[osg-users] osgconv ive format
Hello, I was wondering if i could store a file to ive format but without internal textures. osgconv is by default using internal textures and i have found no flag to change that. I also looked at the source of osgconv and i can't say i found the solution. If anyone knows how to do it please share your knowledge with me :) Anthousis Andreadis begin:vcard fn:Anthousis Andreadis n:Andreadis;Anthousis org:;Foundation of the Hellenic World adr:;;;Athens;;;Greece email;internet:[EMAIL PROTECTED] title:VR Software Engineer tel;work:(+30) 21 254 03800 url:http://www.fhw.gr version:2.1 end:vcard ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv ive format
That was not even in the doc. Now that you mentioned it i found it in the osgPlugins - ive - DataOutputStream.cpp. You saved lot of my time :) Tnx a lot Anthousis Andreadis ps. Maybe this should be mentioned in the doc files. Just a suggestion for the next doc releases. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv ive format
Hi The flag is an option for the reader / writer : osgconv -O noTexturesInIVEFile source.xxx target.ive Rémy Anthousis Andreadis a écrit : Hello, I was wondering if i could store a file to ive format but without internal textures. osgconv is by default using internal textures and i have found no flag to change that. I also looked at the source of osgconv and i can't say i found the solution. If anyone knows how to do it please share your knowledge with me :) Anthousis Andreadis --- Orange vous informe que cet e-mail a ete controle par l'anti-virus mail. Aucun virus connu a ce jour par nos services n'a ete detecte. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Remy Deslignes Ingenieur Developement / Software Engineer Tel: +33 (0)1.53.90.11.19 === Silicon Worlds S.A. 224, rue Saint Denis 75002 Paris France Tel: +33 (0)1.53.90.11.11 Fax: +33 (0)1.53.90.11.12 http://www.silicon-worlds.fr === ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] stereo settings
Hi Guys, I'm currently use OSG 1.2 for my Applications. I know OSG viewer support QUAD_BUFFER stereo. If I say osgviewer --stereo QUAD_BUFFER it works fine. But i need to save both pictures separately, for subsequent image processing. Is there a way to set buffers separately, like OpenGL. For example, glDrawBuffer(GL_LEFT) for the left and glDrawBuffer(GL_RIGHT) for the right eye? With best regards Johann. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5dev releases tagged.
VPB-0.9.5 Details on: http://www.openscenegraph.org/projects/VirtualPlanetBuilder Robert, You forgot to upload the 0.9.5 zip file to the wiki. Anyway, enjoy your vacation. -- Roland This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Drawing a Line
El Wednesday 30 January 2008 07:01:04 Felix Bwire escribió: Hi there, I would like to get some assistance. Can some one help me with the code of how I can draw three lines, that have a structure of Z in osg. Thanx, Felix First: osg::Geode *geode = new osg::Geode; osg::Geometry *g = new osg::Geometry; osg::Vec3Array *v = new osg::Vec3Array; v-push_back(10,0,0); v-push_back(0,0,0); v-push_back(10,0,10); v-push_back(0,0,10); osg::DrawArrays *da = new osg::DrawArrays(osg::PrimitiveSet::LINES,0,v-size()); g-setVertexArray( v); g-addPrimitiveSet( da); geode-addDrawable( g); geode-getOrCreateStateSet()-setMode(GL_LIGHTING, osg::StateAttribute::OFF); then make that geode child of your scene. For more information, look at the osggeometry example. Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] best way for import 3d model with bump mapping
Hello, I need to import in osg a model made with Maya. The model has a tecture mapping and a bump mapping. I have tried with several format (3ds, obj, openflight, collada) but the bumpmapping is never applied. Who can help me? Many thanks! _ Ti piace giocare con le lettere? Prova ABCLive! http://messengergiochi.it.msn.com/___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ATI GLSL bug regarding uniform arrays?
