Hi,
Can you explain what you mean by dynamically linking the node ?
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Hi George,
On a first read your LogFileHandler looks OK, the Mutex should in
theory resolve multi-threading issues. From the details you've
provide one can't pinpoint what the problem might be so you'll need to
work through iteratively to see what the problem areas might me. One
test I'd do is
Hi Jason,
On 22 November 2011 16:10, Jason Daly jd...@ist.ucf.edu wrote:
Just happened to notice that cdash.openscenegraph.org is unreachable from
here (Orlando, FL, USA).
cdash was done for a day, not sure of the case, perhaps J.L spotted
the problem and fixed it. Just checked it now and
Hi Filip,
On 15 November 2011 10:17, Filip Arlet fili...@seznam.cz wrote:
I think I have similar problem. I studied osg code and find out, that
NodeCallback set as Node-CullCallback is called only if node is not culled
therefore (osgUtil::CullVisitor*)(nv-isCulled(node)) always return false.
Hi Paul,
On 15 November 2011 13:04, Paul Palumbo paul1...@yahoo.com wrote:
The probably is evident when the X server is restarted between these calls to
create the osgViewer::Viewer. I don't think it matters any if the restart is
inside the program or not as long as it happens when no
Hi Jonathan,
On 15 November 2011 13:21, Jonathan Klein jonathan_kl...@web.de wrote:
Well, the problem is, that I need the surrounding heights. It is a terrain
visualisation project and i need to calculate things like openness (some
Ambient Occlusion related thing) or terrain roughness, for
Hi Atillia,
On 15 November 2011 17:00, Atilla Selem ase...@havelsan.com.tr wrote:
In osgmotionblur example, blurring effect is added to the single instance of
osgViewer::Viewer:Windows by adding a derived MotionBlurOperation.
How can i add that blurring effect to my individual geode/Node in
Hi Peter,
KdTree is currently only handles line segment intersections, this is
provided directly in the internals.
To implement other types of intersections one would either need to add
it directly to KdTree as has been done with the line segment
intersection or have an external traverser class
Hi Christian,
With rendering applications you almost always want to avoid just
created data before rendering as this causes a frame stall when it's
most critical. It's best to create the data and set all the values as
much as possible on start up.
As for the expense of osgText::Text, I'm afraid
Hi Ethan,
VPB is built around the idea of creating large paged database, scaling
up to terrabytes in size, rather than single tiles, and render the
terrains at a solid 60Hz. These requirements mean that one has to
tile and LOD the terrain, which is where the default size you are
seeing is coming
Hi,
On 29/11/2011 11:34, Robert Osfield wrote:
Hi Paul,
On 15 November 2011 13:04, Paul Palumbopaul1...@yahoo.com wrote:
The probably is evident when the X server is restarted between these calls to
create the osgViewer::Viewer. I don't think it matters any if the restart is
inside the
Hi Eric,
I could be that you are updating the nodes position after the
osgParticle classes have executed. You don't say how you've
constructed your scene graph and how you update so there is little
others can recommend specificallly.
Robert.
On 15 November 2011 10:01, Eric Pouliquen
Hi Thomas,
On 18 November 2011 20:36, Thomas Hogarth thomas.hoga...@gmail.com wrote:
I should be able to implement any fix needed, just need a bit of guidance as
I'm not too familiar with the internals of osgText.
I do hope you've been able to make progress as I can't spot what the
problem
Hi Paul,
osgGA::AnimationPathManipulator is pretty simply to use and it's setup
is illustrated in applications/osgviewer/osgviewer.cpp, just search
for AnimationPathManipualtor.
Robert.
On 21 November 2011 15:15, Paul Leopard paul.leop...@gmail.com wrote:
Hi,
Has anyone found any good
Hi Büsra,
2011/11/22 Büsra Gülten busragul...@hotmail.de:
I really need some information about CMake variables.
Could you please give me any advice?
These CMake variables change the build of the OSG so that it does or
doesn't use any of the traditional OpenGL fixed function pipeline,
this also
Hi Sean
A nice tutorial about
StateSethttp://www.bricoworks.com/articles/stateset/stateset.htmland
StateGraph http://www.bricoworks.com/articles/stategraph/stategraph.html have
a part on renderleaf and renderbin
thank to Tim Moore for this
HTH
David Callu
2011/11/18 Sean Sullivan
I found the solution :
Using the osgUtil::Optimizer::TextureVisitor to set all textures to
UnrefImageAfterApply = false
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Hello Robert,
Thank you very much for your reply. I did remove the _log message; line
and the problem goes away. When I get the crush, in which VStudio reports heap
corruption, I use the debugger to have a look at the corrupted memory block,
and it always points to some region where the
Hi,
I just noticed that the git mirrors stopped following svn Nov 17. Did the
mirroring scripts somehow die?
