robertosfield wrote:
Could you try the osgkeyboard example
Example works fine -- thanks for the tip! I've tracked the issue (in my code)
to masking against osgGA::GUIEventAdapter::KEY_Shift_L instead of (like the
example) osgGA::GUIEventAdapter::MODKEY_LEFT_SHIFT.
Thank you very much
Hello,
The SHIFT modifier does not appear to be working correctly on my Linux app (OSG
3.0.1) -- it is always on (so all typing in my debug console appears as
upper-case).
I've seen posts like this
(http://comments.gmane.org/gmane.games.flightgear.devel/65510) which claim that
X is sending
own Dragger?
...
Thank you!
Cheers,
Michael[/code]
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http
I've just tried to load Collada object with materials with the help of
your assimp plugin, and it worked fine. However, blend files created
with Blender 2.64 didn't produce any visual output.
So it turns out assimp isn't the holy grail :|
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question... how to make
the 1D dragger handles' length scale with the box length, but remain a constant
width in screen coordinates
...
Thank you!
Cheers,
Michael
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lyceel wrote:
Hi, Michael,
The structure of the scene itself can sometimes prevent the transform
from being flattened away. What happens if you try
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS (sometimes, you
just need a bigger hammer :-) ).
That worked, thanks
Hi.
I get the following error when try to access the forum:
phpBB : Critical Error
Could not connect to the database
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Should I create the patch for the functionality?
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Wang Rui, I research what format best to use for moving objects from
Blender to OSG, and I see Assimp claiming to load Blender files
directly. Since you said you wrote the plug-in already for it, I'd
like to try it out.
I have a follow up question: can I possibly differentiate Blender
model from
For the same *object. Sorry.
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Well, something like Alt-F4 is very-very intuitive, so forbidding it
will increase the number of angry people :)
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-pixel wide box is visible. Any advice on how to do
this?
(I am using OSG 3.0.0.)
...
Thank you!
Cheers,
Michael
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Hi.
Does OSG have some sort of material files that can be applied to the same mesh?
So far I've looked into osgt files and they store both mesh and
material inside one file.
Thanks.
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Hi.
I've looked at the code (OSG 3.0.1) of Viewer::eventTraversal and
noticed that it checks for CLOSE_WINDOW event and closes the window,
so there's no way to prevent the window from closing. I've googled for
window close prevention with no luck, too.
Can we add something like
. Is there something else that
could interfere with the Optimizer flattening the transform, or am I expecting
FLATTEN_STATIC_TRANSFORMS to do something that it's not intended to do?
...
Thank you!
Cheers,
Michael
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Have you tried const char* (string) and UTF-8 instead of wide ones?
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Can you provide some simple test case of what you want (which anyone
can 'make')? It's hard to conclude anything from what you've posted.
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E.g., I've had problems with Qt (not OSG) with UTF-8 russian text. I
recall there were some problems with QTextCodec as well. So more
context is required. And test case would be the best.
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I've seen that there is a glow example in osgPPU. Are there any examples using
just OSG that would give an effect similar to the attachment in my previous
post? I would prefer not to bring another library into my project if at all
possible.
...
Thank you!
Cheers,
Michael
...@alphapixel.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tue, September 25, 2012 10:10:30 PM
Subject: Re: [osg-users] How to get position information
On Tue, Sep 25, 2012 at 7:26 PM, Michael W. Hall hal...@att.net wrote:
Well I have my application displaying maps. I also
installed on a Windows 7
desktop (64Bit). The library DLL that we build on top of OSG fails to load.
We get the infamous error An attempt was made to load a program with an
incorrect format. Any help would be much appreciated.
Thank you!
Cheers,
Michael
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Well I have my application displaying maps. I also believe that I have
some DTED data loading. Now I would like to have the lat/long and
elevation display in the status bar. My question is how do you get the
position information as you move the mouse over the map?
