Hi,
Thank you for taking interest in my problem.
a) Of course I add geodes to the tree, I just thought that is not an
interesting part of the code.
[code]rest=marchingCubesGPU(visualizing, highTh, lowTh);
osg::ref_ptrGroup grp=new osg::Group;
grp-addChild(rest); //isosurface
grp-addChild(vert);
Hi,
Surround your code with [code] [/code] tags, because like this it is completely
obfuscated.
Cheers,
Dženan
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I have made some investigation, the hud that make the software freeze contains
objects with a DYNAMIC data variance. I'am able to reproduce the freeze with
a little code. Can somebody tell me what's wrong please ?
osgBuilder.cpp :
Code:
#include osgBuilder.h
void
Hi,
I want to update data stored in textures using FBOs. My problem is that my
textures are large and thus takes too long to update. Since only small parts of
the textures need to be updated between each frame, I want to just update these
parts.
I believe this can be done by rendering into a
If you bind the FBO to a texture you should be able to render to this
texture. You can then render to a quad that covers only the pixels you
need to change. But then of course, you'd have to get the source data
from somehwere (possibly another texture). Maybe you can even compute
the data on the
Hi,
I follow the guide for compiling collada, then I install OpenSceneGraph from
trunk.
When I try to open astroBoy_walk.dae he's stuck, he doesn't move.
I paste the output of osgviewer.exe:
Code:
processTexture(./file9-sampler)
processTexture(./file9-sampler)
processTexture(./file9-sampler)
Hi Paul,
I have followed your suggestions:
- by using command osgvolume it is possible to obtain OSG output file (with
related DDS texture file) or to obtain an IVE file: these are correctly
visualized with command osgviewer;
- the FLT file generated by using command osgconv to convert
Try the osganimationviewer example instead of osgviewer.
Cheers,
On Wed, May 5, 2010 at 12:14 PM, daniele argiolas arj...@gmail.com wrote:
Hi,
I follow the guide for compiling collada, then I install OpenSceneGraph
from trunk.
When I try to open astroBoy_walk.dae he's stuck, he doesn't
Ahhh!!!
with osganimationviewer works!!!
thank you very much!
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Hi,
I have to make a river. What's the simplest way?
I think try to import animated textures with ImageSequence class but is it
possible to map texture on a curve surface?
thanks
daniele
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Thanks Christian,
I am rendering to a texture which is attached to a FBO. The problem was that I
only want to write to the parts of the texture that need to be updated. That
is, if I have a 8192x8192 texture and only need to update a small area of
128x128, I don't want to prosess all 8192x8192
Hi,
I recently had some problems with osgal. After U downloaded and configured a
little while, I was able to compile the osgal. However, when putting the
library into my application and debug, I had this error message
Code:
No Generic Hardware in: Generic Software
Using OpenAL EAX2.0
Hi,
You may find something on creating rivers here:
http://www-evasion.imag.fr/Membres/Eric.Bruneton/
/Mhondoz
On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com
wrote:
Hi,
I have to make a river. What's the simplest way?
I think try to import animated textures with
Hi,
I'm having problems with this issue. I build the skeleton as follows:
Code:
osg::ref_ptrosgAnimation::Skeleton skelroot = new osgAnimation::Skeleton;
skelroot-setDefaultUpdateCallback();
root = new osgAnimation::Bone;
{
On May 4, 2010, at 1:32 PM, Stephan Maximilian Huber wrote:
The setup looks like this: The context is created on a pbuffer, but
this
pbuffer is never rendered to and doesn't have a camera. All
rendering
happens in an FBO. The camera in the second stack trace isn't
attached
to the pbuffer
Hi,
I am currently in the process of doing a test port of an OSG application we
have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device
built on top of Android 2.1.
While going through the Android toolchain documentation for the latest NDK
(rev3) I noticed two critical
Hi all,
I'm new with OSG v 3.9.6 and I'm trying to understand how convert .osg file
(with .dds file of textures) into .flt file including textures.
I start with DICOM files:
- with command: osgvolume --images *.dcm -o ProvaOut.osg
I success to create the scene ProvaOut.osg together with
Hi Theo,
3DS format is subject to some interpretations that may scramble your model.
But we use 3DSMax 2009 at work and everything is fine with that format. So here
are my suggestions:
- Double check your animation(s). Try with an empty animation (only 1
keyframe), and try with no animation
Hi Trung,
Do you use OpenAL? OpenAL-Soft? Check about configurations of OpenAL(-Soft) and
osgAL, and ensure there is an output device (ALSA, OSS... etc.). I personnaly
successfuly did this under Windows and Linux (Ubuntu 9.04).
