Re: [osg-users] Calling setUseVertexAttributeAliasing(true) after a viewer is being "run" causes a crasch

2021-04-07 Thread Robert Osfield
Hi Andres, You've posted to the mailman list, which I'm about to close, could you subscribe/post to the osg-users googlegroup. I'll answer the question there. Cheers, Robert. On Wed, 7 Apr 2021 at 13:33, Anders Backman wrote: > Hi all. > Just noticed that it is not possible to toggle the >

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-06 Thread Robert Osfield
On Tue, 6 Apr 2021 at 15:16, Robert Osfield wrote: > Unfortunately all it's not yet perfect, a few subscriptions are failing > when I attempt to confirm the pending request with the googlegroup server > reporting that it can't confirm the address. This seems to be happening >

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-06 Thread Robert Osfield
Hi All, It looks like the subscribe by email approach is working well for non-Google users which is great news. Unfortunately all it's not yet perfect, a few subscriptions are failing when I attempt to confirm the pending request with the googlegroup server reporting that it can't confirm the

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-06 Thread Robert Osfield
On Tue, 6 Apr 2021 at 13:39, Rizzen wrote: > The message is correct in how I joined this email subscription group > without using a Gmail address. > Thanks for the confirmation. > Is there an email subscription group for VSG? > There's been a vsg-users google group for a couple of years, but

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-06 Thread Robert Osfield
Hi All, I have feedback that the email subscription route is working for non google account users, so I have updated the introduction message for the osg-users googlegroup. Could folks review what I've written and let me know if it's clear, links look correct etc. Thanks, Robert -- New welcome

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-05 Thread Robert Osfield
Hi All, I've approved a number of new subscription to the osg-users google group today, most went through OK, but two requests failed when I clicked to approach, groups.google reported the error message: "1 request couldn't be approved We're unable to send a notification to this person about the

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-05 Thread Robert Osfield
This might be of use: https://webapps.stackexchange.com/questions/13508/how-can-i-subscribe-to-a-google-mailing-list-with-a-non-google-e-mail-address/15593#15593 Looks like you may be able to send a email to *osg-users+subscr...@googlegroups.com * from the email account you want to subscribe,

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-05 Thread Robert Osfield
Hi Wener, On Mon, 5 Apr 2021 at 11:30, Werner Modenbach < werner.modenb...@modenbach-ac.de> wrote: > I followed your suggestion by replacing "myid" by my mail address, which > isn't registered for a Google account. > The link I provided earlier wasn't consistent, I copied and modified one I

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-05 Thread Robert Osfield
of dubious subscription requests so for now the immediate issue of me being overwhelmed with support work is over, but it's just a short term hack as it bans everyone, including genuine requests. On Sunday, 4 April 2021 at 19:43:28 UTC+1 Robert Osfield wrote: > > > On Sun, 4 Apr 2021

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-05 Thread Robert Osfield
There appears to be a perception that you can only join the osg-users group using a Google account. This isn't correct, plenty of folk have already joined using non google email addresses. I did a search online about subscribing and came across the suggestion of using a url in the form:

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Robert Osfield
On Sun, 4 Apr 2021 at 19:38, merspieler wrote: > I have to sign in? Then I'm out of luck.. I asked what you could see on screen - whether you saw a join or sign in button. You don't need to sign in to use the googlegroup - you can simply use it as a mailing list. Also please remember, this

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Robert Osfield
I have come across a trick to ban all addresses except ones for a specified domain, I've applied this, and will see if that fixes the deluge of subscription requests. This will however reject all new subscription attempts. At best it might provide a short term breather to give folks more time to

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Robert Osfield
On Sun, 4 Apr 2021 at 15:13, merspieler wrote: > Following the link [1] I don't see a subscribe button. > Do you not see any "Join group" or "Sign in" option? Could you check other groups to see if there is anything different. As far as I can see all the options for new subscriptions are

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Robert Osfield
Hi Werner, I am aware that google groups is far from ideal, falling back to at all is really a sign of how poorly the developer world is served on the support front. Hopefully, one day there will be robust and easy to use/support alternatively for forum/mailing list support so we can migrate

Re: [osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Robert Osfield
On Sun, 4 Apr 2021 at 13:08, merspieler wrote: > What about those who can't use the google mailing list? > I'm sorry I can't support folks for free on a platform that is requiring so much of time to keep free of spam/misuse. I've supported this osg-users mailing list for free for 20 years,

