[osg-users] LOD scale per node
Hi Community, I have a scene with different models that are built with different LOD setup. I know I can tune the appearance with the LOD scale in the camera. Is there a way, idea, how to set up an LOD scale per node? What I am trying to achieve is to have different LOD scales per node in the scene. \ Thanks for any suggestions -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to load a model without its textures ?
Thanks Ulrich for the ReadFileCallback, I'll investigate that way :) my need is really to NOT load the textures files for some objects, it's not good for me to only unlink just loaded images. I hope your suggestion will allow that ! cheers Fred 2010/3/17 Ulrich Hertlein u.hertl...@sandbox.de: Hello Frederic, On 17/03/10 0:44 , Frederic Marmond wrote: I would like to know if it's possible (and how) to load only geometry data from a 3d model file, without any texture ? Two ideas: - run a visitor over the SG after loading and remove any Texture state or - use a ReadFileCallback that returns 'null' for all images, but I don't know for sure if this also removes the Texture objects or just doesn't associate an Image with them Cheers, /ulrich ___ 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] bluring model edges
Hi, Morphological Antialiasing maybe an other solution : http://visual-computing.intel-research.net/publications/publications.htm http://visual-computing.intel-research.net/publications/mlaa.pdf http://visual-computing.intel-research.net/publications/testMLAA.zip Yann On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma harashsha...@yahoo.comwrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash -- *From:* Allen Saucier allen.sauc...@itt.com *To:* osg-users@lists.openscenegraph.org *Sent:* Tue, March 16, 2010 8:27:51 PM *Subject:* Re: [osg-users] bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ 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 -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 lepaih.y...@gmail.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Leak When Using Lots Of Different Texture Sizes
Hi Lillith, Could you please create an small example that reproduces this issue, or modified the code so that it solves the problem at your end. Fixing this remotely will be rather awkward. Thanks, Robert. On Tue, Mar 16, 2010 at 11:42 PM, Lilith Bryant dark...@gmail.com wrote: I have an app here that does the following: while (1) { create a texture of a size we haven't used before display it wait a bit delete it } Yes, essentially it's a fancy slide-show. This eventually causes OpenGL to grind into texture-swapping hell. DirectX's texture memory size calls confirm we're running out of GPU memory. Plus debugging breakpoints show no calls to glDeletedTextures. It seems that all my deleted textures are ending up stuck in the pending-orphan-lists, but are never making it into the actual orphan lists, where TextureObjectSet::flushDeletedTextureObjects() could clean them up. It seems currently the only calls to handlePendingOrphandedTextureObjects during normal operation are in the takeOrGenerate() call. But that's of no help if you have lots of different texture sizes. All the pending orphan lists for the other sizes are never processed. So, can someone mod: TextureObjectSet::flushDeletedTextureObjects() and TextureObjectSet::flushAllDeletedTextureObjects() to call handlePendingOrphandedTextureObjects() ? seen in 2.9.6, SVN not tested, but looks no better. ___ 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] LOD scale per node
Hi Nick, On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Community, I have a scene with different models that are built with different LOD setup. I know I can tune the appearance with the LOD scale in the camera. Is there a way, idea, how to set up an LOD scale per node? What I am trying to achieve is to have different LOD scales per node in the scene. \ Thanks for any suggestions The LOD's have ranges that you could scale Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] LOD scale per node
ahh .. you mean like write a nodevisitor and apply the scale . ok :-) .. thanks -Nick On Wed, Mar 17, 2010 at 11:10 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Nick, On Wed, Mar 17, 2010 at 6:52 AM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Community, I have a scene with different models that are built with different LOD setup. I know I can tune the appearance with the LOD scale in the camera. Is there a way, idea, how to set up an LOD scale per node? What I am trying to achieve is to have different LOD scales per node in the scene. \ Thanks for any suggestions The LOD's have ranges that you could scale Robert. ___ 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] how to load a model without its textures ?
