Hi Robert,
I looked over the OverlayNode implementation and recognized that it seems that
a shader is missing at line 1094 in OverlayNode.cpp (latest SVN version), when
the overlay perspective vertex shader can't be found at
shaders/overlay_perspective_main.vert.
At all other shaders there is
Another problem is, that nodes which are currently not connected to the
sceneview/camera won't release their GL objects.
Richard
On 9/17/07, Rafa Gaitan [EMAIL PROTECTED] wrote:
viewer.getSceneData()-releaseGLObjects(); // or getCamera()...
Hi everyone,
Since I have upgraded to OSG 2.0 (a few months ago) I seem to 'loose'
textures on loaded models. It is not very clear to me what happens, and
it is not easy to describe. At the moment I was wondering if someone has
a hint or so.
Thanks a lot,
Raymond
Hi Johan,
This done by the osgViewer::WindowSizeHandler::toggleFullScreen()
method. You can reimplement your own Handler to do what you want like you
want :-)
Cheers
David
2007/9/17, Johan Johnsson [EMAIL PROTECTED]:
as i press f in fullscreenmode the windowmode arrives, the window
Thanks a lot!
This is what I need. :-)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason Daly
Sent: Wednesday, September 19, 2007 2:56 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] depth buffer - real pixel z - depth
zarrandreas wrote:
Hi,
Hi Andy,
Could you try out the SVN or 2.1.11 version of the OSG as this
contains a bug fix to Image that affect video updating.
Robert.
On 9/18/07, Andy Somerville [EMAIL PROTECTED] wrote:
Hey,
I just recently retested part of my application, which uses
osg::TextureRectangle and
Hi Daniel,
The shader isn't missing, it just isn't required - its optional. The
check for the file is just there to enable one to try out adding a
overlay_perspective_main.vert. I'll remove this check as your not the
first one to be confused by this.
Robert.
On 9/19/07, Kallfass, Daniel,
Hi Raymond,
If its not clear to you then with this small amount of information is
going to be absolutely beyond comprehension for others...
First up what type of application/viewer code do you have? Single
window, multiple cameras? What platform? Does it just happen with
certain types of
Hi Anders,
Thanks for the tweak, could you please send submissions to
osg-submissions in future as there makes sure that your post won't get
lost in the osg-users soup.
Robert.
On 9/19/07, Anders Backman [EMAIL PROTECTED] wrote:
Hi, I have a minor addition I would like to see in svn for the
On 9/19/07, Schmidt, Richard, SDGE1 [EMAIL PROTECTED] wrote:
Another problem is, that nodes which are currently not connected to the
sceneview/camera won't release their GL objects.
Well there isn't much the core OSG can do about this. If you go
detect objects from the Viewer and it non longer
Hi Robert,
Please find in attached file the source code of a small
project based on osgViewerQT. This project create a QApplication
with a mdi. You can open many OsgWidget (inherits of osgViewerQT)
via the menu (File - Open). If you open many viewers you will
see that the last viewers opened are
Hi @ all,
probably it's a noob question...
I downloaded some data from NASA Blue Marble
(http://visibleearth.nasa.gov/view_set.php?categoryId=2355p=3)
and tried to produce a whole earth representation with topography.
But the height field does not match the texture. North and South are
mixed up
Hi Adrian,
To help things along I have gone ahead and merged your ShadowPSSM
implementation, but renamed it to ParallelSplitShadowMap to be in
keeping with the naming of the other shadow techniques.
I have also added the PSSM enabling into osgshadow.cpp, but haven't
merged PSSM.cpp as I didn't
HI Anders,
I've just tried to review your changes but alas you've totally changed
the indenting, and done in a way that is totally inconsistent with the
rest of the OSG. Could you please fix this and submit as they aren't
appropriate for merging as they stand.
Cheers,
Robert.
On 9/19/07,
Hi Robert,
Sure, I did not provide information for the complete solution. At this
moment I was hoping that someone else was triggered by this and he or
she did some extensive research on this. Appearantly I did trigger ;-)
I will describe my situation here in detail:
* osg 2.0.0 on
Hello.
I'm a little short on time to learn how to use BRL-CAD or OpenCASCADE, so I
would like to know if OSG applications support importing models from other
programs like NX3 or Google SketchUp.
Thanks,
Renan
___
osg-users mailing list
Hi Robert,
Glut is effectively only used for creating the rendering context at the
moment. From there on I use this rendering context in the .net controls.
Apart from that the usage is for historical reasons. I understand it
sounds strange but the glut functionality that I use right now is
Hi Raymond,
It sounds like your state sets are not being managed properly. Are you
doing any opengl state changes outside of OSG? If so, try removing them and
see what happens.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raymond de
Vries
Sent:
Hi Zach,
It sounds like your state sets are not being managed properly. Are you
doing any opengl state changes outside of OSG? If so, try removing them and
see what happens.
You mean that I do direct OpenGL calls, mixed with OSG, right? Nope, I
am not doing that. Yes, I can imagine that
Well it does sound like you are doing some pretty crazy things, but I don't
know why they'd cause textures to disappear. Are there any other odd things
that you are doing?
I had similar texture problems when using ReplicantBody models in my scenes.
Are you loading any crazy file formats?
Has
Hello All:
Was wondering what people thought about maybe moving the
bool serialize_readNodeFile = true;
In the run of the DAtabsePager as an attribute of the
DatabasePager. This way we can set it at runtime and change the
need to serialize or not. This would actually allow for multiple
Hi Christophe,
Public variable support is definitely simpler than general operator
support, and I'm working on an implementation. Currently it's mostly
complete; it's just the C++/CLI code generation for the property
functions that remains to be done... I can't predict when it'll be
finished
Hello Robert:
Will do. Just wanted to verify with you that it was an acceptable
change.
