Hi All,
Sorry to bother you but I have an FLT file that references a number of textures
via relative paths, and I wish to save this scenegraph as an IVE file,
maintaining the relative path references to the textures so that the IVE
doesn't become too large.
When I save the scene graph as an
Hi Sukender Robert,
Just to emphasise what has already been said really, but we have literally 10's
of thousands of 3DS models for various manufacturer's products, so whilst I
accept there are significant limitations with 3DS structure now compared to
more modern formats, the sheer size of
Hi Alex,
There could be any number of reasons why this could be happening, and obviously
some down to coding, however if you are using caching at all, then it maybe
down to how long you've told the cache to keep the models, even when not used.
I can't remember what the default is, but if set
Hi All,
Has anyone else had a problem with the collada plugin whereby if the name of an
osg node has a space in it, then if this is assigned to a url, source or target
attribute - as is the case for geometries and materials - the spaces are
replaced with %20. This would be ok, but the actual
Hi J-S,
Thanks for getting back to me. I'll look to test this today. I suppose a
related question would be whether the Collada reader/writer should be amended
to make use of this explicitly itself? The issue being that given this is a
graphics driver issue, and our software may be run on
Hi J-S,
I've now had chance to have a look at your suggested optimisations, and I think
they form the basis of a solution for me, so thanks for that. However there is
one thing which troubles me a little, which is that the
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS optimisation,
Hi All,
Is there a way I can get a Texture to perform its preparation at construction
time, rather than when it is first required for rendering?
Essentially I'm noticing a significant lag on the first frame that requires a
Texture to be rendered. I've tracked it down to the Texture::apply()
Hi All,
Has anyone come across a scenario where they wished to have PagedLOD that
instead of handling Nodes, handle images ?
Essentially I find myself in a position where I have a model that references a
texture, but that texture is quite large, and even with reducing the texture
size with
Thanks Jason, I'll take a look later today.
Jason Beverage jasonbever...@gmail.com wrote:
Hi Neil,
The osgEarth project does essentially what you are looking for. Check it
out at http://www.osgearth.org
Thanks,
Jason
On Fri, Jun 12, 2009 at 5:08 AM, neil.hug...@tesco.net
Hi Robert,
I hope you're over your cold/flu now?
I'm looking at the PluginStrData work , and wondered whether you think the
setPluginStrData and getPluginStrData should be made case insensitive? I was
thinking to force the 'set' parameters through the osgDB::convertToLowerCase
function. It
Hi Ulrich Robert,
I've just done a cursory scan of the code again, and can't quite see what could
be going wrong. However, I do note that the GetZipItem function can return an
error state that the code isn't checking for. I'll try and have a look at it
tomorrow, and set up a similar example
Hi Ulrich,
If you've taken the recent trunk checkins, then the answer is yes, there have
been some recent changes to the .zip loader. However, I had hoped that there
would be no downsides to the amendments made. Essentially, where as previously
the expansion of the .zip file was performed to
Hi Robert,
Hope you get well soon.
Coincidently, this article appeared on the bbc today. So manflu does exist :-)
http://news.bbc.co.uk/1/hi/health/8047321.stm
Kind regards
Neil.
Robert Osfield robert.osfi...@gmail.com wrote:
Hi All,
I've gone down with a bad cold, so am
Hi Romain,
The way I did this was with a custom PickHandler. If you look at the
PickHandler example - I think its the scribeFX one - you basically get the
mouse events coming in. It gives you an opportunity to do your line
intersections to determine the object under the mouse, at which point
Hi All,
I have an application that employs OSG in a window. I load a scene with
textures and everything is fine. If I move the window to a different screen,
the textures disappear ! I move the window back to the original screen, the
textures reappear. Back-and-forth my window goes from screen
Hi Robert,
Thanks for the info. Guess I'll stick to one monitor for the moment ;-(
Neil.
Robert Osfield robert.osfi...@gmail.com wrote:
Hi Neil,
This will be a driver dependent issue, the driver/OS managing graphics
contexts behind the scenes for you, but not doing it 100%
Hi Robert,
Thanks for the reply, I'll look into this approach.
Neil.
Robert Osfield robert.osfi...@gmail.com wrote:
Hi Neil,
The ReaderWriter::Options structure has a data file path list built
into it, this is checked before the main data file path list stored in
the Registry is
Hi Robert,
I've had a look at this, and whilst it will address the specific scenario I
described, I left out a little top spin to the scenario that has some bearing
on the issue. Not only do I want to specify the directory where the search
looks, but I also wish to amend the file extension.
