sfi...@gmail.com> wrote:
> Hi Karl,
>
> On 2 February 2018 at 15:41, Cary, Karl A CTR NSWCCD West Bethesda,
> 7340 <karl.a.cary@navy.mil> wrote:
>> Did you ever figure out what happened here?
>
> No, I looked into what we have in git but there isn't a 3.2.3 tag li
-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Tuesday, January 16, 2018 3:57 PM
To: OpenSceneGraph Users
Subject: [Non-DoD Source] Re: [osg-users] 3.2.3 Tag Missing
On 16 January 2018 at 20:11, Cary, Karl A CTR NSWCCD West Bethesda
I just noticed that 3.2.3 is missing a tag. As a result, the link from the
stable releases is broken. Is the 3.2.3 release simply the latest on the 3.2
branch?
Karl Cary
Senior Software Engineer
Leidos
Office: 301-227-5656 (Wednesday and Thursday)
Home Office: 434-589-3164 (Monday, Tuesday,
Also nearby is a Greene Turtle Sports Bar
21035 Dulles Town Cir, Sterling, VA 20166
Looks like all 3 options are about the same distance away for Robert.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Glenn Waldron
Sent: Wednesday,
I could be wrong, but I don't think the link between the mail list and forum is
working any more. I see quite a few new posts on the forums, and have not
gotten them through the mail list.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
I have a unique situation where I have to render my full scene to the screen,
but then also render a separate subset out to a shared memory segment. This was
achieved by creating a second camera, attaching the needed subset, rendering to
an FBO with a texture applied, and then doing a
I am posting this for my coworker, NavyBas, as he is not on the email list yet
and he was hoping to get a response before the forums get fixed. He had posted
this yesterday.
Hello and thanks in advance for any assistance,
First question: What is the simplest way to convert from 2D space to
Is the general forum down for anyone else? My coworkers and I have not been
able to get to it since yesterday and we noticed a post a coworker made
yesterday didn't come through the mailing list either (even though I have been
receiving other messages through it today). This is the error we
is that either
a X11 header needs to be added, or the ordering needs to be adjusted.
I can't be any more specific without seeing the problem first hand and
attempting to resolve it.
Robert.
On 27 May 2015 at 15:32, Cary, Karl A. karl.a.c
I need to subclass the GraphicsWindowX11 class in order to provide a custom
swapBuffersImplementation. However, when I do this I then get a really random
error in the middle of one of my enumerations (expected identifier before
numeric constant). It happens when I include
I've seen something VERY similar when we were doing custom OpenGL in an
overridden draw command and didn't clear ALL of the state objects that we
manipulated. Everything else in the scene was fine except for the stats
handler. It's pure luck that the stats is the only thing messed up.
I am working on updating our modeling to simulation model pipeline and have ran
in to an issue. If we export to a .ive file, when loaded in our program or
osgviewer, there are no textures. I set the OSG_NOTIFY_LEVEL to DEBUG and it
never attempts to find them. If I do an osgconv to a .osg file,
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] FLATTEN_STATIC_TRANSFORMS Not Always Working
..seams a DataVariance issue..no?
Cary, Karl A. wrote:
I was recently doing some updates to a converter we wrote and found that the
FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't
be done. In an ideal world all scene graph
would be built optimally in the modelling software and never need this fix up
processing.
Robert.
On 22 January 2015 at 11:39, Cary, Karl A. karl.a.c...@leidos.com wrote:
I was recently doing some updates to a converter we wrote and found
I was recently doing some updates to a converter we wrote and found that the
FLATTEN_STATIC_TRANSFORMS option to the optimizer isn't always flattening the
transforms and I do not understand why. I have verified that the
MatrixTransforms are marked as STATIC. The only thing I can think of is
We ran in to this same issue, but used the FinalDrawCallback to get around it.
Just means if you have multiple post draws that you want to do, that you have
to combine them in to one. Maybe writing an inherited callback for the
finaldrawcallback that you can append multiple function calls to?
Has anyone attempted to use it with Maya 2015 yet? Last time we tried it was
2012, and it has been raised again that they want us to start trying to export
directly to ive/osgb instead of our complex conversion process currently in
place. Last I can see were some changes to get it compatible
We have been having this problem for a long time, but only when we are using
dual monitors. If we go to a single monitor, then all is fine. Also ours is set
to run in full screen, but only on one of the 2 monitors. It seems completely
random when it would work and when it wasn't. We just
Robert had a suggestion in the past that helped me track down a similar issue
in the past. From an earlier post from him:
One way of pinpointing the error better is to enable fine grained error
checking in the osg::State by setting the env OSG_GL_ERROR_CHECKING to ON, on
my Linux system this
as
well so might be the same issue. Any further hints?
