Hi Mike,
I sent you an email regarding osgVisual.
Thank you!
Cheers,
Torben
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Hi Andreas,
I've been able to recreate the flickering issues using your model, and
as your later email picks out the problems isn't related to
ShapeDrawable. The problem looks like a z fighting issue with the
black text outline quads which should sit behind the main text quads.
Why the z
HI Samuel,
Collada and QT are two independent issues. There is several
osgviewerQT* examples to illustrate OSG/Qt integration. Collada
integration is just a case of building the OSG against the COLLADA
dom. There are docs on openscenegraph.org on COLLADA. Go do a search
for it.
Robert.
On
Hi,
I have a issue: I need to extract from a Quaternion the rotation vector of XYZ
axis independently. This is, I need to apply X rotation vector to a Node an YZ
rotation vectors to another.
I know that with osg::Quat::getRotate, I get a XYZ vector and angle value, but
is posible to know only
Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms to less than 10ms, the
Hi Robert,
thanks for explaining that issue. I suspect a problem with z precision,
as the flickering is worse for big nodes with big bounding boxes (the
long line).
I´ll have a look if I can hack the hack. I have also taken a look at
osgPango, but this would need quite some refactoring of my
Hi,
If you are using MSVC2008, there are prebuild collada binaries in the 3rdParty
packages, so it is easy to build OSG against it.
As soon as Robert adds my last submission, your CMake will even find the
libraries it self.
Cheers,
Torben
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On Mon, Aug 30, 2010 at 7:55 PM, Paul Martz pma...@skew-matrix.com wrote:
I'm about to write some code that needs to convert tri strips and fans to
triangles, and I figured I'd use TriangleFunctor for that task.
By the way, osgUtils::IndexMeshVisitor does that, pretty much.
Tim
Hi Robert,
I´ve digged a bit and found a change concerning the polygon offset.
In 2.8.3 there is:
for( ; backdrop_index max_backdrop_index; backdrop_index++)
{
const GlyphQuads::Coords3 transformedBackdropCoords =
HI Andreas,
Try adding back in the 2.0 factor to see how it effects things.
Robert.
On Tue, Aug 31, 2010 at 9:24 AM, Andreas Goebel a-goe...@gmx.de wrote:
Hi Robert,
I´ve digged a bit and found a change concerning the polygon offset.
In 2.8.3 there is:
for( ; backdrop_index
can you explain more in details this please ?
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Hi,
Thanks for suggestion. I played with it a bit, but with no success. Anyway, I
have debugged the code this procedure was supposed to test, so no need to spend
more time on it.
Cheers,
Dženan
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LOD - Level Of Detail. Obviously when you build a terrain database, you
build it in few different level of details. What is close is more detailed
what is further is less detailed. All of the terrain generation tools are
aware of this and they build the final scene graph using LODs. They often
John Water schrieb:
Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms
I answer myself:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18670.html
Can be the solucion???
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Hi nick and thanks for your support ;)
i can investigate for your suggestion about lod node , shape files integration
... etc
but for now i have a simple question :
can i simply increase the ocean grid size surface ? if yes how ?
my terrain is built like i said with vpb using srtm elevation
Hi,
I could read this post but didn't see any answer of it.
Does someone have a working implementation of that ?
Thanks,
Vincent
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yes. look in the setup code for the oceansurface (I think. Dont have the
code with me at the moment, but as far I can recall you can do that).
-Nick
On Tue, Aug 31, 2010 at 2:15 PM, issam boughanmi amigof...@gmail.comwrote:
Hi nick and thanks for your support ;)
i can investigate for your
yes from the osgapp example
Code:
_oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17,
windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy,
choppyFactor, 10.f, 256 );
i tried before to increase some of these value but i got a very strange and
horrible effect
Ok, I have localized the problem.
For example, the class osgDB::fstream:
class OSGDB_EXPORT fstream : public std::fstream
{
};
which just inherits from std:.fstream causes the symbols of std::fstream to
be exposed into osgDB.dll
This effectively means that It might cause problems for people
Hi,
I think i got a solution. Isn't it possible to render two planes, one with the
color buffer and the other with the render buffer in one scene. After this add
to the normal Viewer two slaves like in the osgcamera example? As result, two
windows and no extra copy operations, isn't it?
...
Hi Mo,
On Tue, Aug 31, 2010 at 1:29 PM, Mo Flanders dreiun...@gmail.com wrote:
I think i got a solution. Isn't it possible to render two planes, one with
the color buffer and the other with the render buffer in one scene. After
this add to the normal Viewer two slaves like in the osgcamera
hi All,
I am trying apply light in scene but it appearing White
My question is that
1) Do I need to turn off off the default light does it make
any difference
2) is apply material to body make any difference in lighting.
Thanks in advance
cheers,
Nitin
I did already do a search...and tried to build...and tried to build...and tried
to build...
So now I am asking the community!
Specifically, I can get OSG to build with Collada support. I did everything
according to the Wiki, and it all works OK. The examples build, and run
fine...no problems
Hi,
do you build static or dynamic?
