Thanks for all that work!
I still rebuild about every day doing some small functional tests.
At home, I regularily build flightgear with current trunk which worked as
usual up to yesterday evening.
Also: what a nice idea to write gl.Vertex3f()
:)
Greetings
Mathias
--
Dr. Mathias Fröhlich,
Hi,
I tried to copy some code from Examples osgmanipulator to Examples
osgviewerMFC to see the draggers running the MFC view. But when I drag the
dragger, the example down, break at function
CommandManager::addSelectionsToCommand. From the IDE(VS2008+SP1) watch window I
saw the memory of
Hi Alejandro,
Unfortunately the .ive plugin isn't forwards compatible - it can't
accommodate changes to the file format that will be made in the
future, so if the format has even been slightly amended in a new
version of the OSG, trying to use that file format in older version of
the OSG won't be
Hello Robert !
I followed this thread as I'm facing the same issue Justin discovered:
- I'm on Windows (XP Vista)
- using OSG 2.8.2
- using wxWidgets 2.8
And I built a multiple view application.
Thoses views are currently built around multiple osgViewer::Viewer objects.
Some of those views may
Jason,
I'm going to try the 'project textures onto the terrain via UV mapping'
solution today. I searching how to do this right now and I'm not sure if I
finding relevant information. Can you provide a brief/high-level description
of the steps I would need to go through to perform the UV
Hi,
you could look at osgSim::OverlayNode for a start.
jp
James Adkison ARA/CFD wrote:
Jason,
I’m going to try the ‘project textures onto the terrain via UV mapping’
solution today. I searching how to do this right now and I’m not sure
if I finding relevant information. Can you
Hello OSG/VPB users,
Has anyone built VPB with mingw and g++ 4.4? I have built GDAL and OSG
(2.9.5),
but I've just seen that the default VPB build for Windows links against
OSG .libs
rather than .a's? Has anyone got any advice (other than 'use MSVC!') on
where to
change the build system to
Hi Robert,
While we're talking about your recent changes, it seems there's a typo
in the GLBeginEndAdapter header:
http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk
void setState(State* state) { _state = state; }
State* setState() { return _state;
Hi J-S,
On Thu, Oct 22, 2009 at 1:51 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com While we're talking about your
recent changes, it seems there's a typo in
the GLBeginEndAdapter header:
http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk
void
Hi Markus,
I just tried the osgearth_fadelayers example with osgEArth 1.2 against OSG
2.8.2 and it worked fine for me. Does it not fade between the two layers
for you? What kind of graphics card are you using?
Jason
On Mon, Oct 19, 2009 at 7:57 PM, Markus Lacay markus.la...@gmail.comwrote:
Hi Paul,
I am not that familar with customizing RenderStage, but it seems it would be
the way to go. However, I am not sure if using own RenderStages is that easy in
osg.
I solved my problem in a different way. So, this is how I do with osgPPU in a
new module called UnitBypassRepeat:
- use
I am using a Gigabyte HD4850 (which is really an ATI Radeon HD 4850)
It turns out that perhaps I was mistaken in it not working. It just is not
working in the way that I thought it would. When I approach earth, the layers
do indeed fade, but the behavior that I was expecting was that I could
Hi Art,
just a question...
Art Tevs wrote:
- then as soon as I reach a group node, which's subgraph should be
repeated, I retraverse the subgraph as often as there are iterations
Is the number of iterations known before execution?
jp
Cheers, art
Paul Martz wrote:
Hi Art -- I'm
Hi Markus,
The FadeLayerNode does let you specify the opacity of a layer. All the
osgearth_fadelayers example is doing is calling fadeLayerNode-setOpacity
with the opacity based on the camera elevation. You can look at the
osgearth_toc example which changes the opacity more like using a
Hi,
I'm looking for a callback that would be called just after the swap
buffers occurs. Is there any ? if yes, where ?
Thanks in advance !
Fred
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osg-users mailing list
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J.P. Delport wrote:
Art Tevs wrote:
- then as soon as I reach a group node, which's subgraph should be
repeated, I retraverse the subgraph as often as there are iterations
Is the number of iterations known before execution?
