If you just want to play with AR, the previous osgPython version came with AR.
You just install it at it works and can load *.osg models
osgPython-2.2.0-1-py25.exe osgPython 2.2.0 for Python 2.5 (Win32)
http://code.google.com/p/osgswig/downloads/list?can=1&q=&colspec=Filename+Summary+Upload
Hi,
I'm not sure if it's okay to post an osgART subject in this forum but the
osgART forum look pretty dead so...
Anyway I am trying to get the ARToolKit working with OSG (osgART 2.0).
I have downloaded the attachment from the osgART download page:
http://www.osgart.org/downloads
However I am
Hi Rick,
I just want to be clear: I am not saying the way it is now is the only
way. I'm just saying that it works well enough for lots (and lots, and
lots) of people. I don't want to start a tug of war of whose way is
better...
The fact is, in my personal situation, the version numbers on e
Jean,
Thanks for taking the time to go over some of the finer points of the
default workflow with version dll's etc. I have been tracking this thread
from the beginning and I think I have a better understanding of both work
flow cases. I'd like to point out the work flow that Rick and I are
Hi,
Thank you everyone!
I am reviewing the information to get the most of it, the cal3d solution is
interesting, although i had fell the workflow in some way convoluted...
I will post my advances and any troubles for reference for new people... and
again thanks for taking the time..
If any o
If the switch were the default sure. Right now there IS a switch with a
name that infers it would do what I want, but it just doesn't work and in
fact breaks other things. That switch is off by default (or ON I should
say, adding versioning info to the DLL's). It is even an advanced switch
that
While working with the same coarse dataset I mentioned a moment ago, I
noticed what I
think might be a coordinate miscalculation when placing the draped image
texture onto the
terrain. Some testing suggested there might be a half-pixel misalignment of the
source
imagery. I'm trying to reconstr
Hi Rick,
I don't think I quite communicated what I meant to say in the end
there. I am not super bothered by the whole naming thing, just a bit
irritated and in my organization I think it causes more problems that it
is worth. I was hoping that perhaps with the power of CMake that
someone h
Hi,
If anyone has a code sample using osgUtil::SceneView (OSG 2.8.x) and MFC in a
MDI app that would be really helpful to me. The osgViewer::Viewer class is
proving problematic to use - I am fighting with it over events.. I need to
take a step back to a level where I have more control.
Thank
Recently, I was trying to build a very specific piece of terrain dataset, and
VPB was
refusing to build it. I'm asking for clarification about what criteria VPB uses
when
deciding whether to build or not. while I talk below about VPB, I was using
OSGDEM
directly, as it was a small and simple b
Hi Rick,
It seems like there is all this effort going towards just keeping people
from picking up the wrong version of the DLLs. How often does that
happen anyway?
Until these mechanisms were put into place, every week there would be
several reports of crashes and other weird behavior that
Hi Matt,
>From the screenshots it kinda looks like the simplification is going
wrong. Is the coordinates system resulting in very small values?
Perhaps numerical precision is an issue.
Try using the --terrain option. Also try projecting into a different
coordinates system such as ECEF using --g
I don't think I quite communicated what I meant to say in the end there. I
am not super bothered by the whole naming thing, just a bit irritated and in
my organization I think it causes more problems that it is worth. I was
hoping that perhaps with the power of CMake that someone had already
prov
Hi all,
for 3DS Max, I would suggest using cal3D which works fine.
https://gna.org/projects/cal3d
If you want something more complete, you should have a look at Delta3D:
Exporting and using Cal3d exporter (old tutorial but should still be ok)
http://www.delta3d.org/article.php?story=200507121518
> With the command line SVN it's easy to script whatever you want. I really
> think you're making a mountain out of an ant hill. It's useful
> functionality, and all it takes on your side is a few more steps (not that
> often, unless you recompile OSG extremely often) or a little scripting.
>
> But
Hello Fabian,
Same problem here...
Any clue on how to solve this problem? Or maybe another way to load different
scenarios?
I have not been able to reproduce the problem in a self-contained
context (for example, by modifying an OSG example). It's still visible
in our simulators sometimes (t
Hi all,
Same problem here...
