Hi,Alberto Luaces
Thanks for the links that you have shared it really help me.
...
Thank you!
Cheers,
Paul
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Hello,
Is there a way to convert an .osg file to an .obj file, a .3ds file, or
something similar. I am unable to open .osg files in 3ds max or Maya and hope
to find some kind of plugin to convert the data.
Thank you,
Scott
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Hi Scott,
The fastest way is to use osgconv application, which automatically
loads osgdb_obj plugin for writing:
# osgconv filename.osg filename.obj
It seems the osgdb_3ds plugin does not support writing at present. But
this will soon be solved by Sukender's submission, I think. :D
2009/11/25
Hi,
see
osgconv --formats
jp
Scott Martin wrote:
Hello,
Is there a way to convert an .osg file to an .obj file, a .3ds file, or
something similar. I am unable to open .osg files in 3ds max or Maya and hope
to find some kind of plugin to convert the data.
Thank you,
Scott
Hi Scott,
as far as I know, a 3DS reader/writer plugin is going to be merged soon
into the SVN version.
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Alberto
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Views get rendered in order added. (at least in single threaded mode)
Just add your 'in picture' viewport last, where you want it.
You will need to turn off clearing of the colour buffer if you want to see
your main scene through the picture .
And maybe call setAllowEventFocus(false); on the
Hi, Robert!
You are free to use my code as you wish :-)
Do I need to download anything extra wrt the earth.ive you linked to? It does
not contain any PagedLOD nodes (at least the statistics view does not report
any), and so will not have any issues.
Thanks for looking into the issue and
Ok I reckon the water.frag has used up the maximum allowed uniforms
for that card, I've come across this issue before with the 7 series
cards. There are some tricks to get around this, so I'll see if I fix
it.
Is there any chance you could set the notify level to
osg::NotifySeverity::INFO and
Ted,
I downloaded the osg precompiled package you are using
(openscenegraph-all-2.8.2-win32-x86-vc90-Release.zip),
and I checked that indeed, the osgdb_ive.dll depends on a zlib1.dll that was
compiled with VS 2005 SP1 (which is weird). I presume it is also the case of
libpng, curl and tiff.
So,
Hi Kazimir,
On Tue, Nov 24, 2009 at 6:57 PM, Kazimir De Paris stratbo...@gmail.com wrote:
Well, I ended up making it work !
As a matter of fact, it came to me all of a sudden that I could directly
embed the osganimation plugin source code into my project. And as the plugin
is only one
I Haven't fixed my issues yet so here comes some more info. This is
what I get when listing dependencies using otool. I have massaged the
libs extensivly using install_name_tool...
HI Nico,
This is clearly a bug, as it certainly shouldn't crash with this type
of usage. I will be investigating various bugs today and will have a
look at this one as well.
Which platform are you working on?
Robert.
On Tue, Nov 24, 2009 at 8:18 PM, Nico Kruithof n...@nghk.nl wrote:
Hello,
Hi,
got another opinion on the PagedLOD and ProxyNode topic. :-)
We have been using both nodes for stuff like pseudo loaders as well and
I would recommend to change the interface a little bit. There should be
a common interface for all pageable nodes like:
class PageingNode : public Group {}
And finally, I have a founf the fix. These are happy times!
The plugin loader_path should be pointing to the libs from the path of
the plugin. This means that the otool listing should be:
$otool -L osgdb_obj.so
osgdb_obj.so:
@loader_path/../../MacOS/libOpenThreads.11.dylib
(compatibility
Hi Chris,
I can't help but feel that you are trying to making this more complex
than it needs to be.
First up pre-loading a plugin to handle extensions is easy, as it's
already built into the core OSG. Try -e ext which preload the plugin
of the given extension.
osgconv -e ModifyTerrain
Thank you Robert, this helped me.
Mourad
On Sat, Nov 21, 2009 at 4:57 PM, Robert Osfield wrote:
HI Mourad,
On Fri, Nov 20, 2009 at 5:51 PM, Mourad Boufarguine
wrote:
When using an ImageStream object (using ffmpeg, gif, quicktime... plugins
for instance), is there a way to catch the
Hi Richard,
On Wed, Nov 25, 2009 at 9:49 AM, Schmidt, Richard
richard.schm...@eads.com wrote:
Hi,
got another opinion on the PagedLOD and ProxyNode topic. :-)
We have been using both nodes for stuff like pseudo loaders as well and
I would recommend to change the interface a little bit. There
Hi Guy,
On Tue, Nov 24, 2009 at 10:59 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
Is there a way to disable culling for a geode. Essentially, I want the geode
render every frame - usefull for skyboxes and skydomes. I tried calling
setCullingActive(false) but that does not work.
