[osg-users] OT: Windows GDI/GDI++ Alternative
Hi Folks This question is a little of topic but thought this group might be a good group to ask, I have a windows application ( that has an OSG component) that it looks like I have to port to Linux (Redhat), this application makes a lot of use of the Windows GDI/GDI++ library (Windows graphics device interface) and my current Linux knowledge is 9 years stale Can anyone recommend a good Linux alternative to the Windows GDI/GDI++ that offers comparable functionality Thanks Gordon _ Gordon Tomlinson Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dumping command line args/inputs
Can't you do the old fashion way and us ARGV/ARGC _ Gordon Tomlinson US Cell: 571-265-2612 UK Cell: 07806-571994 Skype: gordon-tomlinson www.photographybyGordon.com www.vis-sim.com LinkedIn www.linkedin.com/in/gordontomlinson Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Conan Doyle Sent: Wednesday, February 20, 2013 1:00 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] dumping command line args/inputs Don't think so... it appears that write dumps the equivalent of --help... what I want to do is dump what the user actually passed in at run time... S robertosfield wrote: Hi Conan, On 18 February 2013 20:22, Conan Doyle wrote: is there a quick/simple way to dump all the command line options added via osg::ArgumentParser::getApplicationUsage()-addCommandLineOption, addEnvironmentalVariable etc.? I simply want to dump all my input args to a file as I run my app. Have another look at the include/osg/ApplicaticationUsage header, you should spot: void write(std::ostream output,const UsageMap um,unsigned int widthOfOutput=80,bool showDefaults=false,const UsageMap ud=UsageMap()); void write(std::ostream output,unsigned int type=COMMAND_LINE_OPTION, unsigned int widthOfOutput=80,bool showDefaults=false); Might this be what you are looking for? Robert. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph. org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52792#52792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BAK extension
In my experience a .bak file is typically an indication that the file is a back-up copy of a file. Many programs that run active log files typically copy the current log file to .bak etc As to a data, model, texture format that use a .bak extention I have never come across one __ Gordon Tomlinson -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, January 24, 2013 10:41 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] BAK extension On 22 January 2013 09:49, chandrasekar gopal chandraseka...@ymail.com wrote: '.BAK' extension refers usually to what kind of file? .BAK extension has nothing to do with any of the formats that the OSG loads. Are you not able to use a search engine for your answer? Or any experience with an editors or tools that make a backup when modifying a file??? This type of question is really not something one would expect the OSG community to answer or to need to answer as it has nothing to do with the OSG, OpenGL or graphics. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] projection matrix calculating problem
I would recommend the OpenSceneGraph Reference Manual at lulu.com or one of the other OSG books out there they will give you most of the basic information and understanding you need to fully use OSG _ Gordon Tomlinson http://www.photographybygordon.com/ www.photographybyGordon.com http://www.vis-sim.com/ www.vis-sim.com LinkedIn http://www.linkedin.com/in/gordontomlinson www.linkedin.com/in/gordontomlinson Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of caijun Sent: Saturday, December 22, 2012 2:24 PM To: osg-users Subject: [osg-users] projection matrix calculating problem Hello,everyone, I am using osg to build a 3D software.I don't know how to change the znear,zfar and projection matrix values when I change the camera position. When I read the osg's cullstack class,the refmatrix of projection differs every time.how does it calculates?Can anyone tell me? Thanks very much! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] projection matrix problem
I would recommend the OpenSceneGraph Reference Manual at lulu.com or one of the other OSG books out there they will give you most of the basic information and understanding you need to fully use OSG A quick search of the OSG archives or google will also give you the answer ( see setComputeNearFarMode ) _ Gordon Tomlinson US Cell: 571-265-2612 UK Cell: 07806-571994 Skype: gordon-tomlinson Logitech: mailto:gor...@gordon-tomlinson.com gor...@gordon-tomlinson.com http://www.photographybygordon.com/ www.photographybyGordon.com http://www.vis-sim.com/ www.vis-sim.com LinkedIn http://www.linkedin.com/in/gordontomlinson www.linkedin.com/in/gordontomlinson Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of caijun Sent: Saturday, December 22, 2012 2:21 PM To: osg-users-request Cc: osg-users Subject: [osg-users] projection matrix problem Hello,everyone, I am using osg to build a 3D software.I don't know how to change the znear,zfar and projection matrix values when I change the camera position. When I read the osg's cullstack class,the refmatrix of projection differs every time.how does it calculates?Can anyone tell me? Thanks very much! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText::Text - line break possible?
Robert means add a new line character ( it needs an escape character as well ) no just an 'n' i.e. '\n' _ Gordon Tomlinson www.photographybyGordon.com www.vis-sim.com LinkedIn www.linkedin.com/in/gordontomlinson Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ralf Zenker Sent: Thursday, December 13, 2012 3:00 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgText::Text - line break possible? robertosfield wrote: Try 'n' Hi Robert. Thanks for your fast reply. I have tested 'n' but unfortunately it neither works. It just shows 'n' as part of the text. :( My test string was Hello world!'n'2nd line. Any other idea? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51556#51556 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rotate point in 3d space?
I suggest you look at these http://www.osgbooks.com/books/osg_qs.html https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Griffiths Sent: Saturday, December 17, 2011 12:23 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Rotate point in 3d space? Hi, Lets say i have a point: float x = 20; float y = 5; float z = 3; how do I rotate the point using point 0,0,0 as the pivot? Say I wish to rotate it by 45deg? It's for some math to set a clip plane's 3 points. ... Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44408#44408 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] BUG report: Collada orthographic support
To me Its not a bug , its an unsupported feature :) so you cannot really reports it a as bug There are many features of what Collada can support that are not supported in OSG or other apps. ( this is also the same of other model formats) Not every feature of of every formats is needed in OSG in general or really makes sense I for one would Not want to use camera data in my application when loading a DAE model (or any format), my application controls the camera not a model, I just want to load the models, what if I load 30 Dae models and they all have different cameras , which one should I use :(m but that’s me and my apps Too me your request is more an Application specific thing and you could extend your application to create that Ortho camera for you, it would be a good way to learn more about OSG __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Rodrigo Benenson Sent: Saturday, October 08, 2011 9:26 AM To: OpenSceneGraph Users Subject: [osg-users] BUG report: Collada orthographic support Thanks Jean-Sébastien for the quick answer. If the mailing list is the bug report channel, then here I go: I am currently working on an application that uses openscenegraph to render collada animations. When running my code on the collada files of my interest I get the following warning: Orthographic in camera 'Camera-camera' not supported not support orthographic projection will clearly mess up the rendering output. Looking into the code I found http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgPlugins/dae/daeRSceneObjects.cpp?rev=12791#L617 616 // TODO The current osg::CameraView does not support an orthographic view 617 OSG_WARN Orthographic in camera ' dcamera-getId() ' not supported std::endl; Looking at the code it seems that the information from the collada file is properly extracted, but the actual CameraView setup is not supported. However looking at the examples there is for instance http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osghud/osghud.cpp#L47 which shows that orthographic projection is supported in the current version of OpenSceneGraph. In my eyes then, implementing the support of orthographic projection when loading collada file seems like a missing feature that should be documented in a bug report. I am not familiar enough with OpenSceneGraph to just come a patch but the issues seems simple enough to fix. Is anyone familiar with this part of the code ? Regards, rodrigob. On Sat, Oct 8, 2011 at 2:11 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Rodrigo, I just spent 20 minutes looking around in http://www.openscenegraph.org I could not find how users are supposed to report bugs (I did find how to send patches, but not how to report bugs). Could someone point me out how to do this ? Actually you just found it :-) The OSG project uses the mailing list for pretty much everything. That's just the way it has always been. There are plans to change this process in the future, which leads to the next point: ps: I am surprised that emails are used for patches, instead of the facilities of https://github.com/openscenegraph/osg The official OSG repo is hosted on openscenegraph.org and uses SVN. It is not using git yet, though there are plans in the coming year to move to git. The github repo is a mirror of the openscenegraph SVN repo maintained by members of this mailing list. So patches you would submit on github would just be lost. Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cameras View Matrix - I am perplexed
On 09/15/2011 04:33 PM, Paul Martz wrote: You're free to put whatever transform you want in either matrix as long as transform by the two produces clip coords, but for correct FFP lighting computations, your modelview matrix *must* produce eye coordinates. OpenGL FFP lighting is computed in eye space. So, if you did something crazy like have an identity modelview, but a full object-to-clip transform in the projection, then vertices would be transformed correctly, but your lighting would be way wrong. You're right, Paul, I neglected the FFP lighting issue. There is a fundamental difference between the projection and modelview transforms for this purpose, and since lights are in eye space, there is an inherent coordinate system as well, so I stand corrected on those points. Still, in OpenGL 3.1+, that's all out the window :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org but which window did it go out of :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3.0 runtime loading models problem
What type of models are you loading? Also try turning the the notify level to debug to get more information __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of issam boughanmi Sent: Sunday, July 10, 2011 1:55 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] 3.0 runtime loading models problem Hi, i just compiled OSG 3.0 and l have some trouble to view various 3d models with osgviewer in the console it complain about material apply state not supported or sopmething like i tried several cmake builds : static / dynamic, gl1/gl2 / gl3 extension ... etc what this error mean and more important how to fix it thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41288#41288 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada
As per my previous reply See www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada __ Gordon Tomlinson www.photographybyGordon.com www.vis-sim.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
Manage/stop your subscription at the same place you signed up at http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org __ Gordon Tomlinson http://www.photographybygordon.com/ www.photographybyGordon.com http://www.gordontomlinson.com/ www.gordontomlinson.com http://www.vis-sim.com/ www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vivek Kumar Dwivedi Sent: Sunday, March 27, 2011 10:10 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] (no subject) DON'T SEND MESSAGE PLEASE. -- Vivek Dwivedi, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] flt file not working
Hi Jason I would expect Creator to handle things better than OSG as Creator has a quite a robust and forgiving FLT file reader ( as it should : ) ) , and it can handle malformed files quite well, it will skip records it does not know etc. and try to create usable structure, you might see issues in things like the material and color pallets etc. If you save the file out from Creator then it will be upgraded to the version of open flight and written out with the correct records etc. You lose details that were to malformed for Creator to handle etc.. Also you might look in the Creator log it may have spit out some warnings or notices about the original file Also what version of Open Flight was the original file written by Terra Vista ,as this may affect the ability of the OSG to read the file, Creator will read files in back as far as V12 and maybe even earlier depending on the file, but some things are no longer supported by Creator so you can get some oddities on versions earlier the V14 __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Friday, March 25, 2011 5:57 PM To: OpenSceneGraph Users Subject: Re: [osg-users] flt file not working On 03/25/2011 07:42 AM, Peter Wraae Marino wrote: Hej Andreas, the test.flt comes from TerraVista export :( Weird. Creator 4.1 loads it fine. I opened it and saved it back out as test2.flt (attached). osgviewer at least shows something with this one (not sure it's correct). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] flt file not working
Hi Jason I looked at the file in an older version (3.0) It had no Material palette and the Color palette look pretty hosed as well so I suspect that is malformed as well, I think the file is just not really Open Flight compliant and thus why the OSG reader is struggling __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: Jason Daly [mailto:jd...@ist.ucf.edu] Sent: Friday, March 25, 2011 7:07 PM To: gor...@gordon-tomlinson.com; OpenSceneGraph Users Subject: Re: [osg-users] flt file not working On 03/25/2011 03:00 PM, Gordon Tomlinson wrote: I would expect Creator to handle things better than OSG as Creator has a quite a robust and forgiving FLT file reader ( as it should : ) ) , and it can handle malformed files quite well, it will skip records it does not know etc. and try to create usable structure, you might see issues in things like the material and color pallets etc. Yeah, I know. I've found the OSG loader to be at least somewhat forgiving, too. I guess I'd just expect it to get something on the screen, even if it's not completely correct. If you save the file out from Creator then it will be upgraded to the version of open flight and written out with the correct records etc. You lose details that were to malformed for Creator to handle etc.. Also you might look in the Creator log it may have spit out some warnings or notices about the original file I did check the error log. Didn't see anything relevant. Also what version of Open Flight was the original file written by Terra Vista ,as this may affect the ability of the OSG to read the file, Creator will read files in back as far as V12 and maybe even earlier depending on the file, but some things are no longer supported by Creator so you can get some oddities on versions earlier the V14 Peter's file was 15.8. The one I sent will be 16.4. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Light intensity and color
