Hello all,
I was trying to build osgOcean but had some problems, i wanted to know which
version of gcc is being used (or does it matter?), currently i have gcc
4.1.2, when i try to build osgOcean, i get the following error,
/opt/openscenegraph/2.8/include/osgDB/fstream:32: error: invalid use of
Hi All,
is it the problem not clear or impossible to solve? I thought it was simple.
Gianni
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Hi J-S.
There one more point about available data size if you are using uniform arrays
or uniform buffers:
you should pack your data into vec4's if it possible, cause uniforms counts
towards max size with some kind of slots, with one slot taking storage size of
vec4; if you declare your
Hello Wojtek,
it works well! Thank you.
Cheers
Martin
Original-Nachricht
Datum: Wed, 16 Feb 2011 18:28:24 +0100
Von: Wojciech Lewandowski lewandow...@ai.com.pl
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] StandardShadowMap and
I downloaded OpenSceneGraph-2.8.3-3.fc14.src.rpm.
and found this in file OpenSceneGraph.spec
%cmake -DBUILD_OSG_EXAMPLES=ON -DBUILD_OSG_WRAPPERS=ON
-DBUILD_DOCUMENTATION=ON ../%{OSGSRCDIR}
Does BUILD_OSG_WRAPPERS matter?
File OpenSceneGraph.spec and OpenSceneGraph-2.8.3.diff in
Hi,
i had a similar problem with the Label not resizing (shrinking). It resized
properly when the new size was bigger than existing, but it does not want to
get smaller.
So I just overrided the _calculateSize() in osgWidget::Label and removed the
two IF statements.
and I must add Im using
Hi Sukender,
that does indeed look incorrect. opacityFactor was added by Alessandro so
I've not tested it myself.
GetTransparencyFactor() has already been used to determine the opacity of
the material, so it shouldn't be used again. Alessandro's comment says in
practice factor will always be zero
On 18/02/11 21:42 , GeeKer Wang wrote:
I downloaded OpenSceneGraph-2.8.3-3.fc14.src.rpm.
and found this in file OpenSceneGraph.spec
%cmake -DBUILD_OSG_EXAMPLES=ON -DBUILD_OSG_WRAPPERS=ON
-DBUILD_DOCUMENTATION=ON ../%{OSGSRCDIR}
Does BUILD_OSG_WRAPPERS matter?
No, it doesn't make
GeeKer Wang writes:
I downloaded OpenSceneGraph-2.8.3-3.fc14.src.rpm.
and found this in file OpenSceneGraph.spec
%cmake -DBUILD_OSG_EXAMPLES=ON -DBUILD_OSG_WRAPPERS=ON
-DBUILD_DOCUMENTATION=ON ../%{OSGSRCDIR}
Does BUILD_OSG_WRAPPERS matter?
No, it doesn't.
File
Hi,
I'm working in Windows XP with OSG-2.8.2.
I'm working with OSG and another tracking program to do AR. The main idea is:
The user using special glasses and the camera of these glasses can see the 3D
model overlapped to the real object. At the same time, the images captured by
the camera
Hi all,
I am using the MVPW matrix to transform vertices from object space
to window space. I get this matrix through the getMVPW method of
CullVisitor. Taking a look at the code, it seems that MVPW is (as its
name implies) the multiplication of Model View Projection and Window
matrices.
Hi Nagore,
But now, when I do a streaming, I want the remote expert to see the
rendered model too, i.e., the remote expert sees exactly the same as the
user can see in the glasses.
there are several steps to stream
: have an image sequence, code it, then send as some type of video stream.
osg
Hi,
With Windows you can also use the directshow plugin.
