Hi Allen
On Tue, Feb 16, 2010 at 8:30 PM, Allen Saucier allen.sauc...@itt.com wrote:
Hi Rafa,
I understand your previous message. Honestly, I did not think that using
the default java as installed through the synaptic manager was different
from Sun Java.
Yeah is quite different, it
Hi David,
I can't add much over Jason's post. The Core processors are far far
better than the P4's, not just from having actual dual core
processors, but everything else besides. Go do some background
research on the topic as it's pretty illuminating.
I would also agree with Jason's suggest
Hi,
The only thing that was really going for P4 is that it can be clocked extremely
fast. But the fast clock cycle led to an extremely long pipeline (over 30
stages!). HyperThreading (the technique that simulates two threads running at
once) is really only useful in certain situations.
Hello,
I found the osgModeling library and it contains a polygon mesh structure
for geometries (Vertices-Edges-Faces). Have anyone experience with
osgModeling? It is a helpful extension?
Cheers
Martin
Am 10.02.2010 13:50, schrieb Martin Großer:
Hello,
i would like implement the catmull
More questions regarding the PagedLOD. Using simply a LOD gives me great
performance (as expected), however as soon as I use PagedLOD frame rate drops
significantly (from 100+ fps to like 10-15 fps).
Using the DEBUG_INFO I get nothing strange and I also tried to use
setDoPreCompile but
Hi,
Recently I installed osg2.8.2. I compiled the sources (from .svn) successfully.
But viewer is saying couldn't find plugin to read .png, tif of 3ds files even
if osgdb_freetype.dll is in path and created from compilation.
What needs to be done?
Thank you!
--
Read this
Hi,
here's a recent article with a P4 in it...
Core i3 takes on Athlon II
...and everything else, including a Pentium 4
http://techreport.com/articles.x/18448
jp
Robert Osfield wrote:
Hi David,
I can't add much over Jason's post. The Core processors are far far
better than the P4's, not
Hi Akilan,
Recently I installed osg2.8.2. I compiled the sources (from .svn) successfully.
But viewer is saying couldn't find plugin to read .png, tif of 3ds files even
if osgdb_freetype.dll is in path and created from compilation.
What needs to be done?
Why do you think osgdb_freetype.dll
Hi,
.3ds Files are read by the 3ds plugin, not freetype as far as I know.
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24277#24277
___
osg-users mailing list
Everyone,
I appreciate this feedback. It's a good start. If I receive a positive
response from this survey, my company (MAK, who attends these
conferences regularly) will organize (broadcast invitations), setup (get
a room/ food), and chair (provide a basic agenda) these meetings at both
I am planning to go there as well. See you!
-Nick
On Wed, Feb 17, 2010 at 5:32 PM, Brett Wiesner br...@mak.com wrote:
Everyone,
I appreciate this feedback. It's a good start. If I receive a positive
response from this survey, my company (MAK, who attends these conferences
regularly) will
Pelican will be there, of course ;)
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Wed, Feb 17, 2010 at 10:32 AM, Brett Wiesner br...@mak.com wrote:
Everyone,
I appreciate this feedback. It's a good start. If I receive a positive
response from this survey, my company (MAK, who
Greeting all,
I was wondering if anyone knew how to use Polytope to check if a bounding box
is within a cameras' view frustum.
I've tried:
Code:
osg::BoundingBox bb = drawable-getBound();
...
osg::Polytope frustum;
frustum.setToUnitFrustum(true , true );
frustum.transform(
Seems to be an OSX thingy. I did some profiling and saw massive use of
GLBeginEndAdapter::Vertex3f. Apparently there is an #ifdef _APPLE_ which sets
the DrawingPolicy for OSX to USE_VERTEX_ARRAY, which isn't what readNodeFile
does. Should it be USE_VERTEX_ARRAY as default when Linux/Win has
Especially if you're going to provide food :)
Jason
On Wed, Feb 17, 2010 at 10:43 AM, Glenn Waldron gwald...@gmail.com wrote:
Pelican will be there, of course ;)
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Wed, Feb 17, 2010 at 10:32 AM, Brett Wiesner br...@mak.com wrote:
On 2/17/2010 7:09 AM, Adrian Lindberg wrote:
More questions regarding the PagedLOD. Using simply a LOD gives me great
performance (as expected), however as soon as I use PagedLOD frame rate drops
significantly (from 100+ fps to like 10-15 fps).
