Fri, May 9, 2014 at 11:28 AM, Mickael Fleurus
wrote:
> [quote="Trajce Nikolov NICK"]Hi,
>
> if your shadows are moving with the camera, then you are using the default
> viewer lighting mode which moves the light with the camera. Try setting the
> viewer with no light ( vi
.openscenegraph.org//files/lspsm3_551.png
>
>
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e keen eye 3D and 2D are slightly different in interface
> and underlying engine, if there was any example/demo created for 2D
> vectorial graphics with OSG I'll appreciate it.
>
> Regards,
>
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rio, unfortunately.
>
> Regards,
>
> Jan
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Ubuntu 13.04 raring got it from the store installed on the laptop I
bought in a rush :-)
Nick
On Tue, May 6, 2014 at 7:17 PM, Robert Osfield wrote:
> Hi Nick,
>
> On 6 May 2014 18:11, Trajce Nikolov NICK
> wrote:
> > interesting ... my ubuntu has __unix and __unix_
urtis
>
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&g
ou!
>
> Cheers,
> Curtis
>
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4 at 10:21 AM, Robert Osfield wrote:
> HI Nick,
>
> On 5 May 2014 20:07, Trajce Nikolov NICK
> wrote:
> > Curtis implemented the same code with pthreads (attached) which seam to
> > work, so it is definitely a bug in OpenThreads (for linux only, Windows
> > implementa
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/* -*-c++-*- Copyright (C) 2010 Wang Rui
* OpenSceneGraph Beginners Guide
* Using a separate thread for supplyi
(Matrix::rotate(angulo, Vec3(x, z, y)));
>
> }
> }
> traverse(node, nv);
> }
>
> THX.
>
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, Robert Osfield wrote:
> On 2 May 2014 10:12, Trajce Nikolov NICK
> wrote:
> > Thanks Robert. I am going to try it right away. Just to clarify, this is
> the
> > address of the current trunk, right?
> >
> > http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk
>
ue, could you try out
> svn/trunk to see if it things work now as you were expecting?
>
> Robert.
>
> On 1 May 2014 18:49, Trajce Nikolov NICK
> wrote:
> >
> > Hi Community
> >
> > my client found interesting behaviour on OpenThreads under 64bit
Hi Community
my client found interesting behaviour on OpenThreads under 64bit OpenSuSE
linux. It seam none of the calls like setSchedulePolicy,
setProcessorAffinity and setSechedulePriority of OpenThreads::Thread are
working. After running a code, they all return 0 (success) but after
inspecting t
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gt; http://forum.openscenegraph.org/viewtopic.php?p=59167#59167
>
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be done without any mods.
>
> Robert.
>
> On 14 April 2014 19:58, Trajce Nikolov NICK
> wrote:
> > Hi Robert,
> >
> > I am not sure if you are familiar with this code ( I bet You are ;-) ). I
> > have a case where I want to mix shaders with the one tha
t; Peter
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=58966#58966
>
>
>
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:
> I would derive from StandardShadowMap to gain access to _stateset
> variable. Then, osg::StateSet::getAttribute can return osg::Program it
> contains.
>
>
> 2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
>
> I looked at the co
scope of
some method - StandardShadowMap.cpp Line: 544. I would welcome something
like getProgram() and expose this object to the interface. Are you friendly
to such a change - it won't brake anything. Please let me know
Nick
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example of such a need when you for example wants to mix the shaders of the
ShadowMap with your own
Nick
On Mon, Apr 14, 2014 at 12:35 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Knowing the problem a bit I think the question is how to access the
> osg::Program o
t; http://forum.openscenegraph.org/viewtopic.php?p=58910#58910
>
>
>
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wops, your truck has to be set to truck->setNodeMask(
CastsShadowTraversalMask ) only .. was a typo
Nick
On Thu, Apr 10, 2014 at 7:46 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Yann,
>
> from my experience with different shadow maps techniques the b
n
>
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>
>
>
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; Petr
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I read the code fast, actually it is the other way around I think. In the
reader it should read Vec4Array. Can you point me to the reading part
(file:line) where to look?
Nick
On Thu, Mar 27, 2014 at 4:21 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> from wha
enegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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gt;
>
> 2014-02-25 0:44 GMT+04:00 Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>:
>
>> Hi Community,
>>
>> I have a scene where I use light lobes (shader based) which seam to work
>> well. The lights are attached through osg::LightSource and are mo
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is
bit of old code) positions on the fly.
Any clue what this zoom in flicker could be? Any idea is welcome
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pute near far
> mode. I don't recall the details off the top of my head, but I'd guess if
> you have slave Camera's in action you'll need to attach to the Slave Camera.
>
> Robert.
