Hi,
You can make an additional CMake variable and add it to libraries. This means
when your app is configured, the user has to provide a path to that library.
HTH,
Dženan
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Hi,
That file only contains function prototypes (of functions which exist in cpp
files).
Cheers,
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Hi,
have you tried it? Opinions, experience?
Cheers,
Dženan
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Check the discussion from the beginning, it is indicated that nVidia's drivers
are to blame.
Cheers,
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Hi,
At least you are running downhill :)
Have a good time!
Cheers,
Dženan
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Hi,
It crashes even if I mark the container node as dynamic:
container-setDataVariance(osg::Object::DYNAMIC);
Right now the frame rate isn't so important, so I can even live with a blocking
frame(), if update during cull/draw traversal is causing these crashes.
Can anyone give any hints?
Hi,
Would you mind sharing that piece of code which replaces geometry, and the way
you switch to new nodes?
Thank you!
Cheers,
Dženan
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Hi,
Currently, threading model is automatic selection.
What I do (and it works): I have a scene graph as in the image attached
(circles are group nodes, rectangles are geodes). I create an empty geode, pass
it to doWork procedure, which in turn iteratively adapts the mesh to the
boundaries of
Hi,
I forgot to say, I have ViewerQt (adapterWidget) on the main form, scenegraph
is added to it, and then doWork procedure is called. Frames are rendered when
needed with QApplication::ProcessEvents(), which also calls frame().
Thank you!
Cheers,
Dženan
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Hi,
A call to setThreadingModel(osgViewer::Viewer::SingleThreaded); was indeed
commented out in my code. However, uncommenting it has no effect - app still
crashes.
But, my approach should work in general?
Thank you!
Cheers,
Dženan
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Hi,
I just went through my code and replaced all plain pointers with ref_ptr that
solved the crash! I even commented out the calls to threading model and data
variance and it makes no difference (app doesn't crash).
Thank you!
Cheers,
Dženan
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Hi,
Werner, it turns out that my problem was the usage of plain pointers instead of
smart pointers.
Cheers,
Dženan
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Hi,
Are you trying to make some cloth animate in a physically-plausible way?
Instead of replacing group nodes and geodes, it may be more logical to replace
drawables (like my original way of doing it).
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Dženan
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Hi,
Add a matrix transform node above it in the scenegraph, with scaling matrix.
Scaling matrix has 0.75 on the main diagonal instead of 1, and other values 0.
This will give you size reduction of 25%.
Also you should know that you affect the display of objects (rotation, scale,
position) by
Hi,
Well, you might want your threads to generate drawables directly, instead of
wrapping them in geodes.
And, have you tried setting data variance to dynamic for your scene node?
Cheers,
Dženan
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Hi,
Drawables (from which Geometry is derived) contain triangles, not geodes.
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00185.html
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00265.html
However, it is possible that you are overseeing
Hi,
What is a proper way to replace a node in some loop and have the changes
immediately visible?
This code works:
Code:
void doWork(osg::ref_ptrosg::Geode geode, ...) //empty geode passed
{
loop
{
//make modifications
geode-removeDrawables(0,
Hi,
Thanks for suggestion. I played with it a bit, but with no success. Anyway, I
have debugged the code this procedure was supposed to test, so no need to spend
more time on it.
Cheers,
Dženan
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Hi,
Thanks for sharing, but I did not modify the frame loop of the viewer, and the
following code in Qt on-click event handler does not produce rotation:
Code:
mainForm.vis-setSceneData(my_object);
osg::Vec3 achse(0.1, 0.2, 0.974);
osg::Matrixd myRotationMatrix;
Hi,
I can tell you immediately that I gave up on this :D
Cheers,
Dženan
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Hi,
Is there a simple way to programmatically set rotation of a model in osgViewer?
[code]myViewer-setSceneData(fancyObject);
myViewer-run();[/code]
After this code, the object is displayed statically in the window. To get it to
rotate, the user must click and pull the object in the desired
Hi,
Well I was sort of hoping I could get away without constructing camera matrix,
as it involves a bit of computation.
