Hi Alok,
I can't help you with your problem, but please tell me that your're doing an
Android port of OSG ! :)
Cheers,
On Wed, Dec 2, 2009 at 7:29 AM, Alok Priyadarshi alo...@gmail.com wrote:
Hi Robert,
I am a software engineer at Google. We are evaluating using osg with
OpenGL ES 2.0
On 1/12/09 7:13 PM, Dominic Stalder wrote:
When I want to start the application the following error occurs:
dyld: Library not loaded: osgOcean
Referenced from: xxx
Reason: image not found
This usually means that the respective library can't be found via the
DYLD_LIBRARY_PATH.
/ulrich
Vincent Bourdier a écrit :
Hi all,
Currently working on a huge model, I'm looking at PagedLod to run the
whole model on a normal computer.
The model can be divided into 5 big parts.
My first idea was to make 2 model for each part, and set PagedLOD on it.
The models are too big to have an
Hi guys,
On 1/12/09 7:20 PM, Chris 'Xenon' Hanson wrote:
Thrall, Bryan wrote:
This seems overly complicated to me; couldn't we just rely on users
knowing the type they want for a given key, like we rely on them knowing
what subclass of UserData they want now? That way, UserPropertyContainer
Yes but osgOcean is correctly installed in /Library/Frameworks. Strange
is, that with otool -L the following output is given:
osgOcean (compatibility version 0.0.0, current version 0.0.0)
all other osg frameworks are linked with {name}.framework?
Dominic
Ulrich Hertlein schrieb:
On 1/12/09
Hi Ankita,
Have you tried GraphicsWindow::setWindowName(My First Scene) on the
viewers GraphicsWindows, or pass in the window name via
GraphicsContext::Traits::windowName if you are creating the windows
yourself. To get the viewers graphics windows you can use
viewer.getWindows(..) method that
Hi Amkita,
The OSG doesn't provide any support for this type of user interaction
so you'll have to add it yourself. The OSG primarily focus is
rendering rather than model editing building, to do the later you'll
have to add extra functionality on top. There is chance that members
of the OSG
Hi Dominic,
I'm afraid I have no idea what is going on here, looks like a mac
specific issue.
Ulrich seems to be the resident mac ninja maybe he knows..?
I'll have a dig around at lunchtime.
K.
2009/12/2 Dominic Stalder dominic.stal...@bluewin.ch:
Yes but osgOcean is correctly installed in
Hi Tian,
There's no file attached...
Kim.
2009/12/2 Tian Ma tianxiao...@foxmail.com:
Hi Kim:
Does the information above help ?
My graphic card is a little old, rihgt? :)
Regards,
Tian
Kim Bale wrote:
Hi Tian,
Could you download and run this program for me:
Hi Alok,
On Wed, Dec 2, 2009 at 6:29 AM, Alok Priyadarshi alo...@gmail.com wrote:
I am a software engineer at Google. We are evaluating using osg with
OpenGL ES 2.0 backend in an internal project. Thanks for adding the
support for ES.
Welcome to the OSG :-)
My first task is to compile and
Hi Ulrich et. al,
Comments at bottom of mail... but first some context for my comments :-)
On Wed, Dec 2, 2009 at 9:36 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
Agreed, maybe for basic data types we could use a simple Variant class:
class Variant : Referenced
{
public:
Variant()
Hi,
To chech wich proceedure/command line options are required to resume a
canceled/failed vpbmaster run, I try to get familiar wih the VPB code.
In the Head revisions vpbmaster.cpp, line 136, an option --build is possible,
to activate the variable buildWithoutSlaves.
What does this parameter
Hi Robert and all,
I played a bit more with the Qt application and threads, and I've succeeded
in running:
- osg in the main application thread
- QApplication and WebBrowser in a background thread
The only limitation is that everything related to the Qt world must be
executed in that same
On 2/12/09 10:51 AM, Kim Bale wrote:
I'm afraid I have no idea what is going on here, looks like a mac
specific issue.
Ulrich seems to be the resident mac ninja maybe he knows..?
Sorry, far, far from it :-}
/ulrich
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Hi,
I am trying to clean up everything, release all gl objects, textures .. etc.
I found osg::Node::releaseGLObjects, osg::Texture::deleteAllTextureObjects
and I wrote visitors so before recreating new scenegraph I am calling it.
