On Fri, May 9, 2008 at 1:12 PM, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Robert Osfield wrote:
downside is that rendering once built into the display lists won't be
updated automatically. To get ShapeDrawable to update the display
list simple do drawable-dirtyDisplayList(false).
Would
On Fri, May 9, 2008 at 1:29 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
Ok, got it.
Registry caches nodes by name or by objectCacheHint.
The formal answer is that plugins shouldn't cache scene graph elements
locally, rather defer to Registry cache
if they need to cache scene graph
Hi All,
Normally we'd go send news of stable releases out to various news
websites as soon as binaries are available, but this time around I
headed away for a weeks training, and then since have been snowed
under by support and catching up with submissions. I guess now its
time to get out and
Hi J-S,
On Fri, May 9, 2008 at 1:59 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
That's what I think we should do too. Asking on the list about why this was
needed didn't elicit any response, so changing it might. grin
Breaking a build for one user to fix a build another isn't really
Hi Jason,
If each Camera triggers the creation of RenderStage then the pre/post
draw callbacks
will be called once per Camera. As Mathias mentioned a Nested Camera doesn't
trigger a creation of its own RenderStage, rather just reuses the
existing one and doesn't
override anything about this
Hi Deepu,
How long is a piece of string?
This is a similar question to the one you have asked, its pretty
extremely open ended. You really have to start
by narrowing down to topic to make it possible to answer.
In the OSG's case a Node could be anything, it could be Geode
containing a single
Hi Wojciech,
On Fri, May 9, 2008 at 2:16 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Problem could be relaxed when wglMakeCurrent gets called before each frame
rendering. I noticed that artifacts appeared when wglMakeCurrent was called
only once while worker rendering thread
On Fri, May 9, 2008 at 4:09 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Thanks for testing Everyone.
This shows that problem is wider and not limited to windows. It looks like
GL objects visitor in Renderer thread started by Viewer:: Realize may ovelap
with first updateTraversal. I
On Fri, May 9, 2008 at 2:07 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
Hi Robert,
just a reminder about pkg files to updated on the archive 2.4 and
openscenegraph-data archive not yet available on the website
Thanks for the reminder, these are now updated.
Hi Alexandre,
Doing a texture-setImage(image) will do unref the old image before
assigning and ref'ing the new one, so memory management should work
just fine. The memory leak you are percieving is almost certainly not
down to the core OSG code like Texutre::setImage. I'd recommend that
you
Hi Jason,
On Fri, May 9, 2008 at 10:27 PM, Jason Baurick [EMAIL PROTECTED] wrote:
Hi Robert,
I'll look at osgViewer::Viewer, the reason I used osgViewer::CompositeViewer
is because the methods it provided made implementing something very easy.
I'm curious, what methods made it easier with
Hi Phishjam,
Is it simply that you want the viewers camera to follow a child in the
scene? If so then you can use either node-getWorldMatrices() to get
the list of model matrices of the a node in the scene, inverting this
then gives
you the view matrix. Note, getWorldMatrices() may return 1 or
On Thu, Apr 10, 2008 at 10:41 AM, [EMAIL PROTECTED] wrote:
When I call sceneViewer-cull() first it works like a charm.. But should I
have to?
You always have to call cull() before draw(), even
osgViewer::Viewer::renderingTraversals()
does this internally. cull() is what culls the scene graph
Hi Wojtek,
This morning I awoke and had an idea about why the compile bit be
running currently with the update traversal, so I got up and reviewed
the code and your test example. First up I can reproduce the problem
of the red then green flag on my linux box so when I/we do come up
with a
Hi Jeongsoeok,
The CoordinateFrame relates the standard OpenGL coordinate frames - the options:
enum CoordinateFrame
{
WINDOW,
PROJECTION,
VIEW,
MODEL
};
Which mean
WINDOW - the coordinates of your window,
HI Valery,
On Sat, May 10, 2008 at 12:48 PM, Валерий Быков [EMAIL PROTECTED] wrote:
For your information writer plugin for dae doesn't work at all:
osgconv cessna.osg cessna.dae
I/O error : Permission denied
I/O error : Permission denied
error : xmlNewTextWriterFilename : out of memory!
