El Jueves 10 Abril 2008ES 04:23:59 IceSharK escribió:
*itr!=return_path.rend();*
Did you wrote those asterisks? Otherwise it should work, because that line
isn't changed since October 2005.
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Hi All,
Not sure if I've got the correct title for this question, but hopefully the
forum might be able to help.
Suppose that I wish to model a complete office in OSG. The office is on two
floors, the downstairs split into many rooms, the upstairs open plan. Desks,
computers, windows, doors
Hi Sherman,
This is sort of off-topic but I'm sure interesting to the community
none the
less. I was on the phone with a fellow OSG developer earlier today
complaining how slow the builds are on Windows and how I have this
quad core
sitting here not being fully utilized by my compiler.
Hi Robert,
thanks for the quick reply.
I think one can solve the inheritance stuff regardless of the sorting of
the state graph. In the current implementation you already provide both
directions (inheritance and overriding of states) and in a bottom up
implementation of the stategraph one
Hi,
How do I set the initial camera manipulator's coordinates to a specific
Geocentric/Geodetic coordinates (e.g. latitude: 33.3, longitude: -127.0)?
Regards,
CG
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It works as you would
Hi,
It's possible to set the maximum number of parallel builds under
Tools-Options-Projects and Solutions-Build and Run. This is for
VS2008 but you should find it in a similar place in VS2005. This is a
global setting so you don't have to change your project settings.
Regards,
Brede
On Wed,
Hi All,
I have a problem concerning writing image data.
My code is simple :
const long size = _x*_y*3;
unsigned char* data = (unsigned char*)calloc(size, sizeof(unsigned
char));
for(long i=0; i size ; i+= 3)
{
data[i] = 0;//red
data[i+1] = 0;
Hi,
sizeof(unsigned char) != sizeof(GL_UNSIGNED_SHORT)
try GL_UNSIGNED_CHAR
jp
Vincent Bourdier wrote:
Hi All,
I have a problem concerning writing image data.
My code is simple :
const long size = _x*_y*3;
unsigned char* data = (unsigned char*)calloc(size,
Hi !
I am developing a shader and need to have acess to the optional textures
which is affected by the coordinates in tgl_TexCoord[1].
How do i do this, how do i send the second texture from the ive file
(the shadow map) into the shader, or how do i reach it in the shader if
its passed in
Yes, but GL_UNSIGNED_CHAR doesn't exist.
so I don't know what to use...
2008/4/10, J.P. Delport [EMAIL PROTECTED]:
Hi,
sizeof(unsigned char) != sizeof(GL_UNSIGNED_SHORT)
try GL_UNSIGNED_CHAR
jp
Vincent Bourdier wrote:
Hi All,
I have a problem concerning writing image data.
use GL_UNSIGNED_BYTE
a char is 1 byte
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Vincent Bourdier
Sent: 10. april 2008 13:33
To: OpenSceneGraph Users
Subject: Re: [osg-users] osg Image data
Yes, but GL_UNSIGNED_CHAR doesn't exist.
so I don't know what to use...
2008/4/10,
Yes It works better now !!
Thanks a lot !
Regards,
Vincent
2008/4/10, [EMAIL PROTECTED] [EMAIL PROTECTED]:
use GL_UNSIGNED_BYTE
a char is 1 byte
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Vincent
Bourdier
*Sent:* 10. april 2008 13:33
*To:*
Hi,
Have you tried to store your mage in an other format than jpg?
I have also difficulties to store in jpg format. I personally store
screenshots of a 3D scene, and it works well when I use png format, or bmp
format, but not with the jpg format.
Maybe the libjpeg used by osg don't work with RGB
Hi all,
I'`m trying to get a node always drawn without being affected by near
clipping plane defined in projection perspective. With the following simple
code what I expected to get is that the cow was not clipped by near or far
planes, but the cow is still clipped.
Could you give me any hints?
ok, i don't have seen the different answers...
sorry
Jean-Bapriste
2008/4/10, Jean-Baptiste Authesserre [EMAIL PROTECTED]:
Hi,
Have you tried to store your mage in an other format than jpg?