>
>
> On 11 February 2014 17:56, Trajce Nikolov NICK <
> trajce.nik
clampProjectionMatrixImplementation(osg::Matrixf& projection,
double& znear, double& zfar) const
{
znear = 1.0;
zfar = 1000;
return true;
}
// same for the double implementation
then this callback is attached to the main camera, but it is not called ever
Any clue? Thanks a bunch
Nick
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ss/disable a shader at some
> particular point in the scene-graph?
>
>
>
> Thanks for help!
>
>
>
> Daniel
>
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Jan 31, 2014 at 7:52 PM, deniz diktas < ()> wrote:
> >
> > > Hi Nick,
> > >
> > > There is the osg::KdTree, but I have never used it before.
> > > What do you want to use the space partitioning for?
> > >
> > > -deniz
> > >
-deniz
>
>
> Trajce Nikolov NICK wrote:
> > Hi Community,
> >
> > is there a way to do this with osg (not with engineering) maybe
> something built in
> >
> >
> > Thanks a bunch!
> >
> >
> > Nick
> >
> > --
> > trajc
that I want
> to hide/show it, would I use the same technique than for blending it
> or not?
>
> Thanks,
>
> Émeric
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> h
s, this is why I was referring to View rather than View(er) in my
> previous reply. osgViewer is deliberately designed so that each View "has
> a" master Camera that controls the overall view, and an optional set of
> slave Camera's that are used to render
Hi Community,
is there a way to do this with osg (not with engineering) maybe something
built in
Thanks a bunch!
Nick
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>
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gt; manifested similiar problems.
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got confirmed by their support people that they have their own
schema on updating models, so it is definitely not happening in the update
traversal.
Merry Christmas to you as well :-)
Nick
On Tue, Dec 24, 2013 at 3:24 PM, Robert Osfield wrote:
> On 24 December 2013 11:54, Trajce Nikolov N
gain update callbacks and such.
>
> Thanks anyway !
>
> Nick
>
>
> On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt <
> sebastian.messerschm...@gmx.de> wrote:
>
>> Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
>>
>> Sebastian, it was too earl
!
Happy Holidays
Nick
On Mon, Dec 23, 2013 at 4:46 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi again Robert,
>
> It has to do something with the ClipNode (mimiced code from the
> osgprecipitation example). On one of the channels the rain is less dense
>
PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> machine per channel, the view matrices are set to blend on the edges. I
> will try your hint and let you know
>
> Nick
>
>
> On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield > wrote
Hi Robert,
machine per channel, the view matrices are set to blend on the edges. I
will try your hint and let you know
Nick
On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 23 December 2013 07:41, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com
projection matrix
different. Any clue why?
Thanks
Nick
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so they
move with the view but here is again update callbacks and such.
Thanks anyway !
Nick
On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
>
> Sebastian, it was too ea
e> wrote:
> You're welcome
>
> Thanks Sebastian. That was it. It did helped!
>
> Nick
>
>
> On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Sebastian,
>>
>> that is actually a good idea t
Thanks Sebastian. That was it. It did helped!
Nick
On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Sebastian,
>
> that is actually a good idea to do the traversal first. Let me try it
> first. Thanks !
>
> Nick
>
>
Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:
>
> Hi Nick,
>
&
nks a bunch!
Nick
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::Point with min/max point size but still
no luck, getting them same in size.
Any hints? What is the trick behind?
Thank You
Nick
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sn't apply in my case.
>
> But I manage to make the it works using directly the vector implementation
> of the MixinVector:
>
> osg::IntArray *array = ...
> std::vector &v = array->asVector();
> v[0] = 10;
>
>
>
>
>
> On 13/12/2013 11:50, Trajce Nikolov
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Actually, it is the on screen quad that was causing the lighting issue.
Works fine after setting the mode to the quad itself. Sorry for the false
bug report
Nick
On Mon, Dec 9, 2013 at 2:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert, I trie
Hi Robert, I tried this in osgprerender to disable the lighting on the
camera with PROTECTED and I can confirm it doesn't it. Can you try on your
end and confirm, seam like a bug somewhere
Thank You.
Nick
On Mon, Dec 9, 2013 at 1:18 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@g
elow that StateSet
> in the scene graph, and you use PROTECTED when you want to avoid a subgraph
> being overridden from above. So for your usage case I think PROTECTED
> would be appropriate rather than OVERRIDE.
>
> Robert.
>
>
> On 9 December 2013 09:17, Trajce
ied to override it with a shader still lighting is applied to the
whole scene. I see changes when pressing 'l' in the osgviewer (extended
sample)
Any clue, hints?
Thanks a bunch!
Nick
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somehow available at all?
>>>> My plan is to overwrite some of the functionality in the
>>>> geometryTechnique to pass the appropriate matrices to the shader.
>>>> Anyone having an idea?