This
Hi everyone
Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an animated, textured ive model :)
I'm now working on a basic osgViewer for IPhone, should
Hi Ricardo,
Have a look at the osgcamera example as it shows how to query display
properties and how to set up windows.
Robert.
On Tue, Nov 24, 2009 at 11:39 PM, Ricardo Ruiz osgfo...@tevs.eu wrote:
Wonderful!
Thanks a lot.
BTW, is there any way to automatically center that window? or get
Hi Robert,
I used windows vista 64 and 32. It happens with an up to date trunk and I
didn't have the problem with a previous version. I don't know the revision I
used to use, was probably before your openGL ES work.
Thanks for looking into this.
-- Nico
On Wed, Nov 25, 2009 at 10:47 AM, Robert
Hi Ben,
Does .obj support ShapeDrawable? No... it knows nothing about
ShapeDrawable so there is no way it can be exported without conveting
it into another form that .obj supports. .obj support just meshes,
lines and points so if you want to export to .obj then you'll need to
stick to these
Hi Filip,
there's one major difference between your otool output and the otool
output of my packaged app:
[fi...@mpq]:[~/Documents/Code/OSGTests/Build/_CPack_Packages/Darwin/DragNDrop/BasicApp-1.0.0-Darwin/BasicApp.app/Contents/MacOS]$
otool -L libOpenThreads.11.dylib
libOpenThreads.11.dylib:
Hi Thomas,
On Wed, Nov 25, 2009 at 10:06 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Bit of an update on the IPhone port of OSG. All major libs are working, bar
osgViewer. osgDB, the ive plugin and a very basic image loading plugin are
all working, so I've been able to load an
Hi Nico,
On Wed, Nov 25, 2009 at 10:07 AM, Nico Kruithof nicokruit...@gmail.com wrote:
I used windows vista 64 and 32. It happens with an up to date trunk and I
didn't have the problem with a previous version. I don't know the revision I
used to use, was probably before your openGL ES work.
Hi J.P.
Thanks fort he test app + data, I'll look into this today. My guess
is that the issue will be close related to the crash that Nico has
reported.
Robert.
On Wed, Nov 25, 2009 at 8:28 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi Robert, J-S,
the results of my most recent tests:
Hi Shayne,
On Tue, Nov 24, 2009 at 11:31 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
This is probably a silly question but what’s the best way to do a “picture
in picture” using CompositeViewer?
Right now I have multiple views added to my viewer and I
Hi Michael,
On Wed, Nov 25, 2009 at 9:13 AM, Michael Bach Jensen mich...@ifad.dk wrote:
You are free to use my code as you wish :-)
Thanks.
Do I need to download anything extra wrt the earth.ive you linked to? It does
not contain any PagedLOD nodes (at least the statistics view does not
Robert,
My response wasn't meant to emphasize that things got broken, just to give
you as detailed information as possible. I really do appreciate all the work
you put in OSG. If there is any way I could help / test let me know.
-- Nico
On Wed, Nov 25, 2009 at 11:21 AM, Robert Osfield
Hi Kim:
Thanks for your patience!
I have done what you advised.
And the ocean_output.txt file was give as followed attatchment.
Will you please see what's the problem really is?
Cheers,
Tian
Kim Bale wrote:
Ok I reckon the water.frag has used up the maximum allowed uniforms
for that
Hi All,
I've now checked in the new testbed example, osgmultiviewpaging, for
sorting out database paging. It's just a first cut so far, but I'll
add to it as we go on. An svn update will get this example.
This example we'll need to add support for specifying animation paths
for each of the
Hi again Ted,
I can't find any dll that depends on msvc*80 runtime dll but may have
some clues to a solution.
On Tue, Nov 24, 2009 at 9:03 PM, ted morris ted.mor...@gmail.com wrote:
Yes, I think I resolved finding the 3rdparty dependencies. But for some
reason, the osgdb_xxx pluggins listed
Hi Robert,
I've sent it to you yesterday on your Gmail address. Can you confirm
you've received it?
Tanguy
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 24 November 2009 5:10 PM
Hi Tanguy,
On Wed, Nov 25, 2009 at 12:27 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
I've sent it to you yesterday on your Gmail address. Can you confirm
you've received it?
Yes, I received it thanks. Just been juggling other tasks at this end
so haven't yet dived into the code.
Hi,
Here is my setup:
-- Intel Core 2 6420 2.13GHZ
-- 3G RAM
-- Nvidia GeForce GTX 260 (drivers: 6.14.11.8242 2009-3-9)
-- winxp sp2,vs2005
-- osg2.8
In single monitor mode everything is working fine.When I run my application,CPU
usage is a constant 10%~15%.
But when I use two monitors and
No stress. I just wanted to make sure I've sent it to the correct
address.
