Hi all
I have quad core system with single GPU of nVidia Geforce 6600.
Having dual x-server configuration and I have osg-2.0.
When I run osgviewer and toggles the statistics by pressing key 's'
program crashes.
Is this known bug?
Thanks
Santosh
___
Hello
i have been trying
to use cmake to compile osg src examples
such as the osgteapot example, so that i
can use it as a starting bas to learn osg.
So far i have had no success.
I have visual studio
2008 pro installed on XP sp2. I have osg
2.2 and can run all the pr compiled examples
Hi J-S ;
First of all thanks to answer. It's so useful to me. I look at the
http://www.debevec.org/Probes/ which is so good project about skybox.
When I look your Skybox.cpp source code I couln't see
loadVerticalCrossCubeMap(cubemap); function. Is it only read the the textures
and
Hi Pawan,
A node's local bounding sphere encompasses the subgraph below the
node, and in the coordinate frame of the subgraph below the node, it's
not at all affected by what happens above it in the scene graph. The
basic feature of scene graphs.
Could you explain what you are wanting to do at
Hi Santosh,
I don't recall this happening in 2.0, but I tended to test it with
dual graphics cards and multi-core. I suspect you configuration is
quite unusual.
Could you please upgrade to 2.2 to 2.3.x and let me know if the
problem still exists.
Robert.
On Jan 11, 2008 8:28 AM, [EMAIL
Hi Paul and Tim,
First thanks to Tim for being me to it, and providing a clearer
explanation. Truth be told I would have to review the source code to
be doubly sure :-)
Paul, you explanation below looks reasonable to be. A few things I'd add are:
o OVERRIDE is effectively an instruction to
Hi,
I am trying to get the bounding sphere at a node but the return value is
the same as the initial bounding sphere although I've transformed the Node
using a MatrixTransform. Here is the code I'm using, could anyone please
tell me how to get the transformed bounding sphere. Thanks in
Hi Robert,
Hi all,
osgdem behaves rather strangely (svn, windows).
As soon as I specify a --cs option on the command line, the generated
scene is flat (z=0).
I've tried to use the same --cs string both for input and ouptut, but
result is the same: no z component.
The same command without the
Hi Pawan,
The OSG has view frustum culling built into it so you should need to
add anything extra. You can also just configure the viewer's Camera
so that their view frustum all just map to the various
projector/monitors.
Robert.
On Jan 11, 2008 10:11 AM, Pawan Harish [EMAIL PROTECTED] wrote:
Hi Pawan,
I can't see the value add of adding extra culling on top of what the
OSG already provides in this instance, view frustum culling is very
efficient already for handling mulitple camera views. Why can't you
simply use the OSG the way its designed to be used in this instance.
If you want
Hi Robert,
Thanks for the quick reply. Actually I am trying to cull the
scene based on some planes as a part of a display wall system I'm building
over OSG, for this I need the bounding sphere at the current transformed
position. I can transform the center of the sphere with all the
Hi,
I haven't looked at the data - I simply don't have the available time
to go into this right now. I doubt its a bug, rather a limitation in
the technique. Please understand the shader is a quick knock
together. If it doesn't work perfectly in all situations than
something I'm happy to
Hi Michael,
The OSG's old blue marble example was removed well over a year ago,
what version are you using?
Could you back and say what you are trying to do/learn to do, there is
likely to be an easier way to tackling the task now.
Robert.
On Jan 10, 2008 11:09 PM, Michael W. Hall [EMAIL
Hi Umit,
The osghangglide has a basic skydome, and the osgvertexprogram has a
basic skybox. There is also the 3rdparty osgEphemeris project which
has a full blown sky model.
Robert.
2008/1/10 ümit uzun [EMAIL PROTECTED]:
Hi All;
I want to skybox for surround my terrain! How can I do ?
Hi:
I try to render to a texture Through FBO.
I want to render to a big texture.
I see that the viewport and the texture must have the same size.
The Viewport could be bigger than a window???
The viewport couldn't be bigger than a Graphic Context?
Could the graphic context have different size than
Hi Robert,
Thanks again for the quick reply. I must say this is the most
responsive mailing list I've ever seen. You people are doing great work. I
first should tell you what I am doing for you to understand my problem.
