hi users,
i have tried to create a simple example using fog. As I understand it the
start and end values define where the fog starts and ends relative to the
camera?
but
not matter what values I use it doesn't effect my rendering. I seem to
always get the same fog rendering.
can someone
Hi Peter,
As the osg fog is a wrapper for the (fixed functionality) OpenGL fog,
you can use the OpenGL docs for this. There you will see that the start
and end values only make sense for the linear mode, not for exp or exp2.
However, density does make sense for exp and exp2.
Regards, good
Hi,
It seems that www.openscenegraph.org is down. Anybody to confirm?
Can
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Hi, Can T.Oguz:
It's OK. China Telecom network.
Can T. Oguz wrote:
Hi,
It seems that www.openscenegraph.org is
down. Anybody to confirm?
Can
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Hi All,
Server is back up, just got news back from Jose, seems there might
have been a problem with a router or similar hardware infrastructure
problem.
Thanks to Jose for chasing this up.
Robert.
On Sun, Jun 22, 2008 at 10:32 PM, Jose Luis Hidalgo
[EMAIL PROTECTED] wrote:
The server is
Hi James,
On Sun, Jun 22, 2008 at 11:08 PM, James Killian
[EMAIL PROTECTED] wrote:
If 2.6 can solve the need to having the config files in the source (for
out-of-source environment) then I'll be looking forward to the change. :)
As far as I'm aware fixes on Friday mean that the config header
Hi Davd,
ElevationSlice is designed to extract the high res level. Selecting
the elevations that are on screen would require a visitor that makes
LOD decisions based on a view frustum - this could be written - a
variation/tweaks of the osgUtil::IntersectionVisitor for instance.
You are welcome
Hi Peter,
What you'll need to do is adjust the viewers Camera's LODScale as you
do the zoom i.e.
viewer.getCamera()-setLODScale(scale); // scale = 1.0 is default
Robert
On Mon, Jun 23, 2008 at 8:12 AM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
Hi users,
In our application we are using
Hi Hesicong,
I'm afraid I've got waaay to much work on my plate right now to get
looking at user code, perhaps others can dive in.
Robert.
On Mon, Jun 23, 2008 at 8:53 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert:
I googled again and again and searched OSG code, but found little about
Hello adrian,
my database is a terrain, thats right. And I use a simple point light.
My problem is, I think the PSSM need more performance than the static shadow
map (texture)? Or it is a wrong thought?
And what is a frustum base shadow map?
Thanks,
Martin
_
Von:
Hi All,
Since Eric's changes moves things forward under OSX, without any
impact on other platforms I have gone ahead and merged his changes.
Cheers,
Robert.
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Hi osg-users,
I maybe found a bug on CompositeViewer::addView(osgViewer::View* view) in
OSG 2.5.2.
I have an application wich add and remove views on a compositeViewer
embedded in MFC windows. When I try to add a new view it crashes.
With debug information I've noticed that in addView function
Hi Benoit,
I try to make a multi pass rendering in order to apply post
effect after
each pass.
I try to have this pass order:
camera1-RTT1-Quad-camera2-RTT2-Quad-camera3.
Group* subgraph;
Node* model;
Geode quad1, quad2;
each camera is use like :
HI Alex,
I can't work out exactly what you mean w.r.t your setup. What
threading model is the viewer set up as?
W.r.t SingleThreaded not setting the _threadsRunning flag... well, if
it's single threaded then no extra threads will be running, so the
code is perfectly correct.
Also if you report
Hi robert,
My composite viewer is set as :
m_rpCompoViewer = new osgViewer::CompositeViewer;
m_rpCompoViewer-setThreadingModel(osgViewer::Viewer::SingleThreaded);
I've found a osg message [osg-users] Adding Views to a Running
CompositeViewer wich talks about the same problem as I have.
I've
Hi Alex,
What we might have to do is extended the addView method so it handles
situations like your more seemlessly, i.e. do the realize etc,
however, one has to be careful about this as often you'll add views
well before you actually want them to realize. Perhaps the best thing
would to some
Hi All,
I would like to tag 2.5.3 today, I'm ready at my end, but need an
extra round of testing as other build changes (such as Eric's changes
for OSX) have been introduced. So if you could spare a few CPU cycles
could you do an svn update and build/test on as many platforms that
you have can.