Hi I would recommend you have a good read of the OpenGl docs on how it handles lighting as OSG is a straight pass through to OpenGL For instance http://www.opengl.org/sdk/docs/man/xhtml/glLight.xml http://glprogramming.com/red/chapter05.html As to color you can have any color you in like by using any mixture Red, Green Blue 0,0,0 is black 1.0, 1.0.10 is white, 0.5,0.5,0.5 is a gray 1.0,0.0,0.0 is red etc Note many things affect the final color you see, the lighting model, shading model, colors of the vertices, textures applied to polygons, materials applied etc __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele argiolas Sent: Monday, March 21, 2011 12:03 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Light intensity and color Hi, when I put a light in my scene I notice that I can set position, direction, attenuation and diffuse, specular and ambient components. The first problem is, how can I set intensity of light? My light with this basic setting is to much strong. The second problem concerns color light. Why I can't set intermediate colors but only primary colors? thank you very much daniele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37765#37765 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] flickerring and aliasing effects
This sounds like it is simply a Z-buffer issue and is well known Basically OpenGL simply does not know which pixel from your terrain or airport to draw and this changes every time you move or change your orientation. See http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html for why OpenGL if having issue, use the calculator on the page to see depth separation The are many ways to help alleviate this type of OpenGL artifact , searching the net should provide you with several ways to make this less of an issue __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of issam boughanmi Sent: Thursday, December 30, 2010 8:20 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] flickerring and aliasing effects Hi Sergey and thanks for these informations as i said before i don't have any object close to the camera just a big runway above a pagedlod terrain with only few units but i will test all your recommendations and keep you informed Issam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35228#35228 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] QuadBuffer Stereo
You might want to include some basic information in order for people to be able to help you, such as Graphics Card Driver OS Running Windowed or Full Screen Screen Resolution Monitor type Etc. Without basic information people have to play 20 questions Such as : does your graphics card support Quad stereo buffering ? if it does support it does it support for your OS ? does it support for your windowed mode ? does it support it for window size your trying to use ? does QUAD stereo work in in other application ? have you enabled Stereo on the Card settings does your Monitor support stereo does your monitor support the stereo mode your trying to use etc __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christina Werner Sent: Thursday, December 30, 2010 9:51 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] QuadBuffer Stereo Hi, I want my application to run in quadbuffered stereo mode. But it doesn't work for me. I added the following lines to my code: Code: osg::DisplaySettings* ds = osg::DisplaySettings::instance(); ds-setStereo(true); ds-setStereoMode(osg::DisplaySettings::QUAD_BUFFER); But there is no effect. Anaglyphs work perfectly. Is there any other option that must be enabled to view this? Or what is wrong that this doesn't work for me? Can anybody help me please? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35231#35231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] File Size Limit on OSG::Image?
Did you step into the code and see why is failing ? I don't have access to OSG right now to look at the source myself but your probably limited to the max size support by Openly and your graphics card and driver. Which is likely to be 4096x4096 and on many newer cards thats 8192x8192 Or if a limit is not set its then likely you simply cannot get a contiguous piece of memory at the size you're asking for from your OS, you're asking for around 5gb Either way you're going to struggle get a contiguous piece of memory at the size __ Gordon Tomlinson www.photographybyGordon.com www.gordontomlinson.com www.vis-sim.com Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff Rhodes Sent: Tuesday, December 21, 2010 7:31 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] File Size Limit on OSG::Image? Hi, I am currently working on creating a poster image from several images and the file size is pretty large. Currently the one I am trying to create is 65250 wide x 22500 pixels in height (Image needs to be large) Currently I am doing the following: Code: posterImage = new osg::Image; posterImage-allocateImage( (mHeight), (mWidth), 1, GL_RGBA, GL_UNSIGNED_BYTE ); Right now it is giving me an exception when trying to allocate that image. Is there a size limit on it, or am I doing something wrong? ... Thank you! Cheers, Geoff -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35036#35036 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need help about Night Vision Effect
Look at http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing- filter-glsl/ for inspiration it shoes a possible solution that could be adapted We did our NVG with post processing and Shaders in our 3d OSG based Pro module http://www.overwatch.com/pdfs/remoteview/RV%203DPro1.pdf Note this is faux ... as there is no radiometric/emissive etc properties of the pixels/surface materials taken into account ( as there are none for us as this time, at some point we will upgrade when we get this type of data ) __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Abdur Rahman Sent: Saturday, November 27, 2010 1:10 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Need help about Night Vision Effect Hi, I'm working in Delta3D and need to implement night vision effect for my T59 tank simulator.I've a little bit of knowledge over it and I think it can be possible by implementing some post filters or shader effects on camera.But I cant find any particular way to implement the effect. If anybody give me some solution or suggestion to implement night vision effect using OSG it will be a great help for me.. ... Thanks in advance.. Cheers, Abdur Rahman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34164#34164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG greensceen
I would guess Green/Blue screen as in back ground replacement in film/photography etc, wanting to render 3d objects to be include composited into something __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ www.PhotographyByGordon.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Callu Sent: Tuesday, October 19, 2010 10:24 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG greensceen Hi Aruna Can you explain what is green screen ? David 2010/10/19 Aruna Madusanka osgfo...@tevs.eu Hi, Can we make a green screen with openscenegraph Thank you! Cheers, Aruna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32847#32847 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] newbie help
As we cannot see your code were guessing in the blind An obvious question springs to is are you actually adding the nodes to the your scenegraph after you load your model? Another question are your models very small ? ( as small feature culling in on by default ) Also turn your OSG notify level up to DEBUG for more detailed log output __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gerry Danza Sent: Tuesday, October 19, 2010 10:00 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] newbie help Hi, thanks for your help but this is not the case I am able to manupilate the view and see the space where the new objects should be I have even loaded a new osg model while running the app and even this model does not show up , the same model is visible if loaded at application startup Thank you! Cheers, Gerry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32876#32876 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Some texture questions
Hi Frank I would do a search of the OSG mail archives, your questions have been answered several times and within the last few days The blip you see is that your textures are downloaded to OpenGL the first time they are drawn in the visible frustum . Again there is a solution in the mail archives Simply do a google 'OSG share textures' or google 'OSG scale textures' etc... __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Frank Sullivan Sent: Wednesday, October 13, 2010 12:18 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Some texture questions Hi, I just have some basic questions about textures, and I was hoping someone might have an answer to them: 1) Right now, I have several objects that refer to the same texture file. Is there any way to make sure that these objects, when loaded, share the same texture object in memory, rather than loading the same texture multiple times? 2) It seems as though the system might use a sort of lazy loading scheme for the textures. I'm not 100% sure about this, but when I first load my scene and move the camera around, I notice that there is a frame rate hitch whenever an object is being displayed for the first time. Once I've viewed all the objects at least once, then there are no more hitches. I could be wrong, but I also noticed that some of these objects have non-power-of-two textures, and these hitches correspond with a console message that says Scaling image x from (800,800) to (1024,1024). So, that's why I suspect that maybe the textures are being loaded when they first appear, rather than when the model is loaded. If so, can this be turned off? Thank you! Cheers, Frank -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32674#32674 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Threading issues with osgText
I think it should be ::setDataVariance(osg::Object::DYNAMIC) not static __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, October 13, 2010 10:15 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Threading issues with osgText Hi Björn, If you set the Text::setDataVariance(osg::Object::STATIC) it should avoid these issues, if it doesn't then it's a bug that we need to investigate. Could you create an example, such as modifying an existing example like osgtext, so that it reproduces your usage model and the crash. Cheers, Robert. 2010/10/12 Björn Blissing bjorn.bliss...@vti.se: Hi, We are getting crashes when adding text to the scenegraph. I have spent hours of debugging trying to find the source of the problem without success. All suggestions will be appreciated. Details: We use OpenSceneGraph 2.8.3 and base the software on the composite viewer. Our main loop looks like this: Code: while (!m_viewer-done()) { updateSceneGraphContent(); m_viewer-frame(); } All changes to the scenegraph is done inside the updateSceneGraphContent method. The text nodes have their datavariance set to Dynamic. When running the software on my developer machine everything works fine. It is a Core2 machine with no hyperthreading and a NVIDIA GTX 8800 card. But when we move the software to the production environment we get crashes when adding text to the scenegraph. The production enviroment is running QuadCore machines with hyperthreading. All computers run WinXP 32-bit and have NVIDIA GTX470 cards. When running with DrawThreadPerContext it crashes, but if we set the viewer to run in SingleThreaded mode everything works fine. Best regards Björn Blissing -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32650#32650 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Using OSG in C program - possible?
You should be able do it, old Vega and Performer are 2 examples that were written in C++ but exposed to the users as 'C' based functions But this is no small task and there is likely to be quite a few quirks and your likely to have to change how some things are defined. Good luck in your endeavors __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Holger Carsten Krumm Sent: Tuesday, October 12, 2010 1:47 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Using OSG in C program - possible? Hi, first of all my regards to this community here. OSG is a great API for using 3D graphics on a high level and seeing the supportive nature of the guys here, it is overwhelming! I got a question, being a not-so-deeply-involved programmer. Can someone give me some information about using OSG in a ANSI C program? Is it easily possible to wrap OSG in extern function calls to make it happen? Or do I have to expect major culprits? Don't ask why I do not migrate the whole source: it is a pretty big bunch of C code and porting it is not an option at the moment... Any pointer or opinion is appreciated! All the best, Holger -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32648#32648 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem Loading .FLT
HI I means that the Openflight(tm) reader has found a node/data type in the flight file it does not know about and is simple going to skip that data as it does not know what to do with it This typically comes from using a flight file whos format maybe newer than what the reader supports or from older files that have deprecated data (like SmartScene surfaces, you see this a lot in Multigen gallery files) How to fix this, remove the data in Creator or extend the the OpengFlight reader to handle the unknown data/record/node To see what the Opcode is for look at the OpenFlight(tm) specs you can get from MultiGen __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron Sent: Tuesday, October 05, 2010 5:57 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem Loading .FLT Hi, I've got an .FLT file that I need to load into OSG. I am loading it with the following code: Code: osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt); However when I compile and run the program I get the following error: Unknown record, opcode=91 size=88 I have no idea what this means and I'm hoping someone here can explain it and perhaps help me correct it. I have seen this .FLT run with other programs so it should not be corrupt or anything. Thank you! Cheers, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32410#32410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem Loading .FLT
FYI if I remember right the opcode 91 is a sound node Other programs will be ignoring this node as well they are just not telling you __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron Sent: Tuesday, October 05, 2010 5:57 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Problem Loading .FLT Hi, I've got an .FLT file that I need to load into OSG. I am loading it with the following code: Code: osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt); However when I compile and run the program I get the following error: Unknown record, opcode=91 size=88 I have no idea what this means and I'm hoping someone here can explain it and perhaps help me correct it. I have seen this .FLT run with other programs so it should not be corrupt or anything. Thank you! Cheers, Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32410#32410 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision between two 3DS objects in OSG.
