Hi Anna,
I have been trying for almost a week to get the AntTweakBar to work properly
with OSG, without any success.
I still don't get any text, and I get coloured rectangles instead. I need
help :)
Did you have the same problems with integrating AntTwakBar in your OSG
application?
Can anyone
Hi community,
I found this discussion
http://www.mail-archive.com/osg-us...@openscenegraph.net/msg00785.html
http://www.mail-archive.com/osg-us...@openscenegraph.net/msg00785.htmlIs
there any work done on this? If not any hints how to display the LightPoints
with GLSL ?
Thanks
-Nick
Hi,
is there an osgEarth submissions list?
Regards,
Richard
Richard Schmidt
System Designer
EADS, Defence Security, System Design Center
88090 Friedrichshafen, Germany
+ 49 (7545) 8-2553
EADS Deutschland GmbH
Registered Office: Ottobrunn, District Court of Munich HRB 107648
Hi,
There is a forum, but I don't know if its connected to a mailing list.
http://n2.nabble.com/osgEarth-f2174485.html
Regards,
Torben
--
Dipl.-Ing. Torben Dannhauer
Lehrstuhl für Flugsystemdynamik, TU München
--
Read this topic online here:
Hi,
I'm new to osg and have great difficulties in using plugins. So far I'm only
using the supplied ones, namely 3ds. I'm running on OSX and have downloaded osg
2.9.6. I've both googled and searched the forum finding some solutions but none
of which seem to work. As I understand it, osg looks
Hi,
I have a question concerning buffers in OSG.
In OpenGL I can define a clearColor then set the buffer by calling
glDrawBuffer() and finally call glClear() to make it happen. Unfortunately I
could not find out so far how to do this in OSG.
I recognized that I can set the clearColor in the
Hi,
Gottfried Gross wrote:
Hi,
I have a question concerning buffers in OSG.
In OpenGL I can define a clearColor then set the buffer by calling
glDrawBuffer() and finally call glClear() to make it happen. Unfortunately I
could not find out so far how to do this in OSG.
I recognized that I
Yes, the osgEarth forum supports email subscription. There is no separate
submissions list.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Tue, Feb 9, 2010 at 6:03 AM, Torben Dannhauer z...@saguaro-fight-club.de
wrote:
Hi,
There is a forum, but I don't know if its connected to a
Hi all,
i have terrain models which have vertex coordinates like (-55000, 42600,
593). The pivot point of this model is (0,0,0). when i dont move transform
it, it is placed where it should be.
then i want to apply LOD to these models because there are many of them.
when i add child to osg::LOD
Hi,
I am trying to make a dynamic cube with osg.
The idea is to render into a cube map the +X, -X, +Y, -Y, +Z and -Z view from
the camera view point at each frame.
Then the cube map is textured on a reflector surface (a plane) within a shader.
I would like to see other objects (sphere, cube)
Hi all,
I'm trying to replace the fixed function texgen for a given effect by a
shader in order to remove the back projection problem. But I'm
struggling a bit to even get the texgen to work with shaders (once
that's done removing the back projection will be a cinch).
The original (fixed
Have a look in the mail archive for osgcubemapprerender/(or
osgprerendercubemap). There is a sample attached in one of the mail that do
that. Was in the recent discussion ...
-Nick
On Tue, Feb 9, 2010 at 4:13 PM, Sebastien Nerig overse...@hotmail.comwrote:
Hi,
I am trying to make a dynamic
I think you should use the texture matrix in the shader. Been experimenting
with the same lately and it seem to wok
-Nick
On Tue, Feb 9, 2010 at 4:32 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi all,
I'm trying to replace the fixed function texgen for a given effect by
Hi J-S --
Jean-Sébastien Guay wrote:
And then later, in the cull traversal, it does:
_texGen-setPlanesFromMatrix( someMatrix );
This works well on the fixed pipeline. Now my first question when
replacing this by shaders is: I understand I need to replace the
calculation by shader code
Hi Paul,
Or better yet:
gl_TexCoord[1] = texGen * gl_Vertex;
There is a lot of overlap between the object plane equations and the
texture matrix. Originally, the thinking behind the object plane
equations was that you might only be concerned with s and t, so it was
more efficient than
Hi,
Hopefully someone can help me with the following problem.
I'm trying to add an osgEphemeris model to an osgGroup and it fails.
I compiled osgEphemeris succesfully in windows using VS9 and the following file
work with the viewer:
osgEphemerisModel::EphemerisModel {
Latitude 38.4765
Hi Paul,
I've found the problem.
So you confirm that the fixed function fragment stage will not do
anything special when texgen is active, i.e. that it will only do:
vec4 col = texture2D( tex, gl_TexCoord[1].st );
?
Seems this was not correct, I had to do a transformation:
vec3 texCoord
I have seen this before. if you are in debug mode, by default osgEphemeris
links to relese libs. And this casued all sort of issues. Fix the project
file to link to the right osg libs and it will work
-Nick
On Tue, Feb 9, 2010 at 6:06 PM, Roy Arents are...@nlr.nl wrote:
Hi,
Hopefully
On 2/8/2010 10:39 PM, Ehsan Azar wrote:
I want to design a software that draws 2D (X vs Y) and maybe 3D (X,Y vs Z)
plots in realtime from incoming data over network.
The graphs should be superimposed on a realtime video also streamed over
network in realtime.
I am planning to use QT along
Hi J.P.,
That was a relief, thanks!
So it is time for me to buy a really good graphics card :)
May I ask what graphics card do you suggest for that, I have NVIDIA GTX275.