I have some issues with the modifications made on the CMAKE_DEBUG_POSTFIX
with an updated an clean out of source build. I have some mods I'd like to
submit that are now been tested with a CMake 2.4.x and an CMake 2.6.x...
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi All,
I would like to tag
Hi Mathieu,
On Mon, Jun 23, 2008 at 11:03 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
I have some issues with the modifications made on the CMAKE_DEBUG_POSTFIX
with an updated an clean out of source build. I have some mods I'd like to
submit that are now been tested with a CMake 2.4.x and an
I've already posted it on osg-submissions.
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi Mathieu,
On Mon, Jun 23, 2008 at 11:03 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
I have some issues with the modifications made on the CMAKE_DEBUG_POSTFIX
with an updated an clean out of source
Hi Alex,
Thanks for the explanation. I'll reflect on this issue and hopefully
come up with a solution for automatically doing realize on new
windows. I won't be able to get to this right away though.
Robert.
On Mon, Jun 23, 2008 at 11:18 AM, amalric alexandre
[EMAIL PROTECTED] wrote:
In fact
Hi Robert,
trunk (svn revision 8486) successfully built with gcc 3.4.6,
2.6.9-67.0.7.ELsmp, x86_64.
- John
2008/6/23 Robert Osfield [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]:
Hi All,
I would like to tag 2.5.3 today, I'm ready at my end, but need an
extra round of testing as
Thank you Robert for your support, I forget to say that the problem is quite
similar on run-time removing views.
Kind regards,
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi Alex,
Thanks for the explanation. I'll reflect on this issue and hopefully
come up with a solution for automatically
On Mon, Jun 23, 2008 at 11:11 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
I've already posted it on osg-submissions.
Now merged, could users do another svn update if you've already kicked
off a build.
Thanks,
Robert.
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This is a good point. I should have thought about this. I will for the
future. Thanks for testing!
I also agree that we should require CMake 2.6 for OSX platform.
-Eric
On Fri, Jun 20, 2008 at 11:02 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Eric,
I have named the files so that
Hi Robert,
it indeed does work but when I try using it on a camera doing RTT it has
no effect?
basically what I do is:
m_rCamTex-GetCamera()-setInheritanceMask(
m_rCamTex-GetCamera()-getInheritanceMask()
~osg::CullSettings::LOD_SCALE );
m_rCamTex-GetCamera()-setLODScale(
Hi Peter,
I'm afraid I can only point you in what I think it probably in the
right direction, I can't get my head around all your code, especially
given tiny snippets of code out of context and I am *busy*.
Robert.
On Mon, Jun 23, 2008 at 12:54 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
Hello,
there are a nodekid, which I can render what I see in a video file with 25
frames per seconds?? Have anyone gained experience about this problem?
Cheers,
Martin
--
GMX startet ShortView.de. Hier findest Du Leute mit Deinen Interessen!
Jetzt dabei sein: http://www.shortview.de/[EMAIL
Hi,
I load a car model in a big scene,i want to control the car like the camera
in the
DriveManipulator.
Anybody give me a hint?
regards,
Paul
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Hi Martin,
do you want to render your animation with 25FPS or do you want to show a
running video as a textrue with 25FPS?
What is the problem?
Best regards,
Art
--- Martin Großer [EMAIL PROTECTED] schrieb am Mo, 23.6.2008:
Von: Martin Großer [EMAIL PROTECTED]
Betreff: [osg-users] how
Hello,
I want to render the animation with 25FPS.
Cheers,
Martin
Original-Nachricht
Datum: Mon, 23 Jun 2008 12:35:21 + (GMT)
Von: Art Tevs [EMAIL PROTECTED]
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] how can I render a video??
I think there is no such node kit, because this is actually very simple thing
to do.
First take a look into the osgViewer::Viewer class, it provides you with some
methods to setup your own time. Hence you just set on every new frame a new
time, which is based on your desired fps.
Second after
Hi folks,
sorry, it seems there is something wrong with my email account. Every time I
write something to the list my mails are forwarded to some Swedish Defence
Research Agency, FOI
I think I was hacked ;)
I checked my mail settings and there is nothing suspicious. Maybe somebody of
you
On Mon, Jun 23, 2008 at 1:48 PM, Zoltán [EMAIL PROTECTED] wrote:
浣�浼� wrote on Monday 23 June 2008:
I load a car model in a big scene,i want to control
the car like the camera in the DriveManipulator.