Hi Michael,
Thanks for reporting this. When I updated the link for 2.4 binaries
openscenegraph.dachary.org was working, with Loic having just repaired
it from being hacked. So depressing to see it hacked again within
days ;-|
Thanks to Jose for fixing this so quickly.
Robert.
On Sat, May 10,
Hi Wojciech,
On Sat, May 10, 2008 at 4:23 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Realize in Producer::Viewer was usually explicitly called before entering
update/event/cull/render loop. osgViewer::Viewer::Realize can still be
called by user before main loop. I believe this makes
Thanks Paul, changes are now all safely merged and submitted to SVN.
On Sat, May 10, 2008 at 4:57 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi all --
With my recent osg-submission to add Billboard support to the FLT export
plugin, I believe the plugin is now functionally complete. Consequently,
On Sat, May 10, 2008 at 7:38 PM, Berg, Michael [EMAIL PROTECTED] wrote:
Would it be worth while to link to the official Debian repository there?
http://ftp.us.debian.org/debian/pool/main/o/openscenegraph/
Between the stable, testing, and unstable branches, there are packages for
OSG 1.2,
Hi Joengseok,
On Sat, May 10, 2008 at 7:23 PM, Jeongseok Lee [EMAIL PROTECTED] wrote:
Should I change camera's Projection matrix (setProjectionMatrixAsOrtho(…))
my self?
Or more smart way?
Changing the projection matrix is a perfectly reasonable way to tackle zooming
with an orthographic
Hi Umit,
The OSG doesn't directly support collision detection, just provides
intersection between various types with the scene graph. The main
intersector are the osgUtil::LineSegmentIntersection or
PolytopeIntersector, the later could be used for testing a convex hull
against the scene and is
Hi All,
This morning the osg-users mailing list hit another milestone - we now
have 1901 subscribers to the osg-users mailing list!
Curious Spring (in the northern hemisphere ;-) each year seems to see
a surge in the subscription rate, I have no explanation of this, its
just an observaration.
Hi All,
I have just tagged the 2.5.0 developer release, the first step along
the road to the next stable 2.6.0. There have been several bugs fixes
that missed 2.4.0 just by a week or two so feel that perhaps a 2.4.1
stable release is due. Some of these fixes have broken binary
compatibility
Hi All,
I've just notified opengl.org, modsim.org and freshmeat.net about the
OpenSceneGraph-2.4 release. I'd appreciate if others can pitch in to
complete notification of the rest of the sites.
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews
Thanks,
Robert.
Hi Wojciech,
I've just reviewed your change and it looks benign, and I don't
foresee any problematic side effects on drivers that don't required
this double wglMakeCurrent() calling. The cost of wall
wglMakeCurrent() twice I don't see as something that is likely to
cause particular performance
Hi Heishuijing,
Please do a search through the archives on this topic, you'll find
lots of queries about it, and lots of response along the lines, MS's
memory tracker is broken and reports false positives - there is no
memory leak, just MS buggy code wasting your time.
Robert.
2008/5/12
On Mon, May 12, 2008 at 2:36 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Any progress? I notice osgforge.org still gives an error...
I haven't had a chance to chase this up. I really have been over
swamped by support work this past week, I *have* to give it break and
get on with other
Hi Wojtek,
On Mon, May 12, 2008 at 3:06 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I am not sure what you mean by automatic tests ? Do you want me to write
some code to check if there are related issues before appling this
workaround ?
I simply mean a test against the driver version,
Hi Jason,
There is way too little info to know what is going wrong. One thing you need
to be careful of when managing multiple graphics contexts is that you manage
the contextID appropriately for each context.
