Hi,
//simply define a node and a NodeCallback
osg::Node* node = new osg::Node;
osg::NodeCallback* nc = new osg::NodeCallback;
//setup the nodecallback,no problem
node - setUpdateCallBack(nc );
//remove the nodecallback,no problem
node - setUpdateCallBack(NULL);
or
node -
On 2/11/10 17:40 , Lv Qing wrote:
//setup the nodecallback,no problem
node - setUpdateCallBack(nc );
//remove the nodecallback,no problem
node - setUpdateCallBack(NULL);
or
node - removeUpdateCallBack(nc );
//want to release the osg::NodeCallback* memory ,crash every time!
if (nc
Hi Lv,
You will never need to manually delete your node callback object,
because it is manged by ref_ptr when added with setUpdateCallback().
It will be automatically released when no nodes referencing it (that
is why your application crashes when you explicitly deleted it again,
which is already
I don't think MS considers this to be a problem. It is by design. Not being
able to derive from ANY stl classes is quite serious if you ask me. Fiddling
around with allowing multiple symbols and other hacks does not really
present it self as a stable and viable solution.
I managed to get around
Hi Timm,
I ran into a similar problem to what you have and solved it without having
to modify the OSG Core source code. The problem is that osgViewer does not
do eventTraversal and updateTraversal on the slave's subgraph regardless if
they are using the mastersSceneData or not. I'm submitting a
Hi,
I've been reading similar problems, but I have not Found the solution ... the
viewer is set in singlethreaded, and I added the GraphicsContext at the camera
properly ...
Code:
// construct the viewer.
int width = 800;
int height = 600;
osgViewer::Viewer viewer;
Hi,
On 29 October 2010 17:03, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:
I spoke to the person I'd previously been contacted by, concerning the IFC
loader. They
have not moved forward on the project yet, so as far as I know, there is not
an IFC loader
project for OSG.
There is at
Hi Ardanza,
Try makeCurrent() before any OpenGL calls:
gc-makeCurrent();
glGetString(...);
gc-releaseContext();
Cheers,
Wang Rui
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Not work... the same problem.
Thanks for the reply!
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Hi Ted,
A shallow copy will share as much as possible of the data below the
object you are calling clone on. Only a deep copy will force the data
itself to be copied.
As a general note, you want to avoid duplicating data as much as
possible, so share as much as possible. In you case it might
Hi Simon,
OpenGL doesn't allow you to change state in the middle of rendering a
primitive, let alone per vertex. The only way to change material per
vertex would be to have a single vertex per osg::Geometry, but this
isn't going to work if you want you vertices to be meshed in anyway...
What it
HI Aitor,
It sounds like you are trying to do an OpenGL call without a context
current. Using makeCurrent sound solve this.
Personally I find the approach of stick OpenGL calls directly in a
main thread not idea. It's not flexible and make assumptions that
will easily be broken by small
Hi,
...
Thank you!
Cheers,
Lv
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Hi Christian,
On Fri, Oct 29, 2010 at 2:25 PM, Christian Ruzicka c.ruzi...@gmx.de wrote:
I also saw the thread regarding the ShaderComposer, its design and the
feature set:
Shader composition, OpenGL modes and custom modes (I'm not allowed to post
links yet)
The last post in this thread
Hi robertosfield!
Ok, I find a good example on osgShaderTerrain code!
Thanks!!!
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I am trying to solve this problem more or less as you proposed:
* I have a quad with a texture that is my input video (input images are 640 x
480)
* The first camera (with depth and color clear masks) looks at the quad and
renders to the same image (I'm not sure if this is useful; it feels like
Hi,
On 02/11/10 13:05, benedikt naessens wrote:
I am trying to solve this problem more or less as you proposed:
* I have a quad with a texture that is my input video (input images are 640 x
480)
* The first camera (with depth and color clear masks) looks at the quad and
renders to the same
Hi Brad,
Your changes and merged and submitted to svn/trunk. I changed the
Terrain method name to getEqualizeBoundaries() to fit with the
variable name and make the reading of code flow better when the method
is used in an if statement. I've also commented in your if (terrain
and
Already thanks for all the effort you have put in this !
I set the threading model of my viewers (I have two in my application) to
osgViewer::ViewerBase::SingleThreaded. Is this what you meant with forcing OSG
to singlethreaded ?
