Hi Robert,
thanks for your answer, and sorry for this silly c++ question :-*
Have to read more about these ref_ptr before looking for complicated reasons !
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Hi,
This might be a bit of topic, but hopefully of interest to the osg-users
list.
Here's what we'd like to do: we'd like to contract a graphics designer
to model/design several particle systems (or particle symbols, as we
call them since they will be self contained and local particle
Hi everybody,
Thank you for reply.
We are talking about 2 different laptops. One with Windows XP and second with
Vista, both have latest ATI Rageon drivers.
Thank you!
Cheers,
Danny
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Hi Jimmy,
On Tue, Aug 25, 2009 at 6:55 AM, Jimmy Lindummy...@gmail.com wrote:
I just found out when I create graphic context, if I don't set
inheritedWindowData for the trait, then everything is ok. but if I use window
form control's handle as inheritedWindowData and repeatly
Hi John,
I remember someone asking a similar question a while back and the
suggestion was to use to the particle system designer that delta3d
supplies:
http://www.delta3d.org/filemgmt_data/files/Particle%20system.pdf
I'm afraid I've not used it, so I can't say how good it is but I hope
that
Hi Danny;
Problems not related OS most possibly. ATI card generally can produce shadow
texturing coordinate incompatibility. So shadows interlacing each other or
recieve on different surface which not related target cast model.
Please try same code on popular NVidia graphics card.
Regards.
Hi,
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any
intersections. The problem is following: Although ,there is only one object in
my scene, I can clearly see that this object intersects with something.
Hi Vinay,
I don't if it's a typo, of the code you are trying to use is exactly
as you've set it, but you inhertiedWindwData is most definately wrong,
it should something like:
traits-inheritedWindowData = new
osgViewer::GraphicsWindowX11::WindowData(m_hWnd);
Note the inclusion of WindowData.
Danny Lesnik wrote:
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any intersections. The problem is following: Although ,there is only one object in my scene, I can clearly see that this object intersects with
Hi Tim,
You really need to explain more what you mean by updates to a texture
and in what way you are going about updating them. Without more info
there is nothing others can really recommend.
Robert.
On Mon, Aug 24, 2009 at 8:23 PM, Tim Allenosgfo...@tevs.eu wrote:
Hi,
I am trying to
Hi Davide,
The OSG's (and most window systems) provide events sequentially for
cases where you press several keys at once. So what you'll get is
separate calls for pressing and releasing of the different keys and
you'll need to track which ones are pressed at any one time yourself.
Robert.
On
Hi Kim,
Thanks, I'll try it out straight away! This might just turn out to be
the best Tuesday this week:)
// John
Kim Bale wrote:
Hi John,
I remember someone asking a similar question a while back and the
suggestion was to use to the particle system designer that delta3d
supplies:
Hello community,
are you interested in opensource crossplatform DIS library?
cheers,
Nick
http://www.linkedin.com/in/tnikolov
Sent from Benoni, Gauteng, South Africa
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Hi,
what's wrong with CERTI or PORTICO?
2009/8/25 Trajce Nikolov nikolov.tra...@gmail.com
Hello community,
are you interested in opensource crossplatform DIS library?
cheers,
Nick
http://www.linkedin.com/in/tnikolov
Sent from Benoni, Gauteng, South Africa
Hi osgUsers,
I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save this texture to a file. Is there
a straight forward method of doing this?
anyone?
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
Hi,
how do we get a scancode of the pressed key in keyboard handler in OSG?
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Hi...
osg::ref_ptrosg::Image image = new osg::Image;
image-readPixels. example
if (osgDB::writeImageFile(*image,_filename))
{
std::cout Saved screen image to `_filename` std::endl;
}
2009/8/25 Peter Wraae Marino osgh...@gmail.com
Hi osgUsers,
I have a question about texture to
Hi Maxim ,
I believe the readPixels is reading from the framebuffer and not the
texture (or am I mistaken??)
remember a RTT usually means I have 2 or more cameras in my scene...
where one is used
to do the RTT... so this can lead to a question how would osg::Image
know which buffer to read from?
