As long as your shape is convex then you should always be able to draw
the inside first... even with the camera inside.
-Paul
Andrew Thompson wrote:
Hi Paul,
Cheers for your response, ok I missed that first time around, so it is possible, that's good, just not 100% sure on how you
See my other post in this thread as I've done exactly this before.
Split the cube into the inside faces and the outside faces, each as
their own drawable and then use the render bin number to have the inside
always drawn first.
It might be that if you always add the inside child before the
Even within the transparent bin you can enforce specific ordering with
the bin number. Lower numbers get rendered before higher numbers.
I'd have to dig to find any of my own example code but I hoped perhaps
the hint would be enough in short time.
We did this all the time to render
it will be rendered before child 2
at render bin 2. The parent node might be render bin 25 and it's
irrelevant. I think.
Though as soon as I pretend I understand that I've had it bite me. So I
could be somewhat wrong somewhere.
-Paul
Paul Speed wrote:
Even within the transparent bin you
And it deserves saying, if you can get your hands on an OpenGL Orange
Book you'll be that many more steps ahead. I thought it was really good
at explaining things in depth while also being easily navigated to drill
in on target areas.
I had complex shaders up and running in a few days with
I have to be pedantic here... the eye can most _certainly_ detect
movement beyond 60 hz. But there is no point in displaying faster than
that if your display can't render faster than 60 hz.
There are good reasons to do so, though. For example, to test rendering
speed to get good
You could implement the full fixed function pipeline (the parts you
need) in a custom shader with the addition of manually controlling
transparency based on a uniform. Actually, a fragment shader may be all
you need... which is probably a lot easier than a fixed function pixel
shader.
I've
From my perspective, if I were writing a game control scheme, I'd want
all downs and all ups with raw key codes. 'a' down, left-shift down, 'a'
up, left-shift up.
Just because application X is using the keys to type human words doesn't
mean that application Y has any relationship between
Then something else is wrong. The nodePath of your hits should be
accurate to the specific node that was picked.
This is pretty routine stuff as anyone using a scene graph is likely to
have nodes scattered in at least dozens of places around their scene graphs.
-Paul
Paul Griffiths wrote:
Robert Osfield wrote:
On Thu, May 14, 2009 at 4:48 AM, Paul Speed psp...@progeeks.com wrote:
If you ever need a quick breather to clear your head... drink pineapple
juice. Something in it cuts through the crud but it doesn't last long.
I have a pinapple, but not any pinapple juice juice
Admittedly, I don't know exactly how you are setting up your window in
Java... but why not use Java to set the cursor?
That's what we did.
-Paul
Romain Charbit wrote:
Hi,
Thanks for the answer, that's what I was afraid of. But in fact, the graphic
context of the app that I'am working on is
If you ever need a quick breather to clear your head... drink
pineapple juice. Something in it cuts through the crud but it doesn't
last long.
...sometimes it's just enough to keep one sane, though. :)
-Paul
Robert Osfield wrote:
HI All,
Thanks to all that have posted for the good will.
Julia Guo wrote:
Paul Speed:
We could probably short-circuit a lot just be splitting into two groups and calling one experts and the other beginners... and no one would have to bother joining the second one. ;)
g I hope not. I would have given up on OSG if noobs like me were assigned
But how hard is it to make up a last name and keep it consistently as
your OSG persona... so that we can easily distinguish you from
potentially countless other Eds?
It seems like a relatively minor thing to me and it does make a big
difference in remembering who people are.
-Paul
to
their job or something).
-Paul (Speed, !Martz, !Melis)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Art Tevs wrote:
mgb_osg wrote:
Except you can't edit it or create an account on it.
And the wiki link takes you to the front page of the site
Guys, please, don't go offtopic :) Yes, there is a wiki page, however a lot of
new users, which are active on the ML or forum, doesn't read the
Martin Beckett wrote:
rosme wrote:
If so, how to organize things better to be prepared for a much larger user
community?
