On Mon, May 19, 2008 at 8:23 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Any ideas?
No ideas.
Robert.
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Hi Luigi,
Good detective work, when I run osgviewer --SingleThreaded I get the
black result, so it's certainly not a driver issues/platform issue.
The only difference between 2.4. and 2.5. I can think that has an
effect on initialization order is compile traversal, as I moved this
to run during
Hi Roman,
On Tue, May 20, 2008 at 9:10 AM, Роман Григорьев [EMAIL PROTECTED] wrote:
Hi I try to implement cellular automata clouds on OSG and have some problem
1) I can't use (or don't know) ping-pong rendering technique as described
here http://www.m3xbox.com/GPU_blog/?m=200712
Because
Hi Sebastien,
I'm afraid I don't really have a clue what exactly you are trying to
do and why. You are using API's that are no longer used by the core
OSG (Producer) and also OSG API's that I do recommend the use of
(SceneView). All in all its a recipe for almost impossible support.
I'd
Hi Serge,
On Tue, May 20, 2008 at 6:20 PM, Serge Lages [EMAIL PROTECTED] wrote:
I am porting a project from OSG 2.3 to the latest SVN and I have a problem
with particles. I use ParticleSystems to make a custom smoke effect, but
with the latest SVN my smoke don't stop to flicker.
Skipping
Hi Ben,
I've just done a quick review and the code looks correct to me.
Now ShadowMap comes along, and the above code computes (0x4 0x2) == 0. A
visitor mask of 0 finds nothing. That's not right.
No it's perfectly correct, this is how traversal masks are meant to be
used. However, if
Hi Paul,
I'd say that osgSim::OverlayNode is uses projective texturing,
rather than can be used for projective texturing. As for decal
effects, this is such a broad brush I can't really answer the question
without more qualification. osgSim::OverlayNode's typical use if
adding country
Hi Adrian,
I've got my head down dealing with some other complex areas of the OSG
right now - it's even a multi-threaded part... so I'm not in a good
place to dive into discussion about other complex areas. Give me a
week and I'll be a in better position.
Robert.
On Wed, May 21, 2008 at 8:01
Hi John,
Comments at bottom
On Wed, May 21, 2008 at 8:09 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
This gave me an idea to how I could implement the verical exaggeration
feature for osgTerrrain databases. Please review the below and comment on
any conceptual errors so that I won't
HI Daniel,
You'll need to use the osg::Material StateAttribute to set two sided lighting,
the ColorArray on the osg::Geometry won't help you here as it only supports
a single colour (as does OpenGL for vertex colours). For info on osg::Material
its best to consult OpenGL docs of glMaterial
On Wed, May 21, 2008 at 10:06 AM, Daniel Moos [EMAIL PROTECTED] wrote:
Thanks for your reply...
I already have played a little bit with osg::Material. But I don't create
two colors... Below is my try:
osg::ref_ptrosg::Material material = new osg::Material;
On Wed, May 21, 2008 at 10:41 AM, Kim C Bale [EMAIL PROTECTED] wrote:
Hi all,
Quick question that about textures. Once I've loaded an image into a
Texture2D object and bound that to a state set, does the image information
remain in system memory or is deleted after it's been stored in the
HI Monia,
You can get the hwnd from the GraphicsWindowWin32 class, you'll find
the head for this in
OpenSceneGraph/include/osgViewer/api/Win32/GraphicsWindowWin32
You can get the GraphicsWindow from the viewer either via the
viewer.getWindows(Windows) method
or from the Camera's in the Viewer
Hi Andy,
On Wed, May 21, 2008 at 1:11 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I found a dusty part of our code where we have a Projection and a Camera.
I've found an old email (2006) from this list about how the Projection is
deprecated in favor of the Camera. I just wanted to check—is this
Hi John,
Relying upon Render To Texture when using the frame bufffer is not
reliable as the results are dependant on the frame buffer management
of the window manager/OpenGL driver. What you are seeing is nothing
out of the ordinary and there is nothing the OSG can do to prevent
this problem if
Hi Andy,
I haven't seen warnings like this for a lng while... they usually
suggest that some internal computation of the near/far distances for
objects in the scene is in some way messed up.
Is it possible to recreate this warning with osgviewer when loading
one of your models?
Robert.
