Hi Robert,
Why --3d-sd option haven't documented yet ? I have already seen this feature
:) I wonder "// FIXME: Uncomment these lines when the options have been
documented properly" for viewer addCommandLineOptions would be uncommented
2.8 release!
Thanks. Regards.
2008/12/15 Robert Osfield
> H
Hi Ibrahim,
You should look DriverManipulator
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01309.htmland
MatrixManipulator
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01480.htmlclassification
document.
I think setHomePosition
http://www.op
Hi Ryan,
If you want to create lighting model like sun, that's not important how far
away your sun model. I think you are creating a sphere for representing sun
model and you use same coordinate position for sun model and light source
position.
You can prefer allocate light source position far aw
This is not a bug in OSG or Visual Studio, it just a memory limitation of
your system and Visual studio
If you did a Google or searched MSDN for the error number C1060 you would
have found something similar to
1. Open the project's Property Pages dialog box. For details, see How to:
O
OSG Community,
I'm experiencing a strange behavior when I do a setPosition on my
osg::Light. For one, I'm trying to create a sun like light and it doesn't
seem to work. but the real problem I'm having is that my viewer zooms way
out when I give my light a position like (0.0,0.0,100.0,1.0). Just an
The issue seems like it may be with vsync.
When I setup my video card to enable vertical sync by default, the
problem is a lot less pronounced (arguably good enough not to worry
about). I'm guessing the programs that seemed to work were explicitly
enabling vertical sync.
I believe I've seen
I get into a trouble using OSG. When I use vs2003 to compile my osg program,
the C1060: Out of heap space come out, but it will succeed in another computer!
I turn off the incremental linking, but the same problem happed! Is it the bug
of vs2003, or the incompatibility between OSG and VC. I expe
Curious. Could you provide a really stripped down program which
doesn't have dodgy menus? mfc / atl or raw win32, as I don't have
any other GUI toolkits setup.
I can make one out of my programs but you've already looked
at one wrong program so another wrong one isn't going to help...
2008/12/15 E
iam running viewer when i use the drive mode i need to change the view point
level and angle .
is there a function for this ???
thanks
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Hi Robert,
I downloaded the 2.7.7 developer release and the problem still exists.
If a GraphicsContext has a NULL state pointer, there's no reason for it
to call ReleaseGLObjects on its cameras since the cameras should no
longer have any GL objects for that context ID. (The context ID isn't
k
Hello, I have a quick question regarding adding a HUD to an
osgViewer::Viewer window.
I had been using the legacy osgUtil SceneView for a while and decided to
make a new app using the new viewer library to get used to it. I had no
problems until I tried to add a HUD camera and found nothing would
Hi Robert,
2008/12/15 Robert Osfield
> Hi Vincent,
>
> On Mon, Dec 15, 2008 at 8:31 PM, Vincent Bourdier
> wrote:
> > The disturbing thing, is that the Dragger set the commandManager in a
> > pointer (dragger->setcommandManager ) so we can assume that the command
> > manager is well stored in m
Hi Vincent,
On Mon, Dec 15, 2008 at 8:31 PM, Vincent Bourdier
wrote:
> The disturbing thing, is that the Dragger set the commandManager in a
> pointer (dragger->setcommandManager ) so we can assume that the command
> manager is well stored in memory... but no !
> Without the source and a good deb
No, not from Lua (or I guess a lua interpreter) itself - I have a
wxWidgets application which loads various plugins and one of them is a
based around osgLua - thus, lua_open etc pp should happen in that
context. On Windows and Mac this whole mechanism works fine - on Linux
the RTTI seems to b
Hi,
2008/12/15 Jean-Sébastien Guay
> Hi Vincent,
>
> Sorry I could not try out your example code before you found the solution
> yourself... I was totally swamped. I'm glad you found the solution though!
>
> To solve the problem, I set my CommandManager ref_ptr as a private member
>> in my clas
Hi Vincent,
Sorry I could not try out your example code before you found the
solution yourself... I was totally swamped. I'm glad you found the
solution though!
To solve the problem, I set my CommandManager ref_ptr as a private
member in my class which launch the frame loop.
...
