then
Hi John,
I'm not quite sure I understand the concept of an ellipsoid manipulator.
Do you mean form an bounding ellipse over the ocean surface from which
would be used to do the intersection?
Wouldn't this suffer from strange intersections nearer the edges?
Regards,
Kim.
-Original
Hi Yurii,
On Mon, Apr 20, 2009 at 8:51 PM, Yurii Monakovmonako...@gmail.com wrote:
The problem was in wrong diagnostic message (from
vpb::DataSet::_writeNodeFile). In fact, osgDB complained about missing *.ive
plugin, which was not on the path. Debugging is a great thing.
I have just
Hi Peter,
Although your fix did not work - it is definitely the scale part of the
transform causing the problem. If I remove the scaling part of the transform ,
then the polytope picking works as expected
...
Andrew
--
Read this topic online here:
Hi Chris,
I have just tracked down and fixed the problem in VPB that was causing
this problem with building databases when then destination resolution
is greater than the source data. I have tested this fix against the
data and command line options you supplied and everything looks to be
fine
I'm running on Redhat Linux:
$ uname -a
Linux cavs 2.6.18-92.1.22.el5PAE #1 SMP Fri Dec 5 09:58:49 EST 2008 i686 i686
i386 GNU/Linux
My video card is an NVIDIA GeForce 9600 GT, here is some driver information
from my X log:
NVIDIA GLX Module 173.14.12 Thu Jul 17 18:36:35 PDT 2008
NVIDIA
Dear Kim,
2009/6/19 Kim C Bale k.b...@hull.ac.uk:
Pierre,
Many thanks. I've downloaded the debug data, and it's looks fine :(. The
vertices seem to be ok and so does the mipmapping information.
You mention that the you've tried it with a different graphics card and it
worked. Was this
Robert Osfield wrote:
Hi Chris,
I have just tracked down and fixed the problem in VPB that was causing
this problem with building databases when then destination resolution
is greater than the source data. I have tested this fix against the
data and command line options you supplied and
In the end I rendered all 255 characters of my chosen annotation
font/style/size into 255 gl bitmaps, then use glBitMap to draw strings on the
fly composing them from the character bitmaps
--
Read this topic online here:
Hi -- I'm wondering if one of the Oceanus developers will be at
SIGGRAPH, and if so, would be willing to give a 5-minute
presentation/demo of Oceanus? I personally haven't had time to try it
out, but it has obviously generated a lot of interest and I think it'd
be a valuable addition to the
Morning all,
Okay, bear with me if this seems an extremely dumb question. I'm extremely new
to OSG (heck, I'm new to 3D graphics in general, I've only made it through
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much
as fast as I can and what might seem obvious
Hi all,
I just wanted to let people know that as of yesterday, the osgOcean
trunk is OSG-2.6 compatible. Our framework here at work is still using
OSG 2.6, and so when I integrated osgOcean into it I made the necessary
changes.
It might even run on earlier versions, but I can't test that.
Kris Dale wrote:
Morning all,
Okay, bear with me if this seems an extremely dumb question. I'm extremely new
to OSG (heck, I'm new to 3D graphics in general, I've only made it through
Chapter 5 of the OpenGL red book...), and I'm basically having to learn as much
as fast as I can and what
Hi all,
I was recently playing with osgscreencapture and was wandering what is
responsible for different PBO support, one of my machines supports
single_pbo ( centos) and second one supports double_pbo (windows xp), is it
driver dependant or hardware dependant, or os dependant? or what am I
Hi,
Now I am stuck on linux (ubuntu 9.04). I was able to build OSG as static libs
without a hick. When I try to run the my app I get linker problems. If I switch
in the dynamic precompiled binaries from the wiki the built goes fine. I am
afraid I might miss something obvious that xcode does on
Thanks Vincent and JS;
It is interesting no-no which is seen to me odd :) It always restrict us
while using created dll project which uses osg. So I have to create my own
dll project in two version (debug and release) for compiling new project
which uses this dll in it for possibility of beeing
Hi,
could I write a new plugin which transfers my file to osg, and I want use the
command:
osgviewer myfile
and I am sure I can transfer myfile to Geode*.
but, when the program run, the warning: could not find plugin to read objects
from file...
Also, I set the PATH and OSG_LIBRARY_PATH to
Hi Ümit,
It is interesting no-no which is seen to me odd :) It always restrict us
while using created dll project which uses osg. So I have to create my
own dll project in two version (debug and release) for compiling new
project which uses this dll in it for possibility of beeing different
Hi again,
Since I got stuck on linux I continued my little adventure on windows VC9sp1.
Unfortunately I got stuck at pretty much the same spot. I wonder if my problems
on these two platforms have something in common. My OSG static libs built fine
under windows but when I try to use them in my
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