Hi,
thanks I can login now, but there are no checkins displayed in the
timeline. I know there are not any recent checkins, but even if I go
back there is nothing. Is this because of the migration?
The timeline view changes from box on the top right only has radio
buttons for Wiki changes
Hi,
That's because authenticated users didn't have privileges to view
those changes... each trac has different permissions and it doesn't
look right this way. I'm going to clone the permissions from osg's
main trac to the other projects. Give me 20 min, and check again,
hopefully it should work
HI Thomas,
Thanks for the posting your FFmpeg code. FYI, I've had feedback from
a windows users that FFmpeg turned out to be perform better than using
DirectShow, so a good FFmpeg plugin might still add value under
Windows.
As for the non power of two issue, this is easy to solve at the scene
Hi Tanguy,
On Tue, Feb 24, 2009 at 9:10 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
I've pulled down your ffmpeg plugin package now and once I've cleared
my email inbox I'll get to reviewing it.
I spent much of yesterday fitting carpet underlay, so only spent a
couple of hours on the
Hi Ben,
osgSim::SphereSegment is a very specialist feature, it's not design to
provide lots of flexibility. For the level of flexibility you require
you'll need to build your own collection of one or more osg::Geometry
leaves. Have a look at the osggeometry example as a guide.
Robert.
On
Hi Ken,
On Tue, Feb 24, 2009 at 9:39 PM, Ken George ken...@hotmail.com wrote:
I did attempt the setRenderingCache(0) and that didn't seem to have any
effect.
I also looked at using 2 cameras, but was not successful. I didn't use a
switch node and so that could work.
I did change the
Thanks for your comment Robert, I've tested other RTT targets and they all
produce different results, it really seems to be a driver bug.
As I have a very near deadline I'll go a different route for the reflection
(like in the osgreflect example), and I'll try to look further to this
problem
Hi All,
Wow, I was expecting a few more bodies to show some support for MS +
Direct3D... so far it's just Gordon's clients...
Excellent article Paul, I agree pretty well 100%.
I would love MS to properly support OpenGL and not fight it like they
have done so for the last decade. The
Hi,
I would like to use OSG 2.8 (with Qt 4.5rc1) on Leopard, in 64bit,
using the Cocoa framework.
That means I need osgViewer to use Cocoa instead of Carbon.
I read and tried to understand http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MacOSX10.5
and scouted the
I'm writing a second email on slightly different tack, as the one I've
just written covered the anti-trust/support for OpenGL aspect, this
one I'll do a what if tack that looks at practicalities.
With looking at any new feature one has to weigh up the costs vs
benefits, considering Direct3D
Dear ng,
I'm lost with this osg beginner's problem: Given I have an active rendering
context (from glut or Qt etc.),
and an osg group node holding my scene, how can I make osg render a view in
this rendering context?
My current knowledge of osg is sufficient as long as I use the osg::Viewer
Hi J.P.,
I've also given Roberts the FFmpeg win32 binaries (headers, libs and
dlls) we're using with our osgFFmpeg plugin. Because we're making a
commercial application that cannot be opensourced, we obviously had to
compile FFmpeg in LGPL (that's what I meant by non-GPL ffmpeg).
Tanguy
Hi Raymond,
actually you are right. I've added the option I want to join, I do not care
about the city. So, I hope this will give us a better overview how many
peoples would like to join.
cheers,
art
--
Read this topic online here:
Hey,
On Wednesday 25 February 2009 11:54, Art Tevs wrote:
actually you are right. I've added the option I want to join, I do not
care about the city. So, I hope this will give us a better overview how
many peoples would like to join.
I would like to joint too.
... but I will not register at
Hi Mattias,
The quickest way to graft and osgViewer::Viewer into an existing
graphics context is to use the GraphicsWindowEmbedded functionality.
