Hi Richard,
The OSG supports high level and low control over draw order via the
StateSet::RenderBinDetails. Basically the rendering backend is
constructed as a graph of what is called RenderStage(s) and
RenderBin(s), the StateSet::RenderBinDetails tells the cull traversal
how to build this
Hi Renan,
The intersections data structure has a list of hit objects, and these
will include the NodePath down to the hit object and also the Drawable
leaf.
Robert.
On Dec 18, 2007 3:43 AM, Renan Mendes [EMAIL PROTECTED] wrote:
Hi, everyone.
I have a class called Point that is derived
Hi Shuxing,
I'm afraid mixing PixelBuffers with GraphicsWindowEmbedded isn't going
to work, as osgViewer won't have the neccesary hooks in the graphics
context that it needs. The graphics window embedded feature is not a
fully feature implemented, rather an adapter to make it really
straight
Thanks very much for the clarification. Robert
Honestly, I myself don't how come there's such kind of mixed up in my
application, I only updated the version of osg from 2.0 to 2.2.
Whatever, So may I now only check out the newest version of osgviewerQT
without change my version of osg? Because
Hi Shuxing,
You could just grab the osgviewerQT source code by browsing SVN online.
As for managing OSG versions across a lab, why not just share the OSG
build/binary/lib directory across the network.
Robert.
On Dec 18, 2007 10:03 AM, Shuxing Xiao [EMAIL PROTECTED] wrote:
Thanks very much
Richard,
I've seen this type of thing before in my scenes with cracks in the
terrain. Adjusting of lines 242-243 in DepthPartitionNode.cpp seemed to fix
this for me:
znear *= 0.99;
zfar *= 1.01;
- D.
On Dec 17, 2007 5:30 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
Donald,
Hi, Robert.
I'm sorry, Robert, but would you mind explaining a little bit more on how do
I get access to this list? And from this, how do I choose specifically the
Drawable leaf?
Thanks,
Renan
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On Dec 18, 2007 1:08 PM, Renan Mendes [EMAIL PROTECTED] wrote:
Hi, Robert.
I'm sorry, Robert, but would you mind explaining a little bit more on how do
I get access to this list? And from this, how do I choose specifically the
Drawable leaf?
All the info is in the header files, just look up
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Hi Robert,
Robert Osfield wrote:
An external script that invokes the 3D app only works when entering an
application, not once its running, so it does have a bit of limited
applicability.
I understand that, however, how often do you need to change
Thanks, scaling just a little bit more than you did the trick. This is
a pretty useful node!
Richard
On Dec 18, 2007, at 7:36 AM, Donald Cipperly wrote:
Richard,
I've seen this type of thing before in my scenes with cracks in the
terrain. Adjusting of lines 242-243 in
Robert,
Yes, mastery of a new technology certainly is a long term investment ;-)
Thanks for this explanation, it is a valuable insight. As I continue
to grok more of the OSG philosophy, I'm sure more of this will
become more intuitive to me. I have now found three different
solutions to my
Hi all,
I'm new to OSG.
I cannot find a way to change the primary color of OpenGL in order to draw
the same
object twice in two different places with two different colors.
I mean that in OpenGL I can do that in this way:
glColor3fv(color1);
// set model view matrix
// draw object A
Tim Moore wrote:
The other thing to keep in mind is that readNodeFile and friends aren't
necessarily
thread safe, but you don't have access to the lock that the pager uses to
serialize
access to those functions. Either you stop doing any file loading calls from
your main
thread once the
Hi Gianluca,
You can use the osg::Material StatAattributeto control colour - attach
this to a StateSet that decorate a subgraph and this state will be
inherted down to the leaves. This only works when OpenGL lighting is
on though as it uses glMaterial to set the material parameters. As a
Hi Jan,
On Dec 18, 2007 1:22 PM, Jan Ciger [EMAIL PROTECTED] wrote:
An external script that invokes the 3D app only works when entering an
application, not once its running, so it does have a bit of limited
applicability.
I understand that, however, how often do you need to change
The best way to do this in OSG is to create two Geometry objects. Make them
both share the same VertexArrays, NormalArray, TexCoordArray (if you're
texture mapping), and PrimitiveSets. Then give each of them different color
arrays and specify a color binding of BIND_OVERALL.