Hi Robert,
I suspect we may be saying the same thing, and perhaps I haven't explained
myself clearly. All I'm suggesting is a slight amendment to the search
functions to delegate to an application supplied readfilecallback the role of
searching when the default search has failed to locate the
Hi All,
I'm looking for some thoughts, and advice, on the cache process within OSG.
Essentially a while ago (OSG1.2) I wrote an app that implemented its own
node/texture cache in memory as I didn't want to be writing things to the file
system as permissions were potentially a problem. I'm now
Hi All,
I'm looking for some thoughts, and advice, on the cache process within OSG.
Essentially a while ago (OSG1.2) I wrote an app that implemented its own
node/texture cache in memory as I didn't want to be writing things to the file
system as permissions were potentially a problem. I'm now
Hi Stephan,
Thanks for coming back to me.
I think I confused myself with the filecache concept. thanks for the hint. I've
now tracked through and found out what is happening, so it looks like I don't
need to implement my own cache, which is great.
Thanks again.
neil.
Stephan
Hi Robert,
Please ignor last email, and this request. I've just realised what to do. Put
it down to temporary moment of insanity on my part.
Thanks for help.
Neil.
neil.hug...@tesco.net wrote:
Hi Robert,
Thanks for coming back to me so quickly, however I don't think I made myself
Hi All,
Can anyone tell me whether there is a way (call) in OSG to say what type of
object a plugin will produce ? i.e. if I have a file A.jpg and I call
osgDB::Registry::instance()-getReaderWriterForExtension passing in the file
extension, I get the readerwriter. What I would like to know is
Hi All,
I have a standalone windows application (MDI) that embeds OSG in a window,
loads an object, applies a texture, and displays the object for viewing. This
works fine. No problems at all.
I've also got a more complicated ActiveX control that does the same sort of
thing, and this works
Hi All,
I have a standalone windows application (MDI) that embeds OSG in a window,
loads an object, applies a texture, and displays the object for viewing. This
works fine. No problems at all.
I've also got a more complicated ActiveX control that does the same sort of
thing, and this works
Hi All,
I have a standalone windows application (MDI) that embeds OSG in a window,
loads an object, applies a texture, and displays the object for viewing. This
works fine. No problems at all.
I've also got a more complicated ActiveX control that does the same sort of
thing, and this works
Hi All,
Email client going wrong again. Seems like three instances of message sent.
Sorry.
Neil.
neil.hug...@tesco.net wrote:
Hi All,
I have a standalone windows application (MDI) that embeds OSG in a window,
loads an object, applies a texture, and displays the object for viewing.
Hi robert
thanks for the response.
I sense the bullet heading my way ;-(
will ponder a little longer.
Neil.
Robert Osfield robert.osfi...@gmail.com wrote:
Hi Neil,
The best thing you could look at is to check that the object you are trying
to set is a valid object, and hasn't been
Hi Paul,
That worked fine.
I shall investigate further.
Thanks for the help
Neil.
Paul Martz pma...@skew-matrix.com wrote:
Try osgviewer --image filename and see if you get different results.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Hi Stephan,
I'm not sure. I shall investigate further.
Paul's suggestion has demonstrated that the osgviewer displays the png
correctly, so I guess that, coupled with you suggestion, gives me a good
starting point for investigating what's wrong at my end.
Many thanks.
Neil
Stephan
Hi All,
Please find attached a png file that has a purple circle, black boarder, and an
alpha channel. I'm using OSG1.2, and trying to read it in via the png pluggin,
and apply it to an object. The PNG loads, but the alpha channel is being
ignored, and I get solid white instead of the
Hi All,
As a simple user of OSG in a Microsoft VS environment, I would like to say that
this one issue is the most frustrating concern I have about continuing to use
OSG. I recognise that for those who don't use Microsoft VS the problem doesn't
occur, but, for a large proportion of OSG users,
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a cube that I apply a texture to and add to the
scenegraph. This displays very quickly and no problems. If then do a clone
operation on the cube - say 400 times -
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a cube that I apply a texture to and add to the
scenegraph. This displays very quickly and no problems. If then do a clone
operation on the cube - say 400 times -
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a cube that I apply a texture to and add to the
scenegraph. This displays very quickly and no problems. If then do a clone
operation on the cube - say 400 times -
Hi Robert et al,
First please accept my apologee for the previous email getting sent 3 times. I
don't quite know what happened there, but it certainly wasn't intended.
