Hi Robert and Jeremy,
On Dec 10, 2007 9:12 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
I'm writing a little application which renders images to texture and
passes them out to a Matlab program. So far it all works fine, but I
was wondering if there is any way I can get rid of the window that
Hi Paul,
The field of view is governed by the cameras projection matrix. The
default projection matrix used is controlled via the
OSG_SCREEN_DISTANCE, OSG_SCREEN_HEIGHT and OSG_SCREEEN_WIDTH if they
are set, otherwise its defaults for these are chosen, or the
application itself sets the
Hi Paul,
On Dec 10, 2007 10:34 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- Do you know why osgDB::Output checks for the environment
variable OSG_WRITE_OUT_DEFAULT_VALUES? The value doesn't appear to be used
by any code. Should I simply document this as reserved for future use?
Oooo
Hi All,
I haven't spotted Blender being mentioned, what are peoples
impressions of using Blender these days?
Robert.
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HI Aditya,
You need to use data with a alpha value, or intensity data otherwise
you'll just end up with a solid block.
Robert.
On Dec 11, 2007 3:30 AM, R. Aditya Kadambi [EMAIL PROTECTED] wrote:
I am trying to use the osgvolumed from the examples program. I am looking
for sample data to use
Robert Osfield wrote:
On Dec 11, 2007 6:31 AM, J.P. Delport [EMAIL PROTECTED] wrote:
could we get support for multiple render targets (MRT) integrated into
2.4? I know some people are using hacky patches for this. Some patches
have been submitted, but they have to be reworked.
I can help
Yes , even i wanted to have quake-type controls ... can u please copy paste
some example code so that i can have an idea .
On Dec 11, 2007 2:28 AM, Paul Speed [EMAIL PROTECTED] wrote:
If this is on Windows then I think the only good way is to grab the
mouse directly using DirectInput. This
Hi,
John Donovan wrote:
Robert Osfield wrote:
If we can get a clean set of patches to support MRT then I'm for
reviewing/merging them :-)
Mea culpa... I implemented JP's hack into my source and it worked for what I
needed it for. Then I submitted a half-baked patch which Robert was right
I haven't spotted Blender being mentioned, what are peoples
impressions of using Blender these days?
We used blender for architectural visualizations in our project:
http://www.arthis.jyu.fi/bridge/jyu.php.html
Producing LOD-information was the greatest hurdle, because there were no
way to
Hi, Paul.
Not in any way did your code insulted my intelligence. I haven't been to any
Computer Graphics course in my whole life, so keep feeding me with the
basics! : )
Well. I've got a question here. I've addapted that code you've given me so
that it was supposed to create a sphere. You can
Thanks for putting me in the right direction !!!
...now it works !!
best regards
Håkan
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Från: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] För
Robert Osfield
Skickat: den 10 december 2007 14:23
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Yaw angle
On
I declared the attribute exactly as you wrote. I figured out that it
was crashing because I still had a left-over
geom-setSecondaryColorArray(new osg::Vec4Array); I didn't populate the
array, so the crash occurred. It would be nice if the osg code checked
for an empty array before trying to use
Hi Michael,
On Dec 11, 2007 2:06 PM, Schmidt, Michael M [EMAIL PROTECTED] wrote:
I declared the attribute exactly as you wrote. I figured out that it was
crashing because I still had a left-over geom-setSecondaryColorArray(new
osg::Vec4Array); I didn't populate the array, so the crash
Hi Serge,
Creating objects with and storing them locally with a C pointer rather
than a ref_ptr is usually just fine if the pointer just lives in
local scope, but there are gotchas lurking if your do certain
operations. Most places where a C pointer is used within the OSG code
base is because
On Tue, 2007-12-11 at 09:18 +, Robert Osfield wrote:
On Dec 10, 2007 8:27 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
One thing that should be kept in mind when using Cal3D is that in it's
current state, Cal3D isn't a skeletal system alone--it's a skeletal
animation system+mesh format,
I have discovered the takeObject method, and now I understand better why the
object is not deleted, But it doesn't explain my crash... :/
On Dec 11, 2007 2:33 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hi all,
I am currently having a random crash with osgText, here is the context : I
read some
When it comes to actual modelling, if you just remember that Blender is
not a CAD-program, then you'll be fine. Modelling tools are excellent and
development cycle is furious.
because you mentioned cad:
http://www.caelinux.com/
CAElinux 2007 is now officially released
This first stable
Is there a way using OSG to know if a given extension is supported.