So now th
Hi Mark,
I've been reviewing the Texture2D.cpp and Texture.cpp code and it
looks like it will try to rescale only the fly the incoming image,
using gluScaleImge, if it's different from the original image size.
This isn't necessarily the right thing to happen in this case, but it
shouldn't directly
Hi Andrey,
Do you mean like this:
osgviewer cow.osg --3d-sd
We stands for 3d spherical display ;-)
What this viewer configuration does set up 6 slave camera to render
the 6 faces of a cube map, then renders this cube map texture in a
final slave Camera that acts a full window HUD using a mesh
Hi Robert,
seems that using a MatrixTransform node with a scale matrix set to
(x_scale, 0., z_scale) instead of (x_scale, 1., y_scale) gave the Picker
a tough time.
Thanks for the hint :)
Lukas
On Sat, Dec 13, 2008 at 10:16:53AM +, Robert Osfield wrote:
> Hi Lukas,
>
> It is possible to pic
Hi Robert,
I'm unfamiliar with CompositeViewer so I set up my example using the
objects I am familiar with. After examining CompositeViewer, it looks
like it has the same problem but would be more difficult to set up a
simple sample.
All that is needed to reproduce the problem is two distinc
Is it possible to create a 360 degree field of view with OSG, like you see in
this link:
http://www.ptgrey.com/products/spherical.asp
Andrey
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Hi Mark,
I don't recall any bug fixes on this topic. The Texture code should
in theory reallocate when the sizes changes, and I'm sure I've
previously added code to do this. Perhaps the awkward usage of the
OSG is what is causing the a crack to appear in the algorithm used.
I must say that you
Hi Mark,
I've just re-read the thread I'm I do know that I've done some work on
the management of contexts front but I can't recall if this was prior
to 2.6.0 or after.
I'm a bit overload with prep for 2.8 right nowso could you have a look
at the svn/tunk or 2.7.7 version of the OSG to see that a
Hi Robert,
(I'm replying again for the benefit of those with threaded mail readers,
and so this thread won't be forgotten...)
I'm using osg version 2.6.0.
Mark
Robert Osfield wrote:
HI Mark,
I've previous used the ability of resizing images and it did have it
working. I did require a bug
Hi Robert,
I'm using version 2.6.0.
Mark
Robert Osfield wrote:
Hi Mark,
Thanks for the test code. What version of the OSG are you using?
Robert.
On Thu, Dec 11, 2008 at 10:17 PM, Mark Sciabica wrote:
Hi Robert,
I was testing how osg handled changing a texture's image when the texture
I have other raw OpenGL programs that do not exhibit this problem. I figure
it has something to do with either how OSG sets up the window, the wgl
context, or how drawing is performed. Unfortunately, I haven't been able to
identify what is causing the problem.
- Eron
-Original Message-
Hi Glenn,
On Mon, Dec 15, 2008 at 3:07 PM, Glenn Waldron wrote:
> Robert, one quick clarification: does the new max-PagedLOD scheme work in
> conjunction with expiry settings, or are they mutually exclusive techniques?
> I have not studied the new code yet.
The new TargetMaximumNumberOfPageLOD s
No it's not multi threading. My single threaded non OSG apps do the same,
and that's with my OpenGl rendering code called in response to WM_PAINT.
It's something to do with the back buffer swap overwriting the screen
without being properly synchronised with GDI but I've never had time to
investiga
Hi all
On 12/15/08, Robert Osfield wrote:
> Hi Mattias,
>
> On Mon, Dec 15, 2008 at 1:35 PM, Mattias Helsing
> wrote:
>> I'm about to post a little improvement on the refdoc generation. It
>> includes an update of the doc/doxyfile.cmake template and an install
>> target for the generated documen
Hi,
we are having the same issues here and I think the problem is related to
multithreading.
One solution may be to sync your drawing thread to the drawing of
windows or to sync the swap operation in double buffered mode.
I don't know if that helps, it's just a guess.
Richard
_
Robert, one quick clarification: does the new max-PagedLOD scheme work in
conjunction with expiry settings, or are they mutually exclusive techniques?
I have not studied the new code yet.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Mon, Dec 15, 2008 at 9:40 A
Hi Per,
I've just done a quick review of your changes and it does feel balanced to me.
