Hi,
El Viernes 14 Noviembre 2008ES 19:12:17 Patrick Bouffard escribió:
I know I *should* be able to compile it from source but I'd like to
avoid going down that rabbit-hole..
Hardy ships with 2.2.0:
http://packages.ubuntu.com/hardy/openscenegraph
Compiling it from source, specially on Ubuntu
El Viernes 14 Noviembre 2008ES 21:04:01 Francisco Rodríguez Villagómez
escribió:
Hi guys, I hope anyone could help me, I'm new to osg an Im making an
application in wich I have to point at some models with an arrow model to
specify wich of this models the user has selected, so my problem is
Linh,
Currently in osgswig you cannot directly override osg.Drawables in the
target scripting language.
This is partly because we have not enabled SWIG directors for this
class, which are responsible for such cross-language inheritance.
Also, Drawables are pure virtual/abstract which doesn't play
Hi Tommy,
Good to hear you are getting a better understanding of osgViewer, but
please don't use GLUT, it really is awful for anything more than
single threaded, single window basic OpenGL demos. osgViewer has
inbuilt into it far far more powerful and flexible cross platform
windowing support.
I'm looking to do the following in OSG, and I wonder if I'm on the right
track (before wasting time needlessly): have two render processes run in
parallel on two different GPUs, have one render a scene to texture and
let this texture be read by the other process and mapped to an object in
a
Hi Ferdi,
osgViewer::CompositeViewer runs all of the views synchronously - one
frame() call dispatches update, event, cull and draw traversals for
all the views. So for you case where you want them to run async, this
isn't supported. Supporting within CompositeViewer would really
complicate the
Hi Eduard,
The description of the problem sounds to me like the normals of the
geometries aren't of unit length so messing up the lighting model,
this can happen if there are transforms that scale the scene. You
can enable GL_NORMALIZE or GL_RESCALE_NORMAL modes on the scene to fix
the lengths
Hi Eduard,
if you look at Geodes Mesh6 Model and Mesh7 Model you'll notice that they don't have
any normals whatsoever. I'd suspect they're just picking up normals from one of the
previous nodes.
/ulrich
___
osg-users mailing list
I have done all, but I can not find the file. I donwloaded the OSG and VPB
from the version svn related. I did everything but I do not know why, the
cmake does not fill that correspondence(osg_gen) and I have to do by hand.
Could you tell me where is osg_gen file?
2008/11/16 Robert Osfield [EMAIL
Hi All,
I have researched for creating Ocean rendering on GPU by GLSL for about 2
weeks. I have read lots of article, thesis and document about it and much of
them using different mathematical model ( FastFouriefTransformation,
Navier-Stokes Equation, Gerstner Waves, Choppy Waves, Perlin Noise
There is a nasty multi-threading bug related to osgDB::DatabasePager and the
_objectCache in osgDB::Registry. This is the situation.
* Thread 2 stack (DatabasePager thread):
ReaderWriter::ReadResult Registry::readImplementation
ReaderWriter::ReadResult Registry::readImageImplementation
I have looked at bit harder at the code now and I now realise that I
only partially fixed Sketchup's broken Collada stuff.
Sketchup is putting the texture image sampler reference into the
Collada diffuse parameter and sets the transparent
parameter to a fixed opaque white colour. The plugin
I have just looked at the latest Collada spec (1.5.1) and they have
changed the default for the opaque attribute of the transparent from
A_ONE (1 is opaque) to A_ZERO (0 is opaque). This would will fix some
of the Sketchup inconsistencies as and when Skertchup gets round to
specifying version
Robert Osfield [EMAIL PROTECTED] writes:
Hi Tommy,
Good to hear you are getting a better understanding of osgViewer, but
please don't use GLUT, it really is awful for anything more than
single threaded, single window basic OpenGL demos. osgViewer has
inbuilt into it far far more powerful
I have commented out those lines in svn revision: 9171. The problem with
2D scenes I reported is gone and everything else seems to work as it did
before.
If you would like, I would be happy to write a regression test.
Frank
On Sun, Nov 16, 2008 at 11:41:10AM +, Robert Osfield wrote:
Hi
Hmm, just some screenshot as texture on two quads ? Seems too simple...
2008/11/17 Robert Osfield [EMAIL PROTECTED]
For a bit of fun see if you can explain the attached screenshot...
If if you get that right your next challange is explain exactly how I
went about writing this email...
Hi,
1. OSG based 3D screen saver
2. Framework for OSG based 3D desktop/browser
3. Two quads with texture mapping
Have fun...:-)
On Mon, Nov 17, 2008 at 11:08 AM, Robert Osfield
[EMAIL PROTECTED]wrote:
For a bit of fun see if you can explain the attached screenshot...