HI I would recommend reading the OSG Starter guide written by Paul Martz the PDF is free, http://osgbooks.com/books/osg_qs.html You don't seem to fully understand how the scenegraph is created in OSG and what is created etc, the 3DS loader does create Geodes and you will have them if you load a file. I would also recommend looking at the examples there are many and they show how geodes and nodes are used. Also search the OSG mail archive for information on Geodes and drawable and how to access them, __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of BARRAL Adrien Sent: Friday, September 24, 2010 11:27 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Collision between two 3DS objects in OSG. Hello, In an OSG scene, I have to objects imported from a 3DS file. I can grossly approximate these objects with bounding boxes (but not with bounding spheres). I load my objects in this way : Code: Registry::instance()-getDataFilePathList().push_back(resources/data); ref_ptr ReaderWriter::Options options = new ReaderWriter::Options; options-setObjectCacheHint( ReaderWriter::Options::CACHE_NONE); m_ksterNode = osgDB::readNodeFile(FILE_NAME, options); So my object is an osg::Node. I had seen that OSG::Node have a method computeBound wich return a bounding Sphere (but I want a bounding box). I had seen that both osg::Geode, osg::Drawable and osg::Shape can return a bounding box thanks to the method getBoundingBox. I read a method to wich explain how to convert an OSG::Drawable object into an bullet TriangleMesh object to perform fine collision detection with bullet. But, my imported object isn't a OSG::Drawable, that is an OSG::Node. So here are my questions : 1 - How to convert an OSG::Node into an osg::Drawable or osg::Geode ? 2 - If question 1 is absurd, my second question is : How to load a 3DS object as a osg::Drawable or osg::Geode (and not as an osg::Node). I had read a nice tutorial (http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/collisions /collisions.html) on the collision detection, but this tutorial doesn't answer to my questions. So , thanks very much for your answers, Regads, A. BARRAL -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32018#32018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] How to use PlugIns
You have to build and its dependencies http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomas Longo Sent: Thursday, September 23, 2010 4:03 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [osgPlugins] How to use PlugIns Hi @ all, i have a question about the use of a plugin after it was build. Do I have to rebuild OSG in some manner or how do I notify OSG that there´s a plugin? In my case I need the collada PlugIn. Thanks in advance. Cheers, Tomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31985#31985 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3
Currently IVE files are not typically binary compatible between OSG versions Use OSG (ASCII) files instead these typically will work between OISG Versions __ Gordon Tomlinson -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Magnus Kessler Sent: Wednesday, September 15, 2010 9:21 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] error loading an ive file with OSG 2.8.3 On Wednesday 15 September 2010 14:04:46 Gianni Ambrosio wrote: Hi, is there any known issue related to the ive plug-in in OSG 2.8.3? I tried to load the same ive with OSG 2.8.2 and it works fine. I can load correctly obj files with 2.8.3 but the ive does not work. Any idea? Short answer: no I haven't got any idea. Slightly longer answer: Please provide some more details of what actually goes wrong in your case. Are there any error messages you can give us? Some information about the ive file, perhaps? How does it go wrong? Does it crash, or mis-render? Please be more specific! Regards, Magnus Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31628#31628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting the List of Triangles from an osg model
Search the OSG mail list archives this type of question has been answered several times before __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat Talmaki Sent: Monday, September 06, 2010 1:12 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting the List of Triangles from an osg model Hi Tom, Do you know if any of the examples with the source code use this ? I understand the principle but will be helpful if there is some sort of implemetation. Thanks. Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31353#31353 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture problem on 64-bit PC
I would have to disagree and say that it is likely to be a hardware\driver issue I have been running OSG on 64 with Nvidia for 3 years and had no issues There have bee quite a few posts recently about continued issues with ATI catalyst drivers and their broken Opengl Support, the suggestions from the post is to use catalyst 10.4 drivers __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Werner Stoop Sent: Thursday, July 08, 2010 4:29 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Texture problem on 64-bit PC Hi, I recently received a new 64-bit machine at work. When I now use osgviewer to the textures on some of our models seem smeared where they displayed correctly on my older 32-bit PC. Other models do display correctly, so I don't think it's a hardware issue. Our models are in the form of IVE files, and some of them are generated by (an older version of) Virtual Planet Builder. For what it's worth, my PC runs Fedora 12 and has an ATI Radeon HD 3450 graphics card. I also had Fedora 12 on my previous PC, but it had a NVidia card. I would post an image, but I'm a newbie, so I'm not allowed to post URLs Has anyone had similar problems? what causes it? How can I resolve it or fix the models? Thank you! Werner[/i] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29837#29837 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert pov into osg structures
http://en.wikipedia.org/wiki/Truevision_TGA __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Domingo López Oller Sent: Wednesday, July 07, 2010 10:10 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Convert pov into osg structures Hi, I don't know if this is possible. I have some files from GRASS with .pov extension and I don't know how to take them for osg. Someone know the structure of a tga file? For example: An edifice: polygon { 6, 464022.599606, 907.085815 , 4087154.860413 464004.190265, 907.085815 , 4087142.339932 464004.190265, 937.085815 , 4087142.339932 464022.599606, 937.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 } A river: sphere_sweep { linear_spline 45, 465739.968762, 1906.192505 , 4091458.499904, 3 465791.468761, 1894.422974 , 4091452.250001, 3 465821.250068, 1881.933472 , 4091422.250052, 3 465860.593730, 1856.298828 , 4091382.249947, 3 465892.375120, 1835.943359 , 4091347.19, 3 465930.218784, 1816.068726 , 4091315.500061, 3 465978.812602, 1801.638184 , 4091290.250017, 3 466026.968878, 1793.834595 , 4091275.750128, 3 466076.624893, 1786.617188 , 4091255.249991, 3 466120.343720, 1770.884644 , 4091223.750044, 3 466161.875093, 1742.642090 , 4091171.500047, 3 466189.468689, 1710.575928 , 4091081.000114, 3 466219.343810, 1704.088501 , 4091067.499878, 3 466268.312628, 1696.643555 , 4091062.999886, 3 466301.593757, 1684.553589 , 4091025.499950, 3 466350.250118, 1668.899048 , 4091009.249891, 3 466384.499888, 1657.378906 , 4091005.71, 3 466438.343697, 1631.369019 , 4091002.750074, 3 466494.156318, 1608.742310 , 4090996.499913, 3 466546.906142, 1593.277832 , 4090985.249932, 3 466588.906329, 1576.062622 , 4090959.749975, 3 466618.093736, 1551.168579 , 4090918.999872, 3 466659.343666, 1524.220459 , 4090896.499910, 3 466689.250059, 1511.777832 , 4090889.58, 3 466738.187606, 1496.778687 , 4090879.500111, 3 466778.656265, 1482.590088 , 4090853.500069, 3 466812.656122, 1460.842041 , 4090812.249881, 3 466858.718759, 1430.692139 , 4090788.750007, 3 466883.218803, 1414.062012 , 4090769.499954, 3 466930.843722, 1400.582275 , 4090747.500077, 3 466986.437443, 1388.464478 , 4090744.500082, 3 467017.156377, 1384.399048 , 4090743.85, 3 467045.781157, 1377.151001 , 4090732.29, 3 467085.218633, 1362.496216 , 4090705.75, 3 467134.499907, 1343.728149 , 4090706.500060, 3 467193.062609, 1319.315430 , 4090726.500113, 3 467244.687435, 1301.977539 , 4090737.250008, 3 467287.91, 1298.845825 , 4090758.59, 3 467319.781122, 1293.567383 , 4090798.250077, 3 467364.031306, 1282.700684 , 4090843.499914, 3 467408.187416, 1266.867310 , 4090874.500034, 3 467457.843689, 1245.734619 , 4090893.88, 3 467509.187589, 1222.203979 , 4090897.749994, 3 467561.56, 1193.638428 , 4090893.750087, 3 467614.875125, 1189.556030 , 4090899.499905, 3 } Thanks!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29805#29805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] missing posts on the mailing lists.
