On Nov 16, 2007 7:34 AM, Robert Borchers [EMAIL PROTECTED] wrote:
Hi Rafa,
I tried this but it's the same problem. I get also my 12 objects instead
of the wanted 3. It's the same output as in my version.
Is there an easy way to get the whole objects or do I have to run
through the graph
Mario Valle wrote:
Look at the following code (Refresh fires OnPaint that fires viewer-frame())
void Canvas::OnIdle(wxIdleEvent event)
{
if (_updateWhenIdle || _updateWhenIdleOverride)
{
Refresh();
event.RequestMore();
}
}
Without this logic
Hi Rafa,
I tried this but it's the same problem. I get also my 12 objects instead
of the wanted 3. It's the same output as in my version.
Is there an easy way to get the whole objects or do I have to run
through the graph collecting the names an then adding all objects with
the same name to
In OSG2.2 is there a known issue with multiple textures in flight files.
I've a terrain model with two textures but only the first appears.
Joseph Steel
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Hello, I have a osg::Node* that has applied a osg::StateSet* with many
Attribute, in particular an osg::Material*. When I try to switch the
stateset to another, no changes are visible.
I tried with
node-setStateSet(TheOtherStateSet);
and
osg::stateSet* tmp = node.getOrCreateStateSet();
tmp =
Mario Valle wrote:
No, methods from TrackballManipulator help you in understanding when you are
interacting
with the viewer and so when you need to call frame().
I'm looking at it, it's in the Canvas class, which is a descendant of
wxGLCanvas - which is not an OSG class, or is it?
Akos
Look at the following code (Refresh fires OnPaint that fires viewer-frame())
void Canvas::OnIdle(wxIdleEvent event)
{
if (_updateWhenIdle || _updateWhenIdleOverride)
{
Refresh();
event.RequestMore();
}
}
Without this logic the viewer was
No, methods from TrackballManipulator help you in understanding when you are
interacting
with the viewer and so when you need to call frame().
Ciao!
mario
Ákos Maróy wrote:
Mario Valle wrote:
Look at the following code (Refresh fires OnPaint that fires viewer-frame())
void
Hi WuCaihua
I have just tested your app on my Dell D820 Laptop (NVIDIA Quadro NVS
110 M) and it went further than previously, but still crashed at some
point.
The graphics window showed up, but when the progress bar finished, the
whole system crashed. I suspect a video driver problem as those are
El Friday 16 November 2007 10:18:59 Robert Borchers escribió:
Thanks a lot, I'll have a look at this. I didn't know that the obj file
generation was the reason for this behaviour, but now I know where to
search for a solution.
I don't know if the OBJ reader is the exact reason, because I
Hi Jean-Sébastien,
Mouse speed is controled by Creature3DGame/res/personai1.cfg, Open it, find
the key of MouseSpeed, the default value is 0.1, try to increase it.
Thanks,
WuCaihua
2007.11.17
在2007-11-16,Jean-Sébastien Guay [EMAIL PROTECTED] 写道:
Hello WuCaihua,
With your fixes, the
this must be the lamest question, but I don't really find an answer on
the OSG Trac wiki..
when I use Viewer (from code), how do I change the ambient light from
light blue to something else?
also, when I rotate objects, they look different from the 'back' - may
this be because of the default
Hi,
The fact the OSG frame rate drops when other threads are hogging the
machine is not something the OSG can do much about itself, its largely
an issue of OS scheduling of threads, if it does it well then you
shouldn't see threads hanging completely, if it does it poorly then
you'll see what you
Robert Osfield wrote:
viewer.getCamera()-setClearColor(Vec4(r,g,b,a));
thanks! this works!
also, when I rotate objects, they look different from the 'back' - may
this be because of the default lighting?
I don't know what you mean.
see the attached files.
front.png - a view from the
Depending on our hardware, the viewer may run in multithreaded mode, which
means you can't access the openGL context everytime everywhere. Try setting
your viewer into singlethreaded mode with ViewerBase::setThreadingModel( ... )
. The context should be available all the time now...
Richard
Hi,
I tested my program in WinXP EN, and I found the causation. The file which
has Chinese name can not be readed in EN version of Windows.
Copy TextAndMouse.cfg to the directory of Creature3DGame/res/.
Copy Mouse1.tga to the directory of Creature3DGame/res/image/.
Then run
Hi Robert Borchers,
Anyway, you can implement your own NodeVisitor, to do all you need,
The example of FindNamedNodeVisitor is only an example, and you could
begin with it. I think there is no easy or generic solution, as Robert said you
should know how your scene is loaded.
You could get the
Hi Edurado,
The osgViewer::Viewer can will run multi-threaded by default in you
have enough CPU cores available, and can open up multiple windows in
you have multiple screens, both these issues mean that the thread that
runs the main frame loop will not always have a valid graphics context
Thibault,
Thanks for the detailed explanation. Now it's quite clear now..
Akos
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Hi everyone and thank you for your help.
I successfully made a little program working with my matrices of real.
Like Serge said : For each osg::Geode in my scene, I add it an update
callback that compute the MODELVIEW matrix using Matrixr and then,
convert this Matrixr to Matrixd before
Can you post a small file that reproduces the issue?
Sent from my iPhone
On Nov 16, 2007, at 3:55 AM, Joseph Steel [EMAIL PROTECTED]
wrote:
In OSG2.2 is there a known issue with multiple textures in flight
files. I've a terrain model with two textures but only the first
appears.
Mario Valle wrote:
The recently posted wxTabbed example has a method to block update till
they are needed. Look at it.
do you mean the sample in this message:
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-October/003972.html
?
