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The file does exist in /usr/local/lib64. I am using the latest version
from svn. I have had this before and fixed it, now I can't remember how
I used to fix it. Thanks for any help.
Check to make sure you have /usr/local/lib64 in your LD_LIBRARY_PATH...?
-Paul
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On 12/23/2010 12:57 PM, Andrew Cunningham wrote:
Once the osg scene graph is created, and the render phase begins. I see the border of my screen
flash black twice and then my application is in la-la land, with a blank 3D
window and needs to be killed. The app is using about 2G of memory but I
On 12/23/2010 1:44 PM, Michael W. Hall wrote:
I get the following error when I run osgversion to see if it is working:
osgversion: error while loading shared libraries: libosg.so.69: cannot
open shared object file: No such file or directory
The file does exist in /usr/local/lib64. I am using
to the completion of this book in different ways.
Finally, we owe the most sincere thanks to Paul Martz, who dedicates
the first non-commercial book to OSG beginners all over the world and
provides great help in supporting the publication of our past and
current books.
I will dedicate this book to his
Is the book available electronically? Kindle, safari, PDF, etc? (Due to my
eyesight, I am no longer able to read print material of any kind.)
Thanks,
-Paul
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I'm not sure why you think you should use a Camera as you describe, it seems
like a misuse of the Camera class, which is intended for a complete frame
rendering, and not for combining with data from other Cameras, which is what you
have here (osgViewer / SceneView uses a Camera implicitly,
any issues with these changes.
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On 12/17/2010 9:13 AM, Katharina Plugge wrote:
Hi,
MultiTexturing has still its problems. Now I tried the first time to use up to
3 textures. Converting to flt again lead to corrupted texture coords. I
attached an osg-file which can be used to reproduce the problem. Converting
this file to
Hi Robert Jose -- Apparently, I still don't have write permission for the
OpenFlight plugin. Please commit this change to resolve Katharina's problem. Thanks.
-Paul
On 12/20/2010 1:56 PM, Paul Martz wrote:
On 12/17/2010 9:13 AM, Katharina Plugge wrote:
Hi,
MultiTexturing has still its
On 12/19/2010 12:01 PM, Kevin Bentley wrote:
Hi,
I'm writing an app that essentially needs to 'cut' some geometry and its
textures from a scene, to create a new model. Currently I'm using a
PolytopeIntersector to find the faces I'm interested in.
The next step is that I need to clip those
from channel
one are mixed up with those from channel 2 and vice versa.
Would be great, if someone could help here.
OK, I will try to take a look. I might have some time to dig in over the next
couple weeks. Thanks for posting the test file.
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definitions, then filling in the necessary function pointers. As a result, there
were no undefined symbols.
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On 12/13/2010 3:12 PM, Torben Dannhauer wrote:
#ifdef NOMINMAX
#define NOMINMAX
I assume you mean #ifndef above?
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is your only path to a
solution, though I couldn't type it here off the top of my head. It would take
some dev time to get it right.
What you want to do would be trivial with a shader. Is there a reason why you've
ruled out use of shaders for this problem?
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On 12/9/2010 9:35 AM, Igor Galochkin wrote:
Thanks for help!
I am setting the focal lense x and y with the following calls now and it seems
to work fine:
double fovy = 2 * atan(this-_height / 2.0 / dFocalLengthY);
double aspectRatio = this-_nWidth / this-_nHeight * dFocalLengthY /
Hi all -- Does anyone know of a state tracking NodeVisitor, either in core OSG
or in an external project? I'd expect it to merge StateSets onto the top of
stack as it visits nodes, allowing an application to access a snapshot of
current state by querying the top-of-stack.
(osg::State doesn't
Hi Robert -- I built on Windows and ran the FLT regression test suite as a test.
The results are expected, just the known failures.
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be met by modifying some existing tool?
I'll second that sentiment. Seems odd that someone with no experience in 3d
programming would even be tasked with developing modeling software, but I do
understand that demand for 3D developers currently outstrips supply.
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On 11/20/2010 7:48 AM, Paul Martz wrote:
Hi Robert -- While browsing the repo recently, I noticed a lot of old RCs for
the 2.8 series. If you see no need to keep those, I'd be glad to delete them.