[osg-users] Closing of osg-users@lists.openscenegraph.org, please subscribe to osg-users googlegroup

2021-04-04 Thread Robert Osfield
Hi All, I have managed the osg-users mailing list for two decades with little issues along the way, it mostly has just looked after itself. Alas today is the last day as it's become an attack vector for bots to an extent that it's swamping my support work. I'll be deleting the list later today,

Re: [osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod

2021-03-24 Thread Robert Osfield
Hi Jason, On Wed, 24 Mar 2021 at 15:22, Jason Beverage wrote: > Very impressive Robert! As you said, comparing osgEarth to your example > isn't exactly apples to apples since the implementation under the hood is > quite different but this is still great. > Thanks. Indeed it's apples to

Re: [osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod

2021-03-23 Thread Robert Osfield
Hi Nathan, On Tue, 23 Mar 2021 at 18:26, Nathan Mielcarek wrote: > Great news! I look forward to using this in the near future either through > OSG directly or osgEarth. > The VSG is intended as the successor to the OSG and would typically be used instead of the OSG. The VSG is significantly

[osg-users] OpenSceneGraph/osgEarth vs VulkanSceneGraph/vsgpagedlod

2021-03-17 Thread Robert Osfield
Hi All, Over the past 2 1/2 years I've been mainly focused on VulkanSceneGraph project, this isn't yet at 1.0 but it's come along nicely. This week I wrote an example that illustrates how to use vsg::PagedLOD and vsg::ReaderWriter to implement paged database that streams data from online

Re: [osg-users] Question about array binding

2021-03-10 Thread Robert Osfield
On Wed, 10 Mar 2021 at 15:35, Werner Modenbach < werner.modenb...@modenbach-ac.de> wrote: > Hi Robert, > > I had a look at the code in osg::Geometry. The lines in question are: > > if ( handleVertexAttributes ){ > > for(unsigned int index = 0; index < _vertexAttribList.size();

Re: [osg-users] how do I make the light always hit the front of the camera?

2021-03-10 Thread Robert Osfield
If you want a light positioned relative to View's Camera then this is what the OSG provides by default. You can probably just remove the LightSource from the scene graph and rely upon it's settings. In include/osg/View you'll find: /** Options for controlling the global lighting used for

Re: [osg-users] Question about array binding

2021-03-09 Thread Robert Osfield
HI Werner, I can't think of think of reason that would cause a problem. It's quite a while since I look at the associated code so it might be simply that I've forgotten constraints. Have a look at the osg::Geometry::drawImplementation() to see if there is a constraint on vertex attributes

Re: [osg-users] how do I make the light always hit the front of the camera?

2021-03-09 Thread Robert Osfield
Hi ? You don't say how you are rendering your present lights so providing guidance on how to adjust it isn't possible, you'll need to provide more information about your render system and what it relies upon for controlling the position and direction of the light. Also it's hard to understand

Re: [osg-users] Why does osg::AutoTransform node disappear when the scene is first created?

2021-03-08 Thread Robert Osfield
Hi ? There isn't any way to know what settings are provoking these errors, the best thing you can do is compile a debug version of the OSG and then setup into the AutoTransform traverse method to figure out what maths is being invoked and when the errors are occurring. The only thing I can add

Re: [osg-users] setMaxAnisotropy() Causes Segfault

2021-02-18 Thread Robert Osfield
The texture->setMaxAnisotropy() is a straight forward C++ method, the only reason for it to crash would be for the method to be called on a nullptr or invalid texture pointer. Most likely the bug stems from simgear so I would suggest contacting the FlightGear team to see if they can reproduce the

Re: [osg-users] osgTerrain and dynamic Heightmaps

2021-02-17 Thread Robert Osfield
Hi Anders, On Wed, 17 Feb 2021 at 17:02, Anders Backman wrote: > I was wondering if there is any way of using the osgTerrain library by > feeding it with a dynamic (changing over time) heightmap? > I was thinking that most of the core features are there, including > the

Re: [osg-users] How can I hide this white geometry without using the color transparency method and intersect?

