Hi,
I need to render back face of .ive models, in open GL is the syntax:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Is the syntax in OSG these way?
osg::StateSet *myst = new osg::StateSet();
myst->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
myst->setMode(GL_FRONT, osg::StateAttribute:
Hello Robert,
I'm sorry, thats right. I mean the osgvertexprogram. This example use a
Skybox. When I zoom out or when I use a bigger scene then I get
artefacts in the Skybox. When I change the following line from ...
clearNode->setRequiresClear(false);
... in ...
clearNode->setRequiresClear(tru
After glGenTextures, I use glGetError to get the error. The result is :
GL_INVALID_OPERATION.
OpenGL manual (
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/gentextures.html)gives
the reason as:
*GL_INVALID_OPERATION* is generated if *glGenTextures* is
executed
Hi all,
When I tried to create a texture by glGenTextures in OSG, I met a problem.
glGenTextures can not create a texture object. Zero is returned and no
texture is created. Source codes are as follow:
while(!Viewer.done())
{
...
if(Render)
{
Ed wrote:
Evidently I didn't look hard enough... I found what I was looking for:
The NVPerfKit counters.
http://developer.nvidia.com/object/nvperfkit_counters.html. Do the
stats you refer to come from these counters or this type of feedback
mechanism? i.e. low level counters inside the hard
hello everyone,
Recently,i had a problem with Osg 2.8. I have write a very simple program
to test a "bug" with osg 2.8 static libs and VS2008.The test program is below:
#include
#include
#include
USE_GRAPHICSWINDOW();
int main(int argc, char* argv[])
{
Probably a newbie question:
Is it possible to store vertex data in byte array like Vec3bArray ?
I' ve tried but it seem not allowed: I obtain crash when call setVertexArray
Is it something dependent on driver?
I attach two sample files, short working, byte hanging
Thanks
Luigi
G
setUseDisplayLists( false ).
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 Allen
Saucier
Sent: Wednesday, April 15, 2009 3:
The source data are ordinary tiff files. I tried several.
Can you point any sample image which you know that works?
See attached screen capture of osgdem output issued before crash.
Thank you.
Mauricio Hofmam
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Read this topic online here:
http://forum.openscenegraph.org/viewt
I think it would be good to fold libmini (or something equivalent) into OSG.
That way you can use the databases built with VPB. I don't know much about
VTP but using VPB databases are nice...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-bou
Thanks Paul! I didn't understand that in the previous postings. Would you
mind telling me how to "disable" the display listings for this geometry?
** PAUL wrote ***
Your geometry is probably using display lists (on by default).
setVertexArray will dirty and rebuild them. A more efficient solut
Your geometry is probably using display lists (on by default).
setVertexArray will dirty and rebuild them. A more efficient solution would
be to disable display lists. If you do that, you should be able to change
individual elements of your array and not have to set the entire array.
Paul Martz
Sk
boooch (and anyone who might have suggestions...),
I really appreciate the code you posted but I can't get it to work as you did.
The ONLY way I was able to get the "lines" drawn was to RE-set the vertexArray
of my geometry. Like so: m_ogeomTrailGeometry->setVertexArray(vad);
However, this
Can somebody give me a explanation of how an OverlayNode is used?
I need to render some geometry stuff (i.e. geopolitical, grid lines) on top of
terrain elevation geometry and currently, I'm rendering to a texture and laying
this texture on my terrain polygons.
Should I be using an Overlay no
Hi Martin,
ISO 14882:2003 (the C++03) standard doesn't clearly specify how
containers must swap its contents. It's clearly specified in C++0x
drafts. Most implementations simply exchange internal block (pointers)
and capacity, if allocators are the same. Otherwise, each element will
be copied.
re
Perhaps you can provide more info on what osgdem reports when it crashes.
Try running gdalinfo on your source files to see what format they're
using...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behal
Hello,robert!
Can you provide some examples about how to use the library of osgTerrain
except osgTerrain! The library is so complex that I don't know how to use it to
render terrain data! Can you provide some documents about the library! On the
other hand , I hope that the example of osgTe
Appolloni, Thomas wrote on Wednesday, April 15, 2009 1:59 PM:
> I have a very dynamic and large data set that is made up of several
> levels of PagedLODs so nodes are being continually loaded/unloaded
> to/from memory. However, I would also like to apply callbacks to the
> nodes upon loading so th
I have a very dynamic and large data set that is made up of several
levels of PagedLODs so nodes are being continually loaded/unloaded
to/from memory. However, I would also like to apply callbacks to the
nodes upon loading so that they might be dynamically modified based upon
user preferences befor
no, 2G is avaible I mean
On Wed, Apr 15, 2009 at 5:43 PM, Lingyun Yu wrote:
> Thank you very much, Ismail and Martin,
>
> I have 3G memory installed. and 1.02G is avaible, I use windows vista. and
> I didn't use file page file/swap.