On
Hi John,
On Wed, May 21, 2008 at 5:34 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
The problem is that I have to support multisampling and Windows. I
haven't been able to use PIXEL_BUFFER modes. Is there any way that I can
accomplish what I'm trying to do without reallocating a texture
Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, May 21, 2008 12:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] question about warning in CullVisitor.cpp
Hi Andy,
I haven't seen warnings like this for a lng while
Hi Paul,
I looks like we'll either need to add some compile checks into the
curl plugin to pick up on these codes, or perhaps even define them
ourselves, or automatically detect the curl version and not compile
against it.
The way to disable right now involves going into ccmake . and the set
the
Hi Mathieu,
Sorry about this, missed a svn add when checking in my recent work on
paging. The missing file is now checked in.
Robert.
On Thu, May 22, 2008 at 8:21 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
Hi Robert,
Here is the output :
~/Projects/OpenSceneGraph/build$ cmake ..
--
HI Brian,
Good detective work, looks like you are now much closer to
characterising the bug.
The bug certainly seems to be a cygwin bug, unless the OSG's handle is
being corrupted
for some reason. This code works fine on other platforms so I
wouldn't expect the later
to be an issue.
Perhaps
Hi Renzil,
I don't really understand what you mean. The database built by osgdem
doesn't contain any DEMs, it's either just polygonal based or using
osgTerrain::TerrainTile if you use the --terrain option. osgdem
builds the geometry data based on the DEMs it loads, but once the
geometry is
Hi Daniel,
The osgViewer library can be used in a number of different ways, have
a look at the osgpick, osgviewerSDL/osgviewerGLUT examples for
examples of picking and integration with basic 3rd party windowing
toolkits. For more sophisticated windowing there are other osgviewer*
examples too.
Hi Stephane,
When I run
osgviewer scene.osg
I get a red cow, which looks correct. I'm using the SVN version of
the OSG under 64bit Kubuntu 7.10 on a Quad core Intel chip with NVidia
drivers/7800GT.
Robert.
On Thu, May 22, 2008 at 7:29 AM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
Hi
Hi Endre,
There is a chance that you've hit upon a NVidia driver bug. I can't
recall the thread but have a look back over the last few weeks email
exchanges for Windows/Nivida dual view bugs. There is a proposed bug
fix as well which involves calling makeCurrent twice.
Robert.
On Thu, May 22,
Hi Ben,
Thanks for investigating, with my fix I obviously made the assumption
that the ShadowedScene contained the whole scene graph. As for using
a separate light, this might well be the best route, one would
probably need to keep overwriting it's values each frame from the main
one. There
Hi Ben,
On Thu, May 22, 2008 at 8:22 AM, Ben Discoe [EMAIL PROTECTED] wrote:
I'm sorry, but a node mask of 0 matches no nodes, and that's definitely not
correct; this Visitor is supposed to find nodes which are drawn and cast
shadows. If it finds no nodes, it's not correct. The question
Hi Ben,
If you are saying that avoiding conflict between bit values is inappropriate,
that there should always be overlap, then what use does this statement serve:
cv.setTraversalMask( traversalMask
getShadowedScene()-getCastsShadowTraversalMask() );
If there is always overlap, then =
Hi All,
Over the last week I've been working on improving the performance of
the DatabasePager when paging data over http, and storing the tiles in
a local file cache, I checked in the first cut of the work last night.
Previous rev of the DatabasePager had only a single thread for
reading tiles,
, with the workaround which is at least some
improvement.
-Ben
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, May 21, 2008 10:15 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap is wiping out ambient
Hi Ben,
On Thu, May 22, 2008 at 10:38 AM, Ben Discoe [EMAIL PROTECTED] wrote:
That intention would be accomplished by this code:
cv.setTraversalMask( getShadowedScene()-getCastsShadowTraversalMask() );
ing with the traversalmask does not accomplish anything useful:
1. in the case of
Hi Serge,
On Thu, May 22, 2008 at 10:46 AM, Serge Lages [EMAIL PROTECTED] wrote:
The current SVN doesn't compile under Windows :
openscenegraph\src\osgdb\databasepager.cpp(910) : error C4716:
'osgDB::DatabasePager::setSchedulePriority' : must return a value
Now fixed and checked in.
And
.
Renzil
Date: Thu, 22 May 2008 09:00:08 +0100
From: Robert Osfield
Subject: Re: [osg-users] How to subtile DEMs ?
To: OpenSceneGraph Users
Message-ID:
Content-Type: text/plain; charset=ISO-8859-1
Hi Renzil,
I don't really understand what you mean. The database built by osgdem
doesn't
Hi Martin,
You should set the multi-sample hint before you create the viewer, it
only uses these values when the viewer creates its graphics contexts
via the osgViewer::View::setUpView*() methods. The DisplaySettings
multi sample values aren't used
after this initialization.
