I was trying to get the basic geometry example working.
Here's is a similar problem i had with the ScreenIdentifier.
VectorGLuint test;
test.push_back(3); //works
VectorGLuint* test2 = new VectorGLuint();
test2-push_back(3); //works
DrawElementsUInt* pyramidBase = new
Hi
On 8/30/07, 赵明伟 [EMAIL PROTECTED] wrote:
En. Another problem I think there will be. many 3d model files may
have reference to image on local disk. so how can I save the image(write a
NodeVisitor is a solution?), and then How I read that.
---MingWei---
I see two solutions to your
I found the error. At the end it was just a stupid typing error ;)
Marcus Fritzen wrote:
Hi,
I have implemented a simple lighting model with specular highlights. It
works fine with the default HEADLIGHT from the osgViewer, but when I
override GL_LIGHT0 with a new Lightsource it is not
I changed the inheritance from compositeviewer to osgViewer::view instead.
although i have some small issues with the statistics rendering. it dont
seem to print out the framrate, neither the moving stats bar.
i attach a small pic of it.
On Mon, 27 Aug 2007 11:51:50 +0200, Robert Osfield
Hi Bob,
Which version of the OSG are you using? Check the src/osgPlugins/osg/
directory to see if it has BlencColor.cpp, if not its time to update
your OSG version :-)
Robert.
On 8/29/07, Robert Balfour [EMAIL PROTECTED] wrote:
Thanks Paul. I have it working now. It works fine from code,
On 8/30/07, litingbaotou [EMAIL PROTECTED] wrote:
I use osgDB::writeNodeFile( static_cast const osg::Node ( *this ),
filename ); to export an .ac format file, and I'm sure the osgdb_acd.dll was
loaded. It did export an .ac file ,but when I open it in AC3D, its model was
messed. I tried to
Hi Sherman,
Thanks for the ThreadChecker output, just scanned through it. I don't
know how to interpret all the various warnings.
W.r.t crash on exit, I can recreate that here, and strongly suspect
its an order of destruction issue caused by the DeleteHandler caching
objects. I am considering
Hi Matthias,
On 8/30/07, Matthias Weigand [EMAIL PROTECTED] wrote:
I was trying to get the basic geometry example working.
Here's is a similar problem i had with the ScreenIdentifier.
VectorGLuint test;
test.push_back(3); //works
VectorGLuint* test2 = new VectorGLuint();
Hi all,
I want to save in a file a rendering with a resolution that could exceed the
screen resolution.
I guess that I have to tile it in a way similar to the osgwindows example,
but then i have to combine the tiles in one big image to save.
Is there something already done to do this fusion?
I dont use compositeviewer or osgviewer::view , i use osgviewer::viewer as
im supposed.
look at the picture attached and you see the problem, - it renders out
information but not complete.
On Thu, 30 Aug 2007 10:55:05 +0200, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Johan,
On 8/30/07,
Hi, I'm attempting to load an animated .osg scene exported from blender
into an existing application with minimal fuss. The existing application
has a basic glut front end and a more useful wxpython front end. I'm
having trouble getting animation to work properly:
In the glut application using
Hello,
I have a little problem using texture coordinates with shader. The
problem is, if I use a vertex program with varying for the fragment
program, the texture coordinates seem to be incorrect, but if I just use
the fragment program without the vertex program everything is fine. For
Hi Marco,
How high res do you want the capture? If you are happy with 4k by 4k
then use a single FBO of Pbuffer would be the way. If you need high
than this then you'll need to tile it using multiple cameras, or
sequentially capture the tiles using a single camera/FBO/Pbuffer
combination.
Hi Johan,
I just don't know what might be up. Does osgviewer work OK? What you
are doing with your subclassing?
Robert.
On 8/30/07, Johan Johnsson [EMAIL PROTECTED] wrote:
I dont use compositeviewer or osgviewer::view , i use osgviewer::viewer as
im supposed.
look at the picture attached
Hi Abe,
I don't know what might be up given your code fragment. SceneView is
lower level that osgViewer::Viewer, so does require more care with
setup, and its less powerful
Personally I wouldn't recommend using SceneView in your own code, just
use osgViewer::Viewer and its embedded mode if
Yes OsgViewer seem to work okey, i havent seen any problems except this so
far,
it's actually very irritating since the information is there, but it just
dont render.
is the text that shows the framrate and the bars, in a different renderbin
pherhaps.
or is it in the same as the text
I'm afriad I can't help you any further. I can't know what's up given
the information at hand, you'll just need to plugin away at your end.
On 8/30/07, Johan Johnsson [EMAIL PROTECTED] wrote:
Yes OsgViewer seem to work okey, i havent seen any problems except this so
far,
it's actually very
Hi Robert,
the res could be higher than the limit of the graphics card.
I can do the tiling but then i have to save them in separate files, right?
Or I can allocate a big chunk of memory and combine there the tiles.
Is there already a built-in way to do file-memory mapping?
Marco
Hi Marco,
Hi All,
Over the last week there has been various discussions on the
osg-submissions lists about refining the Windows build configuration
so that it builds in a way that makes it easier to use without setting
paths to plugins or libs. Luigi Calori has very kindly down all the
hard work in
I am building to test it out.