2021-02-08 Thread Robert Osfield
On Mon, 8 Feb 2021 at 13:21, mirr...@gmail.com wrote: > system win10 > > //Modifying the depth test sequence doesn't seem to work > setRenderBinDetails(1001,"DepthSorteBin"); > There isn't any specific advice we can provide as you've provided no specific information about the problem bit of

Re: [osg-users] Several clipping planes

2021-02-04 Thread Robert Osfield
Hi Claudio, Welcome to the OSG community. For your first post you sure are diving into an advanced topic :-) Conventionally one would do clipping using gl_ClipPlane, this is set by osg::ClipPlane state attribute and osg::ClipNode to place one or more ClipPlane in a final position in space, I

Re: [osg-users] getting userData or accumulated Uniform in nodevisitor

2021-02-02 Thread Robert Osfield
On Tue, 2 Feb 2021 at 10:38, Werner Modenbach < werner.modenb...@modenbach-ac.de> wrote: > Hi Robert, > Replying to osg-users list so that others can chip in with insights or learn from the discussion. > I think I'm close to getting the solution. > Unfortunately the CullStack doesn't handle

Re: [osg-users] getting userData or accumulated Uniform in nodevisitor

2021-02-01 Thread Robert Osfield
On Mon, 1 Feb 2021 at 10:38, 杨光 wrote: > Hello, I’m sorry to ask you, I use shader on osgearth, the coloring effect > is unsatisfactory, and the coloring area will change with the movement of > the camera, can you give some hints on this question ? > If you have an unrelated question it's

Re: [osg-users] getting userData or accumulated Uniform in nodevisitor

2021-01-31 Thread Robert Osfield
Hi Werner, You'll need to override the Cull traversal behavior and get the StateSet stack from the CullVisitor. I don't recall the details off the top of my head so you'll need to look at the osgUtil::CullVisitor and it's parent class osg::CullStack for the tracking of state. Robert.

Re: [osg-users] How to achieve osg::Texture2D rotation 180?

2021-01-25 Thread Robert Osfield
On Mon, 25 Jan 2021 at 07:39, mirr...@gmail.com wrote: > Thank you very much, but this method only works for four point texture > coordinates > You provide so little information about the context about what you want to do folks are left guessing what might be appropriate. For instance, are you

Re: [osg-users] Camera render order and Threading models

2021-01-07 Thread Robert Osfield
Hi Ricard, Both the RTT Camera and the main Camera should both be traversed in the cull traversal within the same frame and accumulated modelview matrices cached in the rendering backend to sent to the GPU as part of the draw traversal together. Ordinarily this system should prevent problems

Re: [osg-users] 回复:Re: remove updatecallback stably and reliably

2020-12-27 Thread Robert Osfield
How are the symbols represented in the scene graph and on screen? How many different types of symbols do you have? What are the dynamic aspects to the simulated objects, as you mention AnimationPathCallback I presume you are animating a transform. Is this just xyz translations? I don't yet

Re: [osg-users] remove updatecallback stably and reliably

2020-12-27 Thread Robert Osfield
On Sun, 27 Dec 2020 at 01:01, 蔡少波 wrote: >I have some problems encountered in the project to ask everyone. > As a general tip, it's best to post a single question per post so that the threads that follow can remain focused on one topic rather than have several topics all interleaved

Re: [osg-users] fuck off stop messaging me u dumb fucks

2020-12-16 Thread Robert Osfield
On Wed, 16 Dec 2020 at 08:31, michael kapelko wrote: > I guess we should really turn the driving autoreply thing off. It > really looks like a spam. Especially when nobody's asking questions. > I tracked down the email and unsubscribed them. Turns out the same email address has harassed other

Re: [osg-users] Insert an image before a text

2020-12-16 Thread Robert Osfield
Images won't render on their own you need to create some geometry to render the texture on. You don't mentioned anything about creating geometry but it could easily by that you've just not mentioned it. There is a convenience function for created a quad geometry appropriate for rendering

Re: [osg-users] fuck off stop messaging me u dumb fucks

2020-12-11 Thread Robert Osfield
On Fri, 11 Dec 2020 at 19:39, OpenSceneGraph Users < osg-users@lists.openscenegraph.org> wrote: > fuck off stop messaging me u dumb fucks > There is never any excuse for such appalling language. This list is only sent to addresses that are subscribed to it. If you no longer want to recieve

Re: [osg-users] OpenSceneGraph-3.6.5 release candidate 2 tagged, please test

2020-01-26 Thread Robert Osfield
Hi Stuart, On Sun, 26 Jan 2020 at 13:46, Stuart Mentzer wrote: > OSG 3.6.5-rc2 built fine on Windows with VC2019 (so VC2017 is probably OK) > and appears to be running properly in our application. If there are more > RCs I can try to test those and I should be able to get 3.6.5 binaries >