thanks Ulrich, it worked as expected :) Fred 2010/3/17 Frederic Marmond fmarm...@gmail.com: Thanks Ulrich for the ReadFileCallback, I'll investigate that way :) my need is really to NOT load the textures files for some objects, it's not good for me to only unlink just loaded images. I hope your suggestion will allow that ! cheers Fred 2010/3/17 Ulrich Hertlein u.hertl...@sandbox.de: Hello Frederic, On 17/03/10 0:44 , Frederic Marmond wrote: I would like to know if it's possible (and how) to load only geometry data from a 3d model file, without any texture ? Two ideas: - run a visitor over the SG after loading and remove any Texture state or - use a ReadFileCallback that returns 'null' for all images, but I don't know for sure if this also removes the Texture objects or just doesn't associate an Image with them Cheers, /ulrich ___ 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] MetaFlight loader
Hi, I would be very interested in a meta flight loader for OSG. Have you made any progress so far? ... Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25753#25753 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] MetaFlight loader
I am on it these days. Expect to have something in a week or so -Nick On Wed, Mar 17, 2010 at 1:38 PM, karl jones karl...@yahoo.com wrote: Hi, I would be very interested in a meta flight loader for OSG. Have you made any progress so far? ... Cheers, karl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25753#25753 ___ 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] windows 64bit ot11-openthreadsd.dll problem
Hi Masoug, However, running a debug binary on a machine that does not have the same version of Visual Studio installed won't work in general (there are ways to get it to work, but it's pretty complicated). Sorry, I did not phrase that correctly. That was what I meant. I was in a ruch when I wrote that... :) OK, no problem, but your comment was not precise enough. It really sounded like you were telling Chad to never run debug binaries... :-) 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
Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem
How about: It is okay to run binaries, but it is not used for release versions, so don't use them to deploy your app;. -Masoug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem
Hi Masoug, How about: It is okay to run binaries, but it is not used for release versions, so don't use them to deploy your app;. Hehe, don't worry about it, I think the misunderstanding has been cleared up. :-) 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
Re: [osg-users] bluring model edges
Hi Harash. Well, I truly do not know what you're talking about but I kinda understand in principle. Would your methodology work in a real time simulation - ie can this methodology be performed in milliseconds? 2nd question: where would I start? I've no idea how to render a scene to a texture let alone where to even find a high pass filter. Would you explain how to do this in osg? Thanks Harash. :) Harash Sharma wrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier To: Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25761#25761 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Yann, can this be perfomed in OSG? yann le paih wrote: Hi, Morphological Antialiasing maybe an other solution : http://visual-computing.intel-research.net/publications/publications.htm (http://visual-computing.intel-research.net/publications/publications.htm) http://visual-computing.intel-research.net/publications/mlaa.pdf (http://visual-computing.intel-research.net/publications/mlaa.pdf) http://visual-computing.intel-research.net/publications/testMLAA.zip (http://visual-computing.intel-research.net/publications/testMLAA.zip) Yann On Tue, Mar 16, 2010 at 8:28 PM, Harash Sharma () wrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier () To: () Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 (http://forum.openscenegraph.org/viewtopic.php?p=25726#25726) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Yann Le Paih Keraudrono 56150 BAUD Portable: +33(0)610524356 () -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25762#25762 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] about node mask
Hi All. I'm setting node masks so that I can use different node visitors with different traversal masks to exclude some node from traversal. But I'm a bit confusing for the description of the tutorial NodeMaskDemo http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDe mo and the real implementation. I mean that in the tutorial I read this: During the pre-render traversal of the scene graph a logical OR comparison of the current node mask and camera's node mask is made. If the comparison is non-zero, the traversal will continue and if there is geometry associated with the node it will be sent to the render graph for rendering. If the logical OR is zero, traversal will not continue further down the scene. Any associated geometry will not be rendered. While in the implementation of the nodeVisitor I see: inline bool validNodeMask(const osg::Node node) const { return (getTraversalMask() (getNodeMaskOverride() | node.getNodeMask()))!=0; } So, I guess that the tutorial meant AND comparison and not OR comparison. Am I wrong? Thanks in advance Gianluca ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] about node mask