I have also difficulties to store in jpg format. I personally store
screenshots of a 3D scene, and
Hi,
Emilio Lozano wrote:
Hi all,
I'`m trying to get a node always drawn without being affected by near
clipping plane defined in projection perspective. With the following
simple code what I expected to get is that the cow was not clipped by
near or far planes, but the cow is still
Hi Renan
As Guy wrote in a previous msg, using Tools-Options-Projects and
solutions-VC++ Directories will make your settings available to all (c++)
projects you ever open with VS, while adding to the projects props only
affect that project.
Successfully building osg is no guarantee that you had
Hi Brede,
It's possible to set the maximum number of parallel builds under
Tools-Options-Projects and Solutions-Build and Run. This is for
VS2008 but you should find it in a similar place in VS2005. This is a
global setting so you don't have to change your project settings.
This setting
Hi,
I guess this is a beginner question here but I was wondering if there was an
easy way to retrieve a u,v coordinate from a ray with osg?
The use case is the following:
-a 3D Object is loaded (let's say a cube)
-it is textured with a glsl shader
-The user picks a point on the cube
Thank you very much for this awsome help dude !
Everything works as intended now ! :)
Mr. Johan Johnsson
Software Engineer / Computer Game Programmer
AutoSim AS, Strandveien 106, 9006 Tromsø
Visit us at http://www.autosim.no.
-Opprinnelig melding-
Fra: [EMAIL PROTECTED] [mailto:[EMAIL
Hi Jerome,
what you want to do is not an easy task. However here
is a simple todo list to achieve that:
- find intersection of the ray and a triangle
- the intersection computatiuon would give you back
the barycentric coordinates of the intersection point
in the triangle domain
- use this
Hello everyone !
* Firsteval,
I recently installed OpenSceneGraph 2.2 with Mingw under Windows XP pro.
The installation worked without any problems and most of the examples
are running well but,
I have problems with two examples :
- osgshadow where I cannot see the shadows
- osgviewerQT which
Bonjour Frédéric,
If it can help, I have a mobility radeon 9000 as graphic card.
The Mobility Radeon 9000 will not support shadows (I think even in the
fixed pipeline) since it has very limited FBO and pbuffer support. I
have a laptop with a Mobility Radeon 9600 and it doesn't support them
Hi,
the depthpeel example executes extremely slowly on my PC (GeForce Go
7400), so you need a powerful card as far as I know.
jp
Frédéric SPEISSER wrote:
Hello everyone !
* Firsteval,
I recently installed OpenSceneGraph 2.2 with Mingw under Windows XP pro.
The installation worked
Thank you,
Concerning the depthpeeling example, I also tryed it under linux with a
nvidia graphic card Quadro FX 3450/4000 SDI and it doesn't seem to work
either ...
Jean-Sébastien Guay a écrit :
Bonjour Frédéric,
If it can help, I have a mobility radeon 9000 as graphic card.
Hi Frédéric,
Concerning the depthpeeling example, I also tryed it under linux with a
nvidia graphic card Quadro FX 3450/4000 SDI and it doesn't seem to work
either ...
Just tried it on my machine, GeForce 8800GTX on Vista, and it ran at a
steady 60FPS (locked at vsync) and seemed to work.
Hi all,
Jean-Sébastien Guay wrote:
Hi Frédéric,
Concerning the depthpeeling example, I also tryed it under linux with a
nvidia graphic card Quadro FX 3450/4000 SDI and it doesn't seem to work
either ...
Just tried it on my machine, GeForce 8800GTX on Vista, and it ran at a
steady
Hi Luis,
Are you sure that the version of GDAL you're calling gdalinfo with is the
same as the version linked with VPB and OSG?
