Hi,
Background:
I've written an application in C# for various reasons. SharpGL provided the
OpenGL portion, C# provided the Database, and Intellisense works with it in VS
2010. I've rewritten this application in 3 different frameworks and have hit
issues I could not solve for one reason or
Hi Guys,
I am Newbie here.. Just want to say hello all of you..
Thank you!
Cheers,
Ryan
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Hi,
propably the answer depends on what is to be done with physics. (and has been
discussed before?)
But i'm curious if someone can post his/her experiences with OSG and
physics-integrations concerning performance differences.
Well, up to now i only tried PhysX ... and my answer rised because
Hi,
I'm new here, and quite new in the OSG world :)
I use Visual Studio 2008 with Visual Leak Detector to dump memory leaks. I
tried to rebuild an example from OpenSceneGraph Beginners Guide - page 58 to
redirect the OSG notify stream as follows. Unfortunately Visual Leak Detector
indicates
Thanks for the reply, I actually figured out what the issue was over the
weekend. I was hitting a hard limit, of 512, for how many I/O files can be open
at the same time with stdio. I used the _setmaxstdio function to help with
that, but the major problem was caused by me not closing some files
Hello Forum,
I am an absolute osg-beginner. I am currently working on a very huge project
which is using osg. I now would like to draw something in the existing scene
without messing everything up. I will try to give you as much detail as I can
to make it easier to understand.
I have access
For some reason the forum software is not letting me post the full code yet,
because I don't have 2 posts yet. Hopefully after this post I will be able to
post the full code.
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Full code attached below:
Code:
/* -*-c++-*- OpenSceneGraph Cookbook
* Chapter 6 Recipe 4
* Author: Wang Rui
*/
#include osg/Texture2D
#include osg/Group
#include osgDB/ReadFile
#include osgViewer/Viewer
#include CommonFunctions
#include osg/io_utils
#include sstream
osg::ref_ptrosg::Image
Hello dear OSG-community,
I have a direct position for a simulation client of mine that can be done
off-site. This is for a solid OSG programmer in the simulation arena. Salary
is open at this point so if you are interested, please give me a holler back.
Best regards,
Craig
Hi,
I'm trying to build OSG 3.1.1 in PCLinuxOS 2012 32bit (mandriva based). I'm
getting an error at ReaderWriterJP2.o
Code:
Scanning dependencies of target osgdb_jp2
[ 81%] Building CXX object
src/osgPlugins/jp2/CMakeFiles/osgdb_jp2.dir/ReaderWriterJP2.o
JulienH wrote:
Hi,
I would like to use a osg::VertexBufferObject to draw a geometry.
My VertexBufferObject data are generated with CUDA and needs to be updated at
each frame.
I'm quite new to OSG and I'm wondering how to it.
My initial guess was to create a native OpenGL VBO, to put it
Hi,
Can somebody tell me how to traverse PROTO keywords in VRML API 0.17.12?
...
Thank you!
Cheers,
Mahesh
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Hello, I'm trying to write a program where the renderer is running on a
separate thread. On the main thread I want to control the command line inputs
but as soon as I add scenedata to the osgViewer which is stored in the renderer
then the renderer takes over the standard input. std::cin in the
Hi,
first off all sorry if is not easy to understand me because I can´t speak
English. I'm new to these issues and I have not much experience programming :)
I'm trying to run a sample of OpenScenGraph Cookbook 3.
It only works in release mode running it from Visual C + + 2008. In debug mode
or
Hi,
How do you build new osg models?
And how do you edit the existing models?
Thank you!
Cheers,
Theuns
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Hi,
I have a problem with the rendering of the text on a osgWidget::Label. I have
attached an osgWidget to a PositionAttitudeTransform and positioned it in a 3D
scene. The Label is always rotated to the screen and has a fixed size. The
problem occurs when changing the view on the scene (zoom
Hi Theuns,
One option is to use Remo 3D to build new OSG models and edit existing
models. Have a look at www.remograph.com where you can download a fully
functional evaluation version of Remo 3D.
Regards,
Andreas
On 2012-09-14 08:20, Theuns Heydenrych wrote:
Hi,
How do you build new osg
Hi,
How to set functions or parameters for hide the mouse pointer,
but the process still deal to mouse event handler.
I'm new osg tyro, I hope you to help me.
Thank you!
Cheers,
StarMessage
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Hi,
I've been programming in OpenGL for several years now, and I'm about to start a
new project and thought OpenSG might be a good tool to use. However, I'm
integrating data from lots of outside sources (gyros, cameras, network, etc) so
I can't just do a Viewer run() (looking at doing the
Hi,
I have three pre-rendered render-to-texture cameras using frame-buffer-object
to generate a final texture for me at each frame. It works fine, but now I want
them to do the generation multiple times per frame, can you give me some hints?
