Hi,
Thanks for your replies I just rebuil my OSG and the problem is solved.
Cheers,
Tufan
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Hi,
Martin Beckett wrote:
Jason Daly wrote:
The advice about breaking up large geodes is still applicable. If you're
talking about hundreds of thousands of vertices, it's probably best to
represent those as multiple geodes (and group them spatially, if possible).
The problem with multiple g
Hi,
i need use osgmovie but i need a plugin so i don't know where download that and
how install it
...
Thank you!
Cheers,
Ivan
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Hi,Robert
Thanks for your advice.
Right now I just simply control the movie by setting the time limit, when
time's up and I just quit this movie.
Cheers,
Shiina
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Do you have PAT nodes in your tree to set the relative postions of the objects?
You aren't saving these with the geodes, an alternative woudl be to multiply
every vertex in each geode with the worldmatrix as it is saved.
Martin
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Hello all,
I'm trying to use openscenegraph from virtualbox. The host is mac os
10.6 and the guest is ubuntu karmic.
osg, as packaged from ubuntu, works fine, though quite slowly (the
framerate is 18 for osgviewer cow.osg). However, my custom
python/osgswig scripts do not work : the initial pict
Hi,
I have 3ds file which was build from several object. After loading this file in
OSG I need to split this file into its objects and save every node on the
drive. In order to do that I've written recursive function which is running on
scene tree and save every osg::Geode structure in separate
Jason Daly wrote:
> The advice about breaking up large geodes is still applicable. If you're
> talking about hundreds of thousands of vertices, it's probably best to
> represent those as multiple geodes (and group them spatially, if possible).
The problem with multiple geodes is that I need to
My code is based on the 2.8.2 OSG MFC template/example so there really is
nothing to post.
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osg on iphone is incredible..
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Hi Robert,
I've been getting this warning 7 times per compiled file for a little while:
warning C4312: 'type cast' : conversion from 'GLsizeiptrARB' to 'const
GLvoid *' of greater size
It happens on lines like this:
setVertexPointer(array->getDataSize(),array->getDataType(),0,(const
GLvoid
Martin Beckett wrote:
Jason Daly wrote:
If you're familiar with OpenGL, osg::DrawArrays is equivalent to
glDrawArrays(), osg::DrawElements is equivalent to glDrawElements().
The first uses the vertex arrays directly, the second uses an index
array to select vertices from the vertex arrays
post the code
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey
On Thu, Jan 7, 2010 at 8:28 PM, Andrew Cunningham wrote:
> Hi,
> I am having problems on Win32/MFC where the osgViewer embedded in a MFC
> window becomes unresponsive to mouse-down and paint events at seeming
Jason Daly wrote:
>
> If you're familiar with OpenGL, osg::DrawArrays is equivalent to
> glDrawArrays(), osg::DrawElements is equivalent to glDrawElements().
> The first uses the vertex arrays directly, the second uses an index
> array to select vertices from the vertex arrays.
Thank you.
I
Martin Beckett wrote:
I thought DrawArrays were the equivalent of OpenGL DisplayLists and
DrawElements was like indexed arrays?
If you're familiar with OpenGL, osg::DrawArrays is equivalent to
glDrawArrays(), osg::DrawElements is equivalent to glDrawElements().
The first uses the vertex
Hi,
I am having problems on Win32/MFC where the osgViewer embedded in a MFC window
becomes unresponsive to mouse-down and paint events at seemingly random times.
A call stack seems to show an "infinite" loop of messages being passed around
between CFrameWnd and the GraphicsWindowWin32 event han
I thought DrawArrays were the equivalent of OpenGL DisplayLists and
DrawElements was like indexed arrays?
So it's efficent to have a DrawElements{ } with inidivdual entries 1,2,3,4,5
to 1000 ?
If it's OK to have DrawElements jumping all over the vertexarray then it might
make sense for m
Not as a standard OpengL feature (AFAIK) the whole point is that the driver
takes care of it and you don't have to care (I know you do really !)