Also if you are
On Thu, May 22, 2008 at 11:53 AM, fabio riot [EMAIL PROTECTED] wrote:
Hi Robert,
Going back to scene graph?
have I to create 1) a scene with one geode for each geometry? or 2) only
one
geode containing all N geometry?
My question is:
Why do the two solutions seem to behave in the same
PROTECTED] On Behalf Of Robert Osfield
Sent: Wednesday, May 21, 2008 10:15 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap is wiping out ambient light; how to fix?
Hi Ben,
Thanks for investigating, with my fix I obviously made the assumption
that the ShadowedScene contained
Hi Serge.
On Thu, May 22, 2008 at 10:46 AM, Serge Lages [EMAIL PROTECTED] wrote:
And there are some warnings :
3.\DatabasePager.cpp(699) : warning C4355: 'this' : used in base member
initializer list
3.\DatabasePager.cpp(700) : warning C4355: 'this' : used in base member
initializer list
Hi Serge,
On Thu, May 22, 2008 at 1:09 PM, Serge Lages [EMAIL PROTECTED] wrote:
We've made lots of performances tests from 1 thread with a curl multi
handler to 20 threads with single handlers. Let's say that the version with
only one multi handler thread is finally the better one as having
On Thu, May 22, 2008 at 1:17 PM, Philip Lowman [EMAIL PROTECTED] wrote:
On Thu, May 22, 2008 at 7:30 AM, [EMAIL PROTECTED] wrote:
I couldn't find these strings in the ccmake window (maybe I'm blind :-).
Some of these strings may be under the advanced section of
ccmake/cmakesetup.
I've just
Hi Serge,
On Thu, May 22, 2008 at 1:42 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hum... Should it be possible to make the PagedLOD getDatabaseRequest method
virtual ? :)
This would possible. It is however, something that is meant to be
maintained by the
DatabasePager directly, and all it needs
Hi Philip,
On Thu, May 22, 2008 at 1:48 PM, Philip Lowman [EMAIL PROTECTED] wrote:
Most built in find modules for CMake don't go so far as to cache version
numbers. The new interface for find_package() in 2.6.0 provides a mechanism
for a caller to declare a minimum version they need which
Hi Paul,
On Thu, May 22, 2008 at 12:30 PM, [EMAIL PROTECTED] wrote:
RedHawk 2.3.2 has version 7.10.6 of curl (see attached)
RedHawk 4.2.1 has version 7.12.1 of curl..
At first, I thought maybe you could just swap constant names but I'm not sure
its that simple..
With all these curl
Hi Serge,
On Thu, May 22, 2008 at 1:57 PM, Serge Lages [EMAIL PROTECTED] wrote:
I customize the data storage. :)
My PagedLOD is really particular because it doesn't store directly nodes,
but layers (we have the texture, the terrain and the data on top of the
terrain in different layers) and
graph that
is likely to help the cull traversal, but only if some of the scene
graph will be culled by the cull traversal.
2008/5/22 Robert Osfield [EMAIL PROTECTED]:
On Thu, May 22, 2008 at 11:53 AM, fabio riot [EMAIL PROTECTED] wrote:
Hi Robert,
Going back to scene graph?
have I
On Thu, May 22, 2008 at 2:38 PM, Rahul Jain [EMAIL PROTECTED] wrote:
Hi All,
In the osgTerrain::GeometryTechnique buffer._transform is not added
to scene graph explicitly using addChild, can any one tell me how it
is then getting rendered.
It's all done by the
Hi Serge,
On Thu, May 22, 2008 at 2:11 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
I customize the data storage. :)
I now wonder if the PerRangeData shouldn't be a base class that you
extend, if you derive from this then the various PagedLOD methods
would still be available, so no need to go
Hi Viggo,
It sounds like you need a feature that the OSG doesn't have, the
ability to do StateSet substitution, i.e. you take a StateState this
is attached to the scene graph, but rather than use this directly when
setting up the rendering backend it gets substituted with the one you
actually
Hi John,
Are you using osgViewer at all?
Does you custom GraphicsContext implementation implement everything
required like the ones in osgViewer do?
As for the crash in RenderStage, does this happen if you using
osgViewer based code?
Is there a particular reason why you are using SceneView
, is there anywhere requestList is
modified without locking _requestMutex ?
