Hi,
This problem has confused me for a long time, I have made a lot of effort to
get the matrix which translate the vertex from local coordinate to world space
coordinate in osg, however, the result seems that the matirx I get from
MatrixTransform does not work in glsl.
Though it seems that I
Hi Guilanzhang,
Could it be that you have been confused by the pre-multiple convention
of OSG maths, and post-multiple convention of GLSL maths, the opposing
conventions has turned out to be rather unfortunate, the OSG's
convention fitted we will other tools in it's early days, but alas
GLSL came
Hi Jason,
Mathias has submitted some changed to the cmake Atomic checks/setup, I
have now checked these into SVN. Could you do an svn update and clean
build, then let us know if it compiles OK now.
Thanks,
Robert.
On Sat, Jun 28, 2008 at 12:01 AM, Jason Daly [EMAIL PROTECTED] wrote:
Hi Bob,
Last summer when testing multiple GPU rendering I found that if I
forced the serialization of the draw dispatch I actually got better
performance. This suggest a performance problem in the driver, or it
could also have been a hardware contention. Either way even on my
quad core, dual
Hi Fabien,
Does osgcomposite resize correctly for you? i.e.
osgcompositeviewer cow.osg
I have just tried resizing and it all three views adjust their aspect
ratio correctly. This relies upon the Camera's projection matrices
being resized by the GraphicsContext itself, your own code
Hi Bob and Robert,
We managed to get our system to run stable. Intel Core 2 Duo E6600 + 2 X
GeForce 8800 GTS 320 MB + 3 monitors. Former crashes were indeed power
related. It turned out we did not connect aditional 12V/5V connector to
motherboard. It was needed when two 16xPCIex lanes were
Last SVN checkout works perfectly!
Now I have only to understand why the GCC builtins are not configured on my
system.
You say I'm forced to define the environment variable CXXFLAGS to -march=i686 before
running ccmake . ? It is not possible to define CMAKE_CXX_FLAGS and CMAKE_C_FLAGS inside
Hi,
On Tuesday 01 July 2008 13:14, Mario Valle wrote:
Last SVN checkout works perfectly!
Good to hear.
Now I have only to understand why the GCC builtins are not configured on my
system.
You say I'm forced to define the environment variable CXXFLAGS to
-march=i686 before running ccmake .
Hi,
I want to use split screen showing 2-4 screens but I want different viewers.
For eg. one is default and the other must follow a node. I tried to read
from the tutorials on the site but they seem to be outdated. I didn't get a
clear view from the osgcamera example either. Any help is deeply
On Tue, Jul 1, 2008 at 12:23 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Fabien,
Does osgcomposite resize correctly for you? i.e.
osgcompositeviewer cow.osg
Thanks for your answer Robert.
Yes, the composite viewer does work fine for the aspect ratio. The
projection matrices changes
Hi Neeraj,
If you want multiple views then the class to use is a single
osgViewer::CompositeViewer, this will allow you to set up different
views, and set them sharing a single graphics window, or each with
it's own window/screen.
Robert.
On Tue, Jul 1, 2008 at 12:40 PM, Neeraj Bagdia [EMAIL
Hi Fabian,
osgViewer::CompositeViewer directs events to camera with focus. If
you want different behavior you can always override the
CompositeViewer::eventTravesals() method.
Robert.
On Tue, Jul 1, 2008 at 1:31 PM, fabien rioli
[EMAIL PROTECTED] wrote:
On Tue, Jul 1, 2008 at 12:23 PM,
On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:
The scene achieves 60Hz at times, but feels choppy, and I notice the
middle two GPUs at times show long orange bars, which are killing the
60Hz rate.
This is probably obvious for you, but the fancy aero rendering is
On Tue, 2008-07-01 at 00:17 -0400, Jean-Sébastien Guay wrote:
Hello Jeremy,
Hoping to help osgWidget get into OSG 2.6, I did a test build tonight
having freshly updated from SVN. I needed to make some changes to the
CMakeLists.txt file, similar to what needed to be done for OSG and VPB.
Joakim Simonsson wrote:
On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:
The scene achieves 60Hz at times, but feels choppy, and I notice the
middle two GPUs at times show long orange bars, which are killing the
60Hz rate.
