Re: [osg-users] Setting alpha channel in Frag Shader does not work.
http://forum.openscenegraph.org/viewtopic.php?t=1776 J. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8420#8420 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] 3rdParty package VisualStudio 8 (2005) SP1
Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005) SP1, but there is only access directory ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies ). I don't no how to download it. Can someone pack all files and directories and link it? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8421#8421 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ANN: OsgHelp site now fully open
Hi users, The www.osghelp.com is now fully open. We have removed any plans on paid subscription to the site. Please note this site has nothing to do directly with OpenSceneGraphs website. The site is create to help people to get started with simple articles about how to use OSG. The official OpenSceneGraph website already has a lots of great articles and our site is just an alternative. Articles at the www.osghelp.com are created in their most simple form so we can keep our attention on the subject at hand. enjoy, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8422#8422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] 3rdParty package VisualStudio 8 (2005) SP1
Hi, Mark Use a svn client to download the directory. Vincent. 2009/3/13 Mark Roberts osgfo...@tevs.eu Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005) SP1, but there is only access directory ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies ). I don't no how to download it. Can someone pack all files and directories and link it? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8421#8421 ___ 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
Re: [osg-users] [build] 3rdParty package VisualStudio 8 (2005) SP1
Vincent.B wrote: Hi, Mark Use a svn client to download the directory. Vincent. 2009/3/13 Mark Roberts Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005) SP1, but there is only access directory ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies (http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies) ). I don't no how to download it. Can someone pack all files and directories and link it? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8421#8421 (http://forum.openscenegraph.org/viewtopic.php?p=8421#8421) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Post generated by Mail2Forum Done! :D . Thank you very much Vincent -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8425#8425 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DrawImplementation issue with Intel video card.
Hi Hui, This sounds very much like an Intel driver bug. Go have a look for updated drivers for your hardware. Robert. On Thu, Mar 12, 2009 at 8:33 PM, hui opencvy...@yahoo.com wrote: Hi, I meet a problem in function drawImplementation(osg::RenderInfo renderInfo) const Actually the code works find with nvidia and ati video card, just when I run it in intel 965GM, it get problem. Here is the code: void SubmeshDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State state = *renderInfo.getState(); //bind the VBO's state.disableAllVertexArrays(); bool initializedThisDraw = false; if (!mInitalized) { InitVertexBuffers(state); mInitalized = true; initializedThisDraw = true; } - // notice when first time run, then mInitalized is assigned as true, and it keeps as true in nvidia or ati video card. // But in Intel card, the value of mInitalized will change back to false again when enter the function at second time, and keep in this way until the VBO crashed. Any reason for that? Thanks a lot. Hui ___ 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
Re: [osg-users] [osg-submissions] division by zero in osgParticle/FluidProgram.cpp
Hi Csaba, Thanks for the fix. This helps me understand the nature and location of the problem. Reviewing the changes and the original code I'm thinking it might be simpler to just refactor the code block so the division by wind_accel.length2() could be delayed, and have the if () statement refactored by moving the divisor to the other side of the expression : double compenstated_dt = dt; if (relative_wind.length2() dt*dt*wind_accel.length2()) { double critical_dt2 = relative_wind.length2()/wind_accel.length2(); osg::notify(osg::NOTICE)** Could be critical: dt=dt critical_dt=sqrtf(critical_dt2)std::endl; compenstated_dt = sqrtf(critical_dt2)*0.8f; } Does this change make sense to you? If wind_accel.length2() is zero then the division will never take place, chances of an overflow should be avoided as well. The changed file is attached, could you try this out on your models/app. I've done the standard example tests here and they all work, but then they never highlighted a error so I can't confirm a fix. Cheers, Robert. On Thu, Mar 12, 2009 at 6:08 PM, Csaba Halász csaba.hal...