Hi Robert,
At the moment the 23 May version is ready for submission :-). So you can
update this version in SVN.
cheers
adrian
2008/5/27 Robert Osfield [EMAIL PROTECTED]:
Hi Adrian,
I have run out of day, in my day long merge spree, so I'll need to
start up again tomorrow, at which point
Hi nelson,
i remeber a problem i got long time ago with openthreads and windows, even
on a 32 bit system. i located that we go an issue on windows system with the
sleep method. (windows native).
so can you try following:
(1) replace the microsleep with the
Hi All,
I'm not sure if it's commercially fair to talk about but I need to know your
personal choices. Which graphics hardware is considered to be flawless and
most compatible with OSG? (to be used with Windows XP and Intel
architecture)
Thanks for the patience,
Can
http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_project/
*Question: In which directions, we can further improve PSSMs?
*
*Answer:* PSSM+VSM http://forum.beyond3d.com/showthread.php?p=975976
(variance
shadow maps http://www.punkuser.net/vsm/) and PSSM/CSM+LiSPSM (light space
perspective shadow maps)
Should be careful, sorry.
2008/5/28 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
Depends on your own application, i am working with ATI and NVidia both are
rubost running with OSG. The question isn't really what kind of card is most
robust with OSG, better question is,
which vendor has
Hi Terry,
From your email it's not clear the exact camera/graphics window set
up. It does kinda sound like all the cameras share the same graphics
window, is this right? If so then you'll only ever be able to have
one DrawThread. If you have three slave Camera then in theory you
should be
Hi Thibault,
Are you subscribed to osg-submissions? It'd be worth checking you
address that your sending from matches the address subscribed.
Robert.
On Wed, May 28, 2008 at 7:40 AM, Thibault Genessay [EMAIL PROTECTED] wrote:
Hi all
Yesterday I've been sending a fix to the osg-submissions
Hi,
Thibault Genessay wrote:
Yesterday I've been sending a fix to the osg-submissions list but the
message did not seem to reach its destination. I've had no failure
notification but the message is not in the archive - Gmane shows
messages that were sent after, but not mine. Is anyone here
El Martes 27 Mayo 2008ES 21:44:03 Brian Keener escribió:
This almost seems as if iot has something to do with the actually
writing of the osg file when it writes the data and then something not
terminating as it should.
I think this could be a non-valid example, because osgDB::DynamicLibrary
On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote:
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Is osgParticle the only nodekit that lacks support or are there more?
Robert Osfield wrote:
On Wed, May 28, 2008 at 11:46 AM, Paul Melis [EMAIL PROTECTED] wrote:
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Is osgParticle the only nodekit that
Hi Raymond,
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Robert.
On Wed, May 28, 2008 at 11:31 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi,
While I was writing the previous message
Hi Paul, Robert
Well, you posted a few responses to osg-submissions regarding my osgviewerWX
example tweaks about 2 weeks ago, so you could definitely post at that time.
Yes, I can remember that. Plus I have done all necessary checking that
I am a registered subscriber of the list.
Can't
hi,
i tried again today and i'm still running into the same problems.
first, let me answer your questions:
You say can't seem to add larger pages and smaller edits [...] work just
fine.
But did you try to ADD a small page (it's not clear from your message), or
does adding not work at all?
Hi Robert,
Robert Osfield wrote:
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Is osgParticle the only nodekit that lacks support or are there more?
Would this be something the
Hi Robert and Paul,
Thanks, it's clear now.
Raymond
Robert Osfield wrote:
Hi Raymond,
At present there is no osgParticle support in .ive, and no
PrecipitationEffect support in .osg either, but this should be more
straight forward to add.
Robert.
On Wed, May 28, 2008 at 11:31 AM, Raymond
Hi Alberto,
Alberto Luaces wrote:
El Martes 27 Mayo 2008ES 16:58:21 Paul Melis escribió:
dirtyDisplayList();
dirtyBound();
When using direct access to the list you will have to call these
yourself...
Well, I think osg users are used to call these functions themselves
Hi Robert,
Both:
osgprecipitation textured_box.osg
osgprecipitation non_textured_box.osg
Work just fine for me, with SVN version of the OSG. Note, there has
been a shader related bug fix to GLObjectVistor that may well have a
baring on this issue.
