Hi Wangjian,
please don't post the same question twice. You probably didn't receive an
answer, because the question was too vague.
It would have been clearer if you said that setMinimumScale and setMaximumScale
are part of AutoTransform.
When I run the program
You are probably talking
Hi
I've been playing with the various settings in C++ (no need to do this
in C#), which are new to me. Eventually, the program compile and ran
correctly.
I changed from Debug to Release mode as well. Still don't understand
what I did to make it work. Any help on how I managed to fix the
Hi Ernest,
Good to hear that you have your program running now.
I can't really guess what you did to fix it. I'm using C++/CLI with
OpenSceneGraph as well (also started from Hesicong's great example) and the
SEHexception that you encountered in my case was that either an OpenSceneGraph
.dll
Hi JS,
On Thu, Apr 23, 2009 at 7:27 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
As an additional data point, on Windows, the NVidia drivers ship with vsync
enabled by default, but ATI ships with it disabled. This always bugs me when
setting up a new machine.
Thanks for the
Hi Paul,
we are handling it like the 'perContextData' of StateAttributes gets handled,
assuming that we don't have multiple threads per context.
Like Robert pointed out some data can be created on the fly - which we are
doing with context- and view-dependend statesets.
Richard Schmidt
On Thu, Apr 23, 2009 at 9:17 PM, Paul Martz pma...@skew-matrix.com wrote:
Just tested the following with my current software project and encountered
no issues:
2.8.1 rc3 on WinXP using VS8 with Quadro 1500M
svn head on WinXP using VS8 with Quadro 1500M
svn head on Mac OS X using
Hi,
I'm having problems with rendering multiple views of a scene, consisting of a
terrain with PagedLODs (generated using VPB), and various other models.
The problems that arise are missing textures in one or several viewports and
sometimes corrupted vertex data as well.
I have tested the
Hi all.
I have a strange behavior when I let OSG update the near and far clipping
planes during drawing.
When I use a perspective projection, and I move the camera inside the model
(I mean, inside the global
bounding sphere of the model), the near clipping plane is placed very near
to the camera,
Hey Abhinav did you tried my early suggestion?
put ../ in front of your name or prefix property as I' ve
already suggested.
the ../ hack is also used in osg CMake files, look at
OsgMacroUtils.cmake, in particular line 263
Luigi
Abhinav Dubey ha scritto:
Skylark wrote:
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY $ENV{N3DBINARY_PATH}/N3DApp/Derived/bin/plugins)
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES
LIBRARY_OUTPUT_DIRECTORY $ENV{N3DBINARY_PATH}/N3DApp/Derived/bin/plugins)
SET_TARGET_PROPERTIES(${PROJECT_NAME} PROPERTIES
Thank you again, Robert.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: venerdì 24 aprile 2009 11.54
To: OpenSceneGraph Users
Subject: Re: [osg-users] update of zNear and zFar during
HI Gianluca,
Arggghhg... You can't use orthographic projects in the same way that
you use perspective projections, it simply doesn't work.
Use orthographic projections for external views of the scene where
clipping is not used. Do *not* use it for internal views where
clipping is critical. Try
Thank you Robert,
I apologize for my ignorance.
Actually I don't want to make any zoom in, I just want to
clip objects behind the camera (is there any problem in
clipping a sphere against a rectangular box?)
Thanks,
Gianluca
-Original Message-
From:
Paul,
Don't know the answer to that yet but I will let you know. If so, we would
certainly be happy to do a demo.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Thu, Apr 23, 2009 at 5:44 PM, Paul Martz pma...@skew-matrix.com wrote:
Will one of you be at
Sounds like it could either be a manifest problem, or your mixing release
and debug libs,
Also turn up the OSG notify level to debug to get more info , are you sure
that image file is being found etc.
__
Gordon
Capaware team will be in SIGGRAPH!!!
