Hi Steven,
I'm not so sure, but maybe you should try to set the render target
implementation to FRAME_BUFFER_OBJECT, as done in the prerender example?
What graphics card do you use?
Does it work for you with GL_RGBA16F_ARB?
Guy.
I'm getting all 0s for my pixel buffer when I use
Hi Rafael,
I'm not sure but I think JavaOSG does not continue active.. anyway I think
the problem could be related to:
Texture2D myTexture = new Texture2D();
myTexture= null;
Image img = new Image();
img =null;
If you do a new and after you set the variable to null. Probably
Hi,
I was wondering if OSG has distortion correction built in for multi
projector displays so that the edges blend nicely.
I vaguely recall reading that OSG has built in support for this but can't
seem to find any information on it. (other than the post:
Hello all,
I want to use the glActiveTextureARB in my Programm, but it doesn't
work. I get the message that the glActiveTextureARB is not declared in
this scope. I think the problem is the nvidia driver. It replace the
OpenGL headers. But in OSG it works fine, but why?
I would like change the
Hi!
The problem is when I convert my image (instead of when I open it with
osgDB::readFile, but I can't do it in my final purpose) my quad isn't textured.
img-imageData exists, it's an attribute of the opencv's image's class.
Thanks
--
Read this topic online here:
The simplest workaround to this limitation is wrapping everything up in a zip
file.
--
Roland
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8208#8208
___
osg-users mailing list
Hi Matt,
Could you post the whole modified files, I can then review then with a
view to merging them or something similar.
Cheers,
Robert.
On Tue, Mar 10, 2009 at 6:43 PM, Matt McPheeters mmcpheet...@rscusa.com wrote:
Awesome, it worked. The icon I was talking about is the one in the
upper
HI JS,
Just select the CullDrawThreadPerContext threading model, this will
automatically sync the end of the frame dispatch inside the viewer
rendreingTraversals()/frame().
Robert.
On Tue, Mar 10, 2009 at 7:44 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
I was
i get a example to roam about in the scene. but it only support move
left/right/forward/backward by keyboard and rotate by mouse.
my client is familiar with 2D gis software,so he want to zoom in/out by mouse
like what he does in a 2D scene.
he wants to drag a rectangle box in the screen and
Hi ? Could you please sign with your name so we can address you correctly,
2009/3/11 zjhtyp_021 zjhtyp_...@163.com:
Hi!
I'm attempting to know the Algorithm of Triangle Mesh Simplification
Based on Edge Collapse in osgdem.but there is a lack of correlative
information,so i seek help
to roam in the scene he wants to use mouse also, what he want is he click mouse
on the screen, and the view will move to that position.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8212#8212
___
Hi Bino,
The OSG only currently has distortion correction built in for
spherical displays with a single projector.
General distortion correction can be implemented on top of osgViewer
in the same way as the I implemented the spherical display distortion
correction - using a series of slave
Hi Martin,
The OSG queries OpenGL extensions at runtime, so even if the header
doesn't contain the function then it'll be able to pick it up from the
driver.
As a general note, I'd recommend avoiding calling OpenGL yourself, and
port your code across to using the OSG classes to do the OpenGL
Hi David.
I'm also starting with VR Juggler and found the same problem, but I think I
found the solution.
Robert Osfield gave us the key in his post, the SimulationTime is not being
correctly updated in osgapp.h because there is a little bug in the code.
If you open this file and go to the
Robert,
I'm probably stating the obvious, but besides Matt changes I guess icon
loading implementation for each of the platforms except windows will be
required too.
Guy.
Hi Matt,
Could you post the whole modified files, I can then review then with a
view to merging them or something
Hi Max,
On Wed, Mar 11, 2009 at 8:42 AM, Max osgfo...@tevs.eu wrote:
The problem is when I convert my image (instead of when I open it with
osgDB::readFile, but I can't do it in my final purpose) my quad isn't
textured.
img-imageData exists, it's an attribute of the opencv's image's
2009/3/11 Guy g...@dvp.co.il:
Robert,
I'm probably stating the obvious, but besides Matt changes I guess icon
loading implementation for each of the platforms except windows will be
required too.
Yes it will, but the first step is to get an interface defined, then
implementations can
Hi,
I need to have some parts in the scene that must to produce shadow but don't
must receive it.
I use the new osg 2.8
I have read in past post that the mask ReceivesShadowTraversalMask don't
works, if i use the new ViewDependentShadowTechnique, i can resolve my
problem?
