Hi Adrian,
The code looks it's been copy and pasted from elsewhere where the
result variable is defined. I've attempted a fix and checked this in.
I don't have ITK installed right now so can't test it. Could you do
an svn update and then test it?
FYI, the DCMTK pathway is much more sophisticat
Hi Jon,
You'll need to decide whether you are compiling against GLES 1.1 or
GLES 2.0, you can't compile against both at the same time as they are
quite different types of targets - ones GLES 1.1 is fixed function
pipeline while GLES 2.0 is completely shader based. So make sure you
#define either
Hi Tom,
Great to hear of progress and to a screen shot :-)
FYI, release context is meant to just make the current thread
available to be used by another graphics context - some graphics
drivers really don't like you doing a makeCurrent() or several
different contexts from the same thread without
Hi Anthony,
I can't answer why you are able to get the app up as I'm neither an
windows developer nor now anything about this tutorial or how you've
gone about running the app. Others in the community will be in a
similar boat ans really not have enough info to help you.
Could you please explain
Hi Hartwig,
osgterrain is primarily a unit test that I've used for testing and
debugging of threading and osgTerrain usage, and the master file is
part of this.The master file is simply a list of files for the
models to load, so you could stick a range of models including ones
like cow.osg or
Hi Hartwig,
On Sat, Nov 28, 2009 at 10:02 AM, Hartwig Wiesmann
> is there anywhere a documentation of all used preprocessor symbols?
No and I wouldn't really expect them to be any single piece of
documentation just dedicated to pre-processors symbols as they are
typically very domain specific and
Hi Johannes,
Sorry about this. I'm not sure why the server was inaccessible, but
it's back online now so it's either be addressed by Jose Luis Hidalogo
and server admin, or just come back alive due to lightening loads.
Robert.
On Sat, Nov 28, 2009 at 2:49 PM, Johannes Schüth wrote:
> Hi,
>
> t
Hi Toben,
VPB should be able to ignore null data, so look into defining what
this null data is. Another option is to use alpha values on the
source data and alpha out the invalid data.
Robert.
On Sat, Nov 28, 2009 at 3:56 PM, Torben Dannhauer
wrote:
> Hi,
>
> I have a High resolution digital e
Hi Torben,
I'm afraid I'm just too occupied with core OSG tasks to think too
deeply about new VPB schemes. I need a bit more time getting the core
OSG back up to date with submissions and dev release out before I can
start thinking too deeply about other stuff.
Robert.
On Sat, Nov 28, 2009 at 3
Hi Jim, Paul et. al,
On Sat, Nov 28, 2009 at 4:32 PM, Paul Martz wrote:
> Right. OSG does not do _face_ culling (culling of individual primitives)
> based on the normal.
>
> However, OSG can do _Drawable_ culling based on a normal. This is how VPB
> databases cull away the back half of the planet
Hi Johannes,
I presume you mean "pixel buffer objects" rather than "texture buffer
objects" as this is the OpenGL naming and also the naming that the OSG
uses.
When using PixelBufferObjects in the OSG it's best to just create one
an attach it to the osg::Image that you want to stream the data. Y
HI Shayne,
On Fri, Nov 27, 2009 at 7:05 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> Robert,
>
> Thanks for the quick reply. I haven't played with the LOD scale so I'll
> explore that. I also like your suggestion of some sort of adaptive setting.
>
> Is there a way to query the fra
Hi Martin,
Is it that the image data is stored in a DXT compressed format? If so
then you'll need to decode the compressed form, something that isn't
presently built into osg::Image or osgTerrain.
Robert.
On Sun, Nov 29, 2009 at 6:04 PM, Martin Scheffler wrote:
> Hi,
>
> a question: How can I
HI Cedric,
On Sun, Nov 29, 2009 at 11:02 PM, Cedric Pinson
wrote:
> Ok reading the code and the doc of pthread, in order to have the
> ressource freed at the end of the thread, i must call detach(). now i
> have my memory back
>
> maybe it could help for others that create thread in application o
HI Johannes,
Oooh,, thanks for the link. Looks like texture_buffer_object is a new
extension from NVidia that complete slipped beneath my radar.