Any clue on how to solve this problem? Or maybe another way to load different
scenarios?
...
Thank you!
Cheers,
Fabian
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Hi,
OKay, i figured out whats wrong... I've replaced GL_TEXTURE_2D in
imagestrream->setImage(...) with GL_RGBA and now it works. Don't know why it
was OK in my other app, but i think the new version is right.
Thanks Robert for your reply, i was sure it must have ST to do with my apps but
i cou
Hi Jose,
why do you want to use full virtualisation at all? Thats a waste of resources.
Especially if you are hosting Linux in Linux which you'll do i assume.
Paravirtualization does a much better job here. You don't have to care about
interrupts and memory issues. I use OpenVZ for my server.
Hi Rick,
History is not all that helpful anyway since they are binaries.
I didn't mean the diff between files, but the update history. It's
useful to know that this file was updated from OSG 2.6 to OSG 2.8 on a
given date. That way if you started having problems with a given loader
on a gi
On Tue, Jun 2, 2009 at 6:07 PM, Chris Denham wrote:
> Hi Robert,
> I think the thing that still puzzles me though is this:
> Why can't an event be processed on receipt of the event instead of putting
> it in a queue for processing at the next event traversal?
I once tried to do something similar
Robert Osfield wrote:
Small clarification, you either use setRenderingHint or
setRenderBinDetails, not both. setRenderingHint is simply a
convinience front end to setRenderBinDetails, in the case of
TRANSPARENT_BIN, it simply does
setRenderBinDetails(10,"DepthSortedBin");
Thanks, Robert.
Hi Robert,
I see, that makes sense. In my example, I just have, in effect, a simple
scene editor. So process the event, then update the view is all I need in
this case.
Just for info: I'm running the osgviewer attached to the hWnd of a WinForms
Panel in a .NET app.
So I guess the events are get
Alan Dickinson wrote:
> Hi Paul,
> I am in Highlands Ranch on the south side of Denver.
Awesome! Let's see who else pops up and maybe we can get together.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.a
Hi Rabbi and all,
the osgAnimation nodekit is able to read and write in a .osg file, so i
would suggest to look about osg exporter for maya or 3dsmax. I know that
someone is working to add osgAnimation support for the osg 3dsmax
exporter but, if dont know about maya.
A quick search in the forum g
-- Forwarded message --
From: Robert Osfield
Date: Tue, Jun 2, 2009 at 5:18 PM
Subject: Re: [osg-users] Processing input events without calling Viewer::frame?
To: Chris Denham
Hi Chris,
On Tue, Jun 2, 2009 at 5:07 PM, Chris Denham wrote:
> I think the thing that still puzzles
On Tue, Jun 2, 2009 at 4:57 PM, Jason Daly wrote:
>> What do I need to do to make sure transparent object show up properly?
>>
>
> ss = node->getOrCreateStateSet();
> ss->setMode(GL_BLEND, osg::StateAttribute::ON);
> ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> ss->setRenderBinDetails(1
Gustav
I ran into the same issue.
My approach was to use the keepExternalReferences option to stop the
external references being included explicitly. I then produced a small
post processing application that read the converted file keeping track
of all the proxy nodes and then replacing duplicate
Hi Robert,
I think the thing that still puzzles me though is this:
Why can't an event be processed on receipt of the event instead of putting
it in a queue for processing at the next event traversal?
It seems that in order to make it work the way I want, I have to intercept
user events outside O
> So yes, either delete the old one and add the new one or rename the
directory and then checkin the updated plugin DLLs over the old ones...
That is unfortunate :(
> (which is not exactly the same thing, it preserves history, so SVN will
know they're actually the same files).
History is not all t
Rabbi Robinson wrote:
Hi,
There are simple questions:
I was going to point to do some examples, but then I saw there really
aren't good examples for these :-)
What do I need to do to make sure transparent object show up properly?
ss = node->getOrCreateStateSet();
ss->setMode(GL_B
Hi Patrick,
If the code is working in one app and not another then the the bit
that is different is something beyond what code you've supplied so I
can't see how we can help beyond general pointers.