Sukender
PVLE - Lightweight cross-platform game engine -
We really do need to merge osganimationviewer into osgviewer :P
On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote:
Ahhh!!!
with osganimationviewer works!!!
thank you very much!
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Yes, I'd also use a viewport to render to a particular area. Also make sure
you set the clip rectangle to be the same as the viewport otherwise
operations like glClear will affect the whole texture.
On 5 May 2010 11:48, Martin Aasen martin-ferstad.aa...@ffi.no wrote:
Thanks Christian,
I am
Hi
It would be great. Not sure what the best method to add it, i thought
one time to add an option to the osganimation reader to add stuff in the
scene graph, this could be trigger by plugin option string.
Cheers,
Cedric
On Wed, 2010-05-05 at 14:12 +0100, Michael Platings wrote:
We really do
I suspect you use an 'old' version of osgAnimation, osgAnimation has
been changed about that since OpenSceneGraph 2.8.3. I recommand you to
update to the last version.
Cheers,
Cedric
On Wed, 2010-05-05 at 11:22 +, Aitor Ardanza wrote:
Hi,
I'm having problems with this issue. I build the
Hi,
I am rendering to a texture using a FBO:
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-attach(osg::Camera_COLOR_BUFFER, texture, 0, 0, false, 0, 0);
The consumption of GPU memory is about three times higher than I would expect:
about 800 MB for a 8192 x
Hi,
Multithreading modes allocate two instances of OpenGL resources to speed up
rendering .
Default implicit buffer attachment policy adds depth buffer to FBOs if only
color buffer was attached.
Try running your app in SingleThreaded mode with Camera
implicitBufferAttachmentRenderMask set
Hi Laurens, Hi Jason,
thank you very much, the osg::ref_ptr on osgDB::readNodeFile helped! In
almost all OSG examples reading node from the file is done without
ref_ptr, that is why I did it too. After using ref_ptr many of the leaks
detected are gone.
Jason, you are right, I had to
Hi Cedric,
Thanks for the your answer. I update it to 2.8.3, but I continued to have
problems.
I'm implementing hardware animation skinning. The skeleton have three nodes and
i change de nodes position and orientation by keyboard(it's not preconfigured
animation).
I have seen that in the
Hi,
why are methods:
computeIntersections and
getCameraContainingPosition
implemented in osgViewer::View class?
I wish it would be in osg::View. Any chance? If yes, I may contribute
one more feature for osgGA camera manipulators.
I am in the process of osgGA camera manipulators improvements:
Thanks Wojciech,
By setting the mask the memory usage was reduced to just over 300MB.
Martin
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Luca Colombari wrote:
So I supposed that the FLT_WRITER code of flt_plugin could be rewritten by me
to allow a correct conversion from OSG or IVE to FLT format.
OSG supports many more features than FLT. The FLT importer doesn't exercise all
OSG features. Similarly, the exporter doesn't
Ran,
On 5/4/2010 2:24 AM, Ran Arbel wrote:
In the last couple of month we been working on a a web site that broadcast 3d
(first phase). You are all invited to have a quick look and comment.
So, I took a look and couldn't figure out why it wasn't working. Then I
realized it runs only on IE
Can you also post the FLT file ?
-Nick
On Wed, May 5, 2010 at 6:35 PM, Paul Martz pma...@skew-matrix.com wrote:
Luca Colombari wrote:
So I supposed that the FLT_WRITER code of flt_plugin could be rewritten by
me to allow a correct conversion from OSG or IVE to FLT format.
OSG supports
Hi guys, I'm new to OpenSceneGraph, I'm doing a Uni course and I need some help.
Here's my code.
Code:
#include iostream
#include ctime
#include cstdlib
#include osg/Group
#include osg/Geode
#include osg/Geometry
#include osg/ShapeDrawable
#include osg/MatrixTransform
#include
The first error is related a function not being declared.
http://msdn.microsoft.com/en-us/library/yha416c7(VS.80).aspx
Take a look at the example osgtext, I am guessing the correct line of code
is
osgText::Text not text(), I don't like using namespaces it makes the code
hard to read :)
Hi, well during the time that past since I made this thread, I got it down to 3
errors, they are.
Code:
1-- Build started: Project: Planets, Configuration: Release Win32 --
1Compiling...
1MainThread.cpp
1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text'
Some experimental work on supporting OSG directly under webgl
http://plopbyte.net/?page_id=111/
Martin
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OpenAL is getting increasingly hard to get working on modern Windows systems.
On behalf of another organization who was fed up with OpenAL, I rewrote osgAL
to support
FMOD, and released it as osgAudio:
http://code.google.com/p/osgaudio/
It's slightly more up to date, and supports both
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