I've tired the following methods but none of them
Hi,
I am using VRML 0.17.12 version API for importing the vrml files.
My importer is not reading the nodes that is declared under the PROTO keyword.
Earlier, I have used VRML 0.14.2 version, where it is reading perfectly all
kinds of declarations.
Please somebody help me on this
...
Thank
Hi,
How to use OSG on Hyperworks Rocks Cluster with tool pirconfig, oficial page
http://www.hiperworks.com/pirdoc/qstart-doc/ or to use OSG+CGLX on CentOs ?
I can to do this on Centos HyperWorks moderately, I see the OSG application
only on the primary node (head node) and found perfect; but
Hi,
I'm working on a project, could you help me? How to select or pick an object in
OSG, in file '.osg' using osgviewer pick.osg?
...
Thank you!
Cheers,
Mao
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OSG uses smart pointers to manage memory (and release it if the last pointer is
destroyed). The handler created with new in your cited code is stored in a
smart pointer variable (see Notify.cpp)
osg::ref_ptrosg::NotifyHandler _handler;
(if the cast is a NotifyStreamBuffer). So I guess a memory
Hi everyone,
the specification of Open GL ES 3.0 has been released. So I wonder if anyone
is planning to integrate it into osg?
As far as i know it is compatible to OpenGL ES 2.0, but there are some more
features. For example would it be interesting if the new texture-compression
formats
You can find it from the settings.
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Billboards present large advertisements to passing pedestrians and drivers.
Today it is estimated that the average individual is bombarded with more than
5,000 advertisements every single day. With such an overabundance of
advertising, people have begun to mentally tune out advertising that
Cool. I'll try it. Looks like fun to add models. :)
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Interesting. The mechanism is nice and fits it.
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I need GDAL with both Shapefile and HDF4-Support, if possible in 64 bit.
Since the normal GDAL-versions from (gisinternalscom) have Shapefile, but no
HDF4 and the version from FWTools
has HDF4, but no Shapefiles, Im afraid I have to compile a GDAL-version by
myself.
The problem is that Im
That's a good point, I forgot all about this. In fact, I'm not sure I even saw
the link posted.
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Hi,
in ive-Plugin option string inlineExternalReferencesInIVEFile is used instead
of option includeExternalReferences. Why is this?
Should be harmonized in all plugin code.
Thank you!
Cheers,
martin
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Hi,
I am new to OSG. I am trying to build vpb-0.9.12 with OSG-2.9.9 and gdal-1.9. I
am getting following errors:
please help me out.
Creating library E:\VPBbuild\VirtualPlanetBuilder_build\lib\Release\vpb.lib
and object E:\VPBbuild\VirtualPlanetBuilder_build\lib\Release\vpb.exp
Hi Robert,
it was my stupid mistake, I included both normal and debug osgManipulator
library file. Couldnt find how to delete this topic, so it stayed here till it
was approved.
Thanks for the reply anyway, and sorry for such stupid question.
The crash message stated Access violation writing
Hi,
I have this fully rigged and skinned character with a bit of animation in Maya
2011 that i want to export to collada and load up in osgAnimation/osgViewer and
confirm all is well.
So far animation seems to be exported ok since i can import with openCOLLADA
import plugin the .dae created and
I managed to get OSG compiled without issue for Android and incorporate it into
my application. However, the models I would like to use are .3DS and I'm
trying to get the 3ds plugin used. It was disabled in the build process, but
was reenable without much issue.
However, I don't know how to
So after tweaking the CMakeList.txt for the plugins I have png/jpeg's going to
their appropriate plugins statically linked. However, I'm still not seeing
textures. I get these warnings:
Code:
08-23 11:11:31.532: I/Osg Viewer(3689): OpenGL extension
'GL_EXT_texture_filter_anisotropic' is
Great, thank you very much. That fixed it!
Edit: At the risk of derailing my own thread, the plugin then tries to find
imageio to load the textures, but that isn't available on android (and looks
like it's designed to be apple specific). What plugin should I be looking at?
Hi
You could use graphics context\window created by another means (that what
osg::GraphicsWindowEmbedded does), but you still should create osgviewer and
stuff. You can check various osgviewer*** examples in osg source tree in
examples directory.
Cheers.
09.09.2012, 03:24, Dainon Woudstra
Hi
i've used bullet integrated through callbacks. works fine most of the time, but
there are some problems wrt vehicle simulation (like ground should be rather
fine tesselated if you use static mesh for ground and sometimes there are
erroneous collisions with internal edges of ground mesh but
Hi
to compute depth from z-buffer depth you should use:
depth = -gl_ProjectionMatrix[3].z/(zb_depth * (-2.0) + 1.0 -
gl_ProjectionMatrix[2].z)
where:
gl_ProjectionMatrix[3].z = - 2*far*near / (far - near)
gl_ProjectionMatrix[2].z = - (far + near) / (far - near)
Cheers.