However, you haven't specified if you have multiple graphics contexts. You
haven't
Hi Miriam,
I don't really understand exactly what you are after. The best I can
do is suggest you have
a look at the OSG examples to see how they set up windows.
If you need Producer specific support then you question is probably
best logged on the Producer
mailing list.
The other alternative
Hi Sebastien,
The Drawable method you are look for is:
/** Return OpenGL display list for specified contextID. */
inline GLuint getDisplayList(unsigned int contextID) const {
return _globjList[contextID]; }
However, your usage model so sounds rather outside the usage for the
Hi Wojciech,
On Mon, May 12, 2008 at 4:33 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I may test if GL_VENDOR string contains NVidia word (case insensitive).
and GL_RENDERER contains GeForce and sometthing that fits 6??0,
7??0, 8??0 paterns.
I don't know if there are extensions
Hi Brett,
TerraPage terrains tend to have overly aggressive LOD settinngs that
cause the scene to cull out at the default viewing position that the
OSG uses. Try zooming into the scene and you should see the tiles pop
in as you get within range of the LOD.
Robert.
On Mon, May 12, 2008 at 6:42
Hi Ben,
Many thanks for offering to pitch in on the documentation side, not at
all the easiest tasks but valued no less.
A mixture of Programming Guide style articles and Doxygen Docs are
good ways, going the tutorial route is another. Tweaking the
osgshadow example so its more useful for
Hi Paul,
As JS, Ulrich and Philip has mentioned at present the dependency
checking code relies upon pkg-config, which isn't
standard under Windows. For Windows we'll need write our won
FindCario and FindRSVG.cmake files such as the ones
we already have in OpenSceneGraph/CMakeModules.
Robert.
Hi Christophe,
There is a reason why ViewerBase::updateTraversals() is a virtual function :-)
Basically different applications will have different requirements
w.r.t set up and use of
the view matrix, most apps they won't be dependant on each other,
other applications
will have a view matrix
On Tue, May 13, 2008 at 8:33 AM, Miriam D'Elia [EMAIL PROTECTED] wrote:
Hi Robert,
we apologise, but only yesterday I noticed that pressing the button f you
switch from full-screen display to display in a window.
osgProducer::Viewer is a everything and the kitchen sink viewer so
does contain
HI Brett,
What I have done VirtualPlanetBuilder is to have a quad tree scene
graph structure like:
Group
PagedLOD
child 0 - local tile geometry at low resolution
child 1 - external file reference
PagedLOD
child 0 - local tile geometry at low resolution
Hi Martin,
I just tried your example and it works fine on my Kubuntu 7.10 system
pkg-config gtk+-2.0 --modversion
2.12.0
Perhaps your version of gtk is screwing up X11 in a way that the
osgViewer::Viewer's own creation of windows is going astray.
Robert.
On Tue, May 13, 2008 at 9:26 AM,
Hi Paul,
To see if it is thread related try :
osgthirdpersonview cow.osg --SingleThreaded
You could also see if its FSAA causing the problems by comment out the line:
// Turn on FSAA, makes the lines look better.
osg::DisplaySettings::instance()-setNumMultiSamples( 4 );
Robert.
On
On Tue, May 13, 2008 at 1:09 PM, Martin Großer [EMAIL PROTECTED] wrote:
I set OSG_NOTIFY_LEVEL on DEBUG and compare the application with gtk and
without gtk and I found the following differences.
With GTK:
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1
Without GTK:
supported files differently.
RJ
Robert Osfield wrote:
On Tue, May 13, 2008 at 11:42 AM, Rahul Jain [EMAIL PROTECTED] wrote:
Hi All,
What are the functionalities does new gdal plugin in OSG2.4 provides ?
Can i read all the files which are supported through gdal.
Yes you
Hi Cedric,
I'm open to make the d suffix optional. It exits on all platforms
purely to keep things consistent, and in the case
with Windows one can't mix debug and release libs so one is really
forced into this nonsense so this is where the
convention was dictated from.