Is CullVisitor checking the current setting of
SmallFeatureCullingPixelSize() from the current CullingSet or
CullStack? If so then you own callback should be setting current
CullingSet rather than the CullStack
if (TheNode.get() ){
osg::Node::ParentList parents = TheNode->getParents();
for(osg::Node::ParentList::iterator pitr=parents.begin();
pitr!=parents.end();
++pitr)
{
(*pitr)->removeChild(TheNode.get());
}
}
And then remove the refe
Hi Ralf,
On Mon, Dec 15, 2008 at 2:28 PM, Ralf Stokholm wrote:
> Will investigate some more and maby check out the new pager options once we
> get past our delivery in two days :-)
The new DatabasePager may well be the solution to your problem. You
could grab just the DatabasePager header and .
Hi All,
A month of so back I developed a new expiry scheme for DatabasePager
that works to ensure that number of PagedLOD in memory at any one time
does not exceed a specified target maximum number of PagedLOD. The
new scheme allows the number of PagedLOD in memory to raise until it
hits the targ
Hi Robert
Thanks for the swift answer.
Will investigate some more and maby check out the new pager options once we
get past our delivery in two days :-)
Marcin
How would not enabling vsync affect the pager?
again framerate is not a problem its the extremely long frames we are seeing
from time t
Hi Robert,
I've found a way to get it working by slightly modifying CullStack.cpp
and by also changing my cull callback. When pushing the CullingSet in
CullStack I have added updating the cull mask in the new CullingSet. I
needed to change both the cull visitors culling mode and the current
C
Hi Ralf,
On Mon, Dec 15, 2008 at 1:02 PM, Robert Osfield
wrote:
> It just so happens I'm currently working on making the new scheme the
> default setting for the DatabasePager. The next dev release will have
> this in place.
The new defaults are now checked in to svn/trunk.
Robert.
___
Hi Mattias,
On Mon, Dec 15, 2008 at 1:35 PM, Mattias Helsing wrote:
> I'm about to post a little improvement on the refdoc generation. It
> includes an update of the doc/doxyfile.cmake template and an install
> target for the generated documentation. The latter will enable
> packaging openscenegr
Hi Fred,
On Mon, Dec 15, 2008 at 1:58 PM, Fred wrote:
>> Bascially the problem isn't on the OSG side, all I can do is clean up the
>> OSG for
>> redundant includes, you'll need to fix the real problem at your end.
>
> Thanks Robert.
> I've copied this to someone more familiar with Delta3D.
FYI,
Hi Ralf,
what is the Vertical sync setting for your video card/application?
It should be On if you don't want database pager thread to affect framerate.
Best,
Marcin
Ralf Stokholm pisze:
Hi List
I have been fighting a studdering problem in my application for a
while, my best guess at the mom
Hi Sukender,
On Mon, Dec 15, 2008 at 1:14 PM, Sukender wrote:
> Agreed. This is what I thought *after* posting :) I'll try to do my best
> (since my Linux machine is not useable at this time).
> I just have one little question: for methods variants that I won't implement
> (= Carbon, since I wo
Hi Mattias,
> 2 The current generated refdocs doesn't include OpenThreads. Should
> there be a separate documentation for openthreads or should it be made
> part of OpenScenGraphReferenceDocs?
I vote for "part of OpenScenGraphReferenceDocs".
Reason: OpenThreads is distributed with OpenScenGraph,
> I've just looked at include/osgDB/FieldReader in svn/trunk and it
> doesn't use strcasecmp, it does include string.h so perhaps this is
> which is introducing the conflict. The OSG code is perfectly legal
> so I can only guess that something else is happening in
> Cal3D/osgCal/Delta3D code to i
Hi all,
I'm about to post a little improvement on the refdoc generation. It
includes an update of the doc/doxyfile.cmake template and an install
target for the generated documentation. The latter will enable
packaging openscenegraph-doc. I have some questions though:
1 I have updated and worked w
Hi Robert,
Agreed. This is what I thought *after* posting :) I'll try to do my best (since
my Linux machine is not useable at this time).
