Hi All,
I have done some CMake work on handling whether the GL header provides the
GLuint64 and GLint64 typedefs which will hopefully help with address some
of platform specfic build errors with certain GL/ES headers.
- Zip file containing source code : OpenSceneGraph-3.4.0-rc6.zip
Hi Nicolas,
It's difficult for others to advice you without seeing code that may or may
not be wrong, or what you need to learn - so we can't really provide
specific answers.
The best I can do is provide general answer. There are several
CameraManipular implementations in
bump
On 2015-07-20 14:30, jagernico...@legtux.org wrote:
Hi there!
I try to write my own camera manipulator to work with a gamepad. I get the
status of each axis/button every frame trough glfw, I can make the camera
moving and rotating but I failed when I try to mix both.
I try
Thanks Robert,
How to disable checked iterators properly? And what to do about SqlAllocConnect
error?
Cheers,
Can
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News:
Choosing gdal_i.lib instead of gdal.lib solves the problem; i guess it's about
linking to static libraries. Now I'll rebuild our terrain models and see if
they look ok.
Now two things to declare:
1. VIRTUALPLANETBUILDER_SOURCE_DIR to be replaced with CMAKE_SOURCE_DIR (or
some other
Hi, Here is what i have found how it was fixed
OpenSceneGraph Version
#define OPENSCENEGRAPH_MAJOR_VERSION3
#define OPENSCENEGRAPH_MINOR_VERSION5
#define OPENSCENEGRAPH_PATCH_VERSION0
#define OPENSCENEGRAPH_SOVERSION130
$ git log -1
commit
Hi,
I am in the process of upgrading to osgb files. When I call osgconv with any of
the texture compression flags it writes dds files and changes the internal file
name accordingly. Is there a reason for this? From a quick look I only found a
hardcoded check against ive in the osgconv source.
Hi,
Hi,
I need to use cylinder to simulate the “ladder”. So there are many cylinder to
create. I new a osg::Geode , and then use it to new 1 osg::MatrixTransform,
all these osg::MatrixTransform were added to one group.
But the program runs very very slow.
Are you testing in debug mode?
Hi,
I need to use cylinder to simulate the “ladder”. So there are many cylinder to
create. I new a osg::Geode , and then use it to new 1 osg::MatrixTransform,
all these osg::MatrixTransform were added to one group.
But the program runs very very slow.
In fact I create the same scene
Hi,
The Qt examples (i.e. osgViewerQt and osgQtWidgets) are running ok with Qt
version 5.5?
Thank you!
Cheers,
Josu
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Hi,
Have you tried the nvapi-library? [1]
As far as I know you can set anything you can via the control-panel here
at least for windows platforms.
Cheers
Sebastian
[1] https://developer.nvidia.com/nvapi
Hello,
I am prototyping some OpenGL stuff in Python using Pyglet and have
encountered
Hi,
Builds on VS2010 with osg-trunk and vpb-master without any problems.
The build errors are really strange.
Something like:
error C2039: 'Serializer' : is not a member of 'osgDB'
may indicate that you are pulling in some foreign headers.
I'll check the RC when I've got time
Cheers
Hi Robert,
Just confirmed it compiles and runs ok for Android GLES2 and ndk r10e.
Cheers.
2015-07-20 10:51 GMT+02:00 Josu Goros jgoroste...@vicomtech.org:
Hi,
The Qt examples (i.e. osgViewerQt and osgQtWidgets) are running ok with Qt
version 5.5?
Thank you!
Cheers,
Josu
Hello,
I am prototyping some OpenGL stuff in Python using Pyglet and have
encountered the same vsync problem, both in Linux Windows. I think
it is Nvidia's driver that is (again - Nvidia had various vsync issues
in the past) trying to be smart and is breaking vsync in OpenGL. It
has most likely
Hi Luo,
You've created a scene graph is one of the least efficient ways possible,
well done :-)
Basically you're scene graph is overloaded with MatrixTransform, which will
create a big CPU bottleneck.
There are number of ways to improve things, how best to go about it will
depend upon what you
Hi All,
I posted 3.4.0-rc5 two days ago and no feedback positive or negative. Does
this mean 3.4.0 is ready and everybody has 100% confidence it in being the
absolute best release we've ever put together...
or... is it that everyone is now off on holiday :-)
--
My plan is to tag 3.4.0 this
Hi Alex,
Thanks for the testing. I'm not clear on what system you are building on.
It looks like Linux of some variant.
With the suggested modifications could you please provide full modified
files, as embedding lots of modifications into a single email, copying and
pasting modifications simply
Hi Luo,
have a look at this paper - it is OSG related with GL calls (In the latest
OSG release there are OSG wrappers for most of them). It will help you with
large number of instancing and controlling each instance separately
On Wed, Jul 22, 2015 at 11:05 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi,
Have you tried the nvapi-library? [1]
As far as I know you can set anything you can via the control-panel here at
least for windows platforms.
Yes, but for most things you need a D3D handle
Hi All,
is there a way to get the osgViewer::View related to a manipulator? I can see a
us.requestRedraw() but I need to force a requestRedraw() inside a manipulator
when I'm not in an event handling.
Regards,
Gianni
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Hi Nick,
The implementation is almost to complicated. Using instancing with
osg::Image and a texture almost beats all other implementations I've
tested so far in terms of complexity and performance.
Maybe we should some more examples for this to osg.