There being no objections, I'll go ahead and clear out the old RCs, both for the
2.8.x and 2.6.x
.
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Hi Robert -- While browsing the repo recently, I noticed a lot of old RCs for
the 2.8 series. If you see no need to keep those, I'd be glad to delete them.
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with more than one quad, so I will modify the existing
testMultiTex.osg test to render multiple quads, which should reproduce the issue.
-Paul
On 11/19/2010 10:24 AM, Paul Martz wrote:
Thanks -- Just taking a look at your test file now. It references two image
files, which you did not attach
callback, or by overriding traverse().
Would somebody mind giving me a hint or two about the way to go?
Why not just use an empty Geometry, with appropriate shaders attached?
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this up would be appreciated.
It appears you've answered your own question here, as all you need to do is set
slave camera view matrix offsets (rotations, actually).
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be a group? What is the reason about this?
It's useful when you have geometry that has the same transformation as your
light position.
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on the code in Trancform.cpp:
namespace osgwTools {
osg::BoundingSphere transform( const osg::Matrix m, const
osg::BoundingSphere sphere )
}
The osgWorks header for this is: #include osgwTools/Transform.h
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the osgBullet tools to create the
collision shapes and rigid bodies under programmatic control. osgBullet contains
example programs that show many different ways for how to do this.
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On 10/29/2010 8:56 AM, Roland Smeenk wrote:
Hi Katharina,
thanks for chasing and fixing this problem. Can you attach the complete
modified file to a new thread on the submissions forum. This way it will end up
on the todo list for inclusion in osg.
Hi Katharina -- Also, you mentioned you
the results for serialize on or off are actually quite different. Am I
understanding things correctly?
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a combined cull and
draw that just barely fits in 16ms and therefore runs at 60hz, how does that
software perform in the multi-window case? For John, that case drops to 30fps or
15fps, because the combined cull-draw for each window quadruples.
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the maximum frame rate.
3 - one graphics context per window and one camera per window
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You can use a Camera post draw callback (setPostDrawCallback) or you can use
render bins (setRenderBinDetails). Search the newsgroup or OSG source for more
info. You might also need to deal with the depth buffer.
-Paul
On 10/7/2010 10:22 AM, lucie lemonnier wrote:
Hi,
How to render a
to obtain the matrix. Thus each individual cull thread
obtains its own matrix without ever modifying the scene graph.
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in the camera
field just after the transformations)?
Yes. It's possible for you to set up the transformation matrix any way you want.
It's also possible for you to disable the depth test, or clear the depth buffer
between Cameras.
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motion.
Not sure about your last question; perhaps the info above will answer it for
you, or give you enough info to ask it more clearly.
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On 9/29/2010 8:37 AM, Paul Martz wrote:
i want to draw grid for that i am using osg::HeightField but it is drawing
only in xy Plane.
is it possible to draw in another plane?..
osgWorks has a makeWirePlane() convenience function for this (See
osgworks.googlecode.com).
Addendum
I'll ask the obvious question: Are you linking against the OSG libraries?
osgUtil.lib, osgDB.lib, osg.lib, etc.? Have you read the OSG Quick Start Guide
section about how to set up projects that use OSG?
-Paul
On 9/25/2010 10:20 AM, Renesis Skidac wrote:
Hi,
I'm using Win 7 32bit and
for more
info.
Sorry for filibustering on this; thanks for bringing the issue to my attention,
and also the suggested fix.
-Paul
On 9/24/2010 11:23 AM, Paul Martz wrote:
(Posting to osgworks-users, as it is where the discussion actually belongs.)
On 9/24/2010 11:03 AM, Johannes Scholz
is deprecated, and there are workarounds available for
anaglyphic stereo, it doesn't appear to me that any change is in order for
osgWorks / osgBullet.
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Check the source code. If I recall correctly, the loader reads in comment
records and stores them as UserData in the scene graph, but I'm not sure about
extension records. The only way to know for certain is to check the source.
-Paul
Brad Colbert wrote:
Hello all,
We would like to store
...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, September 22, 2010 10:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenFlight: Reading the Extension Record
Check the source code. If I recall correctly, the loader reads in
comment
records and stores them as UserData in the scene
for your node
with physics object.