One option is to split general up into more sub-topics (Beginners, c++, OpenGL,
Geometry, Files etc) then people can direct their interest/expertise to
answering those
To be pedantic... mostly because I've been on the wrong side of this
argument before and been proven wrong... Only back then I could only
dream of doing the type graphics we can do now at even 60 hz. Those
arguments were related to film speeds. :)
There is no reason to send frames to your
Note that the e-mail address was only viewable by forum members. I'm
not a member and couldn't see it.
May be small consolation, I guess.
-Paul
Tomas Lundberg wrote:
Thank you. I will check it out.
Can you please edit the replies and remove my name and email? I have chosen the
settings
Art Tevs wrote:
This also matches with my expectation, that all new users will probably start
to use the forum.
To be pedantic, that's a somewhat bold claim. :)
I, for one, will always join a mailing list if available for something
I'm actually using. The only times I've ever
Art Tevs wrote:
However, guys, I do not open again a hot discussion about advantages of any of
this systems. With this forum we have matched the needs of both worlds, so the
one who like to use ML subscribe there, the one who prefers Forums instead,
will use it.
Good evening to all of you
From the header for the message to which I'm responding: (from you)
Message-ID: 1237932668.m2f.9...@forum.openscenegraph.org
References: 1237905007.m2f.9...@forum.openscenegraph.org
In-Reply-To: 1237905007.m2f.9...@forum.openscenegraph.org
The message to which yours is a response: (from me)
) that if you are going to use multithreading, all
instances need to be accessed before threading starts.
Anthony
-Original Message-
From: Paul Speed [mailto:psp...@progeeks.com] Sent: Friday, 20 March
2009 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Multithreadingcrash due
Just a note for those of us who have been bitten by double check locking
issues in Java, this technique is highly dependent on the threading and
data architecture in use. There are subtle issues between when a thread
commits its local state and the possibility for the compiler to reorder
And I am using threading by subject and so they all end up in the same
thread... but they are out of context within that thread since
Thunderbird doesn't know which specific post to drop them off of.
A little annoying but at least it's a clear indicator that it is a forum
post... and
Jean-Sébastien Guay wrote:
Hi Robert,
I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.
I'm still not convinced that OpenGL itself can be considered a
Jean-Sébastien Guay wrote:
Hi Paul,
I don't quite understand how open standards work, and how they're
different from me just saying here's a document that defines
something, I hereby declare it standard. Where do you draw the line?
I would have thought the term standard carried more weight
Jean-Sébastien Guay wrote:
Hi Old Man Martz,
;-)
Sorry I keep taking us down memory lane, but I think it's important to
look
at parallels with historical events.
Oh no, I find this really interesting. I got onto the 3D scene from a
gaming/demoscene background, on the PC in the early
Jean-Sébastien Guay wrote:
Hi Paul,
Just thought it was funny because just earlier today I was going
through another box and found my well turned, hand-printed, Glide
manual. Was a fun trip thumbing through that.
Heh, I had one of those too! :-)
And what's more, I actually have two
Vincent Bourdier wrote:
[snip]
data[n+3] = 1.0;
This isn't your problem with the image not saving but I think it will
hit you eventually. data is a char array and you are setting a float.
I think you really want to be setting 0xff or 255.
-Paul
Robert Osfield wrote:
On Sat, Feb 14, 2009 at 10:30 AM, Sukender suky0...@free.fr wrote:
Hi Ulrich and Paul, hi all
IMHO, the blog should be more a public billboard. Something with:
- far less information than the mailing list (or forum)
- info about OSG milestones
- a bit of OSG
Ulrich Hertlein wrote:
On 14/2/09 1:13 AM, Robert Osfield wrote:
On Fri, Feb 13, 2009 at 2:00 PM,suky0...@free.fr wrote:
Very nice :) However, the blog says ...will be a place for
OpenSceneGraph
developers/contributors to post news. But who have write access?