I was trying to make my own
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
,
Michael
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a .cmake file?
Thanks,
Michael
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I am receiving the following errors after switching to reading files
with osgEarth:
[osgEarth]* [GDAL driver] Dataset has no spatial reference
information:
/home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif
[osgEarth]* Could not initialize TileSource for layer east-tiff
ERROR
Hikari is Windows only:
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIsstructure=Libraries
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I've just recalled that there also exist gameswf project which allows
for Flash UI inside games.
http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt
Would be nice to see this one integrated. Would make a lot of hype
with some easy flash demos :P
yes, I bought one.
Beware, it is not one-size-fits-all
-- mew
On Aug 30, 2012 8:05 AM, Paul Martz pma...@skew-matrix.com wrote:
The thong came up as a joke idea when the cafepress page was started; I
seem to recall Mike Weiblen had something to do with it. Didn't he bring
one to a SIGGRAPH OSG
are turned
off by the LOD. I would like to exclude these from the intersections. Does
OSG provide a way to do this?
...
Thank you!
Cheers,
Michael
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::IntersectionVisitor?
...
Thank you!
Cheers,
Michael
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person.
...
Thank you!
Cheers,
Michael
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I thought it's bound to dtEntity, that's why I was requesting. If it
can be used for any OSG project, then great!
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I downloaded osgEarth and build. It is working. Now I need to dig into
it.
Thanks,
Michael
On Tue, 2012-08-21 at 15:31 -0400, Glenn Waldron wrote:
Michael,
osgEarth is a C++ terrain rendering SDK. It is built on top of OSG. It
renders 3D terrains from elevation, imagery, and vector data
can utilize osgEarth to help that would be
great. I am looking at the osgEarth Documentation as I type. Looks
like more research.
Thanks,
Michael
On Tue, 2012-08-21 at u15:31 -0400, Glenn Waldron wrote:
Michael,
osgEarth is a C++ terrain rendering SDK. It is built on top of OSG
The DTED data I have has the .dt2 extension. Can osgEarth load that or
do you have to modify it somehow?
On Fri, 2012-08-24 at 19:32 -0600, Chris Hanson wrote:
On Fri, Aug 24, 2012 at 6:56 PM, Michael W. Hall hal...@att.net
wrote:
My application uses Qt. Currently I have it just
Thanks for the reply, Robert. What Sergey said was enough in my
situation. Thanks for this, Sergey.
I was simply quiet not to generate unnecessary thank you post :)
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Good work!
I'm not sure if I voted for libRocket, so here it is.
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.
Thanks,
Michael
From: Chris Hanson xe...@alphapixel.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Sat, August 18, 2012 7:25:56 PM
Subject: Re: [osg-users] Maps DTED data
On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall hal...@att.net
left corner of the window. For a
SCROLL event, it has Y_INCREASING_UPWARDS and getY() returns 0 in the bottom
left corner. Why are the two event types inconsistent? Is there some
attribute I am forgetting to set somewhere?
I am using OSG 3.0.0 and Qt 4.7.
...
Thank you!
Cheers,
Michael
I have a little alpplication I am doing to learn OSG. I have also read the OSG
3.0 for Beginners book. It has been helpful in learning more about how OSG
works.
I have generated an earth.ive database from the BMNG east and west tifs. I can
display this database in my application. I would
behaves as I expect (meaning it changes when I move the camera from one range
to another).
What might be causing this to happen? Is there another way to get the effect I
want?
...
Thank you!
Cheers,
Michael
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Dad of the three. Yay. Keep it up! :)
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May be it's finally time to put an end to its misery?
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Thanks. ViewerBase::setKeyEventSetsDone(0) did help so that Viewer
doesn't listen to ESC, but now when I call ViewerBase::setDone(true)
myself, Viewer still fails to exit and prints:
Error: pthread_cond_destroy(,) returned error status, status = 16
after that, only Ctrl+C helps, because app hangs.
default zoom level, only about 32 objects are visible at a time.