Hi Peter
You can attach an image to the camera doing the rtt.
osg::Image *image = new osg::Image;
image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
// attach the image so its copied on each frame.
camera-attach(osg::Camera::COLOR_BUFFER, image);
Rafa.
On Tue, Aug 25,
Hi,
When I load a map with OSGViewer the camera is positioned very far from the
map. How can I change the initial position of the camera?
There is one other question, how can I use external data (gamepad, wiimote,
etc..) to make movements inside my osgViewer?
Thank you!
Cheers,
Alex
Hi Paul,
I just can't realize I have only one object its bs radius os 43. what is the
object that I can intersect with on x =12,5?
There supposed to be nothing.
Thank you!
Cheers,
Danny
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Danny Lesnik wrote:
I just can't realize I have only one object its bs radius os 43. what is the object that I can intersect with on x =12,5?
There supposed to be nothing.
Thank you!
The only suggestion I have is to check out what is really going on by
writing a small OSG app that shows
hi,Jean-Sebastien Guay,kim and others:
sorry,we are in different time zones,it is difficult for me to keep online in
touch with you.
As you said ,i disable full screen and glare effect,and load spaceship.osg in
osgOcean application.The transparent flame trail of spaceship is rendered
Hi Houxl,
I can't think of any reason why that would happen if all full screen
effects are turned off. Could you post a screenshot of the artefact?
Cheers.
Kim.
2009/8/25 osghxl osg...@163.com:
hi,Jean-Sebastien Guay,kim and others:
sorry,we are in different time zones,it is difficult for
Have you tried ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
Same Graphics card/chip and same driver release Number ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
And don't forget HLA :)
(http://en.wikipedia.org/wiki/High_Level_Architecture_(simulation)) as
this has depreicated DIS for many :)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
I would suggest what I would in this case which is Step into the code
and look at the triangles as they are tested etc and then you can see
what's happening rather than play 50 guesses
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email
Hi All
If you need a distributed simulation based on OSG I can recommend Delta3d
which has already integrated HLA RPRFOM (works with RTI-s MÄK Pitch
Portico and CERTI) and also DIS based on OpenDIS.
Brgs.
Ralf Stokholm
Arenalogic
www.arenalogic.com
2009/8/25 Tomlinson, Gordon
OpenDIS looks good. Wasn't aware of it. Thanks for all the feedback
Nick
On Tue, Aug 25, 2009 at 2:04 PM, Ralf Stokholm alfma...@arenalogic.comwrote:
Hi All
If you need a distributed simulation based on OSG I can recommend Delta3d
which has already integrated HLA RPRFOM (works with RTI-s
Danny Lesnik wrote:
Hi,
I'm trying to use intersect for primitive collision detection.
I load one 3DS file into my scene and test whether this object has any intersections. The problem is following: Although ,there is only one object in my scene, I can clearly see that this object intersects
Hi Paul,
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test wether bounding sphere intrsect with
any other project?
My idea is to move object with UpdateCallBack and stop movement if I have any
other object on
Hi Alex,
On Tue, Aug 25, 2009 at 11:43 AM, Alex Malhaofranciskovi...@gmail.com wrote:
When I load a map with OSGViewer the camera is positioned very far from the
map. How can I change the initial position of the camera?
use the camera manipulator setHomePosition i.e.
Danny Lesnik wrote:
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test wether bounding sphere intrsect with
any other project?
That depends on how coarse/precise you want the intersections to be.
Testing
For example, GIMPACT
GIMPACT - very slow
use BULLET physic + convex decomposition (BULLET example)
2009/8/25 Paul Melis p...@science.uva.nl
Danny Lesnik wrote:
Thank you for your help.
I think I understand now what LineSegmentIntersector is doing.
What might be the correct approach to test
Sorry, that was a typo. The computer my code is on isn't connected to the
internet so I mistyped it as I rewrote it.
So yes, I do have what you have written below. I have taken a look at the
osgViewerMFC and didn't see anything else that I was missing. I will look into
the osgviewerQT
Hi all,
I've a problem to design a class which uses the plugin scheme to read and
write custom data to/from .osg file.
Let's imagine a simple class, which construct a small scenegraph in its
constructor. When saving to .osg, OSG writes out logically this little
scenegraph in the file, plus
Hi all,
I used a lot databases made with osgdem on spherical terrain.