Thank you
Take care
Garrett
On Sep 19, 2007, at 11:01 AM, Robert Osfield wrote:
osg-submissions. It should be safer to allow multiple threaded reads
You import Google Sketchup models by exporting them from Sketchup in Googe
Earth 4 format and extracting the collada format (.dae) file from the
resulting kmz file which is in fact a zip archive. I find the easiest way to
do this on a windows platform is to change the .kmz extension to .zip and
For those who deal with terrain in OSG, what tool do you use to create trees as
textured transparent billboard to be loaded by OSG? I'm just wondering what's
the best native format for creating the trees.
Examples:
FLT -- OSG -- IVE
or
3DS -- OSG -- IVE
or
VRML -- OSG -- IVE
...
Thanks,
-
Robert,
I've implemented the image-dirty() work-around for the update
issue for the time being (I'd have to upgrade everyone in the office
otherwise), but try and test 2.1.11 today to prove that it fixes the
problem without the work-around. Any idea if it might affect the (PBO
related?)
Hello,
Has anybody used OSG to do collision detection? Is it efficient for doing
it? I'm not looking for details; just if it works well or not.
Thanks.
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osg-users@lists.openscenegraph.org
Hello,
I use osg::CameraNode to render the scene to a texture, and then I display
this texture on the screen aligned quad.
Problem: If I fly throw the scene, osg::CameraNode don't display anything.
1) The osg::CameraNode clips the scene and this is the reason, why it
doesn't display anything
2)
It should have no effect on performance.
On 9/19/07, Andy Somerville [EMAIL PROTECTED] wrote:
Robert,
I've implemented the image-dirty() work-around for the update
issue for the time being (I'd have to upgrade everyone in the office
otherwise), but try and test 2.1.11 today to prove
W.r.t objects going AWOL, double check the drawImplementation()
parameter type as this changed in 2.x
On 9/19/07, Andy Skinner [EMAIL PROTECTED] wrote:
I've lost track--should windows debug libraries have d appended, like
osg22-osgd.dll? What about lib files?
Somewhere as I went from OSG 1.2
On 9/19/07, zarrandreas [EMAIL PROTECTED] wrote:
Hello,
I use osg::CameraNode to render the scene to a texture, and then I display
this texture on the screen aligned quad.
Problem: If I fly throw the scene, osg::CameraNode don't display anything.
1) The osg::CameraNode clips the scene and
Unfortunately nothing happens.
Christoffer
2007/9/19, Jason Beverage [EMAIL PROTECTED]:
Just guessing, but what happens if you hit the space bar with the app
running? That should tell the camera manipulator to go to the home
position.
Jason
2007/9/19, Christoffer Markusson [EMAIL PROTECTED]:
Hi arnaud
I can't reproduce your problem. I have 4 osg window in the mainWindow and
all have the same frame rate.
Can you describe you plateform driver vertion OSG, Qt
OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
...
another think is thit is preferable to use osgViewer::CompositeViewer and
Oups forgotten
I use Linux Fedore 7
Gcc 4.2.1
AMD Athlon(tm) XP 3200+
NVidia GForce 7600 GT
OSG_THREADING = SingleThreaded
OSG_OPTIMIZER = DEFAULT
2007/9/19, David Callu [EMAIL PROTECTED]:
Hi arnaud
I can't reproduce your problem. I have 4 osg window
On 9/19/07, Andy Skinner [EMAIL PROTECTED] wrote:
Thanks, but it is called in some situations. We haven't figured out yet
why some text is drawn and some isn't.
This will either be a culling issue, i.e. you bounding box is wrongly
computed, or some incomplete state management in your custom
Right, the bounding box isn't good (two corners are the same point).
But this used to work, with us setting the option to disable small
feature culling. Is there another check that would have changed,
something where we could get bad results from such a bounding box, but
not from small feature
I just build debug OSG on Windows and linux--thanks to those who helped
out.
In my build, the Windows OSG libraries and plugin libraries have the d
in their names. But on linux, I get the d in the OSG library names,
but not the plugin libraries.
So in Windows I have:
osg22-osgd.dll
On 9/19/07, David Callu [EMAIL PROTECTED] wrote:
I can't reproduce your problem. I have 4 osg window in the mainWindow and
all have the same frame rate.
Can you describe you plateform driver vertion OSG, Qt
OSG_OPTIMIZE and OSG_CAMERA_THREAD env var
...
Thanks for looking in to this.
Hi Andy,
On 9/19/07, Andy Skinner [EMAIL PROTECTED] wrote:
I just build debug OSG on Windows and linux--thanks to those who helped
out.
In my build, the Windows OSG libraries and plugin libraries have the d
in their names. But on linux, I get the d in the OSG library names,
but not the
Thanks for the tip, but I can't use osgViewer, because I use custom
framework and this framework use osgProducer::Viewer.
The Prerender Example in osg framework use also osgProducer::Camera and
osg::CameraNode to render the scene to the texture. Maybe the problem is in
the using of the screen
I ran into a crash caused (apprently) by OpenThreads (pthread
implementation). If you create a new thread, and then immediately
destroy it, it is possible to delete the thread before it has been
flagged as running. Thus, whoever in osgViewer is waiting on the
thread to close ends up deleting the
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