Hi,
GDAL plugin uses outdated function extractImageLayer
Code:
virtual osgTerrain::ImageLayer* extractImageLayer(unsigned int sourceMinX,
unsigned int sourceMinY, unsigned int sourceMaxX, unsigned int sourceMaxY,
unsigned int targetWidth=0, unsigned int targetHeight=0);
for extraction of
Hi,
Simply you can't do it. They are completle different smart pointers. shared_ptr
has outside reference counting and ref_ptr has inside reference counting in
osg::Referenced class. Basically you would need to call ref() everytime you
create or copy shared_ptr and call unref()
Hi,
Depends on what you want to do. If you want to render big resolution image, you
would have to use tiled rendering. Using PBO for transfering data back could
help speeding things up. But in most cases you are rendering non RT image (its
too big you cant even save it in RT). Then you just
Hi,
I did, but it seems to me, that this is only offline transform - exact same
thing that proj does. I want to transform points "on the fly". Can I somehow
use Helmert transformation (from +towgs84 proj param) ? I dont need to
transform between multiple systems, just to wgs84 would be nice
Hi,
It really depends on how big your point cloud is. General rule is to create
tree (kd-tree, octree, ...). Either multiple nodes or on big custom drawable
with tree in it. If you create custom drawable, you can test if ray intersects
tree node or polytope contains tree node. If you create
Hi,
I'm working on a project for displaying geospatial data. I usually have data in
some coordinate reference system. What I want now is transform them into
another coordinate reference system (wgs84). Its not a big problem transforming
coordinates on load or preparing data, but I would like
Hi,
It was Qt-osg problem. I wanted to use my custom QGLWidget using
GraphicsWindowQt::GraphicsWindowQt( GLWidget* widget ). Sharing is not
possible, because it creates its own traits in function
GraphicsWindowQt::createTraits( const QGLWidget* widget ). And then passes it
into
Hi,
Thank you! But I hope it wont break any other part of OSG that cant be shared
between contexts.
Cheers,
Filip
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Hi,
I have on big VBO rendered in multiple windows and osg (v 3.0.1) creates new
glBuffers for each, not shares them. I thought when two contexts are shared, I
dont need to recreate VBO again. Its a feature ? What can I do about it ? Its
posible to use osg with one context and multiple windows
Hi,
I know that, but when I debug my app, render will call
getOrCreateGLBufferObject() with new contextID without knowledge of sharing
context and creates new VBO.
Thank you!
Cheers,
Filip
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Hi,
I have problem with osg::Program and osgViewer::Renderer::compile(). I have
scene graph with shader only for some part of it. But when display lists are
compiled, shader is always active. Its geometry shader with LINES as input so
any other geometry will raise opengl error.
Shader even
Hi,
I want to display minimap in my scene, top view of scene, centered on my
position and rotation where my main view is heading. What is the best aproach
here (including, if first persona manipulator moves in main view, it will be
reflected on minimap).
Thank you!
Cheers,
Filip
Hi,
how did you obtain renderInfo and current context, in predraw callback or
somehow else ?
Thank you!
Cheers,
Filip
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Hi,
My issue:
1) I have application that runs on demand. So I dont want to achieve 60
framerates, 10 is more than enought.
2) Application loads very big chunk of data, but not all of them are displayed
right away.
3) When I zoom in and show all data (from some area), display lists from that
Hi,
Can you give me an osg example of rendering to frame buffer object with camera
postdraw callback and glReadPixels(); ?
I want to read from FBO with PBO and double buffering, but
glReadPixels(GL_COLOR_ATTACHMENT0); returns invalid operation even when I
attach texture to camera.
Can it be
Hi,
As fallback for offscreen rendering on computers without GPU I use Mesa3D.
(http://www.mesa3d.org/brianp/sig97/offscrn.htm) chapter 6.
Everything works great in simple test program, but when I create custom context
subclassing osg::GraphicsContext and write methods and viewer.
