Hi,
some things you could try:
* switch whatever viewer you have to singlethreaded and see if the
problem persists. E.g.
v.setThreadingModel(osgViewer::Viewer::SingleThreaded);
* make sure the datavariance of the node is set to dynamic, e.g.
-setDataVariance( osg::Object::DYNAMIC );
jp
Hi,
fix attached. There is no magic here, you should have been able to find
out the problems by looking at the osg examples.
You forgot to attach the prerender camera to you main scene. Also, the
prerender camera usually operates in the default OpenGL coord system, ie
z coming out of the
Hi,
paul1...@yahoo.com wrote:
I know I've asked similar questions before but now I'm looking to use
OSG to perform temporal averaging differently than I've asked before.
Is there a way to perform an update, cull and draw on only a
sub part of the scene graph?
I want to average (say) 16
Hi, Kiruba
Maybe, I was successful in building static library on win32.
I run the output file Simple.osg on the desktop.
That is successful.
but I have the plan to run the output fileSimple.osg on the mobile.
unfortunately, on the mobile, output fileSimple.osg is 0 kbyte.
on the desktop,
Hi all,
How can i test the GL_RGBA32F_ARB render to texture quality. i don't know
whether i did a mistake in programming or my Nivida quadra fx 570m with
windows vista driver doesn't support it.
Or do i have to generate an own graphic context for enabling this feature?
/regards
adrian
//
Hi Adrian,
mmm, I'm not sure about the
setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT)
Do you need to use this?
I've only used float render targets with FBOs and I know they work
without special contexts.
ITO quality I suppose you mean you want to find out if actual float
Hi all,
checked out the latest osg trunk on svn and tried to build on my Mac
with OS X 10.5.8.
I'm using Cmake to create regular makefiles.
I opted for using imageio instead of quicktime for images and switched
to Cocoa instead of default Carbon windows
Most of the project builds fine but fails
Hi JP,
2009/8/19 J.P. Delport jpdelp...@csir.co.za
Hi Adrian,
mmm, I'm not sure about the
setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT)
Do you need to use this?
FBO is also ok.
I've only used float render targets with FBOs and I know they work without
special
Hi,
Did anyone built osgOcean in visual studio 9.0. if yes can you tell me the
procedure please.
here is how i tried but it is giving lot of error for me.
first i built solution file using cmake 2.6. with osg 2.8.2 includes, libraries
and fftw3.
when i compile this solution file i am getting
Hi Aburik,
I'll have to have a look at this, it's been reported earlier and I
haven't had time to check it out.
I've just got hold of a copy of 2008 so I'll endeavour to do so today.
Kim.
2009/8/19 Aburik Mathnan foru...@ymail.com:
Hi,
Did anyone built osgOcean in visual studio 9.0. if yes
Hi Jimmy,
On Tue, Aug 18, 2009 at 10:45 PM, Jimmy Lindummy...@gmail.com wrote:
Looking at the CompositeViewer::updateTraversal(), it seems the update
callback is called before update the view matrix, which mean my slave camera
is using master camera's previous view matrix. But I think it's
i have an osg::Geometry. i store it in a class with ref_ptrwhen i delete it,
i expect it to be deleted.
in debug, i saw that the reference count is 2 before this destructor.
even if i set this value to null, there reference count remains 1.
so it is not deleting...
what i want to ask is, how can
Hi all,
for others, it works perfectly
we need just to replace
RTTInfoPreprocessingBackFront._camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER),
_RTTInfoPreprocessingBackFront._image.get(),0,0);
with
2009/8/19 Ufuk ufuk@gmail.com:
i have an osg::Geometry. i store it in a class with ref_ptr
when i delete it, i expect it to be deleted.
in debug, i saw that the reference count is 2 before this destructor.
even if i set this value to null, there reference count remains 1.
so it is not
Hi Ismail,thanks for the advice..
i think what you tell probably works but it is very long process... i
already thought this but i wanted to try my chance here for an easier way..
these recompiling stuff is not easy for me now...
anyway there should be an easier way? if i cant find an easier way,
As I see it this is an issue with not finding symbols that should be
in the zlib and bz2lib. If I had my own project I would have tried to
add -lz -lbz2 to the linker flags but as it is now I don't know where
to put such a thing...
ideas?
On Wed, Aug 19, 2009 at 10:55 AM, Filip
Hi Ufuk,
anyway there should be an easier way? if i cant find an easier way,
i definitely try what you have said..
Set a watchpoint on the memory address of the _refCount member of
this particular geometry object.
Greetings,
Daniel
--
Hi Ufuk;
As I know, If you create a new object with using ref_ptr, object's default
ref_ptr should be initialized to 1. And after you have attached it to your
scene, ref_ptr count gets 2. And after you delete your geometry from your
scene graph ref count gets 1 again. And then this ref_ptr object
Hi Robert,
The ftransform function has been removed from the OpenGl 3.2 core
profile.
Tom Jolley
-Original Message-
From: Robert Osfield [mailto:robert.osfi...@gmail.com]
Hi Paul,
Using osg_*Matrix
would preclude the use of the ftransform() convenience
function
Single threading it seems to work. My guess is that the callback is trying to
access jet_yaw and jet_pitch at the same time as they're being updated. Is
there a another way to get around this than single threading it? I know in
Java you can synchronize functions... though I can't really
Hi Kris,
Set the DataVariance of the Text object to DYNAMIC, then you'd be able
to use all threading models safely, the problem is that you are
changing the text at the same time as it's been read by the draw
thread.
