hmm,
it considers my eMail adress (xx.info) not as valid email address...
Cheers,
Torben
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Hi,
This seems to be the same / related to an issue raised some time ago with
VS2010.
When I build VirtualPlanetBuilder with VS2010 I get errors complaining about
duplicate definitions of the stream destructors (cant remember the details of
hand). The same code works without issue on
Hi all,
this meta system looks very interesting. I started to implement such a system
for osgVisual for data management, but it seems that your approach is much more
sophisticated and finally allows me to plug in my use cases quite easy.
I'm happy that such a framework is developed for OSG. I
HI Torben,
On Thu, Apr 28, 2011 at 6:58 AM, Torben Dannhauer tor...@dannhauer.info wrote:
I will rebuild my OSG today or tomorrow evening.
What testing procedure should I run? Is just using osgViewer in
multithreading sufficient?
If it compiles that is probably good enough. I think the
Hi all,
I was wondering if anyone can help me out whether it is possible to verify
whether a 3ds model i have read using:
theNode = osgDB::readNodeFile(filenameUsed, options);
has color layers or has textures?
The reason i am asking is bacause i would like to treat them differently when
Hi Robert,
It compiles fine on my Windows XP and Visual Studio 8, and seems to
work well, too.
Cheers,
Wang Rui
2011/4/28 Robert Osfield robert.osfi...@gmail.com:
HI Torben,
On Thu, Apr 28, 2011 at 6:58 AM, Torben Dannhauer tor...@dannhauer.info
wrote:
I will rebuild my OSG today or
How annoying!!
Maybe ask a friend to register and send you the email? It's anonymous
anyway. Thanks. I will see if I can report the problem.
Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron
On Thu, Apr 28, 2011 at 2:01 AM, Torben Dannhauer tor...@dannhauer.infowrote:
hmm,
it
Hi,
...
Problem solved!
It is about some qt q_timer not-blocking signal issue,it is indeed nothing
wrong with osg or vpb.I dont excatly know why,but I hope it will help others.
Thank you all for your assistances in my most difficult time!
Cheers,
Lv
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Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
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Hello,
We currently have an OSG based application which renders at 30-60+ fps on
our development hardware with discrete gpus. Unfortunately we have to be
able to deploy on a wide range of hardware including stuff that is
significantly less capable (Intel GPUs, etc). On some of these slower
Hi Brad,
I'm afraid decoupling the rendering of two parts of graphics window so
that they can run at their own frame rate won't be a straight forward
task, and well off the standard viewer path used by the vast majority
of the community. You are infact the first I recall wanting to do
exactly
Hi Brad,
I haven't tried this myself, but it might work. Create a separate
context/thread that renders the scene to a texture. Once it finishes
rendering, use the NV_copy_image extension (
http://developer.download.nvidia.com/opengl/specs/GL_NV_copy_image.txt) to
copy the image into the main
Hi, CraigIn your example, put camera A as child of B with render order on camera A set to prerender.Cheers, Sergey.27.04.2011, 18:38, "Craig S. Bosma" craig.bo...@gmail.com:Robert,Thanks for pointing out the "TraversalOrderBin", I wasn't aware of that. However, I'm still a little unclear on how
Robert, Farshid,
Thanks for the ideas.
Given what you've said, would it make more sense to pursue using two
contexts? Perhaps the main scene would render to an invisible off screen
context and then the visible context would copy the frame buffer from the
invisible context and render the video
On 4/27/2011 10:40 AM, Robert Osfield wrote:
I'm currently reviewing a Converity analysis of the OSG and to address
some of the issues have had to modify Win32 specific code in
OpenThreads, I've tried to be careful with these changes but since I
don't have Windows dev box I can't test these
Hi,
I have a simple question
How to convert a float number to osgText::String in order to display with
osgText::Text::setText function?
...
Thank you!
Cheers,
Nan
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On Thu, 2011-04-28 at 19:27 +0200, Nan WANG wrote:
Hi,
I have a simple question
How to convert a float number to osgText::String in order to display with
osgText::Text::setText function?
Try ::createUTF8EncodedString(), or something like that.
...
Thank you!
Cheers,
Nan
More investigation, still not much clearer. I'm hoping with a more concrete
example someone can tell me what I'm missing...
My main issue is how to change the coordinate system of a bone within the
skeleton hierarchy. This could be done previously by just modifying the
rotation of the bones
Hi Brad,
I also thought about the two context route but didn't suggest it as
I'm doubtful that the graphics driver/card will be able to interleave
the rendering on the two threads in way that doesn't have one thread
stalling the other as they contend for resources on the graphics card.
Using a
Hi Chris,
Thanks for the doing the builds ;-)
It's rather more effort than I was thinking of users might go to, all
I required was a thumbs whether svn/trunk was still compiling under
Windows, so I do hope that all these builds are nicely automated and
didn't take too much of your time.
Thanks
Hi Nan,
The easiest way for converting a float to a string with Standard C++
is to use a stringstream and just direct the output you want to a
stream, then get the std::string from this using stream.str(). Once
you have a std::string you can pass this to osgText::Text.
Robert.
On Thu, Apr 28,
On 4/28/2011 12:29 PM, Robert Osfield wrote:
It's rather more effort than I was thinking of users might go to, all
I required was a thumbs whether svn/trunk was still compiling under
Windows, so I do hope that all these builds are nicely automated and
didn't take too much of your time.
It's
Hi Torben,
Sorry I couldn't reply sooner, I was on vacation.
That looks great! What sky framework did you use? It looks a little bit like
Simul trueSky...
We used a slightly modified osgEphemeris, along with a simple cloud
plane (a plane with circular blending around the edges, with a good
Hi Paul,
Hi J-S -- It looks great. But I do have a couple questions.
No problem, I'll answer as best I can. :-)
How flexible is your art pipeline / rendering process for loading
arbitrary models? Could you replace that excavator with some arbitrary
CAD machinery, such as a tractor, and get
Hi,
I discovered same problem in our application which is not build on the OSG
engine.
I found this error occurs sometimes when application is running out (or using
too much) memory or memory is too fragmented or possibly GPU is running near
its memory). In my case faulty function is
Overlay buffer comes to mind given the selection and clearing control.
But, if I remember right, they are limited to color index mode.
Newer hardware of the day may allow RGB mode.
We did this type of multiplexing with Performer years ago, but with different
windows.
We rendered the scene at a
sprintf
Gordon Tomlinson
Product Technology Manager 3d Technology
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems
Office: 703-437-7651 x 2415
Fax: 703-437-0039
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Ok Thanks. This gives an idea of how to pursue a couple of different
options. I'll post back with any results.
Thanks
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent:
On 4/28/2011 9:39 AM, Brad Huber wrote:
We currently have an OSG based application which renders at 30-60+ fps on our
development
hardware with discrete gpus. Unfortunately we have to be able to deploy on
a wide range
of hardware including stuff that is significantly less capable (Intel
Hi J-S, hi Paul,
On 29/04/11 5:15 , Jean-Sébastien Guay wrote:
How flexible is your art pipeline / rendering process for loading
arbitrary models? Could you replace that excavator with some arbitrary
...
I'm surprised you're asking me this type of question...
An artist is really needed in
Hi Ulrich,
Maybe what Paul was asking about (and what I always like to learn from other
people's
setups) is:
are the different textures (normals/specular maps) and shader assignments all
set up when
you get them from your modeller? Or do you have to do additional tweaking from
within
your
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