Hi,
On 14/04/10 18:50, Torben Dannhauer wrote:
Hi Delport,
I'm a bloody beginner using boost, so I tried to compile it myself (failed) and
to install/use prebuild packages for VC 2005 (also failed).
Finally, after a full week of disappointment I stopped this approach and
implemented my own
Hi,
On 15/04/10 08:33, J.P. Delport wrote:
Hi,
On 14/04/10 18:50, Torben Dannhauer wrote:
Hi Delport,
I'm a bloody beginner using boost, so I tried to compile it myself
(failed) and to install/use prebuild packages for VC 2005 (also failed).
Finally, after a full week of disappointment I
Hi all,
I am facing a new problem with an application playing a big video (768x5842)
on a setup with 2 graphic cards and 4 screens. After playing this video, we
also need to render some big images (10 images of 5842x5842px, we cut them
in several parts). Everything goes well when testing my app,
Tomlinson, Gordon wrote:
As you don't show your code I have to ask a couple of obvious questions
Is the node you loaded a child of the PAT?
Has the PAT been added to the Scene?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron
Will your modified CMake find file find the required version (2011.2) even
if both 2010.2 and 2011.2 are installed?
Yes on Windows, but on other platforms it will depend on the value of the
FBX_DIR environment variable.
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Hi,
i have built one simple terrain database but with some visual problems
[Image: http://img405.imageshack.us/img405/2875/screenshot0c.jpg ]
(http://img405.imageshack.us/i/screenshot0c.jpg/)
here the gdalinfo for the elevation
Driver: GTiff/GeoTIFF
Files: SRTM_u03_p198r035.tif
Size is
can somebody explain to me why in Matrixd/Matrixf there is a getRotate,
setRotate, getTrans, setTrans, getScale ... but no setScale? is there a
reason for this?
You could argue that function should be added. However that could lead to
people doing
mat.setTrans(...)
mat.setRotation(...)
Hi all,
I'm working on making Collada (DAE) able to read/write double precision
numbers. Format seems to store floating points values as xs:double, which is
IEEE 754 double precision. So, should I simply convert to float at the time
data is put in geometry (vertices, colors, normals, etc.)
domSourceReader doesn't need to create any array until
getFloat/Vec2/Vec3/Vec4/MatrixArray is called. So I suggest adding an
argument to each of those functions specifying a float or double hint, and
at that point if the array hasn't already been created then create it with
the appropriate
Thank you, Gordon, for your answer,
unfortunately it's not working for me, and I have no idea why that is. Can it
depend on the way the textures are built in in the scene?
Is there perhaps some other way to do this?
Cheers,
Inos
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Hi Serge,
I don't know of any tools for reporting back memory consumption of the
graphics card, unfortunately OpenGL has never provide an help here
either :-|
W.r.t tackling your memory issues, routes you could look at are to use
the new texture object pool, use the env var OSG_TEXTURE_POOL_SIZE
Hi Donlin,
2010/4/14 xyc508 xyc...@163.com:
how to develop OSG for Distributed usage? Could one give which Distributed
tool or software is right or best?
There are plenty of different approaches, which is best for you? Well
I don't really know what you have in mind by Distributed usage, if
Hi Nitin? NRangari? Could you sign with your first name so we know
how to address you thanks.
As for the lack in any mesh rendering well it kinda looks like you
aren't doing anything to rendering, you just have a disconnected bunch
of variables that have no relation to the based class. I'm
On Wed, Apr 14, 2010 at 3:24 PM, Paul Gotzel
paul.got...@us.cd-adapco.com wrote:
Robert,
Unfortunately, this causes another problem. Now when I do this:
It doesn't cause another other problems, the resize issue was there before...
$ osgviewerd --run-on-demand --window 0 0 400 400 cow.osg
Hi Oleg,
As long as you set you dynamic Drawable and StateSet's DataVariance
field to DYNAMIC the viewer update and rendering traversals will not
overlap. There has been lots of discussion about this over the years
so please do some searches.
