Hi Sean,
The first I spotted watching your stacktrace is that your are mixing
debug with release libraries. AFAIK on windows mixing debug and
release always gives problems, so the best you can do if you want to
debug your code is build osg in debug or build your code in release
with debug
Hi,
I am trying to integrate an osg viewer into a Qt user interface. To do this I
am using the osg viewer widget from the OpenSceneGraph 3.0 Cookbook. If I set
the widget to fullscreen with the Qt method showFullScreen(). If I do this I
have a gray border around my viewport. To eliminate the
Hi,
I started to work with OSG last week and I have some issues. For my project, I
need to navigate in a scene and select three types of objects : points, lines
and surfaces. I created 3 class : surface, point and line with this kind of
tree:
Surface
/\
Line
Hi,
I have been working on a minecraft world viewer for a while, and most of my
work has been done in Ogre3D, as this library is what I am most familiar with.
However, it is pretty clear that Ogre just can't go fast enough with my
specific use case - it sets so much redundant state per batch
Hi,
I encounter the following issue with semi-transparent texture images:
After loading a textured model from a file, I want to change the texture image
into an image sequence.
My code looks similar to the one of the 'osgimagesequence' example program.
The texture replacement works fine and the
Hi,
I'm having the same issue in linux using CMAKE. Can you perhaps advise on a fix?
Here is the compile output.
Code:
/home/fino/working_dir/osgCompute/src/osgCudaSerializer/Program.cpp: In
function ‘bool writeResources(osgDB::OutputStream, const osgCuda::Program)’:
Hi,
I am trying to load a scene with various ac3d models and I need to identify
them when clicked on.
I have two issues.
1) Lets say that I need to load model1.ac and model2.ac. How do I set up my
scene? How do I read these files into a Node? How do I assign each node a
unique identifier/
Hi,
I am using the code example from the book OpenSceneGraph 3 Cookbook to
implement an OSG application with a Qt gui.
If I set the widget which contains the viewerwideget to showFullscreen() I get
a gray border around my osg scene widget. I found a solution to set the margin
of the layout to
Hi,
I want to load my scene from multiple files. There should be one main.osgt
file that should include or reference other files. I was expecting that
osg::ProxyNode should serve for this purpose. Or is there another friendly
approach?
ProxyNode difficultly: - it does not support immediate
Well, adding [0] actually did the trick! Mismatch of the array sizes did not
matter in the end(I want to pass arrays of variable length to glsl with sizes
up to 20 elements, so that's fine with me). Not sure why my drivers don't work
here, I'm on Linux with NVIDIA card and fairly up to date
Am 09.05.12 09:31, schrieb Ulrich Hertlein:
When running this on OS X I'm seeing some odd behaviour as well:
- roughly every 7s there is a jump in the draw time (see attached screenshot)
- this happens even when *not* switching between the two groups (no update
callback
installed; both are
I finally figured out what was the problem with the camera. It was just that I
had really large coordinates (for example : 510, 510, 100). So I
finally subtsracted an offset (510, 510, 0) to all my points and the
manipulator now works just fine.
It also solved part of the
Do you see the original problem as well? Does it act the same at .5 FPS and
no switching, and degrade at 1 FPS?
Thanks,
John
On Wed, 9 May 2012, Ulrich Hertlein wrote:
When running this on OS X I'm seeing some odd behaviour as well:
- roughly every 7s there is a jump in the draw time (see
PCJohn wrote on 2012-05-09:
Hi,
I want to load my scene from multiple files. There should be one
main.osgt file that should include or reference other files. I was
expecting that osg::ProxyNode should serve for this purpose. Or is
there
another friendly approach?
ProxyNode difficultly:
Hi,
I use multiple Qt windows for rendering, that can be created and destroyed
while program is running. My problem occurs when I destroy and than create new
view. New view has incorrect scenegraph (other views has correct one). Any idea
why ?
...
Thank you!
Cheers,
Filip
--
Hi,
I'd like to know if there is a way to estimate the polygon budget supported by
OSG ? I understand that it would depend on the hardware, the models, etc.
Thank you!
Cheers,
Maia
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47615#47615
Am 09.05.12 15:26, schrieb John Kelso:
Do you see the original problem as well? Does it act the same at .5 FPS and
no switching, and degrade at 1 FPS?
I don't see the original problem, the draw time is constant for both
FPS, no peaks, nada.
