Hi Chen,
It looks like the OpenGL driver isn't working properly within the
virtualbox, you'll need to go look at virtualbox forums to see how
they resolve these issues.
Or... just dual boot.
Robert.
On 1 August 2013 23:26, Chen Feng simba.forr...@gmail.com wrote:
Hi All,
I recently tried to
Hi Chen.
just for your information:
Ubuntu and osg work ok in VMWare player on windows ( which is free for non
commercial/educational ussage )
Regards
Sergey
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Hi Mike,
The only problem I could spot in your code is you are using a
TextureRectangle which uses pixel coordinates rather than standard
OpenGL non dimensionsal texture coordinates, this means you have to
set the texture coordinates on your geometry in pixel coordaintes - so
effectively (0,0) to
HI Amuary,
From your code segment and information provided I can't say
specifically what the problem. The best I can do is recommend having
a look at the osgmanipulator example.
Robert.
On 2 May 2013 09:21, Amaury Courtin general_cour...@hotmail.fr wrote:
Hi,
I know this post might look
Hi Jose,
The time value used in the animation will be
(SimulationTime-Offset)*Multiplier, so if you change the Multipler and
want the position for the current SimilationTime to stay the same
you'll need to adjust the Offset, the maths will be:
(SimulationTime-OffsetCurrent)*MultipleCurrent =
HI Wilbur,
My guess it's small feature culling the small spheres when the model
extents are larger which causes the initial viewpoint to be further
away.
You can swtich off small feature culling via
camera-setCullingMask( camera-getCullingMask()
~osg::CullingSet::SMALL_FEATURE_CULLING);
Hi Yong,
The simple answer is you can't convert a NULL to Vec3, it simply is
wrong and compiler is right to bark about it.
The best way to write code like is would be to do:
bool lineintersection(const osg::Vec3f p1, const osg::Vec3f p2,
const osg::Vec3f p3, const osg::Vec3f p4, osg::Vec3f
Hi Antoine,
On 13 May 2013 07:22, Antoine Criquy antoine.cri...@free.fr wrote:
Last year I updated the version of osg I was using for a program that
displays terrain grids (using osgTerrain). And now, i've just realized that a
functionnality that uses clipping planes to cut the terrain
Hi Zev,
What you'll need to do is create a copy of the aircraft subgraph
duplicating all the internal nodes of the scene graph, but share all
the StateSet and Drawables. This way the light parts of the scene
graph that need to have individual values like the transforms can have
their own values,
Hi Alvaro,
On 16 May 2013 23:04, Alvaro Fuentes mtc.fuen...@gmail.com wrote:
Hi everyone. I have a question regarding to video playback and the best way
to using it in a texture inside the 3d world of OSG.
Is there a way to stream the video content (or video frames, produced by the
ffmpeg
Hi Pankaj,
Form the information provide there isn't any way for us to know what
is going wrong in your case. Best I can do is provide general
comments.
First up look at the center and radius you are setting for the
PagedLOD - make sure it matches up to the subgraphs that will be
loaded
Hi Pankaj,
This could be a driver issue, a Qt issue or something else entirely.
There really isn't much we can say about such novel combinations of
hardware and software. Perhaps Qt forums might help, or WorldViz's
Vizard support.
My general advice would be when doing high end projeciton
Hi Juan,
It's hard to know exactly what you mean by invisible objects, or how
they might recieve a shadow.
Could you take a step back and explain at a high level what you are
trying to achieve.
Robert.
On 18 May 2013 13:03, Juan Cruz j_...@hotmail.com wrote:
Hi,
I'm creating a visualization
HI Lokesh,
A Texture2DArray is something designed for shader work, the fixed
function pipeline won't access it so you'll need to write shaders for
it.
However, I can't see why you'd want to collection of images like you
have and apply using a Texture2DArray. These images all have specific
names
Hi Junjie,
The OSG doesn't have general collision support, it only provides line
segment and polytope intersectors that probably aren't what you are
looking for. You are problably best looking at a dedicate collision
detection and perhaps physics library to handle this side of things.
