Hi,
On 08/06/10 17:52, Felix Morsdorf wrote:
Dear all,
I am a happy (and thus mostly quite user) of OSG since a number of years but
now have run into a problem with VPB:
when generating a Pagedlod database with 10 subtiles regions, it will use the
eight cores of my mac pro and build these
Hi Dieter,
On Tue, Jun 8, 2010 at 4:52 PM, PFEFFER Dieter In my terrain
database I use satellite images and a generic water texture.
In the highest LOD I can see many tiles which have all the same water
texture (512x512); I suppose this texture, although it is identically for
all water tiles,
Hi,
think it's Paul Martz that did it:
http://code.google.com/p/osgbullet/
jp
On 09/06/10 01:11, Martin Naylor wrote:
Hello,
I must have unconsciously read that somewhere. I didn't even know Bullet
existed, not alone osgBullet ;)
Cheers
Martin.
-Original Message-
From:
Hi Felix,
Using the all the cores on a the master is a fallback for when you do
provide any information about the machines you want to use. To
specify the machine setup you use the --machine mylocal.machines, then
set mylocal.machines to:
Machine
{
hostname localhost
processes 4
}
Then
Hi Thomas,
You aren't specific about which version of the OSG you are talking
about so it's difficult to give any specific advice. The best I can
suggest is that svn/trunk has a number of bug fixes/improvements to
DatabasePager that would make it worthy of updating to.
Robert.
On Wed, Jun 9,
hi,
I was using the last trunk version of today ( i dont have the version number
right now ...) something really weird was happening because even by using a
osgviewer and setting a large file the datapager was not working and was
increasing the memory ... after removing the environment
This was just a bug brought in with the 3D Studio Max texturing features.
Now fixed :)
On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm trying the FBX plugin with some models with more than one material
applied to a single mesh. I created a box and assigned it a
Hi all,
I need to
set up two cameras in my scene and highlight the region seen by a particular
camera when seen thru the other camera.
Is there a simple way to do it?
Thanks,
Nikhil
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Hi,
as you know I wanted to try to add the possibility to read vertex animation
data from point cache files, so I started looking at existing code in order
to figure out where the integrations should be done. I have really basic
experience with animations in OSG, so I'd like to share my ideas with
Great!
Cheers.
Alessandro
On Wed, Jun 9, 2010 at 11:14 AM, Michael Platings mplati...@gmail.comwrote:
This was just a bug brought in with the 3D Studio Max texturing features.
Now fixed :)
On 8 June 2010 09:08, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm trying the FBX plugin with
Hi guys,
With great interest I am reading all the FBX related threads. I picked
it myself and the first tests are working well. Thanks for your efforts!
Michael, you mention 3D Studio Max... Which version are you using? I
have 3dsmax8 and 9 so I wonder if I can use these too.
Thanks
Thank you, I understand but how can I disable this VC errors?
Are an OSG bug?
Another error that breaks also in NodeCallback function is
Access violation reading location 0xcdcdcdcd.
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Hi Raymond, I'm not using 3D Studio but the plugin should read FBX files
exported from any version of any application. The test I apply is this - if
the official Autodesk FBX Quicktime Viewer can view an FBX file,
OpenSceneGraph should be able to view it just as well or better. For the
majority of
Thanks for your research Alessandro :)
Vertex caches sound like just another way to store morph geometry.
osgAnimation::MorphGeometry is just a series of 1 or more geometries (each
one stored in a MorphTarget) so in theory it should be as simple as loading
each bit of vertex cache geometry into a
daniele argiolas writes:
Thank you, I understand but how can I disable this VC errors?
Are an OSG bug?
You'd better not do that, because they point errors in *your* code. OSG
is accesing a node that you might have deleted from the heap. It could
work in Release mode because freed memory might
Hi Michael,
Ok, I understand, thnx. I will try it out.
Cheers
Raymond
On 6/9/2010 12:13 PM, Michael Platings wrote:
Hi Raymond, I'm not using 3D Studio but the plugin should read FBX
files exported from any version of any application. The test I apply
is this - if the official Autodesk FBX
Hi All,
How Can I display image or texture very small
with respect to viewport Size .
regards,
Nitin
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it is a 3d region
thanks for the info
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Hello Vincent,
I was wondering if anyone has tried back porting ffmpeg to 2.8.2? Please advise.
We have used the ffmpeg plugin in OSG versions as old as 2.6 without
problems (at least none I can recall now, so if we had any problems they
must have been easy to fix).
In theory all you
Hi everyone,
I would like to find a way to animate my material (amb, diff, spec,
emiss), and more specifically for now: the alpha component. Now that
osgAnimation is very useful I would like to implement this via
osgAnimation. In the examples (svn) I don't see an example, or else I am
Hi,
Have a look to the nathan.osg example file, one of the animations animates
the material.
Cheers,
On Wed, Jun 9, 2010 at 2:48 PM, Raymond de Vries ree...@xs4all.nl wrote:
Hi everyone,
I would like to find a way to animate my material (amb, diff, spec, emiss),
and more specifically for
Hi,
Ah, I did take a look at nathan but not close enough, obviously...
