Hi,
I have had some problems with OSG freezing when running in
ThreadPerCamera mode. My problems
were resolved with two changes:
The first one changes the order of the startRenderingBarrier and the
reset of the endDynamicDrawBlock.
This makes sure that the reset of the _endDynamicDrawBlock is
Hi Kim,
Great screenshots, really makes one want to go an play with the full sim :-)
On Wed, Nov 5, 2008 at 3:42 PM, Kim C Bale [EMAIL PROTECTED] wrote:
Does anybody have any good examples or pointers on where to start?
The OSG itself has a number of NodeKit's that you could use as a
template,
Hi Allan,
Do you want use the standard camera manipualators but with a set home
position, or are you looking for completely custom management of the
camera's view position? If you want the later than you'll want to not
bother with any camera manipualtor and just set the viewer's master
camera's
Hi Joakim,
I have just looked at the admin pages for
[EMAIL PROTECTED] and can't any controls specifically
for List-Id. The closest mention I can find is:
Should messages from this mailing list include the RFC 2369 (i.e.
List-*) headers? Yes is highly recommended.
To which the setting is
Hi Sukender,
My guess is that the problem is not related to the bin management,
rather missing vertex colour or vertex normals on some of the
geometry. If it's not this then perhaps you have transparency issues.
Robert.
On Thu, Nov 6, 2008 at 12:34 AM, Sukender [EMAIL PROTECTED] wrote:
Hi,
Dear all,
I am sincerely looking into this promising API. I want to evaluate the
loading of VRML files and just wanted to make a quick check.
On the project's download page I saw a line Windows pending for
the binary package. Because I am not very experienced in that, can
anybody point me to a
Hi Paul!
I'd like to help.
I you share us your peace of code It will be good starting point.
Thanx in advance
Roman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Pocock
Sent: Thursday, November 06, 2008 4:04 AM
To: OpenSceneGraph Users
Subject:
-BEGIN PGP SIGNED MESSAGE-
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Hi Cedric,
Cedric Pinson wrote:
You are right, but it's not the job of osgAnimation to make this
assumption, osgAnimation
interpolate bewteen keyframes. The optimization of key is the
responsiblity of the exporter
instead. In the osg exporter i
Hi Johannes,
Could you please supply the whole modified file, this can be directly
used with a graphics diff tool to illustrate what changes you've made.
Thanks,
Robert.
On Thu, Nov 6, 2008 at 9:04 AM, Johannes Nilsson
[EMAIL PROTECTED] wrote:
Hi,
I have had some problems with OSG freezing
If the cow shows and the cessna does not, it is probably an optimization
step, like small feature culling.
2008/11/5 Yvon Halbwachs [EMAIL PROTECTED]
Hi everybody,
I managed to use osg in a Qt QGraphicsView with the information that Eric
Zeremba and Rene Molenaar posted some weeks ago. I
Hi Holger,
On Thu, Nov 6, 2008 at 9:34 AM, Holger Krumm [EMAIL PROTECTED] wrote:
Or can someone provide me with a binary build?
I'm afraid no binaries for 2.6.x have been posted to me to upload yet.
If you need binaries you'll need to grab the 2.4 binaries from the
PreviousReleases page:
Robert,
Thank you for your answer. I've checked what you pointed. But my exported model:
- Has no coulour array (just a material)
- Has 196 vertex and 196 normals (so probably no missing normals)
- And has no transparency
I really don't understand. Any idea?
Note that I load the model using the
If you want binaries you need to specify which compiler you are using.
I've got 2.7.1 built for vc.Net 2003 but it's a 200Mb zip, without the
examples.
Free to anybody who can provide me somewhere to upload it if anybody else is
using such an old version of vc.
Building yourself is very easy
Hi,
I'm looking for the osgVTK nodekit that was available some years ago.
If anyone still has it around or any information on where to find
informations on using VTK in an OpenSceneGraph Node that would be
great !
--
Mathieu
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Hi Logeo,
On Thu, Nov 6, 2008 at 3:01 AM, legeochen [EMAIL PROTECTED] wrote:
Hi Robert
Thanks for replying. Sorry for my poor explanation. It happens like this,
after i execute the command, nothing happened, even crash. I will try figure
it out, maybe i have some wrong configurations.
Hi Jan,
Jan Ciger wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi Cedric,
Cedric Pinson wrote:
You are right, but it's not the job of osgAnimation to make this
assumption, osgAnimation
interpolate bewteen keyframes. The optimization of key is the
responsiblity of the exporter
Hi,
I'm writing out textures from my models as DDS. The originals are rgb's.
This is all working however the DDS textures are 3x larger than the
originals! It seems like the DDS writer will write out images
differently depending on their pixel format. The osg::Image class has a
Hi Eric,
hiding the mouse pointer is not supported
osgViewer::GraphicsWindow::useCursor(false) should do that... Though
you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly?
J-S
--
__
Jean-Sebastien Guay[EMAIL
Hi Brett,
Shots in the dark:
1) might the incoming textures be DXT_ compressed, whereas the output is
uncompressed?
2) might the outgoing textures include the mimaps? (DDS can include them)
(not sure you'd get 3x, though)
David
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osg-users mailing
Hi Sukender,
Strange artefacts indeed, but I still don't think they are render bin related.
There looks to be an issue with state leakage, such as with my
suggestion of missing vertex attributes, or perhaps now more likely
given the screenshot a driver bug.
What OS/hardware/drivers are you
Hi everyone!