Robert.
On Tue, May 13,
On Tue, May 13, 2008 at 5:28 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Once the Delaunay triangulator has been run on the Vec3Array that I set at
its input array, the array can't be deleted. The Delaunay triangulator must
be putting something bad into that array. Any ideas? I can't
Hi Paul,
On Tue, May 13, 2008 at 6:33 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hm. The code deletes one of the root node's children, and recreates it, each
frame. Try making this change:
osg::ref_ptr osg::Group root = new osg::Group;
root-setDataVariance( osg::Object::DYNAMIC );
Hi Mike,
On Wed, May 14, 2008 at 3:44 AM, Mike Weiblen [EMAIL PROTECTED] wrote:
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-)
I download the file and loaded it, and couldn't work out where the
image came from as you
just provided the .osg, then... it dawned on me
Hi Paul,
On Wed, May 14, 2008 at 8:21 AM, Paul Melis [EMAIL PROTECTED] wrote:
I didn't manage to find out what is going on. The only different between
osgthirdpersonview (not working) and osgcompositeviewer (working) is that
the former uses separate windows to render its output.
Could you try
Hi Forest,
There isn't any OSG code in your example, so it is that you have a
stumbling block before
you even start trying to pass data to the osg::Image?
As for examples of setting up osg::Image have a look through the
various image plugins such
as src/osgPlusgins/rgb, png, tga etc.
Robert.
Hi Ben,
On Wed, May 14, 2008 at 8:28 AM, Ben Discoe [EMAIL PROTECTED] wrote:
But no setTextureSize method. So it seems like it would be very easy to add
it. Is there some technical reason it's not there, or just an oversight? If
oversight, may i implement and submit it?
The various
On Wed, May 14, 2008 at 8:31 AM, Martin Großer [EMAIL PROTECTED] wrote:
Hi Jeremy,
Which osg version had you used? Now I have 2.4 and it doesn't work.
I have SVN version of the OSG, but its very very close to 2.4 so that
fact that you still get the problem eradicates the OSG version from
the
Hi David,
In VPB SVN archive support is temporarily disabled, I do plan to
re-enable it this month. BTW, what platform are you using? I haven't
seen a performance delta between archive and non archived forms - I
work under Linux.
FYI, In OSG-2.4 and VPB SVN there is support for build with
On Wed, May 14, 2008 at 11:12 AM, David _ [EMAIL PROTECTED] wrote:
We´re currently running both Windows XP and Windows Vista
the performance drop is not very huge but it´s there.
The Windows files system is pretty crappy, and is known to have
problems with finding files
in directories with
Hi Björn,
On Wed, May 14, 2008 at 11:41 AM, Björn Blissing [EMAIL PROTECTED] wrote:
Is it possible (and appropriate) to use compositeViewer inside a GLUT window?
Both osgViewer::Viewer and CompositeViewer can work with GraphicsWindowEmbedded,
and therefore will work with GLUT.
However, I
Hi Björn,
The reason for us thinking of using GLUT and not just sticking with pure OSG
is that we want to use the built-in menu capabillities of GLUT. But perhaps
there is a simple OSG way of doing that as well?
osgViewer itself doesn't provide menu support, its literally focused
on the
On Wed, May 14, 2008 at 1:54 PM, Brett Wiesner [EMAIL PROTECTED] wrote:
Thanks Robert. By external file reference you mean a proxyNode correct?
No, I mean the files referenced from the PagedLOD
___
osg-users mailing list
Hi Ralf,
Perhaps the HardwareSubmeshDrawable isn't thread safe, beyond this I
can't really help, its not OSG code.
Robert.
