for this issue, could you try out
svn/trunk to see if it things work now as you were expecting?
Robert.
On 1 May 2014 18:49, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
wrote:
Hi Community
my client found interesting behaviour on OpenThreads under 64bit OpenSuSE
linux. It seam
, Robert Osfield robert.osfi...@gmail.comwrote:
On 2 May 2014 10:12, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com
wrote:
Thanks Robert. I am going to try it right away. Just to clarify, this is
the
address of the current trunk, right?
http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk
Hi Community
my client found interesting behaviour on OpenThreads under 64bit OpenSuSE
linux. It seam none of the calls like setSchedulePolicy,
setProcessorAffinity and setSechedulePriority of OpenThreads::Thread are
working. After running a code, they all return 0 (success) but after
inspecting
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.
Robert.
On 14 April 2014 19:58, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
I am not sure if you are familiar with this code ( I bet You are ;-) ). I
have a case where I want to mix shaders with the one that are provided to
this class and I need access through
:
http://forum.openscenegraph.org/viewtopic.php?p=58966#58966
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I would derive from StandardShadowMap to gain access to _stateset
variable. Then, osg::StateSet::getAttribute can return osg::Program it
contains.
2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com:
I looked at the code of StandardShadowMap.cpp
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example of such a need when you for example wants to mix the shaders of the
ShadowMap with your own
Nick
On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Knowing the problem a bit I think the question is how to access the
osg::Program of the shader
in the scope of
some method - StandardShadowMap.cpp Line: 544. I would welcome something
like getProgram() and expose this object to the interface. Are you friendly
to such a change - it won't brake anything. Please let me know
Nick
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this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58878#58878
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wops, your truck has to be set to truck-setNodeMask(
CastsShadowTraversalMask ) only .. was a typo
Nick
On Thu, Apr 10, 2014 at 7:46 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Yann,
from my experience with different shadow maps techniques the best results
I am
://forum.openscenegraph.org/viewtopic.php?p=58760#58760
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I read the code fast, actually it is the other way around I think. In the
reader it should read Vec4Array. Can you point me to the reading part
(file:line) where to look?
Nick
On Thu, Mar 27, 2014 at 4:21 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
from what you are stating
:44 GMT+04:00 Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com:
Hi Community,
I have a scene where I use light lobes (shader based) which seam to work
well. The lights are attached through osg::LightSource and are moved by
osg::MatrixTransforms. All works well. Part of the scene is rendered
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for this, but it is
bit of old code) positions on the fly.
Any clue what this zoom in flicker could be? Any idea is welcome
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clampProjectionMatrixImplementation(osg::Matrixf projection,
double znear, double zfar) const
{
znear = 1.0;
zfar = 1000;
return true;
}
// same for the double implementation
then this callback is attached to the main camera, but it is not called ever
Any clue? Thanks a bunch
Nick
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enable the compute near far
mode. I don't recall the details off the top of my head, but I'd guess if
you have slave Camera's in action you'll need to attach to the Slave Camera.
Robert.
On 11 February 2014 17:56, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
Any
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Trajce Nikolov NICK wrote:
Hi Community,
is there a way to do this with osg (not with engineering) maybe
something built in
Thanks a bunch!
Nick
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Trajce Nikolov NICK wrote:
Hi Deniz,
I have a terrain model built in Creator (OpenFlight) and I want to make
a quad tree like structure to optimize it since it is done really bad -
roads and other linear features as one large mesh that can be decomposed
and tiled and things like
for blending it
or not?
Thanks,
Émeric
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Hi Community,
is there a way to do this with osg (not with engineering) maybe something
built in
Thanks a bunch!
Nick
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!
Happy Holidays
Nick
On Mon, Dec 23, 2013 at 4:46 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi again Robert,
It has to do something with the ClipNode (mimiced code from the
osgprecipitation example). On one of the channels the rain is less dense
then on the other two, I
19, 2013 at 9:35 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
Sebastian, it was too early to be happy. Changing it to traverse first
then update didn't helped actually. On the windshield model I have attached
, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
when the particle system is frozen, then it is moving without delays.
