Hi Fred,
sorry, I don't have time at the moment to check your code. I just
remember from past experience and bug reports to NVidia that OSG does
not reuse FBOs for new cameras, so it's quite possible one can run out
with the video driver complaining/crashing. The limits were also
different
Hi:
I am a beginner of OSG. I have a problem about how can I get the main
camera's rotation relative to x,y,z axis.
I can get the view matrix by osg::Matrix matrix =
viewer-camera()-getViewMatrix(),after I get the view matrix,there is only
one member function getRotate which returns the
Hi J.P.,
I'll try running osgmemorytest, but I don't have the problem with OSG 2.9.10.
Cheers,
Fred
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dglenn wrote:
Jason Daly wrote:
On 05/18/2011 05:14 AM, Fred Smith wrote:
Hi,
The only problem that I personally heard about is about the slow transfer
speed to/from GPU memory on Fermi cards. DMA transfers are said to be
slower than on GTX 2xx hardware. I haven't seen
OK, missed that it's a recent regression.
jp
On 19/05/11 09:26, Fred Smith wrote:
Hi J.P.,
I'll try running osgmemorytest, but I don't have the problem with OSG 2.9.10.
Cheers,
Fred
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ok , keep us updated
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Hi Farshid,
I gave it a try, the description lines are there. I just see a minor issue: you
did not add the MaterialData.{h,cpp} to Cmake.
About the results, looks like what is there is fine! I'll do more testing in
the next days, trying to use the definitions in my shaders as well, and let you
Hi,
Am 19.05.11 06:52, schrieb Büsra Gülten:
But the error
target specifies product type 'com.apple.product-type.tool', but there´s no
such product type for the 'iphonesimulator' platform.
is still existing in my own Project in Xcode 3.2.6. Could you please look at
my CMakeCache.txt
Hi,
Who can tell me how to make a earth with terrain(DEM) and Satellite-Image
using VPB as Google Earth?
Sorry for my poor English.
Thank you !
Good Luck!
Cheers
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Hi, David,
4xx series slow specifically on readback from framebuffer\FBO to
texture\PBO\host memory (in GL, dunno about cuda\opencl). That is what all
people talking about. If you dont use this features much you will have no
problems whatsoever.
Cheers, Sergey.
19.05.2011, 03:27, David Glenn
Hi, John
Error log looks like shader uses vertex texture fetch, and you should use
texture2DLod instead of texture2D, because in vertex shader GPU doesn't know
which mipmap to use. It has no way to compute the lambda factor. You need to
choose the mipmap in the VS yourself. So either there are
Hi,
thanks for the reply, I solved the problem.
For all of you who struggle, here is how I did this:
I downloaded the QTSDK, installed it in C:\
Set environment variables:
QTDIR to C:\QtSDK\Desktop\Qt\4.7.3
QMAKESPEC to win32-g++
Since I wanted to work with Microsoft Visual Studio 2008 I added
hybr wrote:
Hi, Gianni Ambrosio
It can be the case that in old drivers vsync were disabled, and in new ones
its enabled by default.
OK, it seems I got the point but I have some questions.
Basically the monitor refresh rate is 60Hz but the timer to update the widget
was 10 milliseconds
Hi,
I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately my
GPU morphing code stopped working.
I use VBO, GLSL and vertex attributes to copy the changing morph shapes and do
the interpolation on the GPU.
After searching for the problem I found that when I declared a
Hi Dimi,
The buffer object support in the OSG has been revamped and in theory
should be robust and flexible... but like all code there is a chance
for regressions so wide spread testing it neccessary. Whether in this
instance there is an actual bug, or just a different behaviour I can't
say as I
Hi guys,
Cool that this is done, I'll check it out soon and try reading the files
back in our engine.
Thanks a lot for your work!
J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi,
I just tried to add 3d models to the terrain by adding -m modelname option. But
Icouldn't see the object in the terrain. What exactly -m option will do. My
object is also in the same coordinate. Why the option doesn't work.
Thank you!
Cheers,
Vijeesh
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Hi Robert,
this is exactly what I did, I called dirty on the vertexArray which is passed
each frame
to the geometry using
geom-setVertexArray(vcoords);
vcoords-dirty();
The problem was that, it screws up all other attached geometry arrays like
(colors, normals, texcoords) which do not
Hi Dimi,
Thanks for example. I won't be able to look at the issue this week,
but if I don't follow up next week please send me a reminder.
Robert.