On Thu, May 22, 2008 at 3:42 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Serge,
On Thu, May 22, 2008 at 2:11 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
I customize the data storage. :)
I now wonder
Hi Stephane,
On Thu, May 22, 2008 at 4:02 PM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
Robert, don't you think this feature could be done by some kind of custom
osgFX::Effect node ?
You could probably write a custom node that overrides the cull
callback and post processes/rebuild the
.
John
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, May 22, 2008 10:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] PIXEL_BUFFER PIXEL_BUFFER_RTT
Hi John,
Are you using osgViewer at all?
Does you
appreciated, as usual. I've tried probably
100 different things.
John
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, May 22, 2008 10:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] PIXEL_BUFFER PIXEL_BUFFER_RTT
Hi Serge,
On Thu, May 22, 2008 at 3:30 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
So there must be somewhere else that isn't playing ball properly and
hasn't acquired the lock as it should.
I've reviewed all the places that read and write the
RequestQueue::_requestList and they
all look like
Hi John,
On Thu, May 22, 2008 at 4:28 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
I took the time to look this up, so that I wasn't pulling at straws. We
have some objects which are drawn as either transparent or opaque
depending on which view they are in.
When we received the
.
On Thu, May 22, 2008 at 4:57 PM, Stephane Lamoliatte
[EMAIL PROTECTED] wrote:
Hi Robert,
There is another strange thing about this.
If you run
osgviewer scene.osg
and you press the 's' key, you could see that the statistics are red. So,
the shader is applied on the statistics too.
Robert
On Thu, May 22, 2008 at 7:48 PM, Art Tevs [EMAIL PROTECTED] wrote:
Hi Stephane,
Stephane, try to put an empty shader program on the cow, just like this:
cow-getOrCreateStateSet()-setAttribute(new osg::Program(),
osg::StateAttribute::ON);
I think this could help you.
And if not then just
Hi Matthew,
You answer you own question already...
osg::Matrixd viewmatrix = viewer.getCamera()-getViewMatrix();
There are also getViewMatrixAsLookAt(..) method that computes the eye,
up and center for you, this can be useful for know which way to
pitch/yaw.
Robert.
On Thu, May 22, 2008 at
Hi Alejandro,
On Thu, May 22, 2008 at 9:24 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Could this problem have something to do with the fact that I never attach my
cameras to the Scene Graph?
Cameras in a scene graph are used for doing effects like shadows,
impostors etc, not for managing
Hi Shayne,
osgTerrain functionality has evolve alot of the last six months, so
not much is documented about it yet. VirtualPlanetBuilder has an
option for building databases using standard nodes like
osg::MatrixTransform/osg::Geode/osg::Geometry (which is the original
and still default option)
Hi Mael,
As Art and Sebastian have mentioned, since osgShadow implements its
own shaders these will replace you own ones. This does make
integrating other effects with osgShadow difficult. Shaders are in
general difficult to combine, but osgShadow certainly doesn't make it
any easier. I think
Hi Valary,
ImageStream is updated by a background thread. The xine-lib and
QuickTime plugins both subclass
from ImageStream and OpenThreads::Thread to provide a class that
automatically runs updates on
itself - this thread updates the image data on the ImageStream and
then calls dirty to tell
Hi Vincent,
I don't know if anyone else can make sense of what you are trying to
do, based on your email, but I'm just lost. I kinda doubt the problem
is really about ref_ptr, but something related to the overall code
that you have written, but since I can't really spot what you intend
or what
Hi Manu,
I don't have an answer. Perhaps it's numerical precision issue.
Could you try out the osgUtil::IntersectionVisitor +
LineSegmentIntersector to see if it exhibits the same behaviour?
Robert.
On Fri, May 23, 2008 at 10:04 AM, Emmanuel Roche
[EMAIL PROTECTED] wrote:
Hi everyone,
I've
Hi J.P,
On Fri, May 23, 2008 at 9:53 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Yes, you are right for the case where a lock is only released by the same
thread that acquired it. This is the normal use case that e.g. scopedlock
enforces.
Ahhh this is a different issue, as you say ScopedLock
Hi Valary,
Don't use setImage from within your frame loop until you are switching
between some fixed memory like the xine-lib plugin does.
It's better to update the data stored in the Image directly and call
dirty, or to allocate the image memory separately and disable the
deletion of the data
Hi Viggo,
On Fri, May 23, 2008 at 12:34 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
What about adding an array of states or shaders to a node?
This would make it possible to hold multiple shaders in one node and index
them differently depending on what camera you use.
