Hi Sergey,
osg::ref_ptrosgGA::
KeySwitchMatrixManipulator keyswitchManipulator = new
osgGA::KeySwitchMatrixManipulator;
I'm sorry osgGA was from prev version of osg,
now manipulators are attached a bit differently,
I will try to respond today later.
Regards
Sergey
Hi Sergey,
I'm back, actually you were right,
osg::ref_ptrosgGA::KeySwitchMatrixManipulator keyswitchManipulator =
new osgGA::
KeySwitchMatrixManipulato
yes this way add that custom manipulator
Regards
Sergey
On Mon, Mar 12, 2012 at 12:07 PM, Sergey Kurdakov sergey.fo...@gmail.comwrote:
Hi Marco,
On 11 March 2012 18:13, Marco Fiocco marco.fio...@gmail.com wrote:
I'm working with OpenSceneGraph 3.0.1 (the latest stable) and Qt.
I have noticed a strange frame rate drop switching from Qt 4.7 to 4.8. With
4.7.3, the frame rate was maximum 60fps on every computer. With 4.8 the
Hi,
is Qt 4.8 already allowing multiple threads to write into one opengl context?
If so it must handle this internal and this might generate some overhead. Also
from the fps you gave it sounds like v-sync is on and given the afore mentioned
slight delay might cause a large delay due to sync
Hi all,
I'm currently working on an example that uses
osgShadow::ViewDependentShadowMap for generating dynamic shadows on a large
area of buildings. It can work correctly on a huge city which is created by
CityEngine and then converted to OSG styled scene graph. It also generates
aliasing issues
Hi,
I found a deadlock in Scene.cpp. The problem exhibits itself when calling
std::exit() instead of standard way of terminating of the application.
The deadlock is seen on Windows only. On Linux, I get sigsegv or, at least,
valgrind gives me info about using already freed memory.
After the
Hi Wang Rui,
I'm also working on very large urban areas with
osgShadow::ViewDependentShadowMap.
I encounter the same problems.
I also had to use some kind of PCF to reduce some inacceptable noise (huge
'Moiré' effects).
I tried to use PSSM recently introduced in ViewDependentShadowMap to cope
I've even disabled the vsync but it does not improve the frame rate.
You can verify this just by running osgViewerQt right away.
Marco
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Hi John,
I suspect this issue is down to the Scene object being destructed
after the sceneCacheMutex and s_sceneCache are destructed as both of
these are constructed till after the first Scene object is
constructed. To force these objects to be constructed first I think
it is probably best to
Hi Rui,
Artifacts can be caused by a number of different reasons, as I have
seen the models, screenshots of the artefacts I don't feel comfortable
pointing at any particular cause or solution.
Having a public model we can test against would be very useful. Also
modifying the osgshadow example
Hi Robert,
I suspect this issue is down to the Scene object being destructed
after the sceneCacheMutex and s_sceneCache are destructed
Exactly. I managed to modify osgviewer app to exhibit this problem. I just
moved viewer object from local scope to global and added std::exit(0); after
Videos looks great. I wonder if this can be adapted to simulate fluid flow :D
09.03.2012, 22:40, Christian Buchner christian.buch...@gmail.com:
Hello,
I am currently working on a demo that shows the use of the RVO2 C++
library with OpenSceneGraph. Check out these videos to get an idea of
The algorithm in RVO2 switches to some kind of fluid model for very
dense clusters of agents. They have papers about it on their web site
if you are interested.
I have my demo running now. Some 1200 people trying to walk across an
intersection, like in Japan ;)
Now I need to make sure the
Hi Marco,
I can not test it right now, but when Qt 4.8 will be made available with the
new Ubuntu release in April, I will probably dig in the problem if I notice it
on my application.
John
On Monday 12 of March 2012 11:10:51 Marco Fiocco wrote:
I've even disabled the vsync but it does not
On 12 March 2012 11:19, PC John pec...@fit.vutbr.cz wrote:
Do you think moving static s_sceneCacheMutex and
s_sceneCache of Scene.cpp into the global scope would be the proper fix?
Yes I think it'll be the least intrusive way to fix the issue. Could
you try it and see if it works fine, if so
Hi Sergey,
why don't you use OSGs standard nodetrackermanipulator?
You can track a node and configure which DOF are controllable via the
manipulator.
Cheers,
Torben
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I forgot to mention that I'm running in Window 7 x64.
Marco
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Hi Luc,
I'm glad that someone is working on the same topic and we can share
opinions and experience all the time. :-)
2012/3/12 Luc Frauciel luc.frauc...@star-apic.com
At what angles did you encounter innacceptable alisasing issues ?
A snapshot of the shadowed city I'm working with is
HI Rui,
Thanks for the links to the data, I will download and have a
experiment later, most likely tomorrow as I have to go out quite soon.
The screenshot is suggests to me that the main artefact is simply that
the shader used/fixed function pipeline isn't computing the shadowed
colour correctly
Thanks Jason,
I understand about the interpolation. I have been operating under the
assumption that if I use a node visitor to loop over each primitive in my
object, create a floatArray of index numbers of size=size(primitive array), and
then bind_per_primitive, then I shouldn't have to worry
Yes, we use GLSL for computing.
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I'm using useModelViewAndProjectionUniforms but I would like to be able to
use my own variable names.
In a related problem:
I'm using #version 400 in my shaders, and I think that's breaking
useVertexAtrtibuteAliasing code in osg::State. I get the compiler error
message declaration of
Hi,
i have 2 transparents spheres, one inside another.
The smallest one (inside) has a texture.
My pb is:
when moving camera, the smallest sphere disappear.
