Thank you very much for your reply !
I understand your suggestion about using external syncs to run at a multiple of
the frame rate but i i don't understand the built in 2 frames of latency in
Nvidia cards.
I tell you this cause i used my system both with and without vsync and i
noticed than
Hi,
i am new to osg.i have learnt to plot a scene using a LAS file in osg.
now i wish to draw a line using mouse on my scene and using the coordinates of
the end points find the distance covered by that line.
can anyone guide me plz
Thank you!
Cheers,
Devanshi :P
--
Read this
Hi Julien,
just to avoid misunderstanding: Manipulator, you are speaking about, is
not the one submitted to trunk short time ago, but the one downloaded
from internet, probably.
John
Julien Soula wrote:
Hi,
Is this manipulator still on tests ?
I just tried it and had the same You are
Hi Shiwei,
On Thu, Jun 24, 2010 at 2:28 AM, Shiwei Hu henry...@163.com wrote:
Thanks for your reply, Maybe the graphics board is bad.
VPB only uses OpenGL for doing texture compression and mipmap
generation, this doesn't need to touch the graphics at all, and even
the Mesa software drivers for
Hi Devanshi,
Have a look at the osgpick example for the mouse to scene
intersections, and osggeometry for line rendering.
Robert.
On Tue, Jun 22, 2010 at 11:15 AM, Devanshi Tiwari devir...@gmail.com wrote:
Hi,
i am new to osg.i have learnt to plot a scene using a LAS file in osg.
now i wish
Hi Bruce,
On Wed, Jun 23, 2010 at 9:23 PM, Bruce Wheaton br...@spearmorgan.com wrote:
So, we would do the same enable calls on state sets with custom made enums,
and then also provide a shader function that will be used only if that
feature is enabled?
Yes that's the idea.
It sounds like
Hi Roland,
On Wed, Jun 23, 2010 at 11:20 PM, Roland Smeenk roland.sme...@tno.nl wrote:
I have to dig up the thoughts I had during the period I implemented the
shader composition that you reviewed. The goals you mention where also the
ones I tried to achieve.
There are lots of parallels with
Hello everybody,
My optimized (compiled with optimization options ..) version shows a blank
screen while the debug version behaves as expected (shows the loaded
geometry).. Can anybody help me with any suggestions ..?
Regards,
Sunil.
___
osg-users
Hi Sunil,
There isn't really any way for others to know what is wrong given such
scant details. You'll need to do some more tests and provide more
information about your hardware/OS/what you app is doing.
Also try standard osg examples such as running osgviewer cow.osg,
does this work OK?
Hi Robert,
I am using ubuntu-8.04. I tried osgviewerQT with both optimized and debug
builds .. it works fine. I will send you the code if I can reproduce what I
am seeing with a simple code ..
Thanks for your reply.
Sunil.
On Thu, Jun 24, 2010 at 3:26 PM, Robert Osfield
Hi Sunil,
On Thu, Jun 24, 2010 at 11:24 AM, Sunil S Nandihalli
sunil.nandiha...@gmail.com wrote:
I am using ubuntu-8.04. I tried osgviewerQT with both optimized and debug
builds .. it works fine. I will send you the code if I can reproduce what I
am seeing with a simple code ..
I don't have
Hi,
Thanks for the reply!
I actually managed to solve the problem, although I'm not sure of what caused
it! :)
Here's the code for my handler, may it help someone in the same case :
Code:
bool CRightPanelEventHandler::handle(const osgGA::GUIEventAdapter ea,
osgGA::GUIActionAdapter aa,
Hi all !!
I have a scene and in a moment I switch ON a lot of particle emitter.
Everything is going well but I see in top linux comand that after that I
turn OFF the particles, the memory continues with the space alocated when I
turned ON.
I m using switch node to atach them.
Is there some way
Hi,
I want to know what is an observer.And how is it generally be used(one or two
things it is most commonly used for).And if possible links to some examples.
Thanks in advance.
Cheers,
nikhil
--
Read this topic online here:
Hi,
We had the same problem here, with an event callback on a camera, the push
event was called two times, and we solved it with the same method as you, we
didn't found time to investigate further.
Cheers,
On Thu, Jun 24, 2010 at 2:45 PM, Ku Krapox kukra...@gmail.com wrote:
Hi,
Thanks for
Hi List,
I have followed this link to load collada plugin in OSG,
i am getting this error in cmake ui tool.
Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR).
i just genearated the solution file despite of this error ,i got dae
plugin into osg plugin but getting
Hello Rakesh,
I have followed this link to load collada plugin in OSG,
i am getting this error in cmake ui tool.
Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR).
This is not related to Collada and should not cause any problems.
i just genearated the solution file
I'm continuing my pondering of shader composition and I'm currently
thinking about extending StateAttribute a little to support shader
composition. Currently we have two virtual methods in
StateAttribute::getModeUsage(ModeUsage) and
StateAttribute::apply(State) that subclasses override to provide
Hi,
I have just manged to get some time to look into the issue and have found what
appears to be a problem.
The build compatablity check that is failing, the previous and current
DatabaseBuilder having a different number of layer image options, seems to be
the correct state when adding a new
Hi Skylark ,
Thanks for your reply. I was not aware of third party lib
also required .Now i have added to cmake and its coming
fine.We should provide some good doc on collada plugin for
OSG.I got only this link but its outdated.
LInk is
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
but not enough to do collada plugin.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29369#29369
___
osg-users
Hi Nikhil,
osg::Observer is a class to derive from if you want to receive a
notification when any other (Referenced) object, previously added/assigned
to the Observer, gets deleted.