Otherwise I see still delays. Robert, any comment on this issue. It is sort
of big for me
It is almost certainly an order of operations issue, but can't say what
Hi Robert,
machine per channel, the view matrices are set to blend on the edges. I
will try your hint and let you know
Nick
On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On 23 December 2013 07:41, Trajce Nikolov NICK
trajce.nikolov.n
PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
machine per channel, the view matrices are set to blend on the edges. I
will try your hint and let you know
Nick
On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 23
and projection matrix
different. Any clue why?
Thanks
Nick
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a bunch!
Nick
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Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:
Hi Nick,
My first question would
Thanks Sebastian. That was it. It did helped!
Nick
On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013 at 11:51 AM
welcome
Thanks Sebastian. That was it. It did helped!
Nick
On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013
so they
move with the view but here is again update callbacks and such.
Thanks anyway !
Nick
On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
Sebastian, it was too early to be happy. Changing
::Point with min/max point size but still
no luck, getting them same in size.
Any hints? What is the trick behind?
Thank You
Nick
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the it works using directly the vector implementation
of the MixinVector:
osg::IntArray *array = ...
std::vectorint v = array-asVector();
v[0] = 10;
On 13/12/2013 11:50, Trajce Nikolov NICK wrote:
Hi Lionel,
this topic was discussed before as I can recall and there was a neat
solution
to override it with a shader still lighting is applied to the
whole scene. I see changes when pressing 'l' in the osgviewer (extended
sample)
Any clue, hints?
Thanks a bunch!
Nick
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the state below that StateSet
in the scene graph, and you use PROTECTED when you want to avoid a subgraph
being overridden from above. So for your usage case I think PROTECTED
would be appropriate rather than OVERRIDE.
Robert.
On 9 December 2013 09:17, Trajce Nikolov NICK
Hi Robert, I tried this in osgprerender to disable the lighting on the
camera with PROTECTED and I can confirm it doesn't it. Can you try on your
end and confirm, seam like a bug somewhere
Thank You.
Nick
On Mon, Dec 9, 2013 at 1:18 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote
Actually, it is the on screen quad that was causing the lighting issue.
Works fine after setting the mode to the quad itself. Sorry for the false
bug report
Nick
On Mon, Dec 9, 2013 at 2:00 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert, I tried this in osgprerender
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Hi Community,
I went through the osgParticle code and I am wondering if some of its parts
can be extended to support list of templates instead of single one for the
Particles. I think it shouldn't be very hard to implement. Any thoughts?
Nick
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Hi Community,
I remember someone has faced this problem and I think with some solution.
Anyone knowing some pointers willing to share some hints, techniques?
Thanks a bunch
Nick
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144 West George Street
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The structural geology experts
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce Nikolov
NICK
into GLSL example, please email me
Nick
On Mon, Dec 2, 2013 at 7:02 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On 2 December 2013 15:18, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
I have to model rain drops on wind shield, and not aligned to screen but
in 3d
the vertex program from osgvertexprogram sample ;-) .. forgot to mention
Nick
On Mon, Dec 2, 2013 at 7:21 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
you are right, and probably that is the best approach. How would you
approach the coalescing of drops? I am
this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57508#57508
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Hi Robert,
just a note, I have tested the osgcluster example and I found a missing
setup, just a line of code. You have to set at ln 530
if (viewerMod != SLAVE) viewer.setCameraManipulator(...)
Otherwise it doesn't work
Cheers,
Nick
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be fine. Ideally one
wouldn't have any camera manipulators on the slave so you suggested change
is good practice, but why it's actually required when you've tested needs
to be explained as something else must be going on.
Robert.
On 21 November 2013 08:28, Trajce Nikolov NICK
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for your response, so will this still allow the user to be
looking at one location, while the scene itself rotates around a different
location?
I did think I tried this, and I thought the whole view changed to the new
centre, I will try again all the same.
