Hi, when i run the osgkeyboardmouse example in OSG2.2.0 with "fountain.osg"
model, it was quite right in "LineSegmentIntersector" mode, but while i pressd
the 'P' key to switch to "PolytopeIntersector", then it was terminated by
assert! But, when i run it with "cow.osg" model or else, it was OK,
I would contact Paul at Skew-Matrix or Bob they do training on site as
well...
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
___
Hi KK,
Just had a chance to try out your fix for the OpenFlt Optimizer crash. Seems
to work for me. Thanks for that
Mark
Hi
the problem causes osgUtil::Optimizer in stage MergeGeodes
crash conditions:
Visual Studio 2005 (VS80)
debug version osg (and host app)
some scene with group that conta
With OpenGL and OSG the short answer is no there is no way to do this,
Opengl itself does not provide any feed back, one reason being when its card
memory is exhausts it typically pages to system memory ( not always but in
most cases )
Also remember it is not texture memory really it is simply me
Hello Rick,
> Is there a utility already in OSG that provides this functionality?
Do you just want to resize images? Do you really need to do it with
OSG?
If all you need to do is resize images from the command line, look at,
for example, ImageMagick. It's a set of command line tools (which are
Hello All,
Is there a way to find out how much texture memory is being used? We are
finding that keeping texture memory in check is critical to the performance
of our game, depending of course on how much memory the card has.
Thanks
-- Rick
___
osg-us
Hi,
Besides SilverLining, does anyone know any more other cloud SDK add-on that can
work with OSG?
regards
Loong Hin
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Hello All,
We are looking for some opportunities to get some OSG training. I saw that
Skew Matrix was doing a class in Paris, but we would like to stay state-side
if we could. I have already attended an intermediate class from Andes
Engineering, but there are some more people in the group, and I
Ah, yes. that would do it. I am not creating a graphics context at all, just
using the code I showed above. I can do that (all though it seems
unfortunate.) Is there a utility already in OSG that provides this
functionality?
Thanks,
-- Rick
On Wed, Mar 19, 2008 at 3:33 PM, Robert Osfield <[EMAIL
Never mind, It seems that Table can play a role of a Panel J
Sergey
From: Leontyev, Sergey
Sent: Tuesday, March 18, 2008 8:54 PM
To: 'osg-users@lists.openscenegraph.org'
Subject: osgviewer panel with buttons
Hello,
I am playing around with osgWidget which is pretty cool...
What
Hi Norman,
> AFAIK all MSoft compilers support
>
> char *_getcwd( char *buffer, int maxlen );
> int _chdir( const char *dirname );
Read the rest of the thread, that's not the issue. The issue is that
another header somewhere has
#define getcwd _getcwd
which in turn changes even vpb::getcwd()
Hi Robert,
> #define's are a real pain to get around.
Yep.
> Perhaps we need to rename getcwd to getCurrentWorkingDirectory().
That could be one solution, up to you.
If you go down that route, do you want to rename the other functions in
vpb/FileUtils to more descriptive names too? It'll look
Robert Osfield writes:
>
> #define's are a real pain to get around. cpl_config.h will be
> included via GDAL headers.
>
> Perhaps we need to rename getcwd to getCurrentWorkingDirectory().
AFAIK all MSoft compilers support
char *_getcwd( char *buffer, int maxlen );
int _chdir( const char *dirn
Hi J-S,
On Wed, Mar 19, 2008 at 7:56 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> #define's are a real pain to get around. cpl_config.h will be
> included via GDAL headers.
>
> Perhaps we need to rename getcwd to getCurrentWorkingDirectory().
I have made this rename change and updated all
Hi Robert,
> I have made this rename change and updated all the VPB sources to use
> this method. These changes are now checked in.
>
> Could you do an svn update and let me know how you get on.
Yep, that works.
J-S
--
__
Jean-Sebastien Gua
Hi All,
I'm just heading off line right now, I'll tag the dev releases
tomorrow. Feel free to keep testing :-)
Robert.
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Hi J-S,
#define's are a real pain to get around. cpl_config.h will be
included via GDAL headers.
Perhaps we need to rename getcwd to getCurrentWorkingDirectory().
Robert.
On Wed, Mar 19, 2008 at 7:35 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hello Maciej,
>
>
> > Hmm, it works for
Hi Robert,
> I have just added an explict vpb:: in front of the getcwd in TaskManager.cpp.
Tried that, no go. BTW, same thing with osgdem.cpp line 102, and that
one has the vpb:: qualifier.
> Could you do an svn update and let me know he you get on. If this
> fails then we might need to look a
HI J-S,
I have just added an explict vpb:: in front of the getcwd in TaskManager.cpp.