Jason
On Wed, Apr 9, 2008 at 8:06 PM, Luis Alberto Camacho Girones
[EMAIL PROTECTED] wrote:
Hi, I am trying to use the SVN version (April 09, 2008) of Virtual
Hi Sherman
For us he problems with the linker often not syncing correctly with the
compiler
Then issue when adding manifests once linked would often have timing issues
and the process could fail ( not always )
And when doing post build steps such as singing assemblies etc the timing
again would
Hi Mike
Yes repeating can make the build work in most cases but not all
We have some very large solutions and lots of dependencies, so there's
certainly room to stretch this, but we have seen issues on small solutions
as well
As said for use it could be a combination of our environment with
HI
RGB can be saved to Jpegs straight forwardly using the jpeg library, never
used the OSG write though always done this myself
you have to make sure you set the right format etc and the image if coming
from OGL may have to be sent bottom to top instead
of top to bottom
Don't have access to
I downloaded wxWidgets 2.8.7 (wxAll) from www.wxwidgets.org.
The compile of wxWidgets seemed to work fine.
I ran:
./configure
make
make install
and didnt notice any errors
I then configured/compiled OSG v2.2
cmake ../ -DDYNAMIC_OPENSCENEGRAPH=ON -DDYNAMIC_OPENTHREADS=ON
ok, a couple datapoints: the .osg format parser:
1) is case-sensitive
2) silently ignores anything is doesn't recognize.
Your example shows File when the actual keyword is file.
Excerpt from the glsl_simple.osg example:
Shader {
DataVariance DYNAMIC
type VERTEX
Be sure to configure wxWidgets with OpenGL support.
Ciao!
mario
spowers wrote:
I downloaded wxWidgets 2.8.7 (wxAll) from www.wxwidgets.org.
The compile of wxWidgets seemed to work fine.
I ran:
./configure
make
make install
and didnt notice any errors
I then
Gordon - I do wonder if you disabled parallel project builds and
enabled /MP if the problems you experience would vanish. But, how much
would that hurt performance? That is, which is the bigger performance
boon - /MP or parallel builds.
On Thu, Apr 10, 2008 at 10:20 AM, Gordon Tomlinson
[EMAIL
Hi John,
I really don't know enough about the specifics of what you are doing and why
to know what the best way to tackle the problem is.
In your app you have full control over the frame loop, so you can place you
updates in the main loop before the viewer.renderingTraversals(), its the
Hi Erf???
Can't make any sense of your email, and not about to go trying to sieve
through your example code trying to work out what you might mean.
Please try and be specific, tell us what error you get, a compile, and link
error, a runtime error
Also try telling us which version of the OSG
Hi Michael,
As Guy says the rendering back end is only doing an internal setup of first
entry into osg::Camera, once the rendering back objects are cached they are
reused. Setting this cache to NULL will trigger a new update.
Ideally the code should automatically do this though, implementing it
Compiler? OS? OSG version
As Alberto says the code hasn't changed for a very long time so is likely
just fine, something else outside the OSG is likely to be the cause.
Robert.
On Thu, Apr 10, 2008 at 3:23 AM, IceSharK [EMAIL PROTECTED] wrote:
Hi~All
error C2593: 'operator !=' is
That did it thanks!
I suspected it was a configure problem.
Steven Powers
General Dynamics Robotic Systems
Software Engineer
1234 Tech Court
Westminster, MD 21157-3029
(410) 876-9200 x3489 Fax:(410)-876-9470
Mario Valle wrote:
Be sure to configure wxWidgets with OpenGL support.
Ciao!
Hi Neil,
PagedLOD is what you need to use to balance the load for really large
databases. You databases are likely to huge though, gigabytes rather than
terrabytes, and the OSG' paging system allows you to scale to terrabyte
database pretty comfortably so you'll do just fine is you manage the
Hi CG,
On Thu, Apr 10, 2008 at 10:04 AM, CG [EMAIL PROTECTED] wrote:
How do I set the initial camera manipulator's coordinates to a specific
Geocentric/Geodetic coordinates (e.g. latitude: 33.3, longitude: -127.0)?
