First thanks for fast answer.
> What graphic card are you using ?
I'm using an old-fashioned GeForce FX 5900 XT. I will try it with the
newest Nvidia driver hoping that helps.
--
Andreas Richter
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Hi Mike,
we are trying to use an automatic script that generates those
sources when a tag is created. We can only test the script each time
Robert creates a new tag and each time he does we found a new little
bug :)
Now the link works.
Cheers,
JL.
2007/7/30, Mike Wittman <[EMAIL PROTECTED]
Thanks for replying Robert.
I am using the latest version of OSG: 2.0, released on the 15th of June.
The two cards in question are a 6600GT and an 8800GTX, both of which are
using the latest stable (not beta) drivers from Nvidia. My first thought
was a driver issue too, except that I can't get a
Hello Robert, Eron,
>> Unfortunately, at least under Windows this doesn't work. I believe this
>> is because the plugins are separated into debug and release
>> directories. Consider a search for the OBJ plugin. It is located in
>> the following locations:
>>
>> OpenSceneGraph\lib\osgPlugins-2.1
Maybe your driver does not support FBOS...And OSG "fallback" to imagecopy from
framebuffer
- Original Message -
From: Steven Powers
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, July 31, 2007 12:56 AM
Subject: [osg-users] Problems with FRAME_BUFFER_OBJECT
I'm using
Hi All,
I have got a very simple scene graph consisting of a root node (Group), a node
object and a particle system.
I have noticed that when I add the particle system node (containing the Geode
for particle system) to the root, the other object of the scene appears shrink.
What could be the
Eron Steger wrote:
>I see...
>
>Unfortunately, at least under Windows this doesn't work. I believe this
>is because the plugins are separated into debug and release
>directories. Consider a search for the OBJ plugin. It is located in
>the following locations:
>
>OpenSceneGraph\lib\osgPlugins-
I'm almost certain that the range for RenderBin numbers is the range of
32-bit signed ints. "0" (for opaque) and "10" (or translucent) are merely
the defaults. If you have no translucent geometry in your HUD, you can start
at 0 and render up as high as you need. If you do have translucent geometry,
This error is quite common on Intel Express renderers.
It is usually innocuous and can be fixed by updating the drivers.
If your graphics hardware is not Intel then you need to follow Roberts
instructions to isolate the call that is causing the problem.
Roger
_
From: [EMAIL PRO
Hi all,
is there any chance to halt the drive manipulator?
Sometimes, I would like to deactivate the functionality of the
manipulator awhile, for example by holding down a specified key.
Thanks in advance.
\Tommes
(I use OSG 1.2 and osgProducer::Viewer.)
_
Paul,
Thanks for your reply. I can see that would work for small numbers of
objects as in my example, but what happens if I need to have 20-30 things
stacked on top of each other as a worst case scenario. That would exceed
the number of RenderBins. I have found some references in the archiv
You need to set a different RenderBin number for the StateSet of each layer.
The draw traversal processes RenderBins in order, lowest to highest number.
I believe you want to call StateSet::setRenderBinDetails, first param is the
bin number (e.g., 0, 1, 2, etc) and you probably want "RenderBin" f
Hi,
Myself and a co-worker are working with a HUD where we have created some
simple geometric shapes on the same Z-plane in ortho2D mode. When the
scene is rendered, the topmost elements in the graph are rendered on top.
We are using 1.2 and have put the HUD under an osg::CameraNode and set th
Hi Robert,
The source package link for this release is broken, apparently because
the source package is not present.
-Mike
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Robert Osfield
> Sent: Monday, July 30, 2007 10:55 AM
> To: osg u
Hi Eron,
On 7/30/07, Eron Steger <[EMAIL PROTECTED]> wrote:
> Unfortunately, at least under Windows this doesn't work. I believe this
> is because the plugins are separated into debug and release
> directories. Consider a search for the OBJ plugin. It is located in
> the following locations:
>
>
well thanks any way I'll keep trying...
Robert Osfield <[EMAIL PROTECTED]> escribió: On 7/30/07, Carlos Nava wrote:
> Hi,
>
> I tried both ways but in State.cpp I couldn't find the block you talked
> about, and with the code I got one Error C2352 about non static function
> call...
>
> any idea w
I see...
Unfortunately, at least under Windows this doesn't work. I believe this
is because the plugins are separated into debug and release
directories. Consider a search for the OBJ plugin. It is located in
the following locations:
OpenSceneGraph\lib\osgPlugins-2.1.2\debug\osgdb_objd.dll
O
On 7/30/07, Carlos Nava <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I tried both ways but in State.cpp I couldn't find the block you talked
> about, and with the code I got one Error C2352 about non static function
> call...
>
> any idea why?
No.
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Hash: SHA1
Frauciel Luc wrote:
> Hi Andreas,
>
> What graphic card are you using ? QUAD_BUFFER stereo should work on
> Nvidia Quadro or ATI FireGL cards, but NOT on basic Nvidia or ATI
> cards. For that you'll need Nvidia stereo drivers, that are loosely
> maint
Hi,
I tried both ways but in State.cpp I couldn't find the block you talked
about, and with the code I got one Error C2352 about non static function call...
any idea why?
Robert Osfield <[EMAIL PROTECTED]> escribió:
Its likely that some OpenGL state you are setting isn't supported
Hi Eron,
The version number is inserted into the plugin directory name to avoid
problems with mixing plugins of different versions to that linked to
at compile time.