Re: [osg-users] OpenSceneGraph-3.6.5 release candidate 2 tagged, please test

2020-01-24 Thread Robert Osfield
HI All, Still waiting on feedback on how well 3.6.5-rc2 is working OK. I'm ready to tag 3.6.5 at my end as there are no Issue reported yet that I can look into resolving. If there are no Issue's raised by Monday I'll go ahead and tag 3.6.5 stable release. Cheers, Robert. -- You received

Re: [osg-users] Textured ply file is black when loaded.

2020-01-23 Thread Robert Osfield
On Tuesday, 21 January 2020 15:03:12 UTC, Tom Pollok wrote: > > I converted it to ascii using MeshLab > > https://owncloud.iosb.fraunhofer.de/owncloud/s/KpZFxn5SCm0JFmN > > pw: osg > Thanks. For future reference this might be useful. At this point in time I don't feel confident about

Re: [osg-users] camera functionality issue

2020-01-23 Thread Robert Osfield
On Wednesday, 22 January 2020 05:12:31 UTC, Ravi wrote: > > We have got the camera panning by calculating the resultant of two > vectors(previous vector before panning and changed vector after panning) > and compared its magnitude with a value to restrict its position in camera > view. But

Re: [osg-users] Textured ply file is black when loaded.

2020-01-21 Thread Robert Osfield
On Tuesday, 21 January 2020 14:07:35 UTC, Tom Pollok wrote: > > I investigated a little. > > So it seems that the comment for texture files is actively used: > > comment TextureFile YourTexture_material_0_map_Kd.jpg > > So that needs to be parsed, and not ignored as just being a comment. > > The

Re: [osg-users] camera functionality issue

2020-01-21 Thread Robert Osfield
How far have you got? What problems do you have? -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this

Re: [osg-users] camera functionality issue

2020-01-21 Thread Robert Osfield
Could you change you user name to a human name, it helps the community to converse respectively. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to

Re: [osg-users] Textured ply file is black when loaded.

2020-01-21 Thread Robert Osfield
Hi Tom, FYI, it's was a community submission back in 2009, I don't personally know the ply format or have done anything more than cosmetic work on this plugin. I basically in the same boat as yourself in terms of ability to debug the format, I just have to look at the code and see what it's

Re: [osg-users] Node with different projection/view matrix fixed pipeline

2020-01-21 Thread Robert Osfield
The way I'd tackle dragging of objects in model space that are billboarded icons would be to project the mouse coords into clip coords then into object space using the matrices inverse of the (projection * view * model). You'd also need to compute the depth to use, this could be computed by

Re: [osg-users] How to use the osgUI

2020-01-21 Thread Robert Osfield
The osgUI NodeKit was written to be used from C++ and/or Lua script. During development the primary focus was on making sure it was functional via Lua script and as part of Present3D presentations (see OpenSceneGraph/applicaton/present3D). Due to the focus on Lua script usage I didn't write

[osg-users] OpenSceneGraph-3.6.5 release candidate 2 tagged, please test

2020-01-21 Thread Robert Osfield
convergence. All going well we'll be able to make the 3.6.5 stable release this week, Thanks in advance for your help in testing/build and bug fixes :-) Cheers, Robert. -- Changes since 3.6.5-rc1 Tue, 21 Jan 2020 09:43:08 + Author : Robert Osfield Removed stray space Tue, 21 Jan 2020 09:32:57

Re: [osg-users] Node with different projection/view matrix fixed pipeline

2020-01-16 Thread Robert Osfield
are some billboards but with the option to be moved in the > view space, like a 2D move. > > If I give directly the ObjectPosition to OSG, it works fine with > billboards but I don't know how to incorporated the 2D Move Vector, that > vector is in the view space. > > On Thu, 16

Re: [osg-users] Node with different projection/view matrix fixed pipeline

2020-01-16 Thread Robert Osfield
Hi Catalin, Could you explain what you are trying to do with the rendering of this node? What you are attempting to do will guide the best way to implement what you need. Robert. On Thu, 16 Jan 2020 at 07:33, Catalin wrote: > Hi, > > Is there a way to change the view matrix or projection

