Hi Guy,
The use of compile contexts looks to be very dependant on OS and
OpenGL driver. What OS/hardware and drivers are you using? Have you
tried any other platforms. It'd be useful to see if there is a
pattern.
Robert.
On Sun, Sep 19, 2010 at 6:14 PM, Guy Volckaert
HI Guy,
On Sun, Sep 19, 2010 at 6:35 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
I noticed a huge discrepency between loading an FLT with and without the
DatabasePager.
Before loading any database model, the number of TextureObject created is 16.
When I load a model via readNode(),
Hi Theo,
It sounds like the compilation of display lists, VBO's and texture
objects is the cause of the frame stalls. Caching the models in
memory will not help in this case, which you need to do is compile the
display list, VBO's and texture objects. There are a number of tools
in the OSG to
Hi Grahame,
Are you aware of VirtualPlanetBuilder and osgEarth? They both provide
support for taxing high res imagery and generating OSG databases from
them. VirtualPlanetBuilder is an offline too, while osgEarth can do
it at runtime.
Robert.
On Mon, Sep 20, 2010 at 7:14 AM, Grahame Bowland
John Kush writes:
Hi,
There are 3 objects in *.obj file. Is it possible to get their nodes in OSG
in order to set different transformations?
Hi John,
yes, you can traverse through the node hierarchy you get when you load
the file. You can use osg::NodeVisitor for that.
--
Alberto
Hi all,
A bit of a general question, does anyone know how to run an OpenGL
program with mesa instead of the platform's OpenGL driver? Is it
supposed to require a recompile?
I want to run osgviewer using mesa to compare this with my machine's
OpenGL drivers. I'm doing this on MacOS X, BTW,
Tim Moore wrote:
You don't need to do anything special for a ReaderWriter that you wish to
link into your application. You write the class in exactly the same way,
including the REGISTER_OSGPLUGIN macro. Your plugin will be registered early
and OSG will use your code to load that file
Hi,
is there a way to integrate only one view of a CompositeViewer within the
WxWidgets-Application (Canvas), but let the other views standalone? The thing
is, that the other views should be fullscreen.
Thank you!
Cheers,
Micha
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Here is my system configuration:
Laptop XPS M1730
Windows 7
4 GB RAM
NVidia 8800M GTX, 512 MB
NVidia Driver v257.71
I hope this help. I've spent all weekend trying to deciphere what's going on.
Still don't know why it's not working.
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Hello Micha,
is there a way to integrate only one view of a CompositeViewer within the
WxWidgets-Application (Canvas), but let the other views standalone? The thing
is, that the other views should be fullscreen.
Yes, just create a standard graphics context (not GraphicsWindowEmbedded
or
Hi Guy,
Does everything work fine if you don't use a compile context?
Robert.
On Mon, Sep 20, 2010 at 2:38 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
Here is my system configuration:
Laptop XPS M1730
Windows 7
4 GB RAM
NVidia 8800M GTX, 512 MB
NVidia Driver v257.71
I hope this
Hi,
:x , is there anybody to answer my question?
Thank you!
Cheers,
Hunjun
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Hi Thomas,
as far as I know there's no developer documentation that describes the steps
for writing a new readerwriter plugin. You are welcome to write down your
experiences while developing your own readerwriter.
You will probably first need to create a new Wiki account. See
Sorry for the confusion - I ment to say the SharedStateManager.
I should have mentioned (in my original post) that I already merged the
SharedStateManager from the trunk into v2.8.2. Fortunately, the changes were
easy to merge but did not resolve the problem.
I'm trying to figure out a way to
Jean-Sébastien Guay writes:
A bit of a general question, does anyone know how to run an OpenGL
program with mesa instead of the platform's OpenGL driver? Is it
supposed to require a recompile?
Hi J-S,
I don't know why is it different on Mac, but on Linux just setting the
LD_LIBRARY_PATH as
Thanks for the feedback. I think I'll go ahead with the latest and do a full
build from source. I like XCode, but I feel more in control with a traditional
makefile approach to developing. I'm sure I'll be back with more questions as
I stumble through this learning experience!
Cheers,
Daryl
Yes. Everything works when I don't use the compile context (i.e the scene is
rendered correctly), except that I still detect a problem with the number of
texture objects when using the database pager.
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Hi Robert,
2010/9/18 Robert Osfield robert.osfi...@gmail.com
I've just been doing some testing and run osgparticleeffects and found
that the particle systems it's generating are all over the place, so
clearly there has been a serious regression in osgParticle. The two
likely culprits are
Hi Alberto,
I don't know why is it different on Mac, but on Linux just setting the
LD_LIBRARY_PATH as you did is the way to go, since both libraries must
have the same ABI. For example, when one installs the nVidia libraries
on Linux, the installer just substitutes the old ones (e.g. Mesa) by
Hi J-S,
Did you try LD_PRELOAD? Something like 'export
LD_PRELOAD=/usr/lib/mesa/libGL.so'
May be it can do the trick..