Only if i rotate the cube about 180° performance
Are you using DrawInstanced?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging •
Hi,
ok this doesnt have anything with view, I think the problem are Display Lists,
it will call bad list, I dont know why (I think it's problem with sharing
display lists to new context), T have switched to vertexarrays and it works
Thank you!
Cheers,
Filip
--
Read this topic
Many thanks. This problem sure is beginning to smell like driver and/or
card to me. I'd love to hear from other Linux users too.
John
On Wed, 9 May 2012, Stephan Maximilian Huber wrote:
Am 09.05.12 15:26, schrieb John Kelso:
Do you see the original problem as well? Does it act the same at .5
On 05/06/2012 02:38 AM, Pete Black wrote:
How suitable will OpenSceneGraph be for this kind of task? - i would have up to
5 million triangles visible at once (though a large number of these will be
overdrawn) , and this dataset could be split into arbitrary-sized chunks, to
optimise batch
On 05/09/2012 05:37 AM, Eldar Insafutdinov wrote:
Well, adding [0] actually did the trick! Mismatch of the array sizes did not
matter in the end(I want to pass arrays of variable length to glsl with sizes up to 20
elements, so that's fine with me). Not sure why my drivers don't work here, I'm
On 05/09/2012 07:34 AM, Bob Slobodan wrote:
I finally figured out what was the problem with the camera. It was just that I
had really large coordinates (for example : 510, 510, 100). So I
finally subtsracted an offset (510, 510, 0) to all my points and the
manipulator now
Hi Rafa
Thank you so much for looking at the problem -- having a second set of
eyes look at a problem is so valuable.
You were right -- The OSG and VPB -- I was using release builds. But
my own DLL -- I had it in the DEBUG build.
After I changed to RELEASE build, the crash did not happen
On 05/09/2012 12:39 PM, Sean K wrote:
Hi Rafa
Thank you so much for looking at the problem -- having a second set of
eyes look at a problem is so valuable.
You were right -- The OSG and VPB -- I was using release builds. But
my own DLL -- I had it in the DEBUG build.
After I changed to
Hi Robert et al,
I have been populating the new webpage, migrating contents from the older
one. As robert suggested I have gone for Downloads and Support sections.
Downloads
In the case of dowloads I am going now for Data resources and Tools
(suggestions of J-S).
@Robert: do you want me to do
I missed to say that I tried to respect the authory of the articles
migrated from the old webpage, or for example de Debbuging tips (from Paul
Martz). But there are some cases where I didnt know who was the author.
Cheers
2012/5/9 Jordi Torres jtorresfa...@gmail.com
Hi Robert et al,
I have
Thank you for the background information.
There is different JNI issue that I am encountering.
I was invoking a static function member from the native code.
At this point, I dont mind using a static function member, but for
thread safety in subsequent release, I need to switch it to use an
Hi,
The paint event is never called if you have zero size margin in a layout.
If you only have a single view then there's no point in having a layout anyway
instead you can use a GLWidget widget directly
Code:
GraphicsWindowQt::getGLWidget()
Cheers,
jamie
--
Read this
Hello All,
I have a setup where I need to project an overlay node's sub graph onto a point
cloud. We already have it setup to overlay onto geometry created with VPB and I
was hoping it would just work(tm) for the clouds. Unfortunately it seems to
have no effect at all on cloud despite it
Loren,
If your point cloud has a custom shader, make sure that shader is rendering
the projected texture used by OverlayNode.
Glenn Waldron / @glennwaldron
On Wed, May 9, 2012 at 2:05 PM, Loren Hoffman lhoff...@zebraimaging.comwrote:
Hello All,
** **
I have a setup where I need to
Glenn,
Thanks for the response. I got the texture showing up in a test scenario but am
having a problem computing the texture coordinates. I looked through the
overlaynode's header file and didn't see anything which I could use to compute
the texture coordinates but did find that the
OverlayNode.cpp has some shader code in it you might look at.
In osgEarth we pass in a texgen matrix in a uniform, then in the vertex
shader say:
gl_TexCoord[1] = texGenMatrix * osg_ViewMatrixInverse * gl_ModelViewMatrix
* gl_Vertex;
Then in the frag shader:
vec2 tc = gl_TexCoord[1].xy /
Hi Jordi
Thanks for setting up the Code Repositries stuff, I really like the added
Git and Mercurial links,
I've been away away on a stag do (well more recovering), but should get
back at it this weekend.
Cheers
Tom
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