Cheers,
Torben
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Hi Samuel,
On Tue, Aug 31, 2010 at 1:52 PM, Samuel Grant osgfo...@tevs.eu wrote:
If I build using MingW32 or VS2005, and try to use the libs dlls in QT, I
get the dreaded undefined referece to _imp__Z... errors. I know this is due
to name mangling, but it happens even if I use the MingW32
Hi,
I have tried to compile osgswig (python), unfortunately there is a
compile issue. I have tried to fix it to build with the trunk of osg, I
have really improve the binding of missing stuff, just to be able to
build it.
I push the mercurial diff on this repository:
Hi Akilan,
I recently had the same issue when trying to convert cessnafire.osg as an
IVE file using osgconv.exe.
I get the same message as you, using the OSG 2.8.2.
I'll try with a newer version and keep you posted.
2010/2/22 Akilan Thangamani akilan.thangam...@gmail.com
Hi,
I installed
Trying with lastest pre-compiled 2.8.3 binaries produce the same error :
*C:\Program Files (x86)\OpenSceneGraph-2.8.3\binosgconv.exe cessnafire.osg
cessn
afire.ive
Error: Setting mode 'GL_COLOR_MATERIAL' via
osg::StateSet::setMode(mode,value) i
gnored.
The mode 'GL_COLOR_MATERIAL' is set by the
Hi,
First of, can I attach multible Shaders to one geometry node?
I tried an it ran but obviosly only the last attached shader was rendered.
Now is (if) there a way to toggle between these shaders?
GeometryStateSet-setAttributeAndModes(programObject, StateAttribute::OFF);
Has no effekt at all
Hi Thomas,
There is only one osg::StateSet per osg::Drawable/osg::Geometry so if
you attach the osg::Program(and associated osg::Shader) directly to it
then you'll only have one for that geometry.
However, the OSG allows you to place osg::StateSet on any node the
scene graph, and inherits state
Hello,
I have OSG 2.8.0, Qt 4.5, and Collada working together (compiled with Visual
Studio 2005 (vc8))
I built my application with Qt and OSG at first and later added the Collada
dae plugin.
The following information might be of interest (debug build):
Collada from collada-dom-2.2.zip
Is there some easy function on the osg::Camera (or some other osg class) that
I can call to compute the 2d screen position of a 3d point? I couldn't find one
when looking through the documentation, but I figured I would ask just in case
I am missing it.
Thanks.
Alex
Peter,
Thank you!
Mind if I ask a few more questions as I go along?
Cheers,
Samuel
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Hi Alexandre,
Use a newer version of cessnafire.osg or remove the line with GL_COLOR_MATERIAL
from the file. The GL_COLOR_MATERIAL in cessnafire.osg was an error and led
someone to submit a change to detect and report the error.
As of the 2.8.0 version of osg, models with particles cannot be
Hi Jean,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array-at(0) I would get an exception. Why does it give that
exception ?
I needed to use (*Vec3Array)[i] to get each Vec3.
But then at i = 14113, I got an Unhandled exception:
at
Hello Sanat,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array-at(0) I would get an exception. Why does it give that
exception ?
Check the C++ standard, osg::Vec3Array::at() eventually calls
std::vector::at() which throws an
to me looks like you are trying to debug in release
-Nick
On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Jean,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array-at(0) I would get an exception. Why
Hello Robert, all,
I'm seeing a crash in our simulator after many scenario loads. The stack
trace differs, but it's always similar to this:
a) Thread A is calling osg::Texture2D::getModifiedCount() for a new
contextID, causing the _modifiedCount variable (which is an
osg::buffered_value) to
Alex,
The short answer is no.
However, this question has already been addressed...
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus=
59966
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Am 31.08.2010 10:54, schrieb Robert Osfield:
HI Andreas,
Try adding back in the 2.0 factor to see how it effects things.
Hi Robert,
I´ve first done some useless tests, as I saw later on that
POLYGON_OFFSET isn´t the default backdrop implementation.
Using POLYGON_OFFSET als backdrop
Well that's easy enough:
osg::Matrix MVPW(camera-getViewMatrix() *
camera-getProjectionMatrix() *
camera-getViewport()-computeWindowMatrix());
osg::Vec3 posIn2D = posIn3D * MVPW;
Thanks.
Alex
-Original Message-
From:
Hi,
I'm new here so please forgive any faux pas.
I'm trying to run the BasicGeometry example that's on the OSG website. I got it
to work in debug mode, referencing libraries like osgd.lib and osgDBd.lib etc,
but I can't get it to work in release mode. In release mode there's a reference
Hi Nick, Jean
The problem was because I was using the Release version of osg. I used the
Debug instead and both size and numElements give the same value.
I had turned optimization off but it seems as though you cannot run through the
code even then.
Thanks
Sincerely,
Sanat
Hi,
I am rendering three separate primitive sets of TRIS,QUADS and LINES in one
osg::Geometry object. I am rendering them using BIND_PER_PRIMITIVE of the
normals with lighting enabled. Lighting of lines is not really very useful and
it would be better to render the lines only in solid color.
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