A first question, the OPENSCENEGRAPH_SOVERSION is different from the OSG
version ? I am getting osg19-osg.dll, it is normal ?
On 8/30/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
Over the last week there has been various discussions on the
osg-submissions
Serge Lages wrote:
I am building to test it out.
A first question, the OPENSCENEGRAPH_SOVERSION is different from the
OSG version ? I am getting osg19-osg.dll, it is normal ?
Yes, I' ve been asked by Robert to put OPENSCENEGRAPH_SOVERSION on core
dll instead of my first guess
Hi Serge,
On 8/30/07, Serge Lages [EMAIL PROTECTED] wrote:
I am building to test it out.
A first question, the OPENSCENEGRAPH_SOVERSION is different from the OSG
version ? I am getting osg19-osg.dll, it is normal ?
SOVERSION is not directly related to the VERSION. SOVERSION tracks
the
Hi,
I have the latest checkout of the OSG-code from svn. I toggle the advanced
options in ccmake
and switch BUILD_DOCUMENTATION on. When I configure I get an error from cmake
saying that
doc/Doxyfiles/doxyfile.cmake does not exist.
I've checked svn log on that file and it does not seem to be
I've used Collada-DOM before for another project but for some reason cannot
seem to provide the correct include directories for building the COLLADA
plugin. I develop on Windows.
Does OSG expect any special directory structure or environment variable? What
parameters should be put in CMake
It seems I have some troubles with OpenThreads, in release it asks for
OpenThreads.dll but in debug it works fine, it asks for
osg19-OpenThreads.dll.
It may be a problem on my side, I am investigating...
On 8/30/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Serge,
On 8/30/07, Serge Lages
Serge Lages wrote:
On 8/30/07, *Serge Lages* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
It seems I have some troubles with OpenThreads, in release it asks
for OpenThreads.dll but in debug it works fine, it asks for
osg19-OpenThreads.dll.
It may be a problem on my
More speciffically: what entry is expected under COLLADA_LIBRARY?
Thanks,
- Nick -
From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Date: Thu, 30 Aug 2007 08:17:27 -0400
Subject: [osg-users] CMake COLLADA Parameters I've used
Hi,
On 8/30/07, Chris Davoren [EMAIL PROTECTED] wrote:
I hate to make blanket requests here, but if anyone has any links to
information or forum posts about ongoing problems/solutions nvidia
windows drivers are experiencing in this department I would greatly
appreciate it.
Hi Daniel,
Yeah, the include file dae.h was no problem. As you mentionned, linking is the
issue. I will try your fix and will let you know if this works.
BTW, this should definitly be cut and pasted into the Wiki ;)
Thanks,
- Nick -
Date: Thu, 30 Aug 2007
I think delete access may be restricted beyond the default osg login.
I couldn't find a delete link. However, if you upload a file, you get a
checkbox to replace a file if it already exists. I tried enabling that, but
my upload failed saying that the account didn't have the delete privalege.
Hi all...
Ok, I've updated the wiki with my experiences but I guess we can hope to
change it again soon when we know what gets committed to svn...
/Daniel
On 8/30/07, Jean-Sébastien Guay [EMAIL PROTECTED] wrote:
Hello Nick and Daniel,
BTW, this should definitly be cut and pasted into the
Hi Marco,
We are doing this exact thing. We currently are creating an image that is 2
times as big as the desktop resolution. Basically we do the following:
1) get the camera settings of the current sceneview camera
(clearcolor,transform order,viewmatrix,frustum etc).
2) calculate frustum values
Hi Luigi,
I've updated the wiki with my experiences and a link to COLLADA_DOM...
About TARGET_EXTERNAL_LIBRARIES, I did _not_ want to have different
variables for debug and release in this case and my understanding is that
TARGET_EXTERNAL_LIBRARIES is meant for this purpose... It simply didn't
Hello Robert, Luigi,
Finally its very new, and only tested by Luigi so far, so we'll need
willing helpers to go test it.
Testing incrementally, starting with the old way to see if nothing
changed if the option is left at the default OFF. I'm getting linker
errors in osgWrapper_osgTerrain,
An update...left the osgtext --mt demo running all night on both systems,
both had crashed by the time I got up this morning.
On 8/30/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Sherman,
Thanks for the ThreadChecker output, just scanned through it. I don't
know how to interpret all the
On 8/30/07, sherman wilcox [EMAIL PROTECTED] wrote:
An update...left the osgtext --mt demo running all night on both systems,
both had crashed by the time I got up this morning.
Did you get a stack trace for the crashes?
Robert.
___
osg-users mailing
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Nicholas Yue wrote:
Hi,
I noticed a flurry of e-mail regarding VRML and happen to need to view
VRML files.
I installed the binary 2.0 distribution (zip file)
osg2.0.0_vs71_setup_2007-06-19.zip
but noticed that it is unable
Hi again,
I'm using Microsoft Visual Studio 2005 Professional (which is 8.0) with
Service Pack 1 installed.
I used prebuilt osg binaries, may this be an issue? Maybe these were
built with another version of STL, which may cause problems.