Thanks a bunch!
Nick
On Thu, Oct 23, 2014 at 1:08 PM, Cary, Karl A. karl.a.c...@leidos.com wrote:
Robert had a suggestion in the past that helped me track down a similar
issue in the past. From an earlier post from him
We have been having the same issue and haven't found a solution yet either,
though it hasn't been our main priority yet. I will be following any responses
closely and will contribute if I can.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On
I'll check it out. Thanks.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Glenn Waldron
Sent: Tuesday, September 02, 2014 8:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] First time render hiccup
Per,
If you don't want to
We are finally attempting to test out OSG 3.2, but we are having some issues
with building with GDAL. This is for CentoS 6 x86_64 with gdal 1.9.2-4,
however, we are building 32 bit as we have some external libraries in 32 bit
only. For 3.0, we got gdal fully installed and cmake automatically
.
Mike
On 16 May 2014, at 15:03, Cary, Karl A.
karl.a.c...@leidos.commailto:karl.a.c...@leidos.com wrote:
We are finally attempting to test out OSG 3.2, but we are having some issues
with building with GDAL. This is for CentoS 6 x86_64 with gdal 1.9.2-4,
however, we are building 32 bit as we have
The first error line appears to be that the code is simply not correct, you are
missing a (. It should be:
shrubQuad-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet:: QUADS,0,4));
As for the other error, Nick covered that.
From: osg-users-boun...@lists.openscenegraph.org
the details you've provided. Are
you saying that the osgUtil::FlattenStaticTransforms is not handling LOD's
correctly? Have you looked at the source code to see what it's doing/not doing?
Robert.
On 14 April 2014 20:03, Cary, Karl A. karl.a.c...@leidos.com wrote:
To at least partially answer my
As our simulation runs we can add and remove models and many times the same
model repeatedly. We only load the physical model once and then clone it for
each instance we need. Each model can contain matrix transforms, switches,
LODs, and update callbacks that all need to be unique. I am trying
That makes sense. And I understand it for switches and transforms. Would I need
to do deep_copy_nodes if it only contained geometry under LODs?
As for the arrays, we ran some tests and determined it better to flatten
transforms out and do that for positioning some objects and then just put them
Would you, or anyone else, have any idea how I would go about making a custom
cloner/copier? The reason is because I have found that I have something that
gets added say 1000 times to our scenegraph. Each instances contains 4 groups,
where only one of them needs to be cloned. The other 3 can
I have run across an issue related to scaled flattening over an LOD. I have a
Matrix transform with a static scale in it over an LOD node. For the LOD, I
have exact ranges that I want it to change at, regardless of scale, i.e. always
switch LOD at 1000ft, 2000ft etc. If I leave the matrix
...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Monday, April 14, 2014 12:51 PM
To: OpenSceneGraph Users
Subject: [osg-users] Scale Flattening and LODs
I have run across an issue related to scaled flattening over an LOD. I have a
Matrix transform with a static scale in it over an LOD node
This is actually something I have been curious about for exactly how it is done
as well. What about if you have a Geode who you are going to add or remove
drawables to. Do you make those drawables DYNAMIC?
From: osg-users-boun...@lists.openscenegraph.org
...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, March 06, 2014 8:22 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Must I call setDataVariance(DYNAMIC) to a group node?
HI Karl,
On 6 March 2014 12:00, Cary, Karl A.
karl.a.c...@leidos.commailto:karl.a.c...@leidos.com wrote
According to the UserGuide, setting up INDEX_MESH | VERTEX_PRETRANSFORM
|VERTEX_POSTTRANSFORM should replace all tristrips with indexed triangles. For
some reason, I am still being left with some trstrips. Not all, but some. What
is strange to me is that I will have a geode with 4 primitive
Lashkari
fla...@gmail.commailto:fla...@gmail.com wrote:
Hi Karl,
Setting the data variance of a node to DYNAMIC should prevent the optimizer
from removing it:
group-setDataVariance(osg::Object::DYNAMIC);
Cheers,
Farshid
On Tue, Feb 4, 2014 at 1:49 PM, Cary, Karl A.
karl.a.c
is marked to be
saved via whatever means I tell it, it just adds it back to the group without
combining. One line change and it works just fine.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Wednesday, February 12
In the beginning our application, Performer was used. During that time, someone
customized the obj loader to handle some specific stuff. When we went to OSG,
we simply then converted our pfb files in to ive files so as not to lose this
customization. I am attempting to get rid of the middle
In the beginning our application, Performer was used. During that time, someone
customized the obj loader to handle some specific stuff. When we went to OSG,
we simply then converted our pfb files in to ive files so as not to lose this
customization. I am attempting to get rid of the middle
Is there a way to save a named group from being optimized away by setting
either some type of option or flag before running the optimizer? I can always
write a custom optimize visitor to handle it, but it just seemed like it might
be a common case that is handled and I haven't known about.
