Hi Shayne,
I vaguely VPB having inbuilt support for keeping a lid on the number
of open file handles. I don't recall the specifics though, it's a
couple of years since I wrote this part of VPB, perhaps we need to
update the mechanism to query how many open files are supported and
adjust it so
Hello,
Is it possible to do something between two render passes? I render an image
into a texture and then I would like execute functions and after this I wanna
render the final image on the screen.
I use the osg::Camera with PRE_RENDER and the FRAME_BUFFER_OBJECT. And this
camera is in my
Am 26.01.11 23:41, schrieb Alessandro Terenzi:
I finally managed to build for iOS starting from the OSGIPhone xcode project
available from the git repository. I wanted to also use the IVE plugin but I
couldn't manage to build any app using it.
As far as I understand I have to modify
Hi,
here's a very special case of Qt integration for OpenSceneGraph for
which I am searching for a solution: We're using Qt to draw into a
QPixmap (updating a map of measured radio conditions during a
simulation in realtime). We optionally support a 3D display, which is
typically a line by line
Hi Martin,
All you need to do is attach a post draw callback to the pre rendering camera.
Robert.
2011/1/27 Martin Großer grosser.mar...@gmx.de:
Hello,
Is it possible to do something between two render passes? I render an image
into a texture and then I would like execute functions and
Ah ...
It's so obvious! Decades of programming is no guarantee for error free
code.
Thanks!!!
On Wed, 26 Jan 2011 13:39:55 -0500, Jean-Sébastien Guay wrote:
Hello Werner, D.J.,
I would recommend that you either: 1)
use ref_ptr as your return type, or 2) wait to use ref_ptr outside
of
Thank you Stephan,
One question: why are you donÄt use the xcode-projects build by cmake
for IOS? Did you have any problems?
Yes, I made a quick try with it, but the project that has been generated
seems to miss the viewer targeted for iOS, maybe I missed some settings in
CMake?
Anyway, I'm
I tried again with the latest OSG source from svn but I still have problems.
I followed the instructions in the README.txt and also:
1) removed -mmacosx-version-min=10.5 from CMAKE_CXX_FLAGS
2) tried with either OSG_GLES1_AVAILABLE or OSG_GLES2_AVAILABLE
3) tried with either
Hi Serge,
Most peculiar artifact. What happens when you run the osgtext and
osgtext3D examples? Is freetype-dev installed and the OSG built
against it?
Robert.
On Thu, Jan 27, 2011 at 2:24 PM, Serge Lages serge.la...@gmail.com wrote:
Hi all,
I just made a fresh Ubuntu 10.10 install, with
Hi again
I got what you meant hybr. As i said, When my fps is the same with physx freq,
it all works well. However,
The thing is my slowest fps is like 20 - 25 on simulation, so i cannot cap OSG
to always work at that slow rates.
So, i implemented an interpolation mechanism to get a generated
Hi Robert,
Thanks for your reply, I tried osgtext and osgtext3D and I figured that the
problem was related to fonts not found. I installed the fonts and now it
works without problem !
But it's still weird because I remember than last time I had this problem
(not having the fonts installed on the
Hi Serge,
Good to hear that obtaining the fonts has fixed things. In theory you
should have been able to fix up the fonts from OpenSceneGraph-Data,
and since you had cow.osg I assumed that you had everything you
needed.
Not having fonts available should make osgText fallback to the inbuilt
Hi,
To clarify my last message, my point is that you get correct frame with
interpolation, but by the time frame rendered your simulation results outdated.
Follow this basic example:
we render scene where box moving with 10 m\s
1st frame: box in initial position, frame rendered in 0.1 sec
2nd
Hi,
First, make sure that your popup windows have the mainwindow as their parent.
Second, this happens a lot when you do full screen applications. One thing you
may try is calling QWidget::raise() on your dialogs. The raise slot brings the
widget to the top and will visually be in front of
Hi,
This is an example of how i convert QImage to osg::texture:
NOTE: (lt) is less than, for some reason the forum as eating everything after
that symbol.
Code:
QImage i(/path/to/image.png);
QImage img = QGLWidget::convertToGLFormat(i);
unsigned char* data = new unsigned
Hi OSX dev's,
This afternoon I merged a submission from Alexander Sinditskiy, that
addressed a limitation in osgGA::GUIEventAdapter where the getKey()
method would return only the modified variation of the keycode that
was pressed - so this would be Ctrl-C, 'C' or 'c', and if your you
didn't want
Hi Christian,
In svn/trunk version of the OSG (and 2.9.10) there is the osgQt
library, and osgQtBrowser and osgQtWidget examples that provide the
ability to take the contents of Qt widgets and render them in 3D
objects as textures.
There is also a mechanism for passing OSG events back to Qt so
Hi,
Just as an FYI, it seems the new NDK r5 really targets graphical applications.
Specifically games, and allows you to build the entire app without any java.
From the Android Developers blog:
In addition to fully native applications, the latest NDK lets you play sound
from native
I'm working with some legacy code that uses ARBv1.0 shader code for some of the
leaf nodes.