For
Hi Ruixuan,
NVidia have limited QUAD_BUFFER stereo support to their Quadro lines
so when you attempt to create a QUAD_BUFFER stereo visual on a Geforce
you'll get a failure like you see. There might be other ways to drive
the monitor rathr than through QUAD_BUFFER stereo. I'm not familiar
with
Hi Mike,
The osg::Texture class has a method:
/** Sets whether to force the texture to resize images that
have dimensions
* that are not a power of two. If enabled, NPOT images will
be resized,
* whether or not NPOT textures are supported by the
hardware. If disabled,
Hi Vadiraj,
The DatabasePager is geared around the PagedLOD which selects it's
children based on the current viewpoint, something that is only
available during the cull traversal.
However, I can't see how your initial project description fits in with
anything to do with the DatabasePager or
Hi Robert,
Thank you for your answer.
The strange thing is that the older version of the application, that uses osg
2.2.0 is working fine on this system, so I don't understand how it could be a
driver bug. And I haven't changed anything about clip planes or scene graph
structure between the 2
Hi Cyclonis,
I'm afraid I have rather too much in the way of support emails to get
throught to look at user programs and data so I'll just provide some
general comments.
When shadow mapping you have to have a shader that combines the
textures of the orignal data with the shadow map texture doing
Hi Cody,
Do you actually need to get GEGUI to a texture? Can't you just CEGUI
to render direclty to the frame buffer?
If you do want to use CEGUI texture then the best way would probalby
be to create a subclass from osg::Texture that has a custom
apply(State) that does the glBind(..) on the
Hi Mengyu,
It's hard to say exactly why it's disappearing but my best guess would
be the aliasing of a sub pixel sized object is resulting to
appearing/disappearing.
The way I'd tackle it would be to render the object to a texutre wth
the camera zoomed into to render the object at a large than
Hi Mohammed,
I see the problem with the tempView_Hide.png, when running the OSG
with OSG_NOTIFY_LEVEL set to DEBUG the ong plugin outputs the message:
width=300 height=298 depth=8
color == PNG_COLOR_TYPE_GRAY
I checked the plugin and it does have code hadnling
PNG_COLOR_TYPE_GRAY so I would
Hi Cor,
The OSG is better engineered for muli-threaded multi-context work as
it's heritage is in vis-sim and VR, so very much the type of use that
one would use with a HMD. Members of the community are alreayd
experiementing with Oculus Rift support so do some searches to see the
latest of this
Hi there,
I just happen to have an RGBA texture with some alpha values equal to 0.
Unfortunately, at least on mac osx, the image that I get from
osgDB::readImageFile has the RGB values set to 0 for pixels that have alpha
= 0.
I did load the image on gimp and confirmed that the RGB values are
Hi Paulo,
Do you know which plugin is begin used on your OSX system? Under OSX
we normally default to useing Quicktime or imageio depending upon
version of the OSG, settings etc. On other platforms we use format
specific plugins. If there is problem it could be in any one of these
places.
As
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hello Robert, Cor
On 08/02/2013 12:00 PM, Robert Osfield wrote:
Hi Cor,
...
W.r.t latency you'll need to avoid SLI/Multicard altenate frame
rending by the driver if you are using two cards as this will screw
up latency big time. You will
There was some development in osgBullet for grappling with a data glove and
hand model. Without haptics, the user had no feedback over how tightly the
objects were grasped, and Bullet had difficulty resolving the constraints
in this situation.
We found a better approach was to detect gestures
Hi,
On Tuesday, June 18, 2013 17:08:09 Robert Osfield wrote:
ac - AC3D modeller format. Does anybody use this type of file anymore?
Yes Flightgear - heavily.
The loader is working fine. I never cared for the writer.
Greetings
Mathias
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Hi,
On Thursday, August 01, 2013 06:21:10 Robert Osfield wrote:
The OSG doesn't have or use an equivalent to std::shared_ptr, and if
I were to write a new scene graph tomorrow I would not use a
std::shared_ptr for general nodes in the scene graph. shared_ptr
isn't as robust as ref_ptr in
On 1 August 2013 15:09, Paul Martz skewmat...@gmail.com wrote:
You can pass references to shared_ptr objects. You only need to copy them
for long-term storage, which is typically not a performance critical
operation in a scene graph.
