[osg-users] help, camera-> attach(COLOR_BUFFER, cubemap, miplevel, face, true), error

2020-05-10 Thread OpenSceneGraph Users
Hello: I want to create a cubemap with mipmap by rtt camera, and I use the code as: camera-> attach(COLOR_BUFFER, cubemap, miplevel, face, true), when the miplevel increase, the camera's viewport width and height /2 finial I found the all result of different reslution image overlying

Re: [osg-users] Help about obtaining a particular OSG build.

2019-03-05 Thread michael kapelko
Here are some details that you probably miss, A Z / Zachary: 1. Nobody is using TDM here, so nobody can tell you what to do 2. We are here to help 3. Help means you lead the way, and we help you do that 4. Staying on the 'just gimme the build' side means that's a trade, not a help 5. If that's a

Re: [osg-users] Help about obtaining a particular OSG build.

2019-03-04 Thread Robert Osfield
On Mon, 4 Mar 2019 at 15:02, Zachary1234 wrote: > Yes, I have been going through this, > but am at a point where the building process over here is failing. > > > I am simply looking for a TDM compatible build, and unfortunately > not debugging or error assistance in the process. If you are using

Re: [osg-users] Help about obtaining a particular OSG build.

2019-03-04 Thread Zachary1234
Yes, I have been going through this, but am at a point where the building process over here is failing. I am simply looking for a TDM compatible build, and unfortunately not debugging or error assistance in the process. Can anyone part of OSG help with this issue, for the public and for our

Re: [osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-10 Thread michael kapelko
Hi. I would recommend to create a small example depicting the problem and host it on GitHub. That way others may actually try to run it and play with it instead of guessing. On Tue, 9 Oct 2018 at 17:25, Rodrigo Brayner Lyra wrote: > > Hi Raymond, > > I took a look at the submitted sample, and

Re: [osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-09 Thread Rodrigo Brayner Lyra
Hi Raymond, I took a look at the submitted sample, and from what I've noticed, unfortunately it is unfeasible to migrate now to ArToolkit because of the project structure, which was all based on OSG, and as I could understand, ArToolkit + OSG uses pure OpenGL calls. Unfortunately the deadline

Re: [osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-09 Thread Voerman, L.
Hi Rodrigo, I don't fully grasp your question, but i noticed that you say you want to swap axis while the matrix in ar_conv_values_change_120.jpeg has a last column in a different order than the first three. Laurens. On Tue,

Re: [osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-09 Thread Raymond de Vries
Hi Rodrigo, Without having read your mail in detail I have a suggestion. Do you know artoolkit and the integration with osg? It sounds to me that you can learn from that project. https://github.com/artoolkit/artoolkit5 https://github.com/artoolkit/artoolkit5/tree/master/examples/simpleOSG

[osg-users] [Help] OSG + ArKit: Problem converting coordinate system

2018-10-08 Thread Rodrigo Brayner Lyra
Hi, I'm working on a project that will render a scene using openscenegraph, and the user will have the option to work with this scene in AR. The integration of ArKit in the application is almost complete, except in the conversion of ArKit's view matrix to the coordinate system used by OSG. I

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-02 Thread Julien Valentin
Hi Werner vertex attribute pulling (your method) has good perf since number of instances stay low. However with growing number of instances you would see the perf diff compared to vertex attribute. (I saw benchmark on a youtube nvidia speech but don't remember where) No, using attrib divisor is

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-02 Thread Werner Modenbach
Hi, what we do is packing our instance parameters in a uniform array and access it via gl_InstanceID as an index into the array. - Werner - Am 01.08.2018 um 16:32 schrieb Julien Valentin: > Hi > perhaps it's because of transaltion array 's default binding (UNDEFINED) > try >

Re: [osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-01 Thread Julien Valentin
Hi perhaps it's because of transaltion array 's default binding (UNDEFINED) try translation->setArrayBinding(Array::PER_VERTEX) Cheers ppsychrite wrote: > hello sorry if i did this wrong but i dont know how to use mailing lists > > so ive been trying to do modern glsl/opengl 3.3+ with

[osg-users] [HELP] Properly using osg::VertexAttribDivisor for basic geometry instancing

2018-08-01 Thread ppsychrite
hello sorry if i did this wrong but i dont know how to use mailing lists so ive been trying to do modern glsl/opengl 3.3+ with osg::Geometry and osg::Stateset and it's been working OK for basic triangle except for implementing instanced array data am I doing it the wrong way? here's the .cpp

Re: [osg-users] Help suitable user interface

2018-06-04 Thread Sayah brahim
Hi robertosfield, Thank you, Cheers, Sayah -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73941#73941 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Help on multitexturing..