As for using PBO's with GLSL, I'm not sure what gave the idea that you
couldn't use the two together, GLSL use of textures and how the data
is passed t
HI Sebastien,
You can have multiple vertex, geometry and fragment osg::Shaders
attached to a single osg::Program. All you need to do is make sure
that just one of the osg::Shaders contains the main for each of the
vertex, geometry and fragment components of the program - from you
example it looks
ch do
> what is expected.
> Just user must be aware about this behaviour.
>
> I hope i explained correctly
>
> Cheers,
> Cedric
>
> --
> +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
> http://www.plopbyte.net
>
>
> On Mon, 2009-11-30 at 1
Hi Johannes,
On Mon, Nov 30, 2009 at 4:09 PM, Johannes Schüth wrote:
> Yes - PBO use DMA which is quite nice.
> http://www.songho.ca/opengl/gl_pbo.html but you will be limited to the
> limitations of a texture (4096x4096 pixels at most systems)
Your GL code segment actually uses PBO's in it..
Hi Chris, Paul, Ulrich,
I won't dive in to much right now as I have enough other topics
swishing around in my skull to keep me occupied, but a few general
notes.
Description kinda bloat osg::Node already, I would like to reduce this
bloat and stream line the base classes even more ;-)
I would al
Hi Jotschi,
On Mon, Nov 30, 2009 at 6:15 PM, Johannes Schüth wrote:
>> Do you have to use PBO's with texture buffer? Or can you just pass
>> the data directly as per normal textures?
>>
>
>
> I'm not quite sure which approach is the most fitting for my usecase.
>
> I want to be able to create ma
Hi Fred,
I would be inclined to think this is more of an issue of expectation
rather than a bug in computeIntersections/LineSegmentIntersector. The
code is such that save for numerical precision issues it will work
exactly the same for all triangles, so if it works once then it's
likely to work a
Hi Chris,
On Mon, Nov 30, 2009 at 5:59 PM, Chris 'Xenon' Hanson
wrote:
> Robert Osfield wrote:
> Isn't this breaking all existing code that uses UserData/Description though?
No, no user code need be change, you can hide all the internal
implementation details via th
Hi Paul,
On Mon, Nov 30, 2009 at 8:23 PM, Paul Martz wrote:
> Chris 'Xenon' Hanson wrote:
>>
>> Isn't this breaking all existing code that uses UserData/Description
>> though?
>
> It's not as bad as you might think. If someone were to add CompositeUserData
> to OSG, they'd need to port all (inte
Hi Mark,
If you have slave Camera's doing the actual rendering then your master
camera's callbacks won't be called as the master camera won't be doing
anything - it's just a passive object providing overall settings.
As Paul mentions potentially we could add the inheritance of the
master Camera's
Hi All,
In a websearch today came across a webpage today for the project "Mobile OSG":
http://www.imrc.kist.re.kr/wiki/Mobile_OSG
I haven't heard about this before, anybody know anything more about it?
Clearly there will have done the port, so will have solved an number
of problems that cur
Hi Nick,
The testing I did was using osgViewer::Viewer, the testbed is now
checked in as part of osgcamera example. Try :
osgcamera -r 5 cow.osg
Or with paged database:
osgcamera -r 5 http://www.openscenegraph.org/data/earth_bayarea/earth.ive
You can also do it with sharing the scene gra
Hi Serge,
The basic event handling support in osg::Image is to enable browser
style interactivity but is limited to only putting events into the
osg::Image subclass - there is no support for getting events out.
There is a limit to the type of events you could get out too - as
osg::Image doesn't kn
Hi Riccardo,
As far as I could tell Qt is designed to only allow you to drive it's
event and rendering loop from the applications main thread. I tried
lots of different combinations of threading to get round this but
didn't succeed. Perhaps separate process might be able to do it.
Robert.
