Hi Martins,
the writer is still a work in progress so I suspect that feature hasn't yet
been implemented. Talk to Sukender (http://sukender.free.fr/) to find out if
it's on his to-do list, if not then your help will be appreciated ;)
On 10 May 2010 18:29, Martins Innus min...@ccr.buffalo.edu
Hi osg-users,
Is it possible to change the way the data file path list is stored ? I mean
OSG use a double ended queue to store new data file path, isn'it more
efficient to use a list instead ?
In my case i'm adding new file path from a list of new model added to my
scene to help the reader to
Cześć,
Replace it with 720.f/568.
I'm doing this on float but in other place. I set this to this code only for
demonstration.
I known what is being wrong. Angle at lookAt function must be in degrees and
multiple by viewport matrix is also ok.
And now evrething is ok.
...
Thanks
Cheers,
On Tue, May 11, 2010 at 12:04 PM, Alexandre Amalric
alex.pix...@gmail.comwrote:
Hi osg-users,
Is it possible to change the way the data file path list is stored ? I mean
OSG use a double ended queue to store new data file path, isn'it more
efficient to use a list instead ?
Usually the
Hi,
I am trying to use Qt OpenGL widgets as a HUD for OSG. (Wow, I love
abbreviations!)
[url]http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/[/url]
I have managed to get Qt to draw its widgets over OSG, and it looks good.
First I let OSG draw its scene, then Qt
Hi Glenn,
Right now the OSG just supports updating an entire VBO when used via
the osg::Array class.
You could implement your own subrange copying by getting the VBO
handle yourself and then manually doing the copying that you need to
do.
The other alternative would be to look at how one might
HI Christian,
On Mon, May 3, 2010 at 9:02 AM, Christian Schmitt ch...@ilovelinux.de wrote:
I talked to them, they quickly realized the problem and came up with a patch
which is now in trunk:
http://cgit.freedesktop.org/mesa/mesa/commit/?id=26a9b7e4c737c89b47844303bb7413ceab0280a5
Great to
Hi tim,
thank you for your explanations. I'll deal with my own file path list.
Kind regards,
2010/5/11 Tim Moore timoor...@gmail.com
On Tue, May 11, 2010 at 12:04 PM, Alexandre Amalric alex.pix...@gmail.com
wrote:
Hi osg-users,
Is it possible to change the way the data file path list
HI Arthur,
Projective textures such as done in the OverlayNode knows nothing
about depth so can't do what you require as is. The best you could do
is just decide yourself what whole objects have the texturing on them
by enabling/disable the texture modes for them, or excluding them from
the
Hi Lucas,
You can't expect others to dive into huge amounts of code and know
what your problem is. I'm certainly not about to try and can't image
others trying either. Please use small snippets. Also please break
separate issues down into separate threads.
As for DYNAMIC - this is required
HI Luc,
OpenFlight is not an appropriate format for storing volume scene
graphs, it's purely a polygonal based format.
Robert.
On Sun, May 2, 2010 at 6:49 PM, Luca Colombari skyluke...@hotmail.it wrote:
Hi all,
I'm new with OSG v 3.9.6 and I'm trying to understand how convert .osg file
Hi John,
I can't recall the reasoning off the top of my head - it's getting on
three years ago that I was implementing it, in general I have tried to
put functionality into osgViewer::View where possible, but not all
functionality can easily be pushed below
Hi Nitin,
You haven't got any replies in 5 days so my guess is that everyone is
as confused by what you are after as I.
Robert.
On Thu, May 6, 2010 at 10:51 AM, Nitin Rangari
rangari.niti...@gmail.com wrote:
Hi All,
I have 2 Bounding Box one is having Texture and other is having Geometry
Hi Glenn,
On Thu, May 6, 2010 at 2:31 PM, Glenn Waldron gwald...@gmail.com wrote:
I have a single vertex array (in a VBO) that is shared by multiple Geometry
objects. The statistics are showing my Vertex count to be (vbo size)*(# of
geometries). Is this the expected behavior? I was expecting
Hi Ilias,
The only way to change colour via a StateSet is to use osg::Material.