Cheers,
-Marius
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Hi Jonathan,
thanks for your post.
Jona wrote:
First of all, the installing Taget doesn't work:
1 -- Up-to-date: C:\Visual Studio
2010\Projects\Libs\osgCompute\install/lib/osgComputed.lib
1 CMake Error at src/osgCompute/cmake_install.cmake:47 (FILE):
1file INSTALL cannot
Hallo,
I want to simulate laser scanner using osg camera. In Fragment shader
the color information is converted into position information. And then
the position information is accessed from this Fragment to be used to
draw points in a view. But the points are not so accurate, as it is
Hi,
I'd suggest attaching a texture with a GL_RGBA32F_ARB internal format to
the camera as well (in addition to the image). I'm not sure you are
getting a float FBO. See the osgprerender example with the --hdr switch.
jp
On 29/11/2011 16:12, wang shuiying wrote:
Hallo,
I want to simulate
From the Viewer header file...
/** Execute a main frame loop.
* Equivalent to while (!viewer.done()) viewer.frame();
* Also calls realize() if the viewer is not already realized,
* and installs trackball manipulator if one is not already assigned.
HI Aurelien,
You should use multiple View's within a single CompositeViewer for
doing this rather than multiple viewers.
Robert.
On 28 November 2011 16:15, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
Hi,
I've got a problem when viewing the same scene from two different viewers :
-
Hi,
Yes, I installed this one.
After reading some posts, I understand that there are two OSG exporters for
Blender:
1. yours, which does not support animation at the moment, if I understand;
2. and the one from Damyon:
https://code.google.com/p/blender-osgexport-25/ which supports animations
Hi Robert
Made some progress in the end, the subload errors were a red herring. Seems
perhaps some of the glyphs for the particular font I was using didn't load
properly, but the rest worked fine. So after a little digging I realised
mipmapping was probably the issue and that's when I remembered
Hi Robert,
In my application, there is a main viewer to edit the scene, and the user can
open/close secondary viewer windows.
These secondary viewer windows are not limited in number (sure, there is
hardware limits...) and the camera is independant from the other viewers (to
see different
Thanks for the reply Robert.
When you mention default size I assume you are referring to the 63x63 pixel
resolution that I mentioned? Is that the default size for a tile? I did a
grep on the entire VPB src package for 63 and didn't find anything related to
default size values; am I
I am not sure if this is by design or an inconsistency. I have a Qt application
that I can change a #define to decide whether to use GraphicsWindow or
GraphicsWindowQt. Both work great in Windows. However, when I go to Linux,
several keys or mouse binding to actions do not work under
okay, I've gotten a bit further with this one.
I realized that what I really need are two separate things.
The first one is to specify the texture the shadow-pass renders in by
myself so I can bind the appropriate texture object and set the render
order individually.
The second step is to tell
Hi Atilla,
take a look at osgPPU. Its created for such post render effects. You can
create a subgraph for your blured objects, render them to a ppu unit und
use a shader to do the bluring. There is an PPU version of the
motionblur you are talking about, but unfortunatelly not as example, but
Hello, J.P. Delport
I followed your advice but it still doesn't work well.
And I also changed the internal format of the Image as GL_RGBA32F_ARB,
but the points remain the same.
What is the name of the osgprerender example with the --hdr switch ?
Thank you very much !
Shuiying
You could also prevent the trackballmanipulator from being created and used by
doing something like this:
Code:
osg::Camera* cam = viewer.getCamera();
cam-setAllowEventFocus(false); // Prevent the manipulator being used and
taking over
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Hi,
If you increase the -l numOfLevels argument to 4, you'll at least preserve
all the original heightmap points at the highest LOD tiles when you zoom in
(albeit in a series of tiles). If you search for 64 instead of 63 you'll see
where the default tile size is coming from.
If you just want
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Hi,
You get it. Damyon has work on his one to experiment and have
something working quickly mine comes from blender 2.49 and is done to
be able to make other exporter on top of it. Like a custom exporter
that export osg data but user can tweak the
Hi,
On 29/11/2011 23:46, wang shuiying wrote:
Hello, J.P. Delport
I followed your advice but it still doesn't work well.
And I also changed the internal format of the Image as GL_RGBA32F_ARB,
but the points remain the same.
What is the name of the osgprerender example with the --hdr switch
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