Hi,
Cory Riddell wrote:
I'm using boost::threads, but not any of the timed wait stuff. I run my
viewer in its own thread.
It is my understanding that for a timed wait, you do need to manually
track how much time has actually elapsed
Only if the time specified is a relative time. Pthreads
Hi Omar,
On 27/5/09 12:33 AM, Omar Alvi wrote:
I am new to osg. I have loaded an obj file using osgDB but I don't know
how to access vertex and texture indices. I can get the vertex array
from the geometry using
pGeo.get()-getVertexArray() method but pGeo.get()-getVertexIndices()
returns null.
omaralvi wrote:
Hello guys,
I am new to osg. I have loaded an obj file using osgDB but I don't know how
to access vertex and texture indices. I can get the vertex array from the
geometry using
pGeo.get()-getVertexArray() method but pGeo.get()-getVertexIndices()
returns null. I cant
On Wed, May 27, 2009 at 5:22 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
I'm posting to see if this message shows up.
Oddly, a message I've tried to send to the list three times over the past
few weeks,
refuses to appear here. But my other replies seem to show up.
Is there any
Hi Martin,
On Tue, May 26, 2009 at 5:55 PM, Martin Beckett m...@mgbeckett.com wrote:
Is there are a bigger picture roadmap for OSG?
There isn't a formal roadmap. It goes where it goes to fulfill the
needs of those who contribute to it.
The direction it's heading and the kind of apps it is
Hi Robert,
I hope you're over your cold/flu now?
I'm looking at the PluginStrData work , and wondered whether you think the
setPluginStrData and getPluginStrData should be made case insensitive? I was
thinking to force the 'set' parameters through the osgDB::convertToLowerCase
function. It
Hi All.
I've forgotten to set a state set to a node (and it
shouldn't be necessary, since it is just a switch, with
any children that define its own state set; and in fact the
state set for that switch should be a simple set that just sets a rendering
bin
to the default for opaque, 0), but I got
Robert Osfield wrote:
On Wed, May 27, 2009 at 5:22 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
I'm posting to see if this message shows up.
Oddly, a message I've tried to send to the list three times over the past
few weeks,
refuses to appear here. But my other replies seem
Hi Neil,
On Wed, May 27, 2009 at 9:40 AM, neil.hug...@tesco.net wrote:
I hope you're over your cold/flu now?
On the mend thanks, still not 100%, but able to work just fine.
I'm looking at the PluginStrData work , and wondered whether you think the
setPluginStrData and getPluginStrData
Hi Gianluca,
On Wed, May 27, 2009 at 9:42 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
Does a node need a state set, always?
No, in fact you can have scene graphs where no nodes or drawables have
StateSet assigned to them, it's still a perfectly valid scene graph.
Such a naked scene
Wish someone could of told me, you cant put clipplanes within clip planes, you
cant make holes!
Is it possible to have more than one clipNode in a scene? if i try 2 clipnodes
everything gets clipped to the second node.
Any ideas?
If I cant use more than one clipNode in a scene im thinking
Thanks,
I should have messed up some state set elsewhere.
Gianluca
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: mercoledì 27 maggio 2009 10.49
To: OpenSceneGraph Users
Subject:
Hi Gianluca,
On 27/5/09 10:42 AM, Gianluca Natale wrote:
state set for that switch should be a simple set that just sets a
rendering bin to the default for opaque, 0), but I got strange visualization.
That is such a nondescriptive problem description it's not funny.
You'll need to be more
Hi,
Im trying to use a shader to make parts of models transparant(clipped) i was
using a clipnode but learned you cant use more than one in a scene? or am i
wrong?
anyway, i wish to clip along a plane.
currently this plane is defined as 3 points:
Code:
varying vec3 pos0;
varying vec3 pos1;
Hi Paul,
I guess the problem is related to the varying. AFAIR it is
interpolated over the primitive. So maybe this is the problem.
The other odd thing is that you do
if (inside) discard;
instead of
if (inside == 1.0) discard;
cheers
Sebastian
Hi,
Im trying to use a shader to make
I know the code:
vec3 worldPos = gl_ModelViewMatrix * gl_Vertex;
is worng, if i rotate the view so does this position. i need the world position
and not the modelview position.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13023#13023
Hi Robert,
I have uploaded msvc90sp1 binaries built from the 2.8.1 tag to the ftp area.
I verified the archives here and will download and verify again once
you have moved them into their appropriate locations.
On another issue - I still haven't found the time to make the deb
package generator
Hi all, I'm trying to use a slave camera to take screenshots in a different
resolution than the main camera. I have tried setting the slave cameras
renderingimplementation to Frame_buffer_object and pixel_buffer_rtt and have
made a graphics context with the desired resolution, but I'm always
Hi guys,
should the earth_bayarea sample dataset at
http://www.openscenegraph.org/data/earth_bayarea/earth.ive still work? It's supposed to
have a hi-res inset but I'm only getting the top-most LOD and nothing after that.