I've just upgraded OSG from version 2.4 to latest SVN. As a result, I've lost
multitexturing on all objects imported via the LWO plugin.
According to the SVN log, a change in osgPlugins/lwo/Surface.cpp was committed
on behalf of Bob Kuehne on 18th June 2008. Reverting that change
Mipmaps would generally give you a 4/3 increase. before any compression
is applied
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C):
El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió:
Also, I have noticed that you have included scale keys. If you want only
rigid bones (the most common case, one rarely models something like the
Gummi bears), then you can drop both scale and translation. The
quaternions/rotation
Hi All,
I have tried to play movie on created canvas by osgWidget::Box class by this
way;
/-CodeSample-/
osg::Image* image = osgDB::readImageFile(video.mov);
osg::ImageStream* imagestream =
Hi Macro and Bob,
Sorry to hear that this change broke your models Macro. Would it be
possible for you to post the models?
Note for Bob, could you also post the models that your had issues with
that the changes were meant to address.
We can't go thrashing between fixing some models, breaking
Hi!
I want to render the scene to a texture and use the texture in a shader. The
texture image is saved to file by a postdraw callback, so I can look at it. I'm
doing something wrong because the texture becomes all gray.
My scene graph looks like this:
RTT camera root
|
Hi,
I make a little Up of this topic for the problem :
If I get the radius of a bounding sphere on a group, all is good.
If I do it on a PAT, the BS radius is very higher. Of course the pat get
children, so it is normal that the radius if 4 times more higher.
But, the big difference is that the
Hi again Robert,
I don't have any custom OpenGL code.
Configuration : Core 2 Duo, integrated chipset (Intel 82945G), Windows XP 32
bits SP3.
Driver is the factory default one, and I never saw such effets in any other
app.
The first bug (strange lightning) has been seen on another configuration,
On Thu, Nov 6, 2008 at 5:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
I want to render the scene to a texture and use the texture in a shader. The
texture image is saved to file by a postdraw callback, so I can look at it.
I'm doing something wrong because the texture becomes all gray.
I have
Hi Vincent,
The bounding sphere of transform is in the coordinate frame of its
parents, the children of transform will be in the transformed
coordinate frame.
Now you may have several transforms on the go at once, so one can't
say that one is local or one is world coordinates unless you know
Hi Sukender,
Intel drivers are known for being rather poor, so it may well just be
driver bug, I would certainly check for updated drivers. Also get
yourself a cheap Nvidia card an pop it in the machine, you may well
get quite a different experience and will give you a sanity test.
Robert.
On
Hi robert,
I agree that I cannot know if there are more Transform parents from my
current node. Thats' why I a looking on how to get the absolute BS radius,
if node is a group, a geode, a PAT, or everything else.
If I am on a node (not a PAT) I use : getbound().radius() *
Hi Vincent,
I don't really know where to start because it's not just the API that
you need to know about it, it feels like vector maths and general
graphics education is required.
Transform are no different than any other nodes in the scene, you can
use the node-getWorldMatrices() method on
Hi Kim,
Right blimey, I didn't expect so much interest.
Hehe, yeah it's a pretty interesting feature to have, and seems
applicable to many different fields. Thanks a lot for the detailed
explanations and the list of features. This is very useful.
I look forward to seeing your code and
Hi,
I am trying to get osgPPU to work with the MPV project (a CIGI compliant IG)...
I am having a little bit of a hard time figuring out how to get the two to
talk to each other. As MPV is very modular and based on a plugin stucture,
what I have to work with (so far) is the root node of the
Hi Kim,
I have searched these kind of Underwater rendering about 2 mounths. And my
main target is developing base submarine simulator. I able to understand all
of your called technique and effect methods like creating waves, caustics,
fish and flora motions and etc.
And much of them, if we
Hi Kim,
I used the same 15x15 grid tiles and 64x64 using a pagedLOD system. The
FFT height maps were pre-generated. My biggest problems were seams in
the tiles and trying to introduce reflections. I handled the seam
problems between tiles by slightly overlapping them at the edges, not an
ideal
Hi again Robert,
I confirm that the strange behavior still exist while compiling against the rev
9119 (branch osgWidget-dev).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 06 Nov 2008 17:28:53 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
User of OSG,
OSGDEM has an argument called -levels begin_level end_level and
I'm not sure what it does exactly. Could some please give me a better
explanation of its function?
Thanks
-Mark
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Hello Ugras,
Quoting Ugras Erdogan [EMAIL PROTECTED]:
For the purpose of thread synchronization, I use Windows OS
synchronization objects. This is also needed because in the lack of
synchronization the original frame rate of the application and the
yaw/pitch/roll values acquired from
Hi Robert,
I'm afraid no binaries for 2.6.x have been posted to me to upload yet.
I usually compile OSG on Win32 - VC8 (maybe 9 soon?) SP1. If you are interested
in compiled Zip's (Actually 7-Zip's) for the versions I compile, just tell me.
If so, also tell me if you want developer releases I
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
Alberto Luaces wrote:
I think scaling bones is an important feature at least meanwhile a
morphing system is not available (face gestures, breathing movements,
etc)
If you need that then you are better off implementing morphing and
Hi,
can you force single threaded osgviewer and see if it still is a problem?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader.
The texture image is saved to file by a postdraw callback, so I can look
at it. I'm doing something wrong because
Hi,
any reason why you have RGBA texture, but RGB in callback?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader.
The texture image is saved to file by a postdraw callback, so I can look
at it. I'm doing something wrong because the texture
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