On T
Hi Ankita,
Have you tried GraphicsWindow::setWindowName("My First Scene") on the
viewers GraphicsWindows, or pass in the window name via
GraphicsContext::Traits::windowName if you are creating the windows
yourself. To get the viewers graphics windows you can use
viewer.getWindows(..) method that
Hi Amkita,
The OSG doesn't provide any support for this type of user interaction
so you'll have to add it yourself. The OSG primarily focus is
rendering rather than model editing building, to do the later you'll
have to add extra functionality on top. There is chance that members
of the OSG comm
Hi Alok,
On Wed, Dec 2, 2009 at 6:29 AM, Alok Priyadarshi wrote:
> I am a software engineer at Google. We are evaluating using osg with
> OpenGL ES 2.0 backend in an internal project. Thanks for adding the
> support for ES.
Welcome to the OSG :-)
> My first task is to compile and run the exampl
Hi Ulrich et. al,
Comments at bottom of mail... but first some context for my comments :-)
On Wed, Dec 2, 2009 at 9:36 AM, Ulrich Hertlein wrote:
> Agreed, maybe for basic data types we could use a simple Variant class:
>
> class Variant : Referenced
> {
> public:
> Variant() : Referenced() {
Hi Nick,
For normal OSG usage you shouldn't need to worry about explicitly
trying to call releaseGLObjects(). The only case where this might be
needed is you detact a scene graph from viewer then destroy the
viewer, but retain the scene graph so it doesn't get cleaned, but then
you go an apply th
Hi Nick,
On Wed, Dec 2, 2009 at 1:39 PM, Trajce Nikolov wrote:
> Thanks Robert.
> Here is my scenario:
> Load a viewer
> Load a model
> do something
> Unload the model
> Unload the viewer
> and this all over again. On the second try, I am getting: Warning: detected
> OPenGL error 'invalid enumera
On Wed, Dec 2, 2009 at 1:17 PM, Trajce Nikolov wrote:
> Here is the code snippet
> osg::ref_ptr& tom =
> osg::Texture::getTextureObjectManager(0);
> unsigned int n1 = tom->getNumberActiveTextureObjects();
> unsigned int n2 = tom->getNumberOrphanedTextureObjects();
> tom->deleteAllTextureObjects();
Hi Thomas,
You'll need to attach a TerrainTechnique to the TerrainTile, for
instance just add an osgTerrrain::GeometryTechnique to the TerrainTile
- this will be responsible to generating the subgraph that does actual
rendering of the tile.
One of the features of osgTerrain is that it allows deco
Hi Alok,
On Wed, Dec 2, 2009 at 4:54 PM, Alok Priyadarshi wrote:
>> Welcome to the OSG :-)
>
> Thanks. I am not new to OSG, just coming back to it. I used it in my
> previous life as a grad student at UMCP. In fact I also met you and
> Don at one of the Washington DC chapter dinners.
A warm welc
HI Christian,
Pretty well all the OSG example are capable of running with quad
buffer stereo, as well as the full range of other options, and your
own application should be easy to enable this way too.
osgviewer cow.osg --stereo QUAD_BUFFER
Or via env vars:
set OSG_STEREO_MODE=QUAD_BUFFER
Hi Torben,
I don't know the cause of the failure. Properly set up system(s)
shouldn't fail. One thing you have to be careful of that you're file
system will need to be able to handle the async writes robustly.
Robert.
On Wed, Dec 2, 2009 at 9:50 PM, Torben Dannhauer
wrote:
> Hi,
>
> Well, 64
Hi Manish,
It's not normal for osgShadow to crash so it's not something others in
the community will be immediately be able to help you with as there
are no clues to the cause of the crash.
Does the osgshadow example work?
What is the strack trace when the app crashes?
Robert.
On Thu, Dec 3, 2
Hi Christian,
On Thu, Dec 3, 2009 at 9:21 AM, Christian Buchner
wrote:
> Thanks, so we will likely order the hardware first and move forward from
> there.
You don't need to wait for new hardware - you can experiment with
other forms of stereo with you app. Have a look a the StereoSettings
page
Hi Fred,
I'm not sure what to make of the results or what you are expecting.
