Hi all, Are there any ways to remove the shader during runtime? I've tried the
removeShader function but the effect of the shader is still applied to my
models (e.g tank) i.e. the appearance of the models do not go back to the state
before shader is applied. Regards,Cg
Hi Pecoraro
thank to spot the bug
please send your submissions on osg-submissions the next time.
after review the original code, at line Optimizer.cpp:1561
lod-getNumRanges() is used to know how many iteration will be done in the
for loop, and
getNumRanges have to be equal to getNumChild, so
Hi Everybody,
My problem is that when another window is instantly opened up on the viewer
pane (I use OSG within MFC app. without the main viewer loop, I manipulate
the camera manually and call frame() whenever necessary because %100 CPU
usage is not always allowed, so I can not take advantage of
hi CG
when you remove a shader, osg::Program need to be relinked.
this is done by osgUtil::GLObjectVisitor in osgViewer::Renderer::draw
method.
So this seem can be done at runtime.
Which OSG version did you use ?
Did you use osgViewer ?
David Callu
2008/6/12 CG [EMAIL PROTECTED]:
Hi all,
Hi Michael
osgDB::ImageOptions class is in the SVN trunk.
I can't found osgbluemarble in the SVN trunk so no idea what is wrong.
perhaps an include issue...
can you send an exact error message.
David Callu
2008/6/12 Michael W. Hall [EMAIL PROTECTED]:
I was using some code from the
Hi David,
I'm using osg 2.4 and osgViewer.
Regards,
Cg
Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] Shader Problemhi CGwhen you remove a shader,
osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in
Hi,
Dieter Pfeffer schrieb:
I get an application error (The instruction at ... referenced memory at
The memory could not be read.) when I stop my application with esc.
When I run in debug mode, it breaks in QTUtils.cpp with the message
Unhandled exception .. Access violation reading
Sorry, and the rest of the definition :
.. for example a task manager, viewer hangs and does not respond to any
commands. Is it wrong to use OSG without the main viewer loop.
2008/6/12 Can T. Oguz [EMAIL PROTECTED]:
Hi Everybody,
My problem is that when another window is instantly opened
also, when using the no-interpolate option, the height image is flipped
vertically
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 12 Jun 2008 11:06:06 +0200
Subject: [osg-users] bug in last SVN VPB
i don´t know if you are aware of this but i think i´ve
Hello,
I would like to create an effect (using osgFX) which render the depth
buffer. I'm using a RTT and then apply the texture to the object but i'm
having some problem for mapping correctly the texture on the object (see
capture in attachment). My RTT camera must be similar to my viewer camera,
Hello again,
I figured out that there is no hung OSG viewer but a WM_KEYDOWN message
processed by the OSG's WindowProc. If you put an OSG Viewer in an MFC
window, even if you don't activate OSG manipulators, OSG's Window Procedure
is still active and handles messages before your
Hello John,
Robert,
I don't have any input into your question, but I just wanted to let you
know that Robert is doing training all this week, so he's away from his
e-mail and can't answer (even if you send your message twice :-) ).
Others may have some ideas, though.
J-S
--
Hi David,
The tiles in the PagedLOD don't match up perfectly in general. osgTerrain
gets them really close, but sometimes you'll see the gaps like you pointed
out in your image. osgTerrain uses a skirt around each tile to hide those
gaps. If the default skirt is not working out for you, you can
i post my source code for more clarity.. Maybe someone already try to have
the same effect.
DepthBuffer.cpp include a main method for test.
#include DepthBuffer.h
#include osgFX/Registry
#include osgViewer/Viewer
#include osgDB/ReadFile
namespace
{
osgFX::Registry::Proxy proxy(new
Stephen,
I have been working with Eric Wing here at WWDC to improve the CMake
generator for Xcode when compiling OSG. I noticed your question on the OSG
mailing lists:
* I need some CMake-advice. I found a solution for the linker-error, I**
have to add**
Hi CG
When your remove a shader, void Program::dirtyProgram() is called to
request a relink in the next frame.
Program is relinked in the next frame in void Program::apply( osg::State
state ) const method.