@gmail.com wrote: Hi Robert and all, Attached modification works around a division by zero. NOTE: it does *not* fix potential overflow still lurking there if the wind_accel is a small vector (which it probably can be, if I have run into it being zero...) -- Csaba ___ osg-submissions mailing list osg-submissi...@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org #include osgParticle/FluidProgram osgParticle::FluidProgram::FluidProgram(): Program() { setFluidToAir(); } osgParticle::FluidProgram::FluidProgram(const FluidProgram copy, const osg::CopyOp copyop): Program(copy, copyop), _acceleration(copy._acceleration), _viscosity(copy._viscosity), _density(copy._density), _wind(copy._wind), _viscosityCoefficient(copy._viscosityCoefficient), _densityCoefficient(copy._densityCoefficient) { } void osgParticle::FluidProgram::execute(double dt) { const float four_over_three = 4.0f/3.0f; ParticleSystem* ps = getParticleSystem(); int n = ps-numParticles(); for (int i=0; in; ++i) { Particle* particle = ps-getParticle(i); if (particle-isAlive()) { float radius = particle-getRadius(); float Area = osg::PI*radius*radius; float Volume = Area*radius*four_over_three; // compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in. osg::Vec3 accel_gravity = _acceleration * ((particle-getMass() - _density*Volume) * particle-getMassInv()); // compute force due to friction osg::Vec3 velBefore = particle-getVelocity(); osg::Vec3 relative_wind = particle-getVelocity()-_wind; osg::Vec3 wind_force = - relative_wind * Area * (_viscosityCoefficient + _densityCoefficient*relative_wind.length()); osg::Vec3 wind_accel = wind_force * particle-getMassInv(); double compenstated_dt = dt; if (relative_wind.length2() dt*dt*wind_accel.length2()) { double critical_dt2 = relative_wind.length2()/wind_accel.length2(); osg::notify(osg::NOTICE)** Could be critical: dt=dt critical_dt=sqrtf(critical_dt2)std::endl; compenstated_dt = sqrtf(critical_dt2)*0.8f; } particle-addVelocity(accel_gravity*dt + wind_accel*compenstated_dt); } } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can 3DS model in Parent-Child Mode be read in Parent-Child mode?
Hi All, I have an model and this model has kind of parts. I am not a modeler so this question might be so stupid :) Before I have read the model and find all parts by nodeVisitor and recreate the scenegraph in parent-child mode and then I have manipulate all transformation in inheritance. I mean when I rotate some part, the other childs rotate too. But when I directly read 3DS model and not recreate the scene graph the parent-child relation doesn't exist on graph although I have already regenerate the model on 3DMAX in parent-child mode as you can see from the attached image. At this point, Can't we read 3ds model which organized parent-child mode directly and create our scene graph in this mode or not? I can't achieve this relation between model's parts. Thanks -- Ümit Uzun attachment: SceneGraph.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgCuda: Using CUDA in osg - Problem with Threading
Hi Robert, Robert Osfield wrote: With this in mind - osgCompute? osgComputation? well this sounds good. I guess we would prefer osgCompute (it's a bit shorter). I think we will change the namespaces by the beginning of next week. Best regards, Mick -- SVT Group -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8434#8434 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL and OSG inconsistent in State::reset ??
Hi Martin, The State::reset() is just a reset of internal values, it's not a rest of OpenGL. The OSG doesn't normally call reset() but it can be useful to use it if you are integrating the OSG with other OpenGL code. If you are doing such an integration this it's your responsibility to keep the state in sync when entering and leaving OpenGL rendering code. I would recommend only attempting OpenGL/OSG integration if your really really have to. There are lots of caveats with doing so, and you need to know how OpenGL as well the OSG manage OpenGL state to ensure that they keep in sync. I would recommend avoiding OpenGL integration if you can, it would be much simpler for yourself, and much less work for us trying to support your efforts. Robert. On Fri, Mar 13, 2009 at 11:17 AM, Großer Martin grosser.mar...@gmx.de wrote: Hello, a little question about the State. I look at the code and find the function reset. In this function is set the _currentActiveTextureUnit with 0. But OpenGL isn't calling. See the following comment from the source code: // reset active texture unit values without calling OpenGL But I think the problem is the consistence between OpenGL and OSG after calling reset. OSG has the active texture 0 and in the OpenGL state there is GL_TEXTUER2_ARB? What is behind all this? Cheers, Martin ___ 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] OpenGL and OSG inconsistent in State::reset ??