On Wed, May 14, 2008 at 1:56 PM, Ralf Stokholm [EMAIL PROTECTED] wrote:
Hi All
Im getting a chrash when using a hardwaremesh defined in the open source
engine delta3d,
Hi Ben,
The answer to the question Has this bug been fixed in version 2.4
can be found by browsing
the SVN repository online:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgPlugins/vrml/ReaderWriterVRML2.cpp
From this:
3) Smoothed normals are computed if no
Hi Thibault,
On Wed, May 14, 2008 at 4:02 PM, Thibault Genessay [EMAIL PROTECTED] wrote:
I really don't know why it is this way - I had actually never noticed
that ref_ptr had this feature. It makes more sense to me how the
observer_ptr is implemented because ref_ptr and observer_ptr are
just
Hi Galen and Arne,
On Wed, May 14, 2008 at 7:32 PM, Arne Kreutzmann
[EMAIL PROTECTED] wrote:
osg::ref_ptrosg::Image image = new osg::Image;
image-readPixels(_x,_y,_width,_height, GL_RGB,GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*image,_filename);
you could add that piece to a
Hi Linh,
On Wed, May 14, 2008 at 8:20 PM, Linh Phan [EMAIL PROTECTED] wrote:
In VPB there isn't any support for substituting a custom value for
NoDataValue elements,
this could be added though.
That would be great if you can added to VPB. Please let me know when you
have it in so I can
Hi J-S,
On Wed, May 14, 2008 at 8:27 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I'll do it, I'll do it! :-)
;-)
(seriously, it's one of the things I have to do in the next few days for our
own software, and I was planning on making it generic enough to factor out)
A few questions
Hi Venugopol,
I only have knowledge of the core OSG's osgviewerQT example, so can't
answer anything about Gazhihan's example. What problems do you have?
What platform are you working on?
Robert.
On Thu, May 15, 2008 at 4:14 AM, venugopal gudimetla
[EMAIL PROTECTED] wrote:
Hi,
I am a
HI Paul,
On Thu, May 15, 2008 at 8:56 AM, Paul Melis [EMAIL PROTECTED] wrote:
gcc 4.1.2, I believe (pretty sure it's one from the 4.1 series). Why, are
there known defects regarding threading?
I'm using gcc-4.1.3 under Kubuntu with NVidia drivers, and certainly
don't see any threading
On Thu, May 15, 2008 at 11:05 AM, [EMAIL PROTECTED] wrote:
how do we give emmisive property to an object in osg...in opengl it can be
done via material properties is there something similar to that in osg.
glMaterial - osg::Material
___
osg-users
it and OSG not
implement something more useful for my problem.
Thanks,
Regards,
Vincent.
2008/5/15 Robert Osfield [EMAIL PROTECTED]:
Hi Vincent,
The OSG designed around the model of single threaded update,
multi-thread cull-draw. If you have others threads beyond the main
frame loop
Hi Anders,
When managing threads one has to be very careful about destruction
order. The key is to make sure the the threads are stopped before any
objects they are operating on are deleted. Since you are off in your
own code that isn't much specifically that I and others can do to
help.
Hi Zoltan,
On Thu, May 15, 2008 at 10:59 AM, Zoltán [EMAIL PROTECTED] wrote:
osgwindows works, see attached screenshot (It's quite funny
to see the same cow turn in 2 different windows, if that is
what it's supposed to do).
osgwindows is written to allow you to move the windows about, whilst
On Thu, May 15, 2008 at 11:28 AM, Zoltán [EMAIL PROTECTED] wrote:
I'm writing a flight simulator, and one of the things I have
been thinking about is, one day, having multiple screens to
have a larger FOV. So yes, this is a very interresting
feature. Not sure yet how much overhead that brings.
Hi Vincent,
The OSG designed around the model of single threaded update,
multi-thread cull-draw. If you have others threads beyond the main
frame loop thread that is want to do updates then you'll need to place
a barrier in frame loop to half the frame loop thread while you
operations run, then
On Thu, May 15, 2008 at 11:43 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
I'm not very familiar with threads, and no more with OpenThreads... but I
learn quickly if I understand.
But if I need to spend a week to understant and set it, I'd better make my
stack I think...