2018-04-20 Thread Sebastian Messerschmidt
Hi Marlin, Re-phrasing Roberts advice: osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_2D, "NameOfTheSamplerInGLSL"); sampler->set(0); //assign unit ss->addUniform(sampler); ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute:ON ); osg::Uniform* sampler_1 = new

Re: [osg-users] Help on multitexturing..

2018-04-19 Thread Robert Osfield
Hi Marlin, The sampler value should be an int, so you shouldn't pass a texture pointer to your setting of the TexLayerSampler0 second sampler. Perhaps this was just a copy and paste error. As a general note, normally one would assign a base texture on texture unit 0 rather than 1. Robert.

[osg-users] Help on multitexturing..

2018-04-19 Thread Rowley, Marlin R
Hello, I've been wracking my brain all day on trying to figure out how to do this with no clear examples found online. I have this set of calls in my C++: mGroupState = mBoundGeometry->getOrCreateStateSet(); mGroupState->getOrCreateUniform("BaseTexSampler",

Re: [osg-users] Help! New to OSG

2018-01-27 Thread Chris Hanson
Here's a basic walkthrough of compiling OSG on Windows: https://vicrucann.github.io/tutorials/osg-windows-quick-install/ ​ It doesn't cover the task of configuring OSG to find third-party libraries like PNG, ZLIB, or FBX. Try doing those steps and see how you get along and if you can get past

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Julie McCartney
It's for a job I was tasked with. They didnt understand the scope and now theyre depending on me to come up with a solution asap. Believe me if they could or I could find another person I would but theres no turning back now. Just anything that could help, I would really appreciate. A video, a

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Julie McCartney
Ive tried to multiple times talk them into using Unity ( i even provideed a full working demo for them) but they insist on using osg for whatever reason. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72873#72873

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Julie McCartney
It's for a job I was tasked with. They didnt understand the scope and now theyre depending on me to come up with a solution asap. Believe me if they could or I could find another person I would but theres no turning back now. Just anything that could help, I would really appreciate. A video, a

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Chris Hanson
Well, if that's the case, I'm not sure OSG is the right choice for you. It really does require knowledge and understanding of C++ compiling. On Fri, Jan 26, 2018 at 4:12 PM, Julie McCartney < julianne.mccart...@gmail.com> wrote: > Okay recompiling. I hav visual studio 2015. can you point me to a

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Julie McCartney
Okay recompiling. I hav visual studio 2015. can you point me to a page or somthign that explains recompiling and how to do that? Sorry for leaning so har d on you guys but i have NO idea what most of this stuff means. I have no prior knowledge of c++. -- Read this topic online

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Chris Hanson
You will need to (re)compile OSG incorporating the FBX SDK. Then you will be able to use the osgconv tool to convert models from FBX to osg/ive format. This recompilation is something that will need to be done by a C++ developer. On Fri, Jan 26, 2018 at 2:24 PM, Julie McCartney <

Re: [osg-users] Help! New to OSG

2018-01-26 Thread Julie McCartney
Thank you so much for your reply!! It's helped me put things into perspective. I'm trying to get help from C++ developers now. I've downloaded this fbx SDK ( https://github.com/libgdx/fbx-conv ) in hopes that I can take the fbx with animation I've made, and port it over to osg/ive format. I

Re: [osg-users] Help! New to OSG

2018-01-24 Thread Robert Osfield
Hi Julie, On 23 January 2018 at 20:30, Julie McCartney wrote: > Thank you so much for your reply! I haven't been this frustrated with > software since I used the first release version of zbrush! Haha! I've told > them before that OSG isn't very user (or artist