Hello, a little question about the State. I look at the code and find the function reset. In this function is set the _currentActiveTextureUnit with 0. But OpenGL isn't calling. See the following comment from the source code: // reset active texture unit values without calling OpenGL But I think the problem is the consistence between OpenGL and OSG after calling reset. OSG has the active texture 0 and in the OpenGL state there is GL_TEXTUER2_ARB? What is behind all this? Cheers, Martin ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] forest/building outlines
hi, i just noticed that osgdem provides --forest/--buidling outline options. whats the effect of that in the generated file? best regards, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8438#8438 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] plugin to load png and jpg images problem
Thank you for your answer. I built the sources for the png plugin and it worked fine. I just have to do the same with the jpg plugin now. Problem solved -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8439#8439 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: OsgHelp site now fully open
Peter, I don't want to come across as being critical, but wouldn't the OSG community be better served if your info/effort went into the OSG site? Brian This is a PRIVATE message. If you are not the intended recipient, please delete without copying and kindly advise us by e-mail of the mistake in delivery. NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any order or other contract unless pursuant to explicit written agreement or government initiative expressly permitting the use of e-mail for such purpose. -osg-users-boun...@lists.openscenegraph.org wrote: - To: osg-users@lists.openscenegraph.org From: Peter Wraae Marino osgfo...@tevs.eu Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/13/2009 04:44AM Subject: [osg-users] ANN: OsgHelp site now fully open Hi users, The www.osghelp.com is now fully open. We have removed any plans on paid subscription to the site. Please note this site has nothing to do directly with OpenSceneGraphs website. The site is create to help people to get started with simple articles about how to use OSG. The official OpenSceneGraph website already has a lots of great articles and our site is just an alternative. Articles at the www.osghelp.com are created in their most simple form so we can keep our attention on the subject at hand. enjoy, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8422#8422 ___ 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
Re: [osg-users] DrawImplementation issue with Intel video card.
This will in most likely be an issue with your integrated graphics chip and driver set and not directly OSG issue I would recommend that you upgrade your drivers if they are available , this may help it may not as integrated chips while improving still fall way behind in Opengl capabliltyy than dedicated graphics cards Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of hui Sent: Thursday, March 12, 2009 4:33 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] DrawImplementation issue with Intel video card. Hi, I meet a problem in function drawImplementation(osg::RenderInfo renderInfo) const Actually the code works find with nvidia and ati video card, just when I run it in intel 965GM, it get problem. Here is the code: void SubmeshDrawable::drawImplementation(osg::RenderInfo renderInfo) const { osg::State state = *renderInfo.getState(); //bind the VBO's state.disableAllVertexArrays(); bool initializedThisDraw = false; if (!mInitalized) { InitVertexBuffers(state); mInitalized = true; initializedThisDraw = true; } - // notice when first time run, then mInitalized is assigned as true, and it keeps as true in nvidia or ati video card. // But in Intel card, the value of mInitalized will change back to false again when enter the function at second time, and keep in this way until the VBO crashed. Any reason for that? Thanks a lot. Hui ___ 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] ANN: OsgHelp site now fully open
Brian R Hill wrote: Peter, I don't want to come across as being critical, but wouldn't the OSG community be better served if your info/effort went into the OSG site? Brian Hi Brian, short answer no. long answer... if it went into the osg site then it should follow the standards defined by the osg website and like I already mentioned they have great articles already... I'm writting some that are done differently and perhaps can help another type of audience using osg. Just because it's osg related doesn't mean everything should be on the osg site. two cents, peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8444#8444 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in RenderBin (?)
Changing the removeRenderBinPrototype to use the binName instead of the classname fixes the crash. For this, you need to also add a member string variable to the Proxy object in order to remember the binName. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8445#8445 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in RenderBin (?)
