Hi,
I'm learning OSG throught the examples in tutorials section. I'm looking in
following tutorial:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicKeyboardInput
There is some piece of code:
class updateTankPosCallback : public osg::NodeCallback {
public:
Hi Marco,
No OpenGL ES 1.x code has been checked in yet, but there have been
successful trail ports to OpenGL ES 1.x. Next week I'll just so
happen to be with a client interested in this side of work, although
not related to the iFamilyOfProducts, so hopefully we'll be able to
come up with
Hi Christophe,
When in stereo there are separate cull masks for the left and right
eyes, have a look at osg::CullSettings.
Robert.
On Thu, Jul 16, 2009 at 9:38 PM, Christopher Backchrb...@gmail.com wrote:
Hi all,
I was wondering if anyone might know why the nodemask I set for displaying
CAD
Hi Kelly,
Is it just that you need to multiple the number of seconds my 1000 to
get milliseconds? This does seem a bit of trivial answer so I do
wonder if your actually after something else.
Robert.
On Thu, Jul 16, 2009 at 7:05 PM, Kelly Fieldskelly.br...@jhuapl.edu wrote:
Hi,
I am new to
Hi Mike,
On Thu, Jul 16, 2009 at 6:39 PM, Mike Hallmike.hallo...@gmail.com wrote:
I have attached an image showing the issue.
Could you toggle texturing off, this will show whether it's an
potential issue of the text quads overlapping and causing problems
with z buffer precedence.
Mark's
Robert Osfield wrote:
Is it just that you need to multiple the number of seconds my 1000 to
get milliseconds? This does seem a bit of trivial answer so I do
wonder if your actually after something else.
I guess the OP wants millisecond precision?
Paul
Robert.
On Thu, Jul 16, 2009 at 7:05
Hi all,
Looking for benchmark for our application, we just saw that the processor
usage never goes up to 50% (on dual cores).
I set the vsync to false in my graphic card drivers, but no way... the
processor never use more than one core. This is not good for our
application, because we would like
Hi All,
Has anyone else had a problem with the collada plugin whereby if the name of an
osg node has a space in it, then if this is assigned to a url, source or target
attribute - as is the case for geometries and materials - the spaces are
replaced with %20. This would be ok, but the actual
Hi,
Is it possible in OSG to make changes to the scene graph from a thread other
than the rendering thread? What kind of thread-safety does OSG provide on its
own and which OSG functions that run in the rendering thread will have to be
protected with additional mutexes?
I already tried
Hi all,
As you know, and when you resize the windows (osgHud example) the hud resize
with the window size ratio. So, the text in the hud in not readable anymore.
I'm looking at a way to keep the hud ratio constant even if the window ratio
change.
Any idea ? because transforming the hud during
Yes, sorry - I need millisecond precision. So I need a number to be like
3.234 seconds rather than 3 seconds
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2009/7/16 Art Tevs arti_t...@yahoo.de:
Hi guys,
Hi Art,
Yes, I wanted to first just change the hd controller, so to use the slap
trick. However, I wasn't able to find the same hd on any of the online
stores. So this wasn't an option any more. Therefor the only options left,
were either
Kelly Fields wrote:
Yes, sorry - I need millisecond precision. So I need a number to be like 3.234 seconds
rather than 3 seconds
But aren't those methods you used from the Delta3D API? Are you sure
these methods are in OSG?
Paul
___
osg-users
Hi all,
For our osg-based project, I am searching for unit tests.
Visual Studio implement them only in managed c++, so I am looking at
different libs to do that.
I just tried googleTest, but it needs a /MT compilation instead of osg needs
a /MD ...
So, what tool do you use for unit test ? (we
we write our own
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
From:
In OSG you could do something like:
osg::Timer *globalHighResTimer=osg::Timer::instance();
uint64_t currentTimeNanoSec()
{
osg::Timer_t timer_t=globalHighResTimer-tick();
return (uint64_t)(timer_t * globalHighResTimer-getSecondsPerTick() *
10);//timerTick *
J.P. Delport wrote:
In OSG you could do something like:
osg::Timer *globalHighResTimer=osg::Timer::instance();
uint64_t currentTimeNanoSec()
{
osg::Timer_t timer_t=globalHighResTimer-tick();
return (uint64_t)(timer_t *
globalHighResTimer-getSecondsPerTick() *
Paul Melis wrote:
J.P. Delport wrote:
In OSG you could do something like:
osg::Timer *globalHighResTimer=osg::Timer::instance();
uint64_t currentTimeNanoSec()
{
osg::Timer_t timer_t=globalHighResTimer-tick();
return (uint64_t)(timer_t *
For Linux, play with this:
#ifndef WIN32
/// High resolution timers for Linux.
#define NSEC_PER_SEC 10LL
inline uint64_t timespec_to_ns(const struct timespec *ts)
{
return ((uint64_t) ts-tv_sec * NSEC_PER_SEC) + ts-tv_nsec;
}
Hi Vincent,
I use unittest++ (http://sourceforge.net/projects/unittest-cpp/), it's
simple but works on linux and windows.