Still have issues with missing textures though. It works when you
robertosfield wrote:
Hi Fred,
I would be inclined to think this is more of an issue of expectation
rather than a bug in computeIntersections/LineSegmentIntersector. The
code is such that save for numerical precision issues it will work
exactly the same for all triangles, so if it works
Here is the code snippet
osg::ref_ptrosg::Texture::TextureObjectManager tom =
osg::Texture::getTextureObjectManager(0);
unsigned int n1 = tom-getNumberActiveTextureObjects();
unsigned int n2 = tom-getNumberOrphanedTextureObjects();
tom-deleteAllTextureObjects();
n1 =
Hi Nick,
For normal OSG usage you shouldn't need to worry about explicitly
trying to call releaseGLObjects(). The only case where this might be
needed is you detact a scene graph from viewer then destroy the
viewer, but retain the scene graph so it doesn't get cleaned, but then
you go an apply
here it is.
Kim Bale wrote:
Hi Tian,
There's no file attached...
Kim.
2009/12/2 Tian Ma :
Hi Kim:
Does the information above help ?
My graphic card is a little old, rihgt? :)
Regards,
Tian
Kim Bale wrote:
Hi Tian,
Could you download and
Thanks Robert.
Here is my scenario:
Load a viewer
Load a model
do something
Unload the model
Unload the viewer
and this all over again. On the second try, I am getting: Warning: detected
OPenGL error 'invalid enumerant' at after RenderBin::draw(...) what can
cause this?
Nick
Hi Nick,
On Wed, Dec 2, 2009 at 1:39 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
Thanks Robert.
Here is my scenario:
Load a viewer
Load a model
do something
Unload the model
Unload the viewer
and this all over again. On the second try, I am getting: Warning: detected
OPenGL error
On Wed, Dec 2, 2009 at 1:17 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
Here is the code snippet
osg::ref_ptrosg::Texture::TextureObjectManager tom =
osg::Texture::getTextureObjectManager(0);
unsigned int n1 = tom-getNumberActiveTextureObjects();
unsigned int n2 =
Robert Osfield wrote on Wednesday, December 02, 2009 4:11 AM:
I've done something similar to this in the OSG in the
osg::ArgumnetParser::Parameter class - this one uses a union
internally like the Variant class above, with the twist that it's for
passing in data to be set so it uses a pointer
Hi,
i got this little piece of code, with which i wanna display a heightfield. I
read that for performance reasons one should use terrainTile and add the
heightfield to it, but i dont get it to display in the viewer? i know the
osgTerrain example, but i find it is too big for starting. i hope
Hi Thomas,
You'll need to attach a TerrainTechnique to the TerrainTile, for
instance just add an osgTerrrain::GeometryTechnique to the TerrainTile
- this will be responsible to generating the subgraph that does actual
rendering of the tile.
One of the features of osgTerrain is that it allows
hi all,
I'd like to jump in on this conversation. We are currently in the camp of
doing intersection testing against a non-rendered, high-resolution,
non-paged terrain model, and then using a PagedLOD terrain model for viz.
From all the comments, it seems like trying to combine the
Hi,
thanks alot, after inserting the technique it complained about a missing
locator, now it works. thanks alot
Thank you!
Cheers,
Thomas
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20764#20764
Hi Serge,
Sorry to disappoint you but this is not for Android. I am working on
chrome browser. What I am doing right now is not very interesting to
the community. I am just trying to exercise chrome's gpu process that
supports gles2 for testing and debugging. But one project I am
interested in
Hi Robert,
Welcome to the OSG :-)
Thanks. I am not new to OSG, just coming back to it. I used it in my
previous life as a grad student at UMCP. In fact I also met you and
Don at one of the Washington DC chapter dinners.
A present it is, my plan is to use Cmake to automatically set the
Hi Alok,
On Wed, Dec 2, 2009 at 4:54 PM, Alok Priyadarshi alo...@gmail.com wrote:
Welcome to the OSG :-)
Thanks. I am not new to OSG, just coming back to it. I used it in my
previous life as a grad student at UMCP. In fact I also met you and
Don at one of the Washington DC chapter dinners.
