First name - Maxim, last name - Gammer
2009/5/20 Robert Osfield robert.osfi...@gmail.com:
Hi ?
My previous email I wrote:
Hi Gammer? Maximum? Could you sign with your first name please so we
know how to address you, thanks.
Alas you still didn't sign your name... it's a small thing, but
Hi Phil,
I would write a custom Registry::ReadFileCallback that loads the
models using the standard Registry::readFileImplementation() way and
then runs a custom visitor on the loaded model before returning this
model to application.
The custom visitor would look for nodes in the scene graph
Hi Fredrik,
I haven't seen reports of problems relating to renderbin destruction
before. Perhaps you use of a static build of the OSG/OT is what is
uncovering the issue. It seems odd that a dependent library would be
destructed after objects in the core. What happens on the release
build?
Hi Roman,
Are you running the example application or is it something that you've
created yourself using the library?
No need to send a screenshot.
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
Thanks for the help. However, I'm not sure how I go about locating
which nodes have AnimationPathCallback attached in the nodevisitor. I
think I understand that usually in a nodevisitor, one can just
overload the accept() method with the node type one is interested in,
but in this case the
Hi everyone
A quick post to tell you about my release of EdDidIt v0.5. EdDidIt is a
Material editing application for OpenSceneGraph. Users are able to load
models, edit and create materials, define thier own custom GLSL based
materials and finally export the model back out to the native
HI Philip,
On Thu, May 21, 2009 at 9:44 AM, Philip Lamb p...@eden.net.nz wrote:
Thanks for the help. However, I'm not sure how I go about locating which
nodes have AnimationPathCallback attached in the nodevisitor. I think I
understand that usually in a nodevisitor, one can just overload the
Hi all,
I have trying to work this out but unfortunately with no success yet. I still
can not get the textures on the 3D models displayed. I changed the path but
still osgviewer can not find the textures for some reasons. As in my previous
post i enabled the debug logging in order to c if the
Hi, All
I have direction vector , how can I convert it to rotation quat? As I know I
need also Up vector, I can take Z_AXIS.
So I need formula to convert direction and Up vectors into Attitude quat.
Thank you!
Cheers,
Sergey
--
Read this topic online here:
Hi Thomas,
I've just tested and it's very cool ! Thanks ! Should it be possible to have
a description of the advanced materials you've created and the example data
to use to make them work ?
Best regards,
On Thu, May 21, 2009 at 10:45 AM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
Hi,
The error you describe is something that has been fixed two days ago.
Could you try again
Cheers
Cedric
On Thu, 2009-05-21 at 10:11 +1200, Hartmut Seichter wrote:
Were getting closer, though I am sure its not the Python version at
least not on Ubuntu. Attached the console output (from
Hi Sergey;
osg::Quat quad;
osg::Matrix matrix;
matrix.makeLookAt(headVector, directionVector, upVector);
matrix.get(quad);
Hope this helps.
Regards.
2009/5/21 Sergey Bocharov osgfo...@tevs.eu
Hi, All
I have direction vector , how can I convert it to rotation quat? As I know
Hi Paul,
so, you can take a look now into the glow example in the osgPPU's svn
repository. I've added a simple workaround to support depth test, when
rendering glowed objects. This will make sure, that glowed objet does not shine
through other objects.
regards,
art
PaulG wrote:
Hi,
Is
On Thu, May 21, 2009 at 10:42 AM, Ümit Uzun umituzu...@gmail.com wrote:
Hi Sergey;
osg::Quat quad;
osg::Matrix matrix;
matrix.makeLookAt(headVector, directionVector, upVector);
matrix.get(quad);
A small tweak to the above is required. makeLookAt takes a eye point,
center
Robert,
Thanks for this. It works well. When I get a moment, I'll write up a
patch for the osganimate example to add a play/pause function.
Regards,
Phil.