In general I would say lots of users have done similar things to what
you are doing and got on fin
Rabbi Robinson wrote:
OSG support openflight, which can be used to import animation. However, the
default openflight exporter in maya dosen't support animation. There is a
commercial one that looks promising. Google it and give it a try.
I wouldn't say OpenFlight is a good candidate for ch
Hi christian,
I'm glad to hear feedback on this manipulator. The problem you mention about
the home position is exactly those I have to face right now. Ideally the
camera should fall down to the terrain. Anyway I can send you the osg
example I set up so far (with the bug) and you see if you can do
Butler, Lee Mr CIV USA USAMC wrote:
Paul,
My CAD data comes to me as a triangle "soup" without surface normals.
Right now it comes to me as wavefront OBJ format.
Item 1: I would rather not display any "smoothing". That looks like it
will take mods to the obj plugin to avoid the smoothing (u
Hi,
i have a code for loading a video-texture as background for AR-purposes.
Basicly i grab the images from a webcam by DSVL and load them into an
imagestream. The imagestream is connected to a Texture2D on a quadGeometry.
This code wroked fine for me but now i've used it in a similar applicatio
Hi,
There are simple questions:
What do I need to do to make sure transparent object show up properly?
How do I cull the back face of polygon?
Thank you!
Cheers,
Rabbi
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Hi Gustav,
If you try to remove the texture by renaming it and the problem still
occurs, then the memory consumption is probably due to the vertices of
the tree. If you use external references over ProxyNodes nothing will be
shared concerning the vertices and this behaviour would be "normal".
Hi,
Thanks, your hint already gave it all out. I was wondering if user need to keep
track of the reference to Node assigned to Group. As you said, group use smart
pointer internally so group->addChild(new Node) will delete the node created
once group is gone.
Thank you!
Cheers,
Rabbi
---
Hi,
We are doing animation export from maya 2008. So a guy in our group get the
basic keyframe animation working. We still need to get the whole skeleton and
skin animation going as soon as possible. I post what we find out here.
It looks like there is already skeleton/skin animation in osg, a
Hi,
okay, after some examples debugging i think i got it:
a CoordinateSystem is a user added node, which provides methods that allow to
setup a matrix with lat/lon instead of cartesian coordinates.
on flat environments, there is no need to setup a CoordinateSystem. when
getCoordinateFrame(pos)
Hi Jason and Ragnar,
Thanks for answering.
I did'nt know that the OpenEXR format supports 16 bits per pixels and
an alpha channel. Thanks for the link.
Josselin.
This message was sent using IMP, the Internet Messaging Program.
Hi,
I have tried your suggestion and it did not help my case unfortunately. I still
get abnormal memory usage.
The external file references in the .osg file that was generated with osgconv
looks like follows and I assume that the loading of this file is not cached so
it gets duplicated. There
Thank you Thibault!
That has cleared it up for me now.
I'm a 3d animator rather than a programmer so I am still learning all the
basics.
Thanks for taking the time to help me :P
Now for some fun!
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Hi Karl,
When you compile the OSG with Visual Studio, you compile the core DLLs
that constitute the OSG API. They are named osgXXX.dll and are indeed
not standalone executables. The OSG comes with a lot of I/O plugins,
named osgdb_XXX.dll, which are also shared libraries - not
executables.
Now th
Hi Chris,
The osgViewer in it's default configuration is built for realtime apps
so is focused on doing a continuous frame loop. You aren't tied to
this, and can call viewer->frame() when you app wants, and you can
even break the viewer::frame() method out into it constituent parts
for advance(),
sorry - I should clarify that this happens when I am trying to compile some of
the projects such as osgShadow etc. It happens with all of them.
Please help... I'm really keen to get started but haven't even been able to
compile one osg project! :(
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Background:
In a particular durr-brain day yesterday, I was struggling to get a small
windowed OSG app working properly.
The problem with it was that OSG was not processing the keyboard and mouse
events for the window hosting the OSG viewer.
As it turns out, this was simply the result of me ONLY
Hi,
I have debugged some and also checked what files are accessed by using Process
Explorer and I have come to the conclusion that the tree model that I use is
loaded over and over again. It seems like Osg does not remember that it has
already loaded the file.