2009/4/24 Glenn Waldron gwald...@gmail.com
Paul,
Don't know the answer to that yet but I will let you know. If so, we would
certainly be happy to do a demo.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Thu, Apr
Hi! I have some problems with osgdb_tiff and osgdb_tiffd.I have compiled osg
2.8, 3rdStudio with visual studio 2008 express Edition. I used Cmake first
and I included all the dependencies for that image format. When I execute a
program with that dll (in release or in debug) the dll loads and
I forgot some things. The code is like this:
osg::ref_ptrosg::Image dummy;
std::string icon_path = C:\\file.tif;
dummy = osgDB::readImageFile(icon_path.c_str());
and the dummy returns null.
2009/4/24 Adaya Lorenzo adayalorenzol...@gmail.com
Hi! I have some problems with osgdb_tiff and
Luigi Calori wrote:
Hey Abhinav did you tried my early suggestion?
put ../ in front of your name or prefix property as I' ve
already suggested.
the ../ hack is also used in osg CMake files, look at
OsgMacroUtils.cmake, in particular line 263
Luigi
Abhinav Dubey ha
Hi,
Firstly, thanks Paul, it's a good idea, I'll seriously look at it when my
projective texture mapping will run correctly.
I've got a few questions for you:
1)When I activate the ptm, light of the scene seems to be changed, the only
responsible instruction seems to be:
Code:
On Fri, Apr 24, 2009 at 10:39 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
Thank you Robert,
I apologize for my ignorance.
Actually I don't want to make any zoom in, I just want to
clip objects behind the camera (is there any problem in
clipping a sphere against a rectangular box?)
Hello Abhinav,
hey dear
Err, dear? We don't even know each other. :-)
it works but the only problem is that it creates a subfolder DEBUG under BIN
which i dont want ..i want the files to directly come under BIN. Any solution
for this???
Weird, for me it goes directly into bin. For
Hi Robert,
We could possible provide an env var to provide a hint to
DisplaySettings for what the defaults should be.
Yes, that would be nice.
As a related point, in Vortex we have a frame lock which will sleep a
given number of milliseconds at the end of the post-update phase before
Robert,
is there a quick way to simply update near and far clipping planes for
perspective
projection, without calling an explicitly redraw (I mean, some visitor that
computes for example the bounding box of the model and updates near and far
clipping plane also)?
Thanks,
Gianluca
-Original
please... [Shocked]
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http://forum.openscenegraph.org/viewtopic.php?p=10802#10802
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Hi folks,
if somebody of you is interested in the numbers, I have computed the overlap
between mailing list members and the forum users.
There are currently:
1825 mailing list users.
300 forum users
and 106 users, who are registered on both systems.
Of course this is just an overlap by
Hi JS,
On Fri, Apr 24, 2009 at 2:37 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
As a related point, in Vortex we have a frame lock which will sleep a given
number of milliseconds at the end of the post-update phase before starting
the next frame. The amount of time it sleeps
On Fri, Apr 24, 2009 at 2:42 PM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
Robert,
is there a quick way to simply update near and far clipping planes for
perspective
projection, without calling an explicitly redraw (I mean, some visitor that
computes for example the bounding box of
On Fri, Apr 24, 2009 at 2:48 PM, Bence Frenyo bence.fre...@gmail.com wrote:
please... [Shocked]
Shocked by what??
You do a particular combination of stuff and then ask a question about
something that few others know anything about. Are you expecting us
all to have integrated OSG and QT 4.5
Hi Robert,
The frame scheme I'm working on right now only affect Viewer::run(),
and you'll be able to switch it on/off as well. So if you don't use
Viewer::run() then you won't get this facility, and even if you do use
run then you'll be able to control the whether or not it does cap the
frame
Hi Art,
The osg-users list has 1850 members on it right now. I can only guess
that page you've got the members off isn't listing all members (it's
possible to declare your account hidden).
Still interesting overlap data. Suggests the combined total is around
2040 members.
Robert.
