I thought that the texture must be in RGBA to be used in a shader. The callback
was just for debugging, so I didn't think so much about the format. Now I have
changed to RGBA format in the callback too. I have also set the viewer to
singlethreaded, using this command:
Hi,
is your RTT camera the child of anything? I'm just guessing without
having an example to run.
jp
Engvall Åsa wrote:
I thought that the texture must be in RGBA to be used in a shader. The callback
was just for debugging, so I didn't think so much about the format. Now I have
changed to
No, it isn't. Should it be?
I tried to draw the scenegraph in my first message, but it's not easy just
using text.
If you want more code, please tell me.
Åsa
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För J.P. Delport
Skickat: den 7 november 2008
Hi,
the texture used in your model has the unRefImageDataAfterApply flag
set. The apply occurs
in the first frame. You can turn off this flag in the Texture attribute.
Eric ZAREMBA wrote:
Hi,
I have a
strange problem during .IVE saving.
As you can
see in the following,
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Alberto Luaces wrote:
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
Well, I was referring to dedicated bones, not the principal ones from the
skeleton. Think of an arm whose biceps changes its shape when bending: you
might put a
The camera has to be somewhere in the scenegraph under the root.
Something like this:
Root
/\
RTTCamera Node1
\/
World
Set the uniforms that you currently set at the Root in Node1 instead and
they will not be used when rendering with the
Hi Robert,
I use XCode 2.4.1 with projects generated using CMake 2.6 (patch 2).
I didn't compile in release mode, I'll give a try. I haven't tested any
previous version, generally I build under Windows and I took the last
version from the Osg website.
On the mailing list I read of people
Thanks Luc !
Mathieu
2008/11/7 Frauciel Luc [EMAIL PROTECTED]:
Hi,
osgVTK is lost in osg archives.
With the zip and the instructions found in the differents mails in
attachment, you should make it work.
It worked for me.
Luc
Luc FRAUCIEL - BRGM
Unité Calcul, 3D et réalité virtuelle
Hi Mark,
--levels controls which LOD levels the source data contributes too.
You'd typically use this for datasets where inserting high res data
such as aerial photography into a low res background such as nasa blue
marble.
Robert.
On Fri, Nov 7, 2008 at 12:38 AM, Mark Yantek [EMAIL PROTECTED]
Thank you J P and Andreas! Now it works.
It isn't obvious to me why the RTT camera must be under the viewer. I just
thought of the viewer as a camera which looks at the scene. Is the viewer more
like something that collects the pictures from all cameras and make them
visible to the user?
Hi,
yes, it uses FBO, I confirmed using DEBUG notify level. That is part of
the reason why I'm stumped by the X errors.
Hardware supports FBO, we are running lots of other FBO algo's requiring
512MB memory without problems.
jp
Robert Osfield wrote:
Hi J.P,
I haven't tried the example
Just wanted to say thank you to all who've helped me. I really
appreciate your time assistance. Thanks so much!
--
Sincerely, Allen
Senior Software Engineer
ITT-CAS, Inc
111 Research Blvd
Madison, AL 35758
Ps 34:5 I sought the Lord, and he heard me; and he delivered me from all my
fears
Hi,
If an IVE file is written out with the noTexturesInIVEFile option, it
references textures using an absolute path. Is this correct?
I wondered what will happen when the application is run on a different
machine with a different directory structure. So I changed the directory
name where
Hi Sukender,
However, the first problem still exists and *exists on others configs* (!): changing from OPAQUE_BIN to DEFAULT_BIN removes a strange behaviour.
You mentioned earlier in the thread that your objects did not have a
color array. This is exactly what would happen when that's the
Hi Brett,
On Fri, Nov 7, 2008 at 1:51 PM, brettwiesner [EMAIL PROTECTED] wrote:
If an IVE file is written out with the noTexturesInIVEFile option, it
references textures using an absolute path. Is this correct?
I didn't write this bit of code so I'd have to look up the code to see
what
Hi J.P.,
Thats a really strange behaviour. Could it be that you ran into driver issues.
I mean maybe linux gpu drivers doesn't work well with so much fbo's hanging
around.
osgPPU doesn't use cameras. It require a camera attachment only to get the
output (RTT) texture out of the camera.
Hi Asa,
On Fri, Nov 7, 2008 at 1:16 PM, Engvall Åsa [EMAIL PROTECTED] wrote:
It isn't obvious to me why the RTT camera must be under the viewer. I just
thought of the viewer as a camera which looks at the scene. Is the viewer
more like something that collects the pictures from all cameras
Hi J.P,
I haven't tried the example yet, but if the camera is allocating X11
resources it sounds like its using a pbuffer rather than an FBO. Are
you using FBOs? Does you hardware/drivers support FBO?
Robert.