You can use the MatrixManipulator::setHomePosition(..) method, this will
take
HI Emilo,
You can't switching of OpenGL clipping, you can only move the near and far
planes to encompass you model so it doesn't clip it - its the way that
graphics pipeline in hardware works. The OSG by default will automatically
compute the near and far planes to prevent clipping, but since
Hi Jerome,
Have a look at the event handling in the osgmovie example as this does
exactly what you are looking for.
Robert.
On Thu, Apr 10, 2008 at 2:13 PM, Jerome Hummel
[EMAIL PROTECTED] wrote:
Hi,
I guess this is a beginner question here but I was wondering if there was
an easy way
ps, its the latest version, 2.3.7. its just an example i created myself.
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 10. april 2008 18:42
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] SceneView error
i did get a runtime error at
I encourage the original poster to obtain a copy of the red book: OpenGL
Programming Guide. And also maybe a copy of the Foley and Van Dam book,
Interactive Computer Graphics.
The question about how to disable the near/far plane implies a great lack of
experience with 3D graphics. These books
Hi All,
I'm making a loop which compute each pixel color for a RVB image...
but sometimes, wen runing, an error append in :
osg::ref_ptrosg::Image image = new osg::Image;
image-allocateImage(_x, _y, 1, GL_RGB, GL_UNSIGNED_BYTE);
image-setOrigin(osg::Image::BOTTOM_LEFT);//start
Trying to add video capture as the background to a scene.
I am not very familiar with osg and am working in an existing code base. The
render loop calls SceneView::Draw which apparently does all the traversal.
Unfortunately for me, it also clears the color buffer so I don't see my
video capture
do this:
_sceneViewer-getCamera()-setClearMask(0);
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Judie Stanley
Sent: 10. april 2008 18:49
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Examples for using image as a background
Trying to add video capture as the
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Judie Stanley
I have searched and see there is such a thing as a
osg::ImageBackground object. However, I searched the osg solution
(osg 2.0) and nothing was found has the name changed?
i did get a runtime error at _localStateSet-setAttribute(getViewport());
when calling SceneView-draw if not calling SceneView-cull first. dont have
the log file here right now, and i am in the middle of some other coding stuff,
just thought you should know.
From: [EMAIL PROTECTED]
Hi,
Does anyone know how to add an icon to a 3D scene.
Something like:
http://reactable.iua.upf.edu/
Here I'm referring to the yellow and green circular image of the letter F.
Thanks!
-Bryan
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ok, a couple datapoints: the .osg format parser:
1) is case-sensitive
2) silently ignores anything is doesn't recognize.
Your example shows File when the actual keyword is file.
Excerpt from the glsl_simple.osg example:
Shader {
DataVariance DYNAMIC
type VERTEX
HI Bryan,
The URL doesn't give me any ideas to what you actually mean, I couldn't spot
any F anywhere.
There are many ways to create icons in the OSG, all will be based around
creating a textured quad, but how you place this in the scene totally
depends upon what you require.
Robert.
On Thu,
HI Vincent,
What do you mean by an error append?
In your code have both a allocateImage and a setImage, you should just use
one or other.
Robert.
On Thu, Apr 10, 2008 at 5:46 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi All,
I'm making a loop which compute each pixel color for a RVB
Doh !
I sent the wrong link .sorry about that
I meant this one .
http://www.foxtons.co.uk/i/news_images/google_earth.jpg
(There should be f's on this link .)
(Something similar to adding a placemark in google-earth.
-Bryan
_
From: [EMAIL PROTECTED]
Hi Bryan,
A billboard or perhaps even a point sprite would do just fine.
Robert.
On Thu, Apr 10, 2008 at 7:00 PM, Bryan Berg [EMAIL PROTECTED] wrote:
Doh !
I sent the wrong link …sorry about that
I meant this one …
http://www.foxtons.co.uk/i/news_images/google_earth.jpg
Bryan Berg writes:
(Something similar to adding a placemark in google-earth.
http://svn.osgeo.org/ossim/trunk/ossimPlanet/src/ossimPlanet/ossimPlanetKmlP
lacemarkNode.cpp
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Thanks both for your responses,
I think I'll first look into the billboard or point sprite, as I don't have
the ossimPlanet libraries.