If there is no quick and easy way to do it, I will just have to skip it (it is
not that important for my project, as it is for debugging purposes).
Thank you!
Cheers,
Hi,
Is osg::Vec3 class supposed to be passable only by reference and not by value?
If yes, why?
Thank you!
Cheers,
Dženan
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Hi,
Today (again) I am experiencing problems passing it by value. After some
testing it turns out it is only displayed wrongly in Visual Studio 2008
debugger - the code works properly in spite junk shown by the debugger.
Thank you!
Cheers,
Dženan
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Hi,
I have a scene shown in osgViewer. Scene contains opaque and translucent
polygons. Translucent polygons render significantly differently depending on
the angle of viewing.
Attachments show this. Color of the problematic polygons is
Vec4(0.55,0.60,0.55,0.3). The whole scene consists of
Hi,
There is no quick fix - very useful information.
Doing proper sorting of millions of triangles coming out of marching cubes
algorithm is not the right way to do it due to performance reasons. Although it
would give a proper rendering (more important with more complex datasets than
this).
Hi,
I have AdapterWidget embedded in my Qt main window. Instance of it is called
vis. This is the relevant code:
Code:
MainWindow::MainWindow(QWidget *parent)
:QMainWindow(parent)
{
setupUi(this);
osg::ref_ptrosgGA::KeySwitchMatrixManipulator keyswitchManipulator =
new
Hi,
I changed the window creation code, but the resulting png still has alpha=1.
Code:
AdapterWidget::AdapterWidget( QWidget * parent, const char * name, const
QGLWidget * shareWidget, WindowFlags f)
:QGLWidget(parent, shareWidget, f)
{
osg::ref_ptrosg::DisplaySettings
Hi,
I found the solution now. The only change needed was in the main window
constructor:
Code:
MainWindow::MainWindow(QWidget *parent)
:QMainWindow(parent)
{
QGLFormat f;
f.setAlpha( true ); //enables alpha channel for this format
QGLFormat::setDefaultFormat( f ); //set it as
Hi,
Yes, there is an interest in x64 binaries for VS2010. To build most of them for
2008 x64 took me a few days (windows versions of the libraries were all
pre-configured for x32, and they required a bit of tinkering). I would like to
avoid it this time (if possible).
Also, most people
Hi,
Examples that come with the OSG source code?
Cheers,
Dženan
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Hi,
I just compile-tested OSG 2.8.3 with VS2010, x64 target. It has build errors
(full log attached).
Furthermore, I cannot switch to VS2010 because Qt doesn't support it at the
moment.
Cheers,
Dženan
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Hi,
Thanks for the tips, they may come in handy once Qt 4.7 is out and I start
migrating to VS2010, and new version of OSG which includes those includes is
not published.
Thank you!
Cheers,
Dženan
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Hi,
Hehe, now that you have succeeded at getting something, you start to get into
the problematics of volume rendering. Namely, to get a nice visual
representation, you have to provide a suitable transfer function. The example
uses some hard-coded transfer function (osgVolume supports only 1D
Hi,
I don't think osg's data folder has anything to do with it.
I just took a look, and realized .pvm format is compressed. You can get gzipped
datasets from volvis.org, for example this 256x256x256 dataset:
http://www.gris.uni-tuebingen.de/edu/areas/scivis/volren/datasets/data/bonsai.raw.gz
Hi,
The command you used on linux should also work on windows. Don't have time to
investigate that right now, but you manged to get it to work, in some way.
Cheers,
Dženan
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Hi,
I don't know which version of GDCM osg is using, or how well is it integrated.
You could check out ITK library (http://itk.org), it has an example (called
DicomReadImageWrite or similar) which can read dicom images and convert them to
other formats - I recommend .mha, because its header
Hi,
I have a working osgVolume used in my program - I use it as a preliminary
visualization. Since it has only 1D transfer function support, and does not
combine with polygonal models, in later stage I replace it with
isosurface+polygonal model.