>
> I will read carefully about both of you suggested. If you h
Hi Danny -- On the assumption that your code is supposed to change the text,
I put a breakpoint at each call to setText in your app. I saw several calls
initially, but once the app started rendering, none of the breakpoints were
hit after that point. So, it seems J-S's advice is sound: The reason y
Evidently I didn't look hard enough... I found what I was looking for:
The NVPerfKit counters.
http://developer.nvidia.com/object/nvperfkit_counters.html. Do the
stats you refer to come from these counters or this type of feedback
mechanism? i.e. low level counters inside the hardware and dr
Hello Danny,
thanks for the insight into OSG.
i'm looking through the fixed example now.
thanks for the help.
My pleasure.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.co
Classification: UNCLASSIFIED
Caveats: NONE
>
> Hello Danny,
>
> > i didn't send it twice because i wanted more help or faster help.
> > i sent it twice because i was having problem with email and i didn't
> think the message went out.
> > i check the list server and it wasn't there.
> > i was
Hi Robert,
robertosfield wrote:
> Hi All,
>
> I've now fixed the svn2cl usage in Cmake so that that ChangeLog generation
> should now reflect either the branch or svn/trunk that a release is tagged
> from. I've also merged a change to OperationThread to enable multi-thread
> usage with the u
Thank you very much, Ismail and Martin,
I have 3G memory installed. and 1.02G is avaible, I use windows vista. and I
didn't use file page file/swap.
I will read carefully about both of you suggested. If you have some source
can be read for that, please tell me.
Yun
On Wed, Apr 15, 2009 at 5:10
Hello Danny,
i didn't send it twice because i wanted more help or faster help.
i sent it twice because i was having problem with email and i didn't think the
message went out.
i check the list server and it wasn't there.
i was obviously mistaken and i apologize.
OK, apology accepted, but loo
vector typically doubles the size of memory it reserves when it needs more
space. This is because every time it allocates new memory it must move the
contents of the existing memory - it's slow to copy all the existing elements
and so it makes sense to only increase as few times as possible (see
Raymond de Vries wrote:
>> geosimulation app on, depending on your requirements. You can try to
>> stick libmini into
>> plain OSG as well, but VTP already has done the integration for you.
> I think this is not entirely true. I believe they have integrated it
> into VTP but not with OSG. There was
Run osgviewer with you favorite models and cycle through the stats
options ( the 's' key ) you will see some GPU stats
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
___
Classification: UNCLASSIFIED
Caveats: NONE
reproducer code without boost.
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
> Sent: Wednesday, April 15, 2009 9:52 AM
> To: 'OpenSceneGrap
Classification: UNCLASSIFIED
Caveats: NONE
i didn't send it twice because i wanted more help or faster help.
i sent it twice because i was having problem with email and i didn't think the
message went out.
i check the list server and it wasn't there.
i was obviously mistaken and i apologize
Does OSG provide in mechanism for retrieving any metrics from the GPU?
Seems like I read a few months ago on the nvidia dev site that certain
drivers allowed for the retrieval of GPU performance metrics, but I
can't find that information now. Anyone know what I am referring to?
Or if I am h
Bonjour Jean-Sébastien,
Merci pour ta prise en compte.
David
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=10255#10255
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http://lists.ope
Hi Danny -- Can you create a reproducer code that doesn't use Boost?
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 Konkle,
Hello Danny,
Sending your message twice will not get you help faster. Good etiquette
would be to wait a little, and if you don't get any response after a few
days then you can send a reminder, like "no one has any idea what I'm
doing wrong?" or something like that. We all have day jobs and sen
Hi, Ismail,
ok, jey, I really need to read it. thank you very much.
On Wed, Apr 15, 2009 at 4:11 PM, Ismail Pazarbasi wrote:
> Lingyun,
>
> I strongly recommend you to read your std::vector implementation's
> source code and debug it to understand its behavior.