I use cmake, then using ctest it makes test available to run on visual
studio too.
Cheers,
Cedric
On Fri, 2009-07-17 at 13:49 +0200, Vincent Bourdier wrote:
Hi all,
For
Hello Vincent,
I'm looking at a way to keep the hud ratio constant even if the window
ratio change.
Not a complete answer, but the solution will probably be to implement a
WindowResizeCallback that you set on the GraphicsWindow. This callback
will be notified right after the window size
J.P. Delport wrote:
For Linux, play with this:
#ifndef WIN32
/// High resolution timers for Linux.
#define NSEC_PER_SEC 10LL
inline uint64_t timespec_to_ns(const struct timespec *ts)
{
return ((uint64_t) ts-tv_sec * NSEC_PER_SEC) + ts-tv_nsec;
}
///
I am working soley in Windows... any help there?
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Hi Vincent,
With graphics applications the load is taken up between the disks,
memory, buses, CPU cores, CPU caches, GPUs, etc. any one of this might
be the bottleneck at any one time. Which is most likely to be a
bottleneck will depend on the nature of your application, the type of
scene you
Hi Karl,
Lots has been written on this topic over the years on osg-users so
please search the archives. The short story is that the OSG is design
to do single threaded (or at least synchronous) updating of the scene
graph, and multi-threaded cull and draw.
Providing support for async update
Hi Kelly,
On Fri, Jul 17, 2009 at 12:35 PM, Kelly Fieldskelly.br...@jhuapl.edu wrote:
Yes, sorry - I need millisecond precision. So I need a number to be like
3.234 seconds rather than 3 seconds
I'm really surprised that Delta3D code gives an interger time back.
The OSG's FrameStamp stores
On Fri, Jul 17, 2009 at 7:49 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi all,
For our osg-based project, I am searching for unit tests.
Visual Studio implement them only in managed c++, so I am looking at
different libs to do that.
I just tried googleTest, but it needs a /MT
Hi,
First of all, english is not my mother tongue, so excuse my faults.
I developped an icon with osg, which is an image, facing the camera whatever is
placed the camera and has the same size on the screen whatever is the distance
from the camera.
The problem is that the icon is sometimes
Robert Osfield wrote:
I have another OpenSceneGraph 2.8.2 release candidate for you, just a
couple fixes since 2.8.2-rc2:
# Build fixes for:
* Building of dicom plugin with ITK under Linux.
# Crash fixes to:
* crash during window destruction under Windows when using closing
a MFC
Paul Melis wrote:
A collegue and I where wondering some time ago if the binary windows
packages provided on the website are usable for debugging. Even though
there are separate release and debug distributions the debug ones (at
least the VS8 ones) don't seem to contain any .pdb files. I
Jason Daly wrote:
Paul Melis wrote:
A collegue and I where wondering some time ago if the binary windows
packages provided on the website are usable for debugging. Even
though there are separate release and debug distributions the debug
ones (at least the VS8 ones) don't seem to contain any
Hi, thanks for the answers !!
Philip, changing the option works, but the linker make a lot of warnings :
http://msdn.microsoft.com/en-us/library/5ske5b71(VS.71).aspx that is very
annoying...
So I don't know if I will keep this one or not...
unittest++ seems good, and cppunit too (if anyone have
Bonjour Adrien,
I developped an icon with osg, which is an image, facing the camera whatever is
placed the camera and has the same size on the screen whatever is the distance
from the camera.
The problem is that the icon is sometimes blinking when I change the distance
of the camera from
Hi Jean Sebastien,
This sounds like a great idea, but the problem remain the same : the HUD
will be resized automatically... just because it is a HUD... the callback is
the same thing like a RESIZE event on a handler I have, it gave me the
event, but do not forbid the HUD to resize with the
Hi Paul,
Interesting, VS9's cl.exe reports that /Z7 option as enable old-style
debug info. I guess progress isn't everything if you want integrated
debug information :)
Well the name old-style might also mean that there are drawbacks to
using that option... I wouldn't know if the only
Vincent,
If you are going to survey the available options you should also
take a look at boost test.
Frank
On Fri, Jul 17, 2009 at 05:17:03PM +0200, Vincent Bourdier wrote:
Hi, thanks for the answers !!
Philip, changing the option works, but the linker make a lot of warnings :
Hi,
First I must say that I'm still currently learning OpenSceneGraph, although I'm
already familiar with scene graphs since I also use Coin3D. However I need to
use a skydome in a 3D visualization application which is built upon OSG. My
main problem is that there is no 'simple' skydome
Hi Vincent,
This sounds like a great idea, but the problem remain the same : the HUD
will be resized automatically... just because it is a HUD... the
callback is the same thing like a RESIZE event on a handler I have, it
gave me the event, but do not forbid the HUD to resize with the window,
Hi Robert,
I understand that looking for a 100% of CPU usage is not a good goal, but
our application goes around 15fps and the CPU still remain using 50% ... so
we can't use big scene...
I don't know were to find the bottleneck... or how to search it...