On Fri, Apr
Thomas Hogarth schrieb:
Hi
I've deployed a few apps across platforms now, and the best advise I
can give is to make sure that if you change dev environment (i.e.
vs2003 to vs2005) make sure you recompile everything with the new dev
env (even stuff like alut :( )
On a worse note. I did once
robertosfield wrote:
Shocked by what??
Note that users in the forum can easily add emoticons through clicking on an
image.
Mailing list users will not see the emoticons but the BBCode that was used. I
don't know if these are replaced by an alternative textual representation. Art
will
Hello
now ive implemented my own Pick Handler
and it runs perfect with the LineSegmentIntersector
thanks a lot !!
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Hi Robert,
I've moved this discussion over to osg-users.
Attached are some examples that should show the precision problem I'm running
into. There are 4 osg files. The first one, particle.osg, is just a plain
particle effect emmitting smoke. The other osg files are based on this model.
The
I am loading an OpenFlight file using osgDB and I need to do some
additional processing based on the specific record types, specifically
terrain and roads. From looking at the OpenFlight loader in osg 2.6, it
seems that this information is read by OSG (there is a flag indicating
terrain and
You're right, the OpenFlight importer doesn't preserve the record type in
the UserData.
You'll need to modify the OpenFlight importer to store the necessary
information. I'd suggest using the Node DescriptionList and storing the
record as a simple std::string, much less complicated than trying to
Glad to elaborate. (However, I fear I'm about to earn the nickname of that
raving lunatic who insists on using polytopes for picking... :-)
When you do a mouse pick, you generally are trying to pick an object that
falls into a small screen-space box around the cursor. In a perspective
view, the
Something I just came across, trying to figure out why my line-of-sight
tests were not using KdTrees:
Would I be correct in thinking that osgUtil::IntersectVisitor is the
old and deprecated way of doing intersection tests, and
osgUtil::IntersectionVisitor is the new way to do it? Is there a
Hi,
I created 2 cameras each one with their own viewport and GraphicContext. I have
one scene. Inside the scene I have a group node that contains 2 children. Each
child has a different node mask.
I was trying to make one camera showing one child and the other camera showing
the other child
A couple of other questions related to intersection performance:
1) The current KdTree implementation is just for sorting triangle
geometry at node leaves. Perhaps it would be useful to to have a KdTree
organize the scene graph nodes themselves, based on bounding volumes?
Or are bounding
HI Peter,
On Fri, Apr 24, 2009 at 6:14 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
Would I be correct in thinking that osgUtil::IntersectVisitor is the old
and deprecated way of doing intersection tests, and
osgUtil::IntersectionVisitor is the new way to do it? Is there a reason
Hi Cristina,
Have a look at the osgstereoimage example as this does something quite similar.
Robert.
On Fri, Apr 24, 2009 at 6:18 PM, Cristina cristina.pap...@meggitt.com wrote:
Hi,
I created 2 cameras each one with their own viewport and GraphicContext. I
have one scene. Inside the scene
Hello Peter,
Funny that there are so many intersection questions lately.
1) The current KdTree implementation is just for sorting triangle
geometry at node leaves. Perhaps it would be useful to to have a KdTree
organize the scene graph nodes themselves, based on bounding volumes?
Or are
Hi Peter,
On Fri, Apr 24, 2009 at 6:21 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
A couple of other questions related to intersection performance:
1) The current KdTree implementation is just for sorting triangle geometry
at node leaves. Perhaps it would be useful to to have a
Hi Paul,
When you do a mouse pick, you generally are trying to pick an object that
falls into a small screen-space box around the cursor. In a perspective
view, the box has smaller world-space extents at the near plane, and larger
world-space extents at the far plane. In essence, it looks like
Hi All,
When following up on a bug report about the pager not handling on
demand/lazy frame rendering I resolved the the problems wasn't down to
the pager, just the way the end user viewer code was set up to the the
on demand frame rendering. Rather than leave this type of viewer
usage open to
Hi Robert,
The osgstereoimage example does not create 2 cameras.
