Ok,
Thanks, the Handle method is already implemented, and it is a particular
situation, so I'll try an other way...
Thank you very much.
Vincent.
2008/4/2, Robert Osfield [EMAIL PROTECTED]:
On Wed, Apr 2, 2008 at 5:03 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
I don't
El Miércoles 02 Abril 2008ES 20:07:53 Dorosky, Christopher G escribió:
Do I need to do something to clean up the node if it already had a
shared stateset?
Statesets as the rest of Referenced objects are reference counted, so if the
ref_ptr that holds its address is pointed to another Stateset,
Hi Art,
We don't have a dedicated parking but here :
http://www.mappy.com/mappymoi/map?data_id=7B4140F2-5163-42A5-892C-4826E98711D8
You can see the surrounding parkings (I recommend the parking Paris Bourse
next to the subway Bourse).
About Paris in cars... yes, it can be real pain. So don't
Hi Chris, Adrian et. al,
I believe the right way to support this display is directly in the OSG
itself, OpenGL wrappers are a really bad way to do it, both from a
performance point of view and OpenGL state control point of view.
The way I'd add support is to use osgViewer's support for slave
Hi Paul,
Just checked and its come up for me just fine, perhaps it just too a little
while to peculate through.
Robert.
On Wed, Apr 2, 2008 at 9:57 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- I've added a community news blurb about the upcoming
training, and it's URL is:
Hi all,
I have some problems loading archives that may have to do with osgdem
or osg archive handling. Anyone who builds a db with osgdem using -a
myterrain.osga should be able to reproduce.
Basically the tile files gets put in a directory inside the archive
and the master file is able to point
Hi Mattias,
This looks like a bug I've introduced with the nesting of task directories.
Tasks directories are related the the distributed build support that
vpbmaster provides, as it splits the build into a series of tasks, each
tasks writes to its own directory. osgdem also has this support as
Hi Kim,
I was wondering if you were able to share your code that does this?
What occurred to me was that it would be pretty cool to see this
functionality as an extra 'stereo' option for OSG.
You make it sound easy... but in my experience, straight forward
means different things to different
Hi Mike,
you might want to look here for some more tips:
http://processing.org/reference/libraries/video/
Prior to getting a capture card that shipped with a proper
QuickTime vdig supported under under Windows XP and XPx64,
I also tried a Windows wrapper called WinVDIG which I got
from here:
Hi Mattias,
On Thu, Apr 3, 2008 at 10:09 AM, Mattias Helsing [EMAIL PROTECTED]
wrote:
ok, thanks, i'll leave it there then (next week or so - right ;)
To avoid this error I've temporarily disabled the -a option, this doesn't
fix the problem, rather it ignores it... but at least you shouldn't
ok, thanks, i'll leave it there then (next week or so - right ;)
On 4/3/08, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Mattias,
This looks like a bug I've introduced with the nesting of task directories.
Tasks directories are related the the distributed build support that
vpbmaster
Thanks for the link. Maybe I'll actually get unlazy and try to fix it. :)
Just thought I'd check since I see crashes from very oddly-associated
applications whenever my box starts doing its wild timer ride. Plus, I
half hoped that a solution was commonly known and someone would provide
a
Hi Xiaodong Wu et. al,
2008/4/3 Wu Xiaodong [EMAIL PROTECTED]:
How could the community do when the next Microsoft Technologies, such as
DirectX changes like OS changes from Win95 to WinXp.
The email about adopting Microsoft Technologies across the board was a April
1st spoof, written to
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 03 April 2008 08:59
To: OpenSceneGraph Users
Subject: Re: [osg-users] Philips WOWvx technology and OpenSceneGraph
Hi Chris, Adrian et. al,
..
I'd also like to move all stereo/3d display
Hi Robert
I am getting some warnings in LineSegmentIntersector.
It prints warnings like this
Warning:: Picked up error in TriangleIntersect
and it prints some Nan values.
I didn't got what these warnings are ?
Thanks
Santosh Gaikwad
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Hi Chris,
I'm afraid the code was written as part of a research project, and we
still haven't decided upon whether or not the code is going into the
public domain or not so I can't really give out my classes. However, I
have included a function that may help you. You'll have to fill in the
rest
Hi Santosh,
On Thu, Apr 3, 2008 at 12:03 PM, santosh [EMAIL PROTECTED] wrote:
Hi Robert
I am getting some warnings in LineSegmentIntersector.
It prints warnings like this
Warning:: Picked up error in TriangleIntersect
and it prints some Nan values.
I didn't got what these warnings are ?
Hi Bjorn,
My guess is that this is a OpenGL driver bug. Try other versions of the
drivers.