See the osgviewerGLUT and osgviewerSDL examples for a guide. Please
note that this approach doesn't allow the OSG to introduce threading,
handling of
Hi,
Tanguy Fautre wrote:
Hi J.P.,
I've also given Roberts the FFmpeg win32 binaries (headers, libs and
dlls) we're using with our osgFFmpeg plugin. Because we're making a
commercial application that cannot be opensourced, we obviously had to
compile FFmpeg in LGPL (that's what I meant by
Hi all,
I am trying to display a point cloud in osg and having some problems. I display
the same dataset in an OpenGL based application and it works fine. But when I
display it in osg I just see all the points displayed across a line.
Here is my code for converting the points stored in
I'm looking for some advice having OSG running in one own thread and
modifying the scene graph in another.
By this, I mean I've called viewer.run() in a separate thread. While
it's running, I need to add, remove, and update nodes. From reading the
quick start guide (a fantastic resource btw) I
(resending, as the mail-server had some issues two hours ago)
Hi,
Sylvain MARIE schrieb:
I would like to use OSG 2.8 (with Qt 4.5rc1) on Leopard, in 64bit, using
the Cocoa framework.
That means I need osgViewer to use Cocoa instead of Carbon.
I read and tried to understand
I've placed it at:
http://rapidshare.com/files/202438524/OsgFreetypeZlibPngJpgBinaries.zip
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7380#7380
___
osg-users mailing list
Hi Robert, hi all,
As mentioned in some articles, Direct3D *seems* more popular among game
developpers than OpenGL (contrary to pro apps). I don't know if it is true,
but I'm inclined to belive so. This is a bit what I was saying a few months ago
about OSG and the game industry. Well of course
Hi Sukender,
On Wed, Feb 25, 2009 at 4:57 PM, Sukender suky0...@free.fr wrote:
And I guess simply adding an OpenGL-D3D mapper is a mistake because D3D
convinced devs would see it as a trickery/fraudulent fake D3D.
I would wonder if D3D convinced devs would consider something that
is not
what OS are you using? What version of GDAL? On Linux I've not had a
problem reading .dt? files.
OpenSuSE Linux 11.0, VPB rev 953, OSG 2.8.0 and GDAL 1.6.0. I'm not
sure how it's working for you if you're using the version of VPB that
checks extensions. Did you modify GDAL to report the .dt?
Sukender wrote:
There are many cons to such a competition, but I guess we all can agree with
this, can't we? IMHO, neither D3D nor OpenGL should die.
And finally, about having OSG to support D3D... Well I'm not *that* happy
with it because D3D non-portability is an offence to the C++; but I
Hi,
I've lost track of all the new OSG developments over the past few
years (my company still uses OSG 1.2) and was curious about the
current state of the Collada importer. I'm specifically interested in
the following capabilities:
- Loading skinned characters with morph targets and animations
Hi Farshid,
I happen to be working on Collada support for animations, skinned mesh and
morphing. There are a little too much loose ends for a quick submission though.
Currently I have support for loading morph controllers, partial support for
skin controllers, partial import and export of
hi all,
I have some probelms when using FBO.
I have an Nvidia Quadro Fx 550, on an ubuntu 8.10 distribution
when doing
osgprerender --hdr --fbo cow.osg
Sometimes I get the following output:
RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
With OSG_NOTIFY_LEVEL=DEBUG i
Hi Robert,
Well yes, I forgot about XBox... So yes, the wrapper may be a solution.
However, I'd like to insist on the fact that we should attract D3D devs by
telling them that we're going towards an API agnostic scene graph, and them see
with them what we may/should do about D3D support.
Hi -- I'm attempting to download Mattias's prebuilt 3rd party deps for VS9.