My version is basically a simplified osgVolume
Hi,
The following code occasionally leaves p with NaN value:
[code]double cosFi=vec1*vec2/(vec1.length()*vec2.length());
//cosine of angle between vectors
p+=acos(cosFi)*...;[/code]
Due to numerical round-off errors it would rarely occur that cosFi1 (something
like 1.0002534), and acos would
Hi,
No, I didn't. When I have more time I will try it.
Btw, this occurs only once every few million iterations - but has a high chance
of occurring in large meshes.
Thank you!
Cheers,
Dženan
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Hi,
Maybe you should look among university research projects, because if someone
has motion capture equipment, it is not very likely they will use it to make
open-source games :D
Cheers,
Dženan
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Hi,
There was a screenshot attached. I don't know whether it got removed by my
edits of the post, or for some other reason, but the differences are such that
the objects don't even overlap. I don't have that image at home (where I am at
the moment), but I will attach it again on Tuesday.
Hi,
I did write out the complete scene into an OSG file, and I analyzed it, and it
seems that the only unaffected coordinate is X (Y and Z coordinates get screwed
up). The only reason that comes to mind is that there is matrix transform in
the scene graph. Not above these nodes though - grp
Hi,
I have the following code:
Code:
osg::ref_ptrGeode geode=qe2osg(qe);
objWriteCell(qe, temp.obj);
grp-addChild(osgDB::readNodeFile(temp.obj));
grp-addChild(geode);
and it produces the attached result. The yellow object is geode (code below
assigns yellow color), while the node is gray (no
Hi,
Well thanks for narrowing things down (that means I am not immediately affected
by this). If I have some time to do more tests with this, I might try Inventor
format (because OSG's native format is not widely supported).
But I have noticed (by looking at a dump of scene graph) that during
Hi,
If you are looking for fast isosurface generation, take a look at this thread:
http://forum.openscenegraph.org/viewtopic.php?t=5655
If that is what you need, I can give you the missing pieces of code (slightly
modified HPMC library). Code is for nVidia GPUs (ATI's approach to Transform
Hi,
I checked out trunk version of it, but I cannot find documentation on how to
use it. I tried adding this to my CMakeLists.txt:
Code:
#find_package(osgWorks COMPONENTS libosgworks)
find_package(osgWorks)
include_directories(${OSGWORKS_INCLUDE_DIRS})
Code:
Configuring my project in CMake
Hi,
osgBulltet provides file FindOSGWorks.cmake which solves the problem.
Thank you!
Cheers,
Dženan
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Hi,
Thanks, I will look into it.
Cheers,
Dženan
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Hi,
Thank you for taking interest in my problem.
a) Of course I add geodes to the tree, I just thought that is not an
interesting part of the code.
[code]rest=marchingCubesGPU(visualizing, highTh, lowTh);
osg::ref_ptrGroup grp=new osg::Group;
grp-addChild(rest); //isosurface
grp-addChild(vert);
Hi,
Surround your code with [code] [/code] tags, because like this it is completely
obfuscated.
Cheers,
Dženan
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Hi,
I am using HPMC library
(http://www.sintef.no/Projectweb/Heterogeneous-Computing/Research-Topics/Marching-Cubes-using-Histogram-Pyramids/)
to do isosurface extraction. Currently I do it like this:
1)create buffers for vertices and normals
2)have this lib fill it with data (lib is meant to
Hi,
When osgVolume was being introduced last year, plans to support mixing it with
polygonal data have been announced. Is there any progress in this, or other
improvements in osgVolume (maybe support for 2D transfer function)?
What are the current plans regarding osgVolume?
Cheers,
Dženan
Hi,
Is there any time frame for reaching the decision?
Cheers,
Dženan
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Hi,
I was reading a thread:
http://www.mail-archive.com/osg-us...@openscenegraph.net/msg11931.html
and this message contained a link:
http://openscenegraph.org/archiver/osg-users/2006-October/0756.html
However, this link is no longer valid. Are those old messages available, in if
yes, how can
Hi,
While debugging a project today, I came to realize that 3rd party bin folder
has to be in the path. If it is not, png plugin does not load, and within
osg-using project you have no warning of this.
Tracing the execution led me to failure of LoadLibrary from Windows API. I
created a new
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