You can check the versions of GLSL supported but not how the card is doing it -
see http://www.gamedev.net/community/forums/topic.asp?topic_id=552800
Hi Martin,
I would use osg::DrawElements* rather DrawArrays, this way you can
change the points you want rendering just by changes the indices in
the list. It might be more efficient to break the whole clump of
points into ranges, so one DrawElements always handles 0 to 999, next
1000 to 1999, th
Thanks for your reply, I solved the problem.
Cheers,
Tufan
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> a) you need to open source ( you may still link statically but any changes to
> OSG code should be open sourced ( and not your app code ))
>
Just to clarify that.
OSG is LGPL with the extention that you can link OSG statically into your app.
This exception like the one in the wxWidgets lice
Ok another embarrassingly newbie question.
I have a scene with a large number of points, I want to interactively delete
some points.
It's too time consuming to go through the vertex array and remove the values.
So in the past in OpenGL I shuffled them with values at the end and changed the
dis
Take a look at the hud (headup display) example
And see here
http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/hud/hud.html
Cheers,
Martin
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Hi Tufan,
If there is no obligation you should use general Win32 Console Project
instead of CLI, and problem most probably about CLI C++ and Pure C++
reference collision.
Good Luck :D
Regards.
Ümit Uzun
2010/1/7 Tufan Taş
> Hi,
>
> I am new in open scene graph. I installed open scene graph 2
On 1/7/2010 7:07 AM, Robert Osfield wrote:
> A better thing to look at next is whether the plugin is loading for
> this you can enable verbose debugging to see whether the plugin has
> been located and loaded. In a terminal type:
> set OSG_NOTIFY_LEVEL=DEBUG
> runmyapp mymodel.osg
> Then look
Hi Robert,
Oo, too much speed reading on my behalf... I missed this part of your email.
Hehe, no problem, I had hidden it in plain sight at the end of the
message :-)
As for the syntax, I hadn't coded for this as I wasn't familiar with
it. I guess that what you get when you get a non XML
No mapNode is not null I initialized it as
void viewWindow()
{
osg::Node* mapNode =
osgDB::readNodeFile("C:\\Users\\Tufan\\Desktop\\buffs.flt");
//mapNode =
osgDB::readNodeFile("C:\\Users\\Tufan\\Desktop\\wood.png");
osg:
François,
I'm glad I could help.
Thanks for your reply; I was afraid that my explaination might not
have made much sense (which is why I posted the link with my reply).
We all have things to learn; we will just have to keep searching for
good things to know and share that knowledge when we can.
mapNode is it NULL ? Did you try opening it with osgviewer.exe ? Maybe
sharing the file will help finding out.
On Thu, Jan 7, 2010 at 4:02 PM, Tufan Taş wrote:
> The following is my code for the openflight mode. Am I missing something in
> the code? Only blue screen appears.
>
> osg::Node*
The following is my code for the openflight mode. Am I missing something in the
code? Only blue screen appears.
osg::Node* mapNode;
mapNode = osgDB::readNodeFile("C:\\Users\\Tufan\\Desktop\\buffs.flt");
osg::Group* root = new osg::Group();
root->addChild(mapNode);
osgViewer::Viewer viewer;
view
3rdParty_Win32Binaries_vc90sp1
I get nothing when setting notify level.
Cheers,
Tufan
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Hi J-S,
On Thu, Jan 7, 2010 at 2:33 PM, Jean-Sébastien Guay
wrote:
>> Re-ordering the code so the input.readAllDataIntoBuffer() is done
>> before the if (!input) looks it would be appropriate. I've made this
>> change and checked it in, could you test it?
>
> Seems appropriate yes, as long as re
Which 3rdParty archive did you download and what is your VS version ? SP1 ?