One more question, why VLC does not offer an OSG interface when I guess OSG
should be the fastest and also is cross
Hi all,
I have managed to create an animation with an osg::AnimationPath and can see it
when I add it using new osg::AnimationPathCallback(ap).
When I store the osg file using osgDB::writeNodeFile(*g, out.osg); it does
not store the animation. Is it possible to store the animation, so that the
Chris 'Xenon' Hanson wrote:
Well, OSG can probably handle the fast part, but the graphing part will leave
you kind
of on your own.
Depending on how much data rate you're jamming into the graph, it might be
easier to use
something like GNUplot
It has all your graphing capabilities.
On 2/9/2010 10:13 AM, Ehsan Azar wrote:
Thanks for the suggestion, I think I can handle simple 2D/3D plots but
GNUplot looks very nice too so I will do some tests for OSG+GNUplot and if it
is fast enough I definitely go for that because of all extra capabilities
that it offers!
Well,
Trajce Nikolov wrote:
I have seen this before. if you are in debug mode, by default
osgEphemeris links to relese libs. And this casued all sort of issues.
Fix the project file to link to the right osg libs and it will work
Nick's right on the money with this. I ran into the same problem, but
Hi All,
Over the last week I've been looking into various issues with the
DatabasePager, and one particular problem was major framerate stalls
under Windows that occurred when multiple database paging threads were
used (such as 8+ threads). Under Linux I had to up the number of
threads to 64 to
Hi Robert,
my compiler runs, thank you very much for this improvement!
Well than I 'll start to change all my notifies from osg::notify() to NOTIFY ...
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23868#23868
Hi,
Today I checked out the newest trunk of OSG and VPB in my linux machine. Both
compiled without problem.
OSG seem to work ( tested with osgviewer) but vpbmaster doen't work.
I can start my compile project, and he checks all sourcefiles and starts to
generate the taskfiles, but he aborts
Hi art,
The osgPPU IO_Unit.cpp doesn't build against latest osg svn version due of
the redesign of osgDB:registry
we need to update the whole thing:
osgDB::Registry::instance()-getDeprecatedDotOsgObjectWrapperManager()
-writeObject(...)
solves building problem, but this should be fixed.
On Tue, Feb 9, 2010 at 10:00 PM, Jim Brooks jimbl...@gmail.com wrote:
multiple threads try to write to it a ostream they contend
for a mutex that Microsoft have used to implement ref counting.
If the mutex is really in std::cout (not std::ostream) (???),
a possible workaround might be
Hi Robert -- This change is generating warnings in several places.
Here's an example:
5..\..\..\src\osg\State.cpp(296) : warning C4804: '' : unsafe use of
type 'bool' in operation
5..\..\..\src\osg\State.cpp(303) : warning C4804: '' : unsafe use of
type 'bool' in operation
All,
I have a need to render a bunch of 2D geometry groups that have different
priorities for display (one group rendered on top of the other according to
their priority). I also need to have the ability to turn the rendering off
and on for some of the groups while maintaining rendering
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
I have a need to render a bunch of 2D geometry groups that have
different priorities for display (one group rendered on top of the other
according to their priority). I also need to have the ability to turn
the rendering off and on for some
Hi,
For anyone who is still following this thread (or for anyone who stumbles upon
it while trying to solve a similar problem in the future), I figured I'd post
my findings:
The bit about the object reference pointers vs. standard C++ pointers turned
out to be a red herring. Seems the crashes
Paul,
Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares, simple
line primitives, etc.). It's very rare that all levels are on simultaneously
but those that are on, need to stack in priority relative to every
Kevin,
Thanks for sharing. I'm sure it will come in handy...:)
Regards,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kevin
Wilder
Sent: Tuesday, February 09, 2010 4:57 PM
To:
On 10/02/10 3:39 , Ehsan Azar wrote:
question, why VLC does not offer an OSG interface when I guess OSG should be
the
fastest and also is cross platform.
If you're talking about VideoLAN client then I'd say they probably don't see a
good reason
for a video player to take a dependency on a 3D
Trying to save an osg::Image as a .jpg file malfunctions.
Either false is returned or .jpg file has weird colors.
But .png format works ok.
osg::ref_ptrosg::Image image = mTextureObject-getImage();
//osgDB::writeImageFile( *image, file.jpg );
osgDB::writeImageFile( *image, file.png );
Tried OSG
On 2/9/2010 5:18 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares, simple
line primitives, etc.). It's very rare that all levels are on
On 2/9/2010 5:35 PM, Jim Brooks wrote:
Trying to save an osg::Image as a .jpg file malfunctions.
Either false is returned or .jpg file has weird colors.
But .png format works ok.
Is it an odd bit depth?
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
Hi,
On Tuesday 09 February 2010, Jason Beverage wrote:
I'm using Visual Studio 2005 SP1 on Windows Vista 64 bit and just
noticed that OSG isn't picking up that my machine supports atomic
reference counting, so it's falling back to defining
_OPENTHREADS_ATOMIC_USE_MUTEX in the
Hi,
I have the same warning with OSG 2.9.6+ (2010/02/10)
My Dev-env is:
Vista 32bit
VS 2005 SP1
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23888#23888
___
Hi,
I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF
Hi all,
I build the collada 1.4 from SVN trunk and also osg svn. It seems to work
greate, but unfort. the collada up vector (y-axis) and openscenegraphs is
(z-axis). it is this right, would it be not more correct to rotate the
collada?
Similar problem with wavefront obj. I guess it would be more
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