Follow your code in a debugger to see if all is properly done.
Are you sure your shader
On Linux
Scanning dependencies of target osgDB
[ 0%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/DatabasePager.o
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error: 'class
osgDB::DatabasePager::ReadQueue' has not been declared
Hi guys,
i'm using osg 1.2. I would like to load a lot of images (15000 jpeg files)
in memory using an osg:image vector ( std::vectorosg::image), but i
receive something like a memory bug when i arrive to load the 400th image
(if i load i.e. 380 images i have no problem).
Initally i have supposed
Hi Mathieu,
Sorry I don't have the time to compile and test your code, but I saw the
screenshot and it looks like your depth texture gets rendered and applied to
the object. What you may need to do is to make sure you set up RTT camera
transform exactly as main camera transforms, and texture
hi,
i've used the osgViewerWX example for my program and I'd like to change the
camera view inside the GraphicsWindowsWX class. I've done this:
- I pass the viewer to GraphicsWindowsWX in function wxOsgApp::OnInit().
frame-SetViewer(viewer.get());
gw-setViewer(viewer.get());
And I
Steven,
I am at GDLS in Sterling Hts, MI.
I have been loosely associated with our guys that run BRLCAD, but know that
they would love to find better ways to convey results.
I would be very interested in hearing more about what you are doing, if you
are able to discuss.
Stephen Haithcock
General
Loading a large number of images all at once might be overloading your
memory capacity. Even if you can fit all of the images in main memory at
once, doing it this way does not scale very well. Google Earth does it this
way and it chokes hard when loading larger animations.
Remember that even if
Hi,
I must be doing something wrong when using CMakeSetup. Every time I download a
new release of OSG, I have to go through the steps of reconfiguring CMake to
point to all the directories for the various extras (GDAL, FLTK, etc.) I've
tried setting up environment variables with names like
There is a build error (OSX tested) with latest svn (revision 8434), in the
DatabasePager (I don't have the exact error right now). Reverting to build
8425 seems to fix the problem:
svn update -r8425
It looks like the refactoring from RequestQueue to ReadQueue didn't get
finished or completely
The latest SVN of osg has a problem when generating xcode projects with
cmake. In the main directory, CMakeLists.txt on line 349, is the following:
ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX='\${CMAKE_DEBUG_POSTFIX}\')
This causes problems on OSX. I would like to change this line to:
Hi users,
I'm trying to understand the concept of a node kit, but the documentation is
very limited:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKit
I believe that the osgFX is a node kit? what is it that defines a node kit?
and how does one use them? perhaps
Hello Brian,
I must be doing something wrong when using CMakeSetup. Every time I download a new release of OSG, I have to go through the steps of reconfiguring CMake to point to all the directories for the various extras (GDAL, FLTK, etc.) I've tried setting up environment variables with names
Hi Eric,
The latest SVN of osg has a problem when generating xcode projects with
cmake. In the main directory, CMakeLists.txt on line 349, is the following:
ADD_DEFINITIONS(-DOSG_DEBUG_POSTFIX='\${CMAKE_DEBUG_POSTFIX}\')
This causes problems on OSX. I would like to change this line to:
I currently have a setup with one viewer with two cameras. I add a HUD
to the scene (as a child to the root node) and it shows up in both
camera views. Is there an easy way to disable seeing it in one view?
Some camera-Set... that will do this? (based on depth or something?)
Mike Greene
Hi Mario
Same thing for me.
Seem Robert have forgetten to commit include/osgDB/DatabasePager.
just do this your trunk directory then all build fine.
# svn up -r8433
HTH
David Callu
2008/6/12 Mario Valle [EMAIL PROTECTED]:
On Linux
Scanning dependencies of target osgDB
[ 0%] Building
Hello
I currently have a setup with one viewer with two cameras. I add a HUD
to the scene (as a child to the root node) and it shows up in both
camera views. Is there an easy way to disable seeing it in one view?
Some camera-Set... that will do this? (based on depth or something?)