Gremlins in my system somewhere I would guess. Sorry.
In regards to the clone operation, is there a more optimum alternative
Hi All,
I've had a look through the mail archives, and I don't think this has been
asked before, so I was hoping someone might be able give some guidence to me on
a question I'm bashing my head with at the moment. Its not strictly an osg
question - though I am using osg to try and solve it.
Hi Art and Gordon,
Thanks for coming back to me. I guess I need to try and get some more info
about the the texture that was originally applied.
Great support, as ever, from OSG users.
Kind regards
Neil.
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Hi Art and Gordon,
A further thought on this was that I omitted to mention that I do know that the
3D coordinates of the triangles on my object are all in mm. Given that I
therefore know the real world size of the triangle, and for each vertex I know
the S,T co-ordinate in the texture domain,
Hi Art and Gordon,
A further thought on this was that I omitted to mention that I do know that the
3D coordinates of the triangles on my object are all in mm. Given that I
therefore know the real world size of the triangle, and for each vertex I know
the S,T co-ordinate in the texture domain,
Hi Gordon,
Many thanks for that. I'll need to scratch head and see if more info on texture
is available.
Neil.
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Hi Robert,
thanks for coming back to me. One thing I left out of my mail was that I'm
still using OSG 1.2 - though looking to migrate very soon. Is your response
still valid for OSG 1.2?
Neil.
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Hi All,
I'm trying to adjust the light that is created as part of the HEADLIGHT option,
as it appears to be washing out an another light that I have in my scene.
Essentially I'd like to take its effect down so that it only comes into play
when I'm close to an object.
I've tried adjusting the
Hi Jason,
thanks for the comments. I think I've got to the bottom of it now. There is
some rather irritating issues associated with which rotation is performed
first. Finally got an ordering (trial-and-error) that did what it was supposed
to do. Coupled with the rotation about X I feel
Hi All,
At the risk of appearing very dense, could I ask for a little help with a
problem that I have been banging my head against a wall with for the the past
week?
The problem is that I have a position and orientation of an observer described
by a position vector, and a vector of euler
Hi,
You've just encountered the wonderful world of Windows.
If you look up the mpr.dll problem on the internet, you eventually get to find
out that the Depends.exe of windows has problems with late binding
dependencies. This is really an issue with Depends, not your programme. The
best
Hi Jason Robert,
Sorry for not getting back to you sooner.
Many thanks for the info. I guess I'm going to have to just suck-and-see. The
occluder route looks to have the greatest gains for me.
Once again, many thanks to yourselves and the forum.
Kind regards
Neil.
Hi All,
Not sure if I've got the correct title for this question, but hopefully the
forum might be able to help.
Suppose that I wish to model a complete office in OSG. The office is on two
floors, the downstairs split into many rooms, the upstairs open plan. Desks,
computers, windows, doors
Hi Paul, Bob Robert,
Once again many thanks for the work you guys are doing.
Robert, thanks for the advice. I'd thought of this route myself, and have
consequently been trying to get the latest SVN, but for some reason it keeps
hanging. Probably my company network causing grief ;-(
Bob
Hi Steve,
Thanks for the info. I'll give Dom1.3 a look just to get up to speed with
Collada.
Cheers
Neil.
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Hi Paul,
Will your work integrate with OSG1.2 ?
Irrespective of that, I will give it a go soonest and give you some feedback.
Many thanks for doing this work, as you know I've been champing-at-the-bit for
it. Thanks also to your funding source :-)
Kind regards
Neil.
Hi Robert,
Sorry for the noise. In part I couldn't remember what I'd asked before, but
also the emphasis of my request was slightly different in that, as I don't know
creator at all and don't even have the application, I don't know what other
formats it can take in. I do, however, have a
Hi Robert and Gordon,
Many thanks for the responses.
I think I failed to make my problem clear. Sorry.
I have an OSG scene. My client needs to load this into Creator to do some
additional work on it. Once he has finished his work, he exports to FLT from
Creator, and runs osgconv to convert it
Hi Robert and Kim
Many thanks for the info. This should make life a little easier I hope.
In regards to the depth resolution, Kim's observations tie up with what we've
observed. As we fly closer into the room - a kitchen in our case - the back
half of the room suddenly looses depth
Hi All,
Not sure I've asked this before. If I have, sorry.
