Hi Robert,
On 10/02/10 9:27 , Paul Martz wrote:
#define NOTIFY(level) if (isNotifyEnabled(level)) osg::notify(level)
Can we please prefix that to something like 'OSG_NOTIFY'? Please?!?
Macros are one of these nasty features that happily trample all over other
peoples code
and don't obey
Hi all. Looong time no see.
Im currently trying to build OSG on 64bit under windows (VS2009).
Getting all the dependencies over to 64bit is apain.
I did a quick search through forum/mail, and it seems that not many does
this.
Is there ANYONE with a prebuilt package including Collada (with
The latest Collada plugin submission includes exactly what you are describing.
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Hi,
Why transparent edges are appeard when we use transparent textures? For
example, in the osgforest example program, when a billboard tree is closer to
another billbard tree, we will find a transparent edge in the front tree. We
should see the back tree from the edge, but we see the ground.
Hi,
I haven't seen this, but it would be great if you post your prebuild package on
OSG website.
Thank you!
Cheers,
Torben
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Hi Adrian,
On Tue, Feb 9, 2010 at 8:50 PM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
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:
Hi Keven,
It sounds it you were modifying the text on each frame without setting
the DataVariance to DYNAMIC, and you were running the viewer
multithreaded so the draw dispatch ended overlapping with the update
of the text.
Robert.
On Tue, Feb 9, 2010 at 11:57 PM, Kevin Wilder
I will, in case I succeed :-)
/A
On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Hi,
I haven't seen this, but it would be great if you post your prebuild
package on OSG website.
Thank you!
Cheers,
Torben
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Hi,
I am using a custom manipulator that translates and rotates the screen. I add a
model as a node that is the base model and after that I add another model again
as a node. I want this last added node to stay on screen while I rotate and
translate the screen. In other words I want model to
Hi Shayne,
In the svn/trunk + 2.9.x series there is support for ordering the
objects in traversal order, just select the TRAVERSAL_ORDER bin name
when setting up the RenderBin details on the StateSet's associated
with the subgraph.
Robert.
On Tue, Feb 9, 2010 at 10:53 PM, Tueller, Shayne R Civ
Try adding this at line 999
{
std::coutCreating double quad based forest...;
osg::Group* group = new osg::Group;
group-addChild(createXGraph(cell.get(),dstate));
group-addChild(createHUDWithText(Using double quads to create a
forest\n\nPress left cursor key to
Hi,
Have a look on HUD example. this is a way to add geometries to the
camera, and so this geometry is always visible in the screen, at the
same place.
Hope this helps.
Regards,
Vincent
Tufan Taş a écrit :
Hi,
I am using a custom manipulator that translates and rotates the screen. I add
Hi,
I add geometries on the screen but when I use the manipulator to translate the
scene I want that object to translate also. Like a a cockpit that ground and
sky moves when rotate but the cockpit image stays on the scene.
Thank you!
Cheers,
Tufan
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Hi
thank you Nick I found your discussion about osgprerenderCubeMap
I did a search on dynamic cube map but I didn't find anything.
Thank you!
Cheers,
Sebastien
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In osgHud example, some text is rendered front to the camera, whatever
the camera position/orientation is.
You can replace the text using 3D geometries and keeping the same behavior.
If this is not what you are looking, give us more explanations...
Vincent.
Tufan Taş a écrit :
Hi,
I add
Hi Sebastian.
the discussion has to have attached working code sample for what you are
trying to achieve. That is what I am using in my app to do environmental
mapping.
-Nick
On Wed, Feb 10, 2010 at 11:51 AM, Sebastien Nerig overse...@hotmail.comwrote:
Hi
thank you Nick I found your
On Monday 08 February 2010 09:38:53 pm Paul Martz wrote:
Ricardo Ruiz wrote:
Thanks.
Just one question, OSG renders at the maximun amount of FPS it can, but
ODE requires a fixed time step. How do you solve this problem? Thanks a
lot.
Is there a reason you're not synced to vertical
Hi all,
Can anybody offer me a suggestion as to how I might exclude an item of geometry
from the scene fusion distance calculation? I have an object in my scene drawn
at the origin with its depth test disabled so that it always appears at the
back of the scene. The fusion distance is set to be
Hi Tufan,
You can use NodeTracker Manipulator, so you can track your origin node by
your camera and manipulate your camera's rotation and oriantation due to
your tracked node too.
Regards.