Cheers
Sebastian
Hi Luo,
have a look at
Am 22.07.2015 um 14:12 schrieb Trajce Nikolov NICK:
Hi Sebastian,
few months ago I tested something (was the lighting system)
implementation with updates via osg::Image and osg::Texture - not
related to instancing at all, but the mentioned method. My colleague
then did benchmarking and the
Hi robert,
I ever do the same things in windows 7 x64 and VC2010 some days ago,have no
problem,but the compiled VPB can't work properly.
zhuwan
07,22,2015
在2015-7-22 13:21:01,Robert Osfield robert.osfi...@gmail.com 写道:
-原始邮件-
发件人: Robert Osfield robert.osfi...@gmail.com
发送时间:
HI Can,
On 22 July 2015 at 13:28, Can T. Oguz cto...@gmail.com wrote:
I've found out what the problem is:
On CmakeLists.txt line#29, there's a typo:
PROJECT(VitualPlanetBuilder)
Ooopps a typo I introduced this morning when trying to make VPB a bit
more consistent. Now fixed and
Hi Alex,
I have just implemented an experimental bit of CMake that detects whether
the GL headers provide GLuint64 and GLint64 (some GLES header provide them,
others don't so we can't just make a blanket enable/disable.) Could you
please checked out OSG svn/trunk and let me know how you get on.
Hello Jan,
I succeeded in OSG to turn off vSync in soft when the driver is set to
application controlled. The problem in my case was really that in the
GraphicsWindowWin32.cpp CreateWindow method the setSyncToVBlank method
is only called if vSync==true... and that's the odd thing!
I'm
Hi all,
please give me a little assistance.
I'm using geometry shaders for creating my objects during rendering.
That is why I can't use the picking via lineIntersection inside osg.
But I have a local proprietary structure containing my display objects and
I know how to calculate the nearest hit
Hi everyone,
I have a problem regardint integer textures. The setup is as follows:
A rtt camera uses custom fragment shaders to push data into 3 textures:
COLOR_BUFFER0: color buffer
COLOR_BUFFER1: rgb uint id buffer
DEPTH_BUFFER: depth buffer
The data inside those buffers is correct. However,
It is the time of Sigraph2015,all of them go to Sigraph2015
zhuwan
07,22,2015
在2015-7-22 14:11:10,Robert Osfield robert.osfi...@gmail.com 写道:
-原始邮件-
发件人: Robert Osfield robert.osfi...@gmail.com
发送时间: 2015-7-22 14:11:10
收件人: OpenSceneGraph Users
Hi There,
It turns out that it was an old version of VPB (!) Just checked out the truck
folder and now Cmake says:
msvc2010 + build fix /FORCE:MULTIPLE
CMake Error at CMakeLists.txt:318 (INCLUDE):
include could not find load file:
VpbMacroUtils
CMake Error at
Hi everyone!
I have a geode that is just a quad rectangular surface and I need to be able to
put circular holes in it. To better visualize what I'm talking about, think
about a flat slice of Swiss cheese.
I just discovered the ClipNode node and I figured I could achieve what I want
by adding
Hi Alex,
I have moved the GL_ALPHA_TEST into the GLDefines header that will resolve
the compile error in osgSSBO example.
I have done a test build with clang (3.6) and it compiles cleanly, no
problems with the osgjs plugin.
Robert.
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Thanks Robert!
Does this mean that I could just use quads, i.e. approximate a circle with a
many-sided polygon and make four quads for each polygon side, one for the top
surface, one for the outer side surface, one for the inside surface, and one
for the bottom surface?
That was my first idea
Hello all!
I'm no OSG expert by any stretch of the imagination, so maybe this question has
a really simple answer. If so, I apologize.
What is the best/proper way to construct a geode in the shape of a toroid? In
particular, I'm trying to create a square-toroid, think of a pipe: a cylinder
Hi Erik,
The way to create such a geometry would be to create the vertex and
primitive data directly and place them in an osg::Geometry. See the
osggeometry example.
Robert.
On 22 July 2015 at 15:29, Erik Hensens ehens...@hunter.com wrote:
Hello all!
I'm no OSG expert by any stretch of the
Hi! Here is what i have found fix while build OSG with GLES2 subset. See in
attachment
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Attachments:
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Hi,
I have been working Qt5 integration for my current rendering application
implementing deferred rendering and came up with couple of solutions. I want to
share it with the people struggling Qt5 integration while waiting official
stable release :)
Since the current stable release is OSG
Hi Sebastian,
few months ago I tested something (was the lighting system) implementation
with updates via osg::Image and osg::Texture - not related to instancing at
all, but the mentioned method. My colleague then did benchmarking and the
update of the Image (and the texture) by OSG was terribly
Hi Sebastian,
Yah, this is off topic now, but once here: re: trees, I am getting on older
card ~3 mil @ 60Hz with geometry shaders :-). Static though. Why you are
using Matrices in Image/Texture for vegetation, or you have SpeedTree like
vegetation?
But anyway, thanks for disabling
I've found out what the problem is:
On CmakeLists.txt line#29, there's a typo:
PROJECT(VitualPlanetBuilder)
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Am 22.07.2015 um 14:26 schrieb Trajce Nikolov NICK:
Hi Sebastian,
Yah, this is off topic now, but once here: re: trees, I am getting on
older card ~3 mil @ 60Hz with geometry shaders :-). Static though. Why
you are using Matrices in Image/Texture for vegetation, or you have
SpeedTree like
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