Re: [osg-users] OpenSceneGraph-3.6.5 release candidate 1 tagged, please test

2020-01-15 Thread Robert Osfield
On Wednesday, 15 January 2020 13:15:27 UTC, Paul Leopard wrote: > > My comment was made with regard to 3.6.5, I am unable to build 3.6.5. I > was just describing the procedure and noting that it was the same procedure > I've used successfully for building 3.6.4. > What is generated? Are

Re: [osg-users] OpenSceneGraph-3.6.5 release candidate 1 tagged, please test

2020-01-15 Thread Robert Osfield
Hi Paul, On Tuesday, 14 January 2020 18:45:28 UTC, Paul Leopard wrote: > > Using my 3.6-4 procedure, no visual studio files are generated by the > cmake system > > >mkdir release_build > >cd release_build > >cmake ../ -DCMAKE_INSTALL_PREFIX=../ -DCMAKE_BUILD_TYPE=Release > > No .sln, no .vcxproj

[osg-users] OpenSceneGraph-3.6.5 release candidate 1 tagged, please test

2020-01-14 Thread Robert Osfield
. -- ChangeLog since 3.6.4 Tue, 14 Jan 2020 16:29:07 + Author : Robert Osfield Fixed warnings Tue, 14 Jan 2020 14:57:15 + Author : Robert Osfield Fixed build warning due to auto_ptr<> Tue, 14 Jan 2020 14:42:01 + Author : Robert Osfield Fixed workaround for invalid indices Mon, 13 Ja

Re: [osg-users] Loading textured meshes (obj+mtl) leads to crash in osg 3.4.1

2020-01-14 Thread Robert Osfield
On Tue, 14 Jan 2020 at 15:26, 'Tom Pollok' via OpenSceneGraph Users < osg-us...@googlegroups.com> wrote: > Thank you for the workaround. > > So as far as i understand you only add the texture coordinate and normal, > if there exists one with a index greater than 0 and less then the number of >

Re: [osg-users] Loading textured meshes (obj+mtl) leads to crash in osg 3.4.1

2020-01-14 Thread Robert Osfield
I have checked in a workaround for the invalid indices to the 3.6 branch and master: https://github.com/openscenegraph/OpenSceneGraph/commit/2b9c501e18b6eded7375c0e272aff401ad9793a2 -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group.

Re: [osg-users] Imported .obj file not showing textures.

2020-01-14 Thread Robert Osfield
On Tuesday, 14 January 2020 14:18:21 UTC, Voerman, L. wrote: > > To answer my own question, not that I've joint the google group my replies > by e-mail to osg-users@lists.openscenegraph.org show up in the google > group as well > I wonder if googegroups is testing the from w.r.t accepting or

Re: [osg-users] Loading textured meshes (obj+mtl) leads to crash in osg 3.4.1

2020-01-14 Thread Robert Osfield
I have looked at the model with the 3.6 branch and get the crash and concur with Luarens - the model is broken, it has normal indices assigned to the faces but no normal array. The crash occurs because the OSG's obj plugin is assuming that if normal indices are provided they are valid normal

Re: [osg-users] Imported .obj file not showing textures.

2020-01-14 Thread Robert Osfield
On Tue, 14 Jan 2020 at 13:09, L. Voerman wrote: > repost in google group; It seems like my reply to the mailing list does > not show up in google groups. > I did think I had the two working together at the end of last year but current mailing lists are appearing, will look into it.

Re: [osg-users] DepthPartition

2020-01-14 Thread Robert Osfield
On Tuesday, 14 January 2020 04:47:32 UTC, Infinite Reality wrote: > > What is the principle of Depth Partition? > Depth buffer precision is dependent upon the near/far distance ratio, the lower this ratio the lower the precision and more z fighting you have - where pixels of polygons that are

Re: [osg-users] Clamping models to an osgTerrain

2020-01-11 Thread Robert Osfield
Doing what you describe is possible with existing functionality, it just isn't implemented for you. The complicated part in this type of work is the meshing of the terrain to the cultural data, if you don't need this level of fidelity then just putting a transform above a model and inserting

Re: [osg-users] Loading textured meshes (obj+mtl) leads to crash in osg 3.4.1

2020-01-10 Thread Robert Osfield
On Friday, 10 January 2020 18:01:57 UTC, Tom Pollok wrote: > > When loading a textured mesh from an obj file with mtl + texture file, > openscenegraph crashes. > > I use openscenegraph 3.4.1. Does anybody know if that issue has been fixed > in newer versions? > I don;t recall reports of crashes

