Hi Manuel,
Manuel A. Fernandez Montecelo writes:
Hello,
We've uploaded 2.8.2 to Debian after a long delay packaging it, and it fails
to
build on MIPS (ICE, already reported to GNU GCC folk), and so-called ARMEL
architecture (ARM EABI) supported by Debian, with GCC v4.4.2:
Hi Anna,
Thanks a lot for the help!
I followed your steps and almost got it working :)
my problem is that the text appears as coloured bounding boxes (see attached
image).
The events work well.
Did you get this happening in your implementation? any ideas?
Thank you!
Cheers,
Juan Casanueva
Hi,
forgot to mention that I am using osg 2.8.0, on an Nvidia Quadro NVS 290 (with
latest drivers)
Cheers,
Juan Casanueva
--
Read this topic online here:
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Hi J-S,
Jean-Sébastien Guay writes:
Hi Chris,
Is anyone out there doing automated nightly builds on Windows?
[...]
Hm, now that the site responded, I see
that I'm the only builder still submitting build results? That seems
strange, there were at least 10 nightly builds on various
Hi Chris,
On Tue, Feb 2, 2010 at 9:56 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgviewer
While debugging something, I noticed that the listed 'o' keyboard
abbreviation:
Write scene graph to saved_model.osg
HI Cedric,
On Tue, Feb 2, 2010 at 11:58 PM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
Yes i would like to make a javascript output format 'json', because we
use webgl (es 2.0) i would need to have in geometry using only es 2.0
features. I know you made some work about es 2.0 so i had
Hi,
I am pretty new to osg and so far have found it excellent. My query is
regarding Multipass Rendering. I need to do Hidden Line remove using a stencil
buffer. See the Red Book Hidden-Line Removal with the Stencil Buffer, this
is pretty much what I need to do.
I am a bit confused as to
Hi,
I am trying to use OSG to play a video but it keeps indicating to me that it
can't find the plugin. I am trying to load the quicktime plugin in but is
having some diffculties, I have downloaded the quicktime sdk but is not sure
how to use the cmake to configure and generate, can someone
Hi Paul,
I've just checked in some more fixes, could you try them out, and if
any are remaining have a bash at fixing them as I don't have GL3 to
test against.
Cheers,
Robert.
On Tue, Feb 2, 2010 at 10:09 PM, Paul Martz pma...@skew-matrix.com wrote:
Doug McCorkle wrote:
I wanted to check and
Hi Crag,
You could look at the osgreflect example for stencil buffer usage.
Multi-pass can be done in several ways with the OSG, a light weight
approach like the osgscribe uses, or more eloborate schemes using
multiple cameras such as the osgprerender* or osghud examples use.
Robert.
On Wed,
Hi,
On Wednesday 03 February 2010 09:43:15 Alberto Luaces wrote:
I can also test this with qemu if it is more convenient for you.
If you can test that in qemu it would be great, I don't have any such
environment set up (as you say in one entry of the bug reports), so it would
certainly help.
Manuel A. Fernandez Montecelo writes:
Hi,
On Wednesday 03 February 2010 09:43:15 Alberto Luaces wrote:
I can also test this with qemu if it is more convenient for you.
If you can test that in qemu it would be great, I don't have any such
environment set up (as you say in one entry of the
Hi,
Yes the fbx is broken due to the new version of osgAnimation, i cant
compile this plugin because i am not on windows. I suggest to disable
the animation as a quick fix in the fbx while Michael update to the new
version.
Sorry for the inconvenience
Cheers,
Cedric
--
Provide OpenGL services
Hi Robert,
Exactly i want the scene only with shader.
I will have a try with shader gen
Thank you
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2010-02-03 at 09:13
Hi Kian,
I am trying to use OSG to play a video but it keeps indicating to me that it can't find the plugin. I am trying to load the quicktime plugin in but is having some diffculties, I have downloaded the quicktime sdk but is not sure how to use the cmake to configure and generate, can someone
Hi Alberto,
I found that the reports were likely bogus at least for me
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg34227.html
so I stopped submitting my results for a while. I think that having bad
information is worse that not having any at all.
Yeah, you're right
Hi Chris, Robert,
Thanks for bringing this up. I never knew the feature existed before. And it
definitely could have saved me quite a bit of work in the past. I guess I
wasn't diligent enough in going over the code to see this.