The IntersectionVistor/LineSegmentIntersector should return multiple
intersection, one for each intersection between any triangle and the
line segment - so if there a two overlapping triangles I would expect
two intersect
Hi Torben,
On Thu, Dec 3, 2009 at 12:41 PM, Torben Dannhauer
wrote:
> Hi Robert,
>
> Hmm difficult to determine the responsible part which causes the failure.
> My last try failed becuase KDE plasma-desktop crashed.
>
> But the system was under heavy load an got slower and slower.
It shouldn't
Hi Guy,
I can confirm that this is not a correct solution - as copying a
different size portion of screen certainly isn't what the
Texture2D::copyTexImage2D() is asking to do.
If not texture object is allocated and NPOT is not supported then
probably the right thing to do is recreate a texture ob
Hi JS,
The ScreenCaptureHandler should just attach callbaks to the
salves+master cameras that rendering to a graphics context, and aren't
a RTT Camera. Camera's in the scene graph are nested within viewer
cameras so won't need callbacks as well.
Robert.
On Thu, Dec 3, 2009 at 9:15 PM, Jean-Séba
Hi Anthony,
Looks like you have an issue with your install GLU library.
Robert.
On Mon, Nov 23, 2009 at 9:08 AM, Anthony Face wrote:
> Hi,
>
> I am triing to install osg on windows xp machine.
>
> I have thoses problèmes of convertion:
>
> Tessellator.cpp
> .\Tessellator.cpp(44) : error C2664:
Hi Ray,
My best guess is that you've got the indices of
DrawElementUInt(GL_TRIANGLES) wrong. Beyond this there really isn't
much I or other can recommend as we don't have the code in front of
us.
The OSG itself now has a ply plugin so why not just use this? It'll
be in OSG-2.8.2 and svn/trunk.
Hi J-S, Fred, Simon,
This topic has arisen previously on osg-submissions, and my
recommendation then was
that support for double maths through the intersection code shouldn't
be a compile option, but an runtime option, this way the ABI wouldn't
change and you could enable it when you needed it. I
Hi Guy,
The GL_TEXTURE_RECTANGLE extension is independent of the NPOT support
in standard GL_TEXTURE_2D that is found in OpenGL 2.0 onwards, so just
because your hardware lacks support for the later, it doesn't mean
that texture rectangle extension is not supported.
Robert.
On Fri, Dec 4, 2009 a
Hi Shayne,
On Fri, Dec 4, 2009 at 3:57 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> Does osgDB::readNodeFile() provide any support for reading node files that
> reside on remote machines by using an IP address or equivalent? Could the
> Options object provide any support for doing
Hi Shayne,
osgViewer automatically shares a single DatabasePager between Views
when the Views share the same scene graph. This is required to avoid
inconsistencies in the scene graph causing errors. Sharing a single
DatabasePager doesn't prevent that pager from handling multiple
viewpoints at th
On Fri, Dec 4, 2009 at 4:15 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> Yes, this is what I had in mind to do. I'm using OSG 2.4.0. Does the libcurl
> plugin exist in this version of OSG?
I would recommend upgrading to 2.8.2 it's far more stable, as well as
having more features.
Hi Harwig,
On Fri, Dec 4, 2009 at 4:29 PM, Hartwig Wiesmann
wrote:
> I do not use makefiles on any of the supported platforms (actually, I do not
> use any terminal dependent software if I can prevent it). Therefore, I need
> to know which platform uses which macros or defines.
Terminal isn't
Hi All,
It's been a long long time since the last dev release, virtue of me
being distracted by work like OpenGL ES, GL object pools etc. I'm now
almost back on top of submissions, so the time now looks good to make
the 2.9.6 developer release. Since it's been so long since the last
dev release
Hi Vincent,
This sounds like a Jave/C++ integration issue at your end, which is
rather beyond what others in the community are likely to be able help
out with. The best I can suggest is add debugging into the C++ side
of your bindings to make sure it's being called correctly. Another
trick would
Hi Hatwig,
I can't really work out what you are after from your email, but in
terms of different coordinates systems, do you mean different
coordinate frames, or totally different types of coordinate system
such as polar? Different coordinate frames can be done simply by
placing a MatrixTransform
Hi Wojtek,
On Fri, Dec 4, 2009 at 8:51 PM, Wojciech Lewandowski
wrote:
> I have been bit out of sync with froums recently. I am curious if the issue
> with color/normal per primitve was resolved ? Its fairly basic functionality
> so I thought I'll remind about this before new release.
