Hi Jon,
The pixelSize function is an approximation of the mapping, making
assumptions, for the purposes of speed, with the intention of
providing good enough results for most purposes. So rather than being
wrong, is just not accurate for your particular usage model.
The question then really is
Hi Randolph,
which osg version are you using?
Gerwin
On Mon, Nov 24, 2008 at 7:13 AM, R Fritz [EMAIL PROTECTED] wrote:
I've been fiddling with osgswig on Mac OS (Leopard, 10.5.5), and I ran into
a version of the vector mixin problem. After some fuddling around, I came
up with a patch for it
Hello Alberto,
ok your example works great. I think the main difference is I change the
frustum direct on the camera object and you get the camera from the viewer
and than you change the frustum. Your way runs good, but my version doesn't
works.
I change the run function into the animation loop,
Hello Martin,
I change the run function into the animation loop, like your example. Is the
idea to use the camera node as the root node the mistake?
As Alberto noted, the viewer already has a camera. When you were
creating a new camera and adding that to the viewer, you effectively had
two
Hi Robert,
I agree that speed is important, but the current implementation is only
accurate for applications using near-square frustums. With a very low
aspect ratio the returned pixel size can be as low a half of the true
pixel size. It maybe fast but I don't think it is very robust.
I'll see
Hi Robert,
I have restored MSVC disabled warnings in osg/Export. Difference is they are
now disabled only when OSG_DISABLE_MSVC_WARNINGS macro is defined. This
macro is set through CMake options and autogenerated in osg/Config. Simon
suggested that it would be cool if we had more control
Hello osg-users,
Robert just merged my changes for the Collada/dae plugin as posted on
osg-submission:
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph
.org/2008-November/002883.html
You are kindly invited to test the improved plugin.
--
Roland
This e-mail and its
Using CullDrawThreadPerContext and it works..
If the problem is with stateset and Drawable not being set to DYNAMIC, why
wouldn't my SetDataVariance NodeVisitor (see below) convert everything to
DYNAMIC. I call this during my initialization of the scene graph.
Paul P.
- Original Message
Hi Paul,
On Mon, Nov 24, 2008 at 3:57 PM, [EMAIL PROTECTED] wrote:
Using CullDrawThreadPerContext and it works..
If the problem is with stateset and Drawable not being set to DYNAMIC, why
wouldn't my SetDataVariance NodeVisitor (see below) convert everything to
DYNAMIC. I call this during
Gerwin, thanks for answering.
OSG 2.6.1, locally compiled (of course), but otherwise unmodified.
Randolph
On Nov 24, 2008, at 5:45 AM, Gerwin de Haan wrote:
Hi Randolph,
which osg version are you using?
Gerwin
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Hi all,
I added bump mapping to a model using osgFX::BumpMapping, but I need
something more flexible. My model has two sided lighting and osgFX doesn't
support that. Do we have GLSL shaders for bumpmapping in OSG? I think that
would be easier to modify to suit my needs than the assembler coded
Hi,
I suggest you to see the osgshaders example (how osg deals with glsl)
and then consult chapter 11 of the orange book (OpenGL shading
language). You can find the shaders used in the book at
http://3dshaders.com/
Hope it helps.
-- A.
On Mon, Nov 24, 2008 at 10:39 AM, Morné Pistorius
[EMAIL
Hi Randolph,
The error message already seemed familiar, I see that it was in the
osgswig issue tracker already
(http://code.google.com/p/osgswig/issues/detail?id=15) . I think I
might have fixed :-) the problem in revision 177
(http://code.google.com/p/osgswig/source/detail?r=177). Could you
Hi Robert,
can you poste a screen shot of your CMake config : cmake -i .
i downloaded windows gecko sdk (xul-runner sdk) and also gecko, so i like to
get running the gecko plugin under windows, may i can work out what the
variables correspond to.
/adrian
--
Hi Adrian,
You'll need libxul 1.8.x, it's not compatible with 1.9.x
A copy and paste form ccmake .