No if the problem is that you have the frame loop
thanks for your reply
Michael Platings wrote:
However that could lead to people doing
mat.setTrans(...)
mat.setRotation(...)
mat.setScale(...)
and then wondering why setting the rotation didn't have any effect (setting
the scale would overwrite it).
okay, i wasn't aware of setRotation
Hi Serge,
On 15/04/10 09:14, Serge Lages wrote:
Hi all,
I am facing a new problem with an application playing a big video
(768x5842) on a setup with 2 graphic cards and 4 screens. After playing
this video, we also need to render some big images (10 images of
5842x5842px, we cut them in several
I did some more tests an i found out, that the crash happens when i use:
Code:
sphereStateSet-setAttributeAndModes(program,osg::StateAttribute::ON)
This works for me:
Code:
sphereStateSet-setAttribute(program);
I would be happy if someone could explain, why it may crash setting the Mode
m.inverse( m ); ?
Don't use it like that as it'll cause an extra matrix copy (see line 614 of
Matrix_implementation.cpp).
Basically m1.invert(m2); is a more efficient way to express m1 =
Matrix::inverse(m2);
btw: i am not the only one struggling with the matrix interface, maybe it
would be
Did you find a fix for this? I got the same problem on my computer. I startet
to write some shaders myself and i get the access violation error too.
The osgforest example is working fine. I modified the shaders in there and it
also worked fine.
Then i started to modify the osgviewer application
Hi,
I am trying to do a stereo application to show a terrain and anything it
contains.
I have used a modified trackball manipulator to capture mouse events, and move
the camera. Also, I have configured the stereo inside this modified manipulator
(as I have readen in other post).
The problem is
Nice idea! Going to check if everything is okay with that. Thanks, Michael.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
domSourceReader doesn't need to create any array until
Some more info on this:
As it looks to me, the problem is caused by running the osgviewer on a
dualscreen system. As soon as i limit the viewer to only one of screens, the
problem does occur any more.
viewer.setUpViewOnSingleScreen(1);
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Hi,Robert,
I mean that on web,diffrent person login on the same scene,they can see
others,also can chat each other.
I am not sure which tools or engine is right with OSG? is Raknet or others?
are there any examples or current project for this issue?
Thanks.
Donlin
在2010-04-15
Michael Platings wrote:
Don't use it like that as it'll cause an extra matrix copy (see line 614 of
Matrix_implementation.cpp).
Basically m1.invert(m2); is a more efficient way to express m1 =
Matrix::inverse(m2);
yeah, but i want to invert m, so i have to copy anyway, don't i?
Michael
Robert,
Sure I'll take a look. Thanks.
Paul Gotzel
Robert Osfield wrote:
On Wed, Apr 14, 2010 at 3:24 PM, Paul Gotzel
paul.got...@us.cd-adapco.com wrote:
Robert,
Unfortunately, this causes another problem. Now when I do this:
It doesn't cause another other
In my custom camera Manipulator I had to override the
getFusionDistanceValue() function to get the desired effect. You can
do the same by creating a child class of TrackballManipulator and use
this instead.
By default it returns _distance, which is the distance from the camera
to the trackball
Hi,
sorry for the late reply, i had to finish another task before trying
this out.
Thanks for your advice, it helped me to solve the problem. I'm using 2
cameras now and it works (at least for sort-first distribution).
Regards,
Luciano
J.P. Delport wrote:
Hi,
On 08/04/10 08:46, J.P.
Hi Serge, J.P.,
you could try:
http://www.vis.uni-stuttgart.de/glsldevil/
or
http://www.opengl.org/sdk/tools/BuGLe/
but I'm not sure if it'll give totals, you might have to break at
texture allocations. You might also be forced to run singletrheaded.
On I use gDEBugger, which costs money but
Hi Art,
I have encountered a potential error when installing osgPPU under ubuntu linux
9.0.4. I wanted you to be aware of it.
Here is the output from my install today. The anomaly that I found was a
warning that stated an if statement was not properly closed. I just wanted to
make you
Hi Christian,
Thank you very much for your answer! :D
I can't override the virtual function (I don't know why, but it dont works) :O.