Using libraries like GLEW isn't going to create linking conflicts or
problems to OSG?
Thanks,
Mic
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I have another theory about the crash, let's say that :
osg::Object* object = osgDB::readObjectFile(foundFile, userOptions ?
userOptions : localOptions.get());
read the object from the cache, and between this moment and the one where
the font object is set to a ref_ptr into setFont, the cache is
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Robert Osfield wrote:
On Dec 10, 2007 8:27 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
One thing that should be kept in mind when using Cal3D is that in it's
current state, Cal3D isn't a skeletal system alone--it's a skeletal
animation system+mesh
Thanks Brede, addition now merged and submitted to SVN.
On Dec 10, 2007 10:10 PM, Brede Johansen [EMAIL PROTECTED] wrote:
Hi Paul,
I have added support for the continuation record to the OpenFlight
reader. The implementation now reads the record to memory with one
read operation and creates
Hi Paul,
The field of view is governed by the cameras projection
matrix. The default projection matrix used is controlled via
the OSG_SCREEN_DISTANCE, OSG_SCREEN_HEIGHT and
OSG_SCREEEN_WIDTH if they are set, otherwise its defaults for
these are chosen, or the application itself sets
Hi All,
I was planning to make a 2.3.0 dev release of the OSG, but alas
clearing my osg-submissions has taken me till late this afternoon.
There are number of submission that have been pushed back for
clarification/fixing but the majority are now applied so I'm happy to
run with 2.3.0. Before I
Hi Robert;
Thanks. So, would this usage be valid:
$ osgvolumed --images *.png --alpha alpha value
Thanks,
On Dec 11, 2007 2:04 AM, Robert Osfield [EMAIL PROTECTED] wrote:
HI Aditya,
You need to use data with a alpha value, or intensity data otherwise
you'll just end up with a solid block.
I thought Blender was much harder to learn and use. Even after a fair
amount of practice I still couldn't be anywhere near as efficient as I
was with Max or Creator. But you can't beat the price.
Also, I tried working on osgexport, the Python Blender exporter to
OSG, so that it would correctly
2007/12/10, Jeremy Moles [EMAIL PROTECTED]:
I noticed there was a lot of Cal3D discussion going on here so I'd
figure I'd chime in and say a few things.
I have write access to Cal3D SVN I obtained a year or so ago when Palle
Raabjerg and myself rewrote the Cal3D Blender exporter, which we
Hi,
Recently, the company that I work for has decided to distribute a demo of our
application. To protect our own investments, I made the brilliant comment that
we should encrypt our models and shader source. We primarily use IVE files,
and looking at the IVE plugin, it makes strong use of
Hi Robert,
Look back my last message where I emmit a possible scenario. It seems that
this scenario is happening because when it crashs, the main thread is into
the removeExpiredSubgraphs method.
And I am having the same problem with the readNodeFile call into
databasepager.cpp (line 604), it
maruti borker wrote:
Yes , even i wanted to have quake-type controls ... can u please copy
paste some example code so that i can have an idea.
Ok, our code is part of a Java peer since we actually grab the mouse
values from Java. So I'll cut and paste the relevant stuff but don't be
Hi Robert -- I'm working with an older app that deals directly with
SceneView. It effectively creates its own window and manages its own
graphics contexts.