Mike Weiblen wrote: Hi, Agreed this is not for OSG to workaround. But rather than do without arrays, couldn't your app conditionally append the [0]? Not clear why this is a showstopper. Just curious. You are right about this - anyway, my usage of arrays was triggering a software fallback on some cards, so I implemented it differently and didn't pursue this further. regards chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Heap and Out Of Memory error on XP
H... Where to start? 1. Windows will hog quite a bit of memory to begin with, so you don't really have 3G available. My 3G machine shows 2.5G available after windows loads. 2. Even if you did, the per process limit for 32 bit is 2G. 3. I think windows even restricts that a bit further. 4. MFC is a bloated beast that will take some of that 2G. Anyway, you would be better off posting some code that did the following. 1. allocate a huge amount of space (500MB) 2. Attach it as vertex data to some OSG nodes. 3. Point out where it blows up. (if that's all it takes). You could modify osgviewer to do this. Otherwise, there are lots of different things that could be wrong. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Northcott Sent: Wednesday, January 30, 2008 4:35 AM To: OpenSceneGraph Users Subject: [osg-users] Heap and Out Of Memory error on XP I am getting Out Of Memory errors from OSG. I know why, kind of, but am surprised this is not handled more elegantly. Can anyone shed some light for me.. I have a very large data-set which requires being in memory at all times. Unprocessed it is around 750MB++. It is typically 500MB after I have loaded it and formatted it for efficiency of storage. I load it in chunks (rather than load it as a 750MB++ raw data file) and then process it to the 'working' 500MB chunk. But at the end of all this I still need to have the resultant 500MB structure sitting in memory. On a PC with 3GB of RAM I am able to do this, however, when I then try to initialize a scene graph based on about 1 or 2% of this data I get an Out Of Memory error from OSG. This is running in MFC on XP. I could, I suppose, write a wrapper class to access this 500MB chunk of data, and put it into smaller 50MB chunks, for example. But I don't see why I should have to when I have a 3GB machine for this task! I am also drawing this in real time from the database so any extra misdirection really does slow things down, and I am already doing lots of indexing and so on to speed access. A wrapper would simply undo all of that hard work on optimization. I am attempting to make some kind of wrapper as a fallback, but am still a bit confused as to why OSG is throwing an out of memory problem when there is quite a lot of free RAM sitting around on a quite often recently re-booted PC! Is there any way to get more info on the Out Of Memory error, and any way to work around it.. Windows gurus? Thanks. Stephen. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Heap and Out Of Memory error on XP
-Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Gordon Tomlinson Sent: Wednesday, January 30, 2008 9:29 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Heap and Out Of Memory error on XP ... Irix would load system DLL's righ in Typo:^^^ DSO (ducks, runs) -- mew ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgconv ive format
That was not even in the doc. Now that you mentioned it i found it in the osgPlugins - ive - DataOutputStream.cpp. You saved lot of my time :) I've lost sleep trying to figure out a way to efficiently generate documentation for the plugins. :-) Plugins and their Options are one of the most underdocumented aspects of OSG. You must read the source code of each plugin to learn about valid Options, supported I/O entry points, and supported file formats. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Design pattern
Thinking out loud, be real nice if the old wiki's page master template could be modified (like put a notice in the header, or make the background red, eg) to indicate its deprecated status. -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Jean-Sebastien Guay Sent: Tuesday, January 29, 2008 8:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG Design pattern ... Please link only to the new wiki as the old one will be going away sometime soon. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Heap and Out Of Memory error on XP