Anybody give me a hint?
Same question here: I would like to write a Space-shuttle
Hi Art,
Perhaps it's just that one of the osg-users subscribes is at the
address that is firing back the email at you automatically because it
just not set up correctly for handling subscription to public mailing
lists.
Robert.
On Mon, Jun 23, 2008 at 1:59 PM, Art Tevs [EMAIL PROTECTED] wrote:
Hi Robert,
Do you also see that mails, as soon as I write something? Or is it only my
email-account that makes this problems.
Art
--- Robert Osfield [EMAIL PROTECTED] schrieb am Mo, 23.6.2008:
Von: Robert Osfield [EMAIL PROTECTED]
Betreff: Re: [osg-users] FOI Postmaster (hacked???)
An:
On Mon, Jun 23, 2008 at 2:09 PM, Art Tevs [EMAIL PROTECTED] wrote:
Do you also see that mails, as soon as I write something? Or is it only my
email-account that makes this problems.
Occasional I do see odd mails go fast, but not everyday, and not so
far from the same address as yourself
Hi,
when I attach .zip files I normally get a reply from some company saying
that it violates their email policy (don't remember FOI though). I
assume someone there is subscribed to the list and their mail server
does not like certain attachments or source addresses.
jp
Art Tevs wrote:
Hi
Hi Robert,
what seems strange to me is that I add other event handler like for example
a custom stats handler or a osgGA::StateSetManipulator wich are derived from
the same class as the LODScaleHandler (ie: osgGA::GUIEventHandler). And with
those 2 others event handler everything is working fine,
Thank you Robert, it was exactly what you said, I call stopThreading before
removing and call startThreading after and everything is apparently working
fine, no more crash.
I wonder why stopThreading and startThreading aren't call in
CompositeViewer::removeView
??
2008/6/23 Robert Osfield [EMAIL
I need to write a media player like app that will decode a custom video
stream and display it on the screen.
The video stream will be in Bayer format and will need to be converted
to RGB before being displayed on the screen.
I will also need to zoom the image and pan the image back and forth.
On Mon, Jun 23, 2008 at 3:08 PM, amalric alexandre
[EMAIL PROTECTED] wrote:
I wonder why stopThreading and startThreading aren't call in
CompositeViewer::removeView ??
They are in the SVN version of the OSG. What version are you working on?
___
I had a brief look into this recently, and looked into the use of the OSG
Xine plugin functionality for this.
It appears Xine uses some timing control to keep video playback speed
constant, which also seemed to work fine from slow- or fast-running OSG apps
with integrated video(s) (It appears to
Hi Christer,
I have also the same problem with my composite viewer, I add and remove
views at run-time and sometimes my textures are disappearing when I add a
new view.
If you fixed your issue by setting your application rather than commenting
code please let me hear.
Kind regards,
2007/12/10
Hi Robert,
For sure I'm using OSG 2.5.2 and removeView is :
void CompositeViewer::removeView(osgViewer::View* view)
{
for(RefViews::iterator itr = _views.begin();
itr != _views.end();
++itr)
{
if (*itr == view)
{
bool threadsWereRuinning =
Hi Alex,
But stopThreading() is only called if _threadsRunning is true, wich is not
the case because as I said in a previous post we return before setting this
variable to true in void ViewerBase::startThreading() function if we are in
SingleThreaded mode.
So in this case (SingleThreaded)
Hi Robert,
Tomorrow I hope I will have time to derive the MFC sample to reproduce my
behaviour.
It will help me to show you some others odd behaviour that I have.
Kind regards,
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi Alex,
But stopThreading() is only called if _threadsRunning is
Hello all,
I have a problem with osgFx::Cartoon. I display
in my scene a simple textured object (osg::Geometry)
and I want to have a cartoon effect. When I use osgFx::Cartoon
on my node it works fine but the texure image of my object
disapears. I have the same problem when I make a color
binding
Hi Alex,
Could you modify a more general purpose example, as osgviewerMFC only
works under Windows... and the very large number (more than half)
including myself don't use or have access to Windows.