Re: [osg-users] Unwanted culling in 3.6.4 vs 3.5.1

2020-01-10 Thread Robert Osfield
Thanks Anders, the description and models really helped pin point the bug and confirm fix. I have now fixed the handling of when _autoScaleTransitionWidthRatio<=0.0 https://github.com/openscenegraph/OpenSceneGraph/commit/61c7ee76c5c059f53366f69c27c9fdf69388eced This is checked into master and

Re: [osg-users] Unwanted culling in 3.6.4 vs 3.5.1

2020-01-10 Thread Robert Osfield
As a reminder I've added an Issue with this bug on github: https://github.com/openscenegraph/OpenSceneGraph/issues/892 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Unwanted culling in 3.6.4 vs 3.5.1

2020-01-10 Thread Robert Osfield
Hi Anders, On Thu, 9 Jan 2020 at 14:07, Anders Backman wrote: > Problem solved: > > obj->setAutoScaleTransitionWidthRatio(0.001f); // Was 0 earlier. > > This seems to be something that changed between the two versions! > Now it works. > Good to hear that you've found a workaround. There

Re: [osg-users] How to realize volume rendering for medical use

2020-01-09 Thread Robert Osfield
I don't have time to look at your application right now, so have to provide some high level comments. The osgVolume NodeKit was written for volume rendering, and the effect you are looking for will be achievable with the right settings. First up the blending of the volume texels is done

Re: [osg-users] Clamping models to an osgTerrain

2020-01-09 Thread Robert Osfield
I don't know of any off the open sourced tools that do this for you. It was always something I had on my wish list for VirtualPlanetBuilder but never had the time/funding to tackle it. The post processing of paged database is something that has been done over the years for various purposes.

Re: [osg-users] How to realize volume rendering for medical use

2019-12-24 Thread Robert Osfield
Hi Yuhui, On Sunday, 22 December 2019 08:40:00 UTC, Yuhui Ren wrote: > > I have a 3D medical application developed by OSG. I want to realize volume > rendering of CT/MRI dataset. Refer to the figure below. I can set > different effects of rendering. I have browse the osgVolume. I find that >

Re: [osg-users] Please test OpenScenGraph-3.6 branch in prep for the up commign 3.6.5 maintainance release

2019-12-19 Thread Robert Osfield
compiles and runs properly on my OSX Mojave >> (10.14.6) system. I tried osgviewer, several OSG examples, and my own >> OSG-based projects. >> >> Thanks, >> Ravi >> >> On Mon, Dec 16, 2019 at 12:16 PM Robert Osfield >> wrote: >> >>> Hi A

Re: [osg-users] incorrectly imported TEXTURE_DIMENSION macro in osgText_Text.frag

2019-12-18 Thread Robert Osfield
Hi Cory, On Wed, 18 Dec 2019 at 14:21, Cory Riddell wrote: > Thank you for pointing me to exactly the right spot. I made a change at > the top of that function rather than in the spot you indicated. > > I set the locale immediately after the stringstream is constructed (line > 104): > >

Re: [osg-users] incorrectly imported TEXTURE_DIMENSION macro in osgText_Text.frag

2019-12-18 Thread Robert Osfield
Hi Cory, Looking at osgText there following line (152, OpenSceneGraph/src/osgText/Text.cpp sets up the TEXTURE_DIMENSION: ss.str(""); ss << float(activeFont->getTextureWidthHint()); defineList["TEXTURE_DIMENSION"] = osg::StateSet::DefinePair(ss.str(),

Re: [osg-users] incorrectly imported TEXTURE_DIMENSION macro in osgText_Text.frag

2019-12-18 Thread Robert Osfield
Hi Cory, What version of the OSG, OS and hardware are you using? Do you see the issue with any of the OSG examples? What is you OS's default locale? Looking the #defines, is this osgText related? Or State that your application has set up? Cheers, Robert. On Tue, 17 Dec 2019 at 16:34, Cory

Re: [osg-users] Please test OpenScenGraph-3.6 branch in prep for the up commign 3.6.5 maintainance release

2019-12-18 Thread Robert Osfield
On Tuesday, 17 December 2019 21:40:37 UTC, Chris Djali / AnyOldName3 wrote: > > Hi Robert, > > OpenMW still experiences some regressions when built with OSG 3.6.x > instead of 3.4.1. It's completely possible they're because we're trying to > coerce OSG systems to do things they weren't