Gianluca Natale wrote: So, I guess that the tutorial meant AND comparison and not OR comparison. Am I wrong? No, you're correct :-) It's actually doubly wrong, it should say bitwise AND, not logical OR --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] bluring model edges
Hi Allen, Yes, This principle does work in real time. I do a more intense computation and am still able to get 60+ fps. For this you need to use osgPPU in your project. This library allows you to define your Post Processing pipeline. Mr. Art Tevs has provided some very good examples with the library. Your Processing pipeline consists of a bypass unit (to bring the rendered frame into the pipeline), followed by an arrangement of I/O units where the processing of each unit can be defined by means of shader programs (like in your case the filters will have to be implemented as shaders) and finally an Out unit to display the result. I will suggest that you kindly download and go thru osgPPU examples (especially osgPPUGlow) as this more or less works in the way you require. Regards Harash. From: Allen Saucier allen.sauc...@itt.com To: osg-users@lists.openscenegraph.org Sent: Wed, March 17, 2010 8:46:50 PM Subject: Re: [osg-users] bluring model edges Hi Harash. Well, I truly do not know what you're talking about but I kinda understand in principle. Would your methodology work in a real time simulation - ie can this methodology be performed in milliseconds? 2nd question: where would I start? I've no idea how to render a scene to a texture let alone where to even find a high pass filter. Would you explain how to do this in osg? Thanks Harash. :) Harash Sharma wrote: Hi Julia, Allen, I have one solution that most probably seems to be wht you are looking for. I have been using OSG for doing some image processing. Thanks to Mr. Art Tevs' osgPPU. Render the scene to a texture T1, High pass filter this image using a shader to extract the edges (store to T2), followed by a Gaussian filtering of T2. Overlay this processed image over the original with a weight factor. Scene -- T1 -- [HighPass] -- T2 -- [Gaussian(LowPass)] -- T3-| | +-- T4 -- Output to Framebuffer || Regards Harash From: Allen Saucier To: Sent: Tue, March 16, 2010 8:27:51 PM Subject: Re: bluring model edges Hi, I am in need of this type of feature, too. I need to be able to take a model fuzz it's edges, though I must admit that I don't fully understand the code given, I'll try this. Thanks Guy for the ideas. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25726#25726 ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25761#25761 ___ 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] 2.8.3 release: Last call for changes
Brett wrote: Paul, Were there any database pager fixes that could be backported to 2.8.3? I believe there were some serious bugs concerning the release of paged tiles. Hi Brett -- Thanks. Do you have an svn revision number? Was it the same one requested by Stephan, r10520? -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 2.8.3 release: Last call for changes
Brett Wiesner wrote: Paul, One more... There are a feature added to PagedLOD that lets users specify options similar to the osgDB options. This lets users say something like use dds_flip for node under this PagedLOD which is useful if you have a paged terrain that has backwards dds textures. Thanks. It'd be glad to look at it, and add it to 2.8.3 if it merges easily. Do you have a revision number? -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Scalar bar warning message
Hello, When using the osgSim::ScalarBar on a linux machine, I keep getting warning messages like Warning: font file fonts/arial.ttf not found. Is there a way to turn off such warning message? After all fonts/arial.ttf may only be valid on windows. Yanling ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scalar bar warning message
Hi Yanling, After all fonts/arial.ttf may only be valid on windows. Why do you say that? OSG comes with a freetype plugin that loads .ttf fonts on any platform, including Linux. In the OpenSceneGraph-Data distribution we even include a few such font files. http://www.openscenegraph.org/svn/osg/OpenSceneGraph-Data/trunk/fonts/ That being said, if you don't want to see the messages you can either a) turn the OSG notification level down (osg::setNotifyLevel) b) make sure it can find arial.ttf c) make a ReadFileCallback that returns some internal font for all font load requests d) modify the concerned classes so they have an option whether to try to load fonts or not Those are just examples, there are other options or variations on them, but only you can decide what you want to do in your case... Hope this helps, 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] Mac Serializer Compile Error