I just have one little question: for methods variants that I won't implement (=
Carbon, since I won't be able to test), may I throw a "Not implemented yet"
e
Hi Sekender,
On Mon, Dec 15, 2008 at 12:51 PM, Sukender wrote:
> Well, this is what I expected. Does this sounds interesting for OSG to have a
> portable "WindowingSystemInterface::getSupportedScreenResolutions(const
> ScreenIdentifier &, std::vector & resolutions)"? Maybe I'll start
> looking
Hi Ralf,
Frame drops like this are very likely down to either the OS's virtual
memory being utilized or memory down on the GPU hitting a limit. I
would had thought that frame drops are unlikely to down to the
database pager itself, although it's management of memory may well be
exacerbating the s
Hi Robert and Gordon,
Well, this is what I expected. Does this sounds interesting for OSG to have a
portable "WindowingSystemInterface::getSupportedScreenResolutions(const
ScreenIdentifier &, std::vector & resolutions)"? Maybe I'll start
looking for Win32 and then Linux implementation.
Sukende
Hi List
I have been fighting a studdering problem in my application for a while, my
best guess at the moment is tht the problem is relatet to paging of large
terrains.
We are using a large terrain build using virtual planet builder.
To test the behavior of this model i load it in osgviewer and I
Hi Benoit,
There is a merge geometry operation embedded in src/osgUtil/Optimizer.cpp.
Robert.
On Mon, Dec 15, 2008 at 10:28 AM, Benoît Bayol wrote:
> Hi all :)
> I am actually building an application which builds tree or any kind of
> plants.
> So for a tree we have the trunk and branches which
Smeenk, R.J.M. (Roland) wrote:
Hi Roger,
I tested this code with a few
models of the Collada test bank and not all examples work like before.
I did not take a look at the specific code paths that these examples
used.
Maybe it is wise that we set up
a regression data set spec
Hi Robert,
- "Robert Osfield" a écrit :
> Hi Fred & Jefferson,
>
> On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier
> wrote:
> > I have a patch to PrecipitationEffect that seems to work. I'll
> submit it
> > to osg-submissions
>
> I've just done a review of these changes and don't feel t
Hi Roger,
I tested this code with a few models of the Collada test bank and not
all examples work like before. I did not take a look at the specific
code paths that these examples used.
Maybe it is wise that we set up a regression data set specifically
targeted at transparency.
--
Roland
Hi Robert,
I get it I think!
To solve the problem, I set my CommandManager ref_ptr as a private member in
my class which launch the frame loop.
That is to say the dragger->setCommandManager(...) method is not
sufficient... and the commandManager instance is lost when leaving the block
where is wa
Hi all :)
I am actually building an application which builds tree or any kind of
plants.
So for a tree we have the trunk and branches which are composed by
little elements that we called metamers. Each metamers are linked with
others.
My first shot with OSG was to create a recursive alg
Hi Laurent,
On Mon, Dec 15, 2008 at 10:18 AM, Laurent Di Cesare
wrote:
> In my application, rain inside buildings is problematic if people enter the
> buildings (which they weren't supposed to do until recently). A clip plane
> method might work better than a near/far/depth partition.
Using the
Hi Per,
It sounds like you'll need to directly manipulator or push new
settings on the stack in CullVisitor.
Robert.
On Mon, Dec 15, 2008 at 10:12 AM, Per Fahlberg wrote:
> Hi Robert,
>
> I've traced the problem down now and it seems the culling mode that the
> CullVisitor uses is correct but t
Hi Vincent,
I'm afraid I'd not yet have an ideas what might be amiss. What you do
is to set the viewer threading to SingleThreaded just to see if this
might be threading issue.
Robert.
On Mon, Dec 15, 2008 at 9:55 AM, Vincent Bourdier
wrote:
> More info about the bug :
>
> When setting the sce
Robert Osfield wrote :
Hi Fred & Jefferson,
On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier wrote:
I have a patch to PrecipitationEffect that seems to work. I'll submit it
to osg-submissions
I've just done a review of these changes and don't feel that there are
mostr straightforwa
Hi Hartmut,
How do you try to load osgLua? from lua itself?
Cheers,
Jose-Lus.