Robert.
On Wed, Aug 19, 2009 at 2:03 PM, Kris Dalecdd0...@uah.edu wrote:
Hi Daniel,
Set a watchpoint on the memory address of the _refCount member of this
particular geometry object.
your idea seems very good but i don't know how to watch a specific memory
address in visual studio. if you know could you tell me because i could not
find.
Hi Ümit,
actually i
err one way you could put a break point in the reference pointer class
where the ref count gets increased
you can make this a conditional with some like if the THIS pointer = the
address of the object your looking at etc
Gordon
Product Manager 3d
Hi Gordon,
i cant place a break point into osg::Referenced class. if i put i get every
classes which are referenced.
and since the compile time, i can not know the address of my geometry i cant
add such an if.
anyway it is the whole rebuild of osg library.
if i venture this, i do the method that
if you know could you tell me because i could not find.
google's your friend:
http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/0ce702d6-5428-4b9b-8113-7fa3afe5b66f
--
Hi !
I m trying to build my reliefs . I already did it some time ago in others
versions .
Now I m not understanding because when I use osgviewer only appears the
plane with the texture but not with the height data.
I m using osg 2.9.5.
i downloaded and compiled virtualplanet builder 1.6.2
my
Hi Daniel,
thanks for link. i searched but all i found was normal debugging and
breakpoints... it really useful for me. i did not know such an ability of
visual studio. i will try to use this way...
---
Hi Ümit,
maybe you are right about being cool...
i realized that the destructor of my
Hi Ufuk;
I am sure this working way is true, because Paul Martz had written a mail
about rep_ptr's working mechanism and in this mail, he had talked about
ref_ptr's automatic destruction in suitable time when realize related
object's unnecessity for working program but I can't find this mail
Hi Ümit,thank you for your attention.. :)
actually i didn't know that it is deleted on suitable time. i always
expected it to be deleted when i set to NULL.
it is good to learn something today :)
thanks again...
On Wed, Aug 19, 2009 at 5:01 PM, Ümit Uzun umituzu...@gmail.com wrote:
Hi Ufuk;
Hi Aburik, Hi Kim,
I have tried building osgOcean on windows XP using MS Visual Studio 9.0
without any trouble...
Can you please explain more in detail the process you have followed ?
I followed the classical way:
- get the OpenSceneGraph sources (2.9.5 in my case)
- configure the build
Hi Pierre, Aburik,
I just compiled the trunk version of osgOcean with the following setup:
OSG 2.8.2 zip source from website
FFTSS compiled as described by Pierre
.NET 2008 on XP64.
With no issue.
You must be missing a critical stage. I think if you follow Pierres
instructions (cheers for that
Mmmm. Okay, that was it, I tried that before but I didn't set it directly to
the text, I set it on the Geode I had attached the Text too.. my apologies.
OSG is still a relatively new thing to me, as is graphics programming in
general. :)
Thanks for all of your help, that seemed to fix it!
Hi,
hmmm, whats the difference between both lines?
Greetings,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16440#16440
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Choi Kwang-Yoon wrote:
unfortunately, on the mobile, output fileSimple.osg is 0 kbyte.
on the desktop, basically output file is 1kbyte.
if any one has the simillar experience, please let me know how to do .
thanks in advance
You don't really explain what is different between the mobile and
Hi Ufuk,
You don't need to know the address of your geometry at compile time.
Put a break point on the place where you create the geometry.
Run to that point and make a note of its address (or copy it to clipboard).
Set a break point in Referenced::ref and right click on the red breakpoint
Of course you spotted the deliberate mistake... should be this==0xblahblah
C.
- Original Message -
From: Chris Denham c.m.den...@gmail.com
To: osg-users@lists.openscenegraph.org
Cc: ufuk@gmail.com
Sent: Wednesday, August 19, 2009 5:10 PM
Subject: Re: [osg-users] Reference count
This does work
I use this all the time, its basic debugging technique to me
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Hi Ufuk,
thank you for your attention.. :)
actually i didn't know that it is deleted on suitable time. i always
expected it to be deleted when i set to NULL.
Perhaps it's as simple as: the render back-end had a ref_ptr to your
geometry because it was busy rendering it. So when you set your
Hi,
Here is the code of frame()
Code:
void ViewerBase::frame(double simulationTime)
{
if (_done) return;
if (_firstFrame)
{
viewerInit();
if (!isRealized())
{
realize();
}
_firstFrame = false;
}
hi,
if you increase parameter v to a big value, you can see the difference in
height of terrain.
在2009-08-19,Carlos Sanches ces...@gmail.com 写道:
Hi !
I m trying to build my reliefs . I already did it some time ago in others
versions .
Now I m not understanding because when I use osgviewer
Hi,
I have a class called A that inherits osgGA::GUIEventHandler and osg::Switch. I
passed in the viewer from the main class to class A through class A's
constructor.
In class A's constructor, i add the eventhandler to itself through the viewer.
The problem occurs when i try to remove the
Hi,
I got the error libcurl.so.3()(64bit) is needed by package
OpenSceneGraph-libs-2.8.2-1.x86_64 (/OpenSceneGraph-libs-2.8.2-1.x86_64) while
installing the libraries, and yes, I have checked and yum says curl is
installed.
Cheers,
Peter
--
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