Cheers
Jason
From: Trajce Nikolov NICK
to the Viewer from the scene? I was hoping
to find something like
osg::Camera* camera = ...
camera-getView()-getViewer() but there is nothing like this in the API.
Any hints?
Thanks a bunch
Nick
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=
dynamic_castosgViewer::View*(camera-getView());
osgViewer::Viewer* viewer =
dynamic_castosgViewer::CompositeViewer*(view);
...from top of head :)
Mattias
On Mon, Nov 18, 2013 at 10:27 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I am working with OSG
with this code? Also, there is some
delay (when I don't apply the orientation just for debug), the model when
attached is sort of delayed following the camera. Any hints?
Thanks a bunch
Nick
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I gave up on this approach. Used another Camera that mimic HUD but with
Prespective projection. Works now. Have to learn to stress less when
looking for answers :-)
Cheers,
Nick
On Thu, Nov 14, 2013 at 1:32 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I would
Hi Robert,
thanks for the hint. I don't have CameraManipulator. Anyway I made it work
with HUD like approach.
Thanks again
Nick
On Thu, Nov 14, 2013 at 2:55 PM, Robert Milharcic
robert.milhar...@ib-caddy.si wrote:
On 14.11.2013 11:32, Trajce Nikolov NICK wrote:
It doesn't look right
list
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/
iD8DBQFSeqRWn11XseNj94gRAuBdAKDuE2rxjaXltXEWg4g2Mka1ZBqVIgCfbKju
vGG9MllrwxlDZjkUd1HHg+8=
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, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jan,
Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
not threadsafe from arbitrary modifications. If you want to be safe,
the only time when modifications to the scene graph may happen is
before or after
.
Just a note
Nick
On Thu, Nov 7, 2013 at 9:33 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jan,
Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
not threadsafe from arbitrary modifications. If you want to be safe,
the only time when
this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57061#57061
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Hi Community,
is there some materials on this topic available somewhere? I know Wang Rui
pointed to some code in osgRecipes for this, I am more into books, papers
etc.
Thanks,
Nick
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, Gianni Ambrosio ga...@vi-grade.com wrote:
Trajce Nikolov NICK wrote:
Hi Gianni,
have a look at osgcompositeviewer example. You can add another view in
the corner (no need of osgWidget::Window). There is a class
osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
how
://forum.openscenegraph.org//files/example_467.png
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is still present when app exits but no longer bugged with the
warnings in real-time. Thanks again for sharing. This email was more for
the archive if someone ends up in similar situation
Nick
On Thu, Oct 10, 2013 at 12:39 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
thanks !
Nick
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this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56708#56708
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!
Nick
On Sat, Oct 5, 2013 at 5:10 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Found the way, it is possible. Thanks anyway ! :-)
Nick
On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I ran into a topic
/viewtopic.php?p=56673#56673
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Hi Community,
I ran into a topic of this mentioned in the subject. I am using 3rd party
SDK (OpenGL) with OSG and I get a texture created by this SDK. Is there a
way to wrap it into osg TextureObject and have it all osg-ish without
mixing with GL calls?
Thanks a bunch!
Nick
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Found the way, it is possible. Thanks anyway ! :-)
Nick
On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I ran into a topic of this mentioned in the subject. I am using 3rd party
SDK (OpenGL) with OSG and I get a texture created
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Hi Community,
any hint how to setup this for the main viewer camera?
Thanks a lot
nick
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Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
any hint how to setup this for the main viewer camera?
Thanks a lot
nick
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http
Robert, osg_ViewMatrixInverse seam to not be set properly in case of nested
cameras
nick
On Wed, Sep 25, 2013 at 7:23 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Robert. Didn't know where to search for it eaither. Thanks !
Nick
On Wed, Sep 25, 2013 at 7:19 PM
]
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osg-users
and if you are really after fully opensource you can look for osgEphemeris,
a work I think done by Don Burns years ago, but that was my initial step
before figuring out SilverLining as well
Nick
On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
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