Also I'm not sure what
osg::DisplaySettings::instance()-setStereo(true);
does, but I don't think this example helps me.
I could have n number of viewports each one with their own camera, and when I
traverse the scene graph, based
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
So the answer IMHO would be that in any case, you will want to try and
build a good scene graph (both for culling performance and
intersection performance). Whether you want to make a global kd-tree
for the whole scene will depend on how dynamic
Thanks Robert.
I was able to figure it out.
My culling mask was wrong.
Regards,
Cristina
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Thanks Robert.
For anyone on this list using Delta 3D: I actually ran into this because
Delta 3D 2.2 dtCore::Isector wrapper still uses osg::IntersectVisitor
instead of osgUtil::InteresctionVisitor. I've informed the Delta 3D
team that this is obsolete and should be updated.
Peter
Robert
On Fri, Apr 24, 2009 at 7:45 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
So the answer IMHO would be that in any case, you will want to try and
build a good scene graph (both for culling performance and intersection
performance).
On Fri, Apr 24, 2009 at 8:11 PM, Roland Smeenk roland.sme...@tno.nl wrote:
Interesting development. For a current project we need one view that runs at
5 Hz and several other views that run at 15 Hz (all in separate
graphicscontexts). No, I am not joking. This is used to simulate real life
Interesting development. For a current project we need one view that runs at 5
Hz and several other views that run at 15 Hz (all in separate
graphicscontexts). No, I am not joking. This is used to simulate real life
camera behaviour. We do our own version of the frame method, but that still is
Hi Robert,
I have seen this problem (in my case manifested by having the road draw
on top of buildings (!) next to the road) in OSG 2.6 so I am glad to
know it is a bug in the OpenFlight loader.
In my application, I have had success with osg::PolygonOffset(1.0f,
4.0f) to push the terrain
This type of frame rate management is well beyond what I'd expect the
viewer convenience methods like run to handle. You should expect to
roll your own frame management for this type of app.
That's what I thought you would answer. Well, didn't hurt to try.
Thanks.
--
Roland
Robert Osfield wrote:
If your data is stored in a flat group the osgUtil::Optimizer
spatialize groups visitor will be able to build a quad tree for you.
Oh excellent, just what I had in mind :-)
Thanks,
Peter
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I just realized... One issue with DescriptionList is that the OpenFlight
plugin uses it for Comment record data. This is really only a problem if you
load a FLT file, store the record type in the DescriptionList, and then
export it back out. Your record type data would then be exported as comment
Hello Peter,
However my
question was really whether something like this already existed in OSG,
to which the answer is no.
Indeed. And in your use case I agree that a kd-tree would be pretty
efficient. Perhaps we could have a scheme where kd-trees can be turned
on or off for particular
Hi All,
I've just tagged 2.9.4, you cn read about it on my blog:
http://blog.openscenegraph.org.
Time for me to adjourn for the evening/weekend. Have fun!
Robert.
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First pass at a 2/3D mesh generator to improve on DelayneyTriangulator.
It's based on the Poisson surface reconstruction technique here
(http://www.cs.jhu.edu/~misha/Code/PoissonRecon/)
So far I have done a minimal OSG interface to the existing code (see
Hi Robert -- You said the code isn't final yet, but I wondered if the
osgviewer options and environment variables are final? Or do you intend to
remove them after development?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From:
Hi Martin,
(ps - this was bounced form the list because of the size of the attachment -
see the forums for the download file)
Nah, it got to the list just fine, at 11:59PM EST yesterday - see
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/43650
The auto-reply you get saying
Hello Martin,
I think it needs more testing and input from some more knowledgeable users
before it's included in the main source.
osg-submissions could still be appropriate, Robert will often review
work-in-progress and give comments even if the code is not ready to be
merged yet. It's
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