Cheers,
Robert.
On Mon, Jun 23, 2008 at 4:45 PM, amalric alexandre
[EMAIL PROTECTED] wrote:
Hi
Hi Robert,
I know that the community isn't really appreciating windows and MFC but I'm
not sure to reproduce the bug in an other example, I'll give a try and you
will hear from me if I succeed.
Kind Regards,
2008/6/23 Robert Osfield [EMAIL PROTECTED]:
Hi Alex,
Could you modify a more
Hi,
I would like to have simultaneously many points of view of the same scene. I
try to obtain this by using the CompositeViewer.
I use the following code, but it doesn't work. Nothing appear to the second
window. And in the first, the camera properties aren't those I give in the
code! When I
Hello Alexandre,
I know that the community isn't really appreciating windows and MFC but
I'm not sure to reproduce the bug in an other example, I'll give a try
and you will hear from me if I succeed.
I wouldn't interpret what Robert said as the community isn't really
appreciating Windows
HI Robert,
no problem. the setLODScale was the help that was needed.. I know and can
see that you
are very *busy*... i'm actually amazed that you can reply to so many
people, work on the scenegraph,
update the website... you have full respect from me :)
about the snippets.. it's on purpose I
After double checking it looks like the sanity check of my analysis actually
did work after all.
I've outfitted the osgviewerQT example to illustrate the issue.
Andy
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Sun 6/22/2008 1:21 PM
To:
Hi David and Robert,
I have not followed this discussion, but have recently been working on
something similar myself other software. Would it not be advantagous to have a
callback function as part of the terrain LOD block, so that each time there is
a change of LOD, the terrain block is
Jean-Sébastien Guay wrote:
Hi Robert,
Both CMake 2.6 and VS 9 are pretty new so it make take a little time
for 2.6 to fully support VS 9. This is an issue that needs to be
brought up with the Cmake team, but first we need to characterise it a
bit more - i.e. see others reproduce it, work out
Some possibilities
1) Could use a shader
2) You could apply a material color
3) You traverse the nodes scene graph, finds it geometry, retrieves the
color arrays and change their values
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hui
Sent: Monday, June 23,
Hi All,
There have been too many build changes, and not enough testing
feedback for me to go with a dev release with any confidence so I'll
not do one today. I'm away on a trip Tuesday and Wednesday, when I
get back online on Thursday I could possible make OSG-2.5.3 then, so
you have a few more
Hi Rhaul/Sumit?
You should avoid doing CPU based frame buffer reads if you can as it's
en extremely slow way of getting this info. You are far better off
use using ray based testing as per the osgpick example, or if you need
to try and do the op on the GPU, such as by doing a render to texture.
Robert Osfield wrote:
Hi Rhaul/Sumit?
My colleague sumit was trying to send this post but could not send it
through because of some problem in his mail client so i sent the mail on
his behalf :)
You should avoid doing CPU based frame buffer reads if you can as it's
en extremely slow way
I'm attempting to explicitly set the view matrix for a camera in osgViewer.
I'm not using viewer-run() so I'm not using the default camera manipulator.
Here's the code I'm using:
osg::Matrixf vm;
vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),
Hi Robert -- I just returned from a vacation and am encountering multiple
build failures. I haven't waded through all the osg-users emails yet, but
from your post below, it doesn't sound like you're aware of the issues. Many
are STL issues under VS2005 (use of std::max, for example, instead of
Hi Shayne,
The view matrix is the matrix that takes the world coordinates into
eye coordinates, not the eye into world, so you'll need to apply the
inverse of what you are doing.
Robert.
On Mon, Jun 23, 2008 at 10:43 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
The OpenGL view matrix is an inverse transform. Try negating the
translation.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Monday, June 23, 2008 3:44 PM
To: osg-users@lists.openscenegraph.org
Subject:
Hi,
likewise, I'm seeing many build failures with svn top-of-tree @ 8492
(45 projects build, 112 failed) on WinXPsp2, VS2005sp1, cmake 2.4.7
The huge # of failures are do to std::max, std::min but there are
several others too
2Font.cpp
I see the same, though this exact same code compiled OK in the 2.5.2 dev
release, so I imagine this new issue is caused by a change to the cmake
config files.