On 21/05/2009, at 10:48 AM, Robert Osfield wrote:
In the NodeiVisitor simply do:
void apply(osg::Transform tranform)
{
HI Riccardo,
One of the bug fixes in 2.8.1 was to the draw instanced support, it
could be that your tripping over this bug. Could you try 2.8.1?
Robert.
On Thu, May 21, 2009 at 11:49 AM, Riccardo Corsi
riccardo.co...@vrmmp.it wrote:
Hi All,
I'm experiencing a problem with the drawInstanced
Thanks Robert for your reply.
The thing is the imagery data does not look like it is being loaded or read
from anywhere as shown in the logs. I get the 3ds model being located and its
data traversed but there is no indication of any Texturing info during the
traversal. That is why i am not sure
No
It's your example compiled with openscenegraph svn.
Regards,
Roman
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale
Sent: Thursday, May 21, 2009 12:18 PM
To:
Hi, Robert , Ümit
So if I have object with coordinates (100,200,300) and want it to turn to point
(10,20,30) I must make this :
osg::PositionAttitudeTransform* Transf;// this is transform of my object
Transf-setPosition(osg::Vec3(100,200,300));
osg::Quat quad;
osg::Matrix
Hi Serge,
I've put it in a sibling directory of OSG and set the FFMPEG_DIR env
variable to this directory. But the FindFFmpeg.cmake script can't find
the include and libs files. Any idea on what I am doing wrong ?
Perhaps you need to delete your CMakeCache.txt and start fresh? Or you
can
I just noticed that the OpenSceneGraph Doxygen documentation has not
been recreated after the 2.8.1 release.
I am not sure if there would be any significant changes to 2.8.1,
considering that it is a bugfix release only.
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/
Robert Osfield wrote on Thursday, May 21, 2009 3:49 AM:
On Thu, May 21, 2009 at 9:44 AM, Philip Lamb p...@eden.net.nz wrote:
Thanks for the help. However, I'm not sure how I go about locating
which
nodes have AnimationPathCallback attached in the nodevisitor. I think
I
understand that usually
Hi Christian,
The docs are identical between 2.8.0 and 2.8.1 as the two releases are
binary compatible and have no API changes.
Robert.
On Thu, May 21, 2009 at 2:58 PM, Christian Buchner
christian.buch...@gmail.com wrote:
I just noticed that the OpenSceneGraph Doxygen documentation has not
Hi Roman,
Which version of OSG 2.8 or 2.8.1?
I haven't tried linking it against 2.8.1 yet, so it's possible something
broke.
What graphics card/drivers are you using?
Sorry about all the questions but nobody has reported similar problems
and I'm rather at a loss as to why the tessellation
Hi Robert;
I have realized that when using --shader option in osg2cpp it parses shader
file in cpp but it add unneccessary endline sign(\n) every line's end.
I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command
should be
Hi Roman, Kim,
I'm experiencing the same issue on Ubuntu 9.04 Nvidia 8800 GTX.
Osg version 2.8.
Jordi.
2009/5/21 Kim C Bale k.b...@hull.ac.uk
Hi Roman,
Which version of OSG 2.8 or 2.8.1?
I haven't tried linking it against 2.8.1 yet, so it's possible something
broke.
What graphics
I have forwarded to users as requested.
In particular it appears to be this line 96
P-setPosition(P-getPosition() * worldToPs);
If I remove this line the problem goes away... (work in progress...)
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph
Hi Umit,
The \n is used to make sure that the warnings you get back from the
OpenGL driver map to distrinct line numbers, without this all the
lines would be treated as a whole program ecoded in a single line.
Robert.