Thanks to both of you.. Yeah (not a dig here as OS X has it's own memory issues) but I am a bit spoiled by the memory management that is offered by OS X for lazy programmers like me in this case!! The amazing thing is on Parallels on the Mac I have had none of this in Visual Studio, but when migrating to a 'real' PC it all started falling apart! Hrmph! I have done a lot of reading this afternoon, and what you both say makes sense. I have found that by allowing the heap a little time to tidy itself up, and sticking a few small allocates and de-allocates in strategic places I have alleviated the problem somewhat. Not a great fix, but it gets me through for now. I have started looking at some ways to chunk down the 500MB block and will have to hope I can page between sections at appropriate times.. Who ever said programming should be easy anyway and memory should be a nice empty block of free space!! Thanks for the input. Kind regards Stephen. On Jan 30, 2008, at 10:29 PM, Gordon Tomlinson wrote: HI Firstly under 32 bit Windows your process does not have access to 3gb memory, a process on windows can only access just over 1.8gb of memory for the heap. Secondly windows is very very dump when it comes to loading programs and DLL's it will load them all over the place in memory, what this means is that in many case trying to allocate 500mb of contigous memory will be in many cases not possible, At my company for a core product we have some sneeky tricks that we are forced to do inorder to ensure we get large contigous pieces of memory, this only work well if you do not have lots of other aplications running or if you have been running for a while Irix had a similar issue in that Irix would load system DLL's righ in the middle of the memory stack, for Performer the trick was to run all the .so through a clear scipt the forced them to load in a low or high part of the memory, you can do this for windows Dll's but its not as simple as it was on Irix H... Where to start? 1. Windows will hog quite a bit of memory to begin with, so you don't really have 3G available. My 3G machine shows 2.5G available after windows loads. 2. Even if you did, the per process limit for 32 bit is 2G. 3. I think windows even restricts that a bit further. 4. MFC is a bloated beast that will take some of that 2G. Anyway, you would be better off posting some code that did the following. 1. allocate a huge amount of space (500MB) 2. Attach it as vertex data to some OSG nodes. 3. Point out where it blows up. (if that's all it takes). You could modify osgviewer to do this. Otherwise, there are lots of different things that could be wrong. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Northcott Sent: Wednesday, January 30, 2008 4:35 AM To: OpenSceneGraph Users Subject: [osg-users] Heap and Out Of Memory error on XP I am getting Out Of Memory errors from OSG. I know why, kind of, but am surprised this is not handled more elegantly. Can anyone shed some light for me.. I have a very large data-set which requires being in memory at all times. Unprocessed it is around 750MB++. It is typically 500MB after I have loaded it and formatted it for efficiency of storage. I load it in chunks (rather than load it as a 750MB++ raw data file) and then process it to the 'working' 500MB chunk. But at the end of all this I still need to have the resultant 500MB structure sitting in memory. On a PC with 3GB of RAM I am able to do this, however, when I then try to initialize a scene graph based on about 1 or 2% of this data I get an Out Of Memory error from OSG. This is running in MFC on XP. I could, I suppose, write a wrapper class to access this 500MB chunk of data, and put it into smaller 50MB chunks, for example. But I don't see why I should have to when I have a 3GB machine for this task! I am also drawing this in real time from the database so any extra misdirection really does slow things down, and I am already doing lots of indexing and so on to speed access. A wrapper would simply undo all of that hard work on optimization. I am attempting to make some kind of wrapper as a fallback, but am still a bit confused as to why OSG is throwing an out of memory problem when there is quite a lot of free RAM sitting around on a quite often recently re-booted PC! Is there any way to get more info on the Out Of Memory error, and any way to work around it.. Windows gurus? Thanks. Stephen. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] OSG Design pattern
Hi Mike, Thinking out loud, be real nice if the old wiki's page master template could be modified (like put a notice in the header, or make the background red, eg) to indicate its deprecated status. Totally agree. I don't remember who has control over the web site and wiki(s), but could he please do that? :-) Most likely we'll have to wait for Robert to get back so he can get in touch with the appropriate person. Thanks, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Simple Mailing list question - message numbers
In other mailing lists that I subscribe to, the message number is given in the header of the actual message as it corresponds to the topic summary. In the OSG mailings, although the message number is given in the top summary, it does not appear in the actual message itself, thus making it fairly difficult to quickly scroll down and find a particular message. Is this an option that could easily be turned on? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Microsoft .NET 2008 OSG