XUL_DIR /usr/lib/xulrunner
XUL_INCLUDE_DIR /usr/include/xulrunner
XUL_LIBRARY /usr/lib/libxul.so
XUL_MOZJS_LIBRARY
Hi Guys,
I flagged this thread up as one that might produce a fix to
the OSG's OpenFlight plugin. Has anything been done in this
direction yet? If so please don't forgot to post it to
osg-submissions.
Cheers,
Robert.
Hi Robert -- After reviewing this thread, it looks like the
Hello all! Allow me to talk briefly about osgWidget's current design and
perhaps how I can change it for the better.
A number of people over the last few months have asked me why the
WindowManager object requires an osgViewer::View* to be created. This is
an interesting question, and it segues
Robert,
Only just caught this thread. I'm happy to update the OBJ plugin (reader
only, presumably) if you want to lose the sscanf, as it's only recently I
was looking at it anyway.
I assume that you want all sscanf(blah, %f, my_float); to be replaced by
sscanf(blah, %s, my_char);
I thought a push and pop pragma would work ( I use that in my code) ,
but that would be in the headers which Robert wants to avoid
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
I thought a push and pop pragma would work ( I use that in
my code) , but that would be in the headers which Robert
wants to avoid
I'm usually opposed to push/pop too -- not because they're in the headers,
but because they disable displaying warnings for a block of code, and
therefore
Thanks for responding so quickly. I saw you picked up my patches in
issue 18--thanks. But still no joy on 15. I attached my latest
results to the issue there, but the latest result is no result--I
don't think anything changed.
On a different subject, I've made some small changes to
Hi Jeremy,
Jeremy Moles schrieb:
However, as I mentioned earlier, when created a WindowManager must have
access to an osgViewer::View* so that it can call the
computeInteresections() method on this pointer and perform proper
picking. This raises an interesting design question: what exactly
Hi Jeremy,
I'm no OSG guru, and I (still) didn't use osgWidget, but here is an idea:
Why does the WindowManager have to know anything about cameras? From my point
of view, a WindowManager should only do what its name says: manage windows.
I think the picking ability shoud be separated into
Hi, Folks,
Do you have any recommendation for a run-time OpenGL debugger,
something like the GLIntercept (glintercept.nutty.org/index.html)?
GLIntercept appears out of date and does not work with multiple
render contexts.
I'm doing this because I'm having a problem with an OSG app
Hi,
there gDEBugger from Graphics Remedy at http://www.gremedy.com/
Its a very comprehensive tool, and they offer a 30-day demo license.
cheers
-- mew
On Mon, Nov 24, 2008 at 5:41 PM, Yefei He [EMAIL PROTECTED] wrote:
Hi, Folks,
Do you have any recommendation for a run-time OpenGL
Hello,I need to know the vertex of all the polygon I'm about to draw on
screen (after the culling has choosen the right ones), what is the right
approach??
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Hi Jeremy,
Why does the WindowManager have to know anything about cameras?
I have the same question, but with different results: unless I've missed
something in your description, why does anyone need to know about the
camera? If you get your click events (which you act upon to get
I'm writing this up so that people who aren't cmake experts have a
note about this workaround.
For my next trick, I tried building this on Windows using Visual C++.
After some blundering around, I found that adding /bigobj flag to
CMAKE_CXX_FLAGS (edit the field in the cmake GUI--it is one
actually i should be considered as a newbie to osg, but as thinking of a
WindowManager class, i would appreciate if it is a non-group node which only
accepts WindowNodes as children. That would be very useful to have
independent window managed areas on the whole 3d space instead of one window
Hi all,
last week I learned about the -O compressed IVE writer option.
I thought that maybe I can use osgconv to compress an existing vpb
database. After some duelling with osgconv I got it to work and wrote
down the procedure here:
Hi Robert,
Thanks for the explanation. I don't think your needs are particular
different from most who are writing games/simulators with the OSG. While
large scenes LOD's is crucial, and for massive scenes Paging is also
crucial. The OSG supports both so should scale to larger scenes.