I'm wondering if there is something existing in osgTerrain to manage dynamic
quadtree on such databases (I'm talking about geometry only) ? It could be a
very good starting point to implement GPU CLOD texture algorithms to
Hi Eric,
there is a fresh paper about that, what you want to do:
http://wwwcg.in.tum.de/Research/Publications/TerrainRayCasting
Oh at least, I think this is what you want to do?
Cheers,
Art[/url]
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Hi Updating means i am changing the image in the texture.
Thanks RegaRds,
Tim.
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Hi Eric,
Are you talking about being able to generate the quadtree on the fly rather
than preprocessing it? If so, then check out osgEarth (
http://www.osgearth.org), that's what it was made for :)
Thanks,
Jason
On Tue, Aug 25, 2009 at 12:55 PM, Art Tevs arti_t...@yahoo.de wrote:
Hi Eric,
Interesting paper
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
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From:
ok i got the idea, thanks a lot for the quick answer :)
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The problem is likely the size of the resulting scene graph, and
therefore only indirectly related to the size of the actual .flt file.
One problem I have noted with the .flt loader is that it always keeps
the entire vertex palette in memory during a file load. This can
consume a tremendous
Hi,
can you tell more about the openFlight database? What was the tool to
generate the file? Can you see something like master.flt among the files?
Nick
On Tue, Aug 25, 2009 at 9:44 PM, Paul Martz pma...@skew-matrix.com wrote:
The problem is likely the size of the resulting scene graph,
Hi Nick,
You may want to search on master.flt in the mail archive. The first one that
came up looks like it may help you.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05439.html
Tom Jolley
From: Trajce Nikolov
Hi Tom,
that was what I was to propose to Colli, to convert the OpenFlight XRefs
into PagedLODs. If there is a master.flt the database is probably coming
from TerraVista and it has tiled structure. Colli, let me know if the posted
link resolved your problem. OpenSceneGraph can render large
Hi,
i am sorry for not providing all informations! I was running osgconv on linux
11. The cpu tool over 90% and from memory over 90% as well, before it blew up
with a bad alloc. I resized the swap space to over 20Gig, because i thought,
that he had problem with memory allocation because it
Hi Colli,
please post the master.flt. I have done this in the past, and yes, I have
managed dbs larger then 6gb. I ll help you. it is trivial
Nick
http://www.linkedin.com/in/tnikolov
Sent from Benoni, Gauteng, South Africa
On Tue, Aug 25, 2009 at 10:50 PM, Colli Bann coli...@gmx.de wrote:
Hi,
Use the source attached to this link. It should do what you want.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
this will work for some cases , not for all. All depends how TerraVista
exported the database. As I can recall, there are several options for the
origins. You might end up with matrix attached to the Xref nodes in the
master file. But it is worth of giving it a try
Nick
Hi,
The real problem im facing is when Im editing the images i am getting popping
textures.
Thank you!
Cheers,
Tim
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Hi Nick,
It won't touch any nodes other than the externally referenced node/file.
Check out the code, it's really pretty simple.
Brian
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Hi Brian,
the code looks good and I like it. I am worried about cases where the tile
placement is done via matrix in the xref file then compiled in place tiles.
The pagedlod needs proper center and size (radius). In such a case where the
origin is set as a Tile Origin (from the OpenFlight compiler
When do I need a switch node if I have a nodemask?
[..]
Why - is there extra functionality from the switch, is there a limitation of
the nodemask?
The difference is in traversal of nodes.
Switch nodes affect ALL traversals.
Node/cull masks affect certain kinds of traversals.
For example, if a
I mean matrix in the xref node ... there is a typo down there
Nick
http://www.linkedin.com/in/tnikolov
Sent from Benoni, Gauteng, South Africa
On Wed, Aug 26, 2009 at 12:13 AM, Trajce Nikolov
nikolov.tra...@gmail.comwrote:
Hi Brian,
the code looks good and I like it. I am worried about cases
hi,kim ,Jean-Sebastien Guay and others:
I have registered an account in forem,but the messages i sent is awaiting
approval.So i post my reply by mailing list.
in osgocean example ,i disable glare and dof false in ocean scene
initialization.
...
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