I'm not su
Hi Ricardo,
Have a look at the osgreflect example.
Robert.
On Sat, Dec 5, 2009 at 1:32 AM, Ricardo Ruiz wrote:
> Hi friends!
>
>
> Does anyone remember how is a mirror/reflection matrix? just to simulate a
> very clean floor (repeating models above).
> I'd like to create a osg::MatrixTransform
ws, a
> recent bug that seems to block the paging disappears (the bug appears just
> after i have upgraded my nvidia drivers).
> So really good works! Thanks!
>
> Fabien
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:o
Hi Nick,
On Sat, Dec 5, 2009 at 1:36 PM, Trajce Nikolov wrote:
> I am getting crash in
> void Group::releaseGLObjects(osg::State* state) const
> after releasing the osgViewer::VIewer
What do you mean by "releasing" the osgViewer::Viewer? Destruction?
Could you be specific enough that others cou
Hi Andrew,
You could use Drawable::DrawCallback and override the rendering of
your mesh and implement your own code for hiding/displaying different
sets of primitives. However, as you mention,
osg::Geometry::drawImplementation() is actually pretty complicated so
reproducing this then making it ev
Hi Vincent,
On Mon, Dec 7, 2009 at 8:07 AM, Vincent Bourdier
wrote:
> I ever tried to set the notify level... in C++ only, the logs notify me that
> the databasePager is loading the pagedLOD.
> In Java, there are no logs about any loading... Seems that the LOD do not
> work at all on Java... I d
Hi Anikta,
On Mon, Dec 7, 2009 at 8:55 AM, Ankita Chauhan wrote:
> Plz tell me how i can draw a line on the rendered scene.
See the osggeometry example for examples of how to render different
primitives. If by drawing you mean use the mouse the "draw" on the
scene then see the osgpick example f
on the parent texture in order to make it works :
>
> _texture->dirtyTextureObject();
>
>
> Cheers,
> Fabien
>
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Beha
Hi J.P,
I found that the GL driver support for properly accelerating the
reading from the GPU memory using PBO to be very sensitive for pixel
format, and if you fell off the past path it would indeed be slower.
It's a while since I implemented osgscreencapture so can't remember
all the details off
HI Hartwig,
Your errors seems to be that your \ is concatenating the lines without
any spaces so the two adjacent options can glued together so you get
-d ps_height_16k.tif-v 0.1 which will of course result in the osgdem
not being able to find the required files.
Robert.
On Sun, Dec 6, 2009 at
Hi Thomas,
Congrats on getting the OSG up and running on the iPhone. I'm
currently reviewing your changes, and will probably introduce the
changes bit by bit, with parts requiring a little refactoring along
the way - for these we'll need so to and fro between us to settle upon
final code.
First
Hi Justin,
Porting from OSG-0.9.9 to OSG-2.x is mainly about porting from
osgProducer to osgViewer, which can actually be pretty straight
forward, or hard depending on how level you got with using Producer.
Conceptually and usage wise osgProducer::Viewer and osgViewer::Viewer
are pretty similar an
Hi Thomas,
I have another question:
5) You have your own version ReaderWriterImageIO.cpp in:
Xcode/OpenSceneGraph/IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp
What is the reason for this? Is it not possible to compile the
standard imageio plugin?
Thanks,
Robert.
Hi Justin,
Another thing you might want to look at is the osgProducer code that
now lives as a separate project on openscenegraph.org. I haven't
touched it for a long time, but it should be possible to get it
compiling against the latest OSG and Producer with a few tweaks.
Producer diverged a bit
wo versions, maybe it
> can be interesting to look further.
>
> Thanks,
> Fabien.
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
> Osfield
> Sent: lundi 7 décemb
6.
> I will try to dig further into this, but it might be only a driver issue.