In Art's case, the number of iterations would have to be known at
Art Tevs wrote:
- then I have specified some kind of extra pre-draw callback for this special
repeatable group node (by placing empty drawable under that group), which is
active only on iteration = 2. In this callback I reset textures to the shaders
accordingly to the output of the very last
Hi J.P.
No, before the execution the number of iteration is not known. However the
iteration number is known just right before rendering the subgraph. So in
programming language paradigm it is the same as for-loop with known number of
iterations.
In the future one can think on iterating until
Hi J.P., Paul
yes, exactly like Paul said, I know the number of iterations at cull time.
Chaning the number of iterations at rendering time would be either to write a
special RenderStage, as Paul propose, or to write a draw callback which will
iterate the whole execution. However, this seems to
I played around with the osgsimulation example, and I think I may have
misunderstood exactly what function the OverlayNode class performs. Using my
shapefiles and one of our existing terrain files (build with VPB) I could never
get the shapefile overlayed onto the terrain. If the shapefile
I mean, the camera finalDrawCallback() is called just BEFORE the
buffers swaps, isn't it ?
is there a callback (or other system) for just AFTER the swap ?
Fred
On Thu, Oct 22, 2009 at 4:29 PM, Frederic Marmond fmarm...@gmail.com wrote:
Hi,
I'm looking for a callback that would be called just
In a recent message thread about Robert's OpenGL ES work keeping him from
being able to
make a new public release, the following exchange occurred:
The idea of have a range of engineers to have write access to
branches and with the ability to taken the driving seat with making
stable
Sorry to chime in late on this.
Chris 'Xenon' Hanson wrote:
It seems like we don't have any capacity in this regard right now.
I'll shorten the
question -- other than Robert, who does have SVN commit access?
I am booked 100% with client work, and if my clients are content on the
current
Paul Martz wrote:
I am booked 100% with client work, and if my clients are content on the
current release, and there are no pending new features that the clients
need, then I have no funding or availability to support a new stable
release.
And that's totally reasonable.
Ultimately, Chris,
Robert Osfield wrote:
Perhaps making a separate branch for your work from 2.8.2 would be
more appropriate. This way you make may the changes you feel are
appropriate, and then I can review these and considering how best to
merge the features into svn/trunk, without us having to break the ABI
of
Chris 'Xenon' Hanson wrote:
While I'm very opposed to the nasty merge part, I don't have any need to
force any
sort of branches or releases myself. I'm simply trying to look out for the
continued
maintenance of the entire trunk.
I, too, would like to see some increased bandwidth in
Hi Chris,
I think part of the reason that there has been a relatively quiet
response to this is that it wasn't very clear from this discussion how
exactly people could help.
As you say everyone here is working during the day, usually on
something quite unrelated, so available time to dedicate to
Kim Bale wrote:
I don't know what is required in getting a release out, but if it's
not going to take too much time I'll be happy to volunteer.
Robert kind of summarized it under the original thread titled Re:
[osg-users] SVN
commit bottleneck in his response on Oct 16th.
What he's
Jeremy here. I haven't posted or even received posts in about 10 months,
so I've been out of touch. For those of you who don't know, I was (at
one point) a moderately active participant in the OSG
development/submission process.
About a year ago I mentioned that I was diagnosed with Leukemia
Jeremy Moles wrote:
Anyway, I'm glad to have some of my motivation back. :) With the
transplant happening soon and a fairly decent chance of it being
successful, there is much to be optimistic about!
Rock on.
I don't have any feedback for you, having never used osgWidget, but good on
Hi Chris,
Ok well, from what I can gather from that post it seems pretty
straight forward.
So if Robert or whoever wants to gather a posse I'll bring my six
shooters. I can be contacted on the list or using this email address.
Cheers,
Kim.
2009/10/22 Chris 'Xenon' Hanson
Hi Jeremy,
I don't have any feedback for you, having never used osgWidget, but good on
you,
Aye same here I'm afraid, I've not had cause to use it. But I hope the
transplant goes well. I remember you posting about the Leukemia a
while back and then went very quiet so it's good to see you
Kim Bale wrote:
Ok well, from what I can gather from that post it seems pretty
straight forward.
So if Robert or whoever wants to gather a posse I'll bring my six
shooters. I can be contacted on the list or using this email address.
I think I became the de-facto posse leader because we're
Hi Jeremy,
Great to see you back here!