How work this new
Hi Martin,
this is not a bug this is a feature ;)
The default phpBB2 forum software doesn't allow to add a new file type with no
extensions to allowed type of attachments The only way to overcome this issue
is to use the workaround proposed by Roland. However non-forum users could not
follow
Hi Ben,
In my engine, I got a method that takes a View and an optional NodePath. Notes:
- I created an invisible plane so that I can test against that plane.
- pointerX and pointerY are class members (you may refactor so that it suits
your needs).
- Here my method assumes there is at most
Robert Osfield schrieb:
Ideally we'd have one standard way for all platforms.
OS X does not display application-icons in the window titlebar. There
are socalled proxy-icons showing the icon of the currently opened file
in that window, all you need is a full path to the file, whose icon
should
Robert,
Not that I want to hijack the thread, but a small (more OpenGL) question on
this area, as it has always confused me:
The internalTextureFormat is the pixel type when stored down on the
GPU. Typically it's be GL_RGB, or just 3 (number of components) for
RGB data. Both the
On Wed, Mar 11, 2009 at 9:58 AM, David Spilling
david.spill...@gmail.com wrote:
So for internalTextureFormat, 3, GL_RGB and GL_RGB8 are all equivalent?
The internalFormat comes from our use of glTexImage*D, so the OpenGL
docs for glTexImage2D are very useful:
Hi Steven,
try
setInternalTextureFormat(GL_RGBA32F_ARB);
setPixelFormat(GL_RGBA);
setDataType(GL_FLOAT);
Rudi
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Sent: Wednesday, March 11, 2009
Kim,
I've the same card and the same problem.
Did you figure it out? Is it drivers issue?
Thanks,
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Kim C Bale
נשלח: Tuesday, March 03, 2009
Hi All,
there have been no replies to this thread,
but I have found exactly the same problem here.
In particular it appears only when scale components x and y are
equivalent, and (on our boxes, running WinXP) only in release compiled
code - the debug version works correctly!!
I don't know
Hi Guy,
This is interesting actually, I ran that test because I was having problems
with osgText. I’m pretty sure the osgText problem was a driver issue, I ended
up reinstalling windows and installing the 7.15.11.7813 drivers for vista which
I knew I could rely on. The osgText issue
OK, thanks.
If I'll find anything I'll post it here.
Guy.
מאת: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Kim C Bale
נשלח: Wednesday, March 11, 2009 1:49 PM
אל: OpenSceneGraph Users
נושא: Re:
Hi guys!
I haven't solved the problem with creating borderless window using QT 4.4.3
AdaptorWidget and QOSGWidget don't work when I simply add this line
viewerWindow-setWindowFlags(Qt::FramelessWindowHint);
If anyone solved it please email me.
Thanx in advance
Bye
Hi Robert,
Just select the CullDrawThreadPerContext threading model, this will
automatically sync the end of the frame dispatch inside the viewer
rendreingTraversals()/frame().
OK, I'll try that. Thanks,
J-S
--
__
Jean-Sebastien Guay
Sorry Guys
I solved it if you set in constructor
ViewerQOSG(QWidget * parent = 0, const char * name = 0, WindowFlags f =
Qt::FramelessWindowHint):
QOSGWidget( parent, name, f )
But I still have a message that recursive repaint detected if I use single
window on QOSGWidget
Is
Hi All,
For all the testing we did on OpenSceneGraph-2.8.0 there was still a
number bugs that got through, and were only reported and fixed after
the release. I've been merging all the appropriate fixes to both
svn/trunk and the OSG-2.8 branch. I've not checked in any API changes
or additions
Hi Rafa,
I just took a quick look @osgvp. How much of osg is actually wrapped in java
with osgvp? Is it auto-gen (via swig or something) or are the wrappers hand
written/maintained?
I ask because it would be useful to have java wrapping functionality in osg
(IMHO) and I¹ve had a heck of a time
That looks like it did it! Thanks!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8256#8256
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi all,
I was downloading Mesa today to see how some things were implemented
(out of curiosity) and saw a gldirect directory containing dx7, dx8
and dx9 subdirectories... I looked up the name gldirect and turns out
it's a product that enabled OpenGL apps to run on DirectX, based on
Mesa, and
Hi Robert,
A couple of factors are at
play - one we all have our own work to get on with and testing release
candidates is a pain... it takes time and effort out of already full
schedules, so we'll want to avoid a drawn out testing period and we'll
also want to pick a period when developers are
Classification: UNCLASSIFIED
Caveats: NONE
I'm translating some opengl code to OpenSceneGraph.
I've figured out how to most of the stuff I need except
I'm having trouble getting the rotations and translations to
play nice.