Ümit Uzun
2010/2/10 Vincent Bourdier vincent.bourd...@gmail.com
In osgHud example, some text is
Hi Nathan,
The fusion distance is either user set, in the case of Drive and
FlightManipulators, or calculated per frame in the case of Trackball
and TerrainManipualtors. The later two manipualtos set the fusion
distance as the distance between the eye point and the center of the
rotation of the
see here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/54440
jp
Sebastien Nerig wrote:
Hi
thank you Nick I found your discussion about osgprerenderCubeMap
I did a search on dynamic cube map but I didn't find anything.
Thank you!
Cheers,
Sebastien
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Hi,
I use arrow keys to move scene by my custom manipulator. I found a code as in
the following but I cannot use my manipulator when using
NodeTrackerManipulator.
osgGA::NodeTrackerManipulator::TrackerMode trackerMode =
osgGA::NodeTrackerManipulator::NODE_CENTER_AND_ROTATION;
Hi Nick,
ok I did have a look at the osgPrerenderCubeMap code and at you thread about
mixing a static 2D texture and a dynamic cube map into a shader. btw your
version with
Code:
{
osg::Uniform* u = new osg::Uniform(osg::Uniform::SAMPLER_CUBE,cubeMapUnit);
u-set(unit);
send me your code .. I will have a look
-Nick
On Wed, Feb 10, 2010 at 1:22 PM, Sebastien Nerig overse...@hotmail.comwrote:
Hi Nick,
ok I did have a look at the osgPrerenderCubeMap code and at you thread
about mixing a static 2D texture and a dynamic cube map into a shader. btw
your version
the code I post assumes Z-up.
-Nick
On Wed, Feb 10, 2010 at 1:24 PM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
send me your code .. I will have a look
-Nick
On Wed, Feb 10, 2010 at 1:22 PM, Sebastien Nerig overse...@hotmail.comwrote:
Hi Nick,
ok I did have a look at the
Hi Nick,
Well the changes are minors. I just wanted to change de reflector from the
sphere to the bottom plane (or box).
here is my reflector function, I changed the sphere to a box geode, ie the
bottom plane/box.
Code:
osg::NodePathcreateReflector()
{
osg::PositionAttitudeTransform*
Hi,
I have some questions about edit geometry vertex.
I have a imported model and I want to remove some region of it.
What is the correct method to do this? If I only remove vertices from its
vertexArray logicaly osg crashes. Think like I have a rectangle and I want to
make a hole on it
Hi
You need to update/change the geometry either in the App process before you
dispatch the cull and draw or preferably in the update process using a call
back.
You will need to ensure that when you change the vertex Array that you
update the number of verts the geometry it's using and its
maybe you dont need cube map for what you want to achieve. Have you seen the
osgreflect example ? Does it works for you ?
-Nick
On Wed, Feb 10, 2010 at 1:42 PM, Sebastien Nerig overse...@hotmail.comwrote:
Hi Nick,
Well the changes are minors. I just wanted to change de reflector from the
Hi
This can happen for at least a couple of reasons
1:) Typically many people do not take notice of the RGB value of their
transparent images and typically leave that white, which means the white RGB
of transparent pixel blends with the opaque color and you see the halo
effect, the simple fix
Thanks Gordon,
I undersatnd now when I must do it.
But, What about modifying geometry? When I remove vertices I don´t know which
indexs I must to remove.
Luis
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Uhhm, I can't help you with that one it's YOUR geometry so you need to manage
it, build in a way you can understand how the vertices match the indices it
not something anyone else here can do for you
Sorry
__
Gordon
See
http://labs.trolltech.com/blogs/2008/12/02/widgets-enter-the-third-dimension
-wolfenqt/
uhmm.
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com
On Wed, Feb 10, 2010 at 12:34 PM, Gordon Tomlinson
gor...@gordon-tomlinson.com wrote:
http://labs.trolltech.com/blogs/2008/12/02/widgets-enter-the-third-dimension-wolfenqt/
uhmm…
Ahh just a fancy version of osgQtBrowser :-)
The approach used in this example can be used for all Qt widgets, so
Hi Ulrich,
On Wed, Feb 10, 2010 at 8:13 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
On 10/02/10 9:27 , Paul Martz wrote:
#define NOTIFY(level) if (isNotifyEnabled(level)) osg::notify(level)
Can we please prefix that to something like 'OSG_NOTIFY'? Please?!?
Macros are one of these
Hello,
i would like implement the catmull clark algorithm in my osg
application. Therefore I need to detect the faces and the edges of the
arbitrary mesh.
Have everyone a tip for me for a smart face and edge access or detection?
The two first steps of the algorithm are:
1. Add to every face
Hi Paul,
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
Thanks goodness for cross platform build, the warning does reveal a
typo that gcc didn't pick up on.