>>>>
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>>
>>
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Hi Community,
I went through the osgParticle code and I am wondering if some of its parts
can be extended to support list of templates instead of single one for the
Particles. I think it shouldn't be very hard to implement. Any thoughts?
Nick
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skipping the "frame" event?)
>
> cheers
> Sebastian
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the vertex program from osgvertexprogram sample ;-) .. forgot to mention
Nick
On Mon, Dec 2, 2013 at 7:21 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> you are right, and probably that is the best approach. How would you
> approach the coal
n rewrite the vertex program into GLSL example, please email me
Nick
On Mon, Dec 2, 2013 at 7:02 PM, Robert Osfield wrote:
> Hi Nick,
>
> On 2 December 2013 15:18, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> I have to model rain drops on wind shield,
>
> Tel: +44 (0) 141 332 2681
> Fax: +44 (0) 141 332 6792
>
> The structural geology experts
>
>
>
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce Nikolov
> NICK
> *Sent:* 02 December
Hi Community,
I remember someone has faced this problem and I think with some solution.
Anyone knowing some pointers willing to share some hints, techniques?
Thanks a bunch
Nick
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amera
> manipulator will be overridden so functionally should be fine. Ideally one
> wouldn't have any camera manipulators on the slave so you suggested change
> is good practice, but why it's actually required when you've tested needs
> to be explained as s
Hi Robert,
just a note, I have tested the osgcluster example and I found a missing
setup, just a line of code. You have to set at ln 530
if (viewerMod != SLAVE) viewer.setCameraManipulator(...)
Otherwise it doesn't work
Cheers,
Nick
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ponse, so will this still allow the user to be
> looking at one location, while the scene itself rotates around a different
> location?
> I did think I tried this, and I thought the whole view changed to the new
> centre, I will try again all the same.
>
> Cheers
> Jason
>
> F
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gt; osgViewer::View* view =
> dynamic_cast(camera->getView());
> > osgViewer::Viewer* viewer =
> dynamic_cast(view);
> >
> > ...from top of head :)
> > Mattias
> >
> > On Mon, Nov 18, 2013 at 10:27 AM, Trajce Nikolov NICK
> > wrote:
> >> Hi C
Viewer from the scene? I was hoping
to find something like
osg::Camera* camera = ...
camera->getView()->getViewer() but there is nothing like this in the API.
Any hints?
Thanks a bunch
Nick
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Hi Robert,
thanks for the hint. I don't have CameraManipulator. Anyway I made it work
with HUD like approach.
Thanks again
Nick
On Thu, Nov 14, 2013 at 2:55 PM, Robert Milharcic <
robert.milhar...@ib-caddy.si> wrote:
> On 14.11.2013 11:32, Trajce Nikolov NICK wrote:
>
&
I gave up on this approach. Used another Camera that mimic HUD but with
Prespective projection. Works now. Have to learn to stress less when
looking for answers :-)
Cheers,
Nick
On Thu, Nov 14, 2013 at 1:32 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Communi
with this code? Also, there is some
delay (when I don't apply the orientation just for debug), the model when
attached is sort of delayed following the camera. Any hints?
Thanks a bunch
Nick
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t; > is to be modified and then in the update traversal I update the
> scenegraph
> > safely.
> >
> > Just a note
> >
> > Nick
> >
> >
> > On Thu, Nov 7, 2013 at 9:33 AM, Trajce Nikolov NICK
> > wrote:
> >>
> >> Hi
, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Jan,
>
> > Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
> not threadsafe from arbitrary modifications. If you want to be safe,
> the only time when modifications to the scene gr
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ead this topic online here:
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Hi Community,
is there some materials on this topic available somewhere? I know Wang Rui
pointed to some code in osgRecipes for this, I am more into books, papers
etc.
Thanks,
Nick
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rg/viewtopic.php?p=56805#56805
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/example_467.png
>
>
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> http:/
48 PM, Gianni Ambrosio wrote:
>
> Trajce Nikolov NICK wrote:
> > Hi Gianni,
> >
> > have a look at osgcompositeviewer example. You can add another view in
> the corner (no need of osgWidget::Window). There is a class
> osgViewer::CompositeViewer and osgViewer::View. The
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>
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s to fade away this problem.
>
> Best.
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release is still present when app exits but no longer bugged with the
warnings in real-time. Thanks again for sharing. This email was more for
the archive if someone ends up in similar situation
Nick
On Thu, Oct 10, 2013 at 12:39 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>
CustomerTexture" class
> }
> //
> void MyTexture::releaseGLObjects(osg::State* /*pState*/) const
> {
> // Nothing to do : the OpenGL texture should be managed by the
> "CustomerTexture" class
> }
>
>
>
>
>
> Cheers,
> Aurelien
>
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> http://forum.openscenegraph.org/viewtopic.php?p=56708#56708
>
>
>
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