Cheers,
On Fri, Feb 18, 2011 at 2:09 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:
Hi Nagore,
But now, when I do a streaming, I want the remote expert to see the
rendered model too, i.e., the remote expert sees exactly the same as
Hello all,
can anyone please tell me if GCC version matters when compiling osgOcean?, i
have a problem compiling it, the error i get is :
make
[ 5%] Building CXX object
src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
Hi
/usr/lib/gcc/i386-redhat-linux/4.1.2/../../../../include/c++/4.1.2/iosfwd:95:
error: declaration of ‘struct std::fstream
from the output the errors are not osgOcean, but due to inclusion of fstream
yes, newer versions of gcc should help, but also - it seems is possible to
use old include (
J-S,
Another uniform array snafu I ran into is this: different drivers may report
the uniform location differently for arrays. Specifically: the ATI windows
driver reports the uniform array location at array[0] and on NVIDIA it is
reported as array. Both are valid, according to the spec. But OSG
Your English is adequate but your question is far too vague. Give me
specific information about what you've done, how you've done it, what
platform IDE you're doing it on, and what errors you're encountering and
I'll probably be able to help.
On 17 February 2011 22:28, Josue Hernandez
ramy wrote:
Maybe thats your problem?
Exactly Ramy, in fact the _calculateSize() is the point as you noticed. Thanks
for confirming that. I'm using the same OSG version ;)
Gianni
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My final words on this.
The frame buffer corruption is caused by the following.
osg::View::addSlave causes a default osgViewer::Renderer object to be attached
to the slave camera. This Renderer object has _compileOnNextDraw set to true.
This causes the next draw on the new camera to compile
Hello Mahendra,
I was trying to build osgOcean but had some problems, i wanted to know
which version of gcc is being used (or does it matter?), currently i
have gcc 4.1.2, when i try to build osgOcean, i get the following error,
/opt/openscenegraph/2.8/include/osgDB/fstream:32: error: invalid
It frustrated me for a few hours trying to fix that. I'm glad its working now.
:D
Cheers,
Ramy
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Hi Sergey,
There one more point about available data size if you are using uniform arrays
or uniform buffers:
you should pack your data into vec4's if it possible, cause uniforms counts towards max size with
some kind of slots, with one slot taking storage size of vec4; if you declare your
Hi Glenn,
This may not be relevant to your problem but it's a good thing to be
aware of anyway when using arrays..
Definitely, thanks for the info.
J-S
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Hi,
I am actually working on WebGL and I started to write a subset of
OpenSceneGraph in javascript to use with new WebGL extension in browser.
The project is young and needs people to test/try contribute. But it's
here and I hope it will helps people who wants to make opengl
application on the web
look, I have to charge in osg fbx models in windows, I'm doing in Visual Studio
2005. the page says osg search for the plugin itself, which I download the
static libraries, but when I run the code tells me not to find the plugins to
load fbx models
PD:thanks for taking the time to help
On 2/18/2011 5:27 AM, Javier Taibo wrote:
Hi all,
I am using the MVPW matrix to transform vertices from object space
to window space. I get this matrix through the getMVPW method of
CullVisitor. Taking a look at the code, it seems that MVPW is (as its
name implies) the multiplication of
Well... I suppose this method is meant to be used with orthographic
cameras only.
Regards,
On Fri, Feb 18, 2011 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote:
On 2/18/2011 5:27 AM, Javier Taibo wrote:
Hi all,
I am using the MVPW matrix to transform vertices from object space
First a quick English tip: when you begin a sentence with Look, it
indicates that you are frustrated with the person you are talking to. This
will usually get you a bad reaction but in this case I'll assume it's just a
mistake in translation.
Have you run CMake since installing the FBX SDK? Have
mmm, I think what you say was what I meant when I said something about
compiling the plugins, the problem is that I do not do that.
PS: I hope not I offended you with the look
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I tried cmake with -O2 instead of -O3, it's still much slower.
So, how is the rpm version compiled?
On Fri, Feb 18, 2011 at 6:42 PM, GeeKer Wang wwthu...@gmail.com wrote:
I downloaded OpenSceneGraph-2.8.3-3.fc14.src.rpm.
and found this in file OpenSceneGraph.spec
%cmake
Josue Hernandez writes:
mmm, I think what you say was what I meant when I said something about
compiling the plugins, the problem is that I do not do that.
