Well i feel stupid...
I finally found why it didn't work. During a debugging session, after having
passed my five turn of loop, who work like a charm, i try to continue runing my
program, and the five trees where here...
It appears that the srand(time(0)) made inside the loop made only one
Hi Andew,
DrawPixels is a real throwback to OpenGL of old and not something I
would recommend using these days - even the OpenGL drivers don't
support natively, and will just use a screen aligned quad.
You'll get better performance if you use a textured quad, and then
screen align it using an
Hi Paul,
I've just checked the osgViewer::Renderer and osgUtil::SceneView and I
can't spot anywhere where the StateSet from the slave Camera's are
passed on to the rendering backend, so for now it does look like slave
Camera StateSet's are ignored. The StateSet attached to the master
camera from
Hi,
I would like to know if there is a way to know how many vertex are show on the
screen does someone know how to do simply.?
Thank you!
Cheers,
Anthony
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Hi Anthony,
On Thu, Jan 21, 2010 at 9:41 AM, Anthony Face litllechic...@hotmail.com wrote:
I would like to know if there is a way to know how many vertex are show on
the screen does someone know how to do simply.?
The osg::Stats support allows you to get various stats from the scene
graph
Hi Alessandro,
May I suggest you to use the 2010.2 FBX plugin for 3DSMax? It's downloadable on
the Autodesk web site. I guess it may affect things about transparency and
animations, but it needs to be tested.
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine -
Hi Brad,
After the releaseGLContext() could you do a
osg::discardAllDeletedGLObjects() to make sure the cached GL object
handles are all removed, otherwise the new context will think these
handles are still valid and can be reused.
Robert.
On Thu, Jan 21, 2010 at 1:36 AM, Christiansen, Brad
Hi Paul,
On Thu, Jan 21, 2010 at 9:04 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
In terms of consistency the slave Camera's StateSet really should be
passed on to SceneView so I'll have a think about how to implement
this.
I've now added this functionality. I introduced a
Hi Robert and Wang Rui --
ObjectWrapper.cpp fails to compile when GL3 is selected due to use of
several deprecated GLenums. They probably just need to be #defined
somewhere, but I'll leave it to you to decide how to resolve.
GL1/2 build is cooking now, and I'll post if I encounter issues.
Hello All:
I have found a problem that I have no clue how to work around. I think it's
the build but not sure. My platform is Snow Leopard using 64 bit builds and
the 4.2.1 compiler. It started when I was building and upgrading the current
GUI frameworks we have to build against OSG. There
Hi,
I am running on Visual 2008 SP2 with osg 2.8.2
I have just downloaded osg binaries for visual 2005 SP1 and I have this message
when I launch my app in debug mode :
The application failed to initialized properly (0xc0150002). Click on OK to
terminate the application. Well I guess that does
Hi,
well I have my solution, I changed the link compile option for the project
plugin ive. I changed the zlib1d.lib dependancy to zlib1.lib. I now use the
release version of zlib and that works.
Do you think it is the only solution ?
Thank you!
Cheers,
Sebastien
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Yes, my main concern is that inside the
ViewerBase::renderingTraversals() function there are lots of other
activities after the loop of swapbuffers calls. If I separate
swapbuffers out into a separate function, and call it later (after
all those activities in renderingTraversals()), I'm not
Hi Sebastien,
AFAIK, there is not (yet) a SP2 for VS 2005. Are you sure ?
Mourad
On Thu, Jan 21, 2010 at 4:45 PM, Sebastien Nerig overse...@hotmail.comwrote:
Hi,
I am running on Visual 2008 SP2 with osg 2.8.2
I have just downloaded osg binaries for visual 2005 SP1 and I have this
message
Hello Sebastien,
I am running on Visual 2008 SP2 with osg 2.8.2
2005 or 2008? Here you say 2008, and lower you say 2005... Since you
said 2005 multiple times I'll assume 2005.
I have seen no info on an SP2 for Visual Studio 2005 (or 2008 either for
that matter). Are you sure? Searching
Hi Serge,
Thanks for the logs. I've added some more OSGDB_EXPORT to the
relevant classes, could you do an svn update and let me know how you
get on.