Did you change the vbo lines in the
Hi Adrian,
Alors, OSG take same way?
who could support me ?
Count me in. More difficult question is how much of my time I may devote.
Unfortunately I am not sure if I can offer some help in June. Maybe its more
probable in July. But certainly I am interested in helping in this effort.
On Wed, May 28, 2008 at 11:17 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi Raymond,
Both:
osgprecipitation textured_box.osg
osgprecipitation non_textured_box.osg
Work just fine for me, with SVN version of the OSG. Note, there has
been a shader related bug fix to GLObjectVistor that may
Hi,
While I was writing the previous message about the precipitation bug or
feature, I tried to save the scene graph to an osg or ive file (to
report the issue in an easier way) but the precipitation was not
written. Can anyone explain how does this works? In the end the
precipitation is
Hi,
Raymond de Vries wrote:
While I was writing the previous message about the precipitation bug
or feature, I tried to save the scene graph to an osg or ive file (to
report the issue in an easier way) but the precipitation was not
written. Can anyone explain how does this works? In the end
Forum Dude wrote:
That's odd. You know what? I'll send you the markup in a private mail.
Maybe you can add it for me and see if it works for you.
Re: OSG Wiki. (See mailing list.) Here it is. The page I want to put
it on is:
Hi Robert,
I just tried it with the svn version and the effect is the same as with
2.4.0, so still wrong. In order to do this I changed the lines 481, 488
and into:
_quadGeometry-setUseVertexBufferObjects(false);
_lineGeometry-setUseVertexBufferObjects(false);
Hi Raymond,
I've just made your suggestion change, and it does break things on my
machine as well.
But... reviewing the code, we'll the code dynamically adjusts the
number of particles so it not meant ever to use display lists, rather
it only works with VBO's or vertex arrays. Note the custom
Try searching the archives for ATI or NVIDIA. Problems with both have
been discussed here in the not too distant past.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Can T. Oguz
Sent: Wednesday, May 28, 2008 2:06 AM
To: OpenSceneGraph Users
Subject:
Hi,
I am just programming a special effects module that uses OpenSceneGraph.
What I need is an explosion or explosion effect that looks as good and
realistic as possible. First thing I tried was the
osgParticle::ExplosionEffect. Its ok, but I need something that looks
like the explosion on the
Hi Robert,
I totally understand what you are saying. In fact, I do not want to turn
this off, I was trying out a lot of things since I've got a bug here in
a class which is a simplified precip. In this class I did not enable
vbos and worked fine until I enabled vbo. So that's why I came up
Hi Robert,
I use it and have not observed any issues. I would say its rather safe.
I reported this bug to NVidia. And it looks like they are doing something to
fix the problem. In the meantime they sent me two bit cryptic emails
informing they verified and fixed it. Last email was also saying
Hi
For 1) please go a head and update the wiki :)
For 3) See Paul an Bobs enhance OSG documentation and books
http://www.skew-matrix.com/books.asp
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Vidar
Larring
Sent: Wednesday, May 28, 2008 10:21 AM
Hello John,
I'm a total newbe to OSG and as a newbe I hunger for info. Here's a few
things that I am really missing, and I think most of these things can be
done by the community rather than Robert:
All three of your ideas are really good and pretty easy to do. Some
comments:
1) There are
Your question is way too vague and contains no information which can let
people try to help you
See http://www.catb.org/~esr/faqs/smart-questions.html
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of lucas
Grijander
Sent: Wednesday, May 28, 2008 10:15 AM
To:
lucas Grijander wrote:
all the applications run ok. I only get this warning when I use
plugins (jpeg in my case). I recompile OSG and my application using VS
2008, but I installed the 3rdParty package from here:
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/
I think
Hi Robert,
can you might post a screenshot of your terrain running with PSSM?
one trick would be to limit the frustum with the option --maxFarDist 250 for
250meter.
this will help to win performance, because we just render a smaller scene,
and the shadow quality become better. i guess we don't
Ok, i will do a review. May there is still a newer version of PSSM on the
other developing system.
cu adrian
2008/5/28 Robert Osfield [EMAIL PROTECTED]:
Hi Adrian,
I forgot to mention, on review I spotted that you'd added a:
osg::Light* _userLight;
Which raises a red flag, as a possible
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Viggo Løvli
Sent: Monday, May 26, 2008 6:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Rendering the scene multiple timeswith
differentshaders.