Using the DEBUG_INFO I get nothing strange and
I'm currently getting these errors with VS9 building r11068:
-Paul
5ObserverNodePath.cpp
5..\..\..\src\osg\ObserverNodePath.cpp(57) : error C2039:
'setNodePathTo' : is not a member of 'osg::ObserverNodePath'
5C:\Projects\OSG\trunk\include\osg/ObserverNodePath(28) : see
declaration
guys, if you need some T-shirts let me know. I have a contact in Macedonia,
really really cheap .
-Nick
On Wed, Feb 17, 2010 at 5:52 PM, Jason Beverage jasonbever...@gmail.comwrote:
Especially if you're going to provide food :)
Jason
On Wed, Feb 17, 2010 at 10:43 AM, Glenn Waldron
Hi,
after searching into the Internet and all the available documentations, I
wasn't able to solve the following problem:
I read in an object file by the osgDB::readNodeFile method and an bvh file by
the osgDB::readNodeFiles() method with the corresponding options.
It's easy to visualize the
Hi Alexander,
To acces vertices, you just have to get each osg::Geode (use visitors).
In each geode there are drawables, that you cast into geometries or
ShapeDrawables.
Geometries give you acces to the VertexArray.
Hope this helps.
Regards,
Vincent
Alexander Martens a écrit :
Hi,
after
Hi Alexander,
Have a look in osganimation examples with skinning. It will help you to
understand basics and structure of skinning in osg.
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
Hello,
I'm using QtCompositeviewer to visualize 2 views:
-a main scene group with a prerender to texture node camera using FBO and a
shader
-a debug render of the shaded scene prerendered in the texture
The Problem is that i always have the unshaded result in debugviewI
dont understand as my
Well thanx to you for response, though was not for wxWidgets 2.9.1, but
for wxWidgets 2.8.x
After spending the day on working through the 3 wxWidgets examples, I
managed to figure out how to make the changes to osgviewerWX to get it
to work with the new wxGLCanvas (and wxGLContext) for 2.9.0+.
Jason Daly wrote:
David Glenn wrote:
Hi, Sorry to trouble you on this, but I have to ask someone - to support my
hypothesis on this issue!
I'm running Red Hat Enterprise 5.1 using a Gforce 8600 card using the
latest driver from nvidia (119.52).
I know that P4 stuff is old
Only had one, but with 4 high-poly geometries. Again, it wad due to the slow
glBegin glEnd type of drawing flagged by USE_VERTEX_ARRAY (profiler showed lots
of GLBeginEndAdapter). Didn't pick up on it initially because of readNodeFile
gives a different list (either display or VBO).
But I
Is there some important change in wx 2.9 which is very different from wx 2.8
? (and if yes, what?)
Charles
On Wed, Feb 17, 2010 at 5:03 PM, Rizzen riz...@darkstar.co.za wrote:
Well thanx to you for response, though was not for wxWidgets 2.9.1, but
for wxWidgets 2.8.x
After spending the day
OK!
I am getting closer.
I did remove/move OSG
I removed the extra env variables, GDAL, JAVA_INCLUDE_PATH, OSG_DIR
I removed the libjobl that I installed from synaptic package manager
I am using sun java
$ env | grep JAVA
JAVA_HOME=/usr/lib/jvm/java-6-sun
Hi,
Hum... I just get the latest sources and here is the result to the compilation
:(
[/url]http://pastebin.ca/1800273[url]
My configuration:
Linux localhost 2.6.33-desktop-0.rc8.1mnb #1 SMP Sat Feb 13 02:16:10 CET 2010
i686 i686 i386 GNU/Linux
gcc (GCC) 4.4.3
Thank you!
Best regards.
Hi Allen,
What version of maven are you running? The right version to compile osgVP is
2.0.10. I'm running on Ubuntu 9.10 and MacOSX too.
Regards.
2010/2/17 Allen Saucier allen.sauc...@itt.com
OK!
I am getting closer.
I did remove/move OSG
I removed the extra env variables, GDAL,
Hi,
Okay I have think I have more understood my problem:
view1-addchild(prerenderpass-getCamera())//view 1 work well
view2-addchild(createDebugTexturedQuad(prerenderpass-getoutPuttexture())
//view2 renders the texture as if was not updated by view1 prerender cam
I think the problem is that
J.P. Delport wrote:
Hi,
Jason Daly wrote:
David Glenn wrote:
I know I'm going to get the Why are you doing this reaction, but that
is the requirements! The user will be able to run Performer and OSG at
the same time! The best answer I can come up with is use Core Duo
Hi all,
I have not been around for a while, have just tried to convert my test
application that was written before OSG 2.0 to run with the latest version
of OSG from the CVS.