Could you do an svn update and let me know he you get on. If this
fails then we might need to look at the validity of _getcwd across MS
platforms.
Robert.
On Wed, Mar 19, 2008 at 6:04 PM, Jean-Sébastien Guay
HI Rick,
The scale image function uses glu which requires a valid graphics
context to be current in the thread you are calling from. Could this
be the problem?
Robert.
On Wed, Mar 19, 2008 at 6:41 PM, <[EMAIL PROTECTED]> wrote:
> Hello All,
>
> I wrote a little application that simply takes as
Hello Maciej,
> Hmm, it works for me. I cannot reproduce Your problem. It looks like
> compiler is inlining some functions or _getcwd cannot be found in the
> main namespace.
I doubt it's an inlining problem because I'm getting it even in debug.
> Maybe changing vpb::getcwd(char *, int) to
>
Hmm, it works for me. I cannot reproduce Your problem. It looks like
compiler is inlining some functions or _getcwd cannot be found in the main
namespace. Maybe changing vpb::getcwd(char *, int) to vpb::getcwd(char *,
size_t) would help?
Regards,
Maciej
2008/3/19, Jean-Sébastien Guay <[EMAIL PRO
Hello All,
I wrote a little application that simply takes as a command line param the
name of an image, a new res, and a new filename. The program then reads in
the image with osgDB, resizes it, then writes it back out with osgDB. (Now
that I think of it, is there already a quick utility to do t
Hi Maciej,
> Yes but its fetched from vpb namespace - TaskManager.cpp line 32 :).
Hmmm, but I'm getting a link error:
(when building vpb.lib)
2>TaskManager.obj : error LNK2019: unresolved external symbol "char *
__cdecl vpb::_getcwd(char *,int)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED])
reference
Yes but its fetched from vpb namespace - TaskManager.cpp line 32 :).
Regards,
Maciej
2008/3/19, Jean-Sébastien Guay <[EMAIL PROTECTED]>:
>
> Hi Robert,
>
> >> On Win XP VS2005 SP1 getcwd and chdir are deprecated. I have added them
> to
> >> FileUtils (in the attachment).
>
> > Thanks Maciej, now
VPB builds clean on fc7/x86_64 and initial testing looks good.
thanks again!
-bob
> On Wed, 19 Mar 2008, Robert Osfield wrote:
>
>> Hi All,
>>
>> I've checked in a few bugs fixes to OSG and VPB over the last few days
>> so would like to get another dev release out the door.
>>
>> I'd apprecia
Hi Robert,
>> On Win XP VS2005 SP1 getcwd and chdir are deprecated. I have added them to
>> FileUtils (in the attachment).
> Thanks Maciej, now merged and submitted to SVN.
Missed one : TaskManager.cpp line 40. :-)
J-S
--
__
Jean-Sebastien Gua
Hi Robert,
> I'd appreciate and SVN update and build on OSG and VPB to see if
> everything looks safe for tagging another dev release.
Other than the getcwd and chdir issue that Maciej reported in VPB, it
looks good on Windows Vista, VC++ 2005.
Thanks,
J-S
--
_
Hi Robert,
On Win XP VS2005 SP1 getcwd and chdir are deprecated. I have added them to
FileUtils (in the attachment).
Regards,
Maciej
2008/3/19, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi All,
>
> I've checked in a few bugs fixes to OSG and VPB over the last few days
> so would like to get anoth
Hi Robert,
Just built and tested (briefly) the latest svn of osg on fc7/x86_64
without issue.
Thanks for your efforts!
I'll be onto vpb next...
-bob
Bob Huebert email: [EMAIL PROTE
Thanks Maciej, now merged and submitted to SVN.
On Wed, Mar 19, 2008 at 4:47 PM, Maciej Krol <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> On Win XP VS2005 SP1 getcwd and chdir are deprecated. I have added them to
> FileUtils (in the attachment).
>
> Regards,
> Maciej
>
> 2008/3/19, Robert Osfield
Hi,
I have tested latest changes (rev 7975). Inheritance problem that looked
like invisible polygon casting shadow for half of the scene vanished. So
far, so good ;-).
Good to hear.
IMHO, the problem J-S noticed with ThreadingModeHandler is different. Its
not related to inherita
Hi Robert and Raymond,
I have tested latest changes (rev 7975). Inheritance problem that looked
like invisible polygon casting shadow for half of the scene vanished. So
far, so good ;-).
IMHO, the problem J-S noticed with ThreadingModeHandler is different. Its
not related to inheritance mask c
Hi All,
I've checked in a few bugs fixes to OSG and VPB over the last few days
so would like to get another dev release out the door.
I'd appreciate and SVN update and build on OSG and VPB to see if
everything looks safe for tagging another dev release.