Is that a good idea for the
Hi Mike,
You can set the internal texture format via :
texture-setInternalFormat(internalformat);
In you case setInternalFormat(GL_BGRA) might just do the trick.
As for the most efficient way to do what you are doing you'll want to
attach an osg::PixelBufferObject to a single osg::Image, and
HI GuYe,
the different between --LOD and --PagedLOD when using osgdem
An LOD bases database stores the whole database in a single scene
graph and associate file.
PagedLOD databases are broken up into a quad tree hierarchy of tiles,
which are paged in at runtime. PagedLOD databases scale
On Fri, May 23, 2008 at 1:47 PM, Art Tevs [EMAIL PROTECTED] wrote:
Hi Stephane,
I was pretty sure that this would helps. This is a problem which I have
already encountered long time ago during the development of osgPPU.
The problem is that there exists an apply() method for StateAttributes
Hi Alejandro,
On Fri, May 23, 2008 at 2:31 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Actually, I am using a TrackballManipulator and replacing its ref_ptr with a
new NodeTrackerManupulator when I have to enter node tracking mode. I'm
not using the KeySwitchMatrixManipulator, but simply
Hi Michele,
The OSG does view frustum culling by default, you have to explictly
turn it off. The same applies to small feature culling it's on by
default.
As for your FPS not changing when objects move off screen, is vsync?
Hows about enabling OSG stats? This will tell you what the
Hi Art,
As I previous explain before the apply of the default setting is done
by apply a default constructed StateAttribute, this applies to
osg::Program just as it does any other StateAttribute. This default
constructed StateAttribute is applied when all other entries of that
specific type of
Hi Michele,
On Fri, May 23, 2008 at 3:58 PM, Michele Bosi [EMAIL PROTECTED] wrote:
Thank you Robert,
v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
3.4 for cull and 6.4 for draw, also in this case the frame rate
basically does not change but floats around the same range
]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, May 23, 2008 2:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgTerrain and osgDEM...
Hi Shayne,
osgTerrain functionality has evolve alot of the last six months, so
not much is documented about it yet
On Fri, May 23, 2008 at 9:47 PM, Paul Martz [EMAIL PROTECTED] wrote:
Along the same line, what I'd like to see at some point in the future would
be an equivalent extension mechanism for .ive. Right now, the only solution
is to own your own .ive plugin.
More generally, it'd be nice to have an
Hi Hesicong,
Seems I missed adding a few RenderStage::setClear*() to
CullVisitor::apply(Camera). These are now added and checked into
SVN.
Could you let me know if things now work fine for you.
Robert.
On Sat, May 24, 2008 at 7:32 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert:
You
Hi Umit,
On Fri, May 23, 2008 at 7:36 PM, ümit uzun [EMAIL PROTECTED] wrote:
Sorry for late reply because of my school exams. I have tried gdalinfo
E020N90.DEM -mm pattern and result is like this;
...
Min=-.000 Max=5483.000 Computed Min/Max=1.000,65535.000
Minimum=-.000,
Hi Mike,
We moved to Tracs wiki less than a year ago, after considering various
possibilities on the replacement of PmWiki. MediaWiki was one that
was looked at but discounted. For development projects Tracs adds
useful facilities that tools like MediaWiki don't provide.
As for editing, you
Too much support T many replies ;-)
Wow 13 messages in a thread within an hour or two of posting the
message. It looks like more replies to this thread than to any of the
others threads bubbling along on osg-users right now, which perhaps is
symptom of the problem. Thanks to those
On Sat, May 24, 2008 at 9:45 AM, hesicong2006 [EMAIL PROTECTED] wrote:
OK, it works.
BTW, osgscreencapture.cpp can't compile, it says GL_STREAM_READ not defined!
Pesky windows headers...
Could you try an svn update to see if the #define's I've added solve things.
Robert.
Hi Donlin,
The osg::AnimationPathCallback has a the following methods for
controlling speed:
void setTimeOffset(double offset) { _timeOffset = offset; }
double getTimeOffset() const { return _timeOffset; }
void setTimeMultiplier(double multiplier) { _timeMultiplier =
H Philip,
On Sat, May 24, 2008 at 3:19 PM, Philip Lowman [EMAIL PROTECTED] wrote:
FIND_PACKAGE(PkgConfig)
IF(PKG_CONFIG_FOUND)
# use pkg_check_modules()
ENDIF(PKG_CONFIG_FOUND)
I've just gone ahead and implement this approach, it's now checked into SVN.
Robert.
the two lines. I attached my version of
CullVisitor.
