Salut Jean-Sébastien,
thank you for your advice. I already had the line
Code:
osg::DisplaySettings::instance()-setMinimumNumStencilBits(1);
set as in osgoutline. Just to make sure, I disabled it to see that the line
does not make any difference...
Then I noticed how osgViewer::View feeds
Davide Byron writes:
Hi all,
i've happily developed an application based on osg/osgART and i was
proudly giving it to my friends. Unfortunately, noone of them is able
to run it.
The main problem is the inability to find the plugins. i get the
error:
plugin -1 unknown
no matter where i
I found that the NodeVisitor has a getFrameStamp() method but I really don't
understand how to use the getReferenceTime() or getSimulationTime() methods of
the returned FrameStamp. Which is the difference between them (they seem
returning the same value)? Which is the unit of the returned
HI Gianni,
The ReferenceTime is the elapsed actual time in seconds, while
SimulationTime is the time that physical simulations/animations should
use - by default SimulationTIme will be the same as ReferenceTime, but
you can override this to speed up or slow down the animation speeds.
Calling
Thanks Robert.
I found in a previous thread of the forum that the simulation time can be set
by the viewer.frame() call. In that call I pass my simulation time (got from my
animation manager), so I can get it from the NodeVisitor in the UpdateCallback
and it works fine.
Anyway I didn't get
Hi Paul,
well, I just opened an issue at the osgWorks wiki.
Best regards,
Johannes
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On Wed, Sep 8, 2010 at 10:57 AM, Gianni Ambrosio ga...@vi-grade.com wrote:
robertosfield wrote:
The ReferenceTime is the elapsed actual time in seconds
elapsed from what?
The start tick is initialized when the viewer is realized, but you may
reset via viewer.setStartTick(..). The Tick being
Hi,
this is a problem that was fixed some time ago but pops up again now. I have a
terrapage terrain that loads fine, but every few seconds the detailed LODs are
swapped against lower res ones and back again. This looks funny and bogs down
the system. After poking around with a debugger the
I just noticed that I only get the effect when I have long-running operations
in the cull traversal. I'll try to post a replicable test scenario.
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Hi Martin,
For PagedLOD nodes the children should always be ordered from lowest
resolution/ furthest distance first, to highest resolution/near
distance last. What you describe fits this just fine.
The TerraPage plugin has extra scheme above PagedLOD that seek to hold
back use of higher
Hi,
I have LOD with 3 nodes and use updatecallback to Animate children, I setup
updatecallback to my highest LOD, my when i switch to medium lod my update
callback worked also. Is it possible to switch it off when my model switches to
another LOD.
my updatecallback
class ModelNodeCallbackTower
Hi,
To my mind there are two solutions :
1. You put your callback on the LOD child you want, so when the child
will be hidden by a upper-detailed level child, the callback should not
be traversed
2. in your callback you check if your node is still active, and if not,
just do nothing.
While we are on the topic of the Outline class, I'm experiencing
something strange: My application crashes on exit with an unknown
exception if an osgFX::Outline node is in the scenegraph, but it
doesn't crash otherwise. I haven't been able to trace this, so I was
wondering if anyone else had
Robert Osfield Wrote:
For PagedLOD nodes the children should always be ordered from lowest
resolution/ furthest distance first, to highest resolution/near
distance last. What you describe fits this just fine.
Would it be possible to add this constraint in PagedLOD header ?
The only
Hello Todd,
While we are on the topic of the Outline class, I'm experiencing
something strange: My application crashes on exit with an unknown
exception if an osgFX::Outline node is in the scenegraph, but it
doesn't crash otherwise. I haven't been able to trace this, so I was
wondering if
Hi, Vincent
1.I've already placed my update callback under LOD child and it traversed,
maybe I need to setup viewer or over thing in osg to not travers hidden childs?
2. How can I check in callback if node is active or not?
...
Thank you!
Cheers,
Roman
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Hi Roman,
On Wed, Sep 8, 2010 at 2:34 PM, Roman Grigoriev grigor...@gosniias.ru wrote:
Hi, Vincent
1.I've already placed my update callback under LOD child and it traversed,
maybe I need to setup viewer or over thing in osg to not travers hidden
childs?
The UpdateVisitor by default
J-S,
Thanks for the reply. I will have to give that a try.
So far, this crash seems to be an odd one because the debugger doesn't
seem to catch it. All I get is this friendly message:
The exception unknown software exception (0xc0020001) occurred in the
application at location 0x7c812afb
Hi,Robert
In osg terms Active children are childrens with nodemasks with 0x or not.
Culled childs ( not in view frustum) are active or not in osg terms?
Could you please advice me how to make this thing in osg:
highest LOD have update callback and medium an lowest don't have it.