Quite a few OSG messages go to my junk folders especially from certain regions in the world __ Gordon Tomlinson www.vis-sim.com http://www.vis-sim.com/ www.PhotographyByGordon.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce (Nick) Nikolov Sent: Tuesday, July 06, 2010 5:11 PM To: OpenSceneGraph Users Subject: Re: [osg-users] missing posts on the mailing lists. some emails might end up in the junk -Nick On Tue, Jul 6, 2010 at 8:05 PM, Martin Naylor martin.nay...@dsl.pipex.com wrote: Hi all, I am either going crazy or more likely my outlook email is. Is anyone else missing replies on posts? An example: Jose posted with the subject light through walls I see J-S's reply but I don't see Nicks, the only reason why i noticed is that Jose thanks Nick and J-S, but I don't see Nick's reply. Mmmm I did see something in submissions in the other day from another poster who is having similar problems. Maybe it's just me! Martin Naylor. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Sudden runtime error
Have you picked up a Debug lib(if in release or visa versa) you should not have? Have you picked up a lib/dll build with a different compiler or re-dist package? Have you done a full clean and rebuild just incase a change has not been picked up by VS (I see this one a lot where we have a stale lib/dll) If you do a osg::Node* node = new osg::Node(); instaead of osg::Geode* geode = new osg::Geode(); does that work ? ( ps I always but () on my news for none POD's should not make a difference unless theres an issue with a default Ctor or Ctor chain) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce Sent: Wednesday, June 23, 2010 2:10 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Sudden runtime error Hello OSG users, This afternoon, I had a program I've been working on start crashing on me and I thought I'd see if anyone had insight into where I should be looking for the problem. I've been making changes to the code and re-building the project to test the changes, but I don't know that my changes had anything to do with this. Basically, yesterday morning my application started crashing right when I exited the viewer (by hitting esc) - instead of just exiting the program, an error message would pop up that the program stopped working unexpectedly. This seemed unusual since I'd never had it happen before, but it wasn't interfering with my ability to test the part of the code I was working on so I didn't pursue it further at that point. This afternoon, the application starts up but at one particular line (nothing complicated, just osg::Geode* geode = new osg::Geode; ) the command prompts displays This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Thus far, I have rebooted and re-extracted all osg files from the zip I downloaded. I tried changing the name of the variable on that line, and I made sure to clean and rebuild the solution. None of that changed anything. I also set the OSG_NOTIFY_LEVEL to DEBUG but there were no messages that popped up between my debugging message the line before and when it displays the error message. I don't think the issue is with my code because when I copy the source to my other computer, the program works just fine. In addition, other applications I've created with osg (including Geode of course) still execute just fine. I'm not looking for someone to solve this for me, but I thought I'd see if anyone else has had similar issues crop up and could point me in the right direction. System info: Windows 7 64-bit, osg-2.8.2, Visual Studio 9. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29281#29281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Making objects transparent without using textures at all
__ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of nikhil raprolu simha Sent: Monday, June 21, 2010 1:20 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Making objects transparent without using textures at all Hi, I want to know if it is possible to make objects transparent without using a transparent texture .I am using the following code but it turns out to be opaque. ss-ref(); ss-setMode(GL_BLEND, StateAttribute::ON); ss-setMode(GL_FOG, StateAttribute::ON); ---ss-setAttribute(fog,osg::StateAttribute::ON); | ss-setRenderBinDetails(11,RenderBin); | Am i doing something wrong with the fog properties? or is there a property of fog wich should be enabled to make the object transparent? Thank you! Cheers, nikhil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29202#29202 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to set size of point primitive
Google osg set point size __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ IM: gordon3db...@3dscenegraph.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manjeet sudhanshu Sent: Monday, June 14, 2010 5:45 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How to set size of point primitive How to set size of point primitive. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG install failure
Have you installed the correct MS re-distributable package ? on the presentation machine ? __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of nick waller Sent: Friday, June 11, 2010 12:30 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] OSG install failure Hi, I'm having some trouble getting osg up and running. I have two computers, one for developing and one for presentations. I got osg up and running on the developing computer no problem. I have a higher end model that is used for giving presentations that I want to be able to run osg on. Because I do not plan on developing on that computer, I do not have visual studio installed. I followed the same instructions I used to successfully install osg on my developing computer, however when I run osgversion in the command line I get the response this system can not execute the specified program. Does anyone know what could be the problem? Thanks, nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28831#28831 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ask help for compassring.png and compassrose.png pictures
I would suggest that you make them yourself using any reasonable graphics program such a GIMP, Photoshop, Corel Draw or if your require 3d something like Creator That's what I do for my compass roses __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ting zhang Sent: Friday, June 04, 2010 9:05 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] ask help for compassring.png and compassrose.png pictures Hi, I wanna make a compass animation using osg. However, I cannot find the proper compassring.png and compassrose.png pictures to make the animation. Would you kindly send me those two pictures to my email box: login...@tom.com. Thank you very much. Thank you! Cheers, ting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28606#28606 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: How to pick a vertex of quad by mouse
I suggest reading this before posting any other questions http://catb.org/~esr/faqs/smart-questions.html __ Gordon Tomlinson __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manjeet sudhanshu Sent: Monday, May 31, 2010 8:44 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Fwd: How to pick a vertex of quad by mouse How to pick a vertex of quad by mouse -- Forwarded message -- From: manjeet sudhanshu sudhanshu.manj...@gmail.com Date: Mon, May 31, 2010 at 4:26 PM Subject: How to pick a vertex of quad by mouse To: osg-users@lists.openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mouse handling
I suggest reading this before posting any other questions http://catb.org/~esr/faqs/smart-questions.html __ Gordon Tomlinson From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Manjeet Sudhanshu Sent: Monday, May 31, 2010 8:51 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] mouse handling How to pick a vertex of any triangle by mouse. __ Information from ESET NOD32 Antivirus, version of virus signature database 5157 (20100531) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Add Text in texture in OSG
On Windows you can use GDI/GDI++ to blit text in to a image buffer __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ IM: gordon3db...@3dscenegraph.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nitin Rangari Sent: Saturday, May 08, 2010 2:50 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Add Text in texture in OSG Hi all, I want to add my Own text in Texture within particular Location in Texture where I click mouse cursor. Is there anyone have any idea regarding same Cheers, Nitin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Leaving on a jet plane, don't know when I'll be back again...
Unless the volcano dumps again :)... have fun __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Sunday, May 02, 2010 2:57 AM To: OpenSceneGraph Users Subject: [osg-users] Leaving on a jet plane, don't know when I'll be back again... HI All, This week I'll be away in Germany giving a OpenSceneGraph training course. I may have occasional net access but won't have any time for tracking submissions/bug fixes and support. Catch up with you all in 8 days time :-) Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] WRL Plugin needed
You Have to get the source and build it See http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins Also search the email archive for more details as this has been discussed many times in the past __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Galt Sent: Saturday, March 13, 2010 11:13 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [osgPlugins] WRL Plugin needed Hi, I have a wrl file I would like to use as a 3D model. I found lots of sites telling me that there is a plugin enabling me to read those, but I couldn't find the .dll file that is actually the plugin. Can anyone please send me the link to download the plugin? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25624#25624 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LOD support
The OSG has extensive LOD support including Paged LODing Search the email archives there are many discussion on LOD's, also look through the source code its has it ALL See OpenSceneGraph\examples\osgpagedlod OpenSceneGraph\include\osg\LOD OpenSceneGraph\include\osg\PagedLOD See the OSG Quick Start guide http://www.osgbooks.com/books/osg_qs.html __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Gotzel Sent: Friday, March 12, 2010 2:55 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] LOD support Hello, How much LOD support is there in OSG? I've found a couple functions that refer to LOD but I can't find any documentation on the subject. I'd like to be able to generate and configure LOD's for the scenegraph. Is that possible? Thanks, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] How do I successfully deploy a OSG app?
You don't need static builds to use OSG on another machine You say it does not work ...HOW does NOT work ?, how are you installing on another machine ? Yes you do need the correctly MSVC re-distributable to be installed as part of your applications installation process You need to ensure that the MSVC re-distributable's and the OSG bin\dlls are in your path and that your install all the OSG dlls including the plugin-in directory etc __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mas Oug Sent: Friday, March 12, 2010 3:48 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [build] How do I successfully deploy a OSG app? How do we deploy an OSG app that we compiled in VC++ 2008? Because simply the .exe will not work on other computers (naturally). I've tried using VC redist. and friends, but with no avail... I have heard of static linking, but how would that work? I would greatly appreciate any helpful response! Thanks! -Masoug -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25595#25595 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 64bit build works but osgDB::Registry::instance() fails in a plugin
Hi Reed One thought did you build all of Collada in 64 bit including its required libs etc? I seem to remember when I did this a long time ago I had to build several libs that are used by the Collada chain myself they did not even have 64but projects etc.., as some of this are supplied only as pre-compiled 32 bit libs ( had to do this for Collada and VRML support ) but his was a while ago around 2.80 time so I may talking hoo hoo __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Reed Whittington Sent: Tuesday, March 02, 2010 4:07 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 64bit build works but osgDB::Registry::instance() fails in a plugin Actually the call to: osgDB::Registry::instance() does not return it crashes. -R -Reed http://www.linkedin.com/in/reedwhit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25073#25073 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lego Augmented Reality
I know a quiet a while ago they were using SmartScene and other Multigen/Paradigm tools ( probably not today), __ Gordon Tomlinson gor...@gordontomlinson.com www.photographybyGordon.com www.vis-sim.com www.gordontomlinson.com IM: gordon3db...@3dscenegraph.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Saturday, February 13, 2010 12:16 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Lego Augmented Reality http://www.youtube.com/watch?v=PGu0N3eL2D0 This smells like OSG. Anyone know who did it or how it was done? -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Edit mesh
Hi You need to update/change the geometry either in the App process before you dispatch the cull and draw or preferably in the update process using a call back. You will need to ensure that when you change the vertex Array that you update the number of verts the geometry it's using and its indices etc and to dirty the geometry __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luis Agero Sent: Wednesday, February 10, 2010 6:47 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Edit mesh Hi, I have some questions about edit geometry vertex. I have a imported model and I want to remove some region of it. What is the correct method to do this? If I only remove vertices from its vertexArray logicaly osg crashes. Think like I have a rectangle and I want to make a hole on it Similar to this question: How can I extrude a model? For example a cylinder ( not closed on the top) for making it larger ( I don't want to change its scale ) Really I am looking the way to edit a geometry ( add, remove, move vertex, etc ) Any idea can help me. Thanks! Cheers, Luis -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23920#23920 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why the blue or white edges are appeard when we use transparent textures?
Hi This can happen for at least a couple of reasons 1:) Typically many people do not take notice of the RGB value of their transparent images and typically leave that white, which means the white RGB of transparent pixel blends with the opaque color and you see the halo effect, the simple fix for this one is to make the RGB value of the transparent pixel use an average colour to match the opaque ( greenish in this case) in your favorite Image editing package 2:) The Harder problem which can be seen as well as (1) is a sorting problem, All real-time scene graphs such as OSG/VEGAPRIEM/ Old Performer, sort at the geometry node level and not at an individual triangle level due to performance related reasons. So if you have many transparent primitives in a node then how basically draw in the order they are defines and depending on your view angle you will see such things a halos and punch through. a) What can you do, remodel how you create your geometry and only have single trees in each node ( not the most efficient) which will help alleviate the problem not necessarily fully stop it. b) Ensure that geometry nodes that have transparency do not overlap with other nodes because they sorting will typically fail for many view angles etc. c) You could override the actually draw of the primitives and sort by triangles depending on the view ( not recommended) d) You could create your own Draw bin and manually sort the nodes there as long they don't overlap but (b) would negate this Search the net for much more answers this has been discussed by myself and others many time over the years on the Performer lists, Vega list and here on the OSG lists, this is an old problem that will be around for a while until for 2, until the hardware gets fast enough to be able to allow us sort down to the primitive and fragment level and still maintain the frame rates we require for real-time simulation __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of LAO Wenhao Sent: Thursday, February 04, 2010 10:15 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Why the blue or white edges are appeard when we use transparent textures? Hi, Why transparent edges are appeard when we use transparent textures? For example, in the osgforest example program, when a billboard tree is closer to another billbard tree, we will find a transparent edge in the front tree. We should see the back tree from the edge, but we see the ground. In the mode of quads or osg::MatrixTransforms, these edges are even more apparent. Please see the picture.:( Thank you! Cheers, laowenhao -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23707#23707 Attachments: http://forum.openscenegraph.org//files/question_458.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Edit mesh
Uhhm, I can't help you with that one it's YOUR geometry so you need to manage it, build in a way you can understand how the vertices match the indices it not something anyone else here can do for you Sorry __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luis Agero Sent: Wednesday, February 10, 2010 7:25 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Edit mesh Thanks Gordon, I undersatnd now when I must do it. But, What about modifying geometry? When I remove vertices I don´t know which indexs I must to remove. Luis -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23924#23924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Interesting Embedded QT Widgets
See http://labs.trolltech.com/blogs/2008/12/02/widgets-enter-the-third-dimension -wolfenqt/ uhmm. __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ US-C: 571 265 2612 UK-C: +44(0) 7976 454329 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Edit mesh
Hi That's not the role of OSG, to itself be a CAD/3d Editing tool. You can create such a 3d editor using OSG and a couple already have but it's not OSG's role You could also do something like we have being doing and export your model/node to a 3rd party tool, edited and then read it back in, we have done this for Sketch-up as it has a free version( and may folks are still in love with Google Earth etc), down side is Sketch-up is not the best tool for real-time models because it looks like your creating a simple model but when exported and consumed the SKP models can become very triangle dense to say the least, ( Creator is still one of the best for real time modeling, sadly it's also still to expensive for most users) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luis Agero Sent: Wednesday, February 10, 2010 9:41 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Edit mesh Hi, The problem is that I want to modify any imported model. And it's so difficult for me to program this. I hope some day there will be a mesh editor in osg Thanks Luis -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23937#23937 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada 1.5 or 1.4.1 ?