Have a look at the osgscribe example.
Robert.
On Fri, May 7, 2010 at 8:50 AM, De Ilias lalialter-...@yahoo.gr wrote:
Hi,
So what happened whith this? I encounder the same problem. Trying to change
the color of
Hi Mathias,
On Fri, May 7, 2010 at 3:57 PM, Mathias Fiedler
mathias.fied...@xs-embedded.de wrote:
Does the SceneCache really need to be a vector of observer_ptr, or should it
be a vector of plain pointer?
A plan C pointer wouldn't track destruction of the subgraph that it's
referencing so
Hi Pawel,
I'm aware of memory leak associated with the DatabasePager when it
expires subgraphs in certain usage combinations. I will be tracking
this problem down this week.
I'm not aware of any other leaks. Are you using a PagedLOD database?
You don't say anything about your data save for
Hi Martin,
I don't know how to achieve what you are attempting, but in the past
with Qt/OSG integration I have found the most success with getting Qt
to rendering a buffer in main memory then using this as an osg::Image
to render into the 3D scene. The osgviewerQtBrowser using this
approach
I've checked everything with osgViewer. Seems that roblem occurs only under
Fedora 10 (we had no issues with previous stable version). And this is very
strange. Maybe other older distributions are affected as well.
Leaking is visible on standard models (like cow.osg), although slower than on
Hi Robert,
I experimented with osgQT for the last two days and got it working. The
performance was pretty bad, I had 20 fps from the Qt thread with a single
QCalendarWidget displayed. Maybe the performance can be improved if OpenGL
rendering was used instead of the default Qt painting, but RTT
Michael,
OK, I'll take a look. I saw code in there for writing the texture
information out. I'll see if I can figure out where the missing
connection is.
Thanks
Martins
On 5/11/10 5:26 AM, Michael Platings wrote:
Hi Martins,
the writer is still a work in progress so I suspect that
Pertur wrote:
I´m trying to implement osg with CEGUI 0.7.1... we have the osgcegui.cpp
example but is based on older version.!
I'm trying to do similar thing with CEGUI 0.7.1, I've got the code which worked
under plain OpenGL, but under OSG I've got white textures (geometry seems to be
ok,
Hi all,
Everything is in the title : how would you change the size of the whole content
of an osg::Group (or a PAT) as if it was a single object? Is this possible?
Thank you!
Cheers,
Ku
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Maybe I missing something in what you're asking
If you add and remove more data then you simply remove all the child of
the group or PAT and then add the new nodes you want
If you mean you want to actually scale everything under a PAT or group
then you can set the scaling on a PAT, on a group
Hi Pawel,
If the leak issue is isolated to just Fedora and not other linux
distribution it would look like a driver/X11 issue and outwith the
control of the OSG.
Robert.
2010/5/11 Paweł Góralski goral...@ai.com.pl:
I've checked everything with osgViewer. Seems that roblem occurs only under
Hi Martin,
On Tue, May 11, 2010 at 1:39 PM, Martin Scheffler osgfo...@tevs.eu wrote:
I experimented with osgQT for the last two days and got it working. The
performance was pretty bad, I had 20 fps from the Qt thread with a single
QCalendarWidget displayed.
How are you running the viewer?
Hi,
In my application, I created a texture set to the screen size. Ortho camera has
been created to map the texture entirely to the screen. I had created some
osgwidget buttons to have some interaction on texture. But the widget buttons
are, by default, goes behind the texture(in foreground).
On Tue, May 11, 2010 at 7:35 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On Thu, May 6, 2010 at 2:31 PM, Glenn Waldron gwald...@gmail.com wrote:
I have a single vertex array (in a VBO) that is shared by multiple
Geometry
objects. The statistics are showing my Vertex count
I found the cause of missing textures. If you have a Stateset with
textures applied to a Geometry node, it generates an fbx file with
textures. If the Stateset instead is applied to the Geode parent of the
Geometry, you get no texture. Unless Sukender has some suggestions on
how to tackle
Hi everyone,
I' ve been trying to get object picking using the mouse (and later using a 3D
mouse equivalent) in a HORIZONTAL_SPLIT stereo mode setting.
