Paul Martz wrote:
Vsync is usually on by default, can be toggled on or off by some driver
options, and can also sometimes be toggled by OpenGL extensions.
but does this mean that if I call rendering blocks unti the next vsync
clock tick?
Akos
___
I have the same problem here, i can't compile it because my osg install
is in a custom directory. I ll try to hack files to compile
Jeremy L. Moles wrote:
On Tue, 2007-11-06 at 20:11 +0100, Rubén López wrote:
El lun, 05-11-2007 a las 12:19 -0500, Jeremy L. Moles escribió:
On Mon,
Gents,
In State::setClientActiveTextureUnit (State.cpp, line759) the test (I think)
should be:
if (_glClientActiveTexture unit (unsigned int)_glMaxTextureUnits)
and not _glMaxTextureCoords
Joseph Steel
___
osg-users mailing list
Hi Berg,
The ideal way to insert a capture of main camera would be to insert
a custom osg::GraphicsOperation into set of rendering operations
attached to each GraphicsContext that you want to capture, you need to
insert this custom operation before after the cameras but before the
swap buffer.
Hi Brain,
It really sounds like you models and state are messed up, you
shouldn't need to go round forcing state on to models if they are set
up correctly in the first place. These two lines shout out problems
to me:
ss-setMode(GL_TEXTURE_COORD_ARRAY,
osg::StateAttribute::OVERRIDE |
HI Sherman,
This type of problem is either down to a thread not having the context
current, or a bug in the OpenGL driver.
Has anyone else see this problem?
Robert.
On Nov 18, 2007 1:59 AM, sherman wilcox [EMAIL PROTECTED] wrote:
I'm getting a crash in OpenSceneGraph/src/osg/program.cpp in
Hi Bob,
The answer is in the source ;-)
Viewer::run() is bascially equivilant to:
while(viewer.done())
{
viewer.frame();
}
And frame itself is bascially just a call to advance(),
eventTraversal(), updateTraversal() and renderTraversals() so can be
rewritten long hand:
Hi Roger,
The Dae plugin needn't call findDataFiles() at all if the Collada DOM
will do this for you, alternatively you could parse the URI string and
then make it into something that findDataFiles() can parse then pass
this final file back to the rest of the plugin in a form it can
handle.
Hi,
osgShadow::OccluderGeometry was writen entirely for the purpose of
doing internal calculations for shadow volumes. It potentially could
be reused for other tasks but it wasn't written with this in mind.
For an example of how to use you'll need to look at the source code
that invokes
Hi Umit,
What version of VPB/osgdem are you using? What platform are you on?
When you say strips, could you post a screenshot?
As a general note, please don't post multiple times to the list, be
patient and wait, also check your own mail tool to see if its set up
to ignore your own posts.
On Nov 19, 2007 7:56 AM, Raymond de Vries [EMAIL PROTECTED] wrote:
Hi everyone,
I am looking for documentation about the PrecipitationEffect but could
not find it in the books nor on the website. Does anyone have background
information that is used for the implementation?
I'm afraid there is
On Nov 19, 2007 9:25 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
Paul Martz wrote:
Vsync is usually on by default, can be toggled on or off by some driver
options, and can also sometimes be toggled by OpenGL extensions.
but does this mean that if I call rendering blocks unti the next vsync
Hi Joseph,
I'll need to a proper graphics review of the code. Could you post
what you think is correct to osg-submissions.
Cheers,
Robert.
On Nov 19, 2007 10:02 AM, Joseph Steel [EMAIL PROTECTED] wrote:
Gents,
In State::setClientActiveTextureUnit (State.cpp, line759) the test (I think)
Hi Umit,
From the screenshot it looks to me like there are invalid values or
input coordinates are just wrong, could you please post the osgdem
options you've used.
Robert.
On Nov 19, 2007 11:29 AM, ümit uzun [EMAIL PROTECTED] wrote:
Hi Robert;
First of all I am so sorry for sending lots
Robert Osfield wrote:
And frame itself is bascially just a call to advance(),
eventTraversal(), updateTraversal() and renderTraversals() so can be
rewritten long hand:
while(viewer.done())
{
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
Hi Robert;
I used ;
osgdem --xx 10 --yy 10 -t ps_texture_1k.tif \
--xx 10 --yy 10 -d ps_height_1k.tif \
-l 8 -v 0.1 -o puget.ive -a pegout.osga
options like in introductions.
Is there any simple example about vpb? I aim to make flight simulation, I have
plane model and I only want to
This problem is fixed by correcting the error in setClientActiveTextureUnit
Joseph Steel
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Joseph Steel
Sent: 16 November 2007 14:51
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenFlight
On Nov 19, 2007 11:39 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
hm.. and which of the above calls block on vsync?
Its the OpenGL fifo which is doing the blocking, and its only
Viewer::renderingTraversals() does the dispatching to OpenGL so... its
renderingTraversals() that does the blocking.
Hi Deiter,
There is too little info to know what might be up, so further
exploring will need to be done.
First up I'd try changing the threading model to single thread:
export OSG_THREADING=SingleThreaded
Then see if there is a crash.
Robert.