What I would find useful in this feature is how to
Hi Chuck,
On Wed, Feb 3, 2010 at 2:28 PM, Cole, Charles E. (LARC-B702)[RAYTHEON
TECHNICAL SERVICES COMPANY] charles.e.c...@nasa.gov wrote:
I've removed the entry and if we do ever add it back then we can
always update the wiki again.
This feature would definitely be useful to me. If nobody
I'm trying to get a good 64bit build on Snow Leopard.
What I've done so far:
Per some other forum comments, I've commented out the build of quicktime
components in CMakeLists.txt.
When running ccmake, I've set the architecture to x86_64.
This resulted in a clean compile, but osgviewer could
On 2/3/2010 5:58 AM, Cedric Pinson wrote:
Yes the fbx is broken due to the new version of osgAnimation, i cant
compile this plugin because i am not on windows. I suggest to disable
the animation as a quick fix in the fbx while Michael update to the new
version.
Is there anything I can do to
Do you guys have any special tips on setting up a nightly build environment?
Or just --
go at it and see what happens.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no
Hi Chris,
Do you guys have any special tips on setting up a nightly build environment?
Or just --
go at it and see what happens.
See the wiki page here:
http://www.openscenegraph.org/projects/osg/wiki/Build/CDash
If all you want is to build nightly (as opposed to publishing the build
On 2/3/2010 8:52 AM, Jean-Sébastien Guay wrote:
Hope this helps,
Thanks! I might try to set this up in the next few weeks sometime.
J-S
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available!
Hi all,
Anyone had tested the EyeFinity technology from ATI :
http://www.amd.com/us/products/technologies/eyefinity/whatiseyefinity/Pages/what-is-eyefinity.aspx
Does it allow to control 6 screens independently or does it work like the
Matrox Dual/Triple head hardware (on the software side it
Hi Chris,
Your best shoot should be to contact Michael
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2010-02-03 at 08:37 -0700, Chris 'Xenon' Hanson wrote:
On 2/3/2010
Am 03.02.10 16:13, schrieb Butler, Lee Mr CIV USA USAMC:
I'm trying to get a good 64bit build on Snow Leopard.
What I've done so far:
Per some other forum comments, I've commented out the build of quicktime
components in CMakeLists.txt.
No need for that, see below.
When running
Hi, most likely Cedric and/or Jason (Beverage),
I would like to try out your directshow plugin in svn, and now I am in
the process of building the BaseClasses of the windows platform sdk.
Although I've searched the net and the platform sdk docs, I cannot see
how I can produce a release
Hi Andrew,
I have used OSG and VTK both. And done something similar in the past.
Can you tell me what you are trying to achieve?
I am keeping this email off the list intentionally.
Thanks,
Aashish
On Tue, Feb 2, 2010 at 2:12 PM, Andrew Cunningham o...@a-cunningham.com wrote:
I was looking for
I have some code that I can post for extracting the data from vtk to
OSG. But yes that would be not the be the best solution specially if
you have dynamic data.
What exactly you are trying to achieve?
On Tue, Feb 2, 2010 at 2:12 PM, Andrew Cunningham o...@a-cunningham.com wrote:
I was looking
Hi all,
I am currently evaluating OSG for a project, and here we already have custom
datatypes for triangle meshes. I'd like to know, is it possible to create a
wrapper class around our triangle meshes so that we can use our data structures
and add them to the scene graph? We do not want to
Hi Raymond,
You should find a baseclasses.vcproj with the sources, opening it with
VS2008 and building the lib should be enough, I've never needed to use nmake
to build it.
Cheers,
On Wed, Feb 3, 2010 at 5:44 PM, Raymond de Vries ree...@xs4all.nl wrote:
Hi, most likely Cedric and/or Jason
Hi Raymond,
I remember it was tricky to build with the old version of sdk (2003), i
guess you can find information with google. But i recommand you to build
it with recent version of plateform sdk.
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric
Hi Manu,
I haven't tried osgEarth+multi-views+multiple-contexts like you are
attempting so can't offer to much insight. In your investigation one
thing you could try is instead of creating two windows/two graphics
contexts, is to create a single window/graphics context and then have
the two
HI
Yes you can do this
One way which works well is to derive your own custom drawable derived
from osg::Drawable
Then in the ::drawImplementation you can draw what ever you need to do,
but YOU have to manage the Opengl State and ensure you return it to its
state when you ::drawImplementation
Hi Martin,
On Wed, Feb 3, 2010 at 4:37 PM, Martin Ankerl martin.ank...@gmail.com wrote:
I am currently evaluating OSG for a project, and here we already have custom
datatypes for triangle meshes. I'd like to know, is it possible to create a
wrapper class around our triangle meshes so that we
Hello Ted,
thanks very much for any insights, suggestions, help--
Sending the same message three times won't get answers quicker...