The strange thing is that month or years
Jean-Sébastien Guay wrote:
Well the name old-style might also mean that there are drawbacks to
using that option... I wouldn't know if the only effect is that the
debug information is embedded instead of in a separate file.
We develop with SCons (which uses the MSVC compiler on Windows),
Hi all,
I'm using vertex colors on my models to save on memory in a CAD-style
application, as one color per geometry is more than sufficient for my needs.
However, is it possible to have specular highlights when using vertex
colors?
For instance, I'm adding a color as follows
Hi Vincent,
On Fri, Jul 17, 2009 at 4:34 PM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
I understand that looking for a 100% of CPU usage is not a good goal, but
our application goes around 15fps and the CPU still remain using 50% ... so
we can't use big scene...
I don't know were to
Hello Boris:
I have been porting parts of Delta3d skydome which I think may have
been a blend of osgEphemeris and flightgear but don't quote me on
that. The base implementation uses no shaders but instead does
vertex color bindings and updates the skydome based on real
ephemeris. I
Is there an accepted practice for doing pick operations while clipping planes
are in use?
I notice that the osgUtil::LineSegmentIntersector does not process ClipNode
items in the scenegraph. This means that if geometry has been clipped away
from the view, it still shows up in the list of
Hi, Andrew,
Andrew Burnett-Thompson wrote:
// Set specular attribute
mat-setDiffuse(osg::Material::Face::FRONT_AND_BACK, osg::Vec4(0,0,0,0));
mat-setSpecular(osg::Material::FRONT, osg::Vec4f(1.0f, 1.0f, 1.0f,
1.0f));
mat-setShininess(osg::Material::FRONT, 12.0f);
Brad Huber wrote:
Does anyone know of a good way to modify pixels in a texture at
runtime w OSG?
Basically I’m looking for a way for the user to select an arbitrary
color to be used on an airplane or similar. EG ability to switch to
any color as in the attached image.
I’m hoping
Thanks for your reply Jason,
I actually worked this out I think, I removed mat-setDiffuse and added
mat-setColorMode(osg::Material::ColorMode::DIFFUSE) and it seemed to do the
trick!
Not sure why, but hey, it works. I now have a shared stateset with various
attributes like specular/backface
Is the function osgDB::readNodeFile thread safe?
I seem to remember in previous versions of the OSG API that the
osgDB::DatabasePager would use a mutex to prevent threading issues when calling
readNodeFile(), but in 2.8.0 it doesn't seem to do that anymore.
Just wondering because I'm working
Andrew Burnett-Thompson wrote on Friday, July 17, 2009 10:42 AM:
However so far I can see the only way to add specular is via a
StateSet. I
previously had one stateset per object, but this consumed too much
memory, so
now have a shared stateset
I assume you're referring to your statement
Andrew Burnett-Thompson wrote:
Thanks for your reply Jason,
I actually worked this out I think, I removed mat-setDiffuse and added
mat-setColorMode(osg::Material::ColorMode::DIFFUSE) and it seemed to
do the trick!
OK, that just makes your Material diffuse color track the vertex colors
Yes I was originally adding material plus disabling back-face culling per
stateset per Geode, hence the huge saving.
Moving the colour to the vertices (one colour bound overall) does the same
job as far as I'm concerned and definitely saves on memory/performance :)
I'm still having a lot of
Hi,
I'm trying to change my OGL code to OSG but I'm having really problems with
the transformations... I have 174 data files that each contains a cloud of
points, a vector3 with the translartion, and the matrix of rotation of each
cloud. So in OGL, i just do:
{
LoadFile( x++)
Robert Mike,
The disabling of Depth writes is only necessary and useful when the
character cells are enlarged. Using the standard osgText implementation
the cells don't overlap, but they are not large enough to contain the
entire area where each filtered character ought to be drawn.
Hi Paul;
So in OSG first of all I try to do it with a osg::Switch but seems that
this node accumulate the transformations... is that right?
What do you mean about osg::Switch. It's not specific feaute on accumulating
trasformation for osg::Switch as I know. It actual target is switching node
Hi Alex,
Most of the plugins are now thread safe, or when they aren't they have
a mutex to serialize access to them.
In OSG-2.8 onwards the DatabasePager itself is able to use mulitple
threads to do reading so it requires the plugins to be thread safe.
Robert.
On Fri, Jul 17, 2009 at 7:05 PM,
Hi All,
Tomorrow morning I'm flying to southern Germany to do some training
and consultancy. I should be back home and catching up with
submissions and support on next Friday.
Please keep testing OSG-2.8.2-rc4 while I'm away :-)
Cheers,
Robert.
___
Boris,
Attached is a code snippet that moves a simple sky dome model (based on the
skydome.osg file) with the eye on a spheroid. The sky dome is centered over
the eye. The manipulator viewpoint (eye) is initially positioned on an
earth-like spheroid at a given lat/lon/elevation and then you can
Hi,
Another Nub Q:
I'm trying to move my camera forward and backward as the event of up/down key.
I created class CameraMover inherited from osgGA::GUIEventHandler.
I also have handle function with switch\case:
case(osgGA::GUIEventAdapter::KEYDOWN):
{
switch(ea.getKey())
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