Any idea how to get it from 3dsmax?
thnx
Raymond
On 6/9/2010 2:51 PM, Serge Lages wrote:
Hi,
Have a look to the nathan.osg example file, one of the animations
animates the material.
Cheers,
On Wed, Jun 9, 2010 at
Hi all!
I am currently rendering to a texture by attaching it to a camera as
Camera::COLOR_BUFFER.
Now I want to read data back to the CPU from this texture. I have looked at the
examples and examined the forum, but I still don't understand how to do this.
Can anyone please point me to the
Thanks Robert,
you are right - the duplicate texture cannot be the problem.
I will check the database structure. I guess that the water tiles are not paged.
Dieter
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
glReadPixels is one way you have to call something like glDrawBuffer
(GL_COLOR_ATTACHMENT0_EXT); when with FBO's I think
( along time since I have done this )
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original
Hi Martin,
you can look at the osgprerender example when use_image is set. You attach an
image to the camera and read the image data in a postdraw callback
-Fred
- Martin Aasen a écrit :
Hi all!
I am currently rendering to a texture by attaching it to a camera as
Hi all,
I'm using an old version of a CompositeViewerQOSG and QOSGWidget, modified for
my needs, and as I switched to OSG trunk version to have good fbx animation
behavior, my NodeTrackerManipulators seems to not receive mouse events at all...
I see that a lot of changes have been made on
I've been playing around with the ffmpeg plugin and I've been very impressed
with how capable it is. The only problem I have with it is that its playback
speed is decoupled from the timing of the main scene.
Does anyone know of an easy way to ensure that the time of the ffmpeg video
is consistent
Hi,
Thanks for the replies, guys! I think we are on to something, but I have to
make myself a bit more clear.
What I want is a function like
float getSample(Texture2D* tex, Vec2 pos),
which will return the float value stored in tex at pos (tex is a float 32
texture with one component) on
As far as I can tell, glGetTexImage retrieve the whole texture data.
If you want to read a subset of that, you'll have to read the framebuffer
object with glReadBuffer/glReadPixels as suggested by Gordon.
-Fred
- Martin Aasen martin-ferstad.aa...@ffi.no a écrit :
Hi,
Thanks for the
Hi,
I'm writing a small test program (source below) that is doing its own viewer
loop. This program runs fine if I run it using viewerWindow-show. If I run
it with my own viewer loop it crashes the fist time it calls frame with a
Segmentation fault in osg::LightModel::apply (see stack trace
Hi Michael,
I've tried to use the same logic of morph geometry but the model couldn't be
loaded. I noticed that fbxMesh-GetShapeCount() returns 0 if the model
contains only point cached data while, I guess, if it were a kind of morph
geometry it should return at least 1, am I wrong? In this case
LightModel::apply dereferences a pointer when it calls glLightModelfv to set the
ambient scene color. Check under a debugger to see if that's a NULL pointer. If
so, the way to resolve this would be to look at how it gets initialized in the
rest of OSG, then duplicate that in your viewer.
My
Hi,
I'm pretty new to OSG so I could be doing this totally wrong but...
I have a scene that contains the earth and a few (3ds) models. Each model has
a PositionAttitudeTransform as its parent. I need to be able to pick each
model using the mouse and I have successfully done that when my
Hi robert,
I have done a simple case using the osgscreencapture where there is a memory
problem , here is the contents :
main , osgscreencapture (I had only one function to send back the image ) , and
screenshot (which is a custom viewer (move the camera around the scene) )
the data for this
Hi,
Paul Martz:
I'm not surprised that this might be something uninitialized as that is what I
was thinking. What surprises me is that my code comes from existing examples
so if my code is not working then the examples should not work either. The
only difference I can think of is that
Hi,
How do I rotate a vector by certain Roll, Pitch, Yaw angles?
Let us say I have a vector osg::Vec3d vector = new osg::Vec3d(10,10,5);
How do I rotate this?
Thank you!
Cheers,
John
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David Glenn wrote:
Hi,
I got my HTC EVO toy this week and I'm already playing with the idea of making Android apps (with OpenGL ES ).
I know that apps for android are mostly based on java, but I have to be the one to ask!
Yea! I know! I Know! |-)
I know that there was an IPhone version
You can make a quaternion from euler angles like this:
osg::Quat q = osg::Quat( pitch, osg::Vec3d(1,0,0),
roll, osg::Vec3d(0,1,0),
yaw, osg::Vec3d(0,0,1));
Then multiply your vector by the quat:
osg::Vec3d rotated = vector * q;
Hi,
I need to draw a polyline from an array of vertex, that is, I have an array of
points, for example:
vertex[1] = (1,3,4)
vertex[2] = (7,4,0)
vertex[3] = (5,5,1)
vertex[4] = (1,2,9)
and I need to join them making a line strip:
For this I tried the following code, but it doest'n work, do
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