Hello, I get the following 2 errors when trying to compile the latest svn on a Mac running 10.6 but using the 10.4 SDK. This compiles fine using the 10.6 SDK with gcc-4.2, but since the 10.4 SDK requires gcc-4.0, I assume its a compiler quirk. Any suggestions on how to get around it? /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp: In function 'void wrapper_propfunc_LineStipple(osgDB::ObjectWrapper*)': /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp:11: error: no matching function for call to 'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const char [7], int, GLint (osg::LineStipple::*)()const, void (osg::LineStipple::*)(GLint))' /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int] /util/src/osgsvn/include/osgDB/Serializer:199: note: osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const osgDB::PropByValSerializerMyClass, int) /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp: In function 'void wrapper_propfunc_Texture(osgDB::ObjectWrapper*)': /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp:89: error: no matching function for call to 'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const char [12], int, GLint (osg::Texture::*)()const, void (osg::Texture::*)(GLint))' /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int] /util/src/osgsvn/include/osgDB/Serializer:199: note: osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const osgDB::PropByValSerializerMyClass, int) Thanks Martins ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
Hello Farshid, Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Yes, it has been discussed in the past on the list, check the archives. It was even stated by Jeremy Moles as the major reason why he developed the osgPango nodekit :-) I can't answer your other question, I'll have to defer to others who know osgText better. But it's good that a real solution to this problem (other than switching to an external nodekit to do text rendering) is in sight. Good work. 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
Re: [osg-users] 2.8.3 release: Last call for changes
Stephan Huber wrote: Hi Paul, I think changeset 10520 http://www.openscenegraph.org/projects/osg/changeset/10520/OpenSceneGraph/trunk/ should be part of 2.8.x, as this fixes a memory leak with the object cache when not using the database pager. I added a workaround to all my 2.8-based apps, so the object cache gets cleaned after a while, as I am loading a lot of data dynamically and experienced out-of-memory-situations. OK, this was kind of a bumpy merge, but I'm fairly confident that I added (to the 2.8 branch) the same changes that 10520 added to trunk, so hopefully this gets the desired results. Could you possibly svn update a 2.8 branch and do some testing to ensure that this change is functioning as expected? Thanks, -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collision Detection
yeah, looked through that one a while ago. I was hoping there will be an osgpolytopeintersection demo out there with some of these ideas. thanks, ted On Mon, Mar 15, 2010 at 11:12 AM, Jason Daly jd...@ist.ucf.edu wrote: ted morris wrote: I have been looking for an example of using this utility PolytopeIntersector to intersect say, a bounding box, of a more complex object, with another set of objects in the scene. Are there any example snippets out there how to go about this? An example might be wanting to know if a moving car (surrounded by bounding box) hit a cone or channelizer drum (e.g., cylinder). Closest thing would be the osgintersection example. It doesn't use the PolytopeIntersector, but it might get you started. --J ___ 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] Weird Problems trying to build with Fedora 12.
Hi, I am trying to use OSG, but cannot get a project that builds fine on a windows box to build. In eclipse, I get a weird external build error (inside the OSG include files), claiming that all manners of members weren't declared in some scope. I installed OSG using the package manager (YUM), anyway this is very annoying. Any thoughts? Thank you! Cheers, Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25745#25745 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DatabasePager::updateSceneGraph() notices
Hi, Does anybody have any objections to changing the notification in DatabasePager::updateSceneGraph() from NOTICE to INFO? I'm getting these notices pretty frequently and I don't really understand its importance. I'm getting these notices on scenes with no PagedLODs and can foresee this causing confusion for customers. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi screen display issue
Hi, I would also like to know it because on the Mac there is a bug. If I have two monitors connected next to each other (left and right) the right part of the picture is displayed on the left and vice versa! Cheers, Hartwig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25776#25776 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Weird Problems trying to build with Fedora 12.