I have never tried the code you're referring to, so other than suggest
to trace into the code (or place breakpoints where the OSG view matrix
is updated and
On Wed, Feb 3, 2010 at 11:09 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hello Ted,
thanks very much for any insights, suggestions, help--
Sending the same message three times won't get answers quicker...
yeah -- it didn't show up back on my e-mail so i thought i
Hi Raymond,
Just wanted to give credit to Cedric for the osg DirectShow plugin, I
had sent out an email quite awhile about about public interest in an
open sourced Direct Show plugin but never got around to releasing one.
Kudos to Cedric for beating me to the punch :)
Thanks,
Jason
On Wed,
hmm, look sreally weird.
It looks like some depth precision problem. Unfortunately I can not help here,
because I have neither an ATI card nor a MacOS to test the issue. If you could
find out what causes this behaviour, so it would be very cool.
regards,
Art
--
Read this topic
Thank you but it was released because Tharsis Software paid me to do it,
thanks to Tharsis Software :)
Cheers
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2010-02-03 at 12:27
I am working on Windows 7 and it works like a charm with the Win7 SDK.
On Wed, Feb 3, 2010 at 6:49 PM, Raymond de Vries ree...@xs4all.nl wrote:
Hi guys,
First of all, thanks a lot for your quick reply! As it turned out, I also
had a more recent platform sdk on my system (win vista). Out of
Hi
I already have the osgVTK kit as listed on
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits
As far as what specific visualizations I am after...
- Real contour plots
- Isosurfaces
+ possibly many of the other types of sci-visualizations (streamlines etc) in
the future.
Hi,
Ok, nice to hear. Which version of directx are you using? My directshow
build on Vista, using directx August 2007, resulted in a missing symbol...
Cheers
Raymond
Serge Lages wrote:
I am working on Windows 7 and it works like a charm with the Win7 SDK.
On Wed, Feb 3, 2010 at 6:49 PM,
I think it's one of the latest :
Microsoft DirectX SDK (August 2009)
On Wed, Feb 3, 2010 at 7:03 PM, Raymond de Vries ree...@xs4all.nl wrote:
Hi,
Ok, nice to hear. Which version of directx are you using? My directshow
build on Vista, using directx August 2007, resulted in a missing symbol...
Thanks, Robert -- Your fixes have resolved the issues.
I've set up a CDash nightly build for the GL3 configuration, so
hopefully can catch these issues soon after the commit.
FYI: You can download gl3.h from opengl.org and that should allow you to
do GL3 builds. GL3 runtime hardware support
I'm trying to set a culling mask for osg::writeNodefile
so that certain items are drawn in the scene but not saved (gridlines, axes,
labels etc)
I have a specific bit pattern in their nodemasks but I can't find how to set a
corresponding culling mask for the write?
Martin
--
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
configuration. It wasn't difficult. Skype me if you run into any issues.
-Paul
Chris 'Xenon' Hanson wrote:
On 2/3/2010 8:52 AM, Jean-Sébastien Guay wrote:
Hope this helps,
Thanks! I might try to set this up in the
On 2/3/2010 11:19 AM, Paul Martz wrote:
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
configuration. It wasn't difficult. Skype me if you run into any issues.
Ok, thanks! I am still trying to decide which machine to have to the work. ;)
-Paul
--
Chris 'Xenon'
Paul Martz wrote:
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
configuration. It wasn't difficult.
...and it just completed and published. The system name is UTAH.
-Paul
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Hi Paul,
Hi Chris -- I just set up a nightly OSG build (Vista/VS9) for the GL3
configuration. It wasn't difficult.
...and it just completed and published. The system name is UTAH.
Perhaps you should change the name so it reflects it's a GL3 build
(something like UTAH (GL3)). You can do
If you could find out what causes this behaviour, so it would be very cool.
I don't think I can work this out, sorry.
Christian.
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Hi,
thanks for suggesting osgGA::NodeTrackerManipulator to follow my
object. How do I get the Camera to stop accumulating the positions
of the object? It keeps getting pushed further and further away as
the object is displaced throughout the path (via a MatrixTransform node).
Or, it is if the
Hi Martin,
I'm afraid there is no such thing as a write mask in the OSG.