When I click on the link:
http://www.openscenegraph.org/downloads/dependencies/3rdParty_Win32binaries
_2005_05_10.zip 3rdParty_Win32binaries_2005_05_10.zip
...my browser displays the Oops! This link appears broken
Hi Paul,
Hi -- I'm attempting to download Mattias's prebuilt 3rd party deps for
VS9. When I click on the link:
3rdParty_Win32binaries_2005_05_10.zip
http://www.openscenegraph.org/downloads/dependencies/3rdParty_Win32binaries_2005_05_10.zip
...my browser displays the Oops! This link appears
Hi Loic,
I've just done a testing of using --hdr in osgprerender (--fbo is the
default where supported) and it works fine. I'm using Kubuntu 8.10 +
Geforce 8800GTS.
glxinfo outputs lots of stuff including the version info:
OpenGL version string: 2.1.2 NVIDIA 177.82
Check which version you are
Thanks, J-S -- Should I just go ahead and update the Downloads page
accordingly?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
Hi Paul,
Thanks, J-S -- Should I just go ahead and update the Downloads page
accordingly?
You probably mean the Dependencies page, since I got that link from the
Downloads page already... I think Robert will have to update the
Dependencies page since it seems locked.
J-S
--
Hi Cory,
On Wed, Feb 25, 2009 at 5:44 PM, Cory Riddell c...@codeware.com wrote:
I don't understand how anybody can think being OS agnostic is
good, but renderer agnosticism is bad (ideologically). I do understand
however, that development resources are scarce and the programmers get
to work on
Yes, I meant the Dependencies page, which I got to from the Downloads page.
Start at www.openscenegraph.org, select Downloads from the menu on the
right, scroll down a bit and select the Dependencies link. This takes me to
the page that points to the broken link for VS9 binaries.
If there's no
Hi Paul,
If there's no reason to keep this around, as the file has permanently moved,
I'll update the page accordingly.
I don't even know how you got to Mattias's dependencies. The attachment
has been deleted from his page, and it has the same link I sent you.
What we should really do is
Good post, Robert --
What specific ideas do you have for supporting OpenGL? The ARB has a
marketing subgroup that might be interested in hearing about our desire to
help out. Just off the top of my head, I imagine some kind of press release
from the OpenSceneGraph community, perhaps
I have been not successful rendering a 3DS object with bump map!
The objects simply appeared as a black/dark objects. (3DS objects without bump
maps were rendered - Ok)
I am new to OSG and I appreciate any help/code you can send.
Thanks in advance.
-M
--
Read this topic
Hi Guys,
I've adjusted the dependency page to link to Mike svn for 7.1 + 8.0
and the appropriate directory for Mattias's VS9. Could you have a look
at the page to double check things.
Cheers,
Robert.
___
osg-users mailing list
I've noticed some weirdness with the TerrainManipulator. I assume this is a
bug but maybe not?
The simplest way to produce this behavior is to run osgviewer and feed it
something. I've been feeding it a globe of the blue marble data created
using the osgdem tutorial page. This is the older
Hi Paul,
On Wed, Feb 25, 2009 at 8:42 PM, Paul Martz pma...@skew-matrix.com wrote:
What specific ideas do you have for supporting OpenGL? The ARB has a
marketing subgroup that might be interested in hearing about our desire to
help out. Just off the top of my head, I imagine some kind of press
Hi Brad,
It does kinda sound like you are pushing the manipulator to far,
expecting too much from it.
One could write your own manipulator that is more application specifc
and adds more intelligence about how it should behave when going near
the terrain or looking from the far side of the earth.
Hi Robert,
I've adjusted the dependency page to link to Mike svn for 7.1 + 8.0
and the appropriate directory for Mattias's VS9. Could you have a look
at the page to double check things.
That looks good, but while we're at it you might want to remove the
section where specific versions of the
Hi Ken, Stephan,
as I supposed the code for copying the content of the multisampled framebuffer
object into the usual fbo doesn't perform well in osg. The problem is that in
osgUtil::RenderStage::drawInner() method the proper fbo isn't bound before
doing a blit operation. Or at least it does
Hi Robert,
Reading your post, I'm thinking that if we forsee a failure in having an API
agnostic OSG, then we may then change our mind and keep having a close-to
OpenGL scenegraph, as for OSG 2. A good OpenGL only would be better than a
bad everything allowed. I hope we'll succeed in this API
oh, I forgott, I've tested the code in the simple viewer example. However if
one do add the line:
camera-attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, 4, 4);
in the HDR example, there will be no HDR anymore :(. I suppose that there is
still some misconfiguration of the multisampled
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
Sukender wrote:
Hi Robert,
Well yes, I forgot about XBox... So yes, the wrapper may be a
solution. However, I'd like to insist on the fact that we should
attract D3D devs by telling them that we're going towards an API
agnostic scene
(Well, new to me at least, maybe other have seen this?)