My code example that I need to translate:
Hello Daniel,
translate-addChild( rotate.get() );
camera-addChild(translate.get());
translate-addChild( triangle.get() );
You're adding the triangle to the translate, but the rotate is also a
child of the translate, so they're siblings. The triangle should
Thanks for all your help. It directed me to the solution!
For other users who face the same problem:
The setting to obtain a RGBA texture with 32Bit floats per component which one
can write unclamped values to is as follows:
Code:
osg::Texture2D texture2D = new osg::Texture2D;
Classification: UNCLASSIFIED
Caveats: NONE
thanks. that seems to have been my problem.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay
Sent: Wednesday, March 11, 2009 9:31 AM
Hi everyone,
what I want is to obtain the z-Buffer content from a previous render pass
(pass1) where I render my scene and use it in a subsequent render pass (pass2).
Of course I would like to avoid doing pass1 twice, first to render to the
screen and second to render the z-buffer to a texture
Robert-
I'm glad this topic was brought up. I am doing some work with non-linear
distortion correction and have taken the code in osgViewer for doing the
spherical distortion and made it more generic to accept a grid of points
that represent the distortion mesh. This is just what the spherical
Hijackers!
Thanks a lot David and Robert, the problem was really in GL_TEXTURE_2D which
must be replace by GL_RGB8 as David said.
The problem's fixed!
However, I'm quite confused, I believed GL_TEXTURE_2D was type of GLint and
GL_RGB8 of GLenum...
--
Read this topic online
No problem - sorry I'm not a php programmer.
It took me a few goes to work out what was wrong (I use Opera which sometimes
has problems) I just thought I would point it out in case anyone else hit it.
Thanks for all the good work, I have webmail so the forum is much easier than
the mailing
Hi
what is the best way to switch between 2 cameras to render?
Each camera corresponding to a point of view, I need to render only one
camera at once.
thanks
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Dear ng,
when I want to open a new graphics context and attach it to a camera in c, this
would look like:
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
[...]
osg::ref_ptrosg::GraphicsContext gc =
Hi Daniel,
I heard along time back that such support exists on the XBox... but I
haven't ever seen any OpenGL extensions that support using the front
buffer as a texture source.
Robert.
On Wed, Mar 11, 2009 at 2:47 PM, Daniel Holz osgfo...@tevs.eu wrote:
Hi everyone,
what I want is to obtain
Hi John,
I'm certainly open to this approach - it's one I've considered for a
while, so please post what code you have. Are you adding an extra
class to manage the distortion correction?
Robert.
On Wed, Mar 11, 2009 at 3:10 PM, John Aughey j...@aughey.com wrote:
Robert-
I'm glad this topic
Hi Max,
On Wed, Mar 11, 2009 at 3:16 PM, Max osgfo...@tevs.eu wrote:
However, I'm quite confused, I believed GL_TEXTURE_2D was type of GLint and
GL_RGB8 of GLenum...
There are used for controlling different parts of OpenGL. OpenGL has
lots of GLint/GLenum that are all used for different
I haven't thought through how the interface would look with osgViewer. In
my external implementation, I do have a class that holds on to the
distortion geometry and allows new meshes to be given to change the pattern
(for dynamic calibration).
One thought is to have an
Hi John,
On Wed, Mar 11, 2009 at 4:20 PM, John Aughey j...@aughey.com wrote:
I haven't thought through how the interface would look with osgViewer. In
my external implementation, I do have a class that holds on to the
distortion geometry and allows new meshes to be given to change the pattern
Hi,
my name is Mick an I'm currently involved in a project we call osgCuda.
osgCuda is based on osgPipe which can be added as a leaf node
anywhere into the osg-scenegraph and which enables you to jump to the
GPU for any kind of calculations using Nvidia's CUDA. The data
manipulated by CUDA is
Hi Dirk,
Maybe you have the same problem than I had :
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/38200/focus=38214
(sorry no solution...)
Vincent.
2009/3/11 Dirk Uys dirkc...@gmail.com
Hi
I'm new to OSG, but not so new to scene graphs in general.
I'm trying to make
Hi Mick,
Interesting news about osgCuda :-)
I'm open to merging changes to the core OSG to facilitate third party
NodeKit's like osgCuda. I'm not familiar with implementation/usage of
Cuda so I can't comment on specifics.
A few general notes, the osg::GraphicsContext currently does clean up
of
Robert Osfield wrote:
Hi Martin,
The OSG queries OpenGL extensions at runtime, so even if the header
doesn't contain the function then it'll be able to pick it up from the
driver.