For instance the osg::observer_ptr is a kind of smart pointer that is
automatically set himself to NULL when the
Hello Rakesh,
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
but not enough to do collada plugin.
What do you find is missing? I found it completely adequate when I
started building the Collada plugin a little while ago.
If the plugin requires additional
Nice,
I am building and testing the release.
looks good.
René
2010/6/21 Michael Gronager grona...@ndgf.org
Hi Robert,
Congratz with this, but perhaps you should update the date (applies for
2.9.7 as well):
* OpenSceneGraph-2.9.8, released on 18th June 2009, key
I guess it should
Hi,
Using the new serializes for osgTerrain, it appears that the TileLoadedCallback
is not being called when a new TerrainTile is loaded.
This used to be done at the end of the TerrainTile_readLocalData method in the
old (.ive/.osg format) loaded but I cant see it being done from the new
Hi,
I am quite stuck now as to what the best approach is for this behavior using
the new sterilizers and am hoping somebody with some knowledge in this area can
help.
What I need to do is call a static method once an object (TerrainTile in this
instance) has been loaded. I can't see any
HI Brad,
I'm afraid I'm still learning about the serializers myself so can't
provide a quick answer. Hopefully Wang Rui will have some thoughts on
how to do this. My guess is that the design at present isn't set up to
do stuff like this, but is possible to customize the process a bit so
Hi All,
As another step towards experimenting with shader composition I've
renamed the osgshadercompositor example to osgvirtualprogram as this
example is based around a VirtualProgram class, and I'd like to
differentiate between test beds like this and work to towards the
final shader
Hi for all.
I've made a main osg::Group with an osg::NodeCallback attached to call some
stuff each update.
inside my osg::NodeCallback i have:
void
MyCallback::
operator()( osg::Node* node, osg::NodeVisitor* nv)
{
Frame *frame = (Frame*)node;
if( ! frame-main_child )
{
Hi,
Thanks. I have managed to get it to work by writing out a dummy value to the
end of the terrain tile record and then calling the TileLoadedCallback when I
read the value back in but as I said, this is a very ugly hack.
My question now is, at this stage, is it a good idea to rely on the
Hi Brad,
On Thu, Jun 24, 2010 at 4:09 PM, Christiansen, Brad
My question now is, at this stage, is it a good idea to rely on the
TileLoadedCallback mechanism within the current osgTerrain design?
I don't have any plans to remove TileLoadedCallback, but it's a niche
part of osgTerrain only
Hi Brad,
Thanks for the information. I believe this is a bug of the osgTerrain
serializers. I will have a look at it tomorrow and try to submit a fix. I'm
at the timezone GMT+8 and it's a little late at present. :)
Cheers,
Wang Rui
2010/6/24 Christiansen, Brad
Hi,
Thanks Wang Rui. I am also on GMT +8 (Perth Australia) so yes, it is a little
late : )
I am still investigating the issue but it seems the previous problem yourself
and Robert fixed in relation to the reading of .source file has re-appeared. I
will post details if I can confirm the issue
Hi,
I have just tracked down another issue with the VPB serializer. This time the
issue arises when you try to add an optional layer (nb: this fails at an
earlier point with the code in trunk at the moment, I will be submitting a fix
for that tomorrow, though the issue can be demonstrated
Hi Brad,
Unfortunately it's end of day here so I won't have a chance today to
look this bug, tomorrow I'll look into it.
Cheers,
Robert.
On Thu, Jun 24, 2010 at 5:40 PM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi,
I have just tracked down another issue with the VPB
Hi,
I have tracked down the issue further and have attached a 'fix' for the
problem. My code change does seem to work but it is clearly not the correct
solution. Wang Rui (or somebody else familiar with the new serialization), I am
hoping that you will be able to point in the in direction of a
Wojtek,
That worked!!! :D
Good call.
I dont think I ever would have stumbled on that on my own. So thanks, I really
appreciate it.
Cheers,
Phil
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29389#29389
Phil,
This method often works. Use it also for other state attributes which seem
unitialized to proper defaults.
Cheers,
Wojtek
--
From: Phil Fugue poc...@grc.nasa.gov
Sent: Thursday, June 24, 2010 9:10 PM
To: osg-users@lists.openscenegraph.org
Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When
building the osgmovie example I keep getting the attached linker errors no
matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building
everything from scratch. I have a feeling though the ffmpeg
Hi Guys,
We all seem to agree that the topic actually consists from two subtopics:
ShaderGeneration and ShaderComposition. Shader generation would be mostly
used to emulate Fixed Pipeline and replace GL Attributes/Modes with
generated uniforms and shader pieces. ShaderComposition would allow
Hello,
I want to use osg Camera Manipulators in VTP. now ,when I add models
like cow.osg to wxEnviro-OSG with osgGA::TrackballManipulator() ,It looks
OK. But when I Import VTP data, I find that I can not zoom in/out the scene
with right mouse button,while rotate the scene is ok with Left
I have solve this problem myself。
this is because I did not deal the VTP event response and OSG event response
Appropriately.
thank you all the same。
在 2010年6月25日 上午11:14,tang qingyuan tang...@gmail.com写道:
Hello,
I want to use osg Camera Manipulators in VTP. now ,when I add models
Even i followed this link also.You have also mentioned in this
link we should provide good doc.if i am matching your name correctly.
http://forum.openscenegraph.org/viewtopic.php?t=3366
Any way how new user know that third party lib is also required
for building plugin.
Regards,
parmar.
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