Its been so long that it looks like osgProducer has been removed.
Have figured that the equivalent is osgViewer now
Hi Jordi
I did not know that a specific version of maven was required for Ubuntu. I,
myself, use Ubuntu 9.0.4 and I can not upgrade to 9.10 because my graphics card
is not recognized by that version of Ubuntu, so if it is a requirement to use
Ubuntu 9.10 to run osgvp, I can not use your
Julien Valentin wrote:
Hello,
I'm using QtCompositeviewer to visualize 2 views:
-a main scene group with a prerender to texture node camera using FBO and a
shader
-a debug render of the shaded scene prerendered in the texture
The Problem is that i always have the unshaded result in
Hi,
Okay I have think I have more understood my problem:
view1-addchild(prerenderpass-getCamera())//view 1 work well
view2-addchild(createDebugTexturedQuad(prerenderpass-getoutPuttexture())
//view2 renders the texture as if was not updated by view1 prerender cam
I think the problem is that
Hi,
Tryed out Jason idea! Got some improment in performance on Performer but it
still slugish at best! I guess I'll have to tell them to upgrade!
...
Thank you!
Cheers,
David
D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your
Desk!
Hi Martin,
Use the viewer.frame() method to run event, update and rendering traversals:
while(!done)
{
// Your code...
viewer.frame();
}
Alternatively you can run each method separately:
viewer.realize();
while(!done)
{
// Your code...
viewer.advance();
Greetings All!
This I hope will be more straight forward and easier to answer than the first
question I asked.
BTW: Thanks!
Basically I have a window with two overlapping views. Both have there own tree.
one has some terrain on it and on top of that I have a view that has a tree
with all of
I think you can use osgViewer slave cameras for this, with an identity
for the camera offsets. Then both slave cameras would be identical to
the master camera.
Examples of setting up slave cameras can be found in the osgViewer
source, as osgViewer::Viewer sets up slave cameras when attempting
Hm. Yet another way to do this, without rewriting your entire camera
management code, would be to simply set the view matrix on one camera to
be the same as the view matrix from the camera managed by your camera
manipulator. You'd do this in your main loop, after the event traversal,
so in a
1) I/ITSEC
2) Yes
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Wiesner
Sent: Tuesday, February 16, 2010 6:56 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Survey: Is
Has anyone tried (and succeeded) to add osgOcean to osgEarth? My goal is to
have the above and below water level terrain, and use the nice osgOcean surface
between them.
I'm guessing that the positioning and scale of osgOcean will be the problem
here. I'm hoping someone else may have solved it
Greetings!
Both suggestions sound good!
I think I'll give the second option a try first.
I have a loop runtime that I use to update the locations of objects, change
colors, etc. I can try it there since the update rate there is fast.
Or I can place it in its own loop at a faster rate.
I'm using
Let me clarify that I'm not using the whole planet for my tasks. I'm limiting
the camera to a smaller area where a flat ocean surface should work just fine.
My current placeholder is just a blue quad.
So I don't need to curve the water in any way. I should be able to use it as it
is. I hope.
This is from the wxWidgets 3.0 manual.
-
Detailed Description
wxGLCanvas is a class for displaying OpenGL graphics.
It is always used in conjunction with wxGLContext as the context can
only be made current (i.e. active for the OpenGL commands) when it is
Thanks for all that ... buried deep in the middle i see it says that 2.8
instantiation steps should still work in 2.9 but are deprecated. A good
thing to know someday. Thanks,
Charles
On Thu, Feb 18, 2010 at 3:27 AM, Rizzen riz...@darkstar.co.za wrote:
This is from the wxWidgets 3.0 manual.
by Robert Osfield
HI Xam,
When setting up the GraphicsWindow you pass in a
GraphicsContext::Traits object, this has a field vsync that defaults
to true.
The other route would be to use putenv() in your app if you want to
use env vars to control the driver.
Robert.
I have tried
Hi Shayne,
Sorry for the delayed response
I have not clearly understood when you said set up a 2d on top of ... 3d. If
possible, could you please elaborate on that?
Are you indicating that the lat/long and elevation values need to be specified
through osgTxt manually? or is there a way
Hi Shayne,
Sorry for the delayed response
I have not clearly understood your message set up a 2d on top of ... 3d.
If possible, could you please elaborate on that?
Are you indicating that the lat/long and elevation values need to be specified
through osgTxt manually? or is there a
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