Is there anything else I try to improve performance while maintaining the
constant screen size and rotate-with-world properties?
...
Thank you!
Cheers,
Michael
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Hi.
I'm trying to build OSG into my application. I've started with OSG logging.
I've attached sample code that depicts the problem.
After you run the program and than stop it by pressing ESC, you can
see the following output:
$ ./test
abc
DatabasePager::RequestQueue::~RequestQueue() Destructing
Alpha to coverage didn't have any visible effect, but using alpha testing
instead seems to work:
Code:
osg::AlphaFunc *af = new osg::AlphaFunc();
af-setFunction(osg::AlphaFunc::GEQUAL, 0.75f);
ss-setAttributeAndModes(af, osg::StateAttribute::ON);
Cheers,
Michael[/code
to
fix it?
...
Thank you!
Cheers,
Michael
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My initial implementation with AutoTransform is not fast enough for my
application. I have thousands of MatrixTransforms sharing a single
AutoTransform with a child Geode, containing a geometry with two lines. I was
getting around 17 fps. Removing the AutoTransforms improved the framerate to
Where do you get Virtual Planet Builder from now? I do not see the SVN link
anywhere. I apologize if has been asked I probably missed it. Please post
again.
Thanks,
Michael
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Well, I don't want to use POCO just for reading INI. I wonder if OSG
has one. If not, I'll have to write one myself, it's not that hard,
but would be good if OSG has one already.
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Well, my intention is not bring any additional dependency apart from
OSG alone. Speaking of better formats, does OSG has any config file
reader? Or it's intentionally left for application to implement?
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Am I understanding correctly that Object::STATIC is a flag that says
something won't be traversed/updated each frame (based on some
internal decision), and Object::DYNAMIC says: traverse/update it each
frame?
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Hi.
I'm going to use OSG as one of my game engine components. Currently I
have Timer singleton. Classes that wish to be notified regularly
should inherit from TimerListener and add themselves to the queue like
Timer-addListener(this, 30); where 30 is 30 milliseconds, i.e., they
will be notified
Great news!
Although, I would really like to see OSG + libRocket integration since
GUI is lacking in OSG :)
I recall there was a guy who wrote dtEntity thing which has OSG +
libRocket integration, but I'm unsure how well it supports it.
I'll be doing OSG + libRocket research myself in the coming
Yeah, I definitely will, later.
As for MyGUI, I've used CEGUI instead due to lack of support/docs and
Russian comments (even being Russian myself).
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Hi.
I see that OSG does not use exceptions, instead it only notifies of
errors. Does it mean, that OSG encourages return-code error handling?
Currently I use exceptions (which are only thrown if application
cannot continue normal operation: invalid resource, invalid input
parameter, etc) and would
I've come up with 3 types of errors:
1) constructor failure;
2) missing resource file;
3) invalid function parameter.
How does OSG handle all these cases exactly? You mentioned a feedback
on errors in file loading case, is it about 2)? Can you please
summarize techniques for each of the errors?
you!
Cheers,
Michael
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!
Cheers,
Michael
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The same here. Though, I must have marked it as spam since I don't get
those recently.
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May be someone who can talk in Chinese can tell 139.com to shutdown
this spam thing?
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I'll just add my 2 (negative) cents on FreeImage: it does not
dynamically links to libpng, libtga and other libs it uses. This goes
against Gentoo policy and as such will prevent apps to go into Gentoo
based distros.
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));
myGeom-setColorArray(colors);
myGeom-setColorBinding(osg::Geometry::BIND_OVERALL);
return myGeode;
}
I also included the .osg file for reference.
...
Thank you!
Cheers,
Michael
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I'm wondering how is that related to OSG in the first place :)
*prepares to advertise his backyard t-shirt sales in OSG mailing list*
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Hi.