It occurred to me that a reference to a shared_ptr is
As a side note, the
tempView_Hide.pnghttp://forum.osgearth.org/file/n7581916/tempView_Hide.pngis
not recognized format by Photoshop 6. And from what I've seen,
tempView_Hide.pnghttp://forum.osgearth.org/file/n7581916/tempView_Hide.pnghas
two channels : Gray and Alpha, wheras
tempView.png
Hi,
I am trying to build OSG 3.2 with Qt 5.1 with cmake.
QT 5 is not recognized. Any suggestions?
Thank you!
Cheers,
Ale
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Hi,
using OSG 3.01 and QT 4.8.4 I was not able to setup a OSG view with a QT widget
as child.
Do you think this can be done with OSG 3.2?
Thank you!
Cheers,
Ale
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First THANK YOU for your answer :D
With the old photoshop I know that it does not work like he said Alexandre, but
with the new one like CS5.1 the image is displayed correctly,
Both images tempView.png (http://forum.osgearth.org/file/n7581916/tempView.png)
AND tempView_hide.png
On 2/08/2013 17:46, Mathias Fröhlich wrote:
This design problem with shared_ptr forces you to copy
shared_ptr's all the time when access data members which just can't
be efficient and requires end users to always stick to this rule.
Ack!
Also you need twice as much mallocs because the
HI Ale,
On 2 August 2013 17:12, Ale Maro sash...@teletu.it wrote:
using OSG 3.01 and QT 4.8.4 I was not able to setup a OSG view with a QT
widget as child.
Do you think this can be done with OSG 3.2?
I'm not a Qt expert so can't comment too deeply on the Qt side, but
even with my rather
Mohammed,
I tried with Photoshop CS6, win 7 32bit and I couldn't open it. You had
more luck than I did :P
--
Alexandre Vaillancourt
2013/8/2 Mohammed Djeralfia osgfo...@tevs.eu
First THANK YOU for your answer :D
With the old photoshop I know that it does not work like he said
Alexandre,
Hi Robert,
Well, I would even try to search for it, but right now I'm so busy I'll
have to just skip it and use a hack.
But if anyone out there has a bit more time, here's a piece of code and
data to test it.
I don't remember if osg comes with the pkg-config script, but if not maybe
I added mine
Ok, here's a better version with the alphas {0, 1, 2, 4, 8, 16, 32, 64,
128, 255} for the same rgb values {64, 128, 192}.
~ ./catpx pixel10x1.png
0 0 0 0
0 0 0 1
0 127 127 2
63 127 191 4
63 127 191 8
63 127 191 16
63 127 191 32
63 127 191 64
63 127 191 128
64 128 192 255
There seems to be some
Hi Paulo,
Could you try OSG-3.2, it has various fixes to the imageio plugin
Robert
On 2 Aug 2013 20:28, Paulo Silva paulo.jn...@gmail.com wrote:
Ok, here's a better version with the alphas {0, 1, 2, 4, 8, 16, 32, 64,
128, 255} for the same rgb values {64, 128, 192}.
~ ./catpx pixel10x1.png
Hi CJ,
We've been using OSG with either CAVELib or Mike Weiblen's osgVRPN with Will
Hollingsworth's additions:
https://github.com/VirtualMe/osgvrpn/tree/master/trunk
We've tested it with an old serial Flock of Birds, and a couple Intersense
devices, including one mounted to an iGlasses HMD.
I render to an FBO texture attachment the same size as my window. But
when I expand the window and try to resize the texture to match it, I
end up rendering to a rectangle the size of my original window in the
lower left corner of the now-larger texture. It seems like a lot of
people would have
I spent a few days tracking down a crash I was having generally when a
terrapage terrain was paging. This is using OSG 3.1, when I finally
caught the corruption I found that both the DatabasePager thread and
the Draw thread were calling OSG_NOTIFY.
I wrote up a test that does little more than
Hi Terry,
I use osg::Camera objects to render FBOs that are the same size as the
window. When the window is resized, I clear the rendering cache of the
camera and reset the texture size:
texture-setTextureSize(w,h);
texture-dirtyTextureObject();
camera-setRenderingCache(0);
This has worked fine
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