I'm a PhD student at IIIT Hyderabad and I'm trying to build a
-Original Message-
From: HUTTERER ARIEL
Sent: Friday, January 11, 2008 12:09 PM
To: 'osg-users@lists.openscenegraph.org'
Subject: Window-viewport-FBO-texture
Hi:
I try to render to a texture Through FBO.
I want to render to a big texture.
I see that the
On Jan 11, 2008 12:11 PM, HUTTERER ARIEL [EMAIL PROTECTED] wrote:
when I want to render to texture . I must to define the render Order like
pre or post render.
What's the difference?
Pre render is to render before the main camara's render stage (i.e.
what gets rendering by the viewer to the
HI:
when I want to render to texture . I must to define the render Order
like pre or post render.
What's the difference?
Thanks
Ariel
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Hi:
How can I do to make of-screen render?
Thanks
Ariel
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Hello J-S,
Thanks for your attention. I will try the codes immediately! If I encounter any
problem I would ping you again :)
Thanks again Jean!
Ümit UZUN
Date: Fri, 11 Jan 2008 09:03:41 -0500 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] SKYBOX
Hi Robert;
Thanks for your reply! I will look at these samples!
Ümit UZUN Date: Fri, 11 Jan 2008 09:52:36 + From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] SKYBOX ? Hi
Umit, The osghangglide has a basic skydome, and the osgvertexprogram has a
Hi J-S,
Thanks for doing the tests. Loading your test.osga into osgviewer on
its own it looks OK.
However, when loading your test.osga and my original test.osga into
osgviewer at the same time results the two models being loaded a long
way apart... suggesting a problem with position of the
Hi,
I asked similar question some time ago. In the meantime I figured it out
myself. You don't need to add light to shadowed scene nor it does not need
to be present in fixed location in viewer scene hierarchy. I assume of
course that you have at lest one light somewhere in hierarchy. In case
Finally I had enough spare time to test on linux ... and I have exactly
the same results: as soon as a coordinate system is set (in epsg format)
, produced scene is flat !
Even when the same cs is provided for both the input and the ouput...
On another hand, it is quiet comforting regarding
Hi!
After updating the osg version from the svn which do
include the geometry shader implementation I got
always an OpenGL invalid value error. (nVidia driver
100.14.1)
The error is located in the Program.cpp in the line
2667:
_extensions-glProgramParameteri( _glProgramHandle,
Hello Peter,
...then begins the
build process till it gets to about 10% then every single time it
throws up and error that reads unknown cmake command SETUP_EXAMPLE
and then i cannot get past this point.
What did you specify in the first text field in CMakeSetup (Where is
the source
Init should be called in UpdateTraversal but if for
some reason you created
your ShadowedScene after UpdateTraversal but before
CullTraversal : crash
may happen.
Thanks a lot for these pointers. I still get the same
error though after adding sm-init() or
sm-computeDataVariance() or both.
Hi Jean; I have tried to make terrain like you from
http://www.palomino3d.com/pal/openscenegraph/#GIS tutorial. And Fortuanetly
create my own terrain with http://seamless.usgs.gov/ downloading some data. I
have a unix shell which coded by Tim Brooks who are administrator of palomino3d
web
On Jan 11, 2008 4:46 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote:
Hi,
o OVERRIDE is effectively an instruction to ignore an
attempts of StateSet below it to set RenderBin's.
Understood. Can you give me an example of why someone would want to do
this?
Pardon me, to step into
Hi,
o OVERRIDE is effectively an instruction to ignore an
attempts of StateSet below it to set RenderBin's.
Understood. Can you give me an example of why someone would want to do
this?
Pardon me, to step into this discussion but I think I have a situation where
renderBin override could
Hi again,
Sorry I was in hurry and I made many errors in my last post it was almost
unreadable. I repeat it with at least few of them fixed ;-)
You won't find osgShadow::ShadowMap::init it on a Stack Trace. You have to
place breakpoint into it. You do this to make sure its actually NOT CALLED
Hello ümit,
When I look your Skybox.cpp source code I couln't see
loadVerticalCrossCubeMap(cubemap); function. Is it only read the the
textures and sending a node. Or Is there any specific process in it?
Oh, sorry, that's in another file and I had forgotten (it's been a
little while
On Jan 11, 2008 5:40 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Robert,
The issue you have with all the terrain overlapping is suggest
problems with positioning of the tiles as well. I'm currently waiting
on output.zip to download so can't say any more at this stage.