I think the readme.txt is still valid Dom 2.2 Collada version 1.4.1 __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrian Egli OpenSceneGraph (3D) Sent: Monday, February 08, 2010 7:14 AM To: OpenSceneGraph Users Subject: [osg-users] Collada 1.5 or 1.4.1 ? Hello all, What version of collada is supported in the osg svn core? /adrian -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Applying transparency to STL model
Yes you could override the drawing of the geometry and sort at a triangle level at that point if you need to and then dispatch those sorted tri's to OGL. __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maxym Bilinets Sent: Sunday, January 17, 2010 10:25 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Applying transparency to STL model The problem is that my model is not convex. Is there any possibility to sort triangles inside the model? umituzun84 wrote: Hi Maxym, Transparent objects drawing order is important. You have set ss-setRenderBinDetails(1, DepthSortedBin); so it make your object drawn first. Try to draw it last with supporting 11 renderbin order instead of 1. HTH. Regards. Ümit Uzun -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22771#22771 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Color fill a primitiveSet
HI Jody See [OpenSceneGraph]\examples\osggeometry\ __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jody Cole Sent: Wednesday, December 30, 2009 4:02 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Color fill a primitiveSet Hi, I have created a triangle with, where a,b and c are the (x,y,z) coordinates of the 3 vertices osg::ref_ptrosg::Geometry geom = new osg::Geometry; osg::ref_ptrosg::Vec3Array v = new osg::Vec3Array; geom-setVertexArray( v.get() ); v-push_back(a); v-push_back(b); v-push_back(c); geom-addPrimitiveSet(new osg::DrawArrays( osg::PrimitiveSet::TRIANGLES, 0, 3 ) ); osg::ref_ptrosg::Geode geode = new osg::Geode; geode-addDrawable( geom.get() ); root-addChild(geode.get()); Could you tell me how i can color fill the inside of the triangle so it will be a green triangle. Thank you! Cheers, Jody -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21986#21986 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transforming nodes
HI J-S In Creator/OpenFlight, the defaults for all the DOF min's and max's are all 0's and the step values are all 0's and of course the scale current is set to 1,1,1 Creator has a DOF Viewer and when min, max are zero its ignores them it only animates if you have a (Min or Max) and Step set to something other than zero __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Tuesday, December 22, 2009 6:09 PM To: osg-users@lists.openscenegraph.org Cc: OpenSceneGraph Submissions Subject: Re: [osg-users] Transforming nodes Hi Gordon, To me that seems a rather bad default to have for scaling on a DOF, I would have assumed the default would be 1,1,1 not 0,0,0 That's bitten me a few times too. Specifically when I create DOFs programmatically instead of reading an FLT file. Is there a reason why its 0,0,0, and not 1,1,1 and should we change it I think we could change it. Just need to beat the inertia of making such a simple change and sending the whole modified file... U... Ok! Did it! Uh, there are lots more uninitialized variables there... What should _minScale, _maxScale, _minHPR, _maxHPR, _minTranslate, _maxTranslate be set to? Fine, _currentTranslate and _currentHPR can be left at (0,0,0), but are there better defaults for the min and max? Does the OpenFlight spec give some appropriate defaults? And now that _currentScale is set to (1,1,1), does it bother that it's not between _minScale and _maxScale - which are both still at the default-constructed value of (0,0,0)? I knew I shouldn't have opened the file to do the modification... :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Usage question
http://www.osgeo.org/gdal_ogr OGR is part of the GDAL project OT: what happened to www.remotesensing.org ? __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.comwww.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Friday, December 11, 2009 4:54 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Usage question Hi, what is OGR? I'm searching for a tool which can flat terrain (cut volume away, that surface is not geocentric but flat at this area) at a specified area for adding 3D HiRes submodels. your mention of OGR sounds interesting, what is it for a tool? Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21333#21333 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Full list of dependencies
Here's the basic dependencies http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies All the rest will be described with the individual plug-ins or add-on node kits __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon Hammett Sent: Sunday, December 06, 2009 10:48 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Full list of dependencies 2009/12/6 Rizzen riz...@darkstar.co.za Hi Where can I find the full list of dependencies required for OSG 2.8 and list of configuration options for building OSG libraries? Rizzen osg itself doesn't have any dependencies, only the plugins do. You'll have to run cmake and look through that for specifics, there are too many plugins for it to be worth making a list and too many config options as well. -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders?
The problem is likely your code . But we are not clairvoyant and as you do not provide the code you have used its nearly impossible to say what is wrong One shot in to the dark would be bad bounding boxes and spheres __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maurizio Lodo Sent: Wednesday, October 14, 2009 3:09 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to improve frame rate of my scene with lots of cubes and cylinders? Hi all, Finally I found some time to play with this. Thanks to your words of wisdom, I have decided to create my cylinder geometry. I used the drawinstanced example as a template and I managed to generate the cylinders, translate them and rotate them as I want. However I notice that when I get closer to these cylinders, they disappear, while ojects created using ShapeDrawable do not disappear. I do not know anything about GLSL (or OpenGL or OpenSceneGraph for that matter) and I was wondering if anyone could tell me why this is happening, if there is a way to fix it and if that would affect performance. Thank you very much! Cheers, Maurizio -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18248#18248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Paged LOD for osg terrain
' All I want is to know how osg paged LOD is implemented.' You have full access to All the source code so you can readily see how is implemented by looking at the source Examples that use it : OpenSceneGraph\examples\osgpagedlod OpenSceneGraph\examples\osgphotoalbum Also see Virtual Planet Builder : http://www.openscenegraph.org/projects/VirtualPlanetBuilder OSG Earth :http://wush.net/trac/osgearth Also a simple Google of 'pagedLOD' will through up many many past discussions on the subject __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett Thomas Lee Sent: Wednesday, September 23, 2009 8:38 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Paged LOD for osg terrain Hi, All I want is to know how osg paged LOD is implemented.Are there any papers or articles describing the technique or based on which papers is osg paged LOD implemented. Thank you! Cheers, Brett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17602#17602 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Using Collada (osgdb_dae) Writer with Google Earth
Hey Reed ! Interesting catch on GE, strange they won't support standard primitives, Note I already got bit as they don't support plain old GL_POINTS either in KML or COLLADA makes it hard to show point clouds in GE Making triangles is not really an optimization it's more a de-optimization :) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Reed Whittington Sent: Saturday, September 19, 2009 6:21 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] Using Collada (osgdb_dae) Writer with Google Earth Hi again, Okay, I have more information on what is happening. Google Earth seems to like only triangles. After the osg tessellation optimization the primitives are tristrips and trifans. And before optimization there are mainly polygons (n sided faces). So I think what I am looking for is a visitor that can take the osg PrimitiveSets and convert them to simple triangles (GL_TRIANGLES). I find the osg optimizers tessellation look like they might be close to what I need but I played around with the different modes and I don't get it. I could write a visitor to do this but before I do, I wanted to know if there is something existing that I can reuse. Thanks for helping. Regards, Reed -Reed http://www.linkedin.com/in/reedwhit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17502#17502 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] virtual reality builder
Dude enough already, one post about your company is enough __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lulin Wang Sent: Friday, September 04, 2009 4:40 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] virtual reality builder Lanmeivr company is superior in solving system simulation problems,specializing system simulation research and development under OSG platform. Lanmeivr’s has owned 30 patents and our simulator and system simulation products has been popular among more than 20 foreign countries such as France, America, Holand, Hinland, Russia, India, Egypt, Saudi Arabia, Malaysia, Indonesia, Costarica, Argentina, Chile,etc. Lanmeivr Company undertake the following virtual reality projects: 1. training system VR for cars, racing cars, special vehicles, aircraft (multi-DOF) 2.system simulation for industrial production units (single / multipeople ) 3.system simulation for weapons and equipment 4.3D digital city system development; (Stand alone / Network Version) 5.3D digital factory system development (Stand alone / Network Version) 6.3D science fiction film production services. www.lanmeivr.com [Image: http://i911.photobucket.com/albums/ac315/lanmeivr/3screensimulator.jpg ][/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17041#17041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] none
What/Why ? also this has gone to the submission list __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of osg-us...@cyberfiber.org Sent: Friday, September 04, 2009 1:27 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] none http://www.codenamezero.org/sites/default/files/20090901%20-%20vidports.txt greetz, michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Derived classes and ref_ptr
Don't think so, __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Beckett Sent: Friday, September 04, 2009 6:20 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Derived classes and ref_ptr Hi, I have a class derived from PositionAttitudeTransform. It's simply an Adapter it contains no new variables but fixes up some methods for osg::PAT to be used in an existing design for some navigation routines. The existing navigation library is fixed I can't change it to understand osg::ref_ptr,=. Objects of the Adapter class need to be created on the stack in the library. Is there any way to define such a class so that it can be used as a regular class with objects on the stack in my library but still be reference counted in OSG? Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17080#17080 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Openflight 16.3 features
You could always add the features if you need them now Or fund Paul to update the loader __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terence Ou Sent: Thursday, August 27, 2009 3:51 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [osgPlugins] Openflight 16.3 features Hi, If I am correct, the current openflight loader does not support the full features of 16.3, e.g. reflection map, etc? Are there any heads up regarding when these would be in or considerations for them to be supported by the loader any time soon? Thank you! Cheers, Terence -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16770#16770 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Inverting X Axis and possible Multithreading Problem
On your second problem, have you used your debugger and stepped through your code to see whats happening with the program when screen goes black ? Your really the only one that can answer this question as you have the problem, the source code and tools to step into and debug, __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Goering Sent: Thursday, August 27, 2009 5:09 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Inverting X Axis and possible Multithreading Problem Hey, I have two problems I hope someone can help me with, I will describe my setup first and then my two questions. Setup: I am not entirely sure if this question belongs here or in the plugin section, but here it goes anyway |-) My setup is this: OSG 2.8.1 and running OSGART. I am using a ReachIn Display which is basically a CRT Monitor set up at about a 45° angle over a semi transparent glass panel. So the image of the monitor is reflected on there and with stereoscopic viewing that generates a 3d feel, and you have the hands under the glass panel to interact with the markers etc. Problem 1: Okay thats my setup, anyhow, I have the webcam turned up side down, at about the angle the user is viewing at, so that when I move the marker up and down it simulates what the user sees, now I want to invert left and right, as they are mixed up to do the camera orientation. My guess is I have to dynamically change the MatrixTransform (ArTransform in the case of the diagram attatched below) that is updated by the camera position and just multiply its x value by -1, does that approach seem plausable? Or am I missing something entirely ? Problem 2: My other problem is that when I start my application on the machine running the ReachIn Display and Shutterglasses, more often than not the application starts, but the screen turns black. I can chose the camera settings (resolution etc.) but when I click okay the program freezes, it stays black and I cant exit out with ESC as I normally could. I am somehow assuming that it has to do with multithreading? But I am not very familiar on that subject. On my laptop it works fine most of the time. Hope someone has some ideas concerning that too. Thanks in advance for any help you can give me, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16775#16775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] apply() method??