Hi,
Ok I get the situation :) It seems like OSMesa is standalone version of OpenGL
and opengl32 is version with GDI (on windows). Calls from application uses
OSMesa, but calls from OpenSceneGraph uses opengl32 (I dont know why there are
no linker errors). Even if I put mesa opengl32 gdi
Hi,
Anyway, can you point me, where to find openscenegraph code for bins number
sorting ?
Thank you!
Cheers,
Filip
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Hi,
How can I implement Reverse Traversal RenderBin order ? Same as
TraversalOrder but reversed ?
Thank you!
Cheers,
Filip
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Hi,
Thank you! I forgot to call copyLeavesFromStateGraphListToRenderLeafList(); :)
that's why i didnt work.
Cheers,
Filip
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Hi,
Next question
How I can render bins in reverse order ? render bin with number 10 before
render bin with number 1 ?
Thank you!
Cheers,
Filip
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Hi,
I have scene with layers with render order. And I use source aplha for
transparency. That works well with screen render target. But if I want to
render to transparent image and that image draw in another software, I dont
know on what background will it use. In that case I can use
Hi,
I want to generate font mipmaps myself from library not by gl or glu function.
How do I do that ?
Thank you!
Cheers,
Filip
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Hi,
Well, the best solution in this case is recreating context without MSAA. How do
I do that ?
Thank you!
Cheers,
Filip
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Hi,
Is it possilbe to disable (or enable) Multisampling ? I can create context with
MSAA and without it, but I have no idea how can I disable or enable it with
existing context ? Is it even posible or do I have to recreate Context ?
Thank you!
Cheers,
Filip
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Hi,
Ok, Thanks, I get the idea behind it. Do I have to worry about thread safety or
not ?
Cheers,
Filip
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Hi,
Current state GraphicsWindowQt uses QTimer and function osgQt::setViewer for
rendering traversal. It's clever, because Qt and osg events get correctly
dispatched. But if fps drops, Qt Gui lags, mainly because some events (menu for
example) will request redraw. I want to render scene in
Hi,
Your test program has bug in it. std::rand() is not threadsafe nor reentrant. I
don't think it can corrupt heap, but it will be better to use something else or
use mutex around rand();
Cheers,
Filip
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Chris Hanson wrote:
On Wed, Oct 17, 2012 at 9:18 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC () wrote:
Take a look at the createAxis() in the osgbillboard.cpp file for the
osgbillboard example. There's code in there to set linewidth...
Rather than altering the model
Hi,
osgFX wont help in this case, but I think MatrixTransform or
PositionAttitudeTranform (preffered) can do scaling, or second camera, at
closer z position.
Cheers,
Filip
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Hi,
I want to highlight part of CAD model. I have big symbol with lines, that have
different line width. Now I want to render that lines with +4.0f linewidth
according to original width of every line.
What is the best approach?
Thank you!
Cheers,
Filip
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Hi,
I pass data to my shader in texture which is attached to Group StateSet. If I
want to render something in fixed pipilene function, under that StateSet. It
will use that texture, but I do not want to do it. I just want to pass sampler
to shader, but not to texture fixed pipeline. Is there
Hi,
I think the problem maybe located in my custom Drawable class. It draws text
geometry instead of textured quads (like in osgText::Test). It basicaly works
like Group with multiple transforms and geodes with character geometry. But I
really need it to be Drawable (structure of transform
Hi,
in my app I change during event traversal scene graph.
I deep copy one par of graph mostly with one geode and it's drawables, but it
can be a transform with few geodes and add it to scene.
using DrawThreadPerContext it will crash sometimes.
what will I have to do ? where do I have to put
Hi,
I want to use GL_COLOR matrix mode. I want to render everything under
osg::Group node in slightly different color. Is GL_COLOR matrix mode capable of
this ? And what is the best implementation approach in osg ?
Thank you!
