Hi Martin,
What version of the OSG are you using?
Robert.
On 8/22/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Thanks for answer,
Yes, with alphabetic text the distortion is not so obvious, that is why
I choosed + char in the example (same width and height). In fact I
am using custom ttf
Hi
when I load an object with a generated internal sequence, I can see this
sequence automatically in the osgviewer example but not in the
osgcompositeviewer example.
I have a similar point when I set an AnimationPathCallback in a
CompositeViewer application, I have modified the
Hi Adrian,
A ReadFileCallback is a reasonable way to enforce serialization
without modifying the core OSG so as a workaround its a pretty elegant
one.
I would actually like to have osgDB working multi-threaded though, not
all plugins are up to it, but the ones like .ive should be, as should
be
Thank you all,
We are trying to build a cave environment based on OSG and MPI for
cluster synch,
(we have tryed vuggler... but on windows it failed .. a lot..), so we
have successfully implemented a proof of concept using the sceneviewer
of the old osg and MPI.
Now we are adding stereo, and I
Hi Ryven,
Copying osgViewer to be able to add the swap read sychrnonization
isn't good. Subclassing would be better. Don't forget copying of the
source code means that your code also has to be release under as open
source the OSGPL, subclassing doesn't have this restriction.
The right way to
Hi
i would like to know how to extract the modelview matrix
i need this in order to get the six frustrum planes. Right now i have some code
which let me know these planes from the projection and modelviewmatrix.
When i ask for the state modelviewmatrix it always return the identity. I
Hi Ryven,
I have to recommend that you update to the latest in SVN as the
threading has been simplified a bit, and there is the rendering is now
factored out into an osgViewer::Renderer classes that replaces
ViewerDoubleBufferedRenderingOperation.
W.r.t extending to add syncronization - as said
at the end of the main loop, after doing the viewer-renderingTraversals();
Date: Thu, 23 Aug 2007 12:14:23 +0100 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] modelview
matrix Hi David, At what point in the application do you need to know
the
On 8/23/07, Luigi Calori [EMAIL PROTECTED] wrote:
A related argument is the support of CMake build of projects that rely
on OSG (there is at least VPB now, but probably many others and
probably more to come)
FYI, I've added CMake support (OSG style) to Present3D and VirtualPlanetBuilder:
Thanks robert,
my in some case a ive based or other model cause a crash. Also the use of
osgText is cause some problemes, my it comes along this. Unfortunatelly it's
same problem that i don't have time to have look depther into this topic at
the moment. But osgText is not a problem i using as
Better late than never, here is an e-mail one of our tool developers sent me
a few weeks ago regarding this problem.
We've recently had numerous customers report the same issues to us.
Unfortunately our testing seems to indicate the problem is related to the
latest driver implementation
Hi,
You don't need any .lib for the plugins, they are loaded at run time when
needed.
Remove any reference to the plugin .lib from your project and it should
work.
On 8/23/07, Neus Aparicio [EMAIL PROTECTED] wrote:
HI!
I compile osg Plugin Esri in Debug to read un .shp.
After, I compile my
HI
The file readers in OSG are dynamically load via DLL's/SO's
hence there is no lib, OSG will load the plug-in when you
first attempt to load a ESRI file etc
So remove the lib from your compile/link options
Best Regards
Gordon
__
Robert Osfield wrote:
FYI, I've added CMake support (OSG style) to Present3D and
VirtualPlanetBuilder:
http://present3d.osgforge.org/
http://virtualplanetbuilder.osgforge.org/
I intend to have CMake support for osgProducer as well.
I knew of virtualplanetbuilder, good to know there is
Hi Robert,
I did some brief testing on this. I had problems before with the
CullThreadPerCameraDrawThreadPerContext model as it would lock up the
viewer. All of the other models seemed to work fine, but when I
switched to the CullThreadPerCameraDrawThreadPerContext model, it would
lock up. I
Hi Luigi,
On 8/23/07, Luigi Calori [EMAIL PROTECTED] wrote:
I knew of virtualplanetbuilder, good to know there is also Present3d
available, I' ll try to build it under windows, do you expect to be hard?
Present3D hasn't been compiled under Windows before just Linux and Mac
so far. It should
Hello Filip,
Thanks very much for the information. Hopefully this will get me
going in the right direction when I start to implement IR sensor
simulation myself.
Yefei
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of [EMAIL
On 8/23/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
Could those using the svn version of the OSG do a update and let me
know how you build/execution goes. I am planning to tag another dev
release this afternoon to wrap up the various bug fixes/feature
enhancements made so far this
Hi all,
Currently when I want to destroy all the particles from an emitter I do :
for (int i = 0; i _emitter-getParticleSystem()-numParticles(); i++)
{
_emitter-getParticleSystem()-destroyParticle(i);
}
But I am really not sure that is the proper way to do it. Moreover It
The examples are useful, though to me they not part of the documentation
collection, thus did not come to mind during this discussion.