Hi Please note that you should ask a new question by starting a new email thread. This makes it easier for people to follow threads and maybe answer and even find answers them selves When you would use a draw call back, or an update call back is totality dependent on what you're doing, are you updating or are you drawing etc. ( in a particular example it will be related to what that example is illustrating) I recommend that you have a read of Paul Martz quick Start guide if you have not done so already, it should tell you about the different traversals' that are in OSG and the basics of a scene graph, once you have a grapes of this then the example should make more sense and why different example use different parts of OSG etc See the www.osgbooks.com __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tim Allen Sent: Thursday, August 20, 2009 9:29 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] apply() method?? Thank you.I also have one more question,In some source example I find derived class is derived from osg::Drawable::UpdateCallback instead of a NodeCallback or DrawableCallback.Why is it used?? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16519#16519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
Yes 64bit on windows compiles and works fine, but I highly recommend you compile everything yourself including all the 3rd party dependencies and plug-ins you require, While this may take you a couple or so extra hours it fully ensures that all your libraries will match, you need to unsure they are all compiled with the same run-time ( ie Multithread-Debug) all use the same RTTI etc) __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas Grijander Sent: Sunday, August 16, 2009 9:50 AM To: OpenSceneGraph Users Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture Hi, actually I also want to compile 2.8.0. The platform will be Windows Server 2003. So you recommend to download the sources of 3rdparty and re-compile everything in 64? J. Date: Sun, 16 Aug 2009 15:39:03 +0200 From: pazarb...@gmail.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture 2009/8/16 lucas Grijander dev_crisa...@hotmail.com: Hi everybody, i am trying to compile openscenegraph in our new server (64 bit double quad processor), but I get some errors with the dependencies, which are pre-compiled (in 32bits I suppose). Does anybody have the dependencies pre-compiled in 64bits? Did anybody already compile openscenegraph in 64bits? thanks!! Jaime. What can you do with the new Windows Live? Find out ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Hi, I compiled OSG 2.8.0 on my Mac Pro with 64-bit support and yes I had to compile all third-party libraries with 64-bit support as well. Which platform are you looking for? Windows, I presume. I strongly recommend you to fetch sources and do it yourself, since some libraries may have been compiled with different configurations and may cause awkward problems. Ismail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ Share your memories online with anyone you want anyone you want. http://www.microsoft.com/middleeast/windows/windowslive/products/photos-sha re.aspx?tab=1 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aligning Coordinate Systems
http://www.catb.org/~esr/faqs/smart-questions.html#id308182 __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Goering Sent: Sunday, August 16, 2009 1:56 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Aligning Coordinate Systems Hey, is this just a really dumb question ? Or did I not give enough info? Or do you not understand what I am asking ? Just wondering, if that is why noone has answered yet, thx, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16303#16303 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to compile openscenegraph in 64 bit archytecture
With any 3rd party product typically your are going to have to do some initial setup especially going to 64 bit builds this will be slightly different for each package so you will have to investigate what they are But I'm afraid your venturing out of the realms of OSG help in to a whole other world, you will need to read the READ ME texts with the 3rd part libraries , many of these do make the assumption that you know how to use the relevant compiler, linker and options etc. There are many user forums and posting across the net that deal specifically with the 3rd party libraries, you will need to visit and search for them for their build and setup questions __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucas Grijander Sent: Sunday, August 16, 2009 1:43 PM To: OpenSceneGraph Users Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture thanks! I suppose that I should change something in the nmake.opt file? J. Date: Sun, 16 Aug 2009 17:21:05 +0200 From: pazarb...@gmail.com To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] how to compile openscenegraph in 64 bit archytecture 2009/8/16 lucas Grijander dev_crisa...@hotmail.com: I'm sorry but I don't have a lot of experience in compilation. I downloaded the required libs from gnuwin32 (tiff, png, gif, jpg, freetype), and now they say to use this to compile it: nmake /f makefile.vc but where do I have to change the configuration to specify the 64bits? they don't provide a .sln for visual studio, so I don't have much idea on how to do that :-S Jaime. Try opening Visual Studio x64 Command Line (under Microsoft Visual Studio 2005/2008-Tools folder in Start-Programs). As said at: http://msdn.microsoft.com/en-us/library/x4d2c09s(VS.80).aspx run: vcvarsall.bat amd64 This should set environment variables, hence compiler, to 64-bit native compiler which will generate 64-bit objects. I myself haven't tested this, neither have chance to at the moment. Ismail ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _ check out the rest of the Windows LiveT. More than mail-Windows LiveT goes way beyond your inbox. More than http://www.microsoft.com/windows/windowslive/ messages ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Aligning Coordinate Systems
Check the archives , I'm pretty sure that a very similar question was asked wit in the few couple of days and answered ( its certainly be answered several times over the last year, so the answer is lurking in the archives etc ) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Goering Sent: Sunday, August 16, 2009 5:56 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Aligning Coordinate Systems Hey, I didnt mean to be annoying.. and I didnt want to repost the same question. I hope I didnt come across that way I just figured the problem was probably not very complex (maybe a wrong assumption) and so I thought it was possible that my description was flawed, or that it wasnt clear what I meant... so I just wanted to make sure that it wasnt as trivial as that... The Support here is great and I thank everyone who takes the time to help new users to find their way, so thx! David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16312#16312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Paged Geometry?
Osg::PageLOD __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter Bear Sent: Sunday, August 16, 2009 8:09 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Paged Geometry? Hi, anyone know if there's a paged geometry plugin out there or in the works for OSG? I was hoping for something like this to assist in the rendering of terrain features such as forests, vegetation and things like that. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16315#16315 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....
See http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manish Choudhary Sent: Saturday, August 08, 2009 6:19 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file Hi, sorry for tht mistake now i find tht actually i don't have osgdb_jpeg.dll in the required directory...it seem tht because of tht i'm unable to load jpeg file where can i get this osgdb_jpeg.dll ??? if sb have this plz send tht to my id manrak8...@gmail.com ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15997#15997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file....
You have to build the OSG plugins that use those dependencies such as osgdb_jpeg.dll So you will have to re run CMake and ensure it finds the dependencies Or down load a pre-built package of OSG see the OSG web site for more details and a search of the archives of this mail list will also help __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of manish Choudhary Sent: Saturday, August 08, 2009 3:02 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] Unable to load plugin for jpeg file Hi, i have downloading those dependencies and directory set accordingly but still i'm getting the same warning i.e unaable to find plugin it shows sucessful result for fomrat like .rgb, .tga but for .jpg,.png,.tif ..it shows same warning i.e unaable to find plugin . i'm using visual studio 2008 on vista.. Ididn't find osgdb_jpeg.dll in the dependencies.. In the dependencies I found file realted to jpeg like -: 3rdParty/Header folder- jpeglib 3rdParty/Library folder- libjpeg and libjpegD how can remove this warning related jpeg plugin [ also for tiff and png plugin ]??? ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16003#16003 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Simple way to determine if a point is inside a geometry
FYI Bounding::sphere and bounding box both have ::contains( const vec3 vec ), both return true if the given point is within their volume __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andrew Thompson Sent: Thursday, July 30, 2009 5:10 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Simple way to determine if a point is inside a geometry Hi Gordon, Thanks for your reply, I'm going to give that a go. First check - see if its in the bounding sphere of the PAT Second check - go for the bounding boxes of the drawables. I guess I'll need to inverse transform my point by the PAT's matrix first? Anyway good to know it's not too difficult, Thank you, Andrew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15633#15633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain by Heightmap
I would recommend searching the OSG archives (http://www.mail-archive.com/osg-us...@openscenegraph.net/) or a simple google as many questions like this have been answered before See http://www.vis-sim.com/osg/osg_faq_1.htm#f32 __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Markus Husseini Sent: Sunday, July 26, 2009 12:13 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Terrain by Heightmap Ok i fixed it i forgett to define a color layer. But the border ist also black between the Terraintiles. Please help [Image: http://www.husseini.de/markus/Terrain4.jpg ] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15453#15453 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight DOF node does not readcorrectly
HI Note files written by Creator are the Spec for that version that they are writing to ( btw 15.6 was not a good time for Creator ) The problem was and is that the publish specs does contain errors and this leads to problems if not using MPI's API's or I should say Presagis these days (So you cannot rely on the spec to be totally correct in all places) I would check the spec across several versions 15.4 was one of the most stable 15.8 was also good, but things like DOFS have not changde much if at all in Creator they have remain the same for most versions There are some nuggets on spec/doc errors lying around in the old MPI forums http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi And possible some in the new http://www.presagis.com/peer_forum/ __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Friday, July 24, 2009 7:48 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] OpenFlight DOF node does not readcorrectly Scott Johnson wrote: Yes, it is strange! Why couldn't they just read in four doubles like the spec says?!? Of course that is what I had to start but it didn't work. A coworker has warned me that the spec cannot be relied on to implement OpenFlight and this is showing me that he is right. To make the test, I put different values in each box of the DOF dialog in Creator so I'd know where the bits from each field ended up in the file. The values were like 1.23456, 8.8, and -10.9876544. Powers of two and of course zero were not good tests. OK, just making sure :-) I've seen deviations from the spec in various MultiGen/Creator versions over the years, but this is the weirdest one by far. How do you detect it? Just check for nan after a regular read? That wouldn't seem to be reliable enough... --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read correctly
Its more hey did you update the specs docs ? , err no did you ? Don't worry someone will do it err I think .. :-) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Friday, July 24, 2009 10:39 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [osgPlugins] OpenFlight DOF node does not read correctly Scott Johnson wrote: Yes, it is strange! Why couldn't they just read in four doubles like the spec says?!? Of course that is what I had to start but it didn't work. A coworker has warned me that the spec cannot be relied on to implement OpenFlight and this is showing me that he is right. Shocked. I'm SHOCKED I tell you. ;) Yeah, we had the same experience when writing our OpenFlight writer for our 3D Nature's Scene Express add-on. The spec isn't so much a spec as a we think this is how our code works document. Scott -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help me to solve this problem
Hi This see-through/bleed-through artifact is due to the granularity of sorting used by all scene graphs including OSG, this happens because things are sorted a geometry node level and not at a per primitive level , using this method it is reasonable fast and in most cases give good results, but with certain poorer database designs or built scene-graphs where geometries overlap etc then you will see these types of artifacts Basically the way you minimize these types of artifacts is to re-structure your scene graph and or models such that they minimize overlapping bounding sphere and boxes. Please do a search of the mailing list and a google, this type of bleed through has been discussed at length on this list several time, many times on the old performer , Vega and Multigen list and forums ( I know I have mad emany lengthy posting to these lists on this subject over the years http://www.mail-archive.com/osg-us...@openscenegraph.net/ http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi http://www.presagis.com/peer_forum/ http://oss.sgi.com/projects/performer/mail/info-performer/ __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of rguru k Sent: Tuesday, July 14, 2009 6:35 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Help me to solve this problem hai all, i am using openscenegraph for rendering .flt files and im new to it.Using osgviewer i can walk thru .flt file. my model(.flt) is forest terrain. my problem is, i am seeing white line between two trees.what may be the problem? is it problem of visual database? i have attached image showing the problem.i have marked the problem in red. Please help me to find out the solution. wht is the problem solution? Thanks in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Nvidia Bindless Graphics Extensions