I also introduced now a snapshot image where the first and
Can this thread be moved to the general OSG forum ? I made the mistake of
putting this in the OpenSceneGraph forum forum.
Thank you!
Cheers,
benedikt
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Hi,
What is the best way to catch openGL errors?
My scenegraph uses osg::PagedLOD nodes and in some cases it happens that GPU
goes out-of-memory and I can see this message on std::cout.
I would like to catch this error and adjust PagedLOD settings to have less
nodes in the scene.
My idea is
Hi all,
i correctly installed osg 2.8.1 (by apt - ubuntu/debian package manager) and
bullet physics 2.76 building the sources.
When i tried to load a sketuchup file (.skp) osgviewer reported an error. I
read that i need collada-dom to load this kind of model. Is it right?
However, i also
Hi Thomas,
There isn't presently a mechanism for throwing an OSG exception or
calling a callback when GL errors happen. By default the OSG checks
for GL Errors every frame and reports these to the console. You can
however, write your own camera post draw callback, or drawable draw
callback to
Hi Axel,
OSG can't load .skp files with collada plugin, you must use collada models
(.dae) also downloadables form google wharehouse. About compiling the plugin
you have to pay attention to the dom version used, take a look to [1] to get
collada plugin compiled. We are using collada models on
Hi Simon
1. Is there a way to configure the StateSet object or the Geometry object
to somehow tell each vertex what texture it should use (given I don't want
to change the order of the vertices - which I fear I will have to)?
The easiest way I can think to do this is with shaders and
Hi Aitor
You need to use a drawCallback to make sure you have access to the glContext
(the context has been made current). I use the attached to gather lots of gl
info in one shot. Most of the infomation is avaliable through other osg
structures I just find it's nice to have it all in one place.
Hi,
I've hacked up an example that you can study. This is a merge of
osgmovie and osgprerender.
Run like this e.g. (it assumes the second argument is a movie file)
./test -e ffmpeg cessna.osg mymovie.avi
I hope you have the ffmpeg plugin :/
The only thing that I had to modify that you can
Hi Christian/Robert
Christian about your questions
- Which nodekits/plugins run without modifications on OpenGLES 2.0?
I have built every plugin and node kit that does not require any external
libs. i havn't tested them all but have tested. IVE, OSG, IMAGEIO, FREETYPE
(but think this might
Thank you jordi,
now i begin to read the link you've suggested. Unluckily on Google warehouse i
can find only skp files for the model i look for :-(
However, with a quick search i've seen that the is some tool to convert skp
fines in 3ds format... maybe i could convert skp in 3ds and 3ds in dae
Hi Axel,
I am not sure, but I think you can convert your .skp model to .dae with
sketch up of google.
Cheers.
2010/11/2 Axel Spirtaat loginv...@gmail.com
Thank you jordi,
now i begin to read the link you've suggested. Unluckily on Google
warehouse i can find only skp files for the model i
Sorry, forgot to say that for saving image you have to add --image.
E.g.
./test -e ffmpeg --texture-rectangle --image cessnafire.osg
~/stuff/f22langley.flv
jp
On 02/11/10 17:27, J.P. Delport wrote:
Here's one that saves JPGs as well. See screenshot in tar.gz.
Attached both a texture and
Hi Thomas and Christian,
On Tue, Nov 2, 2010 at 3:17 PM, Thomas Hogarth
thomas.hoga...@googlemail.com wrote:
- I?m having problems with the HW mipmap generation. I get only black
textures when activating the HW support. Mipmaps generated by SW are working
fine. Does HW mipmap generation work
Hi Tom, hi Robert,
Am 02.11.10 16:29, schrieb Robert Osfield:
I'd also like to the the IPhone git branch changes merged into core
the OSG as well, but I don't know the status of these so can't say how
easily they will integrate.
The changes should be easy to integrate, most of the changes are
Hi Stephan,
On Tue, Nov 2, 2010 at 4:03 PM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
There's one remaining issue with display sizes, but this should be fixable.
After these issues are fixed, I can send you the changed files over
osg.submissions. Do you want them all-together or
I'm doing some testing of osg 2.8.2 on a laptop with an integrated graphics
chipset (Intel 4 Series Express) with the latest drivers from Dell.