This is probably obvious for you, but the
Hi Robert,
I'll be building them over the next couple days (holiday weekend
travel etc). I'll check the new binaries into the osgToy SVN, we can
then decide how to integrate into OSG and CMake. I'll let you know
when ready.
I'm curious if anyone has experience with those new versions, and if
Hi all -- I don't recall who submitted this change, but I took it for a
short test drive today and here are some observations and questions.
The value of setNestRenderBins isn't being saved to the .osg file format. I
didn't test .ive. Is this intentional, or an oversight?
My first instinct was
On Tue, 01 Jul 2008 17:59:59 +0200, Bob Balfour [EMAIL PROTECTED] wrote:
Joakim Simonsson wrote:
On Tue, 01 Jul 2008 00:34:09 +0200, Bob Balfour [EMAIL PROTECTED] wrote:
The scene achieves 60Hz at times, but feels choppy, and I notice the
middle two GPUs at times show long orange bars,
Hi everyone,
I was wondering if there are any plans on adding some sort of
search-querys into osg, XPath for example?
Something like:
osg::Node* n = Group-SelectSingleNode(//[EMAIL PROTECTED]node1\]);
std::vectorosg::Node* nodeList =
Group-SelectMultipleNodes(/[EMAIL PROTECTED]somethingelse\);
All,
When an osg application is minimized, osg complains about swapbuffers
failing, on every frame. This output can be overwhelming. Can we fix
this somehow? Is there some kind of verbosity level? Is that even a
word?
John
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Hi David,
Instead of including it into the Core OSG, a possible addition should be a
XPath visitor class (deriving from NodeVisitor) into osgUtil, which takes
the query and traverse the tree to get the results.
I think it's a bit intrusive to put such a feature into the core node class,
and
Hi,
I must be doing something wrong. I have a function that adds a sphere
map and material to a node. When I apply this function to a parent, it
also affects the child. How can I make it just affect the parent and
not the child? Also, if I call the same function with different
settings for the
Hi John,
I have just checked on linux box and it works fine, so I presume it's
a windowing specific issue. What windowing setup are you using?
If swap buffers is failing then it suggest the best thing that could
be done would be to detect the window iconise event and stop the frame
loop from
Hi Paul,
The setNestRenderBins only affects where the bin (if any) associated
with the StateSet gets placed in the rendering graph, it doesn't
enable or disable what happens for child StateSet. I don't believe
it's a feature that you'd want to inherit, its not state like modes
and
Judie,
The default behavior is for States/StateSets to be inherited down the
scene graph, from parent to child. However, in the default
configuration, setting the StateSet of the child directly should cause
that child (and any children that it itself has) to use the new StateSet
parameters. This
I'd like to know more about the AutoTransform auto-scale implementation. We
want something similar, but we think we need to account for non-uniform scaling.
Could I get a description of CullingSet::computePixelSizeVector()? I see it
was written in 2002, but I'd appreciate any help in
Robert Osfield wrote:
Hi Jason,
Mathias has submitted some changed to the cmake Atomic checks/setup, I
have now checked these into SVN. Could you do an svn update and clean
build, then let us know if it compiles OK now.
Hi, Robert,
Just updated. Now, if I don't do anything to the
Hello,
I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
osgdem raster texture files with transparency but the resulting
terrain models seem to ignore the alpha channels entirely. Also, I
thought VPB alpha'd out NODATA regions. For some reason, it seems to
be coloring them
Hi Jason,
On Tue, Jul 1, 2008 at 7:57 PM, Jason Daly [EMAIL PROTECTED] wrote:
Just updated. Now, if I don't do anything to the environment, it settles on
USE_MUTEX. This is an improvement (it previously didn't pick any method).
Good to hear, thanks for the testing.
I still have to set
Hi Mike,
What makes you think that the alpha is being ignored? Have you
enabled GL_BLEND in your app?
Robert.
On Tue, Jul 1, 2008 at 8:39 PM, Mike Lewis [EMAIL PROTECTED] wrote:
Hello,
I'm using OSG 2.4 and VPB 0.9.8 and I'm having an issue. I'm handing
osgdem raster texture files with
It looks like SharedStateManager is appropriate for what I'm doing,
but it doesn't seem to be quite as flexible as I'd like. With the
wide variety of modelers, exporters, and loaders, I can't always be
assured that the DataVariance on StateSets and Textures will be
static. This is currently a
And it would look
weird to have SHARE_ALL_NO_REALLY_SHARE_ALL.