...
(I am a bit fresh in
the world of OSG and OpenGL (I have
Hi,
Yes, one level deeper you'll see the choices are:
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP
arty_win32binaries_vs71/
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdP
arty_win32binaries_vs80sp1/
vs2008 I believe is vs9 so there are not
I think it contains enough details. It concerns the plugins, it says it was
working with the version 2005, and now it does not work with 2008. It is
clearly a compilation issue regarding Visual Studio.
Jaime.
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Wed, 28 May
exactly, I think I need vs9.
Anyway, if I see it's too complex I will reinstall visual studio 2005.
Jaime.
Date: Wed, 28 May 2008 10:24:01 -0500
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Plugin problems with Visual Studio 2008
Hi,
Yes,
Thanks for the reply. It actually sounds like you understand my setup
perfectly. One graphics window with 7 cameras. The top camera is the
one held by the osgViewer::Viewer. It has 3 child cameras. Each of
those has one more child camera. The scene is a child of all 6 slave
cameras. So I
Hi Wojtek, thanks for clarification, I've gone ahead and merged the
workaround as it looks perfectly benign.
On Wed, May 28, 2008 at 3:54 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Robert,
I use it and have not observed any issues. I would say its rather safe.
I reported this bug
Hi Robert et. al.,
I've tested the new vertical scale implementation on osgTerrain::Terrain
now and it works great, BUT...
The typical osgTerrain databases we would operate on are = 8GB in size
(i.e. full gtopo30 + bluemarble 500m + selected areas in higher
resolution). When altering
Hi Terry,
Thanks for the explanation. Now you just need to re-read you email
and map this to osgViewer speak, you'll find it co-indices quite
nicely.
Taking it apart you say you have:
3 views of the same scene from 3 different aircraft
Which means... that you should have three
Hi John,
Perhaps a Terrain::init() or update() method would be appropriate -
one that goes through all the tiles registered with
the terrain and calls init() on them.
As for 16 seconds, this is looong time. I am only seeing around a
second of time update on a database
that is getting on
FYI, I have taken the liberty of adding this to the FAQ:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol
Glenn
On Wed, May 28, 2008 at 3:04 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Jason,
On Wed, May 28, 2008 at 7:02 PM, Jason Beverage
Hi Jason,
On Wed, May 28, 2008 at 5:48 PM, Jason Beverage [EMAIL PROTECTED] wrote:
Did you ever find a fix for this issue? I believe I might be running into
the same problem.
There is still a problem with the set up of events within
CompositeViewer with certainly window/camera combinations,
Hi Guys,
This sounds like a problem in the thread scheduler under WindowsXP
64bit, something you'll probably just have work around rather than be
able to fix it via mods to OpenThreads side.
As an experiment try setting the processor affinity on each of the
threads so that they are on different
Hi All,
I've made a number of merges of submissions and fixes from myself
today, but I've run out of day to make a 2.5.1 dev release today, so
I'll tag it tomorrow.
So... I'd appreciate so more build and execution testing of the svn
version of the OSG.
Thanks,
Robert.
Hi All,
One of the tasks I've been doing over the last few days was
investigating a crash in RenderBin::sortBackToFront() - this is called
whenever we have a transparent bin in our scenes. The particular
crash was happening in a std::sort on a std::vectorRenderLeaf* using
a simple functor for
Hi all
After much work I've managed to get PSSM working on my application (yay),
but I've noticed for some reason 3D text under it looks really strange, as
if it had a black background around each letter (af is the transparency was
broken). So far the only solution I've found is to add 3D text as
Hi Glenn and Robert,
Glenn, your code worked great, thanks alot, I really appreciate it. The
posts from you and Hesicong over the last few months about using OSG via
C++/CLI have made using OSG in a .NET environment much nicer than what we
were previously doing.
Robert, I'm in no major hurry to
Hi Alejandro,
I wanted to ask if this is a known issue and if there happens to be a
way to protect a node from receiving shadows other than using the node
mask, since PSSM ignores the ReceiveShadowMask.
I haven't checked, but perhaps you could try to attach an empty
osg::Program to the text
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