[osg-users] Please test OpenScenGraph-3.6 branch in prep for the up commign 3.6.5 maintainance release

2019-12-16 Thread Robert Osfield
2019 16:51:16 + Author : Robert Osfield Added automatically removal from the OjbectCache when a object or it's subgraph contain Texture that no longer have an osg::Image. Mon, 16 Dec 2019 11:54:12 + Author : OpenSceneGraph git repository Merge pull request #871 from LaurensVoerman

Re: [osg-users] Texture Caching Problem with 3.6.3/4

2019-12-16 Thread Robert Osfield
Hi Greg, Today I worked on improving the ObectCache::releaseGLObjects() implementation so that it removes objects in the scene that are Texture or contain Textures in their subgraph, where the Texture no longer have any associated osg::Image. I believe this resolves the usage case : 1.

Re: [osg-users] DEEP_COPY_USERDATA isn't that deep

2019-12-13 Thread Robert Osfield
Hi Chris, I'm not seeing a particularly easy way to deep-copy the rest of the stuff > in osg::DefaultUserDataContainer, either. The description list is a vector > of strings, which are deep-copied, so that's fine, but the object list is > harder as I'd need to cast the const off the CopyOp

Re: [osg-users] Texture Caching Problem with 3.6.3/4

2019-12-11 Thread Robert Osfield
On Wed, 11 Dec 2019 at 13:04, Greg D wrote: > I don't understand exactly what the cache does. > The clue is in the name, ObjectCache is cache of Objects so they can be reused. The cache is useful for avoid objects being loaded multiple ties, especially important for textures as they consume a

Re: [osg-users] Texture Caching Problem with 3.6.3/4

2019-12-10 Thread Robert Osfield
On Monday, 9 December 2019 19:57:27 UTC, Greg D wrote: > > My quick fix is to clear the cache on the first render (and call clear > thereafter). OpenFlight files open and render fine now. Is this a safe > fix? > > void ViewerBase::frame(double simulationTime) > { > >

Re: [osg-users] Texture Caching Problem with 3.6.3/4

2019-12-07 Thread Robert Osfield
The explanation and code snippet doesn't tell us enough of what is going on in your app to be able to guess what might be wrong. The best thing I can do at this point is flag up a couple of issues in the code that could be improved, or flag up stuff that seems odd. First up a memory leak:

Re: [osg-users] osgQtWidget in dynamic library

2019-12-05 Thread Robert Osfield
The above post wasn't originally from me, but the googlegroup put this post from *蔡少波* beijihuohu onto another topic due to it being posted as a reply to the other thread but without a changed subject Folks please just post directly to the list if you have a new topic, don't reply and

[osg-users] osgQtWidget in dynamic library

2019-12-05 Thread Robert Osfield
Hi Robert, I am building application with Qt 5.12.6 version and openscenegraph 3.6.2 version,but found that the osg widget for qt work well in stand alone application(exe for example) and can't be loaded in dynamic library, that will increase the difficulty for plugin framework. Is

Re: [osg-users] Testing cross posting from googlegroup to osg-users mailing list

2019-12-05 Thread Robert Osfield
Replying to googlegroup post from osg-users mailing list On Thu, 5 Dec 2019 at 17:38, Robert Osfield wrote: > Another test, please ignore > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscr

[osg-users] Testing cross posting from googlegroup to osg-users mailing list

2019-12-05 Thread Robert Osfield
Another test, please ignore -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web

Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
Testing another reply from osg-users mailing list -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this

Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
Testing reply from osg-users googlegroup On Thursday, 5 December 2019 17:31:28 UTC, Robert Osfield wrote: > > HI All, > > I am just testing the cross posting of posts to osg-users mailing list to > the new osg-users googlegroup. > > Cheers, > Robert. > -- You receiv

Re: [osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
Testing reply to osg-users mailing list. On Thu, 5 Dec 2019 at 17:30, Robert Osfield wrote: > HI All, > > I am just testing the cross posting of posts to osg-users mailing list to > the new osg-users googlegroup. > > Cheers, > Robert. > _

[osg-users] Test post of osg-users mailing list to osg-users googlegroup

2019-12-05 Thread Robert Osfield
HI All, I am just testing the cross posting of posts to osg-users mailing list to the new osg-users googlegroup. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Issue with setCompileOnNextDraw