Primary color,
Gianluca Natale wrote:
Hi all,
I'm new to OSG.
I cannot find a way to change the primary color of OpenGL in order to draw
the same
object twice in two different places with two different colors.
Just to throw in a third alternative, you could create a simple shader that
took a colour
That could work, but I am not sure whether it is actually worth the
trouble - the original poster only wanted to change the resolution
before starting the application, not during runtime, so this could be an
overkill. Perhaps a poll to figure out whether this is a one-off request
or a
Hello Richard,
However, I also have some transparent items, so the sky still
needs to be drawn first (and I did neglect to mention this to be
fair).
Just set your transparent bin to be a larger number than the skybox.
Then, the order will be:
1. Opaque objects
2. Skydome
3. Transparent
Hello Chase,
It sounds like he wants to render it first because he's placing a
unit sphere around the eyepoint, which is probably closer than
everything else and surely won't get clipped by the far plane. That
way, everything that's rendered later will overwrite it as if
For many games (particular on Windows of yesteryears) and applications,
I have changed resolutions and 3D effects once the application or game
has started depending on the frame rate performance. Thus if possible it
would be best to implement a feature into OSG to change resolution,
though how
Hello Collada-Pluginfans,
here are some problems with collada plugin:
1. Problem + Solution:
-
can someone please verify it this a feature or a bug in the current osg-svn
version:
Assumed error in if statement:
in daeWriter line 92:
Hello Renan,
As Robert mentioned, you really need to learn how to read the API
documentation (doxygen-generated) and click links on it to find out
how to connect things together.
For your current situation, take a look at the osgpick example. The
PickHandler::handle() method calls
Hi there,
we have successfully built a Cave (4 renderind planes. 12 projectors.
6 graphical nodes x 2 nvidia 8800 ) environment using OSG 2.1.1 for
rendering and mpi for synchronization and data distribution. it is
feasible.
osg is well suited for some aspects. for example swap buffers synch
for
Hi All,
After a long search in OSG SVN revision, I found this is a fonts file
issue.
I downdate my SVN and rebuild OSG for the revision
7648, just before integration of Text3D
7500,
7300,
7000,
6900,
6500, ~ here begin dependancy with external OpenThreads
6400, ~ here begin dependancy with
For many games (particular on Windows of yesteryears) and applications,
I have changed resolutions and 3D effects once the application or game
has started depending on the frame rate performance. Thus if possible it
would be best to implement a feature into OSG to change resolution,
though
Thank you Robert Osfield. Your help is greatly appreciated! I now have
a functioning OSG 2.2 installation on Windows!
I have another newbie question: Does anyone know how to control the
size of the output graphics window? I don't know its technical name
but I think it's the Viewer object.
Hi All,
To control the size you need to set the size of the GraphicsWindow
that you attach to the Viewer's Camera. Have a look at the osgcamera
or osgwindows examples to see how it can be done. There is also a
convinience method osgViewer::View::setUpViewInWindow(x,y,w,h) that
wraps up the
Hello, Jean-Sébastien.
Although it didn't seem so, I have looked through the doxygen
documentation. The thing is that they aren't good enough for someone who
hasn't any experience what so ever with this kind of programming. Some of
the methods aren't fully explained, at least to my
Hello Renan,
Although it didn't seem so, I have looked through the doxygen
documentation. The thing is that they aren't good enough for someone who
hasn't any experience what so ever with this kind of programming. Some of
the methods aren't fully explained, at least to my
Hi, Jean-Sébastien.
I'm gonna take advantage of the fact you are there and ask you one
thing. I tried using that last part of code you've given me, but my compiler
acused an error:
1.\Classe Pick Handler.cpp(23) : error C2682: cannot use 'dynamic_cast' to
convert from 'osg::ref_ptrT' to
Hello Renan,
1.\Classe Pick Handler.cpp(23) : error C2682: cannot use 'dynamic_cast' to
convert from 'osg::ref_ptrT' to 'osg::ShapeDrawable *'
1with
1[
1T=osg::Drawable
1]
given that the line where the error ocurred was:
osg::ShapeDrawable*
Hi,
I'm working my way through the osgShadow-shadowmap source code in an
attempt to understand how it works. One thing that confuses me is the
osgUtil::PositionalStateContainer.