Just me and Jose L. right
Alasdair Campbell wrote:
On Thu, 2009-02-12 at 18:16 +0100, Paul Melis wrote:
Hi,
Alasdair Campbell wrote:
Hi all, I am new to this list but was inspired to join the mailing list
following your landmark release of 2.8.0 Congratulations to all
Welcome! A point of nettique though: please
Robert Osfield wrote:
On Thu, Feb 5, 2009 at 9:35 PM, Csaba Halász csaba.hal...@gmail.com wrote:
On Thu, Feb 5, 2009 at 10:16 PM, Csaba Halász csaba.hal...@gmail.com wrote:
Rev 9397 is the first non-working revision. Looks like a lot of
int-long changes, which seems to agree with your 64 bit
Robert Osfield wrote:
On Fri, Feb 6, 2009 at 7:47 PM, Paul Speed psp...@progeeks.com wrote:
I wonder if there is a VS warning that would have found this... /me ducks
for cover ;)
No .. but it was my attempt at fixing a gcc warning that introduced this bug...
Basically every change you
My experience is admittedly limited here, but I think some of us are
coming from the position that your physics graph is an entirely
different thing than the render graph. The two are often completely
orthogonal.
In one case you may have physics body represented by something simple
like a
This one always confuses me. Are there really still e-mail clients out
there that don't thread messages?
There is value to a forum, I suppose but when people argue that they
prefer having messages threaded, it always makes me scratch my head. :)
-Paul
John Montgomery wrote:
Yes, Thanks
Robert Osfield wrote:
Hi Paul,
On Fri, Dec 5, 2008 at 10:14 PM, Paul Martz [EMAIL PROTECTED] wrote:
What is your -j parameter to make?
make -j 8
I haven't played with other settings yet.
I'd like to try the same thing on my
older dual quad core Xeon / 10GB Mac Pro and see how the build
It is an ex-box. It was a box, now it isn't.
-Paul (And yes, even I groaned and rolled my eyes.)
Chris Denham wrote:
Hmm, I sorry to have to tell you Robert. This looks like top of the
range model, but I'm afraid it won't perfrom any better than an
Ex-Box.
Chris.
Date: Fri, 5 Dec 2008
For the curious (I was) these charts are interesting:
http://www2.ignatius.edu/faculty/turner/worldlang.htm
The power of google... the I wonder how different the numbers really
are... questions can be answered with no effort. :)
-Paul
Ümit Uzun wrote:
Hi Rui.
You are right :) I would learn
Ben Discoe wrote:
Thanks Robert, for include/osg/Config. Starting with OSG 2.6, the VTP can now
check OSG_USE_FLOAT_MATRIX to detect whether OSG was built with float matrices
or not. That makes it easy to handle both cases, so the user doesn't need it
built one way or the other.
It is
From the peanut gallery (since I'm watching this with great interest)...
If this new node kit is only going to handle skeleton-based animation
then maybe osgAnimation is not the best name.
-Paul
Jan Ciger wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi Eric,
Erik den Dekker wrote:
I'm by no means an expert in this area but you should dump your loaded
.3ds file as a .osg file and look and see what is causing it to be
colored. As I recall, the 3DS is loaded with materials for anything
that is colored... so setting vertex colors isn't going to help you.
-Paul
Vincent
I almost hate to draw attention to this but just in case it ever matters...
For various reasons, I ended up writing some IVE readers in Java.
Mostly because I had some .ive files that no version of OSG I had
available would load correctly. And partly because this is the sort of
thing that
Cliff Taylor wrote:
If I remember correctly, Java purposely doesn't give you access to the
base addresses its references point to. At least, I can't think of an
easy way to access them. This is all in the name of safe garbage
collection and data hiding, which ref_ptr::get() feels like it's
I am by no means a shader expert, but this is not an OSG problem. It is
a shader problem. OSG doesn't do much special on top of what OpenGL
gives you for shaders.
I'd recommend the orange book on the OpenGL shading language. It will
help you reconstruct the parts of the built-in shader
Vincent Bourdier wrote:
Hi
Yes, no solutions seems to work on my problem.
Because all the propositions concern nodes, I permit to remember that I
am looking at a way to set alpha level on a osg::Geometry ...
