Hi users,
I'm trying to apply a material color to a shape. I assume material color is
a state and can be applied to the group that contains the shape.
This being said the basic code looks like this:
osg::Group* pGroup = new osg::Group;
osg::Geode* pGeode = new osg::Geode();
pGeode->addDrawable(
Hi Peter,
If you want to override the vertex colours on the drawables (shapes or
geometries) in your subgraph then you'll need to set the materials
ColorMode to OFF. osg::Material::s/getColorMode(..) maps to
glColorMaterial functionality in OpenGL so have a look at OpenGL docs
to see the reason fo
Hi,
As a propnent of IMPROVE_TEXGEN_PRECISION fix I feel I should make a
response but I am not sure what your problems really are. Tweak in
ShadowMap was related to the way OSG & OpenGL computes final texture
coordination matrix. I assume you have read OpenGL documentation and you
know how Te
I have been through an issue that has been discussed previously on the
osg-users mailing list. I have put the previous discussion below (it was
end of august).
The culling traversal was never called on an AutoTransform with auto
scale because of small feature culling.
So Robert answers with three
hi all,
The kdtree in the new version of osg2.6 is just a Binary Tree or it is the
k-dop(discrate orientation polytope) tree? Anybody knows?
thanks,
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Hi users,
I have some questions related to the osgPPU, but don't know if this
mailing-list is the right place to post these questions?
It seems that osgPPU is a 3rd party software and not directly an
OpenSceneGraph implementation and the site that
has osgPPU has a helpdesk ticket system...
so do
Hi Fabien,
Another workaround would be to set the culling off for the affected
AutoTransform - by doing:
transform->setCullingActive(false);
This would have an small impact on cull traversal speed, but would at
least ensure that the node is always traversed.
Robert.
On Thu, Sep 18, 2008 at 9
Hi Peter.
On Thu, Sep 18, 2008 at 9:49 AM, 浣曚紵 <[EMAIL PROTECTED]> wrote:
> The kdtree in the new version of osg2.6 is just a Binary Tree or it is
> the
>
> k-dop(discrate orientation polytope) tree? Anybody knows?
osg::KdTee is a binary tree with axis aligned bounding boxes - which
makes it
Hi Robert,
In the latest version of OSG, KdTee must be used like this:
osgUtil::IntersectionVisitor + osgUtil::LineSegmentIntersector,how can we used
it like
this:osgUtil::IntersectionVisitor + osgUtil::PolytopeIntersector?
In my project i need to detect vehicle's collision,i
Hi Peter,
The PolytopeIntersector doesn't yet have support for KdTree
intersections. Feel free to add this functionality if you need it.
Robert.
2008/9/18 浣�浼� <[EMAIL PROTECTED]>:
>
> Hi Robert,
>
> In the latest version of OSG, KdTee must be used like this:
>
> osgUtil::IntersectionVisit
Hi Peter,
I think nobody would complain if you ask your questions here. There are already
some users using osgPPU successfully in their projects. What is your question?
Best regards,
art
--- Peter Wraae Marino <[EMAIL PROTECTED]> schrieb am Do, 18.9.2008:
> Von: Peter Wraae Marino <[EMAIL PRO
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Ben Axelrod wrote:
| I am trying to load a VRML file, but I get the error message:
|
| Warning: Could not find plugin to read objects from file "foo.wrl".
|
| I tried this in OSG code, as well as with osgconv and osgviewer. I
| have the OSG lib and o
Hi Art,
thanks.. I actually tried to use the ticket system 10 minutes ago.. but it
crashes and couldn't find an email on the website... so I'll post my
question here:
some code first (point of reference):
HDRRendering* pHDRSetup = new HDRRendering;
osgPPU::Unit* firstUnit = NULL;
osgPPU::Uni
Hi Robert,
Can you talk about your mentality when you add KdTree to the osg?
If i want to let PolytopeIntersector to support KdTree intersections, what
should i
do? How many functions and classes should i optimize? Just like the change of
LineSegmentIntersector?
thanks,
Peter
Thanks John, change now merged and submitted to SVN.
On Wed, Sep 17, 2008 at 2:25 PM, Argentieri, John-P63223
<[EMAIL PROTECTED]> wrote:
> J-S,
>
> OK. Here it is.
>
> John
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
> Guay
> Sent
Hi Paul,
On Wed, Sep 17, 2008 at 6:39 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Robert, this looks like a good change, I vote for including this on the
> trunk. I'll add it to my list for consideration on 2.6.1 as well.
The change is now merged, revision number was .
Robert.