Could you
Hi Todd,
So far, this crash seems to be an odd one because the debugger doesn't
seem to catch it. All I get is this friendly message:
The exception unknown software exception (0xc0020001) occurred in the
application at location 0x7c812afb
In Visual Studio, enable all exceptions by going to
On 9/8/2010 9:58 AM, Jean-Sébastien Guay wrote:
Hi Todd,
So far, this crash seems to be an odd one because the debugger doesn't
seem to catch it. All I get is this friendly message:
The exception unknown software exception (0xc0020001) occurred in the
application at location 0x7c812afb
In
Hi Todd,
Thanks for the suggestions. I just tried that, and unfortunately this
particular exception seems to occur *after* exit. It seems to be this
error:
http://social.msdn.microsoft.com/Forums/en-US/vblanguage/thread/afebacc2-65e6-43f8-b7aa-73bfd5ade11d
Anyway, thanks again. I'm pretty sure
I would like to have editing access to the OSG Wiki. I sent two e-mails to
the address in the page
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing leaving a
month between them and I had no response.
Maybe the address is no longer this?
Thanks in advance.
Javier Taibo.
On Wed, Sep 8, 2010 at 2:26 PM, Vincent Bourdier vincent.bourd...@gmail.com
wrote:
Hi,
To my mind there are two solutions :
1. You put your callback on the LOD child you want, so when the child will
be hidden by a upper-detailed level child, the callback should not be
traversed
No, the
Johannes Scholz wrote:
Hi Paul,
well, I just opened an issue at the osgWorks wiki.
Thanks for opening that issue. It's good to have a record of these types of
problems. Copying osgworks-users on this reply...
AbsoluteModelTransform can't work unless it has the view matrix.
Hi Paul,
There are a couple of other options... all you can do with the OSG
right now - use Slave Camera's, one Slave Camera for each eye. It's
straight forward to setup, it's how I've always intended that stereo
should be done with osgViewer, but haven't yet had the chance to write
the
Hi,
this issue is solved already. Now, I get the position from the Dragger
(TranslateAxisDragger) class via:
Code:
_draggerPos = dragger-getMatrix().getTrans(); // get the dragger's position
Thank you!
Cheers,
Vitali[/code]
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Hi,
I'm using the TranslateAxisDragger to manipulate the position of my object.
Unfortunately the three axes of the dragger are rather thin, so that I have to
zoom in to be able to catch them by mouse click. I know how to scale the
dragger's axes, but I would like to change the thickness of the
Hi JoachimP,
I´m testing your ReaderWriterCityGml.cpp an I get some errors I dont understand.
I´m using Microsoft Virtual Studio 2005 and my Viewer of choice is the DBViewer.
I´ve downloaded the examples Files from the official citygml Site and converted
them to an osg File.
Files like
Hi,
I'm using osgUtil::SceneView and would like to use event handlers. In
osgViewer, there's the function addEventHandler, but I can't figure out a way
to get this working with SceneView. Is this possible?
Thank you!
Cheers,
Bob
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Hello there,
IIRC, OpenGL allows you to stuff several meshes into a single VBO, and then
when it comes time to draw a mesh, you can specify an offset into this VBO
along with the number of primitives to draw, in essence drawing only a subset
of this VBO at a time.
I was wondering if this same
thanks for the reply Alberto,
i've downloaded and fiddled with the programs you mentioned, but their output
means nothing to me...
with process monitor i got a lot of wrong path messages on the machine where
the application works, and same messages on the machine where the app doesn't
work, so
Hi Bob,
SceneView is low level osgUtil class that knows about osgGA or any of
it's event handlers, so it's not really not a case of making event
handlers work with SceneView. Instead you should be thinking about
adding event handlers to your own custom viewer code, or... just use
Hi Frank,
You can share a single osg::Vec3Array between multiple osg::Geometry,
in the lastest OSG in svn/trunk and the 2.9.x dev series the buffer
object support should also be flexible enough for you to manually
specify the VBO for that particular Vec3Array.
Robert.
On Wed, Sep 8, 2010 at
Hi Davide,
as for dependency walker, i've found some missing dlls and i copied them over.
dependency walker doesn't complain anymore, but the application doesn't work...
so i'm blind again here too...
Since plugins are loaded at runtime and not when the application
initially starts
Thanks very much, Robert. Do you happen to know how I would specify the range
of verts that an osg::Geometry object is responsible for drawing?
Thanks again,
Frank
robertosfield wrote:
Hi Frank,
You can share a single osg::Vec3Array between multiple osg::Geometry,
in the lastest OSG in
Hi Frank,
On Wed, Sep 8, 2010 at 7:33 PM, Frank Sullivan knarf.navil...@gmail.com wrote:
Thanks very much, Robert. Do you happen to know how I would specify the range
of verts that an osg::Geometry object is responsible for drawing?
You don't need to specify anything as the PrimitiveSet's
Oh! That is fantastic, thank you.
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Hi all,
I have successfully implemented my own code for bump mapping by creating a
normal matrix and implementing my own shaders.
Everything works fine except ...
All my scene is attached to an osgShadow node. Before implementing my own
shaders I was able to swith on and off the shadow.
Now
Alberto Luaces wrote:
Davide Byron writes:
i've happily developed an application based on osg/osgART and i was
proudly giving it to my friends. Unfortunately, noone of them is able
to run it.
The main problem is the inability to find the plugins. i get the
error:
plugin -1 unknown
no matter
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