Hi Robert,
I get a crash in osg::getGLVersionNumber()... glGetString() returns a NULL
pointer. Something you already encountered (
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-July/014034.html
). I can't answer your question then, sorry. (Or maybe you know how to
Hello all,
I've just want to know if it is possible to add comments in osg files ?
Cheers,
--
Lamoliatte Stephane
RD Engineer
R.S.A. Cosmos
Z.I. de la Vaure - B.P.40
42290 Sorbiers, France
Tel : +33 (0)4 77 53 30 48
Fax : +33 (0)4 77 53 38 61
___
Stephane Lamoliatte wrote:
Hello all,
I've just want to know if it is possible to add comments in osg files ?
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIinsertcommentsina.osgfileORhowdoIcommentoutablockwithina.osgfile
Paul
___
osgPPU :: SSAO
the shader supports not my gpu :
NVidia quatro 570M , what kind of GLSL do you use
/adrian
2008/11/18 Art Tevs [EMAIL PROTECTED]
Hi Adrian,
implementing this effect as osg effect ala cartoon shader or so wouldn't be
that easy. The problem is that it requires some offscreen
Hi Viggo,
Unfortunately the .ive format just isn't extensible/nor forwards
compatible. A new binary format replacement for it would take quite a
bit of work so isn't something that can be easily added. Personally
I'd like to have a single scheme for both the ascii and binary forms
of
Hi Robert;
I have same problem as Sukender and set OSG_NOTIFY_LEVEL = DEBUG and result
is as follows;
glVersion=2, isGlslSupported=YES, glslLanguageVersion=1.1
Regards.
2008/11/24 Robert Osfield [EMAIL PROTECTED]
Hi Sukender,
You can only call getGLVersionNumber() or any releated OpenGL
Hi Umit,
Which is the OpenGL version string you have on your machine?
Robert.
On Mon, Nov 24, 2008 at 9:57 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
Hi Robert;
I have same problem as Sukender and set OSG_NOTIFY_LEVEL = DEBUG and result
is as follows;
glVersion=2, isGlslSupported=YES,
Hi Guys,
I flagged this thread up as one that might produce a fix to the OSG's
OpenFlight plugin. Has anything been done in this direction yet? If
so please don't forgot to post it to osg-submissions.
Cheers,
Robert.
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Hi Robert,
I don't know if I did what you expected, but my GL string is always
1.4.0 - Build 7.14.10.4926
and OSG always reports
glVersion=1.4, isGlslSupported=NO, glslLanguageVersion=0
on the console even if I call setlocale(LC_ALL, FR_fr); or EN or C at
the begining of main().
Please
Hi Adrian,
osgPPU::SSAO is not complete. I have just started to implement this, it need to
be changed. You can use it as a starting point or wait until I get enough time
to finish it. As to the GLSL version, the current code is Cg and I was
currently converting it to GLSL, hence the shader
Hum... forget about the Spring shaders, I found some .fp files (ARB fp ???)
that describe water effects.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 24 Nov 2008 11:42:13 +0100, Sukender [EMAIL PROTECTED] a écrit:
Hi Robert,
I don't know if
Robert Osfield wrote:
Hi All,
In response to problems with the obj loader when the c local is set to
one that use comma for the decimal place (same problem previously
affected the .osg) I have begun make the custom atof function I wrote
for the .osg plugin as public function of osgDB so it
Hello,
I'm a little bit confused about the frustum of the camera node. I set the
position of the camera with the viewmatrix:
osg::MatrixTransform* mt = new MatrixTransform;
mt-setMatrix(::osg::Matrix::translate(0, 0, 25));
((::osg::Camera*)_root.get())-setViewMatrix(mt-getInverseMatrix());
Hi Robert,
My OpenGL version string only 2. I can only see the major version number.
I have OSG-2.6.1 on XP SP2.
HTH.Regards.
