Hi Bryan,
On Thu, Apr 17, 2008 at 1:54 AM, Bryan Berg [EMAIL PROTECTED] wrote:
Can I clarify than if a cull callback gets called for a node, that means the
node will
be visible ?
It simply means that node where the cull callback has been attached
hasn't been culled yet, so its a potential
Hi Paul,
I'm afraid there is too little code in your excerpt to guess at what
might be wrong, what is wrong is part of the code you haven't
included.
The osgvolume example does various ops on a 3D osg::Image so I'd
recommend review this example.
Robert.
On Thu, Apr 17, 2008 at 6:45 AM, Paul
There isn't really anything specific to OSG that can help you with this.
I am working on underwater effects at the moment and most of my work has
been with shaders.
Tessendorf offers a fairly comprehensive guide to ocean rendering both
above and below water here:
Hi J-S,
I am not sure whether its related or not. We once observed the case when osg
uniforms (like osg_ViewMatrixInverse) were not applied by graph nested
cameras. I don't recall what exactly was going there. We forced this apply
by adding osg_ViewMatrixInverse to nested camera stateset.
I have to laugh at myself for this brilliant idea! Alpha blending is
mutually exclusive with occlusion. In otherwords, the parts that I
want occluded by the invisible portion, if that invisible portion is
alpha blended, will be visible. However, I want a copy of the
invisible geometry so that I
Hi Frédéric,
Thanks for your advice. The invisible objects are in the scenegraph
before the visible ones so at least I have that going for me. I think
we won't be moving the camera view too much so I think it will be OK.
I just thought it was weird that I would get the expected behavior
until I
On Wed, 2008-04-16 at 15:43 +0100, Robert Osfield wrote:
On Wed, Apr 16, 2008 at 3:30 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
My question, then, is twofold:
1. Given the above (and the fact that I am able to modify the
osg::Array objects within the Widget directly and see
Hi All,
I'm planning to make a 2.3.9 dev release today. Could SVN users do an
svn update and try out compile and build.
I have just checked in updates to the Quicktime plugin from Stephan
Huber, these will need to be tested by Windows and OSX users that use
the Quicktime plugin.
Thanks in
Hi Paul,
Does that work on your compiler? I tried that as well, but I got the
following error:
error C2440: 'initializing' : cannot convert from 'class osg::Object
*' to 'class osg::ref_ptrclass osg::Node'
No constructor could take the source type, or constructor
overload resolution was
Hi,
Just cast the clone() return to an osg::Node * and it should work :
osg::ref_ptrosg::Node copyA = static_castosg::Node *(A-clone(
osg::CopyOp::DEEP_COPY_ALL ));
On Thu, Apr 17, 2008 at 4:54 PM, Judie [EMAIL PROTECTED] wrote:
Hi Paul,
Does that work on your compiler? I tried that as
Hi folks,
as far as I can see for now osg doesn't check if the
given scene graph contains cycles. If one do this,
then there is a seg fault, if my test were correct ;-)
However imagine I have a situation, where I need to
have a cycle in the graph. For example:
A -
/|\
/ ||
Hi Serge,
Thanks for that piece of information. I am still not getting a deep
copy of the nodes, however.
I did an experiment and I went to the top level node:
osg::Node* subgraph = m_sceneView-getSceneData();
and I used this one for the deep copy
osg::ref_ptrosg::Node copyA =
Hi Judie,
You may check that all the nodes contained into your graph have the clone
method implemented. Do you have some custom nodes into the graph ?
On Thu, Apr 17, 2008 at 6:00 PM, Judie [EMAIL PROTECTED] wrote:
Hi Serge,
Thanks for that piece of information. I am still not getting a deep
Art Tevs wrote:
Hi folks,
as far as I can see for now osg doesn't check if the
given scene graph contains cycles. If one do this,
then there is a seg fault, if my test were correct ;-)
However imagine I have a situation, where I need to
have a cycle in the graph. For example:
...
Any
Hi Jason,
I know that scene graphs are per definition DAG. I
know that I am using it in a wrong way with that
setup.
However let us think on something like extended scene
graphs where cycles are also more or less possible ;-)
Does anybody already made some thoughts on that?
--- Jason Daly
It built for me in windows and linux 64 bit. I'm still trying to get a
solaris machine, and that is often where there has been trouble.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 17, 2008 10:45 AM
To:
Hi Robert,
I was looking through the examples and noticed that osgphotoalbum,
osgdistortion and a few of the other examples are explicitly setting the
viewer to SingleThreaded threading model. Is there anything inherit in
those examples where you *must* use the SingleThreaded viewer model rather
Hi Jason,
Some of these examples are probably single threaded purely from being
overly conservative in the early days of osgViewer and the new
threading models, others may require SingleThreaded because of
assumptions made in the code which mean the code isn't thread safe.
Robert.
On Thu, Apr
On Thu, 2008-04-17 at 10:11 +0100, Kim C Bale wrote:
There isn't really anything specific to OSG that can help you with this.
I am working on underwater effects at the moment and most of my work has
been with shaders.
Tessendorf offers a fairly comprehensive guide to ocean rendering both
Hi Zhujun,
You'll need to implement accept(PrimtiveFunctor) and
supports(PrimitiveFunctor) methods so that it passes back the
internal geometry. The PrimtiveFunctor has OpenGL like mathods for
specifying the vertex and primitive data so you should be able to work
out how to map your OpenGL code
Hi Robert,
Some of these examples are probably single threaded purely from being
overly conservative in the early days of osgViewer and the new
threading models, others may require SingleThreaded because of
assumptions made in the code which mean the code isn't thread safe.