I will be undergoing a bone marrow transplant here in the next 3 weeks,
That's great news! I really hope it goes well for you and that you
recover quickly.
I know that osgWidget has been around for a while now, but I'm not
entirely sure people are
Chris 'Xenon' Hanson wrote:
I think the normal posse rallying cry is Who is with us? If we can get a
few more
people who can work on this on a rotating basis, I think we can really help
things along
without taking away anything Robert wants to keep control of.
I'm running a more-or-less
On Thu, 2009-10-22 at 15:10 -0400, Jean-Sébastien Guay wrote:
Hi Jeremy,
Great to see you back here!
I will be undergoing a bone marrow transplant here in the next 3 weeks,
That's great news! I really hope it goes well for you and that you
recover quickly.
I know that osgWidget
Hi Jeremy,
I am excited to see you back on the forum and I wish you all the strength to
recover from you illness.
I am currently finishing a project at work that is using osgWidgets for GUI. I
ran into a couple of problems with the existing implementation and created some
workarounds for
Jeremy,
I hope everything goes well for you.
I have been using osgWidget extensively and it works great for me, i do have a
great number of workarounds though :D
Welcome back
Cheers,
sergey
--
Read this topic online here:
Dear all,
I have a model in obj format and want to load the model into
OpenSceneGraph. When there is no texture, OpenSceneGraph can load the
model fine. But when I use the model with texture, OpenSceneGraph
allocates a huge amount of memory and crashes. I think it's a runtime
bug and would like to
Hi Jeremy,
I totally understand where you're coming from here--and indeed, there
would have to be SOME low-level interface in C++ to build off of--but
the bottom line is, you simply can't (or rather, I can't) build
sophisticated, intelligent, and easy-to-use containers and GUI logic in
C++
Hi,
I am using osgPPU in my app for post processing, but I cannot find a way turn
off it and return to normal rendering (no frame buffer object). Is there a way
to turn on/off the osgPPU?
Also, is there a way to dynamically add osgPPU into osg? since I find unless I
set up osgPPU at
Hi,
I'm trying to add a new View to a CompositeViewer, while the program is running.
I have a dialog toggle button that I want to use to pop up a new view.
The second time I click the button I want to remove the second view.
I added functions to the Viewer to accomplish this, but when I call my
Hi Hui,
have you tried to place an osg::Switch above osgPPU::Processor and use that
switch to disable processor?
Another way would be to set node mask for osgPPU::Processor to 0x0, this should
disable it.
Try this, and let us know if it helps ;)
cheers,
art
Hui wrote:
Hi,
I am using
Has there been any work adding support for KdTrees to the
PolytopeIntersector? A quick search of the mailing list came up with a
discussion about a year and half ago but no indication if there has been
any work since then. I know that the version of OSG I am presently
using (2.9.5) doesn't
[Newbie warning.]
I searched the knowledge base and the list archives and the examples and
cannot find a way to create one viewport in stereo and another in 2D (with
the same data). I'm probably going about this in the wrong way.
I copied and modified osgviewer.cpp and added code from
Hi,
I try add a switch as _group and add processor inside. then
_gropu-setAllChildrenOff(); but then the rendering screen become black. But it
I call _group-setAllChildOn(); then rendering screen back to normal.
Since the osgppu hijack the main camera and set a frame buffer object, I also
James, I am fairly new to OSG so I do not know what specific classes or API
calls might be used.
In non-OSG terms I think a way to do it would be to:
1. Create your lake geometry placed in relation to the terrain
2. Set up an orthographic camera looking from above, down
Hi,
Hui wrote:
I try add a switch as _group and add processor inside. then
_gropu-setAllChildrenOff(); but then the rendering screen become black. But
it I call _group-setAllChildOn(); then rendering screen back to normal.
I tried it also here, and everything works fine. I can switch
Hi,
I ll help on osgAnimation for sure and maybe more if i have time, but i
dont think i will have time to lead a release.
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Thu, 2009-10-22 at 12:58 -0600, Chris 'Xenon' Hanson wrote:
Hi Jeremy,
Welcome back :)
I had used osgWidget a little before and unfortunately I have no more idea
except that, I guess general people prefer to use C++ than Lua. If you can
achieve C++, it would be much better. Thanks for your awesome efforts.
I hope you will be get your health again, God
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