Re: [osg-users] Help! New to OSG

2018-01-23 Thread Julie McCartney
Thank you so much for your reply! I haven't been this frustrated with software since I used the first release version of zbrush! Haha! I've told them before that OSG isn't very user (or artist should I say) friendly. I've got textures to show up and things to appear nicely which is a plus! If

Re: [osg-users] Help! New to OSG

2018-01-23 Thread Robert Osfield
Hi Julie, The OpenSceneGraph is middleware meant for C++ programmers for building build graphics applications. For doing AR application it's provides a lot of functionality that is required, but will only ever be a component of such applications. The applications like osgviewer and

Re: [osg-users] Help! New to OSG

2018-01-23 Thread Julie McCartney
You'll have to excuse my confusion. OSG is very difficult for me to understand. I'm using the command prompt: "osgviewer.exe [objectname].ive " to view my osgs on my screen. Would I type "osganimationviewer.exe" to see the animations? I've never had to use this before and would much rather

Re: [osg-users] Help! New to OSG

2018-01-19 Thread Julien Valentin
You attachment seamed to fail Jmccart wrote: > Thanks so much for replying! I tried to animate and export a cylinder from > 3ds max exported out as a 3ds file, and I can see it in my osgviewer but not > the animation part. > > see attached. > > I'm using an osg viewer where I have to enter

Re: [osg-users] Help! New to OSG

2018-01-19 Thread Julie McCartney
Thanks so much for replying! I tried to animate and export a cylinder from 3ds max exported out as a 3ds file, and I can see it in my osgviewer but not the animation part. see attached. I'm using an osg viewer where I have to enter everything through the command prompt. could that be messing

Re: [osg-users] Help! New to OSG

2018-01-19 Thread Julien Valentin
Hi No tutorial required here I think: AFAIK the only (working) interface between 3DS and osg is the FBXPlugin. If 3DS features are correctly translated to osganimation you can use it as it is in osg. ex: Code: osganimationviewer your3DS.fbx if there's a problem (in playing animation or or

Re: [osg-users] Help! New to OSG

2018-01-18 Thread Julie McCartney
Hello, I figured out the problem with my textures (osg is very particular and demands things to be unwrapped), but now im confused as to how to get things animated, either geo or textures, with osg. I've tried to attach multiple files many times to messages but it only accepts on and then

Re: [osg-users] Help! New to OSG

2018-01-08 Thread Sebastian Messerschmidt
Hi Julie, can you provide a sample set for us to take a look at? Cheers Sebastian > Hi! I'm not sure if this goes here so please let me know. I'm having trouble making textures and animation appear in my OSG and IVE files. A client of mine is trying to use OSG to create some AR. I've

[osg-users] Help! New to OSG

2018-01-08 Thread Julie McCartney
Hi! I'm not sure if this goes here so please let me know. I'm having trouble making textures and animation appear in my OSG and IVE files. A client of mine is trying to use OSG to create some AR. I've created geometry in 3ds max and output it as an obj. Now I know that animation doesn't

[osg-users] Help for OSGVolume

2017-07-28 Thread Zhang Shuyao
Hi, everyone, I'm working on visualizing volume data via osgVolume, I wrote a program to generate some ".raw" files, and my data is supposed to be 61*61*61 volume, I can see it perfectly in osgVolume.exe like this: osgVolume.exe --raw 61 61 61 1 1 big XXX.raw but only in this way, it's a

Re: [osg-users] Help for OSGVolume

2017-07-28 Thread Zhang Shuyao
Hi,everyone I think I have found my way,and I've solved my problem.it's all about the data! Thank you! Cheers, Zhang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71331#71331 ___ osg-users

Re: [osg-users] Help needed with osgVolume

2017-04-05 Thread Julien Valentin
Hi If it can help: you can load dicom with the osgvolume example by passing the DICOM directory via command line. (if dicom plugin is present in OSG_ROOT/bin/osgPlugin3.x/) But in order to understand the code, you'll have to learn C++ first or debug step by step... abhishek setty wrote: > I