(Spheres et lights have always the same position)
Is there some constraint in osg with transparency? ( maximum number of
transparent
Thanks, Ulrich. Sorry, I missed your reply before.
Yes, your results do sound different. I'd expect no argument to have green
dots instead of green discs, because the point size won't be set. They're
small and right on the edge of the triangle.
And in our case, the red triangle and the line
Hi,
i construct some geometry (with setVertexArray, addPrimitiveSet, ...)
when i call getshape() from this geometry, it return me null pointer ?
could anyone tell me why ?
Thank you!
Cheers,
vincent
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Hi,
I am reading a BVH file using the BVH plugin of OSG. Then, I want to translate
the entire hierarchy of the character to some other position and also rotate
it. I tried to insert a PositionAttitudeTransform node in the hierarchy above
the Geode node, but I am not allowed to remove the
So I've converted Philip Rideout's tesselation demo to OpenScenegraph. But I'm
still using the osg_Vertex, osg_ModelViewMatirx, etc. variables. I'm still
looking for a way to use my own variable names. Is this even possible? Do I
need to use a node visitor and set the Uniforms manually?
Here's the link to the demo in case you're interested:
http://prideout.net/blog/?p=48
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vincent Sauvage writes:
Hi,
i construct some geometry (with setVertexArray, addPrimitiveSet, ...)
when i call getshape() from this geometry, it return me null pointer ?
could anyone tell me why ?
Because what you create with setVertexArray, addPrimitiveSet... is a
osg::Geometry, not a
Would a #define in the shader source be a solution for you?
-Paul
On 3/12/2012 9:06 AM, John Kaniarz wrote:
So I've converted Philip Rideout's tesselation demo to OpenScenegraph. But I'm
still using the osg_Vertex, osg_ModelViewMatirx, etc. variables. I'm still
looking for a way to use my
So I tried writing my osg Node object to an osg file at various points during
my code to compare the differences. What I noticed was that if I attach the
program to the geometry stateset while in my nodevisitor, that the properties
of the geometry stateset will replace those of the geode
Hi Vincent,
What you are hitting as an transparent ordering issue that is common
issue when trying to rendering transparent objects that overlap in
depth. This isn't specially an OSG issue, rather it's basic limit of
way that the depth and colour buffers work and the standard technique
for
Another way to do this could be using the bones initial matrix.
The method that I use to charge different animations to the same model is;
first read a model fbx (with the model and skeleton) and then for each
animation read their fbx (with the animated skeleton, without model). So we
will
Hi osg-users,
I noticed a related problem when moving from Qt 4.7.1 to 4.8.0, the time
spent in event is continuously growing when moving my camera with my
manipulator...
It wasn't the case with Qt 4.7.1.
I'm running on Window 7 x64 too using OSG 3.0.1
Le 12 mars 2012 14:08, Marco Fiocco
On 03/12/2012 10:04 AM, Ethan Fahy wrote:
Thanks Jason,
I understand about the interpolation. I have been operating under the
assumption that if I use a node visitor to loop over each primitive in my
object, create a floatArray of index numbers of size=size(primitive array), and
then
Does that mean that an osg::StateSet can only have one osg::Program? I have
one application that uses a nodeVisitor to assign my generic vertex attribute
and sets a program with the generic vertex names. After saving the result as
an ive file I have another application that reads in that ive
Hi,
it seems that compiling osg and specifically OpenThreads is currently
broken for IOS when using xcode 4.3.1. The compilation fails at
OpenThreads/Atomic with
Users/stephan/Documents/Projekte/cefix/cefix/ios/../../libs/ios/include/OpenThreads/Atomic:244:48:
error: cannot initialize a
On 03/12/2012 01:15 PM, Ethan Fahy wrote:
Does that mean that an osg::StateSet can only have one osg::Program? I have
one application that uses a nodeVisitor to assign my generic vertex attribute
and sets a program with the generic vertex names. After saving the result as
an ive file I have
Thanks Jason,
So, since I can't combine programs (I didn't necessarily mean multiple shaders,
I just meant multiple programs), I decided to take this line of code:
program-addBindAttribLocation(indices, 6);
and move it to where I assemble my shader program and attach it to the node's
On 03/12/2012 02:02 PM, Jason Daly wrote:
You can also define a function in one shader, and have it called from
another shader. This way, you can switch behavior by using different
implementations of the same function. Shader A implements the shader's
main() function and defines the prototype
On 03/12/2012 02:21 PM, Ethan Fahy wrote:
Thanks Jason,
So, since I can't combine programs (I didn't necessarily mean multiple shaders,
I just meant multiple programs), I decided to take this line of code:
program-addBindAttribLocation(indices, 6);
and move it to where I assemble my shader
On 03/12/2012 03:40 PM, Jason Daly wrote:
On 03/12/2012 02:21 PM, Ethan Fahy wrote:
Thanks Jason,
So, since I can't combine programs (I didn't necessarily mean multiple shaders,
I just meant multiple programs), I decided to take this line of code:
program-addBindAttribLocation(indices, 6);
Thanks Jason, I didn't even realize that in and out were OpenGL 3 things. My
GPU does have OpenGL 3 capability. Thanks for looking at that code but I don't
think it attached to the site properly?
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Hi Robert,
I'm making a separate thread out of this and putting it into
osg-users, because it's not a submission and really is a different
issue than what I was working on in my virtual file system thread.
The specific problem I'm talking about here is easy to test:
Make an archive archive.zip
Hi Helen,
On 9/03/12 3:10 , Helen Diez wrote:
I'm trying to implement an OSG application using a TV remote control. At the
beggining
I had my code prepared to detect keyboard events as follows:
...
Everything worked fine. The thing is the application's final device will be a
TV. So I
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