What do you get when setting osg notify level to debug ? (
osg::setNotifyLevel(osg::DEBUG_INFO))
Mourad
On Thu, Jan 7, 2010 at 3:26 PM, Tufan Taş wrote:
> I have tried all of your comments add the path of plugins bin b
Thanks for your advices adding 3rdParty path solved my problem for PNG file.
But still I cannot load a .flt file.
My osgPlugins-2-8-2 directory contains osgdb_openflight.dll but nothing appears
on the screen.
Cheers,
Tufan
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Hi Robert,
Your reading of the code is correct... the code will fail every time,
something I didn't catch as I haven't directly used this convenience
function in the p3d plugin or elsewhere.
Re-ordering the code so the input.readAllDataIntoBuffer() is done
before the if (!input) looks it would
Hi Tufan,
I have tried all of your comments add the path of plugins bin but not worked
also I have previously downloaded 3rdparty dependencies coppied libpng13.dll
into my osg bin but still not working. Do you have any more comments I am
really stucked
Try setting OSG_NOTIFY_LEVEL=DEBUG bef
I have tried all of your comments add the path of plugins bin but not worked
also I have previously downloaded 3rdparty dependencies coppied libpng13.dll
into my osg bin but still not working. Do you have any more comments I am
really stucked
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Hi Tufan,
Did you add the bin folder of the 3rdParty directory to your path ? Maybe
your program don't find the libpng13.dll.
Mourad
On Thu, Jan 7, 2010 at 3:12 PM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Tufan,
>
>
> Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneG
Hi Tufan,
Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I
don't get any error messages I can load bmp image but cannot png. I don't know
why.
The difference is that the BMP plugin does not need any additional DLLs
(other than the plugin itself of course) but
Hi Tufan & Selman,
On Thu, Jan 7, 2010 at 1:59 PM, selman duatepe wrote:
> Check also that C:\Users\Tufan\Desktop\New
> Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path.
I would not advice this, as this can cause problems later on when you
might start mixing different O
Thanks for your answer but I already use multi pass render with RTT. That I
would like to do it's to make a blending between the value witch is already
in the texture and the news value I put in with the shader, that in the same
pass. I want to do that because with my shader I access multiple time
Hi Tufan,
Check also that C:\Users\Tufan\Desktop\New
Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path.
If directory is in your path, attach your texture and code. I will try it.
Selman
On Thu, Jan 7, 2010 at 1:47 PM, Tufan Taş wrote:
> Hi,
>
> Yes C:\Users\Tufan\De
Hi Arts and have a happy new year
Ok so I have decided to make a simple stand alone application to test what you
said : create a new camera as a child of the main camera, the child camera will
be the FBO camera for the PPU processor
here is a part of my code :
Code:
void buildPPUScene(osg::Gr
I think I wasn't clear on my question: The HUD works fine, as does the
other regular 3D camera (behind the HUD). What I'd like to be able to do
is have some items in the background camera appear on top of the HUD
while others remain behind it. I thought I could use renderbins, but
since the HUD
Hi there
is it possible to check if the given hardware is able to render the
shader in hardware instead of a software shader?
Thanks and regards
Dominic
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Hi there,
If i understand you want to do render to texture (RTT) pass:
You have several choice in order to do that. I give you the more classic
RTT with multitexturing:
//need 3 textures texA &texB input values and TexC binded to camera via fbo
uniform sampler2D texA;
uniform sampler2D texB;
voi
Hi,
clement vidal wrote:
Thanks for this precision.
Sorry I try to make a simple example to explain you my problem it's
probably not the best but my real shader is not like that, it doesn't
use global variable but it's the same principle. I put some value in my
fragData[] in relation with th
Thanks for this precision.
Sorry I try to make a simple example to explain you my problem it's probably
not the best but my real shader is not like that, it doesn't use global
variable but it's the same principle. I put some value in my fragData[] in
relation with the depth value, and i access to
Hi,
Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I
don't get any error messages I can load bmp image but cannot png. I don't know
why.
Thank you!