Re: [osg-users] Help needed with osgVolume

2017-04-04 Thread Robert Osfield
On 4 April 2017 at 16:03, abhishek setty wrote: > I have been following beginners guide and quick start guide to learn basic > components of osg. > I wanted to know if there is a way to use osgVolume to read dicom / tiff > images in a program. > I am spending time on

Re: [osg-users] Help needed with osgVolume

2017-04-04 Thread abhishek setty
I have been following beginners guide and quick start guide to learn basic components of osg. I wanted to know if there is a way to use osgVolume to read dicom / tiff images in a program. I am spending time on learning C++ in parallel. Any help with my problem would be great. On Apr 4, 2017 10:49

Re: [osg-users] Help needed with osgVolume

2017-04-04 Thread Robert Osfield
Hi Abhishek, The osgVolume module is an advanced part of the OSG, I wouldn't recommend attempting to dive straight into osgVolume without first getting familiar with the basics of C++ and OSG. There are links to published books that I'd recommend to learn the OSG. Robert. On 4 April 2017 at

[osg-users] Help needed with osgVolume

2017-04-04 Thread abhishek setty
Hello All, I am new to OSG and also C++. I am finding it very hard to find resources to understand OSG and work with it. I am supposed to work on a 3D visualization project using volume and I am completely lost. I was able to run osgVolume directly from cmd, but I want to add additional features

[osg-users] Help with osgVolume

2017-04-02 Thread abhishek setty
Hello All, I am new to OSG and also C++. I am finding it very hard to find resources to understand OSG and work with it. I am supposed to work on a 3D visualization project using volume and I am completely lost. I was able to run osgVolume directly from cmd, but I want to add additional features

Re: [osg-users] help for warping

2016-11-16 Thread Gianni Ambrosio
Warping done with MVP matrix, thanks anyway. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69406#69406 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] help for warping

2016-11-07 Thread Gianni Ambrosio
If I have to clarify something please ask. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69253#69253 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] help for warping

2016-11-03 Thread Gianni Ambrosio
Hi All, I'm struggling with a warping implementation to show a 3D scene to a curved screen. I gave a look at osgdistortion example and implemented a RTT camera just like in that example. So now I have a render to texture camera that generates a texture of the 3D scene. Then a HUD camera with a

Re: [osg-users] Help need on refining .travis.yml for coverity_scan

2016-06-16 Thread Robert Osfield
On 16 June 2016 at 08:48, Jens Georg wrote: >> Quite a flood of feedback... > > > The .yaml doesn't validate properly: > http://lint.travis-ci.org/openscenegraph/OpenSceneGraph > > and I think it ignores the addon section because of that. Apparently > using matrix and

Re: [osg-users] Help need on refining .travis.yml for coverity_scan

2016-06-16 Thread Jens Georg
Quite a flood of feedback... The .yaml doesn't validate properly: http://lint.travis-ci.org/openscenegraph/OpenSceneGraph and I think it ignores the addon section because of that. Apparently using matrix and coverity does not seem to cooperate very well. Some of the things inside the matrix

Re: [osg-users] Help need on refining .travis.yml for coverity_scan

2016-06-15 Thread Robert Osfield
Quite a flood of feedback... I've continued trying to find decent guide to how to get a linux + apple build plus a single coverity_scan build working. I'm getting closer, it looks like my current rev of .travis.yml is now building all the four possible targets. However, I don't want two

[osg-users] Help need on refining .travis.yml for coverity_scan

2016-06-14 Thread Robert Osfield
Hi All, I'm a real novice when it comes to github+travis+coverity but am slowly trying to lean all the bits necessary. Some of the online docs are rather sparse though and I've got to a point that I'm not clear on what I need to do next to resolve problems, so would like help from the community

[osg-users] Help with OSG_OPTIMIZER

2015-10-02 Thread maya leonard
Hi Robert, I'm looking for TriangleLists that do not reproduce the same vertices in VertexArray. - For example I want this: DrawElementsUInt TRIANGLES 5766 { 2 0 1 2 1 3 1 2 4 1 } VertexArray Vec3Array 1024 { -291.43 -202.75 266.13 -272.63 -202.75