-Paul
2Font.cpp
2..\..\..\..\..\externals\OpenSceneGraph\src\osgText\Font.cpp(477) :
error C2589: '(' : illegal token on right side
Build fine an gentoo box on intel.
Robert Osfield wrote:
On Mon, Jun 23, 2008 at 11:11 AM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
I've already posted it on osg-submissions.
Now merged, could users do another svn update if you've already kicked
off a build.
Thanks,
Robert.
The only significant compile option differences between 2.5.2 (which works)
and svn head (which fails) is that the svn head contains an additional /I
option not present in 2.5.2:
/I C:\OSGDev\OSG\bld\include
(that is, essentially, a new include subdirectory within the build
directory, which
All,
I need to have a callback from within osgViewer::CompositeViewer that
happens just before each graphics context's renderer does cull_draw().
It can't be part of the cull traversal or the camera's pre-draw
traversal, or the update traversal. Single threaded, and right before
the cull
The only significant compile option differences between 2.5.2
(which works) and svn head (which fails) is that the svn head
contains an additional /I option not present in 2.5.2:
/I C:\OSGDev\OSG\bld\include
(that is, essentially, a new include subdirectory within
the build
Hi Mike, Paul,
I see the same, though this exact same code compiled OK in the 2.5.2 dev
release, so I imagine this new issue is caused by a change to the cmake
config files.
Strange, I'm not seeing any of this (SVN rev 8492, Windows Vista, CMake
2.6, VS 8). Everything builds fine for me.
Hi Paul,
Hm. The OpenThreads\Config header (in this directory) #defines a symbol that
results in the inclusion of windows.h within OT's Atomic header. I wonder
if this could be why std::max is giving us grief?
Hmm, I think you're right, there should probably be the classic #define
NOMINMAX
Hi,
I would like to know if other found some strange issue with multi
threaded, and render slave camera to fbo. Here what i do.
In order to get screenshoot of top view and front view of a scene, i
added two slave camera (AbsoluteRF) and share the same graphiccontext.
I start from the
Art Tevs wrote:
sorry, it seems there is something wrong with my email account. Every time I
write something to the list my mails are forwarded to some Swedish Defence
Research Agency, FOI
That must be the new Swedish mini-Echelon intercepting Internet traffic?!?
;-)
/ulrich
Unfortunately I think it's going to be pretty difficult to find an
example of a Collada file with an embedded texture. Although Collada
allows for this via the data element, nothing is specified about the
format of this data, making any sort of interchange infeasible. I've
never seen the data
See
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraCont
rol
Note the values given to a matrix for HPR are Radians not degrees
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL
But at this point I'm rebuilding from scratch (osg done, halfway
through osgDB and osgUtil) and am not getting the errors you're
getting...
Spoke too soon. I'm now getting the errors you and Mike spoke
of. I'll look into it. (note that I'm not involved with the
Config headers
Steven Thomas wrote:
To add salt to the wound the Collada DOM (which OSG uses for Collada parsing) doesn't
support the data element. Tellingly, no one's ever complained about that.
That's rather amusing :-)
--J
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Hi Paul,
Thanks for taking a look. At some point I'd like to understand this change
and why it was required, but right now I don't feel like wading through ~40
emails to understand it.
I actually followed the e-mails related to this and *still* don't
understand why a Config header is
Hi Robert,
I'm pleased to dive in a code, I want to release the method
get/setEyePoint(osg::Vec3 ) and getDistanceToEyePoint() to select the
right level of lod, also change the code of apply(lod ) and apply(PagedLOD
), and then add some method to set the traverse mode( the heightest level
of
For the dome simulation project I'm working on, they went with using a
3rd party projector calibration/blending/warping system/SDK (instead of
using some OSG dome correction capability as I was anticipating and had
previously mentioned to you), which is initially providing me with the
view
Hi again,
The problem is probably something else. I'll check it out.
I'm well on my way on a new build, which seems to be going well. I just
changed the Atomic header to set the defines which are commonly set to
avoid windows.h polluting the namespace with lots of junk, i.e.:
#if
Hi again,
I'll let you know how it goes.
Still a no go. I'm turning in for the night, but I'll try something else
tomorrow.
I'm considering splitting Atomic into a header and a .cpp file, so that
windows.h can be included only in the implementation and not the header.
That would fix it,
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