We have had this issue as well and simply converting our textures to dds
fixed everything. We can now load 100x what we could before in terms of
number of models. I would look at that type of option first.
From: osg-users-boun...@lists.openscenegraph.org
We currently are still forced to use some old pfb models. And we are
being told that we also have to use the latest version of OSG for
security reasons. Puts us in a tough spot if it won't exist any more.
If it has to be, then I am sure we can find a way around it, but just
thought I would speak
If you have a need to actually change the flt file itself to change it
to use dds textures, you can write something using the openFLT API. I
actually just very recently did this myself. We had several hundred
models we were converting to use dds instead of rgb files. The samples
given with the API
We recently took some flt files that were using rgb files as textures
and converted them to dds textures with mipmaps built in to them. I
noticed while checking up on our scenegraph that
useHardwareMipMapGeneration was set to true for all of these textures.
Since the dds textures already have them
I need to move some nodes around in my structure that inherit various
parts of their statesets from it's parent nodes. Is there an easy way to
compile it's stateset for moving it around? I will give a very dumbed
down example of what I am trying to do:
Grp 1
This isn't a direct OSG question, but one I was hoping people on this
list might be able to help out with. We have several thousand FLT files
that use rgbs as textures. Unfortunately we can't convert these to ive
or osgb files as they are shared with another application that is not
made in OSG and
Remember that by default OSG will append a 'd' to the library name so
make sure your build system for your application handles that when
building in debug mode, otherwise it will continue to link to the normal
libraries. To make myself clearer, for example, you would normally use
libosg.so, but
to buildethe debug version of osg under
Linux?
On Fri, Jan 18, 2013 at 1:01 PM, Cary, Karl A. karl.a.c...@saic.com
wrote:
Remember that by default OSG will append a 'd' to the library name so
make sure your build system for your application handles that when
building in debug mode, otherwise
I am confused by your post. You set the scheme to on demand, then change
it right back to continuous, essentially doing nothing. But then you
call setRunMaxFrameRate, which I do not even see as being an osgViewer
function.
We do the traversals manually to control our frame rate.
-Original
You can look at the maya2osg project at
http://sourceforge.net/projects/maya2osg/. The problem is that it hasn't
been maintained recently. We are having the same issue and in the past
we exported or models to obj format, then converted to pfb with a custom
performer library to handle some special
Double check and make sure permissions are not an issue. I had that
problem once with my fonts. But as Robert suggested, make sure it is
just that the fonts file isn't readable.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
I am tracking down some memory leaks in our program and have come across
a couple situations where I am currently not sure if it is/can cause a
memory leak. There are many instances in our code where we do something
similar:
osg::ref_ptrosg::Geometry geo = new osg::Geometry;
, September 13, 2012 1:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using glDrawElements causes crash with
osg::Stats
Hi Karl,
On 12/09/12 22:28, Cary, Karl A. wrote:
Alright so I adjusted my code to do everything through the osg::State,
including trying the osg::State's
: Thursday, September 13, 2012 9:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using glDrawElements causes crash with
osg::Stats
Hi Karl,
On 13 September 2012 12:30, Cary, Karl A. karl.a.c...@saic.com wrote:
It is crashing in the glDrawElements call, which I can't step in to.
All
changed the
state via the osg::State::haveApplied*() calls or simply to use the
osg::State class itself for applying the state you want to change.
There are a whole series of methods for doing vertex array set up that
you can use so have a look at these.
Robert.
On 11 September 2012 18:40, Cary
I have a situation that is requiring me to use raw gl commands in the
drawImplementation of an osg::Drawable. I have a double buffer that is
not updated fully until draw time as opposed to update time and I am not
at liberty to change this. Currently in the drawImplementation, I get
the current
, nvidia texture
tools, or in photoshop using nvidia plugin. For rgb images you'll get 6x
compression ratio. Also, you can save textures in dds format with pre-generated
mipmaps, if you need those.
Cheers.
24.08.2012, 21:13, Cary, Karl A. karl.a.c...@saic.com:
I do have the ability to pre-process
, Cary, Karl A. karl.a.c...@saic.com:
Will I need to do anything in osg to make sure it uses the pre-generated
mipmaps stored in the DDS file and not recreate new ones? Working on saving
the textures out as dds now.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Monday, August 27, 2012 8:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Questions
I have my code loading dds now, but the mapping is all screwed up as a result.