I think your problem is a very common one, but we know almost nothing of
your setup. I would search for the FBX plugin in the
GeeKer Wang writes:
I tried cmake with -O2 instead of -O3, it's still much slower.
So, how is the rpm version compiled?
Try without specifying optimizations, the same way as they did with the
rpm: call cmake without -DCMAKE_BUILD_TYPE in a clean directory.
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Alberto
ok, I installed osg according to the instructions on this page:
http://dwightdesign.com/2009/05/installing-openscenegraph-280/, is osg 2.8.
and i work in windows xp
and check out my folder osg_plugins and find nothing of fbx
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Josue Hernandez writes:
ok, I installed osg according to the instructions on this page:
http://dwightdesign.com/2009/05/installing-openscenegraph-280/, is osg 2.8.
and i work in windows xp
and check out my folder osg_plugins and find nothing of fbx
Certainly; 2.8.0 is older than the first
Now we're getting somewhere :)
I would ignore the instructions on that page. You will need to build
OpenSceneGraph yourself, fortunately it's not nearly as difficult as that
page would suggest.
1. Get the OpenSceneGraph source from
I got lost in the cmake. i set where is the set code and where the build the
binaries with c:/OpenSceneGraph-2.8.3, but but an error flag: CMake Error:
your C compiler: bcc32 was not found. Please set CMAKE_C_COMPILER to a
valid compiler path or name.
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Try reinstalling CMake, ensuring you set it up for Visual Studio 8 2005
CMAKE_C_COMPILER should automatically be set to cl
On 18 February 2011 17:39, Josue Hernandez osgfo...@tevs.eu wrote:
I got lost in the cmake. i set where is the set code and where the build
the binaries with
Does it matter if I am using cmake 2.8.3? permission is already installed on
this computer. because I download cmark 2.8.4 but can not find the installer
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Hi Josue,
Does it matter if I am using cmake 2.8.3? permission is already installed on
this computer. because I download cmark 2.8.4 but can not find the installer
No matter what version of CMake you download, the first time you click
Generate it will ask you which compiler you want to
I'm using CMake 2.8.3
You can also try selecting File/Delete Cache from the CMake menu bar. Then
when you next click Configure you should get a pop-up menu - in that menu
choose Visual Studio 8 2005 from the drop down.
On 18 February 2011 18:14, Josue Hernandez osgfo...@tevs.eu wrote:
Does it
ok, finaly i can instal cmake 2.8.4, but the same mistake a appears. in the
configure window i need mark the use default native compiler?
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in the part that says name / values, I get the following:
cmake_backwards_compatibility = 2.4
cmake_install_prefix = c / programeFiles / OpenSceneGraph
executable_output_path = void
library_output_path = void
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Just to remember, if you want to compile the osg fbx plugin, you must
install the FBX sdk and set the correct path in the cmake file
(FBX_INCLUDE_DIR, FBX_LIBRARY, FBX_LIBRARY_DEBUG).
You can find the SDK at:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=7478532
Renato
On Fri, Feb
All,
I am trying to setup a keyboard event to toggle a particular node on and
off. I am not sure if I should use osg::Switch node or node masks? Any
suggestions or examples you could point me to?
Thanks,
Ross
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node()-setNodeMask(visible ? ~0 : 0);
should do it
On 18 February 2011 19:45, Ross Lance ross.la...@gmail.com wrote:
All,
I am trying to setup a keyboard event to toggle a particular node on and
off. I am not sure if I should use osg::Switch node or node masks? Any
suggestions or examples
i'm not sure understandyour, did you said that i need create a user variables?
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If you associate a node mask to each type of node that may need to be
hidden using setNodeMask(), you can then modify the cull mask of the
camera to show/hide the nodes accordingly.
osg::Camera::setCullMask (mask) - would be called when the keyboard
button is pressed.
osg::Node::setNodeMask
i need mark the use default native compiler
Yes
in the part that says name / values, I get the following:
cmake_backwards_compatibility = 2.4
cmake_install_prefix = c / programeFiles / OpenSceneGraph
executable_output_path = void
library_output_path = void
Those are all correct. Do you
No, these variables already exist in the cmake file. To compile the osg fbx
plugin, you need to set them up correctly.