Robert.
On Thu, Apr 3, 2008 at 12:12 PM, Björn Blissing [EMAIL PROTECTED]
wrote:
I recently got the SVN release of OSG 2.3.7. When I compile and run the
examples in single monitor mode they all work
Hi Roger,
Would you plan to remove to current 3d stereo support from
osgUtil::SceneView? I feel that would be a retrograde step, leaving those of
us using applications that do not use osgViewer (for example the Virtual
Terrain Project VTP) and drive osgUtil:SceneView directly somewhat out in
Sorry, got no answer, so try to repost
I' m interested in using OSG from Python or other scripted languages.
After some searching and testing I found osgswig and tried that path
(still unsure which is the best script wrapper for OSG to use)
Using osgswig I found some bugs and added some nodes
Hi,
Thats the problem I described yesterday as complete garbage in my NVIDIA /
Windows / multi monitor / mulit threaded post. Will not appear in single
screen mode or single threaded. Run examples with --SingleThreaded option to
test it. All recent 169.xx and 174.47 show the same issue.
Hi Luigi,
I am not an expert on the wrapper side so can't answer specifics. My hope
was that the osgLua and osgPython projects would take off and become fully
featured and tested and then when ready migrate into the core OSG. Alas so
far this hasn't happened. osgLua and osgPython are based on
Hi Byorn,
I've always had mixed results with multi-monitor configuration. There
are two multi-monitor options, horizontal-span or multi-monitor mode,
and several ways of setting these up via a combination of the Display
and the ever changing (for the worse IMO) NVidia settings dialog.
What I
Hi, I was trying to checkout osg 2.2 through the svn adress:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.2.0
as stated on the download page.
But under WINDOWS (using tortoise svn) I get the following error:
Error: URL
Yep. It works perfectly when appending the --SingleThreaded argument.
/Björn
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] För
Wojciech Lewandowski
Skickat: den 3 april 2008 14:32
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Problem with multi
Hi Wojtek,
Thats the problem I described yesterday as complete garbage in my NVIDIA /
Windows / multi monitor / mulit threaded post. Will not appear in single
screen mode or single threaded. Run examples with --SingleThreaded option to
test it. All recent 169.xx and 174.47 show the same
I get a failed to add directory include/OpenThreads object of the name
already exits
Error of the trunk
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anders
Backman
Sent: Thursday, April 03, 2008 8:44 AM
To: OpenSceneGraph Users
Subject: [osg-users]
Hi,
I'd like to have a TrackballManipulator with a rotation behaviour
resembling that of TerrainManipulator with rotation mode ELEVATION_AZIM
(as opposed to ELEVATION_AZIM_ROLL). It'd be very useful for drawing and
manipulating buildings and other constructs of that sort. I've been
trying to
Björn,
You said in your post that you had switched to OSG 2.3.7. Does it mean that
your ealier OSG version was OK on this drivers (169.21) ? What version it
was ?
Wojtek
- Original Message -
From: Wojciech Lewandowski [EMAIL PROTECTED]
To: OpenSceneGraph Users
I discovered that using Wojciech's solution with the single threaded option
doesn't allways work. But I am not sure if all examples actually parse this
argument?
This works even better. But as you state: The taskbar gets really looong...
So day to day I actually develop under multi-monitor
Hello Colin,
What I found works best for fullscreen apps over two monitors is NOT
checking the Display extend my desktop to this monitor option, and
then configuring a horizontal span in the NVidia settings dialog.
Basically things work more reliably when Windows is not involved.
In
_
Apps like VTP really should use osgViewer though, as they loose out on a
great deal of what makes OpenSceneGraph scalable and efficient i.e database
paging, multi-threaded, multiple display support etc.
Robert.
Robert,
Point taken. It is something Ben and I have discussed in
Hi Robert,
I am a new user. I newly downloaded OSG 2.2.0.. I read the documentation and
followed the instructions for VS6. It did not work so I figured I had missed
something. It was not a flame! I work for a Japanese company in the USA and
I have only worked here for 5 months and they use VS6
Hi Anders,
I'm afraid this is problem introduced a couple of days back when I move the
OpenThreads sources directly into the core OSG, and changed OpenThreads to
use the OpenSeneGraph sources as an extern - effectively swapping how it was
previously. The problem shows itself in the 2.2 tag
Hi Anders,
On Thu, Apr 3, 2008 at 3:11 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
I am still a bit of learner when it comes to svn and learnt a bit more
with the fallout from what I thought was a minor change. I will need to
have to a look to see if I can patch the 2.2 SVN tag so that it
On Thu, Apr 3, 2008 at 2:40 PM, Roger James [EMAIL PROTECTED]
wrote:
--
Robert,
Point taken. It is something Ben and I have discussed in the past but
never got round to doing. My concern has always been about the amount of
effort it would take.