Hi Christof Robert prefer search the RenderBin instance that you want to remove instead of search the name of a render bin. like this : void RenderBin::removeRenderBinPrototype(RenderBin* proto) { RenderBinPrototypeList* list = renderBinPrototypeList(); if (list proto) { for(RenderBinPrototypeList::iterator itr = list-begin(); itr != list-end(); ++itr) { if (itr-second.get() == proto) { list-erase(itr); return; } } } } Can you test this solution ? David 2009/3/13 Christof Krüger osgfo...@tevs.eu Changing the removeRenderBinPrototype to use the binName instead of the classname fixes the crash. For this, you need to also add a member string variable to the Proxy object in order to remember the binName. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8445#8445 ___ 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
Re: [osg-users] switch between two camera
thank's, but I don't see how to use osg::CameraViews, does somebody have a little example?? I will try to specify more what I want to do. I have one scene to render with 2 differents views, one as a FPS 3D vue, and one as 2D vue (the camera is on top with an orthografic vue). Each camera has its own manipulator. only one vue is displayed at once. I thought to make something like schema below, but I don't know how to made it with osg. [Image: http://nsa06.casimages.com/img/2009/03/13/09031302561860352.jpg ] (http://www.casimages.com) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8446#8446 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG trunk crash when use osgdb_osgparticle plugin
Hi all osgviewer crash when i try to load any data which require osgdb_osgparticle, in release and debug mode - osgviewer cessnafire.osg - osgviewer spaceship.osg - osgviewer fountain.osg - osgviewer osgcool.osg - osgviewer SmoxeBox.osg - osgblendequation (it use cessnafire.osg) Crash occure when osgdb_osgparticle is loaded and used. If i do # osgviewer my_osg_path/osgdb_osgparticle.so cow.osg all work fine. I use the last OSG SVN version Linux Fedora 10 GCC 4.3.2 glibc 2.9 backtrace : *** glibc detected *** osgviewer: corrupted double-linked list: 0x09d89930 *** === Backtrace: = /lib/libc.so.6[0xa84e1f] /lib/libc.so.6[0xa8692d] /lib/libc.so.6(__libc_calloc+0xef)[0xa8848f] /lib/libc.so.6[0xa43ae1] /lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940] /lib/ld-linux.so.2[0x4521ed] /lib/ld-linux.so.2[0x4568d2] /lib/ld-linux.so.2[0x451db6] /lib/ld-linux.so.2[0x455f5e] /lib/libdl.so.2[0x43897c] /lib/ld-linux.so.2[0x451db6] /lib/libdl.so.2[0x43805c] /lib/libdl.so.2(dlopen+0x4f)[0x4389ff] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f] ... ... ... This bug seem to be really tricky so if anyone could test this commande line # osgviewer cessnafire.osg and report the result and the OSG version / platform, this could be a nice help for track this bug. Or if anyone have a solution, i am be happy to know it ;-) David ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin
Hi David, This bug seem to be really tricky so if anyone could test this commande line # osgviewer cessnafire.osg and report the result and the OSG version / platform, this could be a nice help for track this bug. Using OSG SVN (as of midnight Eastern time), Windows Vista 32-bit, cessnafire.osg runs ok. I wonder if Robert's fix for the possible divide by zero has something to do with this? I don't know when that was checked in, but perhaps my OSG was compiled before it went in. Then again, perhaps it has nothing to do with your crash. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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] [osgPhysics] How to compile the pal project??l
Hi when I compile the pal project with vs2005,it's wrong.The message as follows: 1palActuators.cpp 1e:\osg\pal\pal\pal\palfactory.h(46) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(46) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(46) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(46) : warning C4183: 'CreateMaterials': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(51) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(51) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(51) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(51) : warning C4183: 'CreatePhysics': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(56) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(56) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(56) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(56) : warning C4183: 'CreateTerrainPlane': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(60) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(60) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(60) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(60) : warning C4183: 'CreateTerrainHeightmap': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(64) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(64) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(64) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(64) : warning