Cheers.
2010/9/20 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Alberto,
I don't know why is it different on Mac, but on Linux just setting the
LD_LIBRARY_PATH
Gentlemen,
I apologize for being inactive on the thread these last few days. I was on
vacation at the Reno Air Races J.
Trajce- to address your point about how to make MFC “work properly”. The
example code IS NOT a dialog based MFC app. My app IS a dialog based MFC app.
Dialogs in
Hi Brad,
Robert- One issue with including both the translated and untranslated
keys in the event is that there is not a one to one mapping. In windows
sometimes 3 key presses will translate to one WM_CHAR (translated key)
message and they don’t even need to be pressed at the same time (in the
Hi Robert
I've had a look at OSG's databases. I'm extracting 2D slices from a 3D
database. I can't change the data storage method used for the 3D data,
and I want to avoid any preparation stage that would require duplicating
all the data in another format.
Once I've extracted a 2D slice I need
JS- Great. Sounds reasonable.
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, September 20, 2010 9:51 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Hi Brad,
did you tried my change with adding the new extra line in
GraphicsWindowWin32.cpp ? I think it will fix it. This way the key that was
being translated to WM_CHAR will be passed as WM_KEYDOWN as well
-Nick
On Mon, Sep 20, 2010 at 5:51 PM, Jean-Sébastien Guay
Hi All
I have merged Wang Rui's changes to osgParticle and other fixes that
have come in from the community so I'm ready to start looking at make
2.9.9 once more. If testing goes OK I'll make the dev release
tomorrow.
Could members of the community check out svn/trunk and let me know how
things
Nick,
I tried the change you proposed, thanks. It is not sufficient because
keySymbol gets set to 0 in adaptKey. Therefore a key press of 0 is inserted
into the event queue.
Something along these lines would work
but I dont know if we want to
generate extra/indistinguishable keydowns
Hi Brad,
Dialogs in MFC do not capture/receive the WM_CHAR message and that is why I
cannot properly pass it on to the OSG window
you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the
same way is CView from the osgviewerMFC example
-Nick
On Mon, Sep 20, 2010 at 5:29 PM,
All,
I have a need to attach osgParticle effects on a moving object (i.e smoke
and fire trail from a moving missile). I've looked at the
osgparticleeffects.cpp example in where they attach these effects based off
a hit node from the pick event to see how I might do this. Unfortunately I
need
Dear all,
I'm writing some GLSL code that needs to access a 1D floating point
texture as input in a vertex shader. My problem is that I'm getting
clamped/normalized (not sure which one) values inside GLSL instead of
the full range values.
For debug purposes I've setup a dummy texture like
Nick,
According to my understanding and experience, CDialog::PreTranslateMessage(MSG
*msg) does not receive WM_CHAR messages so I cannot do anything about that. In
the MFC documentation there is a CWnd::GetDlgCode method which tells the
framework which key messages (like WM_CHAR) your
Hi Brad,
I hate arguing :) ... For me it works. I put a break point on the Sleep and
I get there
BOOL CDialogDlg::PreTranslateMessage( MSG *pMsg )
{
if (pMsg-message == WM_CHAR )
{
// will I get here
Sleep(10);
}
return CDialog::PreTranslateMessage(pMsg);
}
-Nick
On Mon, Sep 20, 2010 at 9:28
Hi Juan,
I struggled on the same thing. But I found out that a regular GRBA-Texture (32
Bit) comes out in the shaders with a range 0.0 to 1.0 on each channel.
Keeping this in mind it's very straight forward to use.
- Werner -
On Monday 20 September 2010 19:14:37 Juan Hernando wrote:
Dear
Hi again Brad,
http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspx
http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspxnote the Note.
This makes me think you are using older MFC that is not doing that .
-Nick
On Mon, Sep 20, 2010 at 9:37 PM, Trajce (Nick) Nikolov
That's good to know, I've registered for a wiki account and will do my best to
post useful tips that I figure out. Most of the information I've seen on there
up to this point seems to be related to developing around OSG rather than
developing to extend it, which seems a little silly given how
Hi,
I have a window whose viewport doesn't fill it, and I want to set the area
outside the viewport to a specific color.