If if you get that
El Lunes 17 Noviembre 2008ES 17:08:47 Robert Osfield escribió:
For a bit of fun see if you can explain the attached screenshot...
If if you get that right your next challange is explain exactly how I
went about writing this email...
Robert
That explains the references to mozilla libs... Did
1) OSG announces challenge to Windows Exploder,Firefox Et-el, with
announcement of the new OSGBrowz web browsers development node kit
2) I thought it was '2 Turtle Doves' not 2 pdf documents in OSG
3) Was that a bottle of 12 year or 18 year single malt ;)
Gordon
On the left is a screenshot of the OSG website. On the right is a
screenshot of the OpenGL website. Both appear to be texture mapped to a
quad, which are tilted back a bit from vertical. the background is
blue...well blue-ish, somewhat purple. Sorry...that's the best I can do
until I
1. Could it be the VNC client plugin?
On Mon, 17 Nov 2008 17:08:47 +0100, Robert Osfield
[EMAIL PROTECTED] wrote:
For a bit of fun see if you can explain the attached screenshot...
If if you get that right your next challange is explain exactly how I
went about writing this email...
Wow, didn't long for guess that were right on the money ;-)
The screenshot was from me running a new OSG example checked in
svn/trunk, the command line was:
osgbrower openscenegraph.org opengl.org
And as guessed the actual email I sent it from was :
osgbrowser gmail.com
The osgbrower code
Hi Tommy,
On Mon, Nov 17, 2008 at 4:47 PM, Tommy Persson [EMAIL PROTECTED] wrote:
I got this working disabling a camera by setting the nodemask and it
works if the viewports are non-overlapping. But if I create two view
with the same viewport and then disable the camera in the second view
Robert Osfield [EMAIL PROTECTED] writes:
Hi Tommy,
Sharing a single window between multiple views is demonstated in the
osgcompositeviewer example - you simply assign the same GraphicsWindow
to the Camera's in each of the Views. You change views you can stop
the viewer threads and then
El Lunes 17 Noviembre 2008ES 17:18:23 Alberto Luaces escribió:
El Lunes 17 Noviembre 2008ES 17:08:47 Robert Osfield escribió:
For a bit of fun see if you can explain the attached screenshot...
If if you get that right your next challange is explain exactly how I
went about writing this
Hi
finally i'm able to build on
osx (10.5.5 xcode-3.1):
OSG (svn 2.7)
OsGis (svn)
and VPB (svn 0.9.1)
now i'm tring to have osgswig compiled
(to have python bindings)
i tried to configure the cmake to :
www.geofemengineering.it/osgswig_cmake_settings.txt
but the make give me these error :
Thanks Robert. I did a quick test with two viewers from two threads and
it appears to be working. Btw, from my experience, PBO doesn't seem to
be any faster (and on some hardware much slower) for downloading
textures to host than glReadPixels, while for uploads it is almost
consistently
Hi Alberto,
On Mon, Nov 17, 2008 at 5:25 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
By the way, I can't compile the recent additions to the library (PDF support,
the browser, etc.) Seems that my CMake lacks of the necessary modules for
finding the libraries:
$ cmake .
-- checking for
Hi Ferdi,
W.r.t performance and stability of multi-threading the graphics, as
long as you have two GPU's the most efficient way to drive them should
be multi-threaded - there is a caveat though, hardware and drivers
aren't always up to scratch, and even then they should be able to
manage the
Brian Keener wrote:
I did notice and
seems I have noticed this before - from osgLauncher some of the processes
(burning cessna, particles) end up hidden behind the osgLauncher screen.
Some work fine but a few of these end up hidden and you think you have
problem until you find them and
I may sound ignorant by asking this, but it won't be the first time,
so... What are the uses of this capability?
Ed
Robert Osfield wrote:
Wow, didn't long for guess that were right on the money ;-)
The screenshot was from me running a new OSG example checked in
svn/trunk, the command line
That's my question too. Such capabilities are quite cool but seems far away
from the name OpenSceneGraph... Are we going to see OSG based operation
system eventually?
On Mon, Nov 17, 2008 at 1:03 PM, Ed [EMAIL PROTECTED] wrote:
I may sound ignorant by asking this, but it won't be the first
On Monday 17 November 2008 11:03:05 Ed wrote:
I may sound ignorant by asking this, but it won't be the first time,
so... What are the uses of this capability?
Ed
Perhaps this would be a convenient way of providing online help to users of a
game? Maybe a way to generate ad revenue from a
If you could hook into the javascript engine then you could use it for
user interface development.
Judd Tracy
Assistant in Simulation
Institute for Simulation and Training
University of Central Florida
Phone: (407) 384-5507
[EMAIL PROTECTED]
KSpam wrote:
On Monday 17 November 2008 11:03:05
Thank you Paul. I appreciate your response. What confuses me is that
TrackballManipulator seems to be defaulting to Y up and not z. I
believe the setHomePosition is very similar to the setViewMatrixLookAt
and I do not believe that either function call will properly set the Z
orientation for
Hi Brian,
You shouldn't need to apply Alberto's patch, my changed avoided the
need for Alberto's patch. svn/trunk should compile fine.