As a general note, I'd recommend avoiding calling OpenGL yourself, and
port your code across to using the OSG
Try this:
osg::Matrix cell2map = env-getInputSRS()-getInverseReferenceFrame();
osg::Vec3d feature_center = point * cell2map;
feature_center.normalize();
osg::Vec3d cell_center = osg::Vec3d(0,0,1) * cell2map;
cell_center.normalize();
osg::Quat q;
q.makeRotate(
I'm getting nowhere trying to make Qt 4.5 work with OSG on windows.
Using QOSGWidget() leads to the scene recursively repainting itself,
Adapterwidget is fine.
This is with the default -graphicssystem raster passed to Qt.
If you use the new -graphicssystem opengl it works, but all non-osg Qt
What would it take to add another attribute to the statshandler graph? In my
scene graph I do physics calculations between frames, and it would be nice if I
could say, start a timer before I run my physics loop, end the timer when it's
finished, and have that time added to the statistics
I was wondering if there was an easy way (i.e. some osgText function) to
make a backdrop quad that sits behind an osgText in 3d world space in
order to make something like a road sign with the word STOP on it. I
looked through the osgText documentation, but didn't see anything
obvious, but I
Hi Alex,
What would it take to add another attribute to the statshandler graph? In my
scene graph I do physics calculations between frames, and it would be nice if I
could say, start a timer before I run my physics loop, end the timer when it's
finished, and have that time added to the
If I started the viewer with the run() method (in a separate thread), is
it sufficient to call viewer-setDone(true) to stop it? Do I have to
call viewer-stopThreading() after calling setDone?
Cory
___
osg-users mailing list
I JUST SEE THE ANSWERS AND I FINALLY DID IT, WHIT:
IMG.DATA();
THANKS FOR ALL
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8290#8290
___
osg-users mailing list
osg-users@lists.openscenegraph.org
*with
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8291#8291
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Robert,
thanks for your quick reply. We are really looking forward to
opening osgCuda to the public. We stay also in close contact with Art Tevs.
Robert Osfield wrote:
A few general notes, the osg::GraphicsContext currently does
clean up of OpenGL objects during the
Hi,
I'm new to OpenSceneGraph and not sure if I get everything right. I get crashes
with Visual Studio 2005 static build after the main function returns. The crash
occurs while the static s_renderBinPrototypeList is destructed.
While debugging, I have found something suspicious: There are two
Robert et al.,
I've run into a driver bug on OSX where all GLSL uniform array
elements are returning a value of 0 in the shader as though they were
not bound.
This is the same bug referenced in this thread:
http://markmail.org/thread/5mans4howfbu2qtg
But, it is no longer an ATI only bug as I
I currently have a scene set up and working well. There is a top level scene
node, under there are the many objects that exist in the scene. Each object
within the scene is set up as follows:
Switch --
Currently, the whole system works great in a flat-earth environment. I have
Check out the coordinatesystemnode (something like that).
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 e-mail shall not operate to bind CSC to
any
I was wondering if OIT (order independent transparency) as mentioned in this
presentation about OIT and OSG has been implemented or made available...
http://www.slideshare.net/acbess/order-independent-transparency-presentation
--
Read this topic online here:
Hi Jason,
I tried other older versions under my Debian lenny. It has the same
problem. Maybe some changes in osggis svn lead to this?
Legeo
2009/3/6 Jason Beverage jasonbever...@gmail.com
Hi,
Does it work alright for you under 2.6? I'll try to take a look at it if I
get a chance.
Robert,
The problem I was having with convergence/parallax distance was because I was
directly setting the camera via
viewer-getCameraManipulator()-setByMatrix( R2 * R1 );
So even though I tried setting FusionDistance nothing was happening because the
manipulators center point was not
I'm using OSG 1.2 and find that the memory/gdi/handle leak in different
situation.
For some NVIDIA card, there are memory and gdi leak. For some ATI card, all
things seems work well...
I think this is cased by the implementation of different graphics card's
driver. How you handle it in OSG,
By any chance is anyone aware of a website that provides a few demo OpenFlight
(*.flt) urban terrains? I would like to test out OpenSceneGraph's capability
to load in OpenFlight models. I would like to have a generic urban environment
or large rural area.
Thanks for any feedback that is
See http://www.vis-sim.com/performer/index.htm#Links follow the performer
links it should get you the Old Perfomer town model, not great but is
something to try
Also Multigen with Creator/Vega/VegaPrime supply several sample
models/terrains as well with their products
See the Vega Town link
74 matches
Mail list logo