Ok, let
Hello Robert,
The issue you have with all the terrain overlapping is suggest
problems with positioning of the tiles as well. I'm currently waiting
on output.zip to download so can't say any more at this stage.
Ok, let me know.
BTW, just how long did your full osgdem run take? What
Hello Robert,
This is almost certainly the root of the problem with the
visualization. I'll add some debugging into the .ive plugin to see if
the Locator exists in the file or whether it exists but with just
default settings.
Any ideas as to why I didn't get the right settings? I just tried
Thanks for the info, Robert.
o OVERRIDE is effectively an instruction to ignore an
attempts of StateSet below it to set RenderBin's.
Understood. Can you give me an example of why someone would want to do this?
o USE says to either use the RenderBinDetails to create a
new RenderBin
Hello Robert,
I'm stumped, I've reviewed both the DestinationTile and .ive code and
it looks fine. Could you put a break point in createTerrainTile() and
step through the code that sets up the Locator to see if its setting
up.
Sure, no problem. I'll get back to you.
Another long shot
Robert Osfield writes:
On Jan 11, 2008 6:25 PM, Jean-Sébastien Guay wrote:
Perhaps outputting the data as .osg will reveal exactly
what is going amiss.
OK, getting closer.
I've done a
osgconv test.ive test.osg
On your root .ive file and found the osgTerrain::Locator has
Hi JS,
On Jan 11, 2008 6:25 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Perhaps outputting the data as .osg will reveal exactly what is going amiss.
OK, getting closer.
I've done a
osgconv test.ive test.osg
On your root .ive file and found the osgTerrain::Locator has default
Hi Robert,
Finished upgrading system to kernel-2.6 gcc-4.2.2
Still get make errors when Examples are turned On.
You mentioned Developer libraries. I am sure I have SDL and GLUT
installed, so is this different?
Stewart
Robert Osfield wrote:
The osgviewerSDL and osgviewerGLUT example will be
Hi JS,
On Jan 11, 2008 7:36 PM, Robert Osfield [EMAIL PROTECTED] wrote:
This is almost certainly the root of the problem with the
visualization. I'll add some debugging into the .ive plugin to see if
the Locator exists in the file or whether it exists but with just
default settings.
Now
Hello Norman,
My guess is that the GDAL data files aren't being picked up
I don't think this is the problem, because the same command, without
--terrain, produces correct output. With --terrain, it gives a Locator
with default settings.
Still investigating. I'll continue on Monday.
J-S
--
Hello Robert,
I get the same problem as you - once the lower levels start paging in
they all overlap each other. This shows us at least that the problem
is in database creation rather than rendering.
Perhaps outputting the data as .osg will reveal exactly what is going amiss.
OK, getting
I forgot to mention that it's not immediately obvious what to do with
the osghudframe example.
The Window is a resizable window and can be resized using the corners
or borders. That example also adds a StateSetManipulator, so that you
can see the osgHUD::Frame in wireframe mode.
On Fri,
Just wanted to give another heads up and let you all know I'm still
alive and working as often as I can on getting osgHUD respectable. My
real job has nothing to do with graphics programming, so unfortunately
it all has to be done on my own time. :)
A lot of good changes getting me closer to a
Can OpenFlight be linked statically? I compiled the osgstaticviewer and
it does not read *.flt files. The osgviewer that uses the shared object
version seems to work fine. I guess my question is--which plugins do I
need to register in my application and which global variables need to be
specified
Is anyone able to build the TIFF and JPEG plugins on current SVN head with
VS 7.1? Everything else compiles and links fine.
At link time, the JPEG and TIFF plugins both display several warnings about
an invalid directive.
The warnings are followed by unresolved symbol errors, such as
Hello Paul,
JPEG and TIFF plugins build okay when I use VS8, so I wonder if this is an
incompatibility between the VS7.1 linker and the VS8 3rd party binaries? But
if this were the case, I would have expected the VS7.1 linker to complain
about the 3rd party libraries being in an unknown
Hi, Jean-Sébastien.
Andreas told me that I needed to create a method to compute the
intersection of the line and plane. I was searching for a way reading the
doxygen documentation and expecting something similar to what I had done
with shapedrawable picking when I realised that neither
I am using OSG version 2.2.0. The blue marble example is probably left
over from an older version I had.
I am trying to basically create a sphere and overlay the NASA BMNG jpg
over it. I would eventually like to be able to read in the elevation
data, generated by the shuttle SRTM, and overlay
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