True, view = modelView * inverseModel. I'll take a look at implementing this in
AbsoluteModelTransform.
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To download the projects described, or for more information:
http://osgaudio.vesuite.org/
http://osgbullet.vesuite.org/
http://osgworks.vesuite.org/
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Robert Osfield wrote:
Hi Paul,
On Fri, Sep 10, 2010 at 4:22 PM, Paul Martz pma...@skew-matrix.com wrote:
With respect to depth partitioning, I've successfully implemented this with
a custom RenderStage. The CullVisitor does a single cull on the entire view
volume, but the custom RenderStage
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and development releases are done on different branches. Yes, 2.8.3 is
more recent than 2.9.6, but because they are on different branches, 2.8.3 is not
a superset of 2.9.6.
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declared to be
deprecated.
While I don't think this is a bug in osgWorks that merits a fix, I'm open to
other ideas and suggestions on how to make this work, including changes that
would facilitate a workaround.
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it, but your executable still fails to load it, then
that's certainly an indication that you've failed to distribute a dependency,
such as the CRT libraries or some 3rd party dependency.
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not mistaken, osgBullet is already running in a production environment using
stereo.
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Paul Martz wrote:
Thanks for the reproducer case. Can you open an issue at the osgBullet
wiki?
This isn't an osgBullet issue, I see the same behavior in the osgWorks amt test
program. So discussion / issue tracking / patch submission should occur in the
osgWorks related pages:
http
is detected at all. All objects
simply fall through the ground in my demo scene.
That would be a good topic of discussion for the Bullet forum, as I doubt it has
anything to do with OSG or osgBullet.
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for another thread to finish its IO operations.
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always keep the
original copyright intact.
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this.
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) Is there an easy way for an update callback to find out if its node is on
or off - similar to how a callback can use ComputeWorldToLocal, for example, to
get the accumulated transforms.
Typecast the parent as a Switch, then ask the Switch if 'this' is on or off...?
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I hit 'send'. But yes,
you're correct: the NodeVisitor has the NodePath that got you to where you are,
so just stepping through that path would tell you whether or not any ancestor
nodes are Switch objects, then you'd do the same test I described.
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functionality do you hope to achieve by using
FBX bones? Hardware skinning?
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Werner Modenbach wrote:
Maybe someone can give me some explanation on my stupid little problem.
I have a geometry being composed of TRIANGLES.
I have a vertex-array, a verted-index-array and a normal-array assigned to my
geometry.
Off-topic: Do you need to use the vertex-index-array? It is
Well, that disables the depth test, but disabling the depth test versus setting
the test to ALWAYS should be the same net effect as far as this particular test
is concerned.
-Paul
David Glenn wrote:
O.K. Paul!
Just for clarification:
When you ask setting the depth test to GL_ALWAYS on
Steven Powers wrote:
In practice, I'm creating 2 textures and storing shader relevant data in them.
I'm assigning them to the state set using setTextureAttributeAndModes(1,...) and setTextureAttributeAndModes(2,...) but some objects in the scene must also have textures defined for these texture
David Glenn wrote:
stateset-setMode(GL_DEPTH_TEST, GL_ALWAYS);
GL_ALWAYS is not a valid StateAttribute mode, so I'm not sure what the effect of
this call would be.
As you can see, I still see that hole and now the backside of my grid that was
hidden before.
If you got that same hole in
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if they appear on top of the
terrain.
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Hi Sanat -- I posted to osgBullet-users with a possible fix for your osgBullet
crash, but didn't see a reply from you. Did my suggestion resolve the issue you
were encountering?
-Paul
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It was posted here two weeks ago. Search the archives for the thread osg
course: oct 5-7, seattle, wa.
-Paul
David Glenn wrote:
Greetings!
I found out through the Khronos web site that there is going to be an Open
Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.
Did
Phil Fugue wrote:
Paul Martz wrote:
Have you considered setting BlendColor at the parent Group node and using one of
the blend function parameters that use constant color?
-Paul
Thanks for your response.