Thanks,
-- Matthias
Robert Osfield wrote:
Hi
On 8/30/07, Matthias Weigand [EMAIL PROTECTED] wrote:
Hi again,
I'm using Microsoft Visual Studio 2005 Professional (which is 8.0) with
Service Pack 1 installed.
I used prebuilt osg binaries, may this be an issue? Maybe these were
built with another version of STL, which may cause problems.
Hello Robert,
Just in case you missed this in the other thread, I'm getting a linker
error on osgWrapper_osgTerrain with an SVN update as of just a few
minutes ago.
1Locator.obj : error LNK2019: unresolved external symbol
__declspec(dllimport) public: void __thiscall
Here's a trace off the XP32 box. The crash is somewhat 'reliable' in that it
will crash if left running long enough.
3ff0()
osg.dll!osg::OperationThread::run() Line 416 C++
OpenThreads.dll!OpenThreads::ThreadPrivateActions::StartThread(void *
data=0x00c921e0) Line 120 C++
I'm not current. This browser package I was using is probably still at
1.2, so I guess that explains it. It's always hard to find time for
planned upgrades - especially when it's working, until something you
need isn't working in a older version :)
Bob.
Robert Osfield wrote:
Hi Bob,
I would like to be able to increase
/ decrease the intensity of all of the child drawables from a specific
node.
Is there anyway to do this by
inserting a node and specifying a specific stateset to be applied to all it’s
children?
I would like to do this to handle
pre-highlighting so that
Hi Kurt,
What exactly do you mean by increase/decrease intensity? Brighten/dim
the colours, use alpha blending? If so then you can do this by using
osg::BlendColor to modulate the standard OpenGL colour.
Robert.
On 8/30/07, Kurt Sierens [EMAIL PROTECTED] wrote:
I would like to be able to
Robert,
Yes, brighten/dim. That is what I have been try to do, but I can't seem to
figure out what blend function to use, and it seems to be changing the ALPHA
component of the drawables that I am trying to brighten/dim.
Also, the color specified to the BlendColor, is that just a multiplier?
Do
Hi Kurt,
The easiest way is to attach an osg::BlendColor to a StateSet that
decorates your subgraph, this will let OpenGL do the chaning in colour
down on the GPU in a lightweight way rather than manually adjusting
things in osg::Geometry color arrays.
Please read up on OpenGL docs for
I looked at the documentation on the web page and
eventually figured out how to use the Wiki editor.
When someone asks a question about something that is
inadequately documented, it would be a good idea to
encourage them to improve the documentation. After
they have been given an answer, they
I am trying to set up a one-dimensional texture with a border that is
different colors on either side. To this end I am creating an image whose
size is 2^m + 2*b, as indicated by the OpenGL documentation, and using it
as the texture data. Let img be a 66x1 osg::Image, and tex be a newly
Hi,
I cannot check out the OpenSceneGraph-2.0 tag.
Error Message is:
svn: PROPFIND request failed on
'/svn/osg/OpenThreads/trunk/include/OpenThreads'
svn: PROPFIND of '/svn/osg/OpenThreads/trunk/include/OpenThreads': 301
Moved Permanently (http://www.openscenegraph.com)
IMHO the
On Thu, 2007-08-30 at 17:14 -0400, [EMAIL PROTECTED] wrote:
I am trying to set up a one-dimensional texture with a border that is
different colors on either side. To this end I am creating an image whose
size is 2^m + 2*b, as indicated by the OpenGL documentation, and using it
as the texture
I resolved this issue by calling OpenThreads::Thread::Init() during
program initialization (not sure why the glut example didn't need to do
this). My application is now successfully using
setUpViewerAsEmbeddedInWindow in combination with wxpython using a
rather modified version of Hartmut
You haven't got a spare 'xorg.conf' floating around in the home
directory of the user you ssh'd in as? I've done this before, and X
would pick up on it before the system config.
Pete
On 30 Aug 2007, at 05:53, Fábio Mierlo wrote:
If you diff the output of a direct and a indirect glxinfo,
Thanks very much, Robert. I'll take your advise and won't repeat the same email
ever.
I use osgDB::writeNodeFile( static_cast const osg::Node ( *this ),
filename ); to export an .ac format file, and I'm sure the osgdb_acd.dll was
loaded. It did export an .ac file ,but when I open it in
I switch from stable version 2.0 to 2.1.8 and my program crash when i
exit. I will try tomorow with a debug version
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1230386960 (LWP 23961)]
0xb7baa88b in osgText::Font::setImplementation () from
/usr/lib/libosgText.so.19
Here are the references which sent me on that track:
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40
svn://hitlfs.canterbury.ac.nz/osgWrapper/examples/python/wx_viewer.pyw
Abe
On Aug 30, 2007, at 7:36 PM, Doug McCorkle wrote:
[snip]
Hi Abe,
I don't know what might be up given
[snip]
Hi Abe,
I don't know what might be up given your code fragment. SceneView is
lower level that osgViewer::Viewer, so does require more care with
setup, and its less powerful
Personally I wouldn't recommend using SceneView in your own code,
just
use osgViewer::Viewer and its
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