A copy of .net 2008 landed on my desk today and I was thinking about giving it a go. However, since I am working primarily with OSG I would like to check if the two play nicely together.. Has anybody used it in conjunction with OSG, particularly building the source with it. Does CMake throw a fit or is the transition straight forward? Any experiences, good or bad, would be appreciated. Cheers, Kim.* To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html *___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Microsoft .NET 2008 OSG
Hello Kim, A copy of .net 2008 landed on my desk today and I was thinking about giving it a go. However, since I am working primarily with OSG I would like to check if the two play nicely together.. Has anybody used it in conjunction with OSG, particularly building the source with it. Does CMake throw a fit or is the transition straight forward? There have already been a few threads about this in the recent past. I use it at home (on Vista no less... I'm adventurous) and it works well. A few notes: 1. You need to upgrade to CMake 2.4.8 or 2.5.x (one of the nightly builds) for it to be able to generate projects for VS9. 2. Up until now, Mike's 3rd Party binaries for VS8 have worked for me. But I have not been using it that much so you may run into problems. Please report here if you do. All in all, I don't see much difference between 8 and 9, and they even seem to be binary-compatible except for the project/solution files (of course... they had to change something so old projects wouldn't work without a conversion...). That situation may change though. If you have other questions, I'll be glad to answer. Good luck, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Heap and Out Of Memory error on XP
To toss my 2cents in you could also investigate the /LARGEADDRESSAWARE switch. In addition, I'd recommend looking into a new heap manager. I've had success with SmartHeap by MicroQuill. Do you have to use MFC? MFC will fragment the heap a bit by loading DLLs all over the place. To illustrate the impact of this behavior build a simple consolse app, a basic MFC dialog app, and a no-frills Win32 SDK based app. In each app attempt allocate 2GB of RAM in various chunk sizes. The results may surprise you. My point is if you can get away from using MFC that might help. MFC is a good method to develop user interfaces on Win32 systems (or QT) but MFC does have its drawbacks. I'd strongly suggest you get an eval for SmartHeap (assuming you have budget) and see if that helps - it's trivial to plug in to existing code. On Jan 30, 2008 9:47 AM, Stephen Northcott [EMAIL PROTECTED] wrote: Thanks to both of you.. Yeah (not a dig here as OS X has it's own memory issues) but I am a bit spoiled by the memory management that is offered by OS X for lazy programmers like me in this case!! The amazing thing is on Parallels on the Mac I have had none of this in Visual Studio, but when migrating to a 'real' PC it all started falling apart! Hrmph! I have done a lot of reading this afternoon, and what you both say makes sense. I have found that by allowing the heap a little time to tidy itself up, and sticking a few small allocates and de-allocates in strategic places I have alleviated the problem somewhat. Not a great fix, but it gets me through for now. I have started looking at some ways to chunk down the 500MB block and will have to hope I can page between sections at appropriate times.. Who ever said programming should be easy anyway and memory should be a nice empty block of free space!! Thanks for the input. Kind regards Stephen. On Jan 30, 2008, at 10:29 PM, Gordon Tomlinson wrote: HI Firstly under 32 bit Windows your process does not have access to 3gb memory, a process on windows can only access just over 1.8gb of memory for the heap. Secondly windows is very very dump when it comes to loading programs and DLL's it will load them all over the place in memory, what this means is that in many case trying to allocate 500mb of contigous memory will be in many cases not possible, At my company for a core product we have some sneeky tricks that we are forced to do inorder to ensure we get large contigous pieces of memory, this only work well if you do not have lots of other aplications running or if you have been running for a while Irix had a similar issue in that Irix would load system DLL's righ in the middle of the memory stack, for Performer the trick was to run all the .so through a clear scipt the forced them to load in a low or high part of the memory, you can do this for windows Dll's but its not as simple as it was on Irix H... Where to start? 