>
> Vector starts with 0 or room f
Hi Thomas,
it is indeed a matter of the actual argument names. As the function
interface just duplicates glOrtho(), it probably won't confuse anyone
but me. My personal pick would be nearDistance, farDistance or something
similar.
Regards,
Kees
Jolley, Thomas P wrote:
Hi Kees,
I would ex
Hi Lingyun,
How much memory is installed on your computer? How much of it is
available and which operating system are you using? Do you use page
file/swap?
2009/4/15 Lingyun Yu :
> And yes,
>
> after I did
> if (NumPart > 1000)
> {
> try
> {
> vertices->reserve(NumPart);
> }
> catch
Lingyun,
I strongly recommend you to read your std::vector implementation's
source code and debug it to understand its behavior.
Vector starts with 0 or room for few elements. When you push_back, it
checks for available space in its internal block. If requested size is
greater than current capaci
Classification: UNCLASSIFIED
Caveats: NONE
So from helpful comments, I believe I know what I'm doing wrong.
I am creating a group and adding cameras to the group.
in the cameras I have various drawables that I'd like to update with my
program.
i can't get the camera's children to update and ca
And yes,
after I did
if (NumPart > 1000)
{
try
{
vertices->reserve(NumPart);
}
catch (std::bad_alloc& e)
{
// handle exception here; log and return error from this function.
// alternatively, you can rethrow here, and catch in caller.
}
}
it jumps to catch part.
200
Thanks Marcin
That's sort of what I was thinking that it had to be rounding, our tiles are
localized so YX are relatively small but the Z could be any value range on the
earth and seabed,
1million,-1million was over kill for the segment length.
Be we will look to go the double route .
Tha
Hi, Ismail,
I don't understand how the "expanding" happen?
I read all dataset into an array of P, then when it expands? and why?
and what's old array?
On Tue, Apr 14, 2009 at 2:27 PM, Ismail Pazarbasi wrote:
> Hi Lingyun,
>
> std::bad_alloc is thrown when operator new cannot allocate memory,
> w
Hi Kees,
I would expect (0,0,-zNear,1) to transform to (0,0,-1,1).
zFar and zNear are positive in the direction you're looking and negative
behind you. I didn't see anything in the osg code that defines zFar and
zNear as being the actual Z values. Perhaps having the variables begin
with "z" is
Hello David,
Code:
/home/player/FlightGear-dev/build/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:90:
erreur: 'ENOMEM' was not declared in this scope
/home/player/FlightGear-dev/build/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:91:
erreur: 'EILSEQ' was not declared in this
Jesper,
2 days ago, I was doing the same thing, same problem, but with
composite viewer. Here is what I did...
I create my screenshot camera while I create my main CompositeViewer
and its children Viewers. When I create this screenshot viewer, I set
its nodemask to 0 - by default, it won't render
Hi all,
I have an application where I use an osg::viewer for a single viewport of a
model. The camera for the viewer is created like this:
--
// Init a new Camera (Master for this View)
camera = mViewer->getCamera();
// Assign Graphics Context to the Camera
camera
Hi,
I don't know whether this has been brought up before (I couldn't find
any posts regarding this matter in the user forum), but when using the
orthographic projection matrix's setProjectionMatrixAsOrtho(), the
near/far plane z values supplied as arguments are not set as according
to the Ope
Hi,
I'm trying to compile the last version of OSG-dev but I have a build error at
the "make" :
Code:
/home/player/FlightGear-dev/build/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegDecoder.cpp:90:
erreur: 'ENOMEM' was not declared in this scope
/home/player/FlightGear-dev/build/OpenSceneGraph/src
hello everyone,
Recently,i had a problem with Osg 2.8. I have write a very simple program
to test a "bug" with osg 2.8 and VS2008.The test program is below:
#include
#include
#include
USE_GRAPHICSWINDOW();
int main(int argc, char* argv[])
{
osg::ref_ptr
Hi Rob,
I think you forgot to set the data in the textureCubeMap in float,
that's why you see strange colors for values above 1.0.
You can try this :
osg::TextureCubeMap* cubemap = new osg::TextureCubeMap;
cubemap->setInternalFormat(GL_RGBA16F_ARB);
cubemap->setSourceType
Hi Gordon,
we had similar problem here. We were standing exactly at the edge of 2
adjacent triangles in large terrain database and
osgUtil::LineSegmentIntersector failed because of internal floating
precision. Using doubles instead of floats inside
osgUtil::LineSegmentIntersector solved our pr
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