Thanks in advance,
Robert.
___
On Wed, Mar 19, 2008 at 3:37 PM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> I have tested latest changes (rev 7975). Inheritance problem that looked
> like invisible polygon casting shadow for half of the scene vanished. So
> far, so good ;-).
Good to hear.
> IMHO, the problem J-S noti
hi,all
I use osg1.2+mfc platform. I use window's messege queue and does't use
osg's event
handler, just update the manipulator's transform matrix when catching the
window's mouse
and key messege.
My program crashes sometime when the messege queue has too many of messeges
in it, such
Hi,
> Composing shaders is next to impossible in a general pupose way, each
> GLSL Program needs to know all the shaders that contribute to it and
> have a main shader that glues them all together.
Ok, I understand, this would be tricky indeed. And again hard-coded in
some (other) way ;-)
> I am
Hi Raymond,
Composing shaders is next to impossible in a general pupose way, each
GLSL Program needs to know all the shaders that contribute to it and
have a main shader that glues them all together.
I am aware of trying to mix shaders with self contained technique
likes osgShadow has, so in a fu
Hi Michele,
Yes, I'm updating the projection matrix upon resize events. The problem is
as mentioned also visible in the osgtext example which I assume handles this
correctly. Thanks for the suggestion though :)
/Jonas
On Wed, Mar 19, 2008 at 3:28 PM, Michele Bosi <[EMAIL PROTECTED]>
wrote:
> Hi
Aha, I guessed that, thanks for the confirmation.
So you say that fog should be part of the shadow shader, and not a
separate, extra one. I did not do that much with shaders yet, except for
using the osg-included ones. I cannot have a hierarchy of nodes with
shaders, I guess?
If I cannot have
HI Raynond,
osg::Fog wraps up glFog, which is part of OpenGL's fixed function
pipeline. As soon as you enable shaders you loose fog support unless
you shaders directly include a fog shader in them.
Robert.
On Wed, Mar 19, 2008 at 2:26 PM, Raymond de Vries <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I
Hello,
> could someone please tell me how to create the collada db so osgconv can
> load collada files? i can't find any documentation on this.
I assume you're on Windows.
From this page on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
you'
Hi all,
I currently have a scene with a model (the cow).
I have setup a little cam on the bottom left of the window.
I would like my main camera on the nose of the cow (see what the cow is
looking);
my little cam would represent the whole scene where I can know where my cow
is in the scene (positi
Hi Jonas,
dunno if this helps or you already checked this out, but make sure
that your projection matrix is updated upon window resize event.
Just my 2 cents :)
Cheers,
Michele
On Wed, Mar 19, 2008 at 2:27 PM, Jonas Dehlin
<[EMAIL PROTECTED]> wrote:
> Hi again,
>
> Since noone has answered my la
Hi,
I'm wondering if anyone tried the combination of SoftShadowMap shadows
and osg::Fog. With 2.2.0 and svn I've tried to use it with SoftShadowMap
but that's not working. I suspect that it's not working because of the
shader that's being used, but that's just a guess. ShadowTexture and
Shado
btw ShadowTexture (command line arg --st) is not producing any shadows
at all, for each threading model.
Raymond
Raymond de Vries wrote:
> Hi,
>
> A quick test report: I just did a test on WinXP, using rev 7975 changing
> the threading model as J-S suggested. Results are different for
> diffe
Hi,
A quick test report: I just did a test on WinXP, using rev 7975 changing
the threading model as J-S suggested. Results are different for
different shadow techniques:
--sv: crash
--ssm: artifact
--sm: artifact
--pssm: artifact
--pssm -NVidia: artifact
Artifact: initially the rendering is ok
Hesicong2005 is me, not Ralph. You can visit my homepage at
http://www.hesicong.net (In Chinese,but). I'm now very busy doing my
job, so I'm sorry I have no enough time to help you test my demo. The
major code is used in my Pipe Bender software, and it works very well.
I'll test my demo if my c
Robert,
I understand. As I earlier said, I did not mean to push it. In fact I have
sent my post in just the same time I received your post that you already
implented option #4. I would not do this if the timing was different ;-) I
am OK with your current solution.
Cheers,
Wojtek
- Origin
Hi Wojteck,
On Wed, Mar 19, 2008 at 11:20 AM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> So in practice there are 3 cases of usage and I think that they can be
> served with option #5:
>
> setAttribute( ) would always clear inheritance flag.
>
> but also add a method:
>
> inheritAttrib
One other thing,
When I downloaded the osgNetDemo (It was EXTREMELY helpful, thanks to you
hesicong2005, is that you Ralph?), it was not fully set up in release mode.