Re: [osg-users] Help with OSG_OPTIMIZER

2015-10-02 Thread Robert Osfield
Hi Maya, I have just had a quick look at the osgUtil code and can't spot a dedicate utility that just removes duplicate vertices from osg::Geometry. The osgUtil/MeshOptimizer's and osgUtil::TriStripVisitor have code for removing duplicates, these ensure that not only vertices but any associated

Re: [osg-users] Help with OSG_OPTIMIZER

2015-10-02 Thread Robert Osfield
Hi Maya, What do you mean by unique? Robert. On 1 October 2015 at 22:04, maya leonard wrote: > Hello OSG developers, > > I'm trying to have all my VertexArray outputs unique in my osg output > file. I tried using set OSG_OPTIMIZER=INDEX_MESH and other settings, but my

[osg-users] Help with OSG_OPTIMIZER

2015-10-01 Thread maya leonard
Hello OSG developers, I'm trying to have all my VertexArray outputs unique in my osg output file. I tried using set OSG_OPTIMIZER=INDEX_MESH and other settings, but my VertexArray always has duplicates. The osg output file is from osgUtil::DelaunayTriangulator. I tried using the osgconv tool,

Re: [osg-users] Help: Is there an osg example with ray tracing?

2015-09-16 Thread Robert Osfield
On 16 September 2015 at 06:16, Tony Vasile wrote: > > S2LR wrote: > > Shuiying, > > > > I would start by looking at the "osgintersection" example, in > > particular, the LineSegmentIntersector to see if that will help you. > > > > -Shayne > > > > > > > So what do you get from

Re: [osg-users] Help: Is there an osg example with ray tracing?

2015-09-15 Thread Tony Vasile
S2LR wrote: > Shuiying, > > I would start by looking at the "osgintersection" example, in > particular, the LineSegmentIntersector to see if that will help you. > > -Shayne > > So what do you get from the output of "osgintersection"? For example if I run "osgintersection cow.osg" I get:

Re: [osg-users] Help: Is there an osg example with ray tracing?

2015-09-15 Thread Tony Vasile
S2LR wrote: > Shuiying, > > I would start by looking at the "osgintersection" example, in > particular, the LineSegmentIntersector to see if that will help you. > > -Shayne > > So what do you get from the output of "osgintersection"? For example if I run "osgintersection cow.osg" I get:

[osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Alex Malygin
Hi, I have a few lines on stage. I need to get the coordinates of points on the line when you click on it. Please help to solve this problem. Can someone faced with similar? Thank you! Cheers, Alex -- Read this topic online here:

Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Christian Buchner
the PolytopeIntersector class was recently advertised as being able to intersect with non-polygonal geometry, such as lines. Try it, you might like it ;) 2014-10-16 6:58 GMT+02:00 Alex Malygin ut...@mail.ru: Hi, I have a few lines on stage. I need to get the coordinates of points on the

Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Alex Malygin
PolytopeIntersector finds the intersection, but no way to get the point of intersection. That's the problem ((( Cheers, Alex -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61323#61323 ___ osg-users

Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Jordi Torres
Hi Alex, PolytopeIntersector finds the intersection, but no way to get the point of intersection. That's the problem ((( You can retrieve the intersection point/points, center, distance, etc. from each polytope intersection you get. Take a look to PolytopeIntersection Class inside of

Re: [osg-users] Help please. How to get the intersection point with the line?

2014-10-16 Thread Jordi Torres
Correction, use the struct intersection in PolytopeIntersector.hpp. Cheers. 2014-10-16 15:26 GMT+02:00 Jordi Torres jtorresfa...@gmail.com: Hi Alex, PolytopeIntersector finds the intersection, but no way to get the point of intersection. That's the problem ((( You can retrieve the

Re: [osg-users] Help: how to send non-filtered sampler2Drect to fragment shader?