Slightly of topic Any one tried use using the new Nvidia Bindles Graphics Extensions they look quite interesting http://developer.nvidia.com/object/bindless_graphics.html __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ US-C: 571 265 2612 UK-C: +44(0) 7976 454329 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival -Master Tambo Tetsura ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node kit construction
Hi Bob Look to the source its full of node kits Such as osgSim , osgAnimation etc... I don't know of any specific tutorials, but following the source of this is relativity straight forward if you're semi-comfortable using OSG __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.comwww.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bob Huebert Sent: Thursday, July 09, 2009 1:09 AM To: osg-users@lists.openscenegraph.org Cc: Andrew V. Moore_i20081027 Subject: [osg-users] Node kit construction Greetings OSGers, I'm forwarding this querey for a student who has registered for, but not yet been enabled on, the osg-users list. Thanks! -bob -- Forwarded message -- Hello, I have an OSG program that I am trying make into a nodekit, and was wondering if anyone would point me in the right direction regarding documentation on the process of building a nodekit? I appreciate any help that may be available. Thank you, Andrew Moore Bob Huebert email: hueb...@arsc.edu Visualization Systems Analyst voice: (907) 450-8638 Discovery Lab Manager FAX: (907) 450-8601 ARSC/University of Alaska Fairbanks http://www.arsc.edu/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ideal and worst scene graph scenario
Cool, Interesting paper __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Thursday, July 09, 2009 4:32 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Ideal and worst scene graph scenario Paul Martz wrote: Are all your Geodes within the view frustum and not culled? If so, I'd think the fewer Geodes case would be faster. But if some are culled, then the more Geodes case would take advantage of host culling, sending less data to the hardware, and would therefore run faster. I wonder if you're running into vertex cache thrashing with the larger Geodes. I don't know, just speculating. In any case, this paper might be an interesting read: http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Mask bit definition
From my point of view I would have to disagree :) Every time you add a traverser (or visitor in OSG terms), you'd have to go and update the Node classes to recognize it, which is kind of a pain. That's not a pain for me, that's flexibility and finer control :) Having only one mask is for me quite retrictive and I can do much more things and easier with multiple masks (the cost being a byte on each node for each mask ), for me I would prefer the multiple masks but hey that's me, others cope well with the much more retrictive one mask ;) OSG gives me 32 options while Peformer et-al gave me 32 options per process type ( APP, CULL, DRAW, UPDATE, DATA, ISECTOR ), 192 masks :) much more flexible for me at least Again I being a selfish me wanting more ;) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.comwww.gordontomlinson.com __ -Original Message- From: Jason Daly [mailto:jd...@ist.ucf.edu] Sent: Thursday, July 09, 2009 4:24 PM To: gor...@gordon-tomlinson.com; OpenSceneGraph Users Subject: Re: [osg-users] Node Mask bit definition Gordon Tomlinson wrote: Hi Garrett Unfortunately the OSG only supports one node mask that is shared by all process app, cull, draw, update, data, isectors, visitors etc... Being an old fart I much preferred the old Performer, Vega, Dvise etc offerings with node masks in that each process had its own mask, this was much more useful for me. Yeah, the Performer model was a bit more intuitive, but it wasn't really as scalable. Every time you add a traverser (or visitor in OSG terms), you'd have to go and update the Node classes to recognize it, which is kind of a pain. You can pretty much get the same functionality by just setting the node masks on the scene and traversal masks on the visitors appropriately. AFAIK, there aren't any pre-defined bit values for traversal masks, so you can set it up however you want. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] quaternion to euler
Also I would recommend searching the OSG mailing archives this topics has come up many times with several different solutions being offered __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Bosse' Sent: Monday, June 29, 2009 6:17 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] quaternion to euler http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinsonlonga...@gmail.com wrote: Hi, The animation supports euler but not quaternion. Is there any easy way to convert quaternion to euler? Thank you! Cheers, Rabbi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14664#14664 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] buffer issue
HI This sounds/looks like a classic Z-buffer and its limited resolution. If you do a Google you will see this issue has been discussed ad nauseam on the old Performer, Vega, Vega prime, Creator, and OSG etc, forums and mailing lists, including different ways to combat the pression problems Here's a couple of articles that help show and explain this issues we still get with sorting and Z-buffer http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html http://www.sjbaker.org/steve/omniv/alpha_sorting.html __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Sam Sent: Sunday, June 14, 2009 6:30 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] zbuffer issue Sorry, for another posting: i just tested the original one drawable per tree implementation with such large coordinates again and noticed that it also tends to flicker, as well hidden faces were revealed also. i couldn't encounter the outer mentioned problems. thanks in advance, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13970#13970 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] What is everyone doing for GUIs?
Depends on my applications requirements But in no order of usage, Win32, MFC, .Net, QT __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mike Hall Sent: Friday, May 15, 2009 7:31 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] What is everyone doing for GUIs? Hey All, What are you all doing for GUI development in OSG? QT, WxWidgets, Roll you own etc? We are designing a system, and we would like to know what the majority of people out there are using. We would like to have menus, mouse clicks, dialogs, buttons etc. Thanks, skibud2 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12313#12313 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] iv file not being read
1st Question is Did you build one of the required 3rparty libraries you need for the inventor plugin ? See OpenSceneGraph\src\osgPlugins\Inventor\README.txt 2nd Question is did you turn up the Notify Level to see what why it may be failing or did you step into the code to see why its failing ? __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mattias Helsing Sent: Friday, May 15, 2009 3:11 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [build] iv file not being read Hello Abhinav, There is nothing for anyone to go on to even try to help you. The code snippet is not even osg code so no chance for us to know anything about what it does. * use a debugger to see what readAll returns and why * crank up OSG_NOTIFY_LEVEL * see Paul Martz top 10 debugging tips at http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5 cheers Mattias On 5/15/09, Abhinav Dubey dubey.abhin...@gmail.com wrote: Hi, i am trying to read an iv file but its not being read. the code i am using is : *** SoInput sceneInput; if ( !sceneInput.openFile( plugins\\graphs\\myInventor.iv ) ) { QMessageBox::information(mInventorGrid[3], Error, Cannot open file requested iv file); return; } SoSeparator *sc_root = SoDB::readAll( sceneInput ); sc_root-ref(); Use one of the convenient SoQt viewer classes. mViewer = new SoQtExaminerViewer(iv_widget); mViewer-setSceneGraph(sc_root); mViewer-setDecoration(false); mViewer-show(); *** and the iv file named myInventor.iv has the following: #Inventor V2.1 ascii Separator { SoXipExaminer { modeNONE viewBoundingBox 230 0 0 0 0 227.785 0 0 0 0 42.1032 0 -112.59 -117.21 50.3972 1 complexity Complexity { value 0.5 textureQuality 0.5 } orthoCamera DEF +0 OrthographicCamera { } perspectiveCamera DEF +1 PerspectiveCamera { position0.181952 88.5125 454.632 orientation -0.494995 0.0901597 0.864206 0.470889 nearDistance230.823 farDistance 557.256 focalDistance 394.04 heightAngle 0.785398 } borderNode SoXipViewportBorder { fields [ SFColor activeColor, SFColor inactiveColor, ] activeColor 0.7 0.7 0.7 inactiveColor 0.7 0.7 0.7 } cameraSwitchSwitch { whichChild 1 USE +0 USE +1 } } SoXipLut { fields [ SFEnum inputMode, SFEnum outputMode, SFShort bitsUsed, SFFloat rampWidth, SFFloat rampCenter, MFColor arrayColor, MFFloat arrayAlpha ] inputMode TRAPEZOID outputMode COLOR bitsUsed12 rampWidth 0.05 rampCenter 0.009 arrayColor [ ] arrayAlpha [ ] } SoXipImage { fields [ SoXipSFDataImage image ] image DATA = SoXipLoadDicom { inputs [ MFString name ] nameC:\Xip\examples\data\24884367.dcm outputs [ SoXipMFDataDicom dicom ] } . dicom } } *** when i run the code it crashes at sc_Root.ref(); plz help me out ... Thank you! Cheers, Abhinav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12174#12174 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Putting data into OSG
There are 3 ways to get data in to OSG 1: You load or extract the data manually and create the appropriate geometry that you require as can be seen in several examples I pointed you to or in the format loaders 2: Your data is in a format that has an OSG format reader plug-in and you can use that to read the file and create the appropriate geometry ( see the plugin directory for all the formats supported) 3: There's a program out there that can read you data and export in to format that OSG can use ( such as Deep Exploration, GDAL, Poly trans etc ) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Duong Sent: Monday, May 04, 2009 3:21 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Putting data into OSG Hi Gordon Tomlinson, Thanks for you link and books. Infact, I have read them, so I can build some simple scene graphes like box, sphere... using push_back to put data into expected position manually. However, when i work with a real 2D image and its distance, there are so many pixel that i can not put them into Vec3 manually. Therefore, i would like to ask if there is any way to put data into OSG automatically, such as any special functions... Regards! duong -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11269#11269 Hi Duong First I would recommend you read the quick start guide to OSG and look through the examples provide and the tutorials list on the web site Also I would recommend that you search the OSG mail archives first before asking a questions as you are likely to find common questions like this one answered many times before See the examples in src\OpenSceneGraph\examples ( there are over 130 ) http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials http://www.osgbooks.com/ the pdf version of the books are free See src\OpenSceneGraph\examples\osggeometry __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale.
Sadly the bots get around this quite easily these days, I managed to stop most at vis-sim, with manual activation, email verification, image numbers, instructions not to fill any field but name and email etc, I get a about 1 a week now that gets as far as me having to activate it, but at one point at over 100 per week hit Some clever but misguided folks in spam world __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Monday, May 04, 2009 10:50 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Brand New BlackBerry Storm 9500--$250 for sale. On Mon, May 4, 2009 at 3:11 PM, Guy g...@dvp.co.il wrote: What about rewriting some distorted code when posting a message, I think I saw it once on some forum? The forum subscription already has this feature. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Putting data into OSG
Hi Duong First I would recommend you read the quick start guide to OSG and look through the examples provide and the tutorials list on the web site Also I would recommend that you search the OSG mail archives first before asking a questions as you are likely to find common questions like this one answered many times before See the examples in src\OpenSceneGraph\examples ( there are over 130 ) http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials http://www.osgbooks.com/ the pdf version of the books are free See src\OpenSceneGraph\examples\osggeometry __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Duong Sent: Sunday, May 03, 2009 1:57 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Putting data into OSG Hi, I am quite new with OSG. I have 3 matrixes for X,Y, Z axis. How can I contruct 3D model in OSG. Please help Thank you! duong -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11260#11260 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shadows: Application crashing at viewer.renderingTraversals()
Sorry all the psychics are on vacation at this time __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Sent: Saturday, May 02, 2009 9:39 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Shadows: Application crashing at viewer.renderingTraversals() Bump... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11231#11231 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Orthographic Camera View?