On Fri, Nov 7, 2008 at 12:40 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Hi all,
a
OK, that sounds logical.
Thank you, bye for now!
Åsa
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Robert Osfield
Skickat: den 7 november 2008 14:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi Asa,
On Fri, Nov 7, 2008
Hello all.
Does the FLT writer create duplicate node names for nodes with multiple
transforms as parents? We're having trouble sharing a single model
inside of multiple transforms scattered about. Some older OpenFlight
software we are interfacing to does not like this. Any thoughts guys?
Thank
2008/11/7 Robert Osfield [EMAIL PROTECTED]
Hi Peter,
On Fri, Nov 7, 2008 at 12:11 PM, Peter Wraae Marino [EMAIL PROTECTED]
wrote:
there is no push/pop for the warning in the header file which will make
these warnings disabled in my own code too. I would like to catch this
warnings in my
On Fri, Nov 7, 2008 at 3:42 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
I agree with Peter, arbitrarily turning off peoples warnings isn't good
practice.
The OSG generally doesn't disable warnings, warning disabling is only
done on VS as it's had a history of producing lots of warnings on
Hi Peter,
On Fri, Nov 7, 2008 at 12:11 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
there is no push/pop for the warning in the header file which will make
these warnings disabled in my own code too. I would like to catch this
warnings in my own code and I shouldn't be forced to enabling
Duplicate names are really a no no in OpenFlight files, so the exporter
should not really be writing duplicate node names as this breaks spec
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
2008/11/7 Robert Osfield [EMAIL PROTECTED]
On Fri, Nov 7, 2008 at 3:42 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
I agree with Peter, arbitrarily turning off peoples warnings isn't good
practice.
The OSG generally doesn't disable warnings, warning disabling is only
done on VS as it's had
Hello,
I am trying to compile the example that uses bullet + OSG, it on the page
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
but I am using version 2.6 of OSG and osgProducer isn't used and some
methods aren't suported, I don't know how to convert to version 2.6 of OSG,
I just read quickly, but it seems your camera is still not under the
viewer, try
viewer.setSceneData(root);
jp
Engvall Åsa wrote:
Hi again!
Now I have changed my scenegraph according to your drawing, and put the
RTT camera under a root node, but it still doesn't work.
This time I attach
Hi Users (Robert),
I noticed that the include file export
has the following
#if defined(_MSC_VER)
#pragma warning( disable : 4244 )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4267 )
#pragma warning( disable : 4275 )
#pragma warning( disable : 4290 )
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Adonai S. Canêz wrote:
Hello,
I am trying to compile the example that uses bullet + OSG, it on the
page
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
I am using version 2.6 of OSG and osgProducer isn't used and some
Hi Andrea,
I'm not a OSX expert, but for those that are you don't provide quite
enough info to know what might be up. I presume using doing an XCode
build, but you don't mentioned this explicitly.
Did the XCode projects come from the manually maintained ones or CMake
generated ones?
Does the
Hi again!
Now I have changed my scenegraph according to your drawing, and put the RTT
camera under a root node, but it still doesn't work.
This time I attach all the code in my application, hope anybody has time to
have a look at it.
Åsa
// Create group nodes.
osg::Group* root = new
Hi Patrick.
I am not familar with MPV, however let my try to help you ;)
To let the ppu pipeline be applied for the complete scene, you have to provide
it with a texture containing your scene as input. If you use the standard way,
scene-osgPPU::Processor-osgPPU::Unit..., and attach a camera
On Fri, Nov 7, 2008 at 12:14 AM, Sukender [EMAIL PROTECTED] wrote:
Hi again Robert,
I confirm that the strange behavior still exist while compiling against the
rev 9119 (branch osgWidget-dev).
I don't have any further suggests beyond my earlier suggestion that
some vertex data such as
Hi Csaba,
I have finally cleared through my inbox to looking closely at this
issue and the suggested bug fix. I believe your suggested change is
safe in normal execution for CullThreadPerCameraDrawThreadPerContext
and DrawThreadPerContext, as the the _startRenderingBarrier barrier
being joined
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Hello,
Adonai S. Canêz wrote:
Hello,
I am trying to compile the example that uses bullet + OSG, it on the
page
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials but
I am using version 2.6 of OSG and osgProducer isn't used
The exporter dumps the Node name to the FLT record name, just as the
importer does the inverse operation. I don't believe there is any code to
check for and avoid duplicate node names.
I'd think it would be up to the application to specify unique Node names, as
the exporter has no other way to
Hi All,
After completing a bit of marathon submissions purge I've just tagged
the 2.7.5 developer release, here's the link to the release page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
* OpenSceneGraph-2.7.5, released on 7th November 2008.