I've found this app doesn't work with osgOQ. osgOQ uses a Camera post draw
callback to retrieve the query results, and therefore needs the
I'm looking for the same kinds of things we've been struggling with in
the past--standard template library functions that aren't in the solaris
compiler's headers.
We've fixed them in the past by adding includes to stdlib.h or similar.
I am looking at a couple in DatabasePager.cpp. I could try
2007/12/11, Jeremy Moles [EMAIL PROTECTED]:
How big is Cal3D? I ask in terms how much effort would it be required
to reimplement the unique parts not found in the core OSG?
It's hard to say--there's a lot of code in Cal3D supporting the mesh
format, XML loading, matrices, vectors,
2007/12/9, Jan Ciger [EMAIL PROTECTED]:
I am not sure what are you referring to when speaking about keyframe
animation, though. Do you mean 3D morphing of meshes? I would keep that
separate, it is a completely different beast with different problems
than skeletal animation. Animation of an
On Dec 11, 2007 4:47 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi Paul,
The field of view is governed by the cameras projection
matrix. The default projection matrix used is controlled via
the OSG_SCREEN_DISTANCE, OSG_SCREEN_HEIGHT and
OSG_SCREEEN_WIDTH if they are set, otherwise its
Hi Serge,
How reliably can you recreate the crash?
Does it happen with osgviewer or other OSG examples?
Could you explain whats happening in your app before the crash.
If we can work out the conditions that the crash happens we'll have a
much better chance of isolation. It could be as your
A friend pointed out that find and sort really are stl functions, and
not the same thing as the stdlib functions I was looking into before.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andy
Skinner
Sent: Tuesday, December 11, 2007 2:35 PM
To:
On Dec 11, 2007 4:40 PM, R. Aditya Kadambi [EMAIL PROTECTED] wrote:
Hi Robert;
Thanks. So, would this usage be valid:
$ osgvolumed --images *.png --alpha alpha value
The png files need to have an alpha value on them.
Robert.
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Hi Michele,
The OSG manages extensions on a per StateAttribute level, with each
subclassing needing extensions maintaining its own Extension structure
pre graphics context. Note each graphics context can have different
extensions support, although this is not the usual setup, it worth
being
Hi Robert,
addition now merged and submitted to SVN.
What better way to get it tested ;-)
Brede
On Dec 11, 2007 5:17 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Thanks Brede, addition now merged and submitted to SVN.
On Dec 10, 2007 10:10 PM, Brede Johansen [EMAIL PROTECTED] wrote:
Hi
I am trying to use it like this now. But I can't find a way to set alpha
value from the help menu.
$ ./osgvolumed --images file.1png file2.png
I don't see a volume stack. Any suggestions?
Thanks.
On Dec 11, 2007 9:40 AM, R. Aditya Kadambi [EMAIL PROTECTED] wrote:
Hi Robert;
Thanks. So,
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Terry Welsh wrote:
I thought Blender was much harder to learn and use. Even after a fair
amount of practice I still couldn't be anywhere near as efficient as I
was with Max or Creator. But you can't beat the price.
I think that is a matter of
Jan Ciger wrote:
However, it doesn't solve any of the animation and skinning issues and
is completely useless by itself. I cannot imagine somebody bringing it
up to speed with other kits from this alone, for that you need
something actually usable to start from. This is why e.g. osgCharacter
Hello
Noticed in this discussion talk about Blender and .OSG
So just thought I'd mention these Blender Papers I did for the Delta 3D
Team to be found here
http://www.delta3d.org/article.php?story=20051207101455773topic=docs
located at the bottom of the page
they go over the basics of
With all the recent discussion over Cal3D I decided to take a few
minutes and look over some of the affiliated stuff at Gna.org and I
found a project called AnimTK. The memberlist includes Loic Dachary (who
also posts here from time to time and is/was pretty much the lead Cal3D
guy) and Cedric
Jan Ciger wrote:
Actually, I think that the focus should be on providing a meaningful API
to export to these languages. That could even mean a wrapper in order to
eliminate/minimize usage of pointers and some C++ functionality that is
difficult to translate (templates?). Once you have that,
Hello all,
after some info about OpenGL 3 the most interesting topic I am eager
to hear about is the ray-tracing support in OSG! Are there any news?