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 2010-02-08 20:23, Ricardo Ruiz wrote:
Thanks.
Just one question, OSG renders at the maximun amount of FPS it can,
but ODE requires a fixed time step. How do you solve this problem?
Thanks a lot.
Easy, you measure the elapsed time between the
mmm
I dont think it will work. I would like to make reflection into object that are
not always plane.
Sebastien
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Hi,
I dived into the code and discovered, that the problem is cause by
vpbmaster.cpp:
Code:
if (!taskManager-hasTasks())
{
std::string sourceFileName = taskManager-getBuildName() +
std::string(_master.source);
tasksOutputFileName =
Hi Robert!
thank you, I'm spending my whole day in that issue, but my knowledge about the
plugin arcitecture is still very small. :(
Is any documentation about that architecture available?
this way many people could dive deeper into OSG solving bugs would be easier.
Thank you!
Cheers,
Hi,
I have a 3DS model. How can I add tihs model as done in 2D images with Geode
and Geometry. This code adds 2D objects. What modifications should I make on it?
ref_ptrGeode geode(new Geode());
ref_ptrGeometry geometry(new Geometry());
Hi,
The problem is that I want to modify any imported model. And it's so difficult
for me to program this.
I hope some day there will be a mesh editor in osg
Thanks
Luis
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Hi Rafa!
Ok, well, the problem I keep having w/ osgvp on ubuntu is this:
errors are generated about using g++ 4.3.3 and I can't seem to get the install
to just just the g++ compiler I have. Here is the error message:
And thank you very much for your help. I really really appreciate it.
Hi,
Cedric, thanks again for your help last month on osgExport. I have another
question that perhaps you (or anyone) can shed light on...
The armature location and rotation animations done in Blender seem to exporting
perfectly, but when I try to do an armature scale animation, there is no
Hi Torben,
On Wed, Feb 10, 2010 at 2:32 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
thank you, I'm spending my whole day in that issue, but my knowledge about
the plugin arcitecture is still very small. :(
Is any documentation about that architecture available?
For the old style
Hi Robert,
A build issue under Windows was introduced in
src/osgViewer/PixelBufferWin32.cpp : you forgot to replace NOTIFY by
OSG_NOTIFY.
Mourad
On Wed, Feb 10, 2010 at 1:50 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Paul,
Hi Robert -- This change is generating warnings in
of
the frame where
you apply the effect...
Thanks for your help.
Regards,
Vincent
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Found it.
OSG_PLUGIN_EXTENSION was not set for the Xcode project...
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Hi Mourad,
On Wed, Feb 10, 2010 at 3:02 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:
A build issue under Windows was introduced in
src/osgViewer/PixelBufferWin32.cpp : you forgot to replace NOTIFY by
OSG_NOTIFY.
Thanks for the testing, fix now checked in.
Robert.
automatically in post-render of the
frame where
you apply the effect...
Thanks for your help.
Regards,
Vincent
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Hi all,
Anyone knows if it's possible to have a transparent OpenGL application
window ? Let's say I set my main camera's clear color to (1, 1, 1, 0.5), the
idea would be to be able to see my desktop for example behing my application
window. I would like to do it with Windows 7, any idiea if it's
Hi Robert,
thanks for your Introduction.
My post shouldn't be a criticism, only a hint.. But your are right , surely you
know that problem.
In the next one or two month I plan to publish my osg project, yesterday I
registered the domain: osgvisual.org. I hope to continue my heavy
Brad,
Please elaborate...:)
I have not played with RenderBin so any code snippets/examples would be
appreciated.
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent:
Hi Mark,
I can't dig it right now, but i keep it in my queue
Cheers,
Cedric
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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2010-02-10 at 14:54 +, Mark Evin wrote:
Hi,
Cedric,
Hi,
This code works as I need that draws object on scene and does not move while I
translate the scene but how can I add a node instead of a geode? I add directly
the node but it did not seen on the screen.
ref_ptrGeode HUD = addHUD();
ref_ptrStateSet stateSet =
Luis Agero wrote:
Hi,
The problem is that I want to modify any imported model. And it's so difficult
for me to program this.
I hope some day there will be a mesh editor in osg
That's not OSG's job. OSG is a visualization/rendering system, and
you're looking for a 3D modeling/editing
Adrian Egli OpenSceneGraph (3D) wrote:
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
George Forest wrote:
Hi,
I have a 3DS model. How can I add tihs model as done in 2D images with Geode
and Geometry. This code adds 2D objects. What modifications should I make on it?