The
HI Bjorn,
On Thu, Apr 3, 2008 at 2:43 PM, Björn Blissing [EMAIL PROTECTED]
wrote:
I discovered that using Wojciech's solution with the single threaded
option doesn't allways work. But I am not sure if all examples actually
parse this argument?
A number of the examples have don't have any
Hi Mike,
Thanks for the info! It's at least good to know there's not some better
way I should be going about it :)
Does anyone know why my uniform might not be getting the right value
from the OSG framework? Is this something that was likely fixed in a
later version (I'm using 1.2)?
-Nathan
On Thu, Apr 3, 2008 at 2:20 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
To reiterate, multi-monitor works great. Have you tested it lately? In
any case, if it doesn't work right for some, we should fix it, since as
I said, horizontal span is not an option on Vista - and I know some
Hi Marco,
Thanks for the file. I've done the test and don't see any stateset's shared
so I can reproduce the issue you are seeing so its a good first step.
As for what piece of code should be fixed, I think it's much a design
choice. A fundamental question is: what is the postcondition of
Kim, Thanks very much for the tips and code snippet!
Robert, nice to know we were thinking along the same lines for a wowvx
stereo option built into OSG ;-)
Chris.
Date: Thu, 3 Apr 2008 12:37:44 +0100
From: Kim C Bale [EMAIL PROTECTED]
Subject: Re: [osg-users] Philips WOWvx technology and
Hi Robert,
I do wonder if MS might take notice if one apps works crap under Vista
but great under Linux/OSX they'll pull they socks up. But I guess they
might just say just port Direct3D, dump OpenGL, then redo the test
against Linux/OSX... :-)
Didn't I say it all works great on Vista? I
Hi Robert,
If there is someone to blame its probably the drivers first, second the OSG and
its users for doing graphics in very nonstandard way. What game works on multi
monitors, multithreaded and in OpenGL ? One must be crazy to do things like
this ;-)
But seriously I see some hope. Looks
sorry dont have time now to review the whole thread. You could check
the svn history for fixes since 1.2.
one suggest is rather than finding all the lightpoints in the model to
attach a uniform, simply attach a single uniform to the root of your
model; that uniform state should be inherited down
Hello Wojtek,
You got me really interested. Your post brings back the hope I lost ;-)
I presume you have Vista. Can you also check prerender example and see
if both screens look consistent ? On my machine one of them shows blue
flag with a cessna and second shows blank white flag.
Vista
Hi Robert,
So yes, UNSPECIFIED help solve the problem of deciding what data variance an
StateAttribute should have, if the user has explicitly set STATIC or DYNAMIC
then this is a formal decision made by the user and its inappropriate to
override this with automatic codes that try to work
Hi Marco,
On Thu, Apr 3, 2008 at 5:08 PM, Marco Jez [EMAIL PROTECTED] wrote:
If you agree, I can patch the LWO reader so that it sets state
attributes' variance to STATIC. This would solve my issue entirely (as I'm
only loading LWO files). Code based on older versions of OSG won't be
Hi J-S,
That said, if some are having problems, I'm all for fixing them. I
just don't want false information spread about the different display
modes for using multi-monitor (or OSG's support for them).
This was not my intention. I did try to be quite careful in my wording.
I actually use
Santosh,
I've seen triangle intersect happen most often for me when some portion of some
geometry was scaled to 0 or were coincident. The triangle intersect does some
vector math that can fail in those conditions. Check the build code for the
offending parameter calculations which might
Hi J-S,
On Thu, Apr 3, 2008 at 4:43 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
The absence of this option has made no difference in the fact that it
all works great on Vista. I never liked Horizontal Span anyways, for the
issues others have brought up (taskbar way too long, windows pop
Hi All,
Today I added support into osg::BoundingSphere and osg::BoundingBox to use
double or float versions of internal variables. The support can be toggled
from CMake via the advanced options:
OSG_USE_FLOAT_BOUNDINGSPHERE
OSG_USE_FLOAT_BOUNDINGBOX
These options are ON by default right
Hi,
I'm working on a project that requires the use of a new input device,
called space navigator. I have the method that gets the 6 coordinates from
it. I'd like to know how to get it at every frame. I thought of using a
callback, but it doesn't seem right, for the object from that class is
Hi Robert,
So while it's good to hear vista works great for you, this needs to be
put in to context once you start comparing it to other OS's that don't
have the same arbitrary limitations.