If there is something I am gonna ask to Santa this Chirstmas is a new
OSG raytracer for sure... I already dropped the OpenGL 3
specifications
Hi Brian,
You can decrypt your IVE file into a std::stringstream and use the
following code to read it from memory:
//Read IVE file from memory
osgDB::ReaderWriter *fileReader =
osgDB::Registry::instance()-getReaderWriterForExtension(ive);
if(fileReader) {
return
Hello,
Do cull masks work with osg::CameraNode? The interface is there ... so I'm
thinking should work.
I'm having trouble getting the culling to work for a CameraNode that's used
with RTT. Is there anything inherently wrong with trying to do this? I'm
assuming cull/node masking still applies
I can still reliably reproduce the multithreaded osgText /
databasepager crash issue :)
On Dec 11, 2007 1:59 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Serge,
How reliably can you recreate the crash?
Does it happen with osgviewer or other OSG examples?
Could you explain whats
Hi all,I think I know the answer but just in case I'm overlooking something
I thought I'd ask.
What is the most efficient way to convert the osg::Image loaded from
osgDB::readImageFile() to another format, specifically
RGBA 32-bit floating-point for use
in a vertex shader? I can do a brute force
Quoting Robert Osfield [EMAIL PROTECTED]:
The key to understanding is looking a the signature of the methods -
one is static method and one is a normal member. The static method,
static void setThreadSafeReferenceCounting(bool), sets the default
value, the non static, virtual void
Hi,
Does anyone has a C# wrapped or pure C# OBJ loader to use with OSG 2.0 ?
Thanks in advance,
Emre Koch
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Hi Farshid,
Thanks for the code and information about GLIntercept. I wasn't aware about
the GLIntercept security hole, but it doesn't surprise me that it can happen.
No security is going to be fool proof, but we can at least try to make it a
little more difficult. Plus, it makes the
Hello Michele,
after some info about OpenGL 3 the most interesting topic I am eager
to hear about is the ray-tracing support in OSG! Are there any news?
Nothing very exciting unfortunately. I have been using a kd-tree
implementation that can be used from OSG by Adrian Egli, but it isn't
in
Hi Renan,
Quoting Renan Mendes [EMAIL PROTECTED]:
Well. I've got a question here. I've addapted that code you've given me so
that it was supposed to create a sphere. You can deduce that it didn't (it
just draws the original circle). I was wondering if you could point out my
...
Hello Robert,
There is a warning that shows up in the latest SVN in
include/osg/DatabasePager when compiling on Win32 (VC++2005 Express):
1G:\OpenSceneGraph-SVN\OpenSceneGraph\include\osgDB/DatabasePager(337) :
warning C4800: 'osg::Texture::TextureObject *' : forcing value to bool
'true'
The output below is from current SVN building osgDB (osg and osgUtil are
fine).
VS doesn't provide too many clues when xtree or set generate compile errors.
I haven't dug into this very deeply, but on first glance it appears that
perhaps CompareStateAttributes::operator() should be declared
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Amos Smith wrote:
With code downloaded via svn this evening (revision 7671), I'm seeing a
compilation error for osgDB SharedStateManager.cpp in Win32 Release mode.
Excerpt of error description:
C3848: expression having type 'const
Thanks Tim, the const-ness added to the CompareStateAttributes and
CompareStateSets operator declarations does resolve the compilation issue.
Cheers,
Amos
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Just want to share my experience with using Lua for building applications.
We have been using Lua fo building applications for quite some years now.
THe binding is using tolua++ where we have exported most of osg, openal++,
osgal, replicantbody, physics library etc...
We took the path of
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