> Thanks,
> Fabien
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
> Osfield
> Se
Hi Hartwig,
On Mon, Dec 7, 2009 at 6:12 PM, Hartwig Wiesmann
wrote:
> I just added the backslashes here in the text to prevent unwanted line
> breaks. The real command is written in one line with the appropriate spaces.
>
> So, this is not the problem!
The build worked for me once I fixed the c
Hi Rizzen,
The compile error message tells you all your need to know:
usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local
> symbol' can not be used when making a shared object; recompile with -fPIC
So you need to recompile using -fPIC. This is what the OSG and
most of dep
Hi Jeff,
This has all the hallmarks of driver bug, so go see if NVidia have got
an updated driver, or perhaps moving back a driver version or two
might walk around the bug.
Robert.
On Tue, Dec 8, 2009 at 4:58 AM, Jeff Bellinghausen wrote:
> When I run 2.8.2 osgshadow.exe in windows 7 or Vista w
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov wrote:
> Hi Community,
>
> please appologize for asking again, since there was no feedback on this. Any
> ideas about this?
It's hard to guess at what is up with so little details. Which
ShadowTechniques have you tried?
Robert.
Hi Nick,
On Tue, Dec 8, 2009 at 9:41 AM, Trajce Nikolov wrote:
> SoftShadowMap
SoftShadowMap isn't view dependent to get good quality results you
have to restrict the size of the shadow casting part of the scene.
Try the view dependent techniques such as LightSpacePerspectiveShadowMap.
Robert.
Hi Fabien,
On Tue, Dec 8, 2009 at 9:11 AM, Robert Osfield wrote:
> I have been thinking about the issue of whether to force the
> reassignment of a new texture object automatically when the size
> changes or leave it just rescale, using gluScale, as it does right
> now, and I'
Hi Nick,
On Tue, Dec 8, 2009 at 2:59 PM, Trajce Nikolov wrote:
> I am having a Camera as a part of the scenegraph and it renders the geometry
> backfaced ... Am I missing something? The camera setup is pretty much the
> same as in the examples.
For us in the community there is huge numbers of un
Hi Massimo,
On Tue, Dec 8, 2009 at 3:38 PM, Massimo Di Stefano
wrote:
> Hi,
>
> i applied the change to cmake settings :
>
>> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
>
> but the error persists, so i make a copy of the quicktime directory and i
> removed all the files from the original on :
A
Hi Fabien,
On Tue, Dec 8, 2009 at 3:54 PM, Fabien Lavignotte
wrote:
> It works now with my example on windows.
> But i have a problem with my application, i am currently playing with
> Texture2D::SubloadCallback to optimize my image data transfer, and also avoid
> double buffering when using a
ate the makefile
>
> in the file "CMakeCache.txt" i have :
>
> //standard image plugin for os x, options are quicktime, imageio
> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=imageio
>
> but the make continue to try to buld quicktime.
>
> Massimo.
>
> Il
Hi Vincent,
On Tue, Dec 8, 2009 at 4:43 PM, Vincent Bourdier
wrote:
> Ok I get it : when the Lod is wrote in an IVE file, there is not LOD
> databasepath
> But, on the load, the databasepath is set with the current directory where
> the file is found... so next on save, the databasepath is saved.
Hi Vincent,
On Tue, Dec 8, 2009 at 4:58 PM, Vincent Bourdier
wrote:
> I do not set the DatabasePager, but the PagedLod's DatabasePath.
Sorry, my mistake, I meant DatabasePath when I wrote DatabasePager.
In normal paged database usage your do not explicitly set the
DatabasePath - instead it's set
Hi Chris,
On Tue, Dec 8, 2009 at 6:07 PM, Chris 'Xenon' Hanson
wrote:
> This is the reason why the osgconv recursion submission I sent it a few
> weeks ago has to
> change working directory to the location of the sub-files before it converts
> them.