14.09.2012, 00:49,
Hi
osgViewer::Viewer::Windows sWindows;
viewer.getWindows(sWindows);
//for each window -
window-setCursor(osgViewer::GraphicsWindow::NoCursor);
Cheers
05.09.2012, 20:04, StarMessage huangbe...@vip.qq.com:
Hi,
How to set functions or parameters for hide the mouse pointer,
but the process
Hi Randall,
Randall Hand writes:
Hi,
I've been programming in OpenGL for several years now, and I'm about
to start a new project and thought OpenSG might be a good tool to use.
Be careful, OpenSG is a different project than OpenSceneGraph.
However, I'm integrating data from lots of
Kleber Jacome writes:
Hi,
I'm working on a project, could you help me? How to select or pick an object
in OSG, in file '.osg' using osgviewer pick.osg?
...
Hi, please take a look at the 'osgpick' example in OSG.
--
Alberto
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Hi,
OpenGL rendering with Qt is kind of tricky. Qt wants to render from the
main thread, while OSG performs much better with threading enabled. We have
a working application with OSG 3.0.1, but it doesn't work anymore with OSG
3.1.2. I still need to investigate that. Qt also has improved OpenGL
Hi Markus,
VS is known to report false positives due to issues of destruction
order, i.e. it can report errors of objects that haven't been
destructed yet but will be.
Put a break point in your NotifyHandler destructor to see if it's
being called on exit.
Robert.
On 23 August 2012 13:57,
On 16 September 2012 14:06, Ryan Ron ryan.ro...@yahoo.com wrote:
I am Newbie here.. Just want to say hello all of you..
Hello and welcome ;-)
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Hi Charama??
Perhaps the osgthirdpersonview example
(OpenSceneGraph/examples/osgthirdpersonview/osgthirdpersonview.cpp)
would be appropriate as this creates a third personal view of the main
interactive view with the third person view showing the view frustum
on the main view as a wireframe.
Hi Benjamin,
It looks like the Jasper headers have changed, have a look at the docs
on Jasper to see if they have removed particular headers in recent
releases.
Robert.
On 12 September 2012 00:09, benjamin bish benc...@comcast.net wrote:
Hi,
I'm trying to build OSG 3.1.1 in PCLinuxOS 2012
Hi Francisco,
On 10 September 2012 20:09, Francisco frncs...@yahoo.es wrote:
first off all sorry if is not easy to understand me because I can´t speak
English.
You might not be able to speak English, but you are doing pretty well
with the written English so far :-)
The OSG community might
Hi Harry,
The OSG by default is built around rendering to one FBO onces per
frame, I'd recommend not trying to get too clever with trying to reuse
FBO's within one frame.
Robert.
On 3 September 2012 10:15, Harry Li harry75...@gmail.com wrote:
Hi,
I have three pre-rendered render-to-texture
Hi Christoffer,
The OSG does absolutely nothing with standard input, go have a look at
the whole source code base. standard error and standard output are
used for debug and info messages but nothing is read.
So... this has to be a non OSG specific programming question, which I
suspect is likely
Hi Katja,
I don't personally have any work plans for adding support for OpenGL
ES 3.0 but as you suggest this shouldn't be a difficult addition for
others to roll their sleeves up and add as the OSG is written around
coping with multiple version of OpenGL already so one would just use
the same
Hi Gowtam,
I would recommend using the svn/trunk version of VPB and OSG as these
are known to be compiling together OK - I've just compiled it myself
to double check. I have gdal1-.7.3 installed so not as recent as your
version of gdal. The svn/trunk of the OSG and VPB are most likely to
be
Hi James,
On 23 August 2012 16:01, James Cotton peabody...@gmail.com wrote:
Great, thank you very much. That fixed it!
Edit: At the risk of derailing my own thread, the plugin then tries to find
imageio to load the textures, but that isn't available on android (and looks
like it's
HI Regina,
This read a lot like spam to me and has no place on the OSG
forum/mailing list. Has your account been hijacked?
Robert.
On 30 August 2012 06:48, Regina Howard reginahow...@live.com wrote:
Billboards present large advertisements to passing pedestrians and drivers.
Today it is
Hi Randall,
On 5 September 2012 02:05, Randall Hand randall.h...@gmail.com wrote:
I've been programming in OpenGL for several years now, and I'm about to start
a new project and thought OpenSG might be a good tool to use. However, I'm
integrating data from lots of outside sources (gyros,
Hi,
I am new to OSG Android. I build and tested osgAndroidExampleGLES1.
I am able to load osg models of any size in this example.