I'm researching if osgWidget can be used to make GUI like I have atm:
http://www.youtube.com/watch?v=hwYpyY7zhTI#t=1m27s
Therefore I have several questions:
1) I've seen osgwidgetscrolled example with image scrolling, is it
easy to make the same for text?
2) is it easy to make text word wrap?
Hi, Thomas.
I was thinking about iOS recently and decided to ask you, if you coded
those apps in C++ or Obj-C? I heard you need to write Obj-C on iOS?
2012/4/24 Thomas Hogarth thomas.hoga...@gmail.com:
Hi Micheal
I've completed a few games with OSG
issue or something else. What could be
causing this behavior?
Thank you!
Cheers,
Michael
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w00t!
So I really want osgEarth on my Android Galaxy Tab. How can I help
make that happen?
BTW, I'm now at Qualcomm, doing low-level GPU stuff on Android ;-)
Contact info attached
-- mew
On Tue, May 1, 2012 at 11:19 AM, Glenn Waldron gwald...@gmail.com wrote:
osgEarth 2.2 is tagged.
Thanks
Hi, Jordi.
When I've been talking with my fellow team member recently about OGRE
to OSG switch he asked me several questions:
1. Raw power.
2. Result beauty.
Result beauty (quality of the rendered image) is a group of the
following questions:
1. DoF.
2. Shadows.
3. Tesselation.
4. Postprocessing
custom shaders for various effects?
Oh also when I enable the GL4 shaders all text disappears and other strange
rendering issues appears like the stats renders as gray boxes!
Cheers,
Michael
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Hi, G-S.
Gallery is more a place where the community can show what they've done
That's exactly my point. And that's exactly the thought one thinks
when he is wondering if OSG is suitable for him - he looks into what
others done. So having it easily accessible for a person who doesn't
know the
As for community news, they can be posted once a month since those are
community news, only special news like OSG releases, books,
significant projects should have complete newsletter dedicated to
them. Reading 'requests to add news' I felt you may have understood
that I want immediate news
I'm not sure About is suitable for Showcase. Gallery is more about
Showcase. About is more about OSG, not some related projects. And
Gallery is... a gallery of what have been done with OSG.
I would even put replace Gallery with Showcase and put Gallery as
subitem of Showcase.
I think the main page should list news vertically and contain both
community news (like this:
http://www.ogre3d.org/2011/10/03/ogre-news-13 ) and OSG itself news
(like this: http://www.ogre3d.org/2011/11/13/ogre-1-8-release-candidate-1-rc1
). OSG news are posted like it is now, but community ones
Hi.
I'm new to OSG. I use OGRE for my game currently, but due to various
issues I would like to switch to OSG.
I coudn't find any info on games made with OSG, no pictures in OSG
Forum - Album - Games, no Google results, only some simulations and
other non-game stuff. The only game I found is
Yes, that's what I meant by simulations and other non-game stuff.
I mean games like Half-Life, Morrowind, Garsharp, Proun, for end users
to relax, not for any kind of training.
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Shayne, yeah, I've found Delta3D, but I saw the same simulations in there.
As for OGRE, it's only rendering engine, it's so only for rendering,
that it uses external library for input which actually gives me most
headaches.
Terry, that's some very nice looking game! Good luck with that! Our
team
Thomas, great to see games for Apple.
Seeing games that actually exist I wonder why is Games - Album empty
then. Its emptiness gives false impression of abandonment.
OGRE forums has Showcase forum where people advertise their work. I
see Announcments here, but it's 99% of job postings.
Also, the
I am getting the following error compiling OSG 3.0.1. Looks like ld cannot
find
-lITKIO. I have the Insight ToolKit 4.0.1 installed. Any ideas?
[ 84%] Building CXX object
src/osgPlugins/dicom/CMakeFiles/osgdb_dicom.dir/ReaderWriterDICOM.o
button. What do I need to do to be able to take action
immediately when the button is pressed/released?