> Otherwise, the hard-coded path gets built
H Darick,
On Wed, Dec 9, 2009 at 5:23 AM, Darick Barnes wrote:
> I'm using the osgviewerqt example with Qt integration. Am I correct in my
> assumption that physics, AI and all other game related updates need to be
> implemented in the virtual void paintGL() function or is there a more elegan
Hi Harald,
I you want to change the background colour for a screenshot I'd be
inclined to use a pbuffer and totally separate Camera for the task and
just switch it on using a NodeMask, this way the main window won't be
affected by playing games withe background colour.
Robert.
On Wed, Dec 9, 200
Hi Alexej,
Are you stuck using OSG-1.x?? You viewer example looks like it's from
the 1.x era.
Regardless though, when you have an event driver app the frame loop
just ends up being part of paint call normally so this is where you'd
do update.
Personally I would stay a long way away from event d
Hi All,
I've now checked in a couple of bugs fixes and some further
submissions since my last call for testing, so could everyone do an
svn update, rebuild and then test the runtime. If things look good
tomorrow morning I'll tag the 2.9.6 release then.
Thanks,
Robert.
___
files graph) but I just would have a confirmation because it
> needs a lot of time to arrange the graph to remove
> the inexistent children.
>
> Thanks for your help.
>
> Regards,
> Vincent
>
> Robert Osfield a écrit :
>>
>> HI Vincent,
>>
>> O
Hi Wang Rui,
Sorry for the delay in getting to review your prosed binary format
plugin - I've been trying to clear the rather length backlog of
submissions and bugs... I'm pretty near back ontop of things again and
so look at the next steps beyond the OSG-2.9.6 dev release - and
towards OSG-3.x.
Hi Thilo,
This is may well be a driver issue. Killing the app really isn't a
good way to test things... you can actually get the OSG to
viewer::run() for a limited number of frames then exit using the env
var - set OSG_RUN_FRAME_COUNT to something like 10. i.e.
export OSG_RUN_FRAME_COUNT=10
os
Hi GuiYe,
You'll need xulrunner-1.8 to compile the llmozlib2 as it doesn't work
with later versions of xulrunner - as Mozilla changed the API in ways
that make porting difficult. llmozlib has now abandoned the gecko
based approach and adopted QtWebKit instead.
Our gecko plugin which embeds llmoz
Hi Nick,
On Thu, Dec 10, 2009 at 8:42 AM, Trajce Nikolov
wrote:
> all compiles good, VS2005, Windows7, NVIDIA GeForce GTX 260. I went thru the
> allexamples and I found two of them not working:
> - osgstereoimage (the image showed on the first frame and dissapeared)
Curious... It works for me un
Hi Thilo,
So from your description it sounds like "osgviewer cow.osg" crashes
all by itself if left alone long enough, even in SingleThread mode.
This is about as simple an OSG stress test as you could get.
When I do big stress tests I tend run the OSG running overnight
running on a large paged d
Hi J.P.
The way I'd tackle this would be to have a 1D texture that contains
all the colours, then set up the tex coords on the points so that they
pull the appropriate colour in, then use a texture matrix to update
the tex coords values and to create the animation. Setting the
filtering to neares
Hi Nick,
On Wed, Dec 9, 2009 at 5:26 PM, Trajce Nikolov wrote:
> there are some odd spacings int Arial.ttf with text3d. This thing used to
> work well. Any recent changes in there ?
I've just tracked the problem down a bug in the new code for
positioning the characters - it's multiplying the pos
Hi Martin,
By default VPB now creates osgTerrain::TerrainTile's with regular
HeightFieldLayer for the elevation. Are runtime this height field is
then converted using the osgTerrain::GeometryTechnique into a standard
osg::Geometry + osg::StateSet combination, so it does end up being a
triangle me
Hi Nick,
On Thu, Dec 10, 2009 at 10:56 AM, Robert Osfield
wrote:
> I'm current working out how to refactor the code to avoid this.
I've just checked into svn/trunk a fix for this issue.
Robert.
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osg-users mailing l
Hi Calin,
You can assign a separate DisplaySettings, using
View.setDisplaySettings() to each View(er) that will override the
default of using the osg::DisplaySettings::instance(), you'll need to
do this prior to the viewer.realize() to make sure that the settings
get used in context creation and r
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