However, I can change the value of _distance, and it doesn't change the other
features.
Thank you again!
Cheers,
Jon
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On 4/15/2010 1:43 AM, issam boughanmi wrote:
I don't think those are cracks -- cracks would show through the background
color blue.
This are probably texture edge defects. Sometimes you see something like this
when
CLAMP_TO_EDGE texture mode isn't used or available.
What's your graphics
hmmm...
ati x1950 pro
win7
latest legacy dirvers :)
not sure i am not on my machine but i think Catalyst 9.1
since my graphic card isn't supported by ati on windows 7 ...
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Thanks for the tip Robert, setting OSG_TEXTURE_POOL_SIZE seems to work. I've
also tested gDEBugger and it's very powerful but too expansive ! :/
Cheers,
On Thu, Apr 15, 2010 at 3:23 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Serge, J.P.,
you could try:
I can't override the virtual function (I don't know why, but it doesn't
work) :O.
If you're using Visual C++ try using the override
keywordhttp://msdn.microsoft.com/en-us/library/41w3sh1c.aspxto
ensure you've got the correct function signature.
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Hi Michael,
I didn't know that signature.
Thank you for your answer!
Cheers,
Jon
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On 4/14/2010 2:05 PM, Nem Kumar wrote:
Hi,
In my windows machine i am using osg and qt based framework for making a
small application.
I am able to draw lines as AXES in my application, but when i try to
draw line using mouse. It
does not work.
The same code of line drawing using mouse
i will try this
thanks
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On 4/15/2010 9:23 AM, issam boughanmi wrote:
i will try this
Another thing to check -- turn off texturing in OSGViewer while displaying
your model.
If the black lines go away, it is a texturing problem (possibly the
CLAMP_TO_EDGE) and not
a real geometry problem (like a crack/gap).
thanks
ah yes checked yesterday
without texturing it show without problem ...
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I am currently struggling with some issues where our OSG based app causes a
crash in Intel driver DLLs on some customer computers equipped with Intel
GPUs.
As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
features out of OSG. So my question is, what other alternative
Hi Brad,
On Thu, Apr 15, 2010 at 7:37 PM, Brad Huber br...@procerusuav.com wrote:
As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
features out of OSG.
Actually the OSG already support disabling of extensions, see
include/osg/GLExtensions:
/** Set a list of
Hi,
I am reading a image files from a directory using osgDB::ImagePager and
place them in a stream. I have my own imagesequence class that extends
osg::ImageSequence to display the images as animated textures. I have a
display clock that updates the time for the simulation and the corresponding
Hi,
I am working with the method, findUnit(), within the class Processor and I have
come across something very strange:
In the program, osgppu.cpp using the header hdrppu.h, I do the following in
osgppu.cpp/Viewer::initialize():
Code:
mHDRSetup.createHDRPipeline(mProcessor.get(),
Hi Dolin,
the complexity of distributed/collaborative virtual scenes are so high
that you can make a PhD research on it.
You can google for Blue-c, DIS (Distributed Interactive Simulation),
Active Transactions, etc. for more details.
Basically, the problem is coming from the replication - you
Robert,
Thanks for the info. Yes I've used the disable extension mechanism. I
guess I'm interested in some kind of actual list that would say which cards
(and possibly driver version) have trouble with what extensions/features.
Or a programmatic way to test the same thing.
That way we can have
Hi Allen,
sorry to disappoint you, but I still haven't found a solution yet. I admit that
I haven't spent much time on this, but currently I am thinking that there is a
problem in the osg main core code. I tried already several things. I was able
to achieve that on resizing all the texture
Hi Allen,
it seems you are using osgPPU 0.4. In the current svn version of osgPPU I have
some changes in the cmake files, which might prevent this error. At least I
haven't encountered this bug on my machines. Could you please try the new
version from svn. If this still not work, then let me
Hi Allen,
the problem in the first case, is that the unit graph is still not correctly
initialised before you call findUnit. When keyboard event handle runs, there is
already an update/init call on the unit graph which initialize the whole
pipeline.