__
Hi,
we want to switch between the shadow techniques at runtime. Sadly some
shadows doesn't work correct. Would be cool if someone can help me with
this.
1. ShadowVolume
It doesn't work in two-pass mode at all. It just displays the shadow
volume as a white mesh. screenshot:
http://www.swollen-
Hi Bill,
Are there any file formats that natively handle floating-pt RGBA values?
In addition to the modified TIFF reader and the ad-hoc reader that J.P.
linked you to, the .hdr format is readable out of the box by OSG, and
there might be an OpenEXR reader somewhere (not sure).
Hope this h
On Thu, Sep 18, 2008 at 2:29 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hi Bill,
>
>>> Are there any file formats that natively handle floating-pt RGBA values?
>
> In addition to the modified TIFF reader and the ad-hoc reader that J.P.
> linked you to, the .hdr format is readable out of t
Robert Osfield wrote:
Hi Ben,
Thanks for the extra info. The segfault without any options suggests
a build issue or link issue of some kind.
Could you provide the stack trace?
Sure, the core file reads
#0 0x7fa215d13af2 in ?? () from /usr/lib/libGL.so.1
#1 0x7fa216c730d9 in osgVi
Hi Charles,
thanks for your guess, but I found the problem already:
osgParticle::ParticleSystem is storing its particles in a
std::vector.
That means, of course, that pointers to particles may not remain valid all the
time. Especially when the vector resizes itself, particles get copied, and
J.P. Delport wrote:
Hi,
I've had some problems on Debian Lenny with gcc 4.3 and optimisations. I
faintly remember an unexplained osgdem segfault as well. I'm not sure
what version of gcc you have installed, but try with another version or
other optim settings.
The GCC version on my machine
Hello Christopher,
we want to switch between the shadow techniques at runtime. Sadly some
shadows doesn't work correct. Would be cool if someone can help me with
this.
In general, shadow techniques in the OSG are very much in their infancy
and are probably not production ready for the most p
Hi Ben,
The stack trace suggests a problems with pbuffers, which could well be
a GLX/OpenGL driver bug. What hardware and OpenGL drivers are you
working with?
Could you try :
osgprerender cow.osg --pbuffer.
As for compiling from source it should just be a case of :
cd OpenSceneGraph
> In addition to the modified TIFF reader and the ad-hoc reader that J.P.
> linked you to, the .hdr format is readable out of the box by OSG, and there
> might be an OpenEXR reader somewhere (not sure).
Thanks J-S and Robert for the help. I had searched under GL_RGBA32F_ARB
and didn't catch the p
Hi Ufuk? (could you sign your posts with the name you'd like to be
addressed as to make it clear how to address you),
There isn't really enough info about how you are going about rendering
the terrain, the roads or the trees to know what might be amiss, as
things stand one struggles can only guess
Art Tevs wrote on Wednesday, September 17, 2008 5:39 PM:
> To your question. There is already a check of the framebuffer state
after
> each frame. Hence you will recieve an error if something goes wrong.
The only places I've found glCheckFramebufferStatusEXT calls is in
RenderStage in runCameraSe
Ernst,
Your 1.2 docs have been a permanent shortcut on my desktop for several years
now, so many thanks for doing the same for 2.6!
David
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OSG also writes Radiance format (.hdr)
David
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Hi All
I'm having a couple of issues with Cmake 2.4 or 2.6 with the 2.6 branch
( I'm a Cmake newbie )
( no had this with OSG 2. x)
CMAKE_INTDIR=\"Debug\" CMAKE_INTDIR=\"Rlease\" or is being added the
preprocessor, and this is causing my link to fail s
with errors similar to
cl : Command lin
hi all,
When the secne is zoomed in or out ,I want to get the zoom scale.I do it
like this:
osg::Camera* camera= viewer.getCamera();
osg::Matrix vm=camera->getViewMatrix();
osg::Vec3 scale=vm.getScale();
the result is that scale always equals to (1,1,1).What does this mean
Hi,
Searching memory leaks, I use some libraries looking at leaks but it is very
difficult to know if a leak is really one or not, specially due to
ref_prt<>.
Is there any free profiler (memory, time, number of acces, ...) for windows
or even for VS 2005 (not Team edition) to trace an OSG based
Hi
Maybe the camera is only moved and not scaled... try with getTrans();
Vincent.
2008/9/18 forest37 <[EMAIL PROTECTED]>
>
> hi all,
> When the secne is zoomed in or out ,I want to get the zoom scale.I do
> it like this:
> osg::Camera* camera= viewer.getCamera();
> osg::Matrix vm=c
if you want to just zoom then adjust the Horizontal field view
If you want to scale the scene, parent the scene to a transform and set the
scale on the transform ( not the view matrix)
Gordon
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Product Manager 3D
Ema
Hi Forest,
The Camera simply doesn't have a "zoom" scale, it just has a view matrix.