Cheers,
Filip
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Hi,
I have problem with osgText::Text and stateset, osgText is drawable, why isn't
pushed my custom StateSet attached to it to StateSet stack in osg::State when
rendering ?
Thank you
Cheers,
Filip
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Hi,
bad_alloc exception maybe you ran out of memory
Cheers,
Filip
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Hi,
I switched from DL to VBO and memory footprint (RAM) of my application has
dramatically increased.
Main reason for switch is deprecated DL. I need only static VBO.
Is it normal? And where is the main cause of higher memory consumption, OSG
overhead ?
...
Thank you!
Cheers,
Filip
Hi,
simplest technique is creating osg::Image, then assigning it to texture like
this:
Code:
osg::Image* image = new osg::Image;
image-allocateImage(16, 1, 1, GL_RGBA, GL_FLOAT);
image-setInternalTextureFormat(GL_RGBA);
osg::Vec4* dataPtr = reinterpret_castosg::Vec4*(image-data());
memcpy();
Hi,
I am sorry, I do not understand this. Could you expand on this? Which
code are you referring to?
I'm reffering to ViewerBase::run(). And managing frames. Calling
ViewerBase::frame renders one frame. Run() function handles frame rate and on
demand rendering, etc.
In Qt I'm referering to
Hi,
Beyond mutexes, I am less skilled with thread synchronisation. But in
other libraries like Qt sometimes the concept of thread local storage
is used to separate resource access from parallel threads. Do you
think this concept would be applicable to provide every thread with
its own stream?
Hi,
take a look at function:
osgQt::setViewer
with multiple views use CompositeViewer.
it uses timer too, with some sleep (on_demand) logic.
or implement it yourself, you get Qt timer - osg rendering idea from code.
Cheers,
Filip[/i]
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Hi,
I have two same looking different geometries:
One geometry with geometry shader and second without geometry shader which is
slower, more memory consuming fallback geometry that expands geometry on CPU.
All check extension functions require contextID. I don't have any contextID
when creating
Hi,
I have similar problem. But instanced rendering is not an option, because I
want to draw different huge number of objects from time to time. Now I share
geometry (can't share Geode because of picking - every object has to be
different) between PositionAtitudeTransforms. It's pretty fast,
Hi,
I think Chapter 8, Managing Massive Amounts of Data will be most interesting
part for me, because I'm working on program that manages very large data sets
of geographical data.
...
Thank you!
Cheers,
Filip[/i]
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Hi,
I need to use osgDB::DatabasePager not in cull traversal, but from somewhere
else (on demand update of my scenegraph, reloading segment from big database of
vector data). The main problem is that database pager invalidates request
because of bad request or pager frameStamp, is there any
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
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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
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Hi,
Because osgText calls state.Color in drawImplementation and this overrides
glColor4fv in osg::Material::apply(State) const when using osg::Material with
colorMode = OFF
Cheers,
Filip
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Hi,
it's a bug,
computation of bb in osgText::TextBase (without auto tranform cache) doesnt
count with text alignment
http://forum.openscenegraph.org/viewtopic.php?p=45355
Cheers,
Filip
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Hi,
computation of bb (without tranform cache) doesnt count with text
alignment(variable _offset).
Code:
/*virtual*/ osg::BoundingBox BentleyText::computeBound() const
{
osg::BoundingBox bbox;
if (_textBB.valid())
{
for(unsigned int i=0;i_autoTransformCache.size();++i)
Hi,
I had similar problem with using geometry shader.
Setting parametr GL_GEOMETRY_VERTICES_OUT_EXT with correct number of vertices
helped...
Cheers,
Filip
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Hi,
Did you tried to set Blending Function ?
osg::BlendFunc class, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA is always a good
starting point.
Cheers,
Filip
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Hi,
clone method is virtual and should return osg::Object*. you can dynamic cast
(or even static cast if you are sure) to PiGeometry*.
How can I force the program to call PiFaceGeometry::clone() if this is only a
child of object, on which I called clone()?