2014-09-05 Thread Christian Buchner
I am always using the texture2DRect() function to access my texture rectangles. In combination with NEAREST sampling and passing pixel coordinates as a vec2, this works just fine for getting the original pixel values. Is there a specific reason you are using texelFetch() ? Christian

[osg-users] Help: how to send non-filtered sampler2Drect to fragment shader?

2014-09-04 Thread shuiying Wang
Hello, I would like the fragment shader to read values from a uniform sampler2DRect. The sampler2DRect stores some data that I want to give to the shader. The problem is that the shader always gets filtered value of the actual data. I want the shader to get the exact value without any

Re: [osg-users] Help: how to send non-filtered sampler2Drect to fragment shader?

2014-09-04 Thread Christian Buchner
Hi, have you tried also setting the minification filter to NEAREST? osg::Texture2D::MIN_FILTER Christian 2014-09-04 13:14 GMT+02:00 shuiying Wang shuiying.w...@fu-berlin.de: Hello, I would like the fragment shader to read values from a uniform sampler2DRect. The sampler2DRect stores

Re: [osg-users] Help: how to send non-filtered sampler2Drect to fragment shader?

2014-09-04 Thread shuiying Wang
On 09/04/2014 09:07 PM, osg-users-requ...@lists.openscenegraph.org wrote: OpenGL filtering of texture is controlled using the Texture::setFilter(..) method. The osg::Image settings only related to storage of the data, not filtering done by OpenGL. Could it be that your texelFetch(..) function

Re: [osg-users] Help: can the location of the fragments of the image rendered by OpenGL pipeline be changed arbitrarily?

2014-08-29 Thread Michael Bach Jensen
Hi, Like Chris Hanson said, you will need to use the new image write features and that would require writing to a different texture than the one that is currently bound to the camera. You could consider using a compute shader for this instead. Have a look at the osgcompute example. You can see

Re: [osg-users] Help: can the location of the fragments of the image rendered by OpenGL pipeline be changed arbitrarily?

2014-08-24 Thread Chris Hanson
No, you can not alter the output location of the fragment. You can possibly use some new GL4 texture write features to write to arbitrary locations in a different texture image though. On Sat, Aug 23, 2014 at 3:58 AM, shuiying Wang shuiying.w...@fu-berlin.de wrote: Hello, I am wondering

[osg-users] Help: can the location of the fragments of the image rendered by OpenGL pipeline be changed arbitrarily?

2014-08-23 Thread shuiying Wang
Hello, I am wondering whether one can change the locations of the fragments on the image rendered by OpenGL. By default, the fragments are sampled on the image in a uniform way. In my application, I would like to have them sampled in an irregular way. Is there any possibility to do this?

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Sebastian Messerschmidt
Hi Ethan, Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have spent hours trying to understand it all but OSG is the only exposure to OpenGL that I've ever had so trying to understand it all is tricky for me). You mention using the

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Robert Osfield
Hi Sebastian, On 16 January 2014 08:12, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: Hi Ethan, Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have spent hours trying to understand it all but OSG is the only exposure

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Robert Osfield
On 15 January 2014 20:40, Ethan Fahy ethanf...@gmail.com wrote: Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have spent hours trying to understand it all but OSG is the only exposure to OpenGL that I've ever had so trying to understand

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Sebastian Messerschmidt
Hi Robert, Hi Sebastian, On 16 January 2014 08:12, Sebastian Messerschmidt sebastian.messerschm...@gmx.de mailto:sebastian.messerschm...@gmx.de wrote: Hi Ethan, Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Ethan Fahy
Thanks again Robert, I'll do some testing with vertex duplication and see if I can't make it work for me. robertosfield wrote: On 15 January 2014 20:40, Ethan Fahy () wrote: Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread webmaster
Robert is right! cheers zhuwan yuan month=1,16,2014 在2014-1-16 17:10:08,Robert Osfield robert.osfi...@gmail.com 写道: -原始邮件- 发件人: Robert Osfield robert.osfi...@gmail.com 发送时间: 2014-1-16 17:10:08 收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org 主题: Re: [osg-users] Help