I'm using:
_gc = osg::GraphicsContext::createGraphicsContext(_traits);
_gc-setClearColor( osg::Vec4f(1.f, 0.f, 0.f, 1.0f) );
_gc-setClearMask( GL_COLOR_BUFFER_BIT |
Hi,
How can I pass vertices in GLSL1.4 shaders
How can I pass values to in vec4 vertex
Code example.
Code:
#version 150
uniform mat4 projectionMatrix; //Specifies that the value is passed to the
shader from the
application and is constant across a given primitive.
uniform mat4
Hi Brad,
JS- However I am wary of the issue where the WM_KEYDOWN is received and
WM_CHAR is not (as in my case). In this case how do you handle what you
are proposing?
I didn't think at all of implementation issues, I was just thinking high
level - modifying the existing events to try and
HOw get vertex coordinates?
Through variable gl_VertexID?
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//see
//http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm
//http://faculty.nps.edu/jasullivan/osgTutorials/Download/psHelper.cpp
//Author: jasulli...@nps.edu
#ifndef PARTICLEHELPER
#define PARTICLEHELPER
class psGeodeTransform : public osg::MatrixTransform
{
public:
class
Hi all,
I am trying to make a directional emitter using osgParticle nodekit and
faced a problem.
I am using a osgParticle::ModularEmitter and everything works fine except
for one thing: the emission direction. I configured an emission cone around
Z-axis using the osgParticle::RadialShooter
Hi Jordi,
Did you try LD_PRELOAD? Something like 'export
LD_PRELOAD=/usr/lib/mesa/libGL.so'
May be it can do the trick..
Seems like the MacOSX version of LD_PRELOAD is DYLD_INSERT_LIBRARIES. So
having built a recent mesa now, I tried:
DYLD_INSERT_LIBRARIES=...path/to/libGL.dylib osgversion
Nick,
Thanks for the extra input. I’m using VC80. I’ve previously hooked up Spy++
and noticed that my window does not receive either WM_CHAR or WM_GETDLGCODE.
In addition I tried something like what you’ve mentioned and it doesn’t ever
get a WM_CHAR. It does get WM_KEYDOWN and others.
Hi Brad,
VS 8.0. Is that 2005?
-Nick
On Mon, Sep 20, 2010 at 11:52 PM, Brad Huber br...@procerusuav.com wrote:
Nick,
Thanks for the extra input. I’m using VC80. I’ve previously hooked up
Spy++ and noticed that my window does not receive either WM_CHAR or
WM_GETDLGCODE. In addition
Nick,
Yes.
-Brad
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce (Nick)
Nikolov
Sent: Monday, September 20, 2010 2:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Keypress broken since rev 11749
Hi
okay .. that explains things. Looks like as per the latest MSDN there are
changes. Main thing it works for you though ...
Cheers,
-Nick
On Tue, Sep 21, 2010 at 12:24 AM, Brad Huber br...@procerusuav.com wrote:
Nick,
Yes.
-Brad
*From:* osg-users-boun...@lists.openscenegraph.org
Hi OSGers,
I'm using setAttribute(osg::Material* mat) on a matrix transform to control the
color of an object (just a simple sphere for now, nothing fancy). Just using
task manager in windows to watch process memory usage, I noticed that upon
adding an object to the scene, the memory usage
I am just trying to get OSG installed on Mac OSX 10.6.4 for the first time, for
evaluation and personal education, and I've run into a problem with the ffmpeg
plugin. I get an error with img_convert not being declared in scope. I have
tracked the problem down to the FFMPEG_LIBSWSCALE_FOUND
Daryl,
On Monday 20 September 2010 14:07:40 Daryl Lee wrote:
I am just trying to get OSG installed on Mac OSX 10.6.4 for the first time,
for evaluation and personal education, and I've run into a problem with
the ffmpeg plugin. I get an error with img_convert not being declared
in scope. I
Hi all,
Now that I'm back after a short vacation I fully intend to see if the
BIND_PER_PRIMITIVE bug is in the SVN trunk. As a sporatic user of SVN
I find that each time I try to use it is a challenge. I've now come across
something odd that may well be a quirk of TortoiseSVN or might
be an
I confirmed that the bug persists in today's SVN trunk. In the example
already supplied the overall color is not applied when normals are
given as BIND_PER_PRIMITIVE.
-Don
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I need to call glXWaitVideoSyncSGI() between the update and cull traversals. As
I understand it, this needs to be called with a valid graphics context so I do
viewer.getCamera()-getGraphicsContext()-makeCurrent() and then call
glXWaitVideoSyncSGI() and then call the
Well, that made a difference, mysteriously (since libswscale.a was already
there for some reason). osgversion and osgviewer work nicely, and I think I'm
now ready for the QuickStart Guide again.
Thank you!
Cheers,
Daryl
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