Cheers,
Tufan
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Hi Tufan,
On Thu, Jan 7, 2010 at 11:28 AM, Tufan Taş wrote:
> I have osgdb_png.dll in C:\Users\Tufan\Desktop\New
> Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory.
> But still cannot load PNG.
Check that this OpenSceneGraph/bin directory is on your path.
Robert.
Hi,
I have osgdb_png.dll in C:\Users\Tufan\Desktop\New
Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory.
But still cannot load PNG.
Thank you!
Cheers,
Tufan
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Hi Tufan,
Do you have the png plugin built? Check your osgPlugins-version/
directory for which osgdb_*.dll you have. If you don't have it you'll
need to grab the 2rd party dependencies compile the OSG from source.
See the documentation on compiling the OSG on the wiki.
Robert.
On Thu, Jan 7, 2
Hi,
I am trying to load a PNG image as
osg::ref_ptr image1
(osgDB::readImageFile("C:\\Users\\Tufan\\Desktop\\wood.png"));
Thank you!
Cheers,
Tufan
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Hi,
I am new in open scene graph. I installed open scene graph 2.8.2 with
thirdParty for VS2008. I wrote a simple code using C++/CLI as in the following:
ref_ptr viewer = new Viewer();
viewer->setUpViewInWindow(100, 100, 640, 480);
viewer->run();
After debuging it I take the reulting dll into m
Hi,
clement vidal wrote:
Thanks for the link, i will look at this.
But for the shader example I gave you I think that it do the first
treatment for the first pixel then it peel the first layer and do the
second treatment for the second depth layer, but maybe I wrong.
Like you wrote it (I'm a
Thanks for the link, i will look at this.
But for the shader example I gave you I think that it do the first treatment
for the first pixel then it peel the first layer and do the second
treatment for the second depth layer, but maybe I wrong.
The code of osgoit is it available somewhere?
2010/
Hi Robert,
Thanks for your answer.
What i've made was:
cmake -DBUILD_OSG_EXAMPLES=1
Then make & make install
It has compiled the osgmovie and then i could run the osgmovie, but no movie
inside.
I had to install more libs (outside openscenegraph):
I've installed
sudo apt-get install libquick
Hi,
clement vidal wrote:
Thanks for your help.
But the solution that you gave me it's not really what I want to do. The
simple example i gave you it's just to explain what kind of result I
need. Actually I'm trying to implement a Dual Depth Peeling based on the
Nvidia Paper and it use this k
Hi Shinna,
Currently there aren't any events mechanism in
osg::Image/osg::ImageStream for tells apps that a movie has completed.
To achieve this we'll need to add an event/callback mechanism into
osg::ImageStream to pass back details of a movie completing, and then
extend the movie reading plugin
Hi JS,
Your reading of the code is correct... the code will fail every time,
something I didn't catch as I haven't directly used this convenience
function in the p3d plugin or elsewhere.
Re-ordering the code so the input.readAllDataIntoBuffer() is done
before the if (!input) looks it would be app
Thanks for your help.
But the solution that you gave me it's not really what I want to do. The
simple example i gave you it's just to explain what kind of result I need.
Actually I'm trying to implement a Dual Depth Peeling based on the Nvidia
Paper and it use this kind of blending. For example in
Hi Bret,
The osg::Camera has initial/pre/post and final callbacks that can be
used for the purpose of adding extra calls. It's also possible to use
an osg::GraphicsOperation and attach this directly to the
osg::GraphicsContext (equivalent to Producer::RenderSurface).
I would have though the Hapt
Hi Clement,
clement vidal wrote:
Hi JP
For now I Initialize a texture with the value A, in the shader I put the
value B and I would like to have a the end in the texture the max
blending between the value A and B.
Lets do an example:
I create an texture Tex initialized with color red (1,0,
Hi JP
For now I Initialize a texture with the value A, in the shader I put the
value B and I would like to have a the end in the texture the max blending
between the value A and B.
Lets do an example:
I create an texture Tex initialized with color red (1,0,0,1)
I attach my texture to a camera C
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