C4183: 'CreateTerrainMesh': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(70) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(70) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(70) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(70) : warning C4183: 'CreateBox': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(75) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(75) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(75) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(75) : warning C4183: 'CreateSphere': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(79) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(79) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(79) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(79) : warning C4183: 'CreateConvex': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(84) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(84) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(84) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(84) : warning C4183: 'CreateCapsule': missing return type; assumed to be a member function returning 'int' 1e:\osg\pal\pal\pal\palfactory.h(89) : error C2143: syntax error : missing ';' before '*' 1e:\osg\pal\pal\pal\palfactory.h(89) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(89) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int 1e:\osg\pal\pal\pal\palfactory.h(89) : warning C4183: 'CreateCompoundBody': missing return type;
Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin
Hi J-S Thanks for report I will try some old SVN version and test again. Cheer David 2009/3/13 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com Hi David, This bug seem to be really tricky so if anyone could test this commande line # osgviewer cessnafire.osg and report the result and the OSG version / platform, this could be a nice help for track this bug. Using OSG SVN (as of midnight Eastern time), Windows Vista 32-bit, cessnafire.osg runs ok. I wonder if Robert's fix for the possible divide by zero has something to do with this? I don't know when that was checked in, but perhaps my OSG was compiled before it went in. Then again, perhaps it has nothing to do with your crash. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPhysics] How to compile the pal project??l
Hi Kangsite(?), Just try the SVN version of PAL. It seems to have small problems building under Windows at present, but not as serious as you saw. Wang Rui 2009/3/13 kangsite osgfo...@tevs.eu Hi when I compile the pal project with vs2005,it's wrong.The message as follows: ___ 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
Re: [osg-users] second newbie question reiteratedwithdrawLin (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE I appreciate all the help. Turns out the problem was related to lighting. disabling it draws the colors correctly for that camera. thanks to all! -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: Thursday, March 12, 2009 8:52 PM To: OpenSceneGraph Users Subject: Re: [osg-users] second newbie question reiteratedwithdrawLin (UNCLASSIFIED) Hi Daniel, On 13/3/09 3:34 AM, Konkle, Daniel T AMRDEC/Dynetics wrote: The strange thing is that the first triangle that I draw is the wrong color and the second triangle is the correct color and they are both drawn from the same geode. ... osg::Vec3Array* tri = new osg::Vec3Array; tri-push_back(osg::Vec3(0.0f, -0.1f, depth)); tri-push_back(osg::Vec3(0.1f, 0.0f, depth)); tri-push_back(osg::Vec3(0.0f, 0.1f, depth)); ... osg::Matrix rot_mat = osg::Matrix::rotate( M_PI, 0.0f, 0.0f, 1.0f); rotate-setMatrix( rot_mat ); ... // set the normal in the same way color. osg::Vec3Array* normals = new osg::Vec3Array; normals-push_back(osg::Vec3(0.0f,-1.0f,0.0f)); linesGeom-setNormalArray(normals); linesGeom-setNormalBinding(osg::Geometry::BIND_OVERALL); Could it be your normal is wrong? Your object is constructed in the X/Y plane but has a normal of osg::Vec3(0,-1,0) i.e. -Y. Try it with a +Z normal i.e. osg::Vec(0,0,1). Hope this helps, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users- openscenegraph.org Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OpenSceneGraph-2.9.1 dev release tagged