I am sorry If this question is
Hi,
if you check your program on memory leaks (for example with visual leak
detector) and don't find any leaks, it's probably fine.
The problem is in memory management. There are many things that can cause
increasing memory:
1) Creating any type of object or buffer on GPU is slow operation, so
Hi,
You are saying that you built OSG from sources. Are you completely sure that
you set up PNG_LIBRARY and PNG_PNG_INCLUDE_DIR ?
Because if you don't, osg_png plugin won't compile.
Cheers,
Filip
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Hi,
in OpenGL if GL_LIGHTING is disabled, the final color of polygon is determined
by glColor.
If you see ShapeDrawable::drawImplemenation(), there is glColor call.
Code:
osg::State state = *renderInfo.getState();
GLBeginEndAdapter gl = state.getGLBeginEndAdapter();
if
Hi,
How I can implement text without anti-aliasing. If I zoom too close, it looks
horrible.
Than you,
Cheers,
Filip
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Hi,
for redrawing, call function requestRedraw() on View(er) you want to redraw. I
suppose you are changing the scene by yourself.
If you want redraw on demand, other than calling frame by yourself use
osgViewer::Viewerbase::setRunFrameScheme(ON_DEMAND);
In QtViewer example there's QTimer
Hi,
The most simple thing that could it be is this:
did you set up stencil buffer by calling
osg::DisplaySettings::instance()-setMinimumNumStencilBits(); or creating
context with stencil buffer?
Cheers,
Filip
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Hi,
Use osg::Stencil on root node and set 1 where you draw (stencil func GL_ALWAYS).
Use post draw callback on your camera.
In callback save content of stencil buffer in osg::Image with readPixels() ...
format GL_STENCIL_INDEX
Inspect image.
Cheers,
Filip
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Hi,
This might be your problem:
If you use CameraManipulator (for example TrackballManipulator), it will
overwrite your ViewMatrix every frame ... see Viewer.cpp @1040
Code:
if (_cameraManipulator.valid())
{
setFusionDistance( getCameraManipulator()-getFusionDistanceMode(),
Hi,
I think you need to call dirtyBound() and dirtyDisplayList() on geometry.
Cheers,
Filip
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Hi,
I think I have similar problem. I studied osg code and find out, that
NodeCallback set as Node-CullCallback is called only if node is not culled
therefore (osgUtil::CullVisitor*)(nv-isCulled(node)) always return false.
I want to implement dynamic line style lod, where shoud I start ?
...
Hi,
osgWidget::Window is Transform and osgWidget::Widget is Drawable.
Window uses private variable _geode, that will append to itself. All Widgets
are stored there. Problem is that Window doesnt have interface for accessing
DrawableList of _geode or index accessing of Widgets.
Solutions are
Hi,
I want to implement custom line style. I know about LineStipple and LineWidget,
but I want to create something more complicated than that, for example this
repeating pattern: |
My current solution is custom line geometry created instead of GL_LINE - start
- end. The upside is, that
Hi,
I'm having problem with concave polygons.
If I use osgUtil::Tessellation it destroys information, that this was a
polygon, so I have two options, glue it together or save data (which is memory
consuming). It can be done, but the worse problem is in outlining them
afterwards with
Hi, i have a big scene and it takes really long time to compute and draw
everything. Is in osg some tool, that enables step by step rendering, so user
can see that program is not frozen, but actually does something ? I dont need
speeding things up, that is not an issue. No realtime rendering,
Hi,
I want to implement color picking for my application using rendering to temp
buffer (back_buffer) every element in different color (
http://content.gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs ).
Is there any option in osg how to to this ... personally i would prefer
Hi,
PolytopeIntersector uses osg::TriangleFunctor T and as you can see in code
(TriangleFunctor header).
Constructor called with Vec*d does nothing (prints warning).
In member function TriangleFunctor::drawArrays OSG is accesing Array, that
doesnt exists - and that's where the problem is I
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