Tanguy
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 25 November 2009 1:06 PM
To: OpenSceneGraph Users
hi all,
When I use osgMFCViewer, I create multiple rendering context,that's to
say there are many HWND, each HWND is related to one Render thread ,so much CPU
resource is taken up. This is what I want to do: When one viewport is
maximazed, the others will be hidden ,so these hidden
Hio Nico,
I've attempted to reproduce the cash using a scene graph that I force
to use VBO's, and the run the viewer for a frame() or run() then
destruct the viewer, then the scene graph - along the lines of your
code fragment, but it runs reliable on my Kubuntu 9.04 64bit system
with svn/trunk.
Hi Robert, hi all,
I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I
often have to write things like:
ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define MY_CUSTOM_CODE)
#ifdef MY_CUSTOM_CODE
...
#endif
- Can I submit such code (without the #define of
Hi J.P,
I've tried out your example and found that with paged databases and
your supplied model everything works fine for the first viewer then on
the subsequent viewer I get:
Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)
Warning: detected OpenGL error 'out of
Hello,
I am trying to compile OSG with i386-pc-mingw32/4.4.0 on Windows XP
and linking libosg.dll I get a multiple definition of 'powf' error.
Because I am also a beginner with C++ etc., I am not sure how to go about
fixing this.
I would be grateful if someone could point me in the right
Hi Robert,
This sounds the issue that I've been seeing with regards to context ID reuse
as mentioned in this thread (
Hi -- I've generally found there is no need to put custom code in core
OSG, as I can usually get by with callbacks and derived classes. Can you
explain why those don't work for you?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Hi,
Here is my setup:
-- Intel Core 2 6420 2.13GHZ
-- 3G RAM
-- Nvidia GeForce GTX 260 (drivers: 6.14.11.8242 2009-3-9)
-- winxp sp2,vs2005
-- osg2.8
In single monitor mode everything is working fine.When I run my application,CPU
usage is a constant 10%~15%.
But when I use two monitors and
Hey Robert,
Thank you for the information.
There is no application so far, but I am currently evaluating OpenSceneGraph
for the purpose of being used as the 3D engine for a game development studio
that I am planning on starting up.
I have not gone through the whole GPL license yet. I assumed
Hi Robert, Jason,
I would see similar crashes / missing textures, but only when previous
context ID's were reused, and only when using paged databases.
I'd sure like to see this fixed... I posted an example reproducing the
issue on osg-users a while back but Robert was busy on the GLES port.
Ok, thanks for looking into it. I'll make a simple compiling program that
causes the crash. I extracted the code snippet from my own program. I will
check the example under ubuntu as well.
Nico
On Wed, Nov 25, 2009 at 3:25 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hio Nico,
I've
Hi Sukender,
On Wed, Nov 25, 2009 at 2:26 PM, Sukender suky0...@free.fr wrote:
I'm trying to add custom code in some osg plugins (especially 3DS and FBX). I
often have to write things like:
ADD_DEFINITIONS(-DMY_CUSTOM_CODE) in CMakeLists.txt (or #define
MY_CUSTOM_CODE)
#ifdef
HI Kazimir,
On Wed, Nov 25, 2009 at 3:05 PM, Kazimir De Paris stratbo...@gmail.com wrote:
Thank you for the information.
There is no application so far, but I am currently evaluating OpenSceneGraph
for the purpose of being used as the 3D engine for a game development studio
that I am
Robert and Simon,
Thanks! That did the trick...:)
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, November 25, 2009 3:26 AM
To: OpenSceneGraph Users
Subject: Re:
Thanks Robert,
I understand ShapeDrawable is an osg construct that obj won't understand. But
i was under the impression that the conversion out of the osg format would
de-OSG all shapes. in other words, make a mesh out of the ShapeDrawable. But
clearly this is not the case. Is this feature
Hi Nico,
I've now modified the osgcamera example so that it can be used as
tested bed for repeated construction of viewers and enabling of VBO's.
The example is now checked into svn/trunk, could you please try it
out on your system and see what errors you can pick up. Try the
following command
Hi Ben,
On Wed, Nov 25, 2009 at 4:25 PM, Ben Axelrod baxel...@coroware.com wrote:
I understand ShapeDrawable is an osg construct that obj won't understand.
But i was under the impression that the conversion out of the osg format
would de-OSG all shapes. in other words, make a mesh out of
Hi,
Thank you JP, the osgprerender example application in particular is helping me
figure out a lot of stuff. It's taking me a while ... I'm coming up to speed
on several things at once, and wading through the callbacks and the
reference-counted object stuff is stretching my brain.
With that
Hi,
Thanks for the tip but i dont see the difference which makes it work and mine
not. Ive changed some parts of my code but i in my opinion it should work.