Robert.
On Wed, Feb 3, 2010 at 6:20 PM, Martin Beckett m...@mgbeckett.com wrote:
I'm trying to set a culling mask for osg::writeNodefile
so that certain items are drawn in the scene but not saved (gridlines, axes,
Hi Patrick,
Thanks for the confirmation.
Cheers, have fun
Raymond
Patrick Pelletier wrote:
Hi,
I'm currently using osgWidget for OSG 2.6.0. All I can say that I like it since
I can't speak for osgPango because I haven't used it yet. osgWidget works
without a hitch on Windows.
...
Jean-Sébastien Guay wrote:
Perhaps you should change the name so it reflects it's a GL3 build
(something like UTAH (GL3)). You can do that through the CMake GUI, in
the advanced options change the SITE setting to whatever you want IIRC.
Thanks for the tip, J-S.
-Paul
Is there a better approach?
-Basically I just want to flag certain nodes (and their children) as not part
of the model.
At the moment I do this with a bit in the nodeMask, so they can't be picked,
don't contribute to the bounding box etc.
Shouldn't be difficult to add a test to the writer -
Hi Ted,
Or, it is if the Camera keeps getting 'pushed' further away as the
object is being displaced.
I remember seeing this too. The trick is not to track the
MatrixTransform itself, but to track its child (if there is no unique
child, then reformat your graph by creating a single
Hey, all...
I've just run into the same problem. The first of the errors is when building
SiltEffect (the third cpp in the compile) where Visual Studio 2008 complains:
1C:\[]\OpenSceneGraph-2.8.2\include\osg/State(1729) : error C3767: '':
candidate function(s) not accessible
Followed
All,
Does anyone have any experience using OSG with GL studio? We are having some
issues that we would like some input on. I wanted to place a general inquiry
before getting specific on the problem at hand.
Thanks,
-Shayne
smime.p7s
Description: S/MIME cryptographic signature
Hi Ted,
I remember seeing this too. The trick is not to track the
MatrixTransform itself, but to track its child (if there is no unique
child, then reformat your graph by creating a single osg::Group below
the MatrixTransform that contains the MatrixTransform's old children).
For some
Hi Chris,
Here's hoping someone has figured out this problem in the last 6-7 months since
this thread was active... Because I'm stuck.
I've used VS2005SP1 to build osgOcean and have been doing so
successfully since the start of the project... What version of OSG are
you building osgOcean
Hi, J-S...
My settup isn't much different than what has been reported previously in this
thread, by both people for whom this worked, and that had the errors.
OSG 2.8.2 (last Stable release)
osgOcean 1.0.1 (latest release)
Visual Studio 2008
And the errors for the first cpp with problems:
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Does anyone have any experience using OSG with GL studio? We are having
some issues that we would like some input on. I wanted to place a
general inquiry before getting specific on the problem at hand…
I haven't rendered any GL Studio
Hi all,
i work with OSG for fun, and i have created a DataBase for whole Italy at HiRes
1m/pixel in about 3 weeks.
The final DB is about 600G. The Source Images are about 13000 GeoTiff files
(700G), and about 10 DEM files (40 meters res, 2.5G)
I have used and old notebook dual core 1.6Ghz, and
yep -- that fixed it.
thanks,
T
On Wed, Feb 3, 2010 at 3:05 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Ted,
Or, it is if the Camera keeps getting 'pushed' further away as the
object is being displaced.
I remember seeing this too. The trick is not to track the
Roger James wrote:
GLIntercept also logs a number of GLI | GL ERROR - Function
wglGetPixelFormat generated error 0x0502 which seem to be as a result
of a wglGetPixelFormat call from within the nVidia opengl driver
interface layer. These may be something to do with my rendering
problem.
Hi,
I'm a newbie and trying to find as many examples as I can. What I am
looking for is an example of using a vehicle in latitude, longitude and
altitude and placing it in the scene graph. Unfortunately most of the
applications I have found programs such as Flightgear and Simgear and they
just
Thanks for the tip! I'll try it out.
Back with Intel 10, the intel and MS compilers were not compatible at
the link level - maybe they were supposed to be, but in practice, with
OSG at least, it didnt work well. With Version 11, so far so good.
Rupert
Hello everyone !
Robert, in fact I found exactly where the problem comes from:
Above my star object (so all my points in a geometry in a geode) I added an
osg::Camera
On this camera I have an event callback, and in this event callback I used
to set the Camera viewport and graphics window to be
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