Robert.
On Thu, Jan 21, 2010 at 4:19 PM, Serge Lages serge.la...@gmail.com wrote:
Hi Robert,
The current SVN version doesn't build under
Hi All,
I'm struggling to have a simple modification of an osg scene working.
I simply need to remove all drawables from a geode and add new drawables to
the same geode.
In the viewer, the geode just disappears after removing the drawables, but I
can see that the scene contains the geode with the
Hi Fausto,
Dynamically modifying the scene graph shouldn't be that hard.
Removing drawables and adding news ones should perfect safe and
shouldn't require and extra steps from you, no need to dirty bounding
volumes or display lists, it should all just work.
As to why your new drawables aren't
Hi Fausto and Robert,
If the simple modification is due to some specific user event (button
press, file dialog, etc.), I might recommend refactoring the code to
add/remove nodes instead of drawables. It sounds like you have no
trouble initially getting the geometry into the scene; it is the
Hi Robert,
Thanks - confirms what I thought, better start digging through the examples...
Andrew
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Hi all,
I can confirm that this issue exists in 2.9.6 as well and believe Colin's
assessment is correct. Changing the raw pointer to the RequestQueue in the
DatabaseRequest to an observer_ptr and taking a temporary ref when using it
fixes the issue. I'm including a full program that you can use
Thanks, this change definitely makes sense.
-Paul
Robert Osfield wrote:
Hi Paul,
On Thu, Jan 21, 2010 at 9:04 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
In terms of consistency the slave Camera's StateSet really should be
passed on to SceneView so I'll have a think about how to
Hi,
There is my problem: I need to rotate a model on the 3 axis (X,Y and Z) I
already have the angles corresponding of the rotation on the axis.
I try differents methods to have a good result
It doesnt follow the orientation of my Wiimote Motion plus (It s a project
about manipulate a model
Hi Thomas,
I really not sure what the problem is. Is it simply that the Wiimote
has a different orientation of X, Y, Z? Is it left or right hand rule?
Either way this should be a straight forward issue of just setting up
the rotations in the correct order, and if required adding an extra
Thank you both for your inputs.
To Robert:
Try writing the subgraph they are in out to a file then load this file
into osgviewer to see if can view them.
Yes, as I mentioned the new scene data is OK, I can see it while debugging
and after saving-loading it with osgViewer.exe all new drawables
Fausto,
My project uses Qt widgets as well, so if this is the problem, I'd be
interested in the solution so that I can proof read our code.
Fortunately/unfortunately, it appears to work for me.
As to the nodes and drawables, all I can say is that there are nodes,
and then, there are nodes.
In
Hi Yefei,
The set up of threading on various graphics contexts that the viewer
is managing is set up in the src/osgViewer/ViewerBase.cpp's
ViewerBase::startThreading() method. In this code there is two parts
of interest to management of the swap of the graphics contexts.
First up a bit of
Thanks for your interest and help
The wiimotion plus gives 3 around-axis speeds which I transforme into angles
the fact is that the pat keep turning around the OSG basic axis and not in the
wiimote basic axis.
I also think that I got a gimbal lock :(
I try a makeRotate with an old X-axis (for
I just tried the 2010.2 FBX plugin for Max and the problems decribed in my
previous mails remain.
Let me know if I can help trying something else.
Kind regards.
Alessandro
On Thu, Jan 21, 2010 at 11:00 AM, Sukender suky0...@free.fr wrote:
Hi Alessandro,
May I suggest you to use the 2010.2
Thomas Simon wrote:
Thanks for your interest and help
The wiimotion plus gives 3 around-axis speeds which I transforme into angles
the fact is that the pat keep turning around the OSG basic axis and not in the
wiimote basic axis.
I also think that I got a gimbal lock :(
I try a makeRotate
Hello,
Not sure if this has been reported so far (I couldn't find anything in
the mailing list archive).