You should not need to ever encode the plugin directory path into your
app, only the path to the parent directory of the plugin dir
Hi Steven,
SceneView doesn't use RenderSurface, as this is part of Producer. Are
you using Producer as welll?
When FBO is supported then the size used should be totally independent
of any graphics window (RenderSurface in Producer speak) size.
Robert.
On 7/30/07, Steven Powers <[EMAIL PROTECTE
Hi Felix,
On 7/30/07, Felix Bwire <[EMAIL PROTECTED]> wrote:
> I tried compiling osg under cygwin but whenever I try to 'make', I get the
> message 'no targets specified and no make file found'. What is it that I may
> not be doing right? Which version of osg should I possibly use?
You'll need to
Hello,
I'm curious as to why the compiled 'osgPlugins' directory on Windows
contains the version in the directory's name (i.e.
OpenSceneGraph\lib\osgPlugins-2.1.2\debug). This provides a constant
annoyance everytime the version is updated, as the path has to be
updated. As well, since the re
Hi Andreas,
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of [EMAIL PROTECTED]
> Sent: Monday, July 30, 2007 5:00 PM
> I wanted to watch my application in stereo mode so I set the
> two environment variables OSG_STEREO with value ON an
> OSG_
I'm using a cameraNode to render to a FRAME_BUFFER_OBJECT to pull the
depth buffer from an overhead camera.
_camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJ
ECT);
_camera->attach(osg::CameraNode::COLOR_BUFFER,_dBuffer.get());
_camera->setRenderOrder(osg::CameraNode::
Hi All,
I tried compiling osg under cygwin but whenever I try to 'make', I get the
message 'no targets specified and no make file found'. What is it that I may
not be doing right? Which version of osg should I possibly use?
Thanx
Felix
On 7/30/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi
Hi All,
Weekly dev release has been tagged, details on DeveloperReleases page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
SVN tag:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.1.3/
Please consider this a 1st release candidat
Hi Andreas,
What graphic card are you using ?
QUAD_BUFFER stereo should work on Nvidia Quadro or ATI FireGL cards, but NOT
on basic Nvidia or ATI cards.
For that you'll need Nvidia stereo drivers, that are loosely maintained. Don't
know if there is an equivalent on ATI.
ANAGLYPHIC, HORIZONTAL_
Hello everybody!
I wanted to watch my application in stereo mode so I set the two
environment variables OSG_STEREO with value ON an OSG_STEREO_MODE with
QUAD_BUFFER. After starting the app (also starting OSG demos) OSG tells
me this:
---8<---
Error: [Screen #0] GraphicsWindowWin32::setPixelForma
Hi Benjamin,
There are limits on how much a general purpose code can handle
different usage requirements, it may be that you've hit the limits of
NodeTrackerManiplator. Perhaps NodeTrackerManipulator could be
extended to allow one to control how the local center is computed -
either from the last
On 7/30/07, Dorosky, Christopher G <[EMAIL PROTECTED]> wrote:
> 1.2
I can't spot any check-ins to Group or LOD that might affect this.
Could you possible create an example that reproduces the problem, I
then others have investigate it further.
Cheers,
Robert.
_
Robers,
Tracking the Child is not correct for what I need to do.
In our software we have to fly in the solar system.
I want to "connect" the observer to earth. for earth we have 3
differents referiential (PositionAttitudeTransform):
- One Planet equatorial syncrhonous (we tur
1.2
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, July 30, 2007 5:17 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] LOD's, addChild overload bad?
HI Chris,
Both routes should work, so what you are seein
Hi Benjamin,
The change doesn't feel right to me. Could you try tracking the child
of the transform to see if that helps.
Robert.
On 7/30/07, Benjamin Cabut <[EMAIL PROTECTED]> wrote:
>
>
> Hello,
>
> I tried to use osgGA::NodeTrackerManipulator, and I had a problem when I
> wanted to Track
Hello,
I tried to use osgGA::NodeTrackerManipulator, and I had a problem when I
wanted to Track a PositionAttitudeTransform Node:
It does not track the center of the Node as it should, but apply a
shift of the center value of the tracked matrix.
I do this correction to the compu
Nevermind, I got it working now by setting the CMake cache values for
FREETYPE_INCLUDE_DIR_freetype2 and FREETYPE_INCLUDE_DIR_ft2build to the value
of
FREETYPE_INCLUDE_DIR. It was originally not found.
Thanks anyway.
Indra M.W.
Indra Madyasiwi W. wrote:
> Hello,
>
> For some reason my OSG-
On 7/30/07, Carlos Nava <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> It only happens to a series of projects i'm working on, not to the OSG
> examples, I'm using OSG 1.2 on Visual Studio 2005
>
> I can post the code if it would help...
Its likely that some OpenGL state you are setting isn't support
Hi Chris,
I haven't heard reports of this type of problem before. What version
of the OSG? What type of graphics cards and drivers? Do all OSG
examples fail?
I'd suspect a broken OpenGL driver in which case check for the latest
OpenGL drivers for your machines.
Robert.
On 7/30/07, Chris Davo
HI Chris,
Both routes should work, so what you are seeing looks to be a bug.
Which version of the OSG are you using?
Robert.
On 7/29/07, Dorosky, Christopher G <[EMAIL PROTECTED]> wrote:
>
> Hello.
>
> I'm having unexpected trouble using LOD's.
>
> osg::LOD *LOD = new osg::LOD;
> LOD->addChild(m
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