I found that useObjectCache is se
Hi,
I have been trying to setup OSG in VS 2008 ( for days now ).
I have compiled the Build All and Instal projects and they have all compiled
without errors. However it always prompts me for an executable at the end. I
don't think it is making the exe as I cannot find it anywhere and I have
not
Hi Maxim,
On Tue, Jun 2, 2009 at 10:52 AM, Maxim Gammer wrote:
> new GraphicsWindowX11.cpp work fine,
That's great to hear, finally we've got it working across locales.
I've checked cleaned up version of these changes into the OSG-2.8
branch and svn/trunk.
Robert.
_
Hi Gustav,
in the standard viewer the sharing of textures in not activated by
default. So my guess is that the textures of the trees are loaded over
and over again. You might try to activate this feature with the
following code in the viewer and try again to verify this. (I don't
think there
1)
How long is a piece of string ?
This will be different for many reason such as graphics card, drivers,
memory, screen size, buffers, type of geometry , number shaders,
textures your using etc
You really have to experiment to get the best size for your target
hardware and environment
2) Di
Hi simon,
i got it working, i added the osgGA namespace to the parameters of the function
below. i had to remove the outer enclosing namespace declaration, because the
compiler complained:
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&); -> virtual void
init(const osgGA::GUIEventAd
On Tue, Jun 2, 2009 at 1:27 PM, Maxime BOUCHER wrote:
> 1) The BIG one:
> What is the max number of primitives I can put in a single PrimitiveSet in
> order to get an efficient rendering?
That depends upon your hardware/drivers.
Ten's of thousands of primitives per PrimitiveSet is something I'
HI Gustav,
You'll need to have a look at what it causing the out of memory issue
- for instance run your app in a debug and when the memory starts
growing break the app and have a look at the stack trace, this might
indicate where the problem might stem from.
Robert.
On Tue, Jun 2, 2009 at 11:48
Hello everybody,
I have 2 questions for you today ;).
1) The BIG one:
What is the max number of primitives I can put in a single PrimitiveSet in
order to get an efficient rendering?
2)Really less important:
I created a geode to which I added a geometry.
To this geometry I added:
-A primitiveS
Hi Robert,
On 2/6/09 1:22 PM, Robert Osfield wrote:
osg::NodePath nodePath;
osg::NodePathList nodePathList =
groupForAddingLoadedSubgraph->getParentalNodePaths();
if (!nodePathList.empty()) nodePath = nodePathList.front();
nodeP
Thank you Robert,
I did looked at the example and also created a scene with an osg::ShadowedScene
in it (passed to the viewer) and saw the objects casting shadow on each other,
however, when repeating these steps in my application that has a camera node
that is the parent of all my scene's obje
Hi,
I have a problem with a terrain model that is originally in the OpenFlight
format. I do not have any problem when loading the OpenFlight file directly,
but I get a problem after converting the file to the .osg format with osgconv.
When I load the .osg file with osgviewer the memory consumpt
Hi Rick,
Well, which Plugin directory am I supposed to add? If I add a
particular plugin directory with a given name, and then I do an update
and the plugin version changes, then the folder name is not the same
anymore. Do I add the new plugin folder and delete the old one?
Perhaps use SVN
Hi Ulrich,
The stack trace suggests that the DatabasePager has loaded a subgraph
and is now compiling a list of all the OpenGL objects for it, and the
associated traversal of this still valid scene graph (because the
DatabasePager still owns it) is touching upon the osgTerrain::Terrain
pointer to
Hi Robert,
On 2/6/09 12:49 PM, Robert Osfield wrote:
Nothing special should be required when removing a PageLOD database
from the scene graph. One should just need to take the usual care
about threading.
Okay thanks.
The fact that you are getting a crash in osgTerrain
does suggest that the
Hi Ulrich,
Nothing special should be required when removing a PageLOD database
from the scene graph. One should just need to take the usual care
about threading. The fact that you are getting a crash in osgTerrain
does suggest that the DatabasePager thread is trying to do something
on a scene g
Hi all,
are there any special steps involved to unload a PagedLOD database?
What I want to do is release the main memory and OpenGL resources associated
with a PagedLOD.