It was hooked up to the debug libraries in debug mode, but not hooked up in
release mode at all. I get the impression that it was
Thanks,
I had done that originally, but I would get the crash if I was linking to
release OSG from either the debug or release versions of my app. For the
time being, I link to the debug versions OSG from both my debug and release
versions of my app, which seems to work. I would of course like t
Hi,
the code from makeRotate explains it best:
--8<--
void Quat::makeRotate( value_type angle, value_type x, value_type y,
value_type z )
{
const value_type epsilon = 0.001;
value_type length = sqrt( x*x + y*y + z*z );
if (length < epsilon)
{
// ~zero length axi
I think it's important to differntiate between "zoom" and "pan
forwards/backwards".
Zoom: change the field of view without changing the camera position, for
example, when a photographer uses a zoom lens. This is possible in both
perspective and orthographic projections.
Pan forwards and backwards
Thanks a lot,
I'll try to normailize it, because epsilon is not very little in my
application, so this could make zero-rotation
Thanks :)
Vincent.
2008/3/19, J.P. Delport <[EMAIL PROTECTED]>:
>
> Hi,
>
> the code from makeRotate explains it best:
>
> --8<--
> void Quat::makeRotate( value_ty
Hi
First, yes it is the vector OF rotation, sorry for the mistake...
And when I speak about normalizing, I'm just thinking of making a
vector.normalize()... with that operation, length of the vector will be 1,
even if the vector is close to 0 0 0...
I just want to use this vector to set the rota
Hi Robert and Wojciech,
> I have difficulties in imagining the situation when one calls
> setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask.
> It does not make much sense to me, because not setting mask does effectively
> ignore the attribute.
This is actually the sam
Hi, Robert
Fourth method looks good to me.
I have difficulties in imagining the situation when one calls
setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask.
It does not make much sense to me, because not setting mask does effectively
ignore the attribute.
On the othe
Hi,
I'd like to help, but don't know what you are asking...
Vincent Bourdier wrote:
> Hi all,
>
> I just have a little question, because I'm not sure of something about
> quat :
>
> I have to quat q1 and q2
>
> To pass form q1 to q2 I've made q = q1.inverse()*q2
>
> But even if the result an
Hi All,
On Wed, Mar 19, 2008 at 9:55 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> This forth approach is currently my favoured as its least intrusive
> w.r.t setAttribute() method parameters, but... I'm not overly happy
> with the behind the scenes automatic setting of other parameters.
> D
Hi all,
I just have a little question, because I'm not sure of something about quat
:
I have to quat q1 and q2
To pass form q1 to q2 I've made q = q1.inverse()*q2
But even if the result angle looks correct... the vector or rotation looks
very little :
vec : 2.71051e-020, -2.71051e-020, 1.0842
Hi Mark, Wojtek et. al,
On Wed, Mar 19, 2008 at 1:17 AM, Mark Sciabica <[EMAIL PROTECTED]> wrote:
> I think #3 is a good option, but I would like to suggest using an
> interface similar to that used for state attributes. I.e. use an
> enumeration for the possible values instead of a bool, even i
Thanks a lot for sharing,
I use Matlab and OSG in very different projects but is
very nice to have now the possibility of mixing them
more easily.
I am on vacation now but will definitely look at your
code when back to work.
Cheers,
Nicolas.
2008/3/18, Janusz <[EMAIL PROTECTED]>:
>
> Dear
Hi NiuHeming,
Most likely problem is that your geometry has display lists enabled
and it hasn't been told that its now out of date so isn't updated.
If you are dynamically updating a geometry then its best to turn of
display lists via geometry->setUseDisplayLists(false); Or if you
update very oc
Hi Ke Li,
You can do othrographic projection just fine, no need to avoid it.
The thing to avoid is zooming into a scene when in orthographic
projection - this is something that is just plain broken, you can try
tricks with near/far clipping but in the end you'll need to come round
the conclusion t
On Tue, Mar 18, 2008 at 10:34 PM, Emre Koc <[EMAIL PROTECTED]> wrote:
> 1- How can I render in stereo by using two seperate displays? (Two displays
> connected to two outputs of a FX series graphics card)
See:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
> 2
I guess you have a mixture of debug/release C Runtimes. malloc() and
free() have very different implementations in debug and release runtime,
so this would explain why in your stack trace the size=1 from operator
new() didn't get right through to malloc.
Always link your debug version against d
Hello. Niu:
You need to set the " class niuhm : public
osg::Drawable::UpdateCallback" object to your node to update; by:
geom->setDataVariance( ); geom->setUpdateCallback( );
You can refer to the osgcallback in the osgExamples.
xiaodong
2008/3/19 Niuheming <[EMAIL
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