SHARE_ALL_NO_REALLY_EVEN_IF_YOU_THINK_YOU_SHOULDNT_I_MEAN_IT_JUST_SHARE_THE_WHOLE_DAMN_THING_WILL_YOU_JUST_DO_WHAT_I_SAY_OH_AND_FORGET_IT_THIS_IS_EVEN_WORSE_THAN_USING_MS_WORD
:-)
J-S
--
If it only applies to a single render bin, then perhaps the name should not
be plural, which implies (to me, at least), that this setting affects more
than one bin. The code comment also implies this: to prevent render bins
being nested, call setNestRenderBins(false) perhaps should instead read as
Hi Terry,
I haven't used SharedStateManager personally (it was developed by a
member of the community), so am not in a strong position to dive in a
guide proceedings.
You suggest about breaking the enum out into
DYANMIC/STATIC/UNSPECIFIED variants looks like something that might be
required. Or
Hi Paul,
On Tue, Jul 1, 2008 at 9:34 PM, Paul Martz [EMAIL PROTECTED] wrote:
If it only applies to a single render bin, then perhaps the name should not
be plural, which implies (to me, at least), that this setting affects more
than one bin. The code comment also implies this: to prevent
Hello All,
We have succesfully ported from OSG 1.2 to the newest SVN version (well,
almost newest, I think we are on 8512 at the moment). Thanks again for all
the fantastic forum support.
We have been using VS 7.1 for all of our work so far, but since we were
missing a well build freetype
Do you get the same behavior if you generate fresh VS9 project files with
cmake, instead of generating VS7.1 files and converting them? I'm not sure
this will have any effect, but it seems like it might be worth a shot...
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Yes, the only ones I converted were my own projects. I used a fresh CMake
configuration with everything OSG. It might be that only my own projects
are slower.
-- Rick
On Tue, Jul 1, 2008 at 5:45 PM, Paul Martz [EMAIL PROTECTED] wrote:
Do you get the same behavior if you generate fresh VS9
On Jul 1, 11:27 am, Fuesz, Matthew [EMAIL PROTECTED] wrote:
Judie,
The default behavior is for States/StateSets to be inherited down the
scene graph, from parent to child. However, in the default
configuration, setting the StateSet of the child directly should cause
that child (and any
I am wondering about the status of this bug/fix (below) that I originally saw
discussed back in late Feb. by Paul M., Jean-Sebastien and Robert, and again in
late May, with no firm resolution. I am using OSG 2.4 and appear to be
experiencing this same problem using CompositeViewer and slave
Hello,
how do i set the GL_POINT_SIZE and equivalent GL_LINE_SIZE ?
Thanks in advance
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http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml
On Tue, Jul 1, 2008 at 4:51 PM, Hugo Gomes [EMAIL PROTECTED] wrote:
Hello,
how do i set the GL_POINT_SIZE and equivalent GL_LINE_SIZE ?
Thanks in advance
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Aren't they wrapped by osg ? ...
Can't i specify that info in a stateset ?
On Wed, Jul 2, 2008 at 1:36 AM, Willy P [EMAIL PROTECTED] wrote:
http://www.opengl.org/sdk/docs/man/xhtml/glLineWidth.xml
On Tue, Jul 1, 2008 at 4:51 PM, Hugo Gomes [EMAIL PROTECTED]
wrote:
Hello,
how do i set
Hi,
in tutorial Loading Models from Files and Positioning Them in a Scene there
is : osgViewer::Viewer viewer;
viewer.addCameraManipulator(new osgGA::TrackballManipulator);
compiler errors ; error C2039: 'addCameraManipulator' : is not a member of
'osgViewer::Viewer'
and error
Yes... and in general when looking for something OpenGL-ish in OSG one
need only glance through the header names. I've never used them but the
state attributes: Point and LineWidth look to be what you are looking for:
Hi Zamo,
you can try this article if you like:
http://osghelp.com/readarticle.php?article_id=6
it's a simplified version how to load models.
and this article is a simplified version how to transform your models:
http://osghelp.com/readarticle.php?article_id=7
hope this helps,
Peter
On Wed, Jul
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