I made a similar example for testing. In this example i am able to load the
models of size around 650MB. I am not able to load 700 MB models. It just
flashing
Hi
i'm not entirely sure how you doing this, but on most android devices
application memory usage limited to 16mb of ram. Recent versions upped this
limit to 4gb but i dont think you'll be able to actually use any model even
remotely close to that because of performance reasons.
Cheers.
Hi
i think your best bet is to use some count of internal viewer frames between
external ones, i.e. to disable clear on main camera, and shut it down with
mask, but still render your rtt cameras between external frames.
17.09.2012, 11:50, Harry Li harry75...@gmail.com:
Hi,
I have three
Hi,
I've been asked to add some tool tips to objects in a 3D scene, and I
wonder if there is anything existing in OSG that would facilitate an
implementation.
Essentially as you hover over a 3D object and leave the mouse there
for about one second, it should pop up with a small overlay
Hello,
On Sat, Sep 1, 2012 at 7:38 AM, Mahesh Manni mahesh_bi...@yahoo.co.inwrote:
Hi,
I am using VRML 0.17.12 version API for importing the vrml files.
My importer is not reading the nodes that is declared under the PROTO
keyword.
Earlier, I have used VRML 0.14.2 version, where it is
Hi,
Sorry for the wrong size.
I am able to load the model of size 650KB. If the model is 700KB then the
model loading only once. That is why I am getting a flash on the screen.
Is there any setting where I need to specify size limit.
I am using OPENGLES1.
...
Thank you!
Cheers,
Koduri
My experience has been with Bullet, and if you've done any archive searches,
then I'm sure you've came across osgBullet (osgbullet.googlecode.com). If you're
concerned with performance, you should note that osgBullet supports running the
physics simulation in a separate thread.
You are asking
Hello dear Robert,
I have GTX280, Xeon 3GHz, windows XP sp3. Application uses osgEarth. If we load
KML file with many similar objects we get problem, that I described.
I'd like to try solve the problem using plain OSG, then port solution to
osgEarth. Now in osgEarth scene I have 2890 models and
Hi Bastian,
It's likely to be a driver bug, or perhaps a sensitivity in the driver
to the GLSL shaders that are used - sometimes some drivers can be more
picky than others. I previously worked with an ATI card under Linux
with osgVolume and didn't have problems so perhaps there has been a
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
Hi Jeremy,
Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre one but will be very
easy to integrate with OSG scenes. I'd like to also have a benchmark
including a
On Thu, Sep 13, 2012 at 12:07 PM, Craig Hicks craighi...@simstaff.comwrote:
Hello dear OSG-community,
I have a direct position for a simulation client of mine that can be done
off-site. This is for a solid OSG programmer in the simulation arena.
Salary is open at this point so if you are
Hi Kirill,
On 17 September 2012 16:18, Irbit Kirill formus...@mail.ru wrote:
I have GTX280, Xeon 3GHz, windows XP sp3. Application uses osgEarth. If we
load KML file with many similar objects we get problem, that I described.
I'd like to try solve the problem using plain OSG, then port
To render OSG in an existing OGL viewport, you still need to create an OSG
viewer because that is what kicks off the OSG traversals when the frame()
method is called. You also need to manage (i.e. Push and Pop) OGL state
correctly since OSG and OGL share the same render context so that you
Hello.
I am trying to use an external widget library in osg.
This library tries to load the opengl functions during initialization using
wglGetProcAddress.
This procedure works in opengl but not in open scene graph. It fails for
functions in gl 1.2 and later.
I found this: The Microsoft Windows
Hi All
So I'm using an extension on iOS that allows me to fast draw video frames
coming from the camera in OpenGL.
The requirement though is that I bind and create the texture during a callback
so I have to call makeCurrent on the osg context then do manual OpenGL
commands, like below.
Code:
Hi
you should let osg know of what are you doing with opengl state, or revert it
back when done drawing your texture.
f.e. if osg thinks that active texture unit is 0, and it actually 5 after your
gl stuff bad things can happed, as next osg call to glBindTexture will leave
texture unit 0
Thanks for that
calling glActiveTexture(GL_TEXTURE0); at the end has worked, I'll
try a more elegant solution later, but at least this has proved it can work.
Pretty obvious solution, think I'd just been working on it too long.
Thanks for the help
Tom
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Will do. Thought about that after I posted.
On Sat, 2012-09-15 at 01:36 -0400, Glenn Waldron wrote:
Michael,
May I suggest you post osgEarth questions to the osgEarth forum at:
http://forum.osgearth.org
Please go there and post your earth file. Thanks.
Glenn Waldron /
Hi
So I've done this when working with the QCAR sdk as it seems
to insist on having ownership of the GL Context.
What you want is first setup the emmbeded viewer
Code:
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer();
osg::ref_ptrosgViewer::GraphicsWindowEmbedded embeddedWindow
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