Yes, I am using Cmake 2.6, with OSG svn, on the Mac. The symptoms of the
problem is that when Xcode tries to open a project generated by cmake, it
complains about syntax problems in the project file. Eric Wing worked around
the problem by not allowing a changed postfix.
Is there any reason we
Hello Eric,
Is there any reason we shouldn't require CMake 2.6 when compiling the
latest OSG?
I don't think it's really that useful to require that everyone update
their CMake version to 2.6 just for this. We can work around it through
tweaks to the CMakeLists.txt instead. Though we have
The OSG Quick Start Guide (www.osgbooks.com) defines a NodeKit as a library
that derives new Nodes, Drawables, or StateAttributes from core OSG classes,
and provides support for the .osg file format for these new objects. But I'd
like to hear Robert's definition.
Use them just like any core OSG
CODE:
osg::StateSet *stateSet = group-getOrCreateStateSet();
osg::StateSet::AttributeList attributes = stateSet-
getAttributeList();
osg::StateSet::AttributeList::iterator aitr = NULL;
for(aitr= attributes.begin(); aitr!=attributes.end(); ++aitr)
{
osg::StateAttribute::Type temp =
On Thu, Jun 12, 2008 at 1:14 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Eric,
Is there any reason we shouldn't require CMake 2.6 when compiling the
latest OSG?
I don't think it's really that useful to require that everyone update their
CMake version to 2.6 just for this. We
Hi
One things I noticed is you do 'osg::ColorMask mask'. This is wrong you
need this to be a pointer to an osg::ColorMask instance
FYI If you post a question my code won't compile at least provide the
compilation errors...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
osg::Texture2D* texture2D =
dynamic_castosg::Texture2D*(stateset-getTextureAttribute(unit,osg::StateA
ttribute::TEXTURE));
if (texture2D)
...
The above is from osgUtil::Optimizer and shows how the TextureAtlasBuilder
gets the Texture2D StateAttribute. You can use a similar method to get any
Has anyone been using a Composite Viewer with multiple
views and a TXP database?
I have a viewer with a second view that sits in
one place within the database. I can add whatever
I want to the second view.
It works fine unless I call:
view2-setSceneData(databasenodes);
where databasenodes is
I'm having a similar issue with DatabasePager::RequestQueue::takeFirst()
(osg trunk, Debug build, windows XP VS2005). I'm getting some assertion
errors at _requestList.sort (sequence not ordered). Even after adding
the updateBlock().
I'm pretty new to this code section, so I'm probably off
Jean-Sébastien Guay wrote:
The only thing I can find different about your messages upon quick
glance is that the Content-Type: boundary designator is very high in the
header. And it contains a line break... which in my limited experience
seems a little odd. As does the
Paul Speed wrote:
The only thing I can find different about your messages upon quick
glance is that the Content-Type: boundary designator is very high in the
header. And it contains a line break... which in my limited experience
seems a little odd. As does the :thesoftwaresource.com part
Hi,
I am somewhat new to OpenSceneGraph. For my project we need to render
offscreen -- so that overlapping windows do not corrupt the rendered image.
We are using osg::Camera::FRAME_BUFFER_OBJECT render implementation, and
getting the core behaviour we want, which is to say that we can extract
I presume you are workng on Windows and change build folder.If you just
update from svn you should not be forced to configure again.
Anyway, if you want to keep your previous cmake setup, just keep the
CmakeCache.txt file.
Otherwise,you can force your defaul configuration by adding
-Dvar=value
To add to what Luigi saidhere's my command line:
cmake -DWIN32_USE_MP=ON
-DGDAL_INCLUDE_DIR:PATH=%rootdir%\3rdparty\gdal\include
-DGDAL_LIBRARY:PATH=%rootdir%\3rdparty\gdal\lib\gdal_i.lib
-DCURL_LIBRARY_DEBUG:PATH=%rootdir%\3rdparty\curl\lib\debug\curllib.lib
Hi David,
Just found out that the fault lies in my 3D model. Apparently, my shader only
works for 3D models that are in OpenFlt format. It doesn't work for ive fomat.
I've appended my shader code below:
uniform sampler2D tex;uniform float fAmp;
void main(){
vec4 texelColor =
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