My setup is roughtly the following:
- osgViewer::Viewer in single-threaded mode
- rendering is triggered on-demand by calling
Hi robert,
thanks for replying. after some thoughts about it, i will ask the second
question another way.
how can i get a coordinateframe from only providing a position?
Code:
CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye )
- respectively
holds a coordinateFrame in case of
Hi Robert,
new GraphicsWindowX11.cpp work fine,
Thanks for the fix!
Maxim Gammer
2009/6/2 Maxim Gammer :
> Hi Robert,
>
> i test new GraphicsWindowX11.cpp .
>
> 2009/6/2 Melchior FRANZ :
>> * Melchior FRANZ -- Monday 01 June 2009:
>>> My keyboard doesn't have a keypad, so I can only test
Hi Christian,
You are right. Right now it is not really convenient to test this
manipulator. And as pointed by other fellows, it would be easier to have a
complete example. I'm working on it (but have encountered a few problems).
About the linking problem you had, I think that you didn't compile t
Hi,
I'm trying to compile osgAL (svn revision 74) with osg 2.8.0 (svn revision
10299). Visual Studio 2005, WinXP sp3.
When the compiler reaches SoundManager.cpp I get:
C:\OpenSceneGraph\include\osgDB\fstream(32) : error C2504:
'std::basic_fstream<_Elem,_Traits>' : base class undefined
w
Hi Adas,
To use the osgShadow library you just decorate the scene you want to
add shadow to with an osgShader::ShadowedScene. See the osgshadow
example for guidance on how to do this.
RObert.
On Tue, Jun 2, 2009 at 9:35 AM, Hadas Divip wrote:
> Hi,
>
> We need to add shadow to our existing app
Hi,
We need to add shadow to our existing application that is using osg .
In the application there is already a camera + usage of shaders.
what is the method i should use in order to use osg::shadow (either using map
or texture modes)?
Can i use osg::ShadowedScene or am I to copy and merge os
Hi Cristina,
Take it with the grain of salt, as I am not completely sure if this is
similar problem, but we saw a cases where some StateAttributes set in graph
nested cameras did not work. Usually solution was adding a group to the
camera and setup the stateset and scene there. Can you check i
Hello Robert,
There seems to be a second spammer called TaxAudit
I already reverted the changes.
Check the history of these pages:
http://www.openscenegraph.org/projects/osg/wiki/Forums
http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup
http://www.openscenegraph.org/project
Hi Roland,
On Tue, Jun 2, 2009 at 9:01 AM, Roland Smeenk wrote:
> A Wiki user named ProLan is adding spam links to the Wiki. Can this user be
> removed/banned from the wiki?
I'll let Jose Luis make suggestions on this front as I'm no expert on
the server side.
Do you know which pages he's defa
Hi Christian,
On Tue, Jun 2, 2009 at 12:19 AM, Christian Sam wrote:
> - the first thing that confused me was, that Y/Z-vector directions are now
> the openGL-way. (is there a reason why OSG normally uses Y as forward-vector?)
Yes there is a reason.
I presume you also want to know what that rea
Hi Alberto,
Alberto Luaces schrieb:
> I was struggling with a simliar issue this week
> (http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27737.html)
>
> so I wrote a little patch in order to have the possibility of at least
> deactivating the use of those instructions manual
Hi Mathias,
Mathias Fröhlich schrieb:
> On Friday 29 May 2009, Stephan Maximilian Huber wrote:
>> I am facing a problem with atomic operations and CMake and OS X. If I
>> configure CMake to compile against the 10.4 SDK I'll get compile errors
>> in OpenThreads/Atomic.cpp, because CMake decided to
Hi John,
If you don't need to update the render to texture cameras simple
switch them off by setting their NodeMask to 0.
Robert.
On Mon, Jun 1, 2009 at 10:38 PM, Kaniarz, John Mr CIV USA AMC
wrote:
> Classification: UNCLASSIFIED
> Caveats: NONE
>
> I am working on an application that looks at
Hi Jose,
A Wiki user named ProLan is adding spam links to the Wiki. Can this user be
removed/banned from the wiki?
--
Roland
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