Thanks Paul,
I understand how to go through the OpenGL pipe to convert from World to
Screen coordinates and back
eye_coordinate = world_coordinate * view_matrix;
clipspace_coordinate = eye_coordinate * projection_matrix;
screen_coordindates = clipspace_coordinate * viewport_matrix;
But I'm
The code I wrote to do this, and my notes, stayed with my former
employer, so I know of no published sources. It is not any kind of
secret patented technology, it is just a linear algebra equation that
you need to solve.
(I'm not trying to be a jerk by declaring it easy, then withholding
the
Hi,
After enough repetitions of using my head as a blunt instrument, I am seeing
the results I was looking for. I thought I would post back here a simplified
version of the code I'm now using, in case somebody else comes along with the
same question I was asking at a very beginner level.
Hi,
i just want to add some pictures to see my problem and say i have a nvidia
quadro fx 570 on windows xp(32 bits) with the last driver
...
Thank you!
Cheers,
mauricio
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20777#20777
Hi comunity,
anyone aware of some tool for viewing glsl shaders?
Nick
http://www.linkedin.com/in/tnikolov
Sent from Ünalan, İstanbul, Turkey
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Hi,
Well, 64 bit is besser, it fails after 31000 tasks - but it fails..
But fortunately resuming in VPB is now possible. I Posted it to the VPB wiki
unser usage exampes
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/Resume
@Mod: Please close this Thread..
Thank you!
Hi Mauricio,
On linux everything works very well, but on Windows XP the shadows move with
mr.makeRotate(latitud, osg::Y_AXIS);
but don't move with
mt.makeTranslate(x, 0.0, 0.0);
Are you sure your light source is not just a directional light?
Directional lights change lighting (and
So, while it would be very cool to make a 3D model of this in OSG, I can't
really see
how it would help. Other than look cool. But, this is the sort of thing that I
think many
of the folks here would dig:
DARPA, the folks that originally inverted the Internet, are having a wacky
Geez, Nelson, you started me obsessing over this, and then I couldn't
focus until I'd worked it out. :-)
Here we go. Use a fixed-width font.
First, let's look at the projection matrix. Using something like
gluPerspective, we have a matrix as follows:
With these values (for brevity):
f
Hello osg-appreciating fellows,
so my boss had this awesome idea to use 3D shutter goggles with our
OpenSceneGraph application - and unfortunately I am the clueless
implementer ;) So I looked into hardware support and found that the
professional nVidia Quadro range would support this gimmick for
Christian Buchner wrote:
Now the question is how I would enable an OpenSceneGraph application
to use a quad buffered stereo view mode - and if possible in windowed
mode (our app isn't currently full screen). Is this even possible? Is
there any osg sample that uses a quad buffered framebuffer
Hi,
what would you like to see?
Maybe rendermonkey/lumina
http://lumina.sourceforge.net/Home.html
jp
Trajce Nikolov wrote:
Hi comunity,
anyone aware of some tool for viewing glsl shaders?
Nick
http://www.linkedin.com/in/tnikolov
Sent from Ünalan, İstanbul, Turkey
Hi Torben,
thanks for taking the time to put a page on the wiki.
rgds
jp
Torben Dannhauer wrote:
Hi,
Well, 64 bit is besser, it fails after 31000 tasks - but it fails..
But fortunately resuming in VPB is now possible. I Posted it to the VPB wiki unser
usage exampes
Hi,
you could also maybe have a look at the PagedLOD code that gets called
when the mode is pixel_size_on_screen. See PagedLOD.cpp line:
required_range = cullStack-clampedPixelSize(getBound()) /
cullStack-getLODScale();
I think this does the inverse of what you want, but you might
Hi everyone
I changed the id of the osgOcean library with the otool from osgOcean to
@executable_path/../Frameworks/osgOcean.framework/Versions/A/osgOcean
and now it works.
Thanks everybody for the help.
Regards
Dominic
Ulrich Hertlein schrieb:
On 1/12/09 7:13 PM, Dominic Stalder wrote:
Hi,
Im trying to add shadows to my scene, code taken from osgshadow example but my
application crash
If I dont set the setShadowTechnique then my application does not crash, but i
obviously don't get shadows either. Ive tried each of the shadow techniques but
only Shadow volumes technique .
yea Lumina seems to be good
Nick
http://www.linkedin.com/in/tnikolov
On Wed, Dec 2, 2009 at 10:28 PM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
what would you like to see?
Maybe rendermonkey/lumina
http://lumina.sourceforge.net/Home.html
jp
Trajce Nikolov wrote:
Hi
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