What exactly is it used for? There doesn't seem to be any documentation
for it.
Thanks,
On Dec 18, 2007 4:43 PM, Kim C Bale [EMAIL PROTECTED] wrote:
Hi,
I'm working my way through the osgShadow-shadowmap source code in an
attempt to understand how it works. One thing that confuses me is the
osgUtil::PositionalStateContainer.
What exactly is it used for? There doesn't seem to
Hi David -- Thanks for looking at this.
I'm not sure this is a font file problem. In a previous post, I stated that
the font is big with current SVN, current osgText, and current freetype. If
I simply switch osgText back to the 2.2 version but leave everything else
the same, the font appears
Hi,
sorry, but my vs71 development is frozen, I dont have that compiler
anymore. you're free to fork a 3rdParty repository starting with my vs71
build scripts.
cheers
-- mew
On Tue, December 18, 2007 05:07, Adrian Egli wrote:
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty
Mike,
Hi,
from a pragmatic user-interface perspective, if there are docs/faqs
describing the new cmake build process, then they're failing to be found
in a way people expect. (This is not a user-problem of finding the docs;
it's a doc-problem of not being where they're expected to be found.)
Perhaps
On Mon, December 17, 2007 14:26, Paul Martz wrote:
Sounds like osgDB is having problem finding the plugins. Others have
reported similar problems with the Windows binaries. Maybe if Mike Weiblen
is reading this, he can post a status update? I don't recall that anyone
has
arrived at a
Thank you very much, that should solve my problem.
This way I need to duplicate just osg::Geometry objects, but they still
share
VertexArrays, NormalsArrays, etc. via ref_ptr. So I'm also sure that they
are destroyed only when the last
geometry is destroyed.
Thank you
Gianluca Natale
VrJuggler (www.vrjuggler.org) is also an option. We are using it on a 48
node, dual graphics card cluster with 24 projectors with osg 2.2.
http://www.vrac.iastate.edu/c6.php
biv
On Dec 18, 2007 9:16 AM, Adrian Egli [EMAIL PROTECTED] wrote:
Or you can have a look at
Hi Robert -- I updated to current CVS a couple hours ago. I just tried to
reproduce the font problem with David's new font file, and much to my
surprise found that I did not have a freetype plugin. For some reason,
current SVN CMake is unable to find my freetype installation and therefore
is not
On Dec 18, 2007 5:15 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
Hi,
from a pragmatic user-interface perspective, if there are docs/faqs
describing the new cmake build process, then they're failing to be found
in a way people expect. (This is not a user-problem of finding the docs;
it's a
On Dec 18, 2007 5:52 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- I updated to current CVS a couple hours ago. I just tried to
reproduce the font problem with David's new font file, and much to my
surprise found that I did not have a freetype plugin. For some reason,
current SVN
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Robert Osfield wrote:
RandR support would be a reasonable way forward. SGI and other older
workstation class machines are not so prone to users wishing to change
resolution - Once I had 1280x1024 on an SGI Indigo Elan back in 92
this didn't
Hi Robert -- I updated to current CVS a couple hours ago. I
just tried
(I meant SVN of course.)
to reproduce the font problem with David's new font file,
and much to
my surprise found that I did not have a freetype plugin. For some
reason, current SVN CMake is unable to find my
Thanks guys,
ProxyNode is what I was looking for.
-Colin
Tim Moore wrote:
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Colin Branch wrote:
Hi all,
What I'm trying to do:
Asynchronous model loading using OSG 2.2
How I'm currently doing it:
I'm trying to use the Database Pager's
Hello Paul,
Does CMake use FindFreeType.cmake on Windows platforms? If so, then I don't
know how this ever worked, as FindFreeType.cmake does not search in the
sibling 3rdParty directory.
I think on Windows, it checks for the 3rdParty sibling directory and
if found, just sets the paths for
On Dec 18, 2007 7:48 PM, Paul Martz [EMAIL PROTECTED] wrote:
Does CMake use FindFreeType.cmake on Windows platforms? If so, then I don't
know how this ever worked, as FindFreeType.cmake does not search in the
sibling 3rdParty directory.