On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun umituzu...@gmail.com wrote:
Hi
Hi Robert,
Thanks for that clarification, as my understanding of where nodes should be
added and removed was exactly backwards. I did paraphrase my code extensively,
because there was a lot of unrelated code - but I guess I didn't include
enough. I went to create a simpler example using
Hi Robert;
Yes I know we need endline sign on every line break. Actually we put endline
sign by
foutvariableString\shaderSource.substr(startOfLine,endOfLine-startOfLine)
*\\n\*std::endl;
So there is one \n sign in
shaderSource.substr(startOfLine,endOfLine-startOfLine) substring. Could you
look at
Hi,
Im using code based on the osgpick example, im clipping a model so some of is
it is invisible on screen. But I can pick the part with the mouse pointer even
though that part of the model is invisible, is there an easy way for the pick
code to ignore cliped parts?
heres my code, my
Thank all of you for the helpful answer!
From: Mao [mailto:sherlock...@gmail.com]
Sent: Friday, May 15, 2009 11:09 AM
To: 'osg-users@lists.openscenegraph.org'
Subject: VPB stuff
Hi! Recently, our project is planning to migrate from mini to VPB. However, we
encounter with several
Hi Everyone
Serge
Should it be possible to have a description of the advanced materials
you've created and the example data to use to make them work ?
I'm still working on documentation, but a basic explanation of how to create
your own advanced materials can be found on the EdDidIt page
Hi Ricky,
On Thu, May 21, 2009 at 4:20 PM, Riccardo Corsi riccardo.co...@vrmmp.it wrote:
Also GPU time increases, but that's probably due to a poor fill-rate of my
graphics board - and it's not as killing as the draw time.
What does it depend on?
It does sounds like a fill rate issue. The
The scene graph that you perform the pick on doesn't have to be the same
scene graph as the one you display, if that helps.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Sounds like a fillrate issue.
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 Behalf Of Riccardo
Corsi
Sent: Thursday, May 21, 2009
HI Umit,
It looks to be an issue with the shadows.vert containing window line
endings and osg2cpp not picking up on this. If you run a dos2unix on
the shadows.vert file first and then run osg2cpp on the file it works
perfectly.
Robert.
On Thu, May 21, 2009 at 4:21 PM, Ümit Uzun
Has anyone figured out how to draw only the last segment that was added?
I've still not figured that out and I've got over 15,000 small line segments in
my vertex array
osg::ref_ptrosg::Vec3Array m_ov3aLineVerticesData;
And from what I can tell:
Paul Martz wrote:
The scene graph that you perform the pick on doesn't have to be the same
scene graph as the one you display, if that helps.
No, my scene is a bit too complicated for that. It's for a new 3D gui system im
creating called RedWidget!
I really do need to ignore cliped parts of
Ok, I am officially an idiot!
During all my code changes to integrate the MFC OSG example code I forgot to
properly inherit my MESSAGE MAP from the parent class. Works as expected now!
I was not looking for the simple solution
Andrew
--
Read this topic online here:
Hi,
I switched my code around to where the model was being added from the main loop
rather than the update traversal, and it was still crashing. On closer
examination I noticed that the crashes were occurring during the render
traversal, so I began to suspect the effect itself. When I replaced
HI Alexandre,
I've now had a chance to have a look at the reproducing the problems
using your modified example and data. The problem was due to a
double scaling of the projection matrices due to the unusual
combination of having an active master and slave combination, and
while the usage case
Hi again,
and thanks both for your replies.
It's actually a fill-rate problem, as reducing the window size I get a
strong 60Hz. With the latest nVidia driver I obtain slightly better
result by the way.
What I still don't get exactly is: why the draw time is stuck at 15/16ms
even when the
daniele argiolas wrote:
Hi,
I've a Nvidia Geforce 7900GS.
If I use an OSG version from 2.8 to 2.9 when I open a Collada file with texture (taken from collada-dom sample) texture are not loaded.
Then I've tried with version 2.6 of OSG and texture works fine.
What can I do? Someone have
2009/5/21 Paul Griffiths gaffe...@gmail.com:
Paul Martz wrote:
The scene graph that you perform the pick on doesn't have to be the same
scene graph as the one you display, if that helps.
No, my scene is a bit too complicated for that. It's for a new 3D gui system
im creating called
Simon Hammett wrote:
Which picker are you using?