If I understand you correctly, you should be able to replace all of that
code with:
Hi Torben,
I have tracked down the bug to a problem in the automatic loading of
wrappers in the src/osgDB/DotOsgWrapper.cpp code. I've now improved
the library loading code so it checks correctly for the new standard
wrapper plugin names.
An svn update of the OSG will get this fix, VPB won't
Hi,
Yes by VLC I meant VLC media player. Right now you can select your Output
module in VLC to be DirectX, OpenGL or Scene filter for example. So I
thought that OSG seems to be a good choice as well.
One scenario to interface VLC with OSG is having OSG as an Output module.
If there was such an
Hi Jason,
Yes, I know it is something out of OSG. But that would be interesting for my
project not to use another software.
Luis
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Hi Dashesy,
On Wed, Feb 10, 2010 at 5:00 PM, Ehsan Azar azarna...@gmail.com wrote:
If there was such an option I could do a quick test on playing HD video in
VLC, and maybe by writing a specialized input stream superimpose/mix some
2D/3D graph on top of the video :)
This would be very
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On 2/10/2010 10:00 AM, Ehsan Azar wrote:
Yes by VLC I meant VLC media player. Right now you can select your Output
module in VLC to be DirectX, OpenGL or Scene filter for example. So I
thought that OSG seems to be a good choice as well.
One scenario to interface VLC with OSG is having OSG as
Hi
That's not the role of OSG, to itself be a CAD/3d Editing tool.
You can create such a 3d editor using OSG and a couple already have but it's
not OSG's role
You could also do something like we have being doing and export your
model/node to a 3rd party tool, edited and then read it back in, we
Hi All
I have been trying two ways to prevent the rendering of a branch from
exceeding a predefined display area. The display area could represent a
radar screen and I want the symbols of the screen to be clipped if it is
outside the screen area.
I have tried using clip planes, which works. But
Hi Allen,
Did you replaced your CMakeLists with the last one on trunk (like I
said on previous messages)?. In that one I think I removed all ATI
detection stuff.
Once you replace it, export the ENVIRONMENT variable JAVA_HOME
pointing to your Java Development Kit (JDK), this is necessary to
build
Hi Allen,
Ops! :) I missed some ATI stuff on that file, now is corrected and uploaded.
http://subversion.gvsig.org/osgvp/trunk/libosgvp/libjni-osgvp/CMakeLists.txt
At the end of the week we are planning to release another version.
On Wed, Feb 10, 2010 at 3:52 PM, Allen Saucier
Ralf Stokholm wrote:
I then switched to using scissors, this works as well, but I'm having
problems adjusting the scissor rect, which is relative to the current
window to my display which is relative to a specific view shown in that
screen.
I've used this technique before. I had to transform
It took me a while but I finaly found the solution.
Though I couldn't find anything on google I post it here so that it will
hopefully help someone who encounters this problem.
The source of the problem is that the Viewer Class which initializes the
OpenGL Graphics Context is derived from
Hi Anders,
I am also strugling to build OSG in 64 bits under Windows (MSVC9 SP1). For
the moment, I have these 3rdParty libs built in 64 bits :
- jpeg
- png
- tiff
- jasper
- zlib
- ffmpeg
The first 5 libs can be easily staticly built within the OpenCV project
using CMake
Could anyone provide an example of command line arguments to run
Example_osgTerrain please?
I have always got the error:
No model created, please specify terrain or master file on command line.
Thank you!
Cheers,
Ang
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Rafa,
does osgVP use the composite viewer? I need it's capabilities.
Thx,
Allen
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Hi,
I would like to have two separate osgShadow::ShadowedScenes active in
the same view. For example, I'd like to have a box casting a shadow from
light 0 and a sphere casting a shadow from light 1. They don't need to
cast the shadow on the same object. They can be completely independent
Hi Allen,
On Wed, Feb 10, 2010 at 11:03 PM, Allen Saucier allen.sauc...@itt.com wrote:
Rafa,
Ok, I've used your latest CMakeLists.txt and have attached the output. I
still have errors and I do not know what to do to fix those errors.
I can not find any docs on setting up the
Hi,
On Wed, Feb 10, 2010 at 11:31 PM, Allen Saucier allen.sauc...@itt.com wrote:
Rafa,
does osgVP use the composite viewer? I need it's capabilities.
We exported some of this functionalities, but not intensively tested.
Did you try binary version?
Hi,
That looks cool!
Where do I call the DwmEnableBlurBehindWindow function? Is this in OSg or just
a c++ Windows API call?
How many bits are requiered to set for alphachannel?
Thank you!
Cheers,
Torben
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