The "zoom" is only relevant to specific camera manipulator models that
have a concept of zooming - like osgGA::TrackballManipulator and
osgGA/TerrainManipulator, so you could get this info directly from
these if
Hi all,
First of all, here are the setups I currently use :
- 1x GeForce 8600 GTS with 2 monitors
- 2x GeForce 8900 GT with 2 monitors (one on each card)
The whole installed with Windows XP, the latest OSG version and the latest
NVidia drivers.
My application use the two screens (a part of the sc
I'm not entirely sure what you mean by "scale of the scene" from your
message. To me, this is an application concept. The user sets the scale
using some user interface, and the application stores this value and
modifies the scene graph to redraw the scene at a different size. If your
application w
Robert Osfield wrote:
Hi Ben,
The stack trace suggests a problems with pbuffers, which could well be
a GLX/OpenGL driver bug. What hardware and OpenGL drivers are you
working with?
Hardware: Intel Integrated Graphics G965
Driver: The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.2
Hi Serge,
Anyone has already seen such a problem ? Or anyone has some success with
multi-monitor on WinXP and NVidia cards ?
Search the archives for multi-monitor, Windows XP, NVidia. You'll find
extensive discussion in the past few months, with great investigation by
Wojtek Lewandowski. But
> The change is now merged, revision number was .
Excellent. I've merged this onto the 2.6 branch.
-Paul
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Hi Ben,
Hardware: Intel Integrated Graphics G965
Driver: The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.
Yeah, integrated graphics generally don't fare well with FBOs or
pbuffers. Hopefully it shouldn't crash though, it should tell you it's
not supported an
found the issue with the
cl : Command line warning D9025 : overriding
'/Fotg_OpenThreads.dir\Debug\' with '/Fo'
cl : Command line error D8016 : '/fp:fast' and '/fp:except' command-line
options are incompatible
Some command line option were gettng added incorrectly so rjust removing
them all solved
Hi Serge,
Try latest NVidia 177.92 beta drivers. They fixed my latest problems related
to multithreaded use. Also may I suggest to stick to --SingleThreaded and
--CullDrawThreadPerContext modes while testing ? If everything goes fine
then try other threading modes. Default threading mode is
Dr
Hmm...I didn't realize you were trying to use a persistent pointer
like that; I've been having similar troubles with the color setting
... and have tried a nuber of thing, both sub-classing osg::Particle
and osg::ParticleSystem both, each resulting in new problems. If you
subclass osg::Particle t
Thanks Wojciech for the tip, I'll try the beta drivers, but could you
explain why CullDrawThreadPerContext should be safer than
DrawThreadPerContext ?
On Thu, Sep 18, 2008 at 6:04 PM, Wojciech Lewandowski <[EMAIL PROTECTED]
> wrote:
> Hi Serge,
>
> Try latest NVidia 177.92 beta drivers. They fixe
Robert,
The page I'm talking about that still references osg::Producer is
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControl.
Basically, all pages related to camera control tutorials.
It even has a wiki editing note about this.
Renan M Z Mendes
__
Thanks you very much for this explanation Robert, I better understand it
now.
As a side note, setting a drawable to DYNAMIC protects it from being
modified by the update traversal, but if I remove a drawable (or its geode)
from the scene during the update, do I need to set it to DYNAMIC too ? In
o
Hi Ben,
This is almost certainly a driver bug. Have a look at the support
sits for the Intel hardware to see if there is any reports about
problems with pbuffers/FBO's and any fixes that can be applied.
In terms of workarounds, osgdem requires a graphics context, so could
probably just use a sta
Jean-Sébastien Guay wrote:
Hi Ben,
Hardware: Intel Integrated Graphics G965
Driver: The Intel graphics driver (intelfb.ko)
OS Kernel: Linux 2.6.24, if this matters.
Yeah, integrated graphics generally don't fare well with FBOs or
pbuffers. Hopefully it shouldn't crash though, it should tel
Robert Osfield wrote:
Hi Ben,
This is almost certainly a driver bug. Have a look at the support
sits for the Intel hardware to see if there is any reports about
problems with pbuffers/FBO's and any fixes that can be applied.