No I havent considered this. I dont understand how it will accomplish what I'm
space. (I know, I know... but he
DID post this question to a 3D graphics group :-) .)
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You might need to explicitly ask for alpha when you create the context. Grep for
DisplaySettings / read through its header.
-Paul
Dženan Zukić wrote:
Hi,
I am using the following code to save contents of the framebuffer into a file:
doesn't cause a program to hang. It
usually causes the program to display a missing DLL dialog, then it exits.
I was hoping to get some advise from other users who have built osgBullet
successfully or who may have experienced any similar problems.
Thank you
Sincerely,
Sanat
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to change the code to check what is the
current displayed model and then catch the correct DOF.
I think you always want to change both Transforms so that when you switch from
one LOD to the other, both models are transformed the same.
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feature, nor with multiparenting.
Does the problem go away when you change from using buffer objects to using
display lists?
Does the problem go away when you change your scene graph to render N copies of
your object, rather than N instances?
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I'd suggest discussing this on the osgWorks Google Group. But it appears to be
the case that your osgWorks makefiles are, for some reason, unable to find your
OSG installation. Without information on how you've configured the osgWorks
CMake, or where you've installed OSG, it'll be difficult to
for you?
osg::Matrix osg::computeLocalToWorld(const NodePath nodePath, bool
ignoreCameras)
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Hi Per, Macher -- When I was last in that code, the flt exporter supported
v15.7, v15.8, and v16.1, controllable with the version= option, with v16.1
being the default. All these versions support the use of Mesh Records.
The export options are fully documented. See the ExportOptions.cpp file,
=30275#30275
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Nitin Rangari wrote:
Hi All,
i have very simple question i want to know What is
setRenderBinDetails
when its use..
I recommend you search the archives for render bin or setRenderBinDetails.
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Hi all -- Has anyone successfully built OSG v2.8.3 with VS 2010? Back when we
did 2.8.3 release testing, I vaguely recall some people reporting (successful)
build results using VS 2010, but just wanted to make sure this actually works.
Thanks.
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). With the transformation you've specified, the model will
subtend less that one pixel of screen space.
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Prakhar Jain wrote:
I wish to do a Render to Texture in which I have set the render target for the camera to be an osg image.
Is there a way by which I can know if the prerender pass has finished or not ?.
Attach a post-draw callback to the Camera. See the Camera header file.
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, so I'd think you'd
get the same build results as with 2.8.2, presuming you're using the same
version of the dependency as you use for 2.8.2. Is this the case? Is it broke
the same way for 2.8.2?
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the object
position every 1/100 of a second. What should I implement to refresh the
object position correctly? I mean, the synchronization is my basic problem.
You can use AnimationPath and AnimationPathCallback for this task.
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and see how it performs the same task.
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this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28752#28752
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before you
can use OSG wisely. The OSG Quick Start Guide has a recommended reading list
near the front, which should be a good start.
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osg
()
{
PositionAttitudeTransform* myPAT1 = new PositionAttitudeTransform();
delete myPAT1; // Compilation error - normal
CustomPAT* myPAT2 = new CustomPAT();
delete myPAT2; // Compilation OK !!! - shouldn't be
}
Looks like you failed to declare your destructor protected.
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graph?
Thanks for any advice! :)
I'd advise you to read the OSG Quick Start Guide.
http://stores.lulu.com/store.php?fGroupID=2076
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osg
to the
wheel texture coordinates.
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Dženan Zukić wrote:
Can anyone provide pointers?
You could try posting to osgWorks google group, or look at osgBullet (which uses
osgWorks)...
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-oriented triangle pairs. You'd orient those to the screen with a shader.
This can all be done with core OSG and no need for the custom node types present
in the osgVolume nodekit. It should export to FLT.
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Luca Colombari wrote:
Attachments:
http://forum.openscenegraph.org//files/osg_output1_127.osg
The FLT plugin doesn't have a dependency on the osgVolume nodekit. You'll have
to figure out how to map osgVolume objects to FLT records. Good luck with that.
--
-Paul Martz Skew Matrix
?
I would use a library designed for collision detection (and rigid body dynamics)
such as Bullet. I maintain a toolkit for Bullet and OSG apps:
osgbullet.googlecode.com.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com
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