I glanced at it, but the 'block
Hello,
While using OSG version 1.20, I was taking screenshots with the following
code:
while( !viewer.done() )
{
viewer.frame();
// Here I get x, y, width and height.
osg::Image *image = new osg::Image;
image-readPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE);
I also noticed this behaviour when loading a .OBJ file containing a single
mesh. It was split by the loader into a group holding 70 geodes. I think it
might be done so for performance reasons.
To address your problem you could try the following:
- Save each object into a different file, so you
It doesn't compile out of the box on 64bit, because of the casts from pointer
to 'unsigned int'. Changing those casts to 'unsigned long' works, but it is
an ugly hack.
El Thursday 15 November 2007 18:14:23 Mike Weiblen escribió:
whups, moved it to
Hi everyone. We are building a system that uses OSG and several additional
job threads (on windows XP sp2.) Whenever one of these side jobs runs, the
frame rate on OSG drops, very often to zero. Since some of these side jobs may
take several seconds, this is obviously a problem. The
Hi,
I'm having a bit strange problem with FrameBuffer rendering to texture,
at least a problem for me, I'm new to OSG (1.2).
When I render my test scene standardly with Multisampling, output on
screen is nice, smooth (see enclosed image).
What I need is to make a distortion - render the same
1. Changing the collada build files (VC8 project file in my case) to
differentiate the collada release and debug build by library name not by
directory.
I understand this is a problem for some people. The last official
release of the Collada DOM (1.3) uses '_d' to differentiate debug and
Anders,
I have exactly the same problem. I get round it by doing two things.
1. Changing the collada build files (VC8 project file in my case) to
differentiate the collada release and debug build by library name not by
directory.
2. Changing the osg collada plugin build files (VC8 project
I actually found a partial solution.
It seems that underestimating the brains that have put together the cmake
system is dangerous
Only a large set of highly active brains could have devised a system like
this :-)
If you add a variable named COLLADA_LIBRARY_DEBUG with the path to a debug
I'm using the osgViewer class on WinXP. Is there a straightforward way
to set the application icon and text on the window titlebar? (or do I
get the native window handle and do it platform-specific)
Thanks.
Bob.
--
Robert E. Balfour, Ph.D.
Exec. V.P. CTO, BALFOUR Technologies LLC
960 South
On Nov 16, 2007 8:33 AM, Robert Osfield [EMAIL PROTECTED] wrote:
The other thing you can do is try out an OS that can do
multi-threading properly.
Robert.
Yeah, like Windows Vista 64!
*jumps for cover*
kidding...kidding
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Thanks Richard, but I put
viewer.setThreadingModel( osgViewer::ViewerBase::SingleThreaded );
and the capture is black again.
I'm using Windows XP in a Pentium IV with a GeForce 6600.
Another idea?
Edu
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On Nov 16, 2007 3:51 PM, Ákos Maróy [EMAIL PROTECTED] wrote:
this must be the lamest question, but I don't really find an answer on
the OSG Trac wiki..
when I use Viewer (from code), how do I change the ambient light from
light blue to something else?
Do you mean the back ground colour?
Hello WuCaihua,
With your fixes, the program runs for me. As you said, some textures
are not found so they appear black or with what seems like debugging
drawing on them. But the floor normal mapping looks good :-)
Also as a minor note, the mouse sensitivity seems very low, I have to
move
On Nov 15, 2007 7:16 PM, Bob Kuehne [EMAIL PROTECTED] wrote:
we'll have to agree to disagree. i think rendering when data hasn't
changed is a bad use of system resources. what matters ultimately
isn't frame-rate, but _perceived_ frame-rate, and if the user is
staring at an immobile object from
On Nov 16, 2007 5:31 PM, Paul Martz [EMAIL PROTECTED] wrote:
In a dedicated flight sim, I tend to agree with you. Go ahead and let it
continuously redraw the scene, even if it is static -- the processor isn't
used for anything else anyway. But for any type of desktop/PC rendering
application,
okay Robert,
and concerning the UserData object in each object ? How would I process if I
wanted this data to be dumped to my .osg files too when I save a node ?
Manu.
2007/11/14, Robert Osfield [EMAIL PROTECTED]:
Hi Manu,
Extending the .osg format with your own
Enrico Villani wrote on Friday, November 16, 2007 4:38 AM:
Hello, I have a osg::Node* that has applied a osg::StateSet* with
many Attribute, in particular an osg::Material*. When I try to
switch the stateset to another, no changes are visible.
I tried with
Hi Akos
The Canvas class derives from wxGLCanvas, and is the glue between the
OSG and wxWidgets. It defines two child classes: View and
GraphicsContext.
Canvas::GraphicsContext derives from osgViewer::GraphicsWindow (pure
virtual). The OSG uses the GraphicsWindow to actually create the
window,
These messages often appear with Intel motherboard renderers such as the
845G. An upgrade to the latest driver might help.
Roger
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Robert Balfour
Sent: 16 November 2007 17:52
To:
I'm using NVidia graphics cards, and on at least one of my machines I
believe I have the most recent NVidia driver set, so this probably
doesn't explain it. But it sounds like what you're saying is that the
errors are a result of some unsupported OGL feature?
Bob.
Roger James wrote:
These
I'm trying to use OSG 2.2 to create a main display of the primary scene
with a smaller picture-in-picture-style display of a completely
different scene in one of the corners.
The few examples that I've found so far have been for the older OSG 1.2
(using the old Producer interface).
I initially
Hi,
I'm having a similar problem and was wondering how to simply find all the
Drawables? I thought I knew, but after looking at the header files for a
while, I'm not so sure.
Thanks,
Brian
Are you using display lists? Your first try should work to change the
state, but you won't see the
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