Hi All, I've now tagged the 2.9.1 release, downloads can be found on the dev page: http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases * OpenSceneGraph-2.9.1, released on 13rh March 2009. OpenSceneGraph-2.9.1, changes include: o New FFmpeg based video reading plugin o New osgUtil::IncrementalCompileOperation class that makes it easier to manage compiling and merging new subgraphs into the scene graph without causing frame drops. o New osgAnimation::MorphGeometry class for managing morphing between different geometry sets. o New ImageIO plugin for OSX for reading images, and supports both 32bit and 64bit OSX. o New Cocoa support in osgViewer via new osgViewer::GraphicsWindowCocoa and PixelBufferCocoa classes that support both 32bit and 64bit OSX. o New Support for server protocols in addition to http. o New osgDB::ReaderWriter::Features API to enable querying of features that plugins support, to see in action use osgconv --formats. o New scroll wheel support in osgGA::TrackballManipulator. o Bug fixes to osgText::Text3D font reading, osgUtil::Optimizier, OpenThreads::ReentrantMutex, Node/Drawable copy constructors and osgPaticle::FluidProgram, RenderStage/FBO handling and more. source package : OpenSceneGraph-2.9.1.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.1 OpenSceneGraph For details of the new features in 2.9.1 have a read of my attempt at blog: http://blog.openscenegraph.org/ I'm still rather new to blogging, please shout if my english is not legible, or if I get some points wrong. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin
Hi David, Just tried various .osg files with particles systems and they all work fine with svn/trunk + 2.9.1. My guess is that you have an out of sync set of libs/plugins, try a clean build and make sure that you don't have older but the same so version number libs hanging around. Robert. On Fri, Mar 13, 2009 at 2:22 PM, David Callu led...@gmail.com wrote: Hi all osgviewer crash when i try to load any data which require osgdb_osgparticle, in release and debug mode - osgviewer cessnafire.osg - osgviewer spaceship.osg - osgviewer fountain.osg - osgviewer osgcool.osg - osgviewer SmoxeBox.osg - osgblendequation (it use cessnafire.osg) Crash occure when osgdb_osgparticle is loaded and used. If i do # osgviewer my_osg_path/osgdb_osgparticle.so cow.osg all work fine. I use the last OSG SVN version Linux Fedora 10 GCC 4.3.2 glibc 2.9 backtrace : *** glibc detected *** osgviewer: corrupted double-linked list: 0x09d89930 *** === Backtrace: = /lib/libc.so.6[0xa84e1f] /lib/libc.so.6[0xa8692d] /lib/libc.so.6(__libc_calloc+0xef)[0xa8848f] /lib/libc.so.6[0xa43ae1] /lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940] /lib/ld-linux.so.2[0x4521ed] /lib/ld-linux.so.2[0x4568d2] /lib/ld-linux.so.2[0x451db6] /lib/ld-linux.so.2[0x455f5e] /lib/libdl.so.2[0x43897c] /lib/ld-linux.so.2[0x451db6] /lib/libdl.so.2[0x43805c] /lib/libdl.so.2(dlopen+0x4f)[0x4389ff] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f] ... ... ... This bug seem to be really tricky so if anyone could test this commande line # osgviewer cessnafire.osg and report the result and the OSG version / platform, this could be a nice help for track this bug. Or if anyone have a solution, i am be happy to know it ;-) David ___ 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
Re: [osg-users] OSG trunk crash when use osgdb_osgparticle plugin
Hi Robert 2009/3/13 Robert Osfield robert.osfi...@gmail.com Hi David, Just tried various .osg files with particles systems and they all work fine with svn/trunk + 2.9.1. My guess is that you have an out of sync set of libs/plugins, try a clean build and make sure that you don't have older but the same so version number libs hanging around. I do a complet rebuild and the problem is always there. I try some old version of OSG, and the problem is different but still there ... g This seem to be a glibc/std-c++/gcc/other-thing issue. So I search .. Thanks for your report. We can close this thread David Robert. On Fri, Mar 13, 2009 at 2:22 PM, David Callu led...@gmail.com wrote: Hi all osgviewer crash when i try to load any data which require osgdb_osgparticle, in release and debug mode - osgviewer cessnafire.osg - osgviewer spaceship.osg - osgviewer fountain.osg - osgviewer osgcool.osg - osgviewer SmoxeBox.osg - osgblendequation (it use cessnafire.osg) Crash occure when osgdb_osgparticle is loaded and used. If i do # osgviewer my_osg_path/osgdb_osgparticle.so cow.osg all work fine. I use the last OSG SVN version Linux Fedora 10 GCC 4.3.2 glibc 2.9 backtrace : *** glibc detected *** osgviewer: corrupted double-linked list: 0x09d89930 *** === Backtrace: = /lib/libc.so.6[0xa84e1f] /lib/libc.so.6[0xa8692d] /lib/libc.so.6(__libc_calloc+0xef)[0xa8848f] /lib/libc.so.6[0xa43ae1] /lib/libc.so.6(__cxa_atexit+0x20)[0xa43bc0] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c03db] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so[0x7c8dfd] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/osgPlugins-2.9.1/osgdb_osgparticle.so(_init+0x2c)[0x7af940] /lib/ld-linux.so.2[0x4521ed] /lib/ld-linux.so.2[0x4568d2] /lib/ld-linux.so.2[0x451db6] /lib/ld-linux.so.2[0x455f5e] /lib/libdl.so.2[0x43897c] /lib/ld-linux.so.2[0x451db6] /lib/libdl.so.2[0x43805c] /lib/libdl.so.2(dlopen+0x4f)[0x4389ff] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary16getLibraryHandleERKSs+0xef)[0x8ce1af] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB14DynamicLibrary11loadLibraryERKSs+0x52)[0x8ceed2] /home/ledocc/graphisme/osg/SVN/OpenSceneGraph/release/lib/libosgDB.so.56(_ZN5osgDB8Registry11loadLibraryERKSs+0x8f)[0x8f6b3f] ... ... ... This bug seem to be really tricky so if anyone could test this commande line # osgviewer cessnafire.osg and report the result and the OSG version / platform, this could be a nice help for track this bug. Or if anyone have a solution, i am be happy to know it ;-) David ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osg-submissions] division by zero in osgParticle/FluidProgram.cpp