Cheers,
/ulrich
___
I have submitted the patch.
I guess one could add a macro in one of the OpenFlight headers to group all the
USE_FLTRECORD macros, something like:
#define REGISTER_FLT_RECORDS USE_FLTRECORD(Comment, COMMENT_OP); \
USE_FLTRECORD(LongID, LONG_ID_OP); \
USE_FLTRECORD(Matrix, MATRIX_OP); \
..
Hi Ulrich,
On Wed, May 27, 2009 at 1:20 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
should the earth_bayarea sample dataset at
http://www.openscenegraph.org/data/earth_bayarea/earth.ive still work? It's
supposed to have a hi-res inset but I'm only getting the top-most LOD and
nothing
ok, i got the world position with:
Code:
mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
vec3 worldPos = ToWorldMatrix * gl_Vertex;
now i need to check which side of the plane the worldPos is.
I googled and found some code for this but its not for glsl, ive came up with
this
I just tried changing the main camere to a slave camera (as supposedly a
main+slave cam combination is bad somehow). This changed the behaviour such
that the screenshot slave camere can now take screenshots in any resolution for
the first screenshot, but subsequent screenshots have the same
Simon Hammett schrieb:
2009/5/21 Matthias Gabriel g3e...@hotmail.de:
Hi,
today i wanted to build my own LineSegmentIntersector - well some kind
of... while doing this, i looked into the sourcecode of the
LineSegmentIntersector. There I saw, that the tests in
Another update:
Well, I kind of found a solution, but it's really ugly.
If I remove the slave camera from the viewer, then set the new graphics
context, and then add the slave cam to the viewer again, it works with a new
resolution for each screenshot.
This seems very un-elegant though, and I'm
There are many text files in svn that don't have svn:eol-style set to
native. When it is set the line endings are corrected for the
platform the file is checked out on, newline for Unix, carriage return
newline for Dos. When it isn't set the files are Unix style.
For example
Hi,
Thanks for the reply. What do I need to add to support DatabasePager? I'm quite
new to osg.
Is there a workaround? Can I create a node visitor that fixes this problem or
something similar? Using the --LOD option works for small models but generates
huge files or crashing osgdem.
I looked
I presume this line:
n = (pos1 -pos0) ^ (pos2 - pos1);
is a cross product of two vectors. i.e. the normal, also known as the
vector perpendicular to the two vectors that define the plane.
In which case you would want to use the glsl function cross(vec3,vec3)
as on the reference sheet I sent
Hi,
I'm currently attacking the primitives of my scene and I would like to remove
some of them from my one of my PrimitiveSets.
A very ugly and heavy solution would be to copy the existing one but the
indices I want to remove . As I say, it's very ugly and as I want to remove a
lot of
Hi,
Maxime BOUCHER wrote:
I'm currently attacking the primitives of my scene and I would like to remove
some of them from my one of my PrimitiveSets.
[...]
Isn't there a way to do a classical remove method like the one from the
std::vector (for example) ?
What kind of PrimitiveSet do
Hi,
What exactly do you mean attacking, are you trying to remove primitive from
primitive sets. Indices are deprecated and they are not encouraged to be used
anymore. The dirty way is the classical way.
Thank you!
Cheers,
Rabbi
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Hi Su Hu,
You need to place transparent objects in the depth sorted bin,
normally loaders will do this for you. There is a chance that these
objects are already in the transparent bin but you have some very
large transparent objects in the scene as well that are causing the
depth sorting to
Thanks for replying!
Paul Melis wrote:
What kind of PrimitiveSet do you want to erase elements from? E.g. all
DrawElementsXXX classes derive from std::vector, so you should be able
to use the methods from vector on those.
OK, it's interesting.
I mainly work on DrawArrayLength. What can
Hi Robert,
sorry to chip in... I've been wondering about this also recently.
Robert Osfield wrote:
Hi Su Hu,
You need to place transparent objects in the depth sorted bin,
normally loaders will do this for you. There is a chance that these
objects are already in the transparent bin but you
Hi Robert,
Thanks for your reply.
Our 3D modeler tell me that the same model is shown right in vega view. We
will break large objects up into small parts and try it again. Thanks a lot.
Regards,
Su Hu
2009/5/27 Robert Osfield robert.osfi...@gmail.com
Hi Su Hu,
You need to place
This is a old problem of all scenegraphs try a searching on halos for
performer and Vega
try here http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi I know
I have discussed this many time there
( you don't have to be member to search there)
Gordon
Product Manager 3d
Hi Robert,
On 27/5/09 2:38 PM, Robert Osfield wrote:
Running:
osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive
Works fine for me. I've just removed my local file cache to force it
The reason why it didn't work for me was that I had a file 'earth.ive' in my OSG_FILE_PATH
Maxime BOUCHER wrote:
Thanks for replying!