Yet I found it easier first to run through Joe's tutorials before
visiting the OSG examples. The tutorials builds up a usage knowledge
foundation of commonly used
Hi
I have with osg2.1.6 a similar problem (like the plugin find behaviour
discussion) with the plugin path:
I get the message: could not find plugin to read objects from file xxx.flt;
but the viewer has no problem to find xxx.ive or xxx.osg files; so I suppose
the directory structure and path
I have just tagged the 2.1.7 dev release, details can be found at:
DeveloperReleases:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
Source archive:
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.1.7.zip
Svn tag:
Hi,
I use version 2.0.
Martin
Hi Martin,
What version of the OSG are you using?
Robert.
On 8/22/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
Thanks for answer,
Yes, with alphabetic text the distortion is not so
obvious, that is why
I choosed + char in the example (same
Just so you know, I'm about 60% into building SVN on Solaris (our
pickiest compiler). I didn't get enough time to build between seeing
your request and you tagging the release.
No problems yet. Hopefully there won't be. Maybe next time I'll say
that I've started.
andy
-Original
On 8/23/07, Andy Skinner [EMAIL PROTECTED] wrote:
Just so you know, I'm about 60% into building SVN on Solaris (our
pickiest compiler). I didn't get enough time to build between seeing
your request and you tagging the release.
No problems yet. Hopefully there won't be. Maybe next time I'll
Hi All,
Before Siggraph we made an abortive attempt at converging towards 2.2.
Back then we discussed returning to getting 2.2 after Siggraph. Not
much has been said since about 2.2, but we have certainly fixed quite
a few bugs, and added a few new features and API refinements. Perhaps
the
Hi
All build on Linux , GCC 4.1.2, in 32 min with
icecreamhttp://en.opensuse.org/Icecreamdistributed C/C++ compiler
and 4 dual core :-)
warning during compilation :
OpenSceneGraph/src/osgUtil/SceneView.cpp:878: warning: unused variable
'state'
arggg, sorry, I forgot some warning
OpenSceneGraph/include/osgManipulator/Dragger: In copy constructor
'osgManipulator::PointerInfo::PointerInfo(const
osgManipulator::PointerInfo)':
OpenSceneGraph/include/osgManipulator/Dragger:128: warning:
'osgManipulator::PointerInfo::_eyeDir' will be
Built and ran (viewer showing a cow). I haven't done anything else
extensive, but it didn't have the problems we'd been having.
I should soon be where I can do some testing within our product on a
more regular basis. The delays are in getting the updated versions
integrated, not in building
Hello to everyone,
I am currently working with OSG on a scientific visualization program, I
need to display some transparent concave shapes (some isosurfaces),
unfortunately I could achieve only partially correct results since I can
sort transparent objects but they still appear as if they were
Robert Osfield wrote:
In other projects I do occasionally look for documentation, but rarely
does it help me more than a succinct code example. If you are
experienced programmer than its the code that tells you everything.
I'd say the code *can* tell you everything, but there are many
I did buy it (well, let's say, I had oktal do).
The Getting Started book is much more interesting than the Reference Guide,
however.
The thing with the getting started is that it is meant for newbie programmers
that never used scene graph API's.
There is a need for a guide thought of this
You're right, OSG has no built-in capacity to sort a list of Polygons within
a single Geometry/Drawable based on distance. This is primarily because
there are better solutions available.
Putting each Polygon in its own Drawable is a possible solution but would be
wasteful of memory if vertices
Still working on my osgDem UI...
The osg Dem Guide Page
(http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
lists a bunch of options. I now see that the -m (Load Model) is disabled, so
I'm wondering about the state of the other flags.
Does anyone know if any other flag
boils down to an age old saying, you get what you pay for when it comes to
documentation with open source projects
SGI produced some excellent Performer manuals that helped some folks they
also spent alot of man hours and money producing these ( BTW these are still
very use for people new to
On 8/23/07, David Callu [EMAIL PROTECTED] wrote:
somethink wrong with osgParticle ??
when i try osgviewer fountain.osg or osgviewer cessnafire.osg I didn't see
any particle.
Any Idea ??
Probably the same problem as the OpenFlight loader not being found -
an issue with osgDB now enforcing low
Forgive what is likely a newbie question.
I'm trying to write out an unsigned 16-bit tif image using
osgDB::writeImageFile. Here is a very simple program to write out a 100
x 100 image ...
==
#include osg/Image
#include
On 8/23/07, Andy Skinner [EMAIL PROTECTED] wrote:
I think one week would be rushing it, but am glad that it is coming to a
close. However, if there are multiple changes being made, I'd push off
the 2.2 release when a submission goes in. A previous one (I forget if
it was 2.0 or 2.1) felt
On 8/23/07, Nick Prudent [EMAIL PROTECTED] wrote:
Still working on my osgDem UI...