On 17/03/10 16:53 , Joe Gaudet wrote: I am trying to use OSG, but cannot get a project that builds fine on a windows box to build. In eclipse, I get a weird external build error (inside the OSG include files), claiming that all manners of members weren't declared in some scope. I installed OSG using the package manager (YUM), anyway this is very annoying. Any thoughts? Annoying indeed: how about giving a bit of additional information? Like the error messages? What version of OSG? Where is OSG installed? Is the installation location properly referenced in the project? http://catb.org/~esr/faqs/smart-questions.html /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText quality issue
This is a good suggestion. I've been using osgText a lot lately, and this change definitely improves the quality in my apps. -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com Message: 3 Date: Wed, 17 Mar 2010 13:29:43 -0700 From: Farshid Lashkari fla...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Subject: [osg-users] osgText quality issue Message-ID: 978d1eac1003171329l4f526d49q78495dbc1f958...@mail.gmail.com Content-Type: text/plain; charset=iso-8859-1 Hi, I'm in the process of porting our application from OSG 1.2 to 2.9. One major issue that immediately stood out was the quality of osgText. All the letters seem to be cut off by one pixel along the edges. There has been a lot of changes since 1.2, but I did find one setting that seemed to fix the issue for me. On line 539 of Font.cpp there is a hard-coded variable called sizeAdjustment that is set to 1. In OSG 1.2 this value was set to 0. Changing this value back to 0 pretty much resolves the quality issue for me. I've attached a screenshot comparing the result of changing the value. Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Cheers, Farshid -- next part -- An HTML attachment was scrubbed... URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20100317/d0591de3/attachment-0001.htm -- next part -- A non-text attachment was scrubbed... Name: osgTextSizeAdjustment.png Type: image/png Size: 55917 bytes Desc: not available URL: http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20100317/d0591de3/attachment-0001.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Mac Serializer Compile Error
Hi Martins, I have no experience in Mac. But it seems that type definition of GLint changes to some other types in your system. In most other cases, we have: typedef int GLint; in the gl.h header. And an ADD_INT_SERIALIZER is workable with it. Maybe we should have more tests on 64bit systems and try to find out if an independent ADD_GLINT_SERIALIZER was required to keep compatible on different platforms. Wang Rui 2010/3/18 Martins Innus min...@ccr.buffalo.edu: Hello, I get the following 2 errors when trying to compile the latest svn on a Mac running 10.6 but using the 10.4 SDK. This compiles fine using the 10.6 SDK with gcc-4.2, but since the 10.4 SDK requires gcc-4.0, I assume its a compiler quirk. Any suggestions on how to get around it? /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp: In function 'void wrapper_propfunc_LineStipple(osgDB::ObjectWrapper*)': /util/src/osgsvn/src/osgWrappers/serializers/osg/LineStipple.cpp:11: error: no matching function for call to 'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const char [7], int, GLint (osg::LineStipple::*)()const, void (osg::LineStipple::*)(GLint))' /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int] /util/src/osgsvn/include/osgDB/Serializer:199: note: osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const osgDB::PropByValSerializerMyClass, int) /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp: In function 'void wrapper_propfunc_Texture(osgDB::ObjectWrapper*)': /util/src/osgsvn/src/osgWrappers/serializers/osg/Texture.cpp:89: error: no matching function for call to 'osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const char [12], int, GLint (osg::Texture::*)()const, void (osg::Texture::*)(GLint))' /util/src/osgsvn/include/osgDB/Serializer:205: note: candidates are: osgDB::PropByValSerializerC, P::PropByValSerializer(const char*, P, P (C::*)()const, void (C::*)(P), bool) [with C = MyClass, P = int] /util/src/osgsvn/include/osgDB/Serializer:199: note: osgDB::PropByValSerializerMyClass, int::PropByValSerializer(const osgDB::PropByValSerializerMyClass, int) Thanks Martins ___ 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