On Nov 19, 2007 12:07 PM, Dieter Pfeffer
[EMAIL
On Nov 19, 2007, at 6:02 AM, Robert Osfield wrote:
On Nov 19, 2007 9:25 AM, Ákos Maróy [EMAIL PROTECTED] wrote:
Paul Martz wrote:
Vsync is usually on by default, can be toggled on or off by some
driver
options, and can also sometimes be toggled by OpenGL extensions.
but does this mean
Hi Edu,
OpenGL calls including glReadPixels are all relative to 0,0 placed at
the lower left of the window, not 0,0 of the whole screen. By control
the window rectangle is relative to the whole screen.
Your glReadPixels should use the same values as the Camera's Viewport.
Robert.
On Nov 19,
I have a fix that allows URI's to be used
I have gone for the quick fix in that I'm not converting a UNC to a URI ( as
that could get messy )
But the loader now works with a URI
I'll post to submissions shortly
Gordon
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Has anyone put together a HUD editor for OpenSceneGraph?
We are using OpenSceneGraph in ossimPlanet for global visualization
and it is being used in government installations where they need to
place titling information on their output. Some of the other tools
they currently use have 2D
Hi Umit,
I think the likely problem here is the --xx --yy and -v values are
appropriate for the large input images, not the cut down 1k by 1k one.
Typically one uses osgdem with geospecific imagery/DEMs such as
GeoTiff's and this provides osgdem with all the data required to place
the data in
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
Sent: 19 November 2007 13:35
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws
I have a fix that allows URI's to be used
I have gone for
The fix I submitted keeps the findDataFiles and simply us the path as given
if findDataFiles fails this is enough to all URI to be used directly and not
break any other working path formats
While it may be better thing to have the reader convert paths to URI that's
a bit trickier and current
Not much better English ;)
Hi Roger
The fix I submitted keeps the findDataFiles and simply uses the path as
given if findDataFiles fails this is enough to allow the URI to be used
directly and not break any other working path formats for the loader
While it may be better thing to have the
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Gordon Tomlinson
Sent: 19 November 2007 15:13
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Collada plugin DAE flaws
now the other big one is the scaling issue and models not being
I got a headache reading that thread ;)
Sadly we cannot change the files, we typically only get read access to most
data
Now I need to figure out how to get the units out of the loader when a file
loads, then we could at least apply a scale and possible origin relocation
at that time
At some
Hello,
In my c# application I would like to create a Level Editor around an engine
using osg. I need an user Interface in c# and an osg viewer in the c#
window.
My problem is I don't how to put the osg viewer inside my c# window. I think
I need to set the window handle to the osg viewer with the
Hello,
My name is Heiko Schulz and I'm fairly new to
OpenSceneGraph. I'm one of the many 3D-model
Developers in FlightGear, the Open-Source
FlightSimulator which switched to OSG last year.
The abilities for us increased, and the first are
using some Effects from OSG like Particle and Cube
Frankly it's stupid that the Collada DOM can't save or load files
properly using native file system paths. Just in the last week I fixed
this in the latest DOM code in the svn repo on SourceForge. Now there
are some general file path -- URI conversion functions in the DOM, and
the DAE
On 10/25/06, Soheil Sotoodeh [EMAIL PROTECTED] wrote:
Hi Robert,
Thanks, I've checked that, it is a quite extensive
documentation.
I also have two question about the basic types.
Consider that we have a point cloud (a set of points).
As far as I understood, in openGL when we
HI Heiko,
The way to do sophisticated lighting models on objects is to use
shaders, I'm not familar with flight gear internals but I would have
thought if you create a .osg file with a shader in place (like the
glsl_*.osg examples in the OpenSceneGraph-Data distributed) and then
load this as your
Hi Mike,
I'm really cold on this topic right now, and can't really add much
without sitting down and spending time reviewing all the related code,
alas I have very little time for such activities right now.
What might help is to create an OSG example that demonstates what you
are trying to do
Hi OSG Users --
Registration is now open for OSG training in Washing ton DC, USA, January
22-24, 2008. To register, visit http://www.skew-matrix.com and click
Training.
This training event is co-instructed by Bob Kuehne (Blue Newt Software) and
myself, Paul Martz (Skew Matrix Software). Bob
but does this mean that if I call rendering blocks unti the
next vsync clock tick?
It's really implementation dependent. The NVIDIA OpenGL driver on Windows,
for example, allows you to issue a certain number of SwapBuffers calls
before it blocks. I think the default is 2 calls, but this is
Familiar looking stack trace...
Not that this will help you, but we were getting this an awful lot in both
release and debug builds. The specific situation was that we had a subclass
of an OpenThreads thread that had an osgViewer::Viewer as a member - or
actually, we had a ref_ptr to the viewer
Hi Christoffer,
Which version of OSG are you using with osgDotNet? There are still
known problems with versions post 2.0. I wouldn't recommend using it
in a production capacity with 2.2 or later until those are resolved.
-Mike
On Sun, Nov 18, 2007 at 09:30:42AM +0100, Christoffer Markusson
Hi, This may be an issues with the developers of cmake but I've had a
difficult experience building OSG 2.2 official release on IRIX 6.5 using
the cmake build process. Problems namely with specifying my
own /include /lib paths.
it seems to want to ignore any arguments I pass to it , I don't think
There are a bunch of ways to deal with this. You shouldn't modify the
CMakeCache directly. And you really shouldn't need to modify the
CMakeLists.txt.
1) Use the ccmake instead of cmake. It exists for this very reason and
is the easiest, most reliable answer. (I constantly beg people to use
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