The problem is that we as developers have no control over these
arbitrary limitations. We can only
Hello Colin,
Just to clarify - Vista work great - OSG multi-monitor 100% wow ;-)
So are you saying Vista works great?
:-)
So maybe the problem people are seeing is specific to the XP drivers?
Maybe since Vista came out, nVidia have concentrated on their Vista
drivers and so some bugs have
Renan,
I've been using that same device recently. Viewer::run() I think is a just
convenience method, so there might not be an elegant way to inject your code
per frame.
If you are willing to run viewer::frame() from an event loop of your creation
you can simply put your code there.
Andy
On Thu, 2008-04-03 at 15:23 -0300, Renan Mendes wrote:
Hi,
I'm working on a project that requires the use of a new input
device, called space navigator. I have the method that gets the 6
coordinates from it. I'd like to know how to get it at every frame. I
thought of using a callback,
Hi Renan -
I looked at adding support for this device to OSG, but was put off by the
fact that they have per-platform SDKs. I think Mike Weiblen was looking at
adding this into VRPN.
Anyhow, why not just derive a new class from MatrixManipulator and add that
to the viewer? Then hide all your
Hello OpenSceneGraph community!
Sorry for spamming the list a bit, but it is not without any reason. We
are using OSG in our game and it really helped us a lot in developing
Zero Ballistics, therefore i really want to thank all the people who
helped making OSG such a stable, mature, flexible
Colin,
Success! Using the later version of VDIG that you referenced, I was
able to get a live stream to work with osgmovie.
I'm using a KOCOM camera running video through a Canopus ADVC 110 A/D
video convertor into a firewire cable.
This is on Windows XP, OSG 2.3.5, Visual Studio 2005 debug,
Thank you, all. Very good ideas. I'll check into what you've said.
Once again, thanks.
Renan M Z Mendes
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Hello Michael,
Please visit our website http://www.zeroballistics.com for
more information and download the client there!
Looks very nice from the screenshots! I was considering starting an
indie game project using OSG, and seeing this makes me want to start
very soon!
Good luck with the
J-S and Collin,
Thanks. Thats IS something ! I have not realized till now that the OS is the
difference. You earlier mentioned that you had both XP and Vista. But thats
really cool that Vista work for you. I did the tests on Vista 64 but it
looks like I got it wrong or only Vista 32 is so
Hi Renan,
Anyhow, why not just derive a new class from MatrixManipulator and add
that to the viewer? Then hide all your device-specific code inside that
class. You'd need to attach your manipulator before calling run() of course.
I agree with Paul, this is the way to go. I have done the
Hi,
as Paul mentions, 3Dconnexion SpaceNavigator is integrated into VRPN,
and VRPN is integrated w/ OSG via osgVRPN. osgVRPN encapsulates such
user input devices in matrix manipulator and camera manipulators.
If you wish to bypass the VRPN layer, you can copy the code from
osgVRPN, and edit
On Thu, 2008-04-03 at 21:14 +0200, Michael Ebner wrote:
Hello OpenSceneGraph community!
Sorry for spamming the list a bit, but it is not without any reason. We
are using OSG in our game and it really helped us a lot in developing
Zero Ballistics, therefore i really want to thank all the
Hi!
Any ETA on the Linux client? :)
Should be up during the next 1-2 days. Don't expect it to work on ATI
cards, though, last time we tried it crashed horribly when compiling the
GLSL shaders...
regards
christian
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osg-users mailing list
Hi guys,
I just downloaded the beta. VERY impressive! Christian, I assume that was
you that just said Hi to me:) I was just hosting a game so I could run
around and see how you guys were using OSG so I was surprised to see someone
join in:)
Keep up the good work!
Jason
On Thu, Apr 3, 2008
Greetings,
Any chance there's a cmake set or compile/link lines for osgVRPN's
ReaderWriterTracker plugin. I would very much like to try this out and
have gotten everything else in osgVRPN to build and run, except for this.
thanks
-bob
On Thu, 3 Apr 2008, Mike Weiblen wrote:
Hi,
as Paul
admittedly osgVRPN has lagged in the migration to CMake.
yes, I absolutely plan to catch it up, but there are several items on my
list prior.
Any CMake experts want to take a crack at it, submissions greatfully
accepted!
-- mew
-Original Message-
From: [EMAIL PROTECTED]
Thanks for everyone's advice.
Renan M Z Mendes
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hi renan,
i did this with eric wing for a client of ours. we only did it for mac
os x, because the packaging was easiest. we decided against the
windows stuff for the reasons paul mentioned.
bob
On Apr 3, 2008, at 3:01 PM, Paul Martz wrote:
Hi Renan -
I looked at adding support for this
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