The ARB shaders work just fine but they are never envoked when I place a GLSL
shader (simple shadowing shader) on the root node.
I've tried setting the mask of the ARB shader to ON | OVERRIDE |
Hi Robert,
I've just tried osgkeyboard on Mac OS X 10.6.5: whatever key I press I see
that it is correctly written in yellow in the row just below the keyboard,
but it is NOT highlighted on the keyboard itself. I'm talking about not only
the modifiable-keys but also about keys (such as backspace,
Ok. Looks like I was wrong. The CompositeDragger does exist in the older code,
there is just not a separate cpp file for it. However, this still does not
address my problem. I tried building my own composite dragger that combines the
TranslateAxisDragger and the TrackballDragger, but the
Hi All,
I'm going to have another attempt at making 2.9.11 tomorrow, as I'm
now back up to date with submissions and bug fixes.
Could users test svn/trunk and let me know how you get on across platfroms?
Thanks,
Robert.
___
osg-users mailing list
Robert,
I also gave osgkeyboard a whirl on my OSX-10.6.5 system built from r12127.
Here is what I see on my system:
KeyPress / Output
-
c / c
Shift-c / C
Ctrl-c / c
Alt-c / c
Command(Super)-c / c
So pretty much in every case it prints the lowercase version except when you
use
Hello all,
(crossposting to osg-ephemeris as this is related to it)
In trying to optimize our scenes, I have found out that the osgEphemeris
skydome is pretty inefficiently organized in terms of what we've been
talking about in the other thread (see Optimizing scene structure and
geometry on
Hello David,
Ok. Looks like I was wrong. The CompositeDragger does exist in the older code,
there is just not a separate cpp file for it. However, this still does not
address my problem. I tried building my own composite dragger that combines the
TranslateAxisDragger and the
NVidia are now making this interesting tool set free ( for Visual studio
user Only )
See http://www.nvidia.com/object/parallel-nsight.html
Massively Parallel Computing
NVIDIA(r) Parallel Nsight(tm), in combination with Visual Studio, allows
you to leverage the CPU for parallel tasks and
On 01/27/2011 12:58 PM, Steven Powers wrote:
I'm working with some legacy code that uses ARBv1.0 shader code for some of the
leaf nodes.
The ARB shaders work just fine but they are never envoked when I place a GLSL
shader (simple shadowing shader) on the root node.
I've tried setting the
Brilliant!
That did the trick. Luckily the code to apply an ARB shader is consolidated to
a single function. Otherwise I'd have to add these lines everywhere and ARB
shader was added.
Thank you!
Cheers,
Steven
--
Read this topic online here:
Hello everyone,
i tried executing the very first tutorial provided in the OSG website(basic
geometry.cpp). Well i got this error:(a link error)
error LNK2019: unresolved external symbol __imp___CrtDbgReportW referenced in
function public: __thiscall std::_Vector_const_iteratorclass
On 01/27/2011 03:54 PM, Steven Powers wrote:
Brilliant!
That did the trick. Luckily the code to apply an ARB shader is consolidated to
a single function. Otherwise I'd have to add these lines everywhere and ARB
shader was added.
It was mostly a guess :-) Glad it worked for you.
--J
Hi again,
Well, I've been able to change the 48 small triangle strips per geometry
to a single DrawElements call, with naive code that just puts indices to
replicate what the strip is doing, i.e. 0 1 2 1 2 3 2 3 4 etc.
The result is a small but noticeable decrease in draw time. It's smaller
Hi Mukund,
Could you send your vcproj file ?
Mourad
On Thu, Jan 27, 2011 at 10:06 PM, Mukund Keshav osgfo...@tevs.eu wrote:
Hello everyone,
i tried executing the very first tutorial provided in the OSG website(basic
geometry.cpp). Well i got this error:(a link error)
error LNK2019:
Thanks! It turns out that I had it almost right. It was adding the scaling to
the translateaxis that made it work. I did not know that was necessary.
Thanks for the help,
David
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36066#36066
If I understand correctly how the sky dome mesh is constructed, there was a
lot of duplication of vertices in the triangle strip arrays, and this has
been carried forward into your indexed mesh approach. The INDEX_MESH
optimizer would remove these duplicates. The order of the triangles in the
Just a quick comment...
Unless you're debugging into OSG code, I would not use the debug libraries.
Things will run SLOOOW.
Use osg.lib, osgDB.lib, etc...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
On 01/27/2011 11:47 AM, Chuck Shaw wrote:
Hi,
Just as an FYI, it seems the new NDK r5 really targets graphical applications.
Specifically games, and allows you to build the entire app without any java.
Yeah, I just downloaded and looked through it. There's an example
without a single Java
Hello OSGers,
The third chapter of my introductory guide to the OSG (A Short
Introduction to the Basic Principles of the Open Scene Graph) is
online, covering lights, textures and shaders. As in the previous
chapters, the focus is on concepts, not on details.
Check it out here:
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