I have been trying to run OSG 2.9.6 in a BeagleBoard (OpenGL ES 2.0)
with partial success. Just after compiling, when running osgviewer, I
got a window with the classical OSG blue
I don't think this applies to Windows 7 as it DOES have accelerated GDI
un-like Vista
But windows 7 and NVIDIA drivers fails and dies a lot for both Opengl
and Direct X, and that causes issues even though Window 7 recovers and
restarts the driver is sucks up resources leading slowdowns and
You are right. This happens to me quite often. I am seriosely thinking to go
Linux in the near future
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Thu, Jan 21, 2010 at 10:41 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
I don't think this applies to
Hi Gordon,
But windows 7 and NVIDIA drivers fails and dies a lot for both Opengl
and Direct X, and that causes issues even though Window 7 recovers and
restarts the driver is sucks up resources leading slowdowns and crashes
You see a lot of nvlddmkm.sys problems in the event logs ( there's a
Dear all,
I'm using OpenSceneGraph 2.8.2 with C++, and notice that when I move
or turn (by updating the camera position or orientation), the edges of
objects are blur. I don't like that effect and would like to disable
it. Could anybody tell me how?
Thanks,
Dat
Hi, Robert,
Thanks for the explanation. I'm still trying to make sense of
the mechanism used for threading. I'll say I'm a bit overwhelmed.
Looks for sure I'll need to set the option of BeforeSwapBuffers
for the barrier operation for the viewer, which is not the default.
More tinkering
All,
Is there a way to force an OSG window (osgViewer) to always be on top of all
the other windows being displayed?
Thanks in advance.
-Shayne
smime.p7s
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if you are on windows, then you can set the style to TOPMOST I think, or
something like that
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey
On Fri, Jan 22, 2010 at 12:12 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
Is
http://msdn.microsoft.com/en-us/library/ms997562.aspx
http://msdn.microsoft.com/en-us/library/ms997562.aspxWS_EX_TOPMOST
Get the Win32 handle from the Viewer windows and set it with the Win32 call
Let me know if you can handle it
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan,
Nguyen Tien Dat wrote:
Dear all,
I'm using OpenSceneGraph 2.8.2 with C++, and notice that when I move
or turn (by updating the camera position or orientation), the edges of
objects are blur. I don't like that effect and would like to disable
it. Could anybody tell me how?
Unless you are
On Windows 7 setting the theme to Windows 7 Basic (disabling Aero) fixes all my
visual problems on various Windows 7 machines ( not all nVidia). So I think we
have to assume that mixing GDI and accelerated OpenGL graphics in the same
window is a no-no on both W7 and Vista ( even if GDI is
I submitted a bug report re this on Intel Premier support.
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Dear Paul,
I didn't turn on any kind of blur shader. The frame rate is about
60fps and the refresh rate of the monitor is 60Hz. When I change the
refresh rate to 75Hz, the frame rate changes to 75fps. So the blur
effect that I have does not seem to come from low frame rate. When I
turn off the
On 22/01/10 11:01 , Nguyen Tien Dat wrote:
I didn't turn on any kind of blur shader. The frame rate is about
60fps and the refresh rate of the monitor is 60Hz. When I change the
refresh rate to 75Hz, the frame rate changes to 75fps. So the blur
effect that I have does not seem to come from
Hi,
can you give more detail on what you are adding/removing? Do you use the
same vertex lists, but with new drawables. Do you change vertices, but
keep the drawables? To get more help you'd probably need to make a very
small example that shows the problem...
jp
fausto wrote:
Thank you
Hi,
sorry, I don't have any answers for you, but I have a Beagleboard that
I've not booted in a while. What OpenGL drivers are you using?
rgds
jp
picoflamingo wrote:
Hello,
Not sure if this has been reported so far (I couldn't find anything in
the mailing list archive).
I have been
Hi,
J.P. Delport wrote:
Hi,
sorry, I don't have any answers for you, but I have a Beagleboard that
I've not booted in a while. What OpenGL drivers are you using?
I'm using the open source driver for SGX. But the differences are in the
GLES libraries not in the driver, as far as I know.
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