I've got access to a couple of Philips WOW TV's for a few days, and a colleague
has been playing with them for the past week. One of the supporting
applications is written in OSG, and generates a split screen image. The left
half is
Hi Robert Gordon,
Thanks for your interest in this.
I'm as certain as I can be that the dll is failing to load because its usage is
within an ActiveX control. Under Visual studio you can switch on extended
information for seeing what happens when the LoadLibrary is performed. The
output
Hi All,
I think I can now shed some more light on this problem, and perhaps I have
found a potential bug.
In the last update to this issue I had tracked the problem down to something to
do with osgSim not wanting to load as a dependency of osgDB_ive.dll - and
osgDB_flt.dll. On further
Hi Robert,
thanks for coming back to me.
I think you're correct. I think this is an issue within MS and ActiveX
controls. It does appear that that the LoadLibrary has issues resolving
dependencies of libraries that are being loaded, when issued from within an
ActiveX control.
Obviously this
Hi All,
I asked this question a couple of weeks ago, and Paul and others were kind
enough to offer some advice, but I'm still having problems so I thought I would
reword it a little to see if it sparks any more ideas with the forum.
The issue I have is that I have an ActiveX control that wraps
Hi Robert,
thanks for getting back to me.
I think there is probably a whole load of confussion at my on this point. I had
mistakenly assumed that the information I was looking at in the OSG file was
the embedded textures. Doh! Evidently I should try reading the node names in
the osg file.
Hi All,
Sorry if this is an old chestnut, but I got a question about the .osg file
format.
I've got a scene created, and I save the universe out as a .osg file. I've
passed no options through in the the call, so the file that's created appears
to have the textures that the scene uses actually
Hi All,
Encountered a slight problem that I don't quite understand.
I have a scene (or universe if you like) and I want to save it as an openflight
(.FLT) format. Tracking through the call to write the universe node, I get to
the point where it needs to load in the osgdb_OpenFlightd.dll
Hi All,
Thanks for the comments about openflight. I guess I have to wait for Paul's
work to become available. Would be happy to beta test if that is any help,
although I confess to not knowing anything about the details of the flt format.
Having said all this, I guess the point of my mail is
Hi Robert,
Thanks for that. I thought it would be easier to derive from existing zip
reader, but evidently that wasn't the way to do it as I then ended up creating
two zip reader instances as the proxy construction and the class definition
for the base zip reader are in the cpp file. I've
Hi all,
I wish to supply my own plugin for the zip format, which unzips to memory.
I've created my plugin derived from the existing zip plugin, overridden the
readnode functions for file and stream, and at the bottom of my class I've
called the RegisterReaderWriterProxy template for my class.
Hi Andreas,
Many, many thanks for that. My problem is now sorted, and I can look forward to
the cheesey wall paper decorating my walls.
Kind regards
Neil.
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Hi All,
I have a quick question. I'm playing with picking objects in a scene using the
pickhandler example. The scene is essentially a big box whose faces face
inwards. Within the box I have a smaller box whose faces face outwards. If I am
outside both boxes, looking into the outer box, the
Hi All,
I have a quick question. I'm playing with picking objects in a scene using the
pickhandler example. The scene is essentially a big box whose faces face
inwards. Within the box I have a smaller box whose faces face outwards. If I am
outside both boxes, looking into the outer box, the
Hi Robert,
sorry, I didn't really explain myself very clearly. The issue isn't so much
that I don't want the face from the outer box to be hit, I merely want to be
able to identify that it is facing away from the camera, and hence I can ignore
it when try to identify that the inner box has
Hi All,
I'm having a slight problem building a release version of OSG1.2. I know I
should move to 2.2 - and a colleague of mine has - however for various reasons
I'm unable to at this moment.
I'm running VS2005, and the problem I have is that I can build a debug version,
link it against my
Hi All,
I've sorted out my problem. No doubt most of you guessed, but I was picking up
the wrong header file. Doh!
Sorry to have bothered you.
Neil.
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Hi Robert,
Sorry about that last email. I wasn't trying to Dis the OSG multithreading,
my comment was in regards to the recent exchange about toggling textures on/off
and changing threading modes of operation dynamically at run time. There seemed
to be forum comments regarding some potential
Hi All,
Has anyone tried the osgViewerMFC example in OSG2.0?
I tried to build it two days ago, and it failed. The issue is in regards to an
assignment of a CString to a std::string. Trawling internet solved problem, but
has the example been corrected for the 2.2 release ?
Neil.
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