1. Windows will hog quite a bit of memory to begin with, so you don't really have 3G available. My 3G machine shows 2.5G available after windows loads. 2. Even if you did, the per process limit for 32 bit is 2G. 3. I think windows even restricts that a bit further. 4. MFC is a bloated beast that will take some of that 2G. Anyway, you would be better off posting some code that did the following. 1. allocate a huge amount of space (500MB) 2. Attach it as vertex data to some OSG nodes. 3. Point out where it blows up. (if that's all it takes). You could modify osgviewer to do this. Otherwise, there are lots of different things that could be wrong. Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Northcott Sent: Wednesday, January 30, 2008 4:35 AM To: OpenSceneGraph Users Subject: [osg-users] Heap and Out Of Memory error on XP I am getting Out Of Memory errors from OSG. I know why, kind of, but am surprised this is not handled more elegantly. Can anyone shed some light for me.. I have a very large data-set which requires being in memory at all times. Unprocessed it is around 750MB++. It is typically 500MB after I have loaded it and formatted it for efficiency of storage. I load it in chunks (rather than load it as a 750MB++ raw data file) and then process it to the 'working' 500MB chunk. But at the end of all this I still need to have the resultant 500MB structure sitting in memory. On a PC with 3GB of RAM I am able to do this, however, when I then try to initialize a scene graph based on about 1 or 2% of this data I get an Out Of Memory error from OSG. This is running in MFC on XP. I could, I suppose, write a wrapper class to access this 500MB chunk of data, and put it into smaller 50MB chunks, for example. But I don't see why I should have to when I have a 3GB machine for this task! I am also
Re: [osg-users] best way for import 3d model with bump mapping
There's no simple answer to that one. The way you render bump mapping in Maya is probably a lot different than the ways you can render bump mapping with OSG and OpenGL. For a visual effect like bump mapping I usually try to export models from Maya so that they have all the textures necessary for the effect. Then I use osg::Program to apply a shader that achieves the effect using those textures. There are also other ways you can render bump mapping with less modern OpenGL techniques, but most people prefer to use shaders. - Terry Message: 20 Date: Wed, 30 Jan 2008 14:49:09 +0100 From: Simone Baldissini [EMAIL PROTECTED] Subject: [osg-users] best way for import 3d model with bump mapping To: osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 Hello, I need to import in osg a model made with Maya. The model has a tecture mapping and a bump mapping. I have tried with several format (3ds, obj, openflight, collada) but the bumpmapping is never applied. Who can help me? Many thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.3.4 dev and VirtualPlanetBuilder-0.9.5 dev releases tagged.
Hi all, Sorry for not replying to the testing thread, OSG was still building when I left work. There were no foreseeable problems though, so hopefully 2.3.4 should be alright. And other people have been keeping an eye on you for VPB, so that should be ok as well. If not we'll survive a few weeks :- Just to confirm that OSG 2.3.4 and VPB 0.9.5 both build fine on Vista 32-bit, VC++ 2005. I'll build on VC++ 2008 tonight, but I don't expect the results to be any different. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] stereo settings
Hi Johann, You might try the --stereo HORIZONTAL_SPLIT option to osgviewer. This will give separate (side-by-side) images. hth -bob Bob Huebert email: [EMAIL PROTECTED] Visualization Systems Analyst voice: (907) 450-8638 Arctic Region Supercomputing Center FAX: (907) 450-8601 University of Alaska FairbanksWWW: http://www.arsc.edu/ On Wed, 30 Jan 2008, [EMAIL PROTECTED] wrote: Hi Guys, I'm currently use OSG 1.2 for my Applications. I know OSG viewer support QUAD_BUFFER stereo. If I say osgviewer --stereo QUAD_BUFFER it works fine. But i need to save both pictures separately, for subsequent image processing. Is there a way to set buffers separately, like OpenGL. For example, glDrawBuffer(GL_LEFT) for the left and glDrawBuffer(GL_RIGHT) for the right eye? With best regards Johann. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg clearnode