Any further help is highly anticipated.
Thank you!
Cheers,
Thorsten
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Hi J.P,
I've modified the osgcamera example to have code path for testing a
series viewers, with sharing models and reloading them for each
viewer. I've written about it on the thread VBO's - lifetime..
I'm able to get GL errors when using VBO's, and with your test model
with a straight
Hi Robert -- I've encountered a problem with how parent Camera values
inherit down to slave Cameras, and wanted to discuss it before I
launched into coding a fix.
Quick summary: master Camera clear mask doesn't inherit down to slave
Cameras. As a workaround, I can loop over slave Cameras and
Hi J.P.
I've just changed USE_NEW_TEXTURE_POOL to 0 and then tested:
osgcamera -r 3 earth_sphere_dt1.ive
And it doesn't produce any errors and model always comes up with
textures. So it does look like the new osgcamera test is sufficient
for testing this particular bug.
Robert.
Hi,
i inserted the dirtyDisplayList() into an update callback which i set with
setUpdateCallback() and it works, but only if i click into the viewer window
and move the heightField ?
thanks for the help, i will try also the other variants, to see if they work
better.
Thank you!
Cheers,
Robert Osfield wrote:
got another opinion on the PagedLOD and ProxyNode topic. :-)
We have been using both nodes for stuff like pseudo loaders as well and
I would recommend to change the interface a little bit. There should be
a common interface for all pageable nodes like:
class PageingNode
Hi Robert,
The first call (no --vbo) runs correctly. The second and third (with --vbo)
do not crash, but the second and third screen are wrong. I also tried the
fourth combination osgcamera -r 3 --shared glider.osg. That one worked
fine.
-- Nico
This is the output:
osgcamera -r 3 glider.osg
Hi Robert,
I realised that another difference is that I'm using the static viewer. I'll
try the texture patch, however the model I constructed didn't contain any
textures. Just vertices, normals and triangles.
-- Nico
On Wed, Nov 25, 2009 at 8:08 PM, Robert Osfield
Hi,
Paul,
I tried your code, then prerender.cpp, then parts of shadowMap.cpp of
osgParticle. All failed, (seg fault when images were not attached to textures,
and render fail when texture were not have dimentions of power of two), so
there had to have been something wrong with the framework
Robert Osfield wrote:
I can't help but feel that you are trying to making this more complex
than it needs to be.
Well, not _trying_. ;) Sometimes I am through ignorance. I did not know you
could force
preload that way without
First up pre-loading a plugin to handle extensions is easy, as
Hi Robert,
Not too much good news I'm afraid. I tried my application and the osgcamera.
I have to stop now. I might have some time to test tomorrow night (it's a
private project for now).
I attached the model I'm using. It loads fine in my application, but crashes
when I close it. The osgcamera
I've accumulated some notes over time about how OSG and VPB databases works,
and I
thought I'd share them here for others' enlightenment, and also to ask for
corrections. I
don't guarantee this is correct, it just seems to be correct based on my
understanding.
Perhaps someday this might
Hi Chris,
I would like to see these pieces of knowledge added to the Wiki.
thanks,
Roland
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Roland Smeenk wrote:
Hi Chris,
I would like to see these pieces of knowledge added to the Wiki.
That may be possible at some point.
thanks,
Roland
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PixelSense Landsat processing now available!
Hi Robert and Paul,
Thank you both for your replies. Your answers affirmed my own investigations
into gl3.
For Paul - my OSG project is being developed for Win32 x64. I have just moved
it to Windows 7 x64. It is tied to Windows because it is designed to work in
concert with other Windows
Hi Robert and Paul,
Oh, I'm sorry I shouldn't have written core OSG: it's maybe more in osg
plugins I guess...
I have to load huge models. By huge I mean a few thouthands triangles but GB of
textures. Of course loading such a model simply leads to a std::bad_alloc. This
is why I posted
Would it be possible to implement sort of a config option with 2 or more
shaders for multiple quality levels? This would allow for the use of one shader
if you have a more powerful card, or another shader for an older card.
Peter
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Hi all,
After 3 months of long waiting (from the SIGGRAPH to present), I am very
pleased to announce that, the book *OpenSceneGraph Design and Implementation
*, which is written by Wang Rui and Qian Xuelei and predicted on the OSG
BOF, finally COMES OUT!
Wang Rui and Qian Xuelei, OpenSceneGraph
Hi,
yes yes but i execute osgmovie and it say me that i need a pluging what kind of
pluging i need?? so it's weird because when i compile the code some libs las
image and imagestream doesn't have some functions but .exe it's work correctly
why happen that?
...
Thank you!
Cheers,
Ivan
wow, time to brush up my mandarin! :) Congratulations!
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