On node I already have a method using material : set alpha channel, and
it works
I'm no expert in this area but have had to do some pretty weird things
in the past to get transparency working right for some odd scenes...
One thing you might try is to disable z-buffer writes (not tests) for
the flares. Depending on your blending, this can add other types of
artifacts but I
You are sending in code again. ;)
-Paul
James Killian wrote:
We are using some particle effects pretty heavily, and we noticed (using
filemon) that the smoke image file is being read over and over again,
many times (perhaps once per frame). Is this possible? We are going to
look into
Yes... and in general when looking for something OpenGL-ish in OSG one
need only glance through the header names. I've never used them but the
state attributes: Point and LineWidth look to be what you are looking for:
For what it's worth... the whole messages are coming through for me but
they are just not visible. If I view the message source then I can see
the contents... including the encoded attachment. I'm not sure why
Thunderbird is getting confused by them.
It's weird because other posters seem to
http://www.youtube.com/watch?v=gFAJDbV9Vfs
http://www.nvidia.com/object/freebsd_1.0-6113.html
:)
-Paul (caveat, I am also not a BSD user. :P)
Jan Ciger wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Jeremy Moles wrote:
ÿI was under the impression he was saying you cannot include a
,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Paul Speed
Sent: Wednesday, April 02, 2008 6:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Windows / NVidia / multi monitor / muti threading
(/FBO) problems
One thing... have you
One thing... have you tried with a fresh reboot or had the machine been
running for a while?
The reason I ask is because I see odd timing behavior on my Athlon 64 X2
(also running XP). The clearest example of the oddity is querying the
high resolution timers. Occasionally the value jumps
I can pledge thousands of dollars in monopoly money!!!
I knew it was a joke almost immediately but I still tasted a little of
my own vomit in the back of my throat. So there is that.
-Paul
P.S.: For an interesting WTF, I've noticed that some of the computer
stores around here are now
Robert Osfield wrote:
Hi Paul and Paul :)
On Mon, Mar 24, 2008 at 10:11 PM, Paul Speed [EMAIL PROTECTED] wrote:
I can't be sure because my memory is fuzzy... but as I recall, osgGA
events only tell you the current state of the buttons. This is true for
down or up and is evident when
I can't be sure because my memory is fuzzy... but as I recall, osgGA
events only tell you the current state of the buttons. This is true for
down or up and is evident when you are pressing more than one button at
a time.
At least, I'm pretty sure our application had to track button state
He's probably referring to the Google Earth mark-up language:
http://en.wikipedia.org/wiki/Keyhole_Markup_Language
http://code.google.com/apis/kml/documentation/
(Why K for Keyhole? Well, because that is the product that google
bought to make Google earth.)
I suppose it could be useful to have
maruti borker wrote:
Yes , even i wanted to have quake-type controls ... can u please copy
paste some example code so that i can have an idea.
Ok, our code is part of a Java peer since we actually grab the mouse
values from Java. So I'll cut and paste the relevant stuff but don't be
I don't know if it matters in this case or not but on WinXP I had a
problem with spaces in paths. If I put OSG into a directly with a space
in it and then added that directory to my path: I would be able to run
osgviewer.exe but it would fail to find any of the DLLs. Moving it to a
directory
Paul Speed wrote:
Robert Osfield wrote:
On 8/27/07, Jean-Sébastien Guay [EMAIL PROTECTED] wrote:
P.S.
It seems to me to not have received the original Robert message, It is
not the first ime I got a reply to a message I' ve never received.
has it occured to anyone else?
Yes, me
Jean-Sébastien Guay wrote:
Hello,
I am currently working on a (hopefully) simple app which reads images,
does some tiling, conversions and resizing and then writes out the
resulting image(s). This app does not have (nor should it have) a
window. But it does need to use
Robert Osfield wrote:
On 8/27/07, Jean-Sébastien Guay [EMAIL PROTECTED] wrote:
P.S.
It seems to me to not have received the original Robert message, It is
not the first ime I got a reply to a message I' ve never received.
has it occured to anyone else?
Yes, me. No idea why, nor how to fix
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