The osg Dem Guide Page
(http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
lists a bunch of options. I now see that the -m (Load Model) is disabled, so
I'm wondering about the state of
Let me say upfront that I realize the people writing
OSG are getting nothing out of it for themselves.
Also, there is always going to some investment in
learning a new package. I think what needs to be
addressed is the large amount of time people spend to
learn a small amount of OSG.
To me it
On 8/23/07, Robert Penn Taylor [EMAIL PROTECTED] wrote:
Again, I'm not bashing anyone. But in my opinion most folks are not
being unreasonable in the complaint that the documentation is lacking.
And it's mighty hard to generate that documentation when you're still
trying to figure it out
On 8/23/07, Zachary Hilbun [EMAIL PROTECTED] wrote:
To me it makes sense to have better documentation,
because would you rather have one guy spend an extra
hour writing documentation or have 100 guys spend and
extra hour each trying to figure out how something
works?
If its so easy why not
Hi Matt,
The tiff reader supports 16 bit, but the writer may not be support all
possible formats. Feel free to add what is missing.
Robert.
On 8/23/07, Gregory, Matthew [EMAIL PROTECTED] wrote:
Forgive what is likely a newbie question.
I'm trying to write out an unsigned 16-bit tif image
Hi Jan,
On 8/23/07, Jan Ciger [EMAIL PROTECTED] wrote:
I get a frame rendered, but then it deadlocks and the display is not
updated anymore.
This is the problem I say before I fixed it..
Could you disable the AFR, and just run with one GPU, or the two GPU
rendering to two displays?
Robert.
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
This is the problem I say before I fixed it..
Could you disable the AFR, and just run with one GPU, or the two GPU
rendering to two displays?
I do not have a second display, but after disabling SLI there is no
significant
Hi,
How many are allowed? I'm having trouble getting multiple lights. One
seems to work fine, but not 2 or 3. Does something need to be enabled?
Thanks,
Dave
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Just some stray thoughts about writing open source code, books, and
tutorials...
Writing code for free has zero financial benefit, of course, and the
financial benefit of writing books has (so far) been negligible as well. But
producing a useful, viable software project, and documentation for it,
After calling Viewer::realize() in your main(), you'll have a current
context and can glGetIntegerv( GL_MAX_LIGHTS ). (At least, this is true of
SingleThreaded mode, not sure about the other threading models.)
Eight is typical. It's limited by hardware.
That's the fixed function pipe; If you're
Once upon a time, I compiled my OSG application for the Mac. It never
worked quite right, but now I have time to get it right. However, since
I'm relatively new at Mac programming in general and Xcode in
particular, I'm encountering some obstacles.
My application is somewhat more complicated
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Dave Pugmire
Sent: Thursday, August 23, 2007 4:51 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Light sources
Hi,
How many are allowed? I'm having trouble getting multiple lights. One
seems to work
Eric Sokolowsky wrote:
So I tried again, using the Xcode projects in the OSG repository. I
started with OpenThreads, but I got an error: Unable to create
directory
/Library/Caches/com.apple.Xcode.6060/SharedPrecompiledHeaders/OpenThreads_Prefix-blahblahblah
Ok, no problem I thought. I
Hi Jan,
On 8/23/07, Jan Ciger [EMAIL PROTECTED] wrote:
I do not have a second display, but after disabling SLI there is no
significant change. I have commented out both the SLI and MultiGPU lines
from my xorg.conf and restarted XOrg by CTRL+ALT+BACKSPACE.
I test with the command:
osgviewer
Hi,
I'm having some problems with getting the rotation from a matrix. I
was able to reproduce the problem with the following code:
osg::Matrixd m(-1, 0, 0, 0,
0, 0.0370117, -0.999315, 0,
0, -0.999315, -0.0370117, 0,
0, 0, 0, 1);
std::cout m
Hello Robert,
It would be interesting to here from others with multi-CPU, multi-GPU
systems to see how they fair.
I tested these out, here are my findings. Please bear in mind that I'm
testing with cow.osg, so this is probably not representative of actual
performance, hence my request
Hello again,
Out of curiosity, I ran my own app (osgViewer::Viewer based app which
currently displays a scene with a few medium poly count objects, an
HDR skybox and a few shaders) with the various threading modes. The
specs still apply:
Specs:
AMD Athlon 64 X2 4200+ dual core
2GB
Hello,
But the memory leak also be there. mang object dump in vs2005. When
I check that under bounderchecker enviro. memory leak cannot be
detected. I don't konw why. Thanks.
It's been reported before that the MFC memory leak checker is faulty
(gives false positives). Others will be
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