On Fri, Mar 13, 2009 at 11:16 AM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Csaba, Thanks for the fix. This helps me understand the nature and location of the problem. Reviewing the changes and the original code I'm thinking it might be simpler to just refactor the code block so the division by wind_accel.length2() could be delayed, and have the if () statement refactored by moving the divisor to the other side of the expression : double compenstated_dt = dt; if (relative_wind.length2() dt*dt*wind_accel.length2()) { double critical_dt2 = relative_wind.length2()/wind_accel.length2(); osg::notify(osg::NOTICE)** Could be critical: dt=dt critical_dt=sqrtf(critical_dt2)std::endl; compenstated_dt = sqrtf(critical_dt2)*0.8f; } Does this change make sense to you? If wind_accel.length2() is zero then the division will never take place, chances of an overflow should be avoided as well. Hi Robert, yeah, looks good. I have tried to come up with something similar, but I didn't like my solution. I wonder if the double calls to length2() get optimized by the compiler, maybe it would be more efficient to store them in a temporary variable. Also depends on how often the condition is true, but shouldn't hurt. The changed file is attached, could you try this out on your models/app. I've done the standard example tests here and they all work, but then they never highlighted a error so I can't confirm a fix. This should definitely avoid the division by zero, as you say, but since the problem only occurs randomly for us I can not directly verify right away. -- Thanks, Csaba #include osgParticle/FluidProgram osgParticle::FluidProgram::FluidProgram(): Program() { setFluidToAir(); } osgParticle::FluidProgram::FluidProgram(const FluidProgram copy, const osg::CopyOp copyop): Program(copy, copyop), _acceleration(copy._acceleration), _viscosity(copy._viscosity), _density(copy._density), _wind(copy._wind), _viscosityCoefficient(copy._viscosityCoefficient), _densityCoefficient(copy._densityCoefficient) { } void osgParticle::FluidProgram::execute(double dt) { const float four_over_three = 4.0f/3.0f; ParticleSystem* ps = getParticleSystem(); int n = ps-numParticles(); for (int i=0; in; ++i) { Particle* particle = ps-getParticle(i); if (particle-isAlive()) { float radius = particle-getRadius(); float Area = osg::PI*radius*radius; float Volume = Area*radius*four_over_three; // compute force due to gravity + boyancy of displacing the fluid that the particle is emersed in. osg::Vec3 accel_gravity = _acceleration * ((particle-getMass() - _density*Volume) * particle-getMassInv()); // compute force due to friction osg::Vec3 velBefore = particle-getVelocity(); osg::Vec3 relative_wind = particle-getVelocity()-_wind; osg::Vec3 wind_force = - relative_wind * Area * (_viscosityCoefficient + _densityCoefficient*relative_wind.length()); osg::Vec3 wind_accel = wind_force * particle-getMassInv(); double compenstated_dt = dt; double relative_wind_length2 = relative_wind.length2(); double wind_accel_length2 = wind_accel.length2(); if (relative_wind_length2 dt*dt*wind_accel_length2) { double critical_dt2 = relative_wind_length2/wind_accel_length2; osg::notify(osg::NOTICE)** Could be critical: dt=dt critical_dt=sqrtf(critical_dt2)std::endl; compenstated_dt = sqrtf(critical_dt2)*0.8f; } particle-addVelocity(accel_gravity*dt + wind_accel*compenstated_dt); } } } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wrong output with osgdelaunay sample
I saw this thread when searching for some info on the Delaunay triangulator. I'm actually using it for something right now. It's working (in 2.8.0 anyway). -Steve Gifford On Sun, Feb 1, 2009 at 3:57 PM, Art Tevs stud_in...@yahoo.de wrote: Hi Rajesh, it is not even guaranteed that the current delauney triangulator producing any valid results at all. Couple of months ago, I have also tried it and nothing usefull came out. However, then I changed my algorithm and didn't required the triangulator at all. The code wasn't touched already couple of years, as far as I have learned it from another thread. Hence I suppose that the implementation has to be rechecked if it does triangulate points at all :) Cheers, art -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=5617#5617 ___ 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
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
I read that post... but his fix did not work for me. I'm running OSG 2.2, perhaps that makes a difference. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8464#8464 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Setting alpha channel in Frag Shader does not work.