Im using a LineSegmentIntersector, i did not know there were diferent types. am
new to osg. just used the osgpick example.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12701#12701
Im guessing ill have to create a method like getClipBoundingBox in the parent
control of that being detected during the pick and check the world coords of
the pick are within the bounds of the box. was hoping there was an out the
box solution though.
--
Read this topic online
If i have a osg:Group added to a osg:ClipNode and i set its bounding box how
can i check when using a picker if the world pick point is within this bounding
box?
for example in my app i use this code on a group call someGroup
this-clipNode = new osg::ClipNode;
Hi,
today i wanted to build my own LineSegmentIntersector - well some kind
of... while doing this, i looked into the sourcecode of the
LineSegmentIntersector. There I saw, that the tests in
LineSegmentIntersector::intersects(..) refer to start and end point of
the lsi on the one hand, and to
Hi guys,
I am a noob with graphics and 3d. I have some C++ experience but it has been
more than a year so this may make a little less sense than the average post.
I was trying to get familiar with OSG for a project and I tried to compile the
binaries and didn't have a clue of what I was doing.
i found out i can simple use:
if (clipBox.contains(hitr-getWorldIntersectPoint()))
how do i get a clipNodes clipBox? so i can check if the WorldIntersectPoint is
within it?
Any ideas?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12708#12708
Hi,
I am quite new to OpenSceneGraph, therefore get lots of stupid questions:
1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6.
However when I tried to run those examples, I failed in lots of them, because
the argc is always equal to 1, and lots of examples checks the
This really has little to do with draw instanced.
The draw time in the stats display uses a host clock to display the
elapsed time taken by the (essentially) SceneView::draw() method. The GPU
time displays a timer value obtained from OpenGL using an NVIDIA extension
(if I understand correctly).
On 21/05/2009, at 4:21 PM, Thrall, Bryan wrote:
Also, if Philip wants to pause all animations in the scene (instead of
just ones from the subgraph), he could just pause the simulation
time in
the frame loop like this untested code:
... SNIP ...
Bryan,
That's a good tip, and closer to my
Awsome, seems I have to get more familiar with Mercurial - hg pull
didn't do what I expected (using bzr usually) - a fresh cloned repo and
now at least my Box is working. I will test a few more things :)
Cheers,
Hartmut
On 21/5/09 9:32 PM, Cedric Pinson wrote:
Hi,
The error you describe
Just to make sure I am not missing something obvious. From a quick play
around: baked animations from the physics part are not supported? Is
that correct?
Cheers,
Hartmut
On 22/5/09 10:43 AM, Hartmut Seichter wrote:
Awsome, seems I have to get more familiar with Mercurial - hg pull
Thanks Robert.. That helped...
But I'm having way too much fun interfacing OSG to Qt to stop there:-). I seem
to be able to get it to work now but I'm having trouble running on a LINUX
machine but shooting my display to a PC running Hummingbird Exceed 3D (my
actual requirement). I'm logged
Hi Suyang,
1. Just run the examples in the Command Prompt and type something like
osgviewer cow.osg. Argc always equals to 1 because you don't give any more
arguments. It's not a bug.
2. The OSG_FILE_PATH should be set as a system environment variable. See My
Computer - Properties for details. It
Hi,
I wish to compute an axis aligned bounding box of a given size whos position is
centered to a node.
This node cound be scaled, translated or rotated. it must be axis aligned.
I need to know this to test if a picked part of a node picked with the mouse is
inside the bounds a bounding box
OSG version from SVN
8600M GT linux 180.51 drivers
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C Bale
Sent: Thursday, May 21, 2009 6:45 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Hi Andrew;
osgviewer, take the scene graph and start to accumulate all nodes bounding
boxes, by this all accumulated boundingboxes it configure it's viewing area
to show you all nodes which are in the screen. So as a result there is some
nodes which are not visible on the screen, but viewer take
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