I thought I was able to do this years ago and had it work alright, so I think I'm forgetting something...hopefully someone can help. I need to have my clearcolor and clear masks set outside of osg glClear(...). If I set OSG;s viewport smaller than my main viewport, I can still see my scene is getting rendered behind OSG. Also, when I use the clearnode its setting OSG background to black(this is probably the clue of what I'm doing wrong). All I'm doing right now is rendering the cownothing else. I am using the clearnode as shown below. /This here is how I'm creating the viewer/ sceneViewer_[0] = new osgUtil::SceneView(); sceneViewer_[0]-setFrameStamp( frameStamp.get() ); sceneViewer_[0]-setDefaults( osgUtil::SceneView::STANDARD_SETTINGS ); sceneViewer_[0]-setComputeNearFarMode( osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR ); This here is how I'm adding the clearnode / osg::Node *loadedModel = sgDB::readNodeFile(C:/Debug/cow.osg); if (!loadedModel) { OutputDebugString(failed loading model); system(pause); } osg::ClearNode *clear_node = new osg::ClearNode(); clear_node-setRequiresClear( false ); osg::StateSet *stateset = new osg::StateSet(); stateset-setMode( GL_RESCALE_NORMAL, osg::StateAttribute::ON ); osg::PositionAttitudeTransform *transform0 = new osg::PositionAttitudeTransform; transform0-setStateSet(stateset); transform0-addChild( loadedModel ); transform0-setPosition( osg::Vec3(0,0,0 ) ); clear_node-addChild( transform0 ); sceneViewer_[0]-setSceneData( clear_node ); ///This here is how I'm rendering/ glPushAttrib( GL_ALL_ATTRIB_BITS ); glMatrixMode( GL_PROJECTION ); glPushMatrix(); glMatrixMode( GL_TEXTURE ); glPushMatrix(); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); sceneViewer_[0]-setViewport(pCamera-viewParams[0], pCamera-viewParams[1], pCamera-viewParams[2], pCamera-viewParams[3]); GLdouble glMat[16]; osg::Matrixd osgMat; glGetDoublev( GL_PROJECTION_MATRIX, glMat ); osgMat.set( glMat ); sceneViewer_[0]-getProjectionMatrix().set( osgMat ); glGetDoublev( GL_MODELVIEW_MATRIX, glMat ); osgMat.set( glMat ); sceneViewer_[0]-getViewMatrix().set( osgMat ); sceneViewer_[0]-update (); sceneViewer_[0]-cull (); sceneViewer_[0]-draw(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib() No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.16/1251 - Release Date: 1/30/2008 9:29 AM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg clearnode
Hi Vincent, I used to use a clearnode a while back.. All I do now with my mixed OpenGL and OSG is the following at setup.. All I do is the following.. sceneViewer-getCamera()-setClearMask(0); You can put various GL_DEPTH_BUFFER_BIT, and colour buffer bits and so on in the setClearMask to get your required level of clearing, or not.. Hope that helps, Stephen. On Jan 31, 2008, at 11:41 AM, Vincent wrote: I thought I was able to do this years ago and had it work alright, so I think I'm forgetting something...hopefully someone can help. I need to have my clearcolor and clear masks set outside of osg glClear(...). If I set OSG;s viewport smaller than my main viewport, I can still see my scene is getting rendered behind OSG. Also, when I use the clearnode its setting OSG background to black(this is probably the clue of what I'm doing wrong). All I'm doing right now is rendering the cownothing else. I am using the clearnode as shown below. /This here is how I'm creating the viewer/ sceneViewer_[0] = new osgUtil::SceneView(); sceneViewer_[0]-setFrameStamp( frameStamp.get() ); sceneViewer_[0]-setDefaults( osgUtil::SceneView::STANDARD_SETTINGS ); sceneViewer_[0]-setComputeNearFarMode( osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR ); This here is how I'm adding the clearnode / osg::Node *loadedModel = sgDB::readNodeFile(C:/Debug/cow.osg); if (!loadedModel) { OutputDebugString(failed loading model); system(pause); } osg::ClearNode *clear_node = new osg::ClearNode(); clear_node-setRequiresClear( false ); osg::StateSet *stateset = new osg::StateSet(); stateset-setMode( GL_RESCALE_NORMAL, osg::StateAttribute::ON ); osg::PositionAttitudeTransform *transform0 = new osg::PositionAttitudeTransform; transform0-setStateSet(stateset); transform0-addChild( loadedModel ); transform0-setPosition( osg::Vec3(0,0,0 ) ); clear_node-addChild( transform0 ); sceneViewer_[0]-setSceneData( clear_node ); ///This here is how I'm rendering/ glPushAttrib( GL_ALL_ATTRIB_BITS ); glMatrixMode( GL_PROJECTION ); glPushMatrix(); glMatrixMode( GL_TEXTURE ); glPushMatrix(); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); sceneViewer_[0]-setViewport(pCamera-viewParams[0], pCamera-viewParams[1], pCamera-viewParams[2], pCamera- viewParams[3]); GLdouble glMat[16]; osg::Matrixd osgMat; glGetDoublev( GL_PROJECTION_MATRIX, glMat ); osgMat.set( glMat ); sceneViewer_[0]-getProjectionMatrix().set( osgMat ); glGetDoublev( GL_MODELVIEW_MATRIX, glMat ); osgMat.set( glMat ); sceneViewer_[0]-getViewMatrix().set( osgMat ); sceneViewer_[0]-update (); sceneViewer_[0]-cull (); sceneViewer_[0]-draw(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib() No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.16/1251 - Release Date: 1/30/2008 9:29 AM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org