Try attaching a texture to the COLOR_BUFFER0 instead of an image directly. That's what worked for me. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8465#8465 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How do I obtain calculated zNear / zFar from an osg::Camera ?
Hi everyone, I am using a camera whose zNear / zFar is calculated automatically and I need to obtain the zNear / zFar values in the camera's PreRenderCallback. Just trying to use the function camera-getProjectionMatrixAsPerspective(fovy, aspect, zNear, zFar); always gives me the initial near far plane (0.99 and ) and not the automatically computed one (at least zFar should be quite small since my scene is just about 5x5x5 units large). How do I do it correctly? Regards Daniel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8466#8466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do I obtain calculated zNear / zFar from an osg::Camera ?
An update: I forgot to say that I am rendering to a texture. So basically what I do is the following: Code: osg::Camera* camera = new osg::Camera; ... camera-setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES); ... camera-attach( , texture); When stepping through my application I noticed that for this camera no culling is performed. This is why the zNear / zFar is not changed. Now my new question: Is it possible to have automatic near / far plane computation for a render to texture pass somehow? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8467#8467 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can 3DS model in Parent-Child Mode be read inParent-Child mode?
Ümit Uzun wrote: Hi All, I have an model and this model has kind of parts. I am not a modeler so this question might be so stupid :) Before I have read the model and find all parts by nodeVisitor and recreate the scenegraph in parent-child mode and then I have manipulate all transformation in inheritance. I mean when I rotate some part, the other childs rotate too. But when I directly read 3DS model and not recreate the scene graph the parent-child relation doesn't exist on graph although I have already regenerate the model on 3DMAX in parent-child mode as you can see from the attached image. At this point, Can't we read 3ds model which organized parent-child mode directly and create our scene graph in this mode or not? I can't achieve this relation between model's parts. I think 3ds is just a geometry format, and doesn't have support for hierarchical models (somebody please correct me if I'm wrong). Probably the best way to get what you need to get the OSGExp plugin for 3ds MAX, and export the model directly as a .ive file. If you have the COLLADA-DOM set up for OSG, you could also try exporting from 3ds MAX to a COLLADA (.dae) file. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgconv -e ogr and coordinate conversion
I am trying to build a terrain from a S-57 electronic navagation chart. I use the following command osgconv -e ogr x.000 x.ive It does work, however, the X and Y coordinates are latitude and longitude. I want to convert latitude/longitude to cartesian coordinates, because I'd like to have a flat earth terrain. Does somebody know if it possible to do this conversion by supplying some commandline options to osgconv, or perhaps pre-process the S-57 data with the gdal utilities. Any general suggestions for creating a terrain from S-57 ENC are welcome as well. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8469#8469 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wrong output with osgdelaunay sample
Probably the best 2d delauney triangle generator is http://www.cs.cmu.edu/~quake/triangle.html It's licenced for non-commercial use so can't be included in the OSG build. But might be useable for your project. You can negotiate a commercial licence from the authors There is also the GNU triangulated surface library http://gts.sourceforge.net/ it's LGPL I haven't much experience of using it though -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8471#8471 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ProxyNode and output to .IVE
Brian R Hill wrote: Steven, I use PagedLOD for this. Hi Brian, Thanks for the tip; it solves both problems and works like a charm. Cheers, -- Steven Saunderson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8472#8472 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org