On Fri, Feb 18, 2011 at 4:59 PM, Josue Hernandez osgfo...@tevs.eu wrote:
i'm not sure understandyour, did you said that i need create a user
variables?
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tambien marca este error: fatal error LNK1104: cannot open file 'user32.lib'
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Hi Phummipat,
I think it is not intended that within first viewer.frame() a statement causes
an abort of viewer.frame(). However most people call viewer.frame() in a loop
and wouldn't notice it at all.
Best regards.
Dietmar Funck
pumdo575 wrote:
Hi Dietmar Funck
Thank you very much for
Hi Sergey,
your proposal works very well.
Thank you very much,
Dietmar Funck
hybr wrote:
Hi, Dietmar Funck.
In order to get another texture attached you can use something like
_cam-setCullCallback( new fboAttachmentCullCB( this ) );
void fboAttachmentCullCB::operator()(osg::Node*
jeje sorry,I'm wrong language, what I attempted to say is that it also marks
the errors:CMake Error at C:/Program Files/CMake
2.8/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:52 (MESSAGE):
The C compiler cl is not able to compile a simple test program.
and
1LINK : fatal error LNK1104:
ok, and how i do that?
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[quote=Renato Silveira]No, these variables already exist in the cmake file.
To compile the osg fbx plugin, you need to set them up correctly.
On Fri, Feb 18, 2011 at 4:59 PM, Josue Hernandez () wrote:
i'm not sure understandyour, did you said that i need create a user
variables?
Hi,
I am using osgocean in my scene and also using a cullmask on the camera. When I
set the cullmask on the camera I get a black screen and can't see the scene at
all. I've tried setting the nodemask of the osgocean node to the nodemask but
this doesn't change anything.
the ocean node renders
Hi Markus,
osgOcean uses a variety of cull masks within ocean scene to control what is
allowed through various different camera passes.
See line 95 OceanScene.cpp (
http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#95)
,_reflectionSceneMask( 0x1 ) //
Hey Kim,
That did it. All I had to do was change which nullmasks I chose to use for my
own things. Thanks for the quick reply!
:-D
-Markus
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Hi all,
Does the OSG license allow for distributing the osgviewer.exe and osgconv.exe
(or other) executables that are included with the SDK? We want to include those
apps in our release so that we can debug cached .ive and .osg files on our
customer's machines. I'm just not sure if we would
On 2/18/2011 4:08 PM, Andy Peruggi wrote:
Does the OSG license allow for distributing the osgviewer.exe and osgconv.exe
(or other) executables that are included with the SDK? We want to include
those apps in our release so that we can debug cached .ive and .osg files on
our customer's
On 02/03/2011 04:53 AM, Jorge Izquierdo Ciges wrote:
I've been working with ndk r-5 and compiles without many changes. The
main trouble i've seen so far it's that following ndk-build script,
the library osg goes up to 36 mb (libosg.a). The worst thing it's that
it seems that you cannot use a
What a marvellous coincidence xD
Yesterday we made some good progress and uploaded to the mail list but the
screen pictures we took were too much and the mail list rejected it (4mb ...
too much happines to see the weight of the pictures)
The current Status is... aparently fully functional. (you
I tried without optimzation: let CMAKE_BUILD_TYPE be empty.
It works even worse. And I don't know why the RPM version doesn't
comflict with compiz on my computer while the compiled version does.
On 2/19/11, Alberto Luaces alua...@udc.es wrote:
GeeKer Wang writes:
I tried cmake with -O2
Hi Jorge,
Wow, great progress! I hope after a bit more testing you'll be able to
package the changes required in a way that can be merged into the
baseline OSG without interfering with other platforms, and I'll be able
to start using OSG on my Nexus One! :-)
The libraries were compiled
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