On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi Robert,
this is exactly what I did, I called dirty on the
I know this is probably in the noise but I was profiling my code and noticed
many calls per frame to clock_gettime(). I traced this back to OSG (I'm using
OSG 2.9.12 but it is probably true for other version).
I counted about 245 calls to clock_gettime() per frame with each
clock_gettime()
On 5/19/2011 7:14 AM, Vijeesh Theningaledathil wrote:
Hi,
I just tried to add 3d models to the terrain by adding -m modelname option.
But Icouldn't see the object in the terrain. What exactly -m option will do.
My object is also in the same coordinate. Why the option doesn't work.
I don't
Will do
thanks
- Original Message
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thu, May 19, 2011 4:39:29 PM
Subject: Re: [osg-users] VBO incosistencies between 2.8 and 2.912
Hi Dimi,
Thanks for example. I won't be
Hi GuiYe,
Once you get VPB built some examples of how to run osgdem are at:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
You can also take a look at osgEarth (http://osgearth.org/) which is
an on demand terrain rendering toolkit for OpenSceneGraph.
Good luck!
Jason
Hi.
I am developing Vostok-1 for OSG based FlightGear flight simulator and have
a lot of problems with it. Current FlightGear terrain engine could not provide
high speed/altitude flights, due to too complex Earth tiles implementation.
As You can see on pictures, there in no visible Earth
On 5/19/2011 1:15 AM, ms yang wrote:
Hi:
I am a beginner of OSG. I have a problem about how can I get the main
camera's rotation relative to x,y,z axis.
I can get the view matrix by osg::Matrix matrix =
viewer-camera()-getViewMatrix(),after I get the view matrix,there is only one
Hi,
I have the following problem:
I've got a (for example, 1024x1024px) Image and
each animation cycle I need (in a smaller texture) a slightly different part of
this Image.
e.g.
1. Pass: x1 = 0, x2 = 64, y = 0, y2 = 64
2. Pass: x1 = 0, x2 = 64, y = 1, y2 = 65
3. Pass: x1 = 0, x2 = 64, y = 2,
Thank you Laurens.
On Thu, May 19, 2011 at 7:58 AM, Laurens Voerman l.voer...@rug.nl wrote:
Hi Farshid,
attached are updated CMakelist.txt files for Helpers OsgExp
A fix for missing header files and an update with the added files (svn rev
199)
Regards, Laurens.
Hi,
Ooops, possibly messed up my earlier reply; apologies if this is a double post
At any rate, OS is linux-2.6.23, CPUs are 64-bit AMD and Intel multi-core, and
graphic boards are Nvidia GEForce 8 and 9 series, Moving to GTX 460s after we
get these shaders working
Quick comment, it would
On 5/19/2011 9:19 AM, Marc Wahl wrote:
I've got a (for example, 1024x1024px) Image and
each animation cycle I need (in a smaller texture) a slightly different part
of this Image.
Maybe I'm missing something but wouldn't it be better to store one large
texture image
and just change your
Hi Luca,
On Thu, May 19, 2011 at 12:59 AM, Luca Vezzadini
luca.vezzad...@gmail.comwrote:
I gave it a try, the description lines are there. I just see a minor issue:
you did not add the MaterialData.{h,cpp} to Cmake.
About the results, looks like what is there is fine! I'll do more testing
in
Thanks for pointing that out, should be fixed now.
Cheers,
Farshid
On Thu, May 19, 2011 at 8:59 AM, Laurens Voerman l.voer...@rug.nl wrote:
Hi Farshid,
sorry to bother you again, I think you are not even using the cmake files.
The CMakeLists I send you for osgExp is not correct, the line
hybr wrote:
Hi, David,
4xx series slow specifically on readback from framebuffer\FBO to
texture\PBO\host memory (in GL, dunno about cuda\opencl). That is what all
people talking about. If you dont use this features much you will have no
problems whatsoever.
Cheers, Sergey.
Thanks.
On 5/19/2011 6:06 PM, Farshid Lashkari wrote:
Thanks for pointing that out, should be fixed now.
Cheers,
Farshid
On Thu, May 19, 2011 at 8:59 AM, Laurens Voerman l.voer...@rug.nl
mailto:l.voer...@rug.nl wrote:
Hi Farshid,
sorry to bother you again, I think you are not even
Yes, that was also my first approach, but I need a resulting Texture2D.
I'm working with an external painting lib, which requires a Texture2D as a
brush.
I'm painting tire tracks and the used painter draws on each animation cycle.