All I did was change the extension on the filename from jpg
. And it is a different one
each time. Any clues?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Monday, August 27, 2012 9:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Questions
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Monday, August 27, 2012 9:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Questions
Alright, so I am calling flipVertical() and setOrigin(osg::Image::TOP_LEFT) on
the image before setting it in the Texture2D
I have an application that loads several 2048x2048 textures in a
separate thread before passing off to the main to be applied to the
geometry. I am trying to do anything and everything I can to improve
performance on them as the number of textures will increase from several
to quite a lot. So I am
11:40 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Questions
Hi Karl,
On 24 August 2012 14:40, Cary, Karl A. karl.a.c...@saic.com wrote:
I have an application that loads several 2048x2048 textures in a
separate thread before passing off to the main to be applied
I am using osgDB::readNodeFile to load in some .flt files. What I am
wondering is if there is some type of option that can have it not load
the external references in the files. Right now I just send a
NodeVisitor through to round up a list of all the ProxyNodes and then I
run through that list
I would be very interested in this as well. I have been having this
issue for a long time. Our development systems all have one widescreen
monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to
run a 1280x1024 window on the widescreen as the left monitor, all is
fine. However if
I developed something that uses tiffs as textures and developed it in
CentoS 5.5 and everything works just fine. The installation of OSG on
the system was actually built on a CentOS 5.6 machine and then rpm'd and
installed on the 5.5 system. When I try to run the code on 5.6, I get
that it cannot
To: OpenSceneGraph Users
Subject: Re: [osg-users] Unable to load osgdb_tiff plugin on CentOS 5.6
On Fri, 2011-09-02 at 13:17 -0400, Cary, Karl A. wrote:
I developed something that uses tiffs as textures and developed it in
CentoS 5.5 and everything works just fine. The installation of OSG
on CentOS 5.6
On Fri, 2011-09-02 at 13:17 -0400, Cary, Karl A. wrote:
I developed something that uses tiffs as textures and developed it in
CentoS 5.5 and everything works just fine. The installation of OSG on
the system was actually built on a CentOS 5.6 machine and then rpm’d
and installed
Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Friday, September 02, 2011 1:45 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Unable to load osgdb_tiff plugin on CentOS 5.6
More specifically I am
] Unable to load osgdb_tiff plugin on CentOS 5.6
On 09/02/2011 04:30 PM, Cary, Karl A. wrote:
I just confirmed that it happens with all tiffs, not just geotiffs. I
created something in gimp and used that. Worked in 5.5, not in 5.6. I
honestly have no idea what to do other than to roll my own custom
, Cary, Karl A. wrote:
I have a geode that loads a shader. It loads up a texture that is meant to be
a default
texture. That geode then has many children drawables under it. The plan is
that each child
will have a different texture associated with it, but will otherwise be using
the same
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Saturday, August 06, 2011 11:22 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Loading different texture in child drawable than
inparent geode
I added that as well and it did nothing. I tried adding
-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cary, Karl A.
Sent: Saturday, August 06, 2011 11:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Loading different texture in child drawable
thaninparent geode
I went a step
I have a geode that loads a shader. It loads up a texture that is meant
to be a default texture. That geode then has many children drawables
under it. The plan is that each child will have a different texture
associated with it, but will otherwise be using the same shader and
StateSet as the
I need to be able to read in a geotiff and use it as an osg::Texture. I
made sure I had libgdal built and installed and then rebuilt OSG against
it. I am then making a call to osgDB::readImageFile(pathToGeotiff). But
it always returns NULL. What am I missing here? Shouldn't I be able to
do this?
I am trying to debug an application where apparently a common uniform
value passed to 2 shaders is ending up differently. In order to both
confirm my suspicions and figure out where to go next, I thought I would
check to see what value the uniform is set to during the actual
drawImplementation of
::overrideRedirect flag to true.
Robert.
On Thu, Jan 20, 2011 at 10:08 PM, Cary, Karl A. karl.a.c...@saic.com
wrote:
I am having an issue with screen resolution in Twinview. If I am in
clone
mode or non twinview, everything is fine. But when I am in twinview
otherwise, the screen resolution changes even
...@lists.openscenegraph.org] On Behalf Of Cary,
Karl A.
Sent: Friday, January 21, 2011 7:07 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Screen Resolution Being Overriden in Twinview
Thank you, thank you, thank you. That worked perfectly.
-Original Message-
From: osg-users-boun
I am having an issue with screen resolution in Twinview. If I am in
clone mode or non twinview, everything is fine. But when I am in
twinview otherwise, the screen resolution changes even though I am not
telling it to. It is essentially adding an invisible window decoration
as that is the size it
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