HI One place would be to look at the source code such as camera header files it might contain that information and even function You could have tried searching the examples with a key word such as 'ortho' you will see osghud.cpp has this info You could have tried searching the OSG archive and Web with a key word such as 'ortho' you will see osghud.cpp has this info __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Sent: Saturday, April 25, 2009 5:12 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Orphographic Camera View? Hi, how do I enable orphographic 3d camera mode? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10863#10863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dll tiff
Sounds like it could either be a manifest problem, or your mixing release and debug libs, Also turn up the OSG notify level to debug to get more info , are you sure that image file is being found etc. __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adaya Lorenzo Sent: Friday, April 24, 2009 7:17 AM To: OpenSceneGraph Users Subject: Re: [osg-users] dll tiff I forgot some things. The code is like this: osg::ref_ptrosg::Image dummy; std::string icon_path = C:\\file.tif; dummy = osgDB::readImageFile(icon_path.c_str()); and the dummy returns null. 2009/4/24 Adaya Lorenzo adayalorenzol...@gmail.com Hi! I have some problems with osgdb_tiff and osgdb_tiffd.I have compiled osg 2.8, 3rdStudio with visual studio 2008 express Edition. I used Cmake first and I included all the dependencies for that image format. When I execute a program with that dll (in release or in debug) the dll loads and inmediatly it unloads.Does somebody know why??What can I do?? Thx! -- Adaya Lorenzo Leon -- Adaya Lorenzo Leon ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there osg SDK ? who can tell me!
Err how about looking at the web site http://www.openscenegraph.org/projects/osg/wiki/Downloads __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cuiqingshan Sent: Wednesday, April 22, 2009 8:00 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Is there osg SDK ? who can tell me! Hi, who can offer me some information about OSG SDK. the downloap address is best then we can use it to develop some simple applications. I think it will be very helpful for me. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10627#10627 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgdem write permission error
I have lots of ideas but most will get me arrested .. __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yurii Monakov Sent: Sunday, April 19, 2009 7:19 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] osgdem write permission error Really I have no ideas... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Working without PATH variables
That's not quite true Paul. OSG provides the search place for the Plug-ins to OSG not the OS and by default does not search in the current or exe's directory it looks for a ./pluginsXXX directory. Personally I would like to see OSG search the current and or same directory as the EXE for its .plug-ins as part of its default search as well . As we do not ship plug-ins in a sub dir and have a different naming scheme to boot. See this http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14 for how windows searches for dll's ( OSG breaks this search when it comes to Plugin DLL's ) As to not using setting PATHS or environments vars not ever one can, unfortunately the majority of our customer machines simply do not allow these to be set or altered at any time by any one or program __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Saturday, April 11, 2009 2:35 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Working without PATH variables How your executable finds DLLs is up to your OS. So if you don't want to use PATH, and I assume you don't want to statically link, then you'll need to put your DLLs somewhere where the OS will find them. That's really a Windows question and is the same issue for any project, not just OSG. OSG _does_ (or, at least, it used to) link statically. So if that's an option for you, give that a try. The osgDB has some controls built into it that weren't mentioned previously in this thread, so I wanted to throw these out. Look for something like setLibraryFilePathList() in the Registry. You can control it externally with the OSG_LIBRARY_PATH env var. OSG will look for plugins in this location. Also look at setDataFilePathList(), you can specify directories for OSG to search when loading data files. This is controlled externally with the OSG_FILE_PATH env var. So you really have quite a few options here. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff Sent: Friday, April 10, 2009 7:27 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Working without PATH variables Thankyou for the quick replies guys, I'll try those suggestions. As for what I'm working with, I usually develop on Windows, simply because I like VisualStudio as an IDE. My software is generally designed to work anywhere if I can wrangle it. Thanks again, - Geoffrey. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10071#10071 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Working without PATH variables
Hi Paul It's just I have been through this just recently as were going through the process of upgrading our apps to 2.81, and it caught me out, because we rename all the OSG dll's to match our 3rd party tools naming conventions to avoid possible conflicts with others out in the wild etc :), So at first I thought it was just me forgetting to change the registry.cpp to use our prefix, so it was fresh in my very dumb mind. And sadly right now I'm not doing a lot of coding more managing projects and that makes me even dumber being away from the code :( And apologies Paul , I did not mean to come off short before, dang it seems I'm doing that lot recently ( even an old crusty sarcastic git like me), must not be getting enough good beer or something... __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: Paul Martz [mailto:pma...@skew-matrix.com] Sent: Saturday, April 11, 2009 6:33 PM To: gor...@gordon-tomlinson.com; 'OpenSceneGraph Users' Subject: RE: [osg-users] Working without PATH variables Hi Gordon -- I didn't intend to imply that OSG will look for _plugin_ DLLs in the OS DLL search path. You're right, of course -- it doesn't. Sorry for the confusion. OSG searches for plugins in the directories set in setLibraryFilePathList(). Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gordon Tomlinson Sent: Saturday, April 11, 2009 12:58 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Working without PATH variables That's not quite true Paul. OSG provides the search place for the Plug-ins to OSG not the OS and by default does not search in the current or exe's directory it looks for a ./pluginsXXX directory. Personally I would like to see OSG search the current and or same directory as the EXE for its .plug-ins as part of its default search as well . As we do not ship plug-ins in a sub dir and have a different naming scheme to boot. See this http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14 for how windows searches for dll's ( OSG breaks this search when it comes to Plugin DLL's ) As to not using setting PATHS or environments vars not ever one can, unfortunately the majority of our customer machines simply do not allow these to be set or altered at any time by any one or program __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Saturday, April 11, 2009 2:35 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Working without PATH variables How your executable finds DLLs is up to your OS. So if you don't want to use PATH, and I assume you don't want to statically link, then you'll need to put your DLLs somewhere where the OS will find them. That's really a Windows question and is the same issue for any project, not just OSG. OSG _does_ (or, at least, it used to) link statically. So if that's an option for you, give that a try. The osgDB has some controls built into it that weren't mentioned previously in this thread, so I wanted to throw these out. Look for something like setLibraryFilePathList() in the Registry. You can control it externally with the OSG_LIBRARY_PATH env var. OSG will look for plugins in this location. Also look at setDataFilePathList(), you can specify directories for OSG to search when loading data files. This is controlled externally with the OSG_FILE_PATH env var. So you really have quite a few options here. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geoff Sent: Friday, April 10, 2009 7:27 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Working without PATH variables Thankyou for the quick replies guys, I'll try those suggestions. As for what I'm working with, I usually develop on Windows, simply because I like VisualStudio as an IDE. My software is generally designed to work anywhere if I can wrangle it. Thanks again, - Geoffrey. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=10071#10071 ___ osg-users mailing list osg-users
Re: [osg-users] Windows users - VS2008 comments
Something we have been told on 2VS2008 is the trick with upgrading projects is not to led VS2008 doit , simply open the proje files in a tex editor and manually change the version number from 2005 to 2008 version __ Gordon Tomlinson mailto:gor...@gordontomlinson.com gor...@gordontomlinson.com IM: mailto:gordon3db...@3dscenegraph.com gordon3db...@3dscenegraph.com http://www.vis-sim.com/ www.vis-sim.com http://www.gordontomlinson.com/ www.gordontomlinson.com __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Donald Cipperly Sent: Monday, April 06, 2009 6:26 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Windows users - VS2008 comments We upgraded from VS2003 to VS2008 a few months ago and the only issue we ran into was in the conversion of existing projects from VS2003 to VS2008. It seems there are a few issues with optimization settings from converted projects. Some of our projects that were showing as having /O2 optimization, where actually being built with no optimization. We just decided to re-create the projects in VS2008 and have not had any issues since then. - Donny On Sat, Apr 4, 2009 at 11:30 AM, sherman wilcox wilcox.sher...@gmail.com wrote: Slightly off-topic for this mailing list but here goes. For the Windows users out there, those of you that are using or know of developers using VS2008 - any comments? Problems, benefits, pros/cons? My project is using VS2005 and has been for a while now but I'm considering switching to VS2008. In my case there's only one reason - the /MP benefit. /MP enables parallel compilation. For multiprocessor or multicore systems it's a real performance increase. I'm not talking about parallel builds of multiple projects but compiling multiple modules in the same project(s) in parallel. On VS2005 /MP is undocumented but works, mostly. It's a tremendous performance boost. However, I've ran into a PDB corruption issue here as of late. Error C2471. Not sure why it's suddenly happening as I've been using /MP for a long while now. I believe Gordon warned me this could happen and it has. I phoned Microsoft about this and they said that /MP is unsupported on VS2005 and I have no recourse but to either not use that feature (no way - too fast) or upgrade to VS2008. So, I may be upgrading. However, there are numerous developers on my project and I want to have a clear understanding of any potential issues before moving forward. I'll be purchasing a copy to test but I'd like to hear from the list. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Windows users - VS2008 comments
The parallel switch works just great in 2005, we have been using for ages... not had an issue yet, need to ensure dependencies are set right though ( don't know is 2008 does it any better ) __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of sherman wilcox Sent: Saturday, April 04, 2009 12:30 PM To: OpenSceneGraph Users Subject: [osg-users] Windows users - VS2008 comments Slightly off-topic for this mailing list but here goes. For the Windows users out there, those of you that are using or know of developers using VS2008 - any comments? Problems, benefits, pros/cons? My project is using VS2005 and has been for a while now but I'm considering switching to VS2008. In my case there's only one reason - the /MP benefit. /MP enables parallel compilation. For multiprocessor or multicore systems it's a real performance increase. I'm not talking about parallel builds of multiple projects but compiling multiple modules in the same project(s) in parallel. On VS2005 /MP is undocumented but works, mostly. It's a tremendous performance boost. However, I've ran into a PDB corruption issue here as of late. Error C2471. Not sure why it's suddenly happening as I've been using /MP for a long while now. I believe Gordon warned me this could happen and it has. I phoned Microsoft about this and they said that /MP is unsupported on VS2005 and I have no recourse but to either not use that feature (no way - too fast) or upgrade to VS2008. So, I may be upgrading. However, there are numerous developers on my project and I want to have a clear understanding of any potential issues before moving forward. I'll be purchasing a copy to test but I'd like to hear from the list. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgshadow not functional
One thing to get it working would be to buy a card they REALLY supports OpenGL like an Nvidia Card. __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com http://www.gordontomlinson.com/ __ From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ami guru Sent: Saturday, March 28, 2009 4:40 PM To: OpenSceneGraph Users Subject: [osg-users] osgshadow not functional Hello forum, osgshadow is giving the following error: * Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) I am running on ubuntu with ATI X1600 that supports OpenGL 2.1. What are things i have to look into to get that working? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org