2008/11/24 Paul Melis [EMAIL PROTECTED]
Robert Osfield wrote:
Hi All,
In response to problems with the obj loader when the c local is set to
one that use comma
Hi Martin,
El Lunes 24 Noviembre 2008ES 11:52:01 Martin Großer escribió:
mt-setMatrix(::osg::Matrix::translate(0, 0, 25));
I think you have placed the scene behind the camera. Try (0, 0, -25) instead.
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Robert,
I tried your suggestion, but it didn't have any effect. It's probably a
driver issue then (nvidia 180.06 beta). I should receive a dual GTX260
system any day now; I'll try and see if that works better.
Robert Osfield wrote:
HI Ferdi,
Could try the same tests but with the following
Hi Paul,
On Mon, Nov 24, 2008 at 10:51 AM, Paul Melis [EMAIL PROTECTED] wrote:
The OpenGL spec specifies that the return value of glGetString(GL_VERSION)
should begin with major_number.minor_number[.release_number], so if the
results are locale-dependent and suddenly use a comma instead of a
Hi Alberto,
I don't think so. Because I create this simple example:
int main()
{
// scene
osg::ref_ptrosg::Camera root = new osg::Camera;
// frustum
// root-setProjectionMatrixAsFrustum(-2,2,-1.5,1.5,0.01,4); // it
doesn't work
Ok, i understand.
2008/11/24 Art Tevs [EMAIL PROTECTED]
Hi Adrian,
osgPPU::SSAO is not complete. I have just started to implement this, it
need to be changed. You can use it as a starting point or wait until I get
enough time to finish it. As to the GLSL version, the current code is Cg and
Hello,
I need to know the distance of my camera to each polygon drawn on screen.
I thought the get for every frame all the polygon that will be drawn, but
how do I get such a pointer??
thank you
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Hi Martin,
El Lunes 24 Noviembre 2008ES 13:14:03 Martin Großer escribió:
Without the frustum definition, it works fine. With the definition, it
works only when the value of zNear greater is than the value of zFar. Or
is it normal?
Beware! There are some things to know:
- The value of near
Hi All,
On Mon, Nov 24, 2008 at 11:41 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
I will do a purge of the OpenGL related atof functions. It'll be
interesting to see where problem points may have been, I'll ping this
thread once these changes are checked in.
I have now converted the OpenGL
I was curious why the .obj plugin that parsing ascii files didn't come
up on my searches for atof usage, and the reason is that the code uses
sscanf for reading the files. This means that it's a bit more
complicated to solve, I can't just do a search and replace...
What the code will need is
I attempted to set all my nodes and state sets to DYNAMIC data variance by
doing the following and it still is locking up on me (i.e. with the same call
stack as below):
SetDataVariance dataVariance;
root-accept(dataVariance);
Where:
class SetDataVariance : public osg::NodeVisitor
{
Hi Paul,
Could you try the CullDrawThreadPerContext thread model to see if that
works safely. If it does then the issue is almost certainly down to
some StateSet or Drawable in your scene graph that you are modifying
the contents that don't have the DataVariance set to DYNAMIC.
Robert.
On Mon,
Hi Robert,
[ 5%] Building CXX object src/osg/CMakeFiles/osg.dir/GraphicsContext.o
/home/mornifle/dev/osg-branch/src/osg/GLExtensions.cpp: In function
'float osg::getGLVersionNumber()':
/home/mornifle/dev/osg-branch/src/osg/GLExtensions.cpp:50: error:
'asciiToFloat' was not declared in this
Hi Cedric,
You did a svn update right at the wrong moment, another svn update
will fix this ;-)
Robert.
On Mon, Nov 24, 2008 at 1:48 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
Hi Robert,
[ 5%] Building CXX object src/osg/CMakeFiles/osg.dir/GraphicsContext.o
Hi,
I have been looking into this, and I really think there is something
wrong with the way that AutoTransform calculates the scale.
Attached is the screen shot showing what I am seeing in dual screen.
Both screens are the same resolution, so I would guess the asymmetry in
the horizontal frustum
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