2019-12-04 Thread Robert Osfield
Hi David, On Wed, 4 Dec 2019 at 14:50, Heitbrink, David A wrote: > I am doing a setCompileOnNextDraw on each render for each camera , (I > typically only have 1) loading my scene. > CompileOnNextDraw is a feature that is meant to be used sparingly such as on start up when you are first pre

[osg-users] OpenSceneGraph Forum moved to googlegroups

2019-12-03 Thread Robert Osfield
Hi All, Our old forum was generously created by a member of our community, but a number of years ago the creator/manager of the forum moved on work in an area unrelated to the OpenSceneGraph so the forum no longer had a maintainer, finally the old server that was hosting has gone too. Previous

Re: [osg-users] Osg Text issues

2019-11-20 Thread Robert Osfield
Hi Dan, On Wed, 20 Nov 2019 at 14:54, Dan johansson wrote: > I understand its difficult to help with such little information, > unfortunately that is all there is so i cannot provide more code regarding > this specific case. The osgtext example looks splendid, i copied and > replaced my code

Re: [osg-users] Osg Text issues

2019-11-19 Thread Robert Osfield
Hi Dan, >From the screenshot and your tiny segment of code there is no way for us to know what might be amiss. What happens when you run the osgtext example? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] DatabasePager callbacks

2019-11-09 Thread Robert Osfield
Hi Jérôme, You can poll whether the DatabasePager::requiresUpdateSceneGraph() but there isn't a callback mechanism for signalling. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Setting a monochrome 2d texture from byte array

2019-11-05 Thread Robert Osfield
Hi Steve, Using a monochrome texture should be as simple as using GL_ALPHA or GL_RED as the pixel format. The OpenSceneGraph/src/osgText/DefaultFont.cpp provides an example of a setting up a monochrome image. Robert. ___ osg-users mailing list

Re: [osg-users] [ANN] OSG 3.6.4 Windows VC++ Binaries Posted

2019-11-01 Thread Robert Osfield
Thanks Stuart. On Fri, 1 Nov 2019 at 08:05, Stuart Mentzer wrote: > Hello dear OSG-community, > > The OSG 3.6.4 Windows binaries at https://objexx.com/OpenSceneGraph.html > were refreshed with the latest 3rd party packages and the just-released Qt > 5.13.2. > > This refresh adds support for

Re: [osg-users] Clip plane with osg::ClipNode

2019-10-24 Thread Robert Osfield
HI Catalin, OpenGL clip planes are positional state which requires them to be applied with the current modelview matrix to position them in in eye coordinates where the clipping is done on the GPU. This positioning means that each individual OpenGL clip plan can only be in one place at one time,

Re: [osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-09 Thread Robert Osfield
Hi Gianluca, It should be possible to have thousands of transforms in your scene graph and still get good frame rates. The only thing that jumps to mind right now, is could you be doing the test with a debug build? Robert. ___ osg-users mailing list

Re: [osg-users] Crash on some machines while rendering a progressive line strip

2019-10-09 Thread Robert Osfield
Hi Rakesh, I don't think we can provide much direct insight, you have the whole application and data to test against, while we just have a snippet without any wider information. The crash could be caused by anything. The best we can do is recommend tools/strategies to reproduce the crash or

Re: [osg-users] Notification

2019-10-02 Thread Robert Osfield
Hi Chris, On Tue, 1 Oct 2019 at 05:08, Chris Hanson wrote: > This happened to this list a few years ago and it took me like a week to > hunt it down because it was actually subscribed through a forwarding > address different from the one that was responding. > Seemed to be a bit more straight

Re: [osg-users] Notification

2019-09-30 Thread Robert Osfield
On Mon, 30 Sep 2019 at 11:54, michael kapelko wrote: > Somebody really screwed his mailing list subscriptions. > I looks like someone accidentally/intentionally subscribed the wsp.com address. I have unsubscribed this address so we should be getting this spam anymore.

Re: [osg-users] [osgPlugins] Video Integration in OSG

2019-09-27 Thread Robert Osfield
Hi Franz-Josef, What is the problem you are seeing? What version of the OSG, ffmpeg, what OS etc. are you using before and after the problems. Being open source you should be able to mix and match bits of the OSG i.e. use older ffmpeg if you need compatibility with an older version of ffmpeg.

  1   2   3   4   5   6   7   8   9   10   >