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-16 Thread Ethan Fahy
After thinking this through some more, it seems like if you are starting with existing geometry, then iterating over existing primitivesets and creating new primitivesets with one primitive per primitiveset (and then using BIND_PER_PRIMITIVE_SET) is the easiest solution with regards to code

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-15 Thread Ethan Fahy
So I went through my models and some of them I could get away with using BIND_PER_PRIMITIVE_SET because there was one triangle per primitiveset, but that's not the case for all. So here's the next question: Is there already a function available in osg (fixDeprecatedData?) that can input a

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-15 Thread Robert Osfield
Hi Ethan, In OSG-3.2 there is an osg_deprecated::Geometry that has the old functions as they were and has the fixDeprecatedData() to convert it. You could use this to tide you over. There has been lots of discussion about the osg::Geometry changes last year, I discussed every step and every

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-15 Thread Ethan Fahy
Thanks for bearing with me Robert, I do realize that there has been much discussion over this topic (I have spent hours trying to understand it all but OSG is the only exposure to OpenGL that I've ever had so trying to understand it all is tricky for me). You mention using the osg_deprecated

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-14 Thread Ethan Fahy
I compiled osg 3.2.0 and tried to compile my code that it based on it and got error messages saying BIND_PER_PRIMITIVE is deprecated. I thought based on the existence of the Geometry::fixDeprecatedData() function that I would still be allowed to use BIND_PER_PRIMITIVE and that this function

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-14 Thread Ethan Fahy
P.S. I am also looking into whether simply using BIND_PER_PRIMITIVE_SET would give me the same results as BIND_PER_PRIMITIVE for my use case and will do some further testing... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57874#57874

[osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-13 Thread Ethan Fahy
I'd like to migrate away from my current usage of BIND_PER_PRIMITIVE so that I can start using current versions of OSG. I have working code that does color binding on a per primitive basis. I believe I have a good reason to do so: I have a separate program that tells me what the temperature

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-13 Thread Robert Osfield
Hi Ethan, osg::Geometry still supports BIND_PER_VERTEX, BIND_PER_PRIMITIVE_SET and BIND_OVERALL as these are able to map to what OpenGL supports directly. For you work I would suggest either using BIND_PER_VERTEX or BIND_PER_PRIMTIVE_SET, the easiest one to map to is probably

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-13 Thread Alistair Baxter
-Original Message- From: Ethan Fahy Sent: 13 January 2014 14:13 The only solution I can think of is to split the single building geometry up so that each primitive in the building is its own geometry so that there are no shared vertices within the geometries and I can color each vertex

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-13 Thread Ethan Fahy
Thanks for the quick reply Robert. Unfortunately I don't control the temperature models I'm working with so I'm stuck mapping the per-primitive as accurately as I can. I was just looking through the Geometry::fixDeprecatedData() function in osg 3.2 - am I correct in assuming that this

Re: [osg-users] Help migrating away from BIND_PER_PRIMITIVE

2014-01-13 Thread Robert Osfield
Hi Ethan, On 13 January 2014 14:37, Ethan Fahy ethanf...@gmail.com wrote: Thanks for the quick reply Robert. Unfortunately I don't control the temperature models I'm working with so I'm stuck mapping the per-primitive as accurately as I can. I was just looking through the

[osg-users] Help with callbacks and cameras

2013-12-03 Thread Sebastian Messerschmidt
Hi folks, I have a camera responsible for updating some texture by rendering to it. What is the preferred way/callback to let the camera run only every 10th frame or so. I know I can use the the nodevisitor to get the framenumber, but I'm puzzled which callback to use to skip the camera all

Re: [osg-users] Help with callbacks and cameras

2013-12-03 Thread Trajce Nikolov NICK
Hi Sebastian, I struggled with the same problem. The way how I resolved this was by keeping reference to the camera and working with the NodeMask (the camera was turned on at each N-th frame, otherwise was off). And the framebuffer was kept this way Hope this helps Nick On Tue, Dec 3, 2013 at

Re: [osg-users] Help with callbacks and cameras

2013-12-03 Thread Robert Osfield
Hi Sebastian, You could use an osg::Sequence node above the RTT osg::Camera that makes sure it's only traversed are certainly times, or use a custom cull callack attached to an osg::Group that decorates your RTT osg::Camera and decides whether to traverse or not to the interval you want. Robert.