Have a read through
Hi John,
This sounds like a GDAL bug. Would it be possible for you to provide
links to the problematic data. I'd guess the GDAL team might like to
look at it as well.
Robert.
Robert.
On Thu, May 15, 2008 at 12:22 PM, John Vidar Larring
[EMAIL PROTECTED] wrote:
Hi,
Problem Summary: The
Hi Venugopal,
I have already replied to you on this topic asking specifically what
problems you are having with the osgviewerQT example. I run Kubuntu
7.10 and am able to compile and run the osgviewerQT example without
problems. Howewever, I and no one else can do anything to help you
unless
Hi John,
This is a new one for me, never seen banding reported before.
Could you try running a release build of osgdem to see if the problem persists.
Also try out the database on other computers with different hardware
as there is chance that you are seeing a OpenGL driver problem.
Robert.
HI Umit,
The issue you are seeing is totally unrelated to the one John has
seen. The problem you see looks like an issue with the elevation
data, most likely related to the problems with the NoDataValue.
However, without the data I can't do any tests to look at it.At
your end try:
Hi Eric,
On Thu, May 15, 2008 at 9:43 PM, Eric Sokolowsky
[EMAIL PROTECTED] wrote:
I'm porting my application from OSG 1.2 using osgProducer::Viewer to OSG
svn. Most of the port was straightforward, though I'm encountering some
strangeness.
My questions:
1. Is there a page on the wiki that
Hi Venugopal,
Boy you like to make it difficutl to reply to your posts... Pleas e
in further *do not* piggy back your reply off the back off digest
posts, because it makes what should be 10 line posts to a 1000 line
one.
As for your errors, does it compile with CMake build that comes with the
Hi Ralf,
VPB couples terrain with imagery storing them in exactly the same .ive tiles.
Normarily one shouldn't have to tweak
--radius-to-max-visible-distance-ratio, performance should be good
without any tweaks, and should scale to terabyte databases.
I found it pretty hard parsing your email
Hi Ralf,
On Fri, May 16, 2008 at 10:06 AM, Ralf Stokholm [EMAIL PROTECTED] wrote:
It sounds like I should defenatly try running it on a linux box, it will be
quite a challenge though, havent spend much time with linux :(
These days Linux is pretty slick as a development platform. It takes
me
On Fri, May 16, 2008 at 3:01 PM, Thrall, Bryan
[EMAIL PROTECTED] wrote:
Robert Osfield wrote on Friday, May 16, 2008 3:04 AM:
Use of Windows for a visual simulator is not something I would
recommend, the file system performance sucks big time, memory
management and threading support
Hi Glenn,
Vieewer::computeIntersections() won't work when you start using funky
stuff like RTT Cameras, you'll need to implement your of
IntersectVisitor/LineSegmentIntersector/PolytopeIntersector codes to
the do the scene intersections and use the RTT Camera's view and
projection matrix as a
Hi Bryan,
On Fri, May 16, 2008 at 5:33 PM, Thrall, Bryan
[EMAIL PROTECTED] wrote:
I am also curious about the factors that hold developers back from
deploying sims on Linux, i.e. even if Linux is superior at all the
above, what prevents one from move to the platform?
One of the primary
Hi All,
Over the last few years I have seen a few trends in hardware and
software that made me curious about the possibility that soon it might
be quite easily to put together an operating system and our own
applications together as one physical piece of media, and distribute
this as a self
Hi Alejandro,
On Fri, May 16, 2008 at 8:33 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
I'm using LineSegmentIntersector to implement picking in my application.
LineSegmentIntersetor works great and I've noticed it's really accurate when
picking osg primitives like spheres, boxes and such,
On Thu, May 8, 2008 at 1:24 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Please use the latest SVN version of OSG. Robert has added setClearDepth
function to Camera.
osg::Camera::setClearDepth is part 2.4, 2.5.x and SVN.
Robert.