Perhaps the new freetype
version is not being picked
On Dec 18, 2007 7:47 PM, Jan Ciger [EMAIL PROTECTED] wrote:
I guess RandR it is then, because some people voiced the support for
changing the resolution on the fly. RandR is the only reasonable way how
to do this on Unix at the moment. The older X extensions change
resolution, but do not
Hello Paul,
Hm. It's possible this hasn't been working all along, and I simply didn't
realize it because the OLD (OSG v2.2) freetype plugin was being found and
used. This would be because the plugin directory version number didn't
change until the 2.3 release: plugins now go in a different
- Original Message
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, December 14, 2007 3:05:38 PM
Subject: Re: [osg-users] ANN: Reference Manual for v2.2 now available
On Dec 14, 2007 7:59 PM, Zachary Hilbun wrote:
To
On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
Hi Jeremy,
The alignment problem is a known problem that David (the author of the
recent changes to osgText) knows about and will be looking into.
Should this be fixed in 2.3? If so, I'm still seeing it in SVN. Just
wondering if it's
Hi,
Before stating the issue we have, please let us thank you very much for
OSG 2.2. Quality is continuously improving in OSG.
We have moved our app to this version, 2.2.0. We are now using
osgViewer::Viewer wrapped into a QT 4 Widget as in osgviewerQT.
We currently have a crash on application
On Dec 18, 2007 5:15 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
Perhaps there could be a file in the source tree entitled
WHERE_ARE_VS_PROJECT_FILES.txt containing the jumpstart clues?
Well there is a README.txt in the root directory that mentions very
clearly about CMake... and the
BTW I resolved the issue by hardcoding the freetype include and lib
info into the CMake GUI dialog.
Yeah, I did that too since on Windows, it's hard to
autodetect some optional dependencies (Collada, OpenVRML,
QuickTime, etc.) so I always hate having to re-do the CMake
config from
I'm running OSG 2.2 ssh'd into a remote linux system.
When I run a program using viewer it opens windows fine.
ie osgViewer(); viewer-realize(); works just fine.
When I use a graphics context I get the message:
'Error: Unable to open display :0.0'
and
Hello Paul,
FYI, I _did_ delete my CMake cache as you suggested, but CMake was still
unable to find the latest Windows freetype lib/header in the 3rdParty
sibling directory. I _had_ to enter the paths and filename by hand.
Sorry, I was just checking. I did it that way too, I just didn't try
Hi,
I believe Paul @ Skew Matrix and Bob @ Blue Newt would be delighted to
be of service!
Cheers
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Zachary Hilbun
Sent: Tuesday, December 18, 2007 2:41 PM
To: OpenSceneGraph Users
Hey, don`t you ever worry about it! I'm lucky enough you do answer my
questions.
Thanks again,
Renan M Z Mendes
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Warning... I'm in rare form tonight ;-)
I sort of agree with both views on this.
OSG is a great API regardless of whether anyone can use it? That's a
bit like saying medicine that will save your life is wonderful,
however it is in a locked box that you cannot open... It's still great
Hello Robert,
It's your worst nightmare again. I tried compiling the svn version
again from trunk since you were asking folks to check various
platforms.
I downloaded fresh from svn and did the ccmake and then ran make and I
get this error:
[ 78%] Building CXX object
Hi Jeremy
I submit patch to Robert.
So coming soon If all work fine.
David
David
2007/12/18, Jeremy Moles [EMAIL PROTECTED]:
On Fri, 2007-12-14 at 20:23 +, Robert Osfield wrote:
Hi Jeremy,
The alignment problem is a known problem that David (the author of the
recent changes to
Hello Renan,
Hey, don`t you ever worry about it! I'm lucky enough you do answer my
questions.
You're very welcome. :-)
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
Apparently I ran on and on and tried to be too clever and should have
just stayed quiet. I did not intend to further the debate, but perhaps
capture the nature of open source and community driven projects for
those who can't understand why OSG isn't as easy to pick up as say Qt.
This
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