I'm finding that the hardware has trouble drawing line geometry when the
lines are arranged in multiple PrimitiveSets underneath a single Geometry. I
Hi Jesse,
I'm amazed that such a simple example is able to reveal a driver bug,
it really makes wonder how much testing the driver underwent before
being let out in the wild. Clearly Intel/Dell need to informed about
this problem, your example is simple enough that they should be able
to
Hello,
is it possible to use a osgGA::MatrixManipulator to calculate a ViewMatrix on
demand? I won't put the manipulator in the viewer like this:
viewer-setCameraManipulator(new TrackballManipulator);
I want to use it like:
TrackballManipulator* tm = new TrackballManipulator()
ah! -- it is so obvious once you said it. ;)
thanks.
t
On Tue, Nov 2, 2010 at 4:34 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Ted,
A shallow copy will share as much as possible of the data below the
object you are calling clone on. Only a deep copy will force the data
itself to
Hi Martin,
TrackballManipulator* tm = new TrackballManipulator()
tm-calculateViewMatrix(eventAdapter, ActionAdapter);
Well, inside your own handle(ea, aa) you can always call the
manipulator's handle(ea, aa). Is that what you mean?
And when you want the view matrix you call the
Excuse me Jordi,
i continue to have the same errors building building collada (also following
the tutorial you've suggested me).
Did you have a problem like this building it?
a...@axel-desktop:~/osg/collada-dom$ make os=linux project=minizip
make os=linux project=minizip -C dom
make os=linux
Robert,
Thanks for the quick reply. Using osg::DrawElementsUShort worked. Could you
go into short detail why you think that would work over the
osg::DrawArrays? If I do report the bug to Intel/Dell, I'd like to be armed
with as much information as possible. ;)
Thanks again,
Jesse
On Tue, Nov 2,
Hi Axel,
I don't remember exactly what problems we had, but of course we had. The
Skipping incompatible error means that the libraries you are linking are
in the wrong architecture. It seems that you are mixing 32 bits and 64 bits
libraries. We only have built collada-plugin in a static way
Why has the format been changed from GL_RGBA to GL_RGB ? Is it not working with
the alpha channel or is that just a coincidence ?
Also, why do you attach the second camera to the texture and not to the image ?
The example image is great :)
Thank you!
Cheers,
Benedikt
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Sorry I did not remeber to say that this plugin is compiled for osg-2.8.3
version. :(
2010/11/2 Jordi Torres jtorresfa...@gmail.com
Hi Axel,
I don't remember exactly what problems we had, but of course we had. The
Skipping incompatible error means that the libraries you are linking are
in
Hi Martin,
The osgViewer::Viewer/CompositeViewer doesn't actually require the use
of a CameraManipualtor/MatrixManipulator at all so you can set the
View(er)'s Camera directly on each new frame. This approach would
precluded using a camera manipulator of your own design, or reusing
the existing
Hi Jesse,
On Tue, Nov 2, 2010 at 5:15 PM, Jesse Stimpson jesse.stimp...@gmail.com wrote:
Thanks for the quick reply. Using osg::DrawElementsUShort worked. Could you
go into short detail why you think that would work over the
osg::DrawArrays? If I do report the bug to Intel/Dell, I'd like to be
Hello Axel,
Unfortunately, I have bad news for you. The collada inside Bullet and
the Collada as used by OSG are two different versions. If you try to
link the libraries, it will fail, even after you get the library
problem solved (32bit vs 64bit architecture issue?). The problem gets
worse
Hi,
I thought this would be extremely trivial. But, perhaps I am missing something.
I have a HUD ortho2D camera slaved to a main view window camera, rendering a
polygon. I need to move the polygon when I resize the main window, which I
attempted by simply placing the geode underneath a
Hello Ted,
Gladly you included the code you use, which allowed me to know exactly
why you don't see anything. Look at this line:
matrixtransfm-setChild(0, geode);
Why did you use setChild(0, geode) instead of addChild(geode)? It is a
mistake. Look at the first few lines of
On 11/2/2010 2:55 AM, Mathieu MARACHE wrote:
There is at least a closed source one I know about. The main issue is
in handling the CSG part in the IFC geometrical definitions.
Can you elaborate on this? This is such a complex format that it is probably
not a good
idea to have multiple
Excellent-- Thanks very much!
Cheers,
Ted
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