If you remember
Hi, just a simple question. Is there any pre-draw-callback function in
osgViewer available so that I can update my scene at the beginning of each
frame? Is the setPreDrawCallback in osg::Camera the right place to do scene
update? What if I have multiple cameras but just want to udpate scene only
Art Tevs wrote:
However let us think on something like extended scene
graphs where cycles are also more or less possible ;-)
Does anybody already made some thoughts on that?
Hi, Art,
I'm sure it's been pondered in the past, I'm just not sure it's relevant
to OSG's purposes. Maybe
Hi J-S,
On Thu, Apr 17, 2008 at 7:36 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
No solution was forthcoming when we investigated this, and the thread
kind of died for lack of time from both of us. I think going through the
examples and removing the explicit setting of SingleThreaded
Hi Yanling,
There are update,event and cull callbacks, you also have complete
control over the frame loop so you can do what you want being
renderingTraversals() is dispatched.
Robert.
On Thu, Apr 17, 2008 at 7:42 PM, Yanling Liu [EMAIL PROTECTED] wrote:
Hi, just a simple question. Is there
Hi Art,
I've never tried it myself, but the OSG should be able to support
cyclic graphs, just not out of the box. The way I'd do it is have a
custom Update/Event/CullCallback that is attached to a node in the
cycle, these callbacks count the number of times through in each
traversal, once an max
Hi Andy et. al,
On Thu, Apr 17, 2008 at 6:24 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
It built for me in windows and linux 64 bit. I'm still trying to get a
solaris machine, and that is often where there has been trouble.
Thanks for the testing. I'll leave tagging 2.3.9 till tomorrow, and
Hi Art,
However let us think on something like extended scene
graphs where cycles are also more or less possible ;-)
Does anybody already made some thoughts on that?
Maybe you've got a cool idea that requires that kind of structure [...]
I concur with Jason, and I think the question
I want to pick osg objects in the scene when pressing the mouse button on them.
I am using sceneView so i guess i cant use the osgViewer::View.
computeIntersections and i
did not find PickVisitor! Im using osg 2.3.7. So i guess i have to use
IntersectVisitor. Is there a utility function for
Fractals ?
Wojtek ;-)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
Sent: Thursday, April 17, 2008 8:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Cyclic graphs?!
Hi Art,
However let us think on something like extended
Hi Erland,
Would it not be possible just to use osgViewer rather than SceneView.
One of the points of osgViewer is that it provides more higher level
functionality that users commonly require, and in doing so avoid the
pain of end users having to implement themselves, and the pain
involved in
Hi Guys,
One multithreaded issue I am aware of is osgShadow::ShadowMap::cull method.
Its definitely not thread safe. It has no critical section locks. I can
imagine a scenario when two views cull threads execute concurrently and mess
up _texgen matrix. Other similar scenarios are also possible I
Hi folks,
Hmm, yeah it could be. However I haven't thought a lot
of thread safety in a cyclic scene graph.
Of course, for my purpose, I maybe would be able to
redesign the problem and break the cycle in it or more
or less leave with it by changing hte ::traverse()
methods accordingly. However, I
Hei Robert.
I would like to do that, but im working in a company and right now im trying to
integrating osg in a existing rendring system (which handles events, mfc
window, renders 3d terrain++) for rendering simple objects, so i'd rather use
SceneView as for now.
I think i could be using
This worked on Solaris, too.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 17, 2008 2:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Please test SVN of OpenSceneGraph in pre for
2.3.9devrelease
Hi
It compiles fine on gentoo
gcc version 4.1.2 (Gentoo 4.1.2 p1.0.2)
Andy Skinner wrote:
This worked on Solaris, too.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, April 17, 2008 2:59 PM
To: OpenSceneGraph
osgvolume is a perfect reference - Thanks Robert
On Thu, 2008-04-17 at 09:15 +0100, Robert Osfield wrote:
Hi Paul,
I'm afraid there is too little code in your excerpt to guess at what
might be wrong, what is wrong is part of the code you haven't
included.
The osgvolume example does
Hi all -- Another one of the examples that forces SingleThreaded is
osgdepthpartition. I keep intending to rewrite it using CompositeViewer with
ordered view processing, but haven't gotten around to it yet.
In a nutshell, if any code executed by the cull or draw threads (such as
your own
Hello,all,
I use setFont(Fonts//ARIAL.TTF) ,it can take affects on development
machine,but after change other machine it can't show the right Fonts,why? (The
file ARIAL.TTF is on the both machine C:\WINDOWS\Fonts\ARIAL.TTF)
I got a little confuse:
-
Hello,
I develop a osg application,it runs right on development machine,but change
other machine,it can't. I use DEPENDS.Exe to find the file mpr.dll have
problem,it show the error:
Warning: At least one module has an unresolved import due to a missing export
function in a delay-load
Hi Paul,
In a nutshell, if any code executed by the cull or draw threads (such as
your own callbacks or custom nodes) isn't thread safe, then you must use
SingleThreaded.
With all due respect, I would reword that: if any code executed by the
cull or draw threads (such as your own callbacks
hi,guys
I'm using occlusion query node of osg2.3.7 and it's wonderful. But I met a
problem that I put the ceiling and floor of a room in root and the furnitures
in room in occlusion query node. Then I set ceiling's face osg::CullFace::FRONT
and floor as osg::CullFace::BACK, so that when I see
42 matches
Mail list logo