On Sun, Dec 14, 2008 at 10:25 PM, Hartmut Seichter
wrote:
>
> Hi there,
>
> I am trying to combine the power of osgLua and osgSWIG in a new project (no
> I am not mad :)) ... However, I couldn't get osgLua play n
Hi Robert,
I've traced the problem down now and it seems the culling mode that the
CullVisitor uses is correct but the one in the CullingSet is incorrect.
This is due to the CullingSet being updated in
CullStack::pushProjectionMatrix which is called early on in culling, and
when I change the
On Sat, Dec 13, 2008 at 7:39 AM, Vincent Bourdier <
vincent.bourd...@gmail.com> wrote:
> Hi,
>
> 2008/12/12 Alejandro Segovia
>
>> Hi OSG-users,
>>
>> I've noticed calling viewer->frame() seems to be changing my left, right,
>> bottom, top, z near and z far clipping planes when I set the camera's
Robert is quite correct; it's nothing to do with OSG.
(nor your driver version)
My raw OpenGl programs have the same problem
and so do quite a few other none OSG programs.
I've never been bothered enough to investigate myself though.
A quick & dirty solution is just to disable screen updates when
Hi Fred & Jefferson,
On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier wrote:
> I have a patch to PrecipitationEffect that seems to work. I'll submit it
> to osg-submissions
I've just done a review of these changes and don't feel that there are
mostr straightforward and effecient way to impleme
More info about the bug :
When setting the scene data, the commandManager built maps :
_draggerConstraintMap = [0]()
_draggerSelectionMap = [2]() //ok, I set 2 draggers
While runing, when I click to dragg a dragger, the application crashes in
commandManager->addSelectionsToCommand
VS debugger g
Adrian Egli OpenSceneGraph (3D) schrieb:
> Does it also work with os/x & linux and also javascript supported ?
>
> /adrian
>
Not yet.
I took a look over the weekend on the part of porting to linux. It
should be just some easy changes to the plugin code, but the mozilla
developper pages are a bi
Robert Osfield schrieb:
Hi Adrian,
It's windows only right now. I haven' used it as I'm using Linux but
I doubt that it does support javascript as this would require some
kind of publishing of interface to the viewer which I didn't spot on
review of the code.
Robert.
Right.
As my son is i
Hi Sukender,
There isn't an API for querying all supported resolutions, just an API
for getting the current screen resolution and setting the screen
resolution. See osg::WindowingSystemInterface object that provides
glue between the OSG and the underlying implementations of the
windowing system (p
Hi Adrian,
It's windows only right now. I haven' used it as I'm using Linux but
I doubt that it does support javascript as this would require some
kind of publishing of interface to the viewer which I didn't spot on
review of the code.
Robert.
On Mon, Dec 15, 2008 at 8:35 AM, Adrian Egli OpenSc
Hi Eron,
I'm not a windows developer so can only comment in general. My
thought is that it could well be an issue with the windowing systems
addition of the shadow not playing well with double of the OpenGL
window with the drivers you are using. I kinda doubt there there will
be an option we can
In the destructor of the node/nodes perhaps
Thats where I would place a break point
Capture the magic of Christmas this year see http://www.capturethemagic.com
__
OSG its self does not really care about screen resolutions it either runs
full screen or in a window(s),
it does not it's self set or change the physical screen resolution (that I'm
aware of).
I think you will have to implement this yourself...
___
Ulrich Hertlein schrieb:
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which li
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which lives in a
ref_ptr).
Exact
Does it also work with os/x & linux and also javascript supported ?
/adrian
2008/12/13 Andreas Goebel
> Hi,
>
> as the plugin started to work after using "SetDllDir", this made me
> confident that I could package it not to require the additional download of
> the MSRedist.
>
> I have now done s
Hi all,
Almost everything is in the title... I just can't find info on enumerating
supported (full) screen resolutions. Do you have an idea?
I guess I can try switching to all usual resolutions and see if they are
supported or not, but that's really too slow and too ugly.
Thanks!
Sukender
PVLE
Hi,
2008/12/12 Jean-Sébastien Guay
> Hi Vincent,
>
> Sorry to make an update, but no one use osgManipulator ?
>>
>
> I use osgManipulator extensively, but as Robert said we all have work to
> do. I'll test your code in a few minutes, but please keep in mind that some
> of us are in different ti
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