My initial code was using the osgPick methods ...resulting as you might imagine
to completely wrong x coordinates and it took me ages to
Hi Thanos,
I haven't tried it myself yet, but you could try creating the split
screen stereo up in osgViewer as two slave cameras, rather than let
the lower level SceneView implement the stereo. Doing the work in
osgViewer will allow the viewer to know about the viewports and
hopefully do the
I'm running qt and the viewer in separate threads, just like your browser
example. When I render a spin box the fps is 60, when I render a
QCalendarWidget it goes down to 20.
This can probably be improved by using QGLWidget for rendering the widgets to
texture. I am not that deep into the
I've seen many posts on the forum (as well as the QSG) that say that setting
'setDataVariance(osg::Object::DYNAMIC)' will stop nodes from being optimized
out of the graph.
I've had several instances where this doesn't seem to be true. Most recently, I
have an osgFX::BumpMapping node that is
Hi Martin,
On Tue, May 11, 2010 at 4:21 PM, Martin Scheffler osgfo...@tevs.eu wrote:
I'm running qt and the viewer in separate threads, just like your browser
example. When I render a spin box the fps is 60, when I render a
QCalendarWidget it goes down to 20.
Curious, if yo are running in
Hi,
Currently I'm using the osgcegui.cpp and I've made it compatible with
CEGUI-0.7.1.
It build and runs, however when I run the program, the CEGUI windows come up
very dark.
Does anyone have any idea as to what might cause this?
Thank you in advance!!!
Cheers,
Robert
--
Read
robertosfield wrote:
Hi Pawel,
If the leak issue is isolated to just Fedora and not other linux
distribution it would look like a driver/X11 issue and outwith the
control of the OSG.
I've tested under two distributions, I couldn't verify every linux distribution
that is used with osg :),
Hi Pawel,
Could you explain the nature of your database, there is chance you are
seeing something related to the DatabasePager issue I mentioned, but
there is nothing others can do to investigate unless you are more
specific.
Robert.
2010/5/11 Paweł Góralski goral...@ai.com.pl:
robertosfield
Have you turned lighting off?
BTW I'm fighting with it atm. How have you set up rendering of the CEGUI geode
and where have you added CEGUI notifyDisplaySizeChanged and grabGLTexture stuff?
Regards,
Pawel
--
Read this topic online here:
robertosfield wrote:
Hi Pawel,
Could you explain the nature of your database, there is chance you are
seeing something related to the DatabasePager issue I mentioned, but
there is nothing others can do to investigate unless you are more
specific.
Robert,
I cannot be more specific than
Hi,
The rendering is in :
void CEGUIDrawable::drawImplementation(osg::RenderInfo renderInfo) const
{
osg::State *state = renderInfo.getState();
if (state-getContextID()!=_activeContextID) return;
glPushAttrib(GL_ALL_ATTRIB_BITS);
//state-pushStateSet(const StateSet
Hi Pawel,
2010/5/11 Paweł Góralski goral...@ai.com.pl:
Memory usage goes up in linear way and it doesn't stop. I can record a movie
if you don't believe me. Bigger models result in more agressive memory leak
(in osgviewer).
The fact it can be recreated with osgviewer cow.osg is good news in
Hi,
FYI.
Just tested it on Windows, I get no memory growth at all...
Regards
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 11 May 2010 19:41
To:
Hi,
thank you !
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http://forum.openscenegraph.org/viewtopic.php?p=27772#27772
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Hi,
thank you !
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Hi Pawel,
On 12/05/10 2:46 , PaweŠGóralski wrote:
Robert, I cannot be more specific than that. I only can tell how I am able to
replicate
the problem under FC10. I launch osgviewer build from latest developer
release or SVN,
launch osgviewer cow.osg, model displays like always. I'm
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