Actually, where would I get those?
Do any of the sample apps include billboards or point sprites?
Thanks again! : * )
-Bryan
_
On Thu, Apr 10, 2008 at 7:58 PM, Bryan Berg [EMAIL PROTECTED] wrote:
Do any of the sample apps include billboards or point sprites?
As ever a bit cryptic... the examples are:
osgbillboard
osgpointsprite
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Hi,
Can I do this?
I want to insert a state node in the scene graph before and after a certain
node (that has geometry) that will disable color buffer writes and then
enable them.
flow like this:
start-disable color buffer writes - draw node -enable color buffer writes
- draw next node
Is
Hi Judie -- If you have some subgraph (maybe a single Geode or something
more complex) that needs to have the color buffer masked off, just add a
ColorMask to the StateSet of the subgraph's parent node. Something like
this:
node-getOrCreateStateSet()-setAttributeAndModes(
new
Thanks, Mattias. I have it all working, I just wanted to know why I had to
add those paths in two different locations. I think I have it all figured
out.
Thanks again,
Renan M Z Mendes
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osg-users mailing
Hello,
Just a question is,
can the current version of osg load vrml2.0 model?
thanks
greeting
wang,qin
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osg-users
Oops - my examples weren't built .
Thanks!
-Bryan
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 10, 2008 12:02 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] adding an icon to a scene
On Thu, Apr 10, 2008 at
Hello Wang,
can the current version of osg load vrml2.0 model?
You need to compile in either the OpenVRML plugin or the Inventor
plugin. Both can load VRML2/VRML97 files.
I think the OpenVRML plugin is the easier path, depending on which
platform you're working on. For the Inventor plugin,
Ok, I think that introduced a different error: try / rather than \.
If all else fails, look at and derive from glsl_simple.osg. It's a
known-working example.
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Dunhour, Mike (CIV)
If I have an IVE model, with texture, and I delete the model, what
happens to the texture memory the texture was using?
Is it freed?
What about if the model is on a switch, and I turn the switch off?
I am assuming that I have to do something manually to deal with this,
either way.
I seem to
Hi Jason,
Thanks for your idea, but I´m sure that i´m using the same version of GDAL, I
have only a version of GDAL in my computer.
I´m using the version of GDAL that it´s included in FWTools2.1.0. I´ve used
this GDAL for linked VPB and OSG.
I tested with the version 1.5. of GDAL a few days
Hi everybody,
I have a problem while i´m building OSGGIS in Microsoft Visual Studio 2005,
my SO is Windows XP Professional Version 2002 SP2.I´m using the SVN version of
OSG, the SVN version of OSGGIS,
the pre-built 3rd-party dependencies for Win32/VS2005 of the Web and the
version of GDAL
Hi all,In some OSG examples, if I drag the mouse quickly enough, the OSG nodes
will continuously rotate untill I click again. Can anybody kindly instruct me
how to disable this functionality? Thanks!Ke Li
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Get in touch in an
Hi Erf,
Quoting [EMAIL PROTECTED]:
i did get a runtime error at _localStateSet-setAttribute(getViewport());
when calling SceneView-draw if not calling SceneView-cull first. dont have
Makes sense doesn't it? If you don't call cull() then draw() is kind-of in an
indeterminate state.
You're
Luis,
Installing VS 2005 SP1 (service pack 1) will resolve the issue.
Glenn
On Thu, Apr 10, 2008 at 6:55 PM, Luis Camacho [EMAIL PROTECTED]
wrote:
Hi everybody,
I have a problem while i´m building OSGGIS in Microsoft Visual Studio
2005,
my SO is Windows XP Professional Version 2002 SP2.
You need to call cull() before you call draw otherwise you will have
nothing to draw, the cull sets up the draw records to be drawn for the
frame., so no cull nothing to draw .
__
Gordon Tomlinson
Email : mailto:[EMAIL PROTECTED]
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