In terms of workarounds, osgdem requires a graphics context, so could
Hi Serge,
On Thu, Sep 18, 2008 at 5:16 PM, Serge Lages <[EMAIL PROTECTED]> wrote:
> Thanks Wojciech for the tip, I'll try the beta drivers, but could you
> explain why CullDrawThreadPerContext should be safer than
> DrawThreadPerContext ?
A scene graph that has it's Drawable and StateSet DataVari
Hi, Robert.
You've said:
"As for examples of manage the view matrix, there should be examples in
the archives, but in the end it all boils down to not using a
CameraManipulator and instead calling on each frame:
viewer.getCamera()->setViewMatrix(viewMatrix);"
How do I stop using the default cam
I believe it's just a simple matter of commenting the manipulator out where
you call viewer->setCameraManipulator(). That's what I do when I want
explicit control of the camera via my own view matrix...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Hi Ben,
That said, I'd like to know what are the odds if I try to generate the
terrain from another computer but still load it on this machine? That
is, does the terrain paging/rendering process touches the pixel buffer
part that's known now not working?
It should load, as osgdem's use of pb
Hi Serge,
On Thu, Sep 18, 2008 at 5:36 PM, Serge Lages <[EMAIL PROTECTED]> wrote:
> As a side note, setting a drawable to DYNAMIC protects it from being
> modified by the update traversal,
No, it doesn't affect your ability to update, it doesn't affect the
update traversal at all, it's just a hin
Hi Renan,
The osgViewer::Viewer by default doesn't have any camera manipulators
attached, but... if you call run without attaching a camera manipultor
then it'll add a TrackballManipulator as a fallback to make the view
usable.
If you are controlling the view matrix from your own frame loop then
Hi Renan,
Thanks for the link, I'll update it tomorrow, unless some kindly soul
gets to it before me :-)
Robert.
On Thu, Sep 18, 2008 at 5:36 PM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Robert,
> The page I'm talking about that still references osg::Producer
> is
> http://www.openscenegraph.
Grepping the osgViewer source for TrackballManipulator should reveal that
you only get one by default if you call Viewer::run(). Don't call that,
instead call Viewer::done() and Viewer::frame(). Then you won't get a
default camera manipulator.
-Paul
_
From: [EMAIL PROTECTED]
[mailto
When I try to load a VRML 1.0 file in OpenSceneGraph, it segfaults. I am using
OpenSceneGraph 2.6, and OpenVRML 0.14.3. I have attached the file that causes
the segfault, as well as the same file with some minor changes to make it run
properly.
The segfault happens inside: osgDB::readNodeFile
Hi Ben,
I tried your wrl files using osg with the coin3d plugin (alternate for
some of what openvrml does) and got predictable results, given your post.
When bombing on the Bad.wrl file, coin kindly provided the following:
% osgviewer Bad.wrl
Coin read error: Unknown field "mesh" in "VRML
I think I understand what he means. I'm going to throw in my 2 cents,
because I'm interested in the answer to this question.
I'm going to use directions based on a line-of-sight instead of x/y/z
to avoid confusing myself or others.
I think what he means is this:
-- assume the camera at a fixed a
I've been trying to find a way to get movie textures to play using only a
.osg file as the input to osgviewer. From skulking around in the source
code I figured out how "osgviewer --movie" plays movies on a polygon and
took that idea and applied it to the texture handling source files in
osgPlu
Hi all, especially Jeremy :-)
I've been looking forward to trying out osgCairo for a while now, and
now that osgPango has been released (at least in its first version), I
figured I'd give it a try.
Unfortunately, it looks like it will be a bit difficult to get them to
compile on Windows, bec
Hi all,
Unfortunately, it looks like it will be a bit difficult to get them to
compile on Windows, because the CMake scripts want to use pkg-config to
find cairo, pango and pangocairo, but no such thing exists on Win32
(unless using MinGW or cygwin I imagine...).
Uh, sorry, disregard that, l
Hi Jeremy,
In the hope that my wandering will help someone in the future...
Incidentally, I thought this info would be useful to other potential
users of your nodekits on Windows, but I can't find an "add page" button
for the wiki on osgpango.googlecode.org... Do new pages need to be added
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hi, all,
How can I record a movie(like avi file) easily?
thanks
Qiu Li
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Hi everybody,
Ive got some problems with displaying the result of a prerender step in
different views.
The root node has two basic branches:
a prerender branch that renders and processes a live camera image, and a
main render branch, that has two subnodes. The output texture of the
prerender
hello,
I would like to display what percentage of a video has been played. I'm
using the ImageStream class and I thought getReferenceTime() or
getTimeMultiplier() might help me, but they always return 0.
Examining the header file I found this:
72 virtual double getLength() const { ret
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