Paul Melis wrote:
What kind of PrimitiveSet do you want to erase elements from? E.g. all
DrawElementsXXX classes derive from std::vector, so you should be able
to use the methods from vector on those.
OK, it's interesting.
I mainly work
Hi Paul;
Watch the video. It can tell you much of dot and cross product :)
http://video.google.com/videosearch?q=cross+productoe=utf-8rls=org.mozilla:en-US:officialclient=firefox-aum=1ie=UTF-8ei=LE4dSreZCpLt_AbS4OGxDQsa=Xoi=video_result_groupresnum=4ct=title#
Regards.
2009/5/27 Paul Griffiths
Paul Melis wrote:
class OSG_EXPORT DrawArrayLengths : public PrimitiveSet, public
VectorGLsizei
{
public:
[...]
where VectorGLsizei is (basically) std::vectorGLsizei. So you can just do
osg::DrawArrayLengths *arr = new osg::DrawArrayLengths();
arr-push_back(5);
Hi J.P,
On Wed, May 27, 2009 at 3:01 PM, J.P. Delport jpdelp...@csir.co.za wrote:
What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle?
The transparent bin is sorted by the distance away from the eye of
center of the drawables. To get finner grained sorted you have to
break the
Hi,
I have a scene graph and I'm trying to intersect with it using a
LineSegmentIntersector.
In the intersection result I get a List of nodes, the last node being the Geode
containing the drawable that I intersected with. When I try to retrive the
image pointer which should contain the texture
Hi,
I'm trying get the line that intersects the fulcrum of the viewing volume and
the point I clicked with my mouse on the viewing surface.
So I set my projection matrix with:
_sceneView-setProjectionMatrixAsPerspective(_viewAngle, (float) width/height,
1, 1);
I get the overall matrix
Hi Christina,
It sounds like your textures have the UnrefRefImageOnApply feature set
to true. If you want to retain the images after the first frame is
rendered you'll need to not enable this. This feature is off by
default but If you are running the osgUtil::Optimizer one of it's
default
umituzun84 wrote:
Hi Paul;
Watch the video. It can tell you much of dot and cross product :)
http://video.google.com/videosearch?q=cross+productoe=utf-8rls=org.mozilla:en-US:officialclient=firefox-aum=1ie=UTF-8ei=LE4dSreZCpLt_AbS4OGxDQsa=Xoi=video_result_groupresnum=4ct=title#
Hi,
You were right. The optimize enables UnrefRefImageOnApply feature, so my image
pointer is NULL. I disable the texture optimization, so now it works.
Thank you!
Cheers,
Cristina
--
Read this topic online here:
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If you're rendering in 3d, 20 pixels doesn't have a lot of meaning. In general
what you'd need to do is transform 20 pixels into your world's coordinates.
Transform 20 pixels into normalized screen coordinates, something like:
gridUnit = 20/screenWidth/2;
Then transform gridUnit into world
Yep That worked. Thanks you guys.
Guy
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Also make sure you multi-sampling turned on, this show up much more when
multi-sampling is off
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
We have a few long-time OSG users here in the Colorado front-range area, and
in the past
I've hosted informal OSG get-togethers. Is there anyone here interested in
attending one
in the next month or so?
I highly recommend get-togethers like this if you have a few users in your
area. it's a
Mark Walker wrote:
Hi,
I'm trying get the line that intersects the fulcrum of the viewing volume and
the point I clicked with my mouse on the viewing surface.
:s/fulcrum/frustum/
http://en.wikipedia.org/wiki/Frustum
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon
Chris 'Xenon' Hanson wrote:
As a test, I'm going to post the content of the mystery message as a
followup to this
very message and see if it goes through.
Here's the mysterious content that won't post:
Subject: Working GLSL implementation of Tatarchuk's Parallax Occlusion Mapping
Hi,
I integrated an overlays system into my code that essentially supports multiple
overlays, each having multiple hud items. Each overlay uses an osg::Camera at
its root. All this works very well, with the exception of the following issue:
when I remove the overlay (i.e the root camera) from
Hi,
Here is the call stack for the crash and the code:
[img]CallStack.bmp[/img]
Code:
void RenderStage::draw(osg::RenderInfo renderInfo,RenderLeaf* previous)
{
if (_stageDrawnThisFrame) return;
// push the stages camera so that drawing code can query it
if (_camera)
Hi all,
I'm trying to integrate bullet with osg; the problem comes with
bullet's debug drawing.
Bullet has an abstract class, with drawing functions to be implemented
by the user.
The main requirement is simply to render a line; however I need to
draw a single frame,
not add a model to a scene
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