While trying to set up a new build dir, I obtained 3rdParty dependencies for
both VS8 and VS9 and made them siblings to my OpenSceneGraph directory, and
named one of them 3rdParty-VS8 and the other 3rdParty-VS9. While running
CMake for OSG,
Excellent! Thanks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
Subject: Re: [osg-users] VS9 3rd party libs link broken on wiki
Hi Guys,
I've adjusted the dependency page to link to Mike svn for 7.1 + 8.0 and the
appropriate
Hello,
I'm trying to create an animated deformable mesh, and I have not found a good
way to do so. The most obvious way is to re-create the geometry for each frame,
but I would rather have just one geometry and alter the underlying points for
efficiency. I have attempted to change the vertices
Outside of the gaming industry, I think it's safe to say that most
professional graphics apps are using OGL. Practically everything from
visualization software in the oil industry to the image generator industry
is using OSG and/or OGL in their applications. It shouldn't be a problem in
getting
Your geometry is using display lists. Turn display lists off and you'll see
your vec3array changes.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this
I agree with what is said here. From my experience, generalization and high
performance end up being mutually exclusive. Eventually you have to
surrender to one to obtain the other...
-S
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
You also need to be aware of the fact that the node's bounding volume won't
be updated when you update the vertex array directly. You'll either need to
dirty the bounding volume explicitly ( triggering osg to automatically
recalculate the bounding volume), or you'll need to override the
Hi Omar,
Quoting Omar osgfo...@tevs.eu:
works fine. But when I display it in osg I just see all the points
displayed across a line.
...
where Pt has three float and 3 unsigned integers for storing color ...
osg::Vec4Array* cloudVertices = new osg::Vec4Array;
...
Disabling display lists for my geometry and updating the bounding box
appropriately did the trick.
In hindsight, I noticed that disabling the display lists is disguised in the
FAQ under the heading drawImplementation() method is called only once.
Thanks!
Emmett McQuinn
Hi Paul, Jan, and Shayne,
Okay, so admitting we're dropping D3D... Will the problem be similar for
OpenGL-ES/OpenCL (I mean raytracing and such for OpenCL)? This is not ironic: I
don't know much about these. But I wonder if we would have the same
abstraction problem with them. I was thinking
Hi Paul,
I think I've seen this reported before so I decided to review the
files involved. I'm not at a windows machine so can't test this now
but in osgPlugins/freetype/CMakeLists.txt it FREETYPE_INCLUDE_DIRS
which might be right on platforms other than windows, but when using
3rdParty deps it
I'm writing a prototype OSG to Radiance exporter in Python. I've got to
the point of code that iterates over all geodes in the scene graph.
Problem is--then what? Is the only way to read the elements of the
arrays ctype and pointers? Or is there something a bit simpler and safer?
Hi Omar,
it looks like you're using a Vec4 and Vec4Array instead of a Vec3 and
Vec3Array for the 3D point positions (or Vec3d and Vec3dArray for
explicit doubles).
Could you try changing that?
osg::Vec3Array* cloudVertices = new osg::Vec3Array;
for ( int i = 0 ; i m_list.size() ; i++ )
Hi Randolph,
this is a typical problem of (python) wrappers; the getVertexArray
returns a general Array, which is currently not wrapped. The trick
would be to somewhere cast the general Array back to its specific
type in Python, e.g. a Vec3Array. We've used some of these tricks in
the wrappings
Hello,
I'm having problem with my terrain generated using Virtual planet builder.
Basically, what I want to do is to control the resolution/lod-scale of the
rendered terrain. If I simply add the node to the scene graph, the terrain is
rendered using the most detailed lod-level very far away
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