I'm kinda surprised by the observed relationship with osglauncher
behaviour. Did osglauncher work OK prior to these changes?
Robert.
On Mon, Nov 17, 2008 at
Hi Ed,
On Mon, Nov 17, 2008 at 6:03 PM, Ed [EMAIL PROTECTED] wrote:
I may sound ignorant by asking this, but it won't be the first time, so...
What are the uses of this capability?
You could use it from help to leverage internet based services - such
as googlemaps. The browser widget needn't
Hi Judd,
On Mon, Nov 17, 2008 at 6:35 PM, Judd Tracy [EMAIL PROTECTED] wrote:
If you could hook into the javascript engine then you could use it for user
interface development.
Ubrowser does have support for javascript, and given the number of
websites that render just fine (gmail included) it
Hi Robert,
Nice work, it sound that it become possible to make and browse web in
opengl. Interesting for
game :)
Cheers,
Cedric
Robert Osfield wrote:
Hi Ed,
On Mon, Nov 17, 2008 at 6:03 PM, Ed [EMAIL PROTECTED] wrote:
I may sound ignorant by asking this, but it won't be the first time,
Le Mon, 17 Nov 2008 20:04:52 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
Hi Ed,
On Mon, Nov 17, 2008 at 6:03 PM, Ed [EMAIL PROTECTED] wrote:
I may sound ignorant by asking this, but it won't be the first time, so...
What are the uses of this capability?
You could use it from help to
Hello List, it's been a while.
I have just a short question regarding the usage of the PSSM shadow
technique and alpha blending. For some reason when using both, the shadow
casting objects (an sphere, for instance) looks somewhat transparent on some
parts. When turning Alpha Blending off, this
Hi all,
We're currently creating a new app where we need to be able to create
new views, each of which needs to have a separate graphics context
(because they need to be attached to Qt windows - so each needs to get a
unique window handle).
When adding views, I'm hitting what seems to be a
Luigi Calori wrote:
Hi Gerwin, I subscribed to SWIG list and read that response too, I' ll
try to do some test on that because I really want to be able to run my
python app code on more recent OSG
I' ll let you know if any success, I' m also applying some mod to make
the latest svn compile
the head of osgSWIG svn only compiles with the OSG 2.6.x
H
Massimo Di Stefano wrote:
Hi
finally i'm able to build on
osx (10.5.5 xcode-3.1):
OSG (svn 2.7)
OsGis (svn)
and VPB (svn 0.9.1)
now i'm tring to have osgswig compiled
(to have python bindings)
i tried to configure the cmake to
Robert Osfield wrote:
You shouldn't need to apply Alberto's patch, my changed avoided the
need for Alberto's patch. svn/trunk should compile fine.
Sorry - my run on sentences were confusing again. :-). I didn't use
both your patches at the same time. I had used his and as I reported
Hi,
as suggested i downloaded and compiled Osg from the svn 2.6.1
instead of the 2.7 version i previously installed.
but tring to build osgswig the error seems to be the same,
i uploaded the complete build-log from a fresh osgswig.
it is here :
www.geofemengineering.it/osgswig_osx_log.txt
Hartmut Seichter ha scritto:
Luigi Calori wrote:
Hi Gerwin, I subscribed to SWIG list and read that response too, I'
ll try to do some test on that because I really want to be able to
run my python app code on more recent OSG
I' ll let you know if any success, I' m also applying some mod to
Hi
I am developing a program using OpenSceneGraph as the renderer. This program
needs support for dual screens; I am using composite viewer to setup
different views into the scenegraph, with each view appearing on a separate
screen (the outputs will be driving projectors).
My X configuration is
Hello:
I built a terrain with two textures to test osgmultitexturecontrol. It
fade between both textures. Now, for the effect I am looking for in
another scene, the use of shaders would be convenient. I want to
reproduce in osg the example from chapter 10.3 of the orange book
(Multitexturing
Hi Robert,
fantastic what you are working on all the long time, what would come when we
have winter nights
is there a windows library, manual ,etc to get osgpdf and osgbrowser
running ?
adrian
2008/11/17 Sukender [EMAIL PROTECTED]
Le Mon, 17 Nov 2008 20:04:52 +0100, Robert Osfield
Hi Gerwin,
it would be nice if this feature would work since if I have
legacy c++ code that draws an asteroid, for instance, I would like to
be able to just wrap that c++ code up in python and use it in osgswig. I
tried putting
%feature(director) osg::Geometry;
in osg.i, and I got alot of
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