Please check it, thanks!
Robert Osfield wrote:
Hi Hesicong,
Seems I missed adding a few RenderStage::setClear*() to
CullVisitor::apply(Camera). These are now added and checked into
SVN.
Could you let me know if things now work fine for you
Hi Paul,
Sounds like a reasonable thing to do i.e. stop google bots from
indexing the old wiki. I'd be happy for others to go chase this one
as my inbox is chock full of other tasks.
Cheers,
Robert.
On Sat, May 24, 2008 at 11:21 AM, Paul Melis [EMAIL PROTECTED] wrote:
It seems the old pmwiki
Hi Lars,
The OSG support multi-pass, multi-stage rendering pretty thoroughly.
There are plenty of examples that use various combinations of
multi-pass. For starters have a look at the osgprerender,
osgprerendercubemap, osgdistortion and osghud examples.
Robert.
On Sun, May 25, 2008 at 8:04 AM,
Hi Guys,
I've added the googlegroups archive to the lists of archives,
alongside the existing links to gmane and mail-archive. I've also
reorganised the archive links so it's right alongside the link to the
list subscription rather than a separate paragraph. It's worth note
the mailman archive
Hi Hesicong,
On Sun, May 25, 2008 at 1:27 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Call me Hesicong, that's OK. You may remember I fixed a bug in volume render
example :)
Yes I do recall, but there are over 1900 people of the mailing list, I
can't fit everybodies personal mapping in my head,
Hi Jan,
On Sun, May 25, 2008 at 5:12 PM, Jan Ciger [EMAIL PROTECTED] wrote:
So better search engines, better docs yep all helps, but in the
end it's just tweaking things, it's not addressing the real problem -
the projects over dependence on me carrying the ball for too many
aspects of
Hi JS,
On Sun, May 25, 2008 at 6:51 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Are you saying that you need few underlings to share the load? I think
that idea is a long overdue, Robert.
I totally agree. I think there is a need for direct and clear delegation of
tasks.
The direct and
Hi Viggo,
On Sun, May 25, 2008 at 10:13 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
Maybe I can take a look at how to integrate this into OSG? Well, if I get
time to actually do it :-)
You have the itch, you just need to scratch it :-)
But in case I do, then I would like to try a direct
Hi Adrian,
I have run out of day, in my day long merge spree, so I'll need to
start up again tomorrow, at which point I'll check out your latest
changes. If you have any further updates to the ones sent of the
23rd May please just send them through,
Cheers,
Robert.
On Fri, May 23, 2008 at
Hi All,
Today I've begun clearing the osg-submissions back log. I've merged
the majority of the backlog, and will continue tomorrow morning and
then put out a OSG-2.5.1 and VPB-0.9.9 dev releases.
There has been lots of build changes checked in, which, fingers
crossed will solve build problems
Hi Terry,
From your email it's not clear the exact camera/graphics window set
up. It does kinda sound like all the cameras share the same graphics
window, is this right? If so then you'll only ever be able to have
one DrawThread. If you have three slave Camera then in theory you
should be
Hi Thibault,
Are you subscribed to osg-submissions? It'd be worth checking you
address that your sending from matches the address subscribed.
Robert.
On Wed, May 28, 2008 at 7:40 AM, Thibault Genessay [EMAIL PROTECTED] wrote:
Hi all
Yesterday I've been sending a fix to the osg-submissions
On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote:
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Is osgParticle the only nodekit that lacks support or are there more?
Hi Raymond,
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Robert.
On Wed, May 28, 2008 at 11:31 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi,
While I was writing the previous message
On Wed, May 28, 2008 at 11:17 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi Raymond,
Both:
osgprecipitation textured_box.osg
osgprecipitation non_textured_box.osg
Work just fine for me, with SVN version of the OSG. Note, there has
been a shader related bug fix to GLObjectVistor that may
Hi Raymond,
I've just made your suggestion change, and it does break things on my
machine as well.
But... reviewing the code, we'll the code dynamically adjusts the
number of particles so it not meant ever to use display lists, rather
it only works with VBO's or vertex arrays. Note the custom
Hi Wojtek, thanks for clarification, I've gone ahead and merged the
workaround as it looks perfectly benign.
On Wed, May 28, 2008 at 3:54 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Robert,
I use it and have not observed any issues. I would say its rather safe.
I reported this bug
());
Thanks,
Terry
Message: 10
Date: Wed, 28 May 2008 09:03:41 +0100
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] threading trouble with slave cameras
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text
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