Re: [osg-users] Help: issue about NaN detected by CullVisitor.

2013-09-12 Thread Daniel Nick
Hey, It has been fixed. I have forget to port the getScreenSettings function, once it been ported, the test program can running on the target. can you tell me how you solved the problem exactly? Thank you! Gickl[/quote] -- Read this topic online here:

[osg-users] help~, i used multi-threads loading function, but osg error..?

2013-09-12 Thread CHANG YONG HO
Hi, first i'm sorry for my english writing skill. i'm begginer ^^; :( :-* i try to 28 multi-threaded node loading test. total polygon is 5*10^6, vertices are 3*10^6. sometime, osgDB::readNodeFile has error like this, when the first running, 1. Warning: Could not find plugin to read objects

Re: [osg-users] help~, i used multi-threads loading function, but osg error..?

2013-09-12 Thread Robert Osfield
Hi Chang, This is probably due to a static initialization of the various proxy objects. OSG-3.2 has a few bug fixes related to initialization and might help, but in general I have to say the plugins aren't written to handle multi-threaded initialization. Once they are initialized it should be

Re: [osg-users] Help regarding osgcluster

2013-06-21 Thread Rishabh Raj
We tested on a better more secluded LAN and the results were pretty good. The ping time from the master to the slave is around 0.5ms. However i'm still not able to figure out the -o and -f settings to setup the camera across different displays. Some help with that shall be highly appreciated.

Re: [osg-users] Help regarding osgcluster

2013-06-21 Thread Robert Osfield
On 21 June 2013 07:43, Rishabh Raj rishabhr...@gmail.com wrote: However i'm still not able to figure out the -o and -f settings to setup the camera across different displays. Offset and Field of View Some help with that shall be highly appreciated. Learn the read the source code, this skill

Re: [osg-users] Help regarding osgcluster

2013-06-21 Thread Chris Hanson
arguments.getApplicationUsage()-addCommandLineOption(-f float,Field of view of camera); arguments.getApplicationUsage()-addCommandLineOption(-o float,Offset angle of camera); -f is Field of View, pretty standard. -o is offset angle, which allows you to have each slave display a different

[osg-users] Help regarding osgcluster

2013-06-20 Thread Rishabh Raj
Hi, We are working on developing a distributed rendering system for a 3*2 tiled display. We have been trying to setup osgcluster and use it for the same. Though it works out well for a two-tiled screen, i am able to understand the '-o' and '-f' parameters using which i think we have to setup

Re: [osg-users] Help regarding osgcluster

2013-06-20 Thread Chris Hanson
I guess I'd need a specific question to answer. Optimize what? On Thu, Jun 20, 2013 at 3:17 PM, Rishabh Raj rishabhr...@gmail.com wrote: Hi, We are working on developing a distributed rendering system for a 3*2 tiled display. We have been trying to setup osgcluster and use it for the

Re: [osg-users] Help regarding osgcluster

2013-06-20 Thread Rishabh Raj
Optimize the amount of data that flows, from the master to the slaves? We were working on a small model, even then there was visible lag in the two-tiled display connected via the intranet. I would like to correct a major typo in the mail which i realised just now. 'I am not able to understand

Re: [osg-users] Help regarding osgcluster

2013-06-20 Thread Chris Hanson
The amount of data flow is very very small. It's a one packet per frame update of the camera modelview matrix and such, necessary to keep the slaves in sync. The internet has lag. Even over a local area ethernet there will be a certain amount of lag. What is your ping time from the master to the

Re: [osg-users] help me with my first osg program ...

2013-02-12 Thread Robert Osfield
Hi Omprakash, Clearly it's a missing include, which might be down to an error in your CmakeLists.txt file in which case having a look at CMake docs might help you on your way. Or it could be simply that Cmake isn't finding the OSG as you haven't installed it in a place it can find or that you

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