___
osg-users mailing
Hi Per,
If the visual isn't supported then osg::createGraphicsContext(Traits*)
will return NULL, so if get a null back then
you can relax the Traits and try to create the context again.
Robert.
On Sat, May 17, 2008 at 12:50 AM, Per Rosengren [EMAIL PROTECTED] wrote:
I set multi sampling with
Hi Brett,
On Sat, May 17, 2008 at 3:51 AM, Brett [EMAIL PROTECTED] wrote:
I am ready to move to Linux and have been for a long time, but am unsure
which version to use, etc. I have Unix experience from back before, but
still unsure of the curve to choose the right version / tools. Are
HI Luigi,
I've just tried under Kununtu with OSG SVN and marmol4.ive loads just fine
and I get the snap_ok.jpg result.
I haven't checked in anything that I'd expect to cause problems with
multi-texturing,
kinda odd to see you have problems with. Best I can recommend is try
a clean build.
Hi Mike,
On Sat, May 17, 2008 at 3:45 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
Yes, the live bootable CD is a very interesting concept. I made
something like that based on Knoppix years ago, that proof of concept
used Mesa IIRC. It was like October 2002 and primarily a demo of VTP
w/ my
Hi Zoltan,
On Fri, May 16, 2008 at 9:46 PM, Zoltán [EMAIL PROTECTED] wrote:
you forget one particular piece of open-source stuff, or
more specifically Linux stuff: proprietary drivers and
GPL !!!
I believe I left lots of details out even choice of OS :-)
Linux is the one I'm most
Hi Jan,
On Sat, May 17, 2008 at 9:12 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Ahh so OSG has already been on bootable/live CD :-)
I have one somewhere too, originally intended for my students :-p
This is something I've been think about too - just giving training classes a
USB disk with the OS,
Hi Renzil,
The VirtualPlanetBuilder is not written to be used for both viewer and
building at the same time, if it hangs or crashes then so be it, it's
not something it's been designed for, if it worked with VPB-0.9.1 most
likely it was a fluke, and not something you could have relied upon as
HI Valary,
The update and event traversals both have use a mechanism that stops
traversal when no children of a node contain
any nodes that requiring traversing. This feature is key to maintain
good performance on very large databases, without
it the update/event traversals would take dozens of
Opps...
2008/5/19 Robert Osfield [EMAIL PROTECTED]:
For an example of this have a look at the implementation of the Switch
node - src/osg/Switch.cpp.
I'm meant to write osg::Sequence, rather than Switch, so you'll want to look
at src/osg/Sequence.cpp.
Robert
Hi Valery,
Geode's are meant to be leaf nodes, so are no intended to have
children other than drawables - which is why traverse() isn't
appropriate in this case.
If you do want to customize behaviour then could implement override
the Geode::accept() method, this is called before the
Hi Paul,
On Mon, May 19, 2008 at 12:51 PM, [EMAIL PROTECTED] wrote:
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with
Hi John,
VPB builds purely static databases that are stored on disk to be later
loaded by the runtime that visualizes it. Since you want to vary the
vertical exaggeration at runtime then the solution will have to be
entirely on the OSG side, VPB actually has little to do with the
actual
On Mon, May 19, 2008 at 3:01 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
As you know, I'm current doing volume rendering work. Currently I've done a
GPU voxelization using FBO but the sawtooth of the images greatly affects
the result. So I'm very expecting FBO with anti-aliasing and
Hi Matthew,
If you release the mouse button while moving the mouse then the
Trackball and TerrainManipulators will interpret this as a throw. So
users find this really natural, others find it awkward to get used to.
Right now there isn't any options built into the these manipulators
for
Hi Alejandro,
I haven't heard of NodeTrackManipulator sef faulting before, so this
is a new one, I'd guess it would most likely be a usage issue, but
perhaps you have uncovered a bug in the manipulator.
First thing to test would be to run the osgsimulation example to see
if that runs stable.
701 - 800 of 12708 matches
Mail list logo