I’ve set up the Qt widget similar to the osgViewerQt example. I am using OSG
version 3.0.0 and Qt version 4.7.1.
...
Thank you!
Cheers,
Michael
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Hi Martin,
I have the latest nVidia drivers and two GTX 580 in SLI mode.
Cheers,
Michael
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With the latest update I get an error in
void Program::PerContextProgram::linkProgram(osg::State state)
There error is in
_extensions-glGetActiveUniformsiv( _glProgramHandle, uniformIndex.size(),
(uniformIndex[0]),
AutoTransform was exactly what I needed; thanks :)
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a constant size within its camera
distance range. Does anyone have any suggestions for me?
Thank you!
Cheers,
Michael
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For anyone following this: Colt McAnlis just posted his GDC talk about NaCl
here: http://www.youtube.com/watch?feature=player_embeddedv=R281PhQufHo
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Hi,
I am trying to create a scene which contains a texture displaying a live video
image. The image is sent as a buffer of raw data from an attached camera. I
was able to get something working but the performance is terrible: about 1.42
frames per second. I need to get to at least 20 fps.
Thanks for the responses.
Using a PixelBufferObject did not appear to make any difference in performance
for me. My video hardware only supports OpenGL 1.5, so that is probably the
reason.
I suspect the power of two issue is the cause of my performance problem. When
I create a 640x480
Never mind; I was able to figure out a solution by studying the
osgpackeddepthstencil example and some OpenGL stencil buffer tutorials I found
online.
What I did was add a node to the root where I created a geometry the same size
as my video projection, and added a Stencil. I also turned off
Apparently I spoke too soon; the method I described in my last post doesn’t
work when I rotate the viewer. If I had an object outside the texture
projection area and rotated it so it should obscure the image, I could see the
image through the object. Likewise, if I had an object inside the
Hi,
I am new to OSG and OpenGL. I am attempting to create a scene where an image
from a real camera is projected onto a 3d model of the object being
photographed. I used the projective texture mapping technique following the
osgspotlight example, substituting my image for the spotlight image
buttons and one is
released, that is not being handled correctly.
I don't have enough time to dig more into this, but I tried to diagnose
it as completely as possible given my time constraints. This also
impacts the osg mfc example, so it is not limited to the osgviewer
application.
Michael A Bosse
Hi, hybr
Thank you! I hadn't thought of the view and projection matrices - I was focused
on still active shader programs (which I later ruled out, though).
Also, I will try gDebugger to see if that can shed some light on the issue.
Cheers,
Michael
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protruding from the center is the terrain!
Thank you!
Cheers,
Michael
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with the characteristics of coordinate systems at
each transformation stage: local/world/view/clip (after
projection)/NDC(normalized device coordinates), and finally screen coordinates.
I'm sure there's a ton of good information about this on the web or one of the
many 3d graphics books.
Good luck,
Michael
or seems
incomplete, don't hesitate to ask!
Thanks,
Michael
The Goods (http://www.mediafire.com/file/ylt55w7nfos820h/OSG_NaCl.zip)
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Just wanna post an update on my progress here.
The good news is that today I managed to get things rendering:
[Image: http://img337.imageshack.us/img337/5662/osgnacl.png ]
That bad news is that I don't have much time left to work on this and I
currently cannot get the triangle shown above to
Hi Ethan, I did this a little while back using information from that page as
well. I'm guessing real depth here just means that it's in whatever units
you've modeled your world in. For instance, if the near plane is at 1.0, what
are the units of 1.0?
My purpose was to make sure that clouds
What is the limit? The attachment is only 168KB.
On Fri, 2011-12-23 at 17:10 -0700, Chris 'Xenon' Hanson wrote:
On 12/23/2011 5:00 PM, Michael W. Hall wrote:
Here is my project I had mentioned. It builds the lib and then when it
builds the main cpp file I get lots of undefined references
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