Therefore i use the tire rotation to calculate the current tire
In the meanwhile I found a way to get the screen refresh rate to use as default
in the timer. I don't know if there is something helpful in the OSG libs but
since nobody answers ... here is the code:
DEVMODE lpDevMode;
memset(lpDevMode, 0, sizeof(DEVMODE));
lpDevMode.dmSize = sizeof(DEVMODE);
Hello Robert,
I may be a couple of days late, but I have a suggestion to solve your
crashing problem. Instead of s dynamically allocated viewer use a
static object.
osgViewer::Viewer viewer;
...
//don't want this: viewer = new osgViewer::Viewer();
...
viewer.realize();
int
Greetings to Jin and fellow OSG/Qt users.
Jin,
I am glad that you got your setup working. I am unsure of the specific
differences between g++ and Visual C++, but I would recommend that you be
careful using win32-g++ as your QMAKESPEC when using Visual Studio anything
as your build environment,
On 05/19/2011 12:07 PM, David Glenn wrote
Well I'm using a far chunk of terrain that is very texture based and I haven't
seen any issues. Maybe I'm making a mistake getting the 460's and sould try the
GTX 280.
By texture-based do you mean you're reading the texture image from the
GPU back
Jason Daly wrote:
On 05/19/2011 12:07 PM, David Glenn wrote
Well I'm using a far chunk of terrain that is very texture based and I
haven't seen any issues. Maybe I'm making a mistake getting the 460's and
sould try the GTX 280.
By texture-based do you mean you're reading the
Hello !
I hope you don't mind I address you directly for this question, but as you
implemented the view-dependent shadow techniques, you are best placed to
answer it.
Well... we will see if I will be able to help here.
I am currently investigating a problem that seems to be caused by the
Hi Wojtek,
Well... we will see if I will be able to help here.
Yes, I am sure you will! :-)
Each camera has render order flag and associated RenderStage+RenderBin
set.
Ah yes, I had forgotten about the render order number (integer to order
more finely between PRE_RENDER cameras and so
Hi Robert,
On Wed, May 18, 2011 at/14:18:05/, Robert Osfield wrote:
Could you create a small example that prints the a set of different
fonts at different
sizes against quad the same hight as the font for reference. Running
this against
OSG-2.8.x and OSG-2.9.15+/svn/trunk will reveal a bit
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should lie. However, I
wonder how this even
Hi Robert, et al,
we're having an issue caused by this changeset:
http://www.openscenegraph.org/projects/osg/changeset/12303
Particularly the change in parsing GL_SHADING_LANGUAGE_VERSION broke
certain GL/shader features on many systems (all our clouds are gone with
osg = r12303).
Hi,
I am glad you could solve it. I was not aware of _renderOrderNum index. So
thanks, I have learned important new stuff today ;-)
I guess you had to override either Ocean or LispSM techniuque already. So
you may set _renderOrderNum in overriden code. Depending on which one you
overrode, I
Hi there.
I was hardly trying to build OSG on my virtual machine with OpenSuSE 11.2
installed on it.
I did the following steps:
1. downloaded the sources of OSG 2.8.4.
2. unzipped them
3. ran the configure script from within the folder I attached the output of
the configure script.
4.
On 5/19/2011 2:51 PM, Paul Martz wrote:
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should
Hi Wojtek,
Just a quick follow-up on this:
I guess you had to override either Ocean or LispSM techniuque already.
I was wondering, if I ever need to override LispSM's ViewData class, how
would I go about it? I guess I need to override the *ShadowMap class as
well so that it instantiates my
Hi Wojtek,
I guess you had to override either Ocean or LispSM techniuque already.
So you may set _renderOrderNum in overriden code. Depending on which one
you overrode, I believe you may either set 1 for Refraction camera or -1
for Analysis and Shadow cams.
Actually I'm working on osgOcean a
Hi Paul,
On the other hand, if the render order number is *also* the same...
Thanks for going over the basics again for me, I knew all that but for
some reason had completely forgotten about the render order number
(_renderOrderNum)...
So yeah, the RenderStages are ordered in order of
Hi :
I tried what paul's suggestion but I do not get the correct
result.Following are some tests what I do:
//rotate 30 degrees around x axis,45 degrees around y axis,60 degrees around
z axis
osg::Quat quat(0.52359876f,osg::Vec3f(1.0f,0.0f,0.0f),
my code:
bool GraphicSceneClass::RSetTexturePosition(std::string ObjectName,
float dx, float dy, unsigned int UnitNumber)
{
//Находим объект
osg::ref_ptrFindNamedNodeVisitor fnnv = new
FindNamedNodeVisitor(ObjectName);
root-accept(*fnnv.get());
//Если такой объект
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