I could take a look in that, you are right.
Hi Allen,
of course I would like to take the example into the library. I am always open
for new example implementations. I will take a look into that and let you know.
cheers,
art
allensaucier wrote:
Hi Art,
I have written an example on how to blur a scene and how to turn that
blurring
Kook, Thanks Art. And if I do find a solution, I'll certainly post it. :D
Cheers,
Allen
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Hi Allen,
ok, I just included your example into the project. I just changed the default
settings for bluring radius, so that it also runs more or less msoothly on slow
machines, like my laptop for example :) Take a look if everything is OK.
Thank you!
Cheers,
Art
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Aah, I understand. I was hoping I was missing something obvious and
something simple.
In OSG there is a node visitor find type thing one can do. Below is some
example code I found. I have not implemented this code and I hope to find an
even easier method.
I agree, though, I should be
Hi Art,
You are correct. I am definitely using 0.4 on Ubuntu 9.0.4. I'll be glad to
try the svn version and let you know what I find. I just wanted to pass along
this information just in case you had not been told of this situation before.
Cheers,
Allen
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You're welcome Art! :D
I've got another example that is almost ready to be posted. It blurs an entire
scene, shows the original scene and, finally, glows all objects in a scene and
blurs that entire scene.
I am having to do this for a particular project that is mimicking an IR camera
which
Hi,
I just corrected the findUnit method to also find units on unitialized
pipelines, however I haven't submited it yet, since I want to correct another
bug first. You should always use the processor's findUnit method, because in
the osgPPU pipeline graph there might be potentially loops (see
Hi Art,
I have downloaded the latest version of osgPPU from svn. I fixed one bug - it
was easy, just a typo - but I have 2 other bugs only you can fix. Here is the
listing:
Code:
2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
I have been playing around with the new serialization support with 2.9.7 and
wanted to share some of my findings. I think some of these might be useful for
others looking to do the same.
1. Serialization support *requires* that you override the virtual methods for
className() and
Hi Allen,
The bug you encounter is not a bug. There was an API change in osg main core
from 2.8.1 to 2.8.2 I think. Current svn version of osgPPU is working only with
osg version greater than 2.8.2, I think. At least it works with the current osg
svn version.
I have already update the svn
Hi Chuck,
Thanks for the useful information. Hope it could be added to the wiki
page, as a good supplement of my origin serializer tutorial which is
written unpolished and in a hurry. :)
I'm still waiting for decision of the submitted osgAnimation
serializers. After that I'll continue completing
Hi robert
true. My imagery tiles have been constructed as layers such a way
coarser resolution images lies at the top and higher resolution images at
bottom.When my scene is zoomed-in, I like to have the appearance of higher
resolution tiles like fading-in. Is that possible by
Hi robert
true. My imagery tiles have been constructed as layers such a way coarser
resolution images lies at the top and higher resolution images at bottom.When
my scene is zoomed-in, I like to have the appearance of higher resolution tiles
like fading-in. Is that possible by changing alpha
akilan wrote:
Hi robert
true. My imagery tiles have been constructed as layers such a way
coarser resolution images lies at the top and higher resolution images at
bottom.When my scene is zoomed-in, I like to have the appearance of higher
resolution tiles like fading-in. Is
Thanks John,
I am try OSG+Raknet+OpenAL+MFC to develop Distributed Interactive Simulation,
is it feasible?
Donlin
在2010-04-16 03:35:23,PCJohn pec...@fit.vutbr.cz 写道:
Hi Dolin,
the complexity of distributed/collaborative virtual scenes are so high that you
can make a PhD research on it.
You
Hi,
I am extremely new to OSG (as in it built and I got a small application to
draw a 2D box). What I am really trying to figure out is if it will suite my
needs or not. This is probably an extremely elementary question; but through
the tutorials and documentation I have not been unable to
When I try to install OSG 2.8.3 on a linux box I get the following message
when it attempts the install part of the process:
- Install configuration:
-- Up-to-date:
/project/uws/Development/avasile/lib/pkgconfig/openscenegraph.pc
-- Up-to-date:
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