Hi Linoel,
If you use unRefImageDataAfterApply then the image is discarded as
soon as the image data to download to OpenGL, which helps reduce
memory consumption significantly so is great for real-time sims.
However, if you discard the image data then you can't later use to it
write out to disk.
Hi all,
a colleague of mine is trying to implement an image processing algorithm
that requires many RTT cameras (+-150).
His algorithm runs on his Windows machine, but fails under Linux (I'm
quite sad about it :) with some of the following errors:
--8--
Got an X11ErrorHandling call
Hi folks,
I tried to build OSG 2.7.4 on my Mac (OSX 10.4.11 PPC, XCode 2.4.1)
and I have some errors (undefined symbols):
Building target “libOsgText.dylib” of project “OpenSceneGraph” with
configuration “Debug”
Ld /Users/andreanegri/Developement/OSG-2.7.4/
Hi Simon,
On Thu, Nov 6, 2008 at 1:02 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
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
The exporter writes an external reference record when it encounters a
ProxyNode. The importer should do the inverse operation.
I searched for the error text you mentioned, but could not find any code in
OSG that displays that error, so I can't really help you with that.
-Paul
_
Paul,
Is there a way that I can place multiple instances of an external .flt
file into another .flt file? I'm trying to use ProxyNode, but still
getting these errors:
Non primary record found as child. op=19
Non primary record found as child. op=19
Non primary record found as child. op=20
Non
thanks Jan, It's ok now
De: Jan Ciger [EMAIL PROTECTED]
Para: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Enviadas: Sexta-feira, 7 de Novembro de 2008 15:46:44
Assunto: Re: [osg-users] exemple bullet + osg
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Hello All,
I am going to be teaching my first semester as a part-time adjunct professor
at BYU-Idaho. I am really EXCITED! We will be teaching an intro. to
graphics course that has not been taught before at this school. Our focus
will be on juniors and seniors wanting to get out in the
For me Geometry handling and generators.
I've spent part of today writing a generalised extrusion function but I'd be
highly
surprised if this hasn't been done 10,000 times already.
I couldn't find such a function in osg.
If it is there, then maybe you could get your students to help with
the
2008/11/7 Robert Osfield [EMAIL PROTECTED]
Hi Simon,
On Thu, Nov 6, 2008 at 1:02 PM, Simon Hammett
[EMAIL PROTECTED] wrote:
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
Hi All,
I just got notification from the mailman server that 180+ members have
un-subscribed in just one minute. Clearly this is the server deciding
to do stuff all by itself. We've seen this suspect behaviour before
and in the past I've logged a support call to Dreamhost to reinstate.
In the
Hi Rick -- Congrats, this sounds like a great undertaking.
I have somewhat similar plans you might be interested in. My intent is to
set up an internship program with CU Boulder and take in two interns
starting in January. While I will expect real work out of them (to be open
sourced, either as
On Fri, Nov 7, 2008 at 10:55 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
You can uploaded data to the server via WebDAV:
I wonder if there is public interest in having the automated nightly
builds available.
--
Csaba (aka. Jester on the dashboard)
Thanks Simon,
A CSG library would be a great idea to work on. I needed one of those for
some work I did with Northrop Grumman. The generalized extrusion function
is cool too, maybe for a single student or as a feature of the CSG library.
I didn't look too deeply, but does the gts library work
Thanks Paul,
Lots of great project ideas.
We are looking for text book kinds of materials. Do you have
recommendations in that regard, perhaps something you and Bob have already
written? Like I mentioned, I would really like to start off with OpenGL and
then show how OSG helps.
-- Rick
Hi
Hi guys,
I hear that the OSG now supports BSP tree capability. I was wondering if this
included functionality for tagging metadata onto the individual triangles in
the BSP tree, or even onto the individual triangles in a Geode. If so, what is
the method? If not, where would be a good place
2008/11/7 [EMAIL PROTECTED]
Thanks Simon,
A CSG library would be a great idea to work on. I needed one of those for
some work I did with Northrop Grumman. The generalized extrusion function is
cool too, maybe for a single student or as a feature of the CSG library. I
didn't look too
Hi Rick,
We are looking for text book kinds of materials. Do you have
recommendations in that regard, perhaps something you and Bob have
already written? Like I mentioned, I would really like to start off
with OpenGL and then show how OSG helps.
Hehe, you do know that Paul wrote OpenGL
Hi all, Hi Jeremy,
As I mentioned a little while ago, I stopped trying to get osgCairo and
osgPango working on Windows because of time constraints (it was just for
a personal project, so it didn't have much priority)... Well I've gone
back to it tonight, and have some progress to report.
Hi Chen,
The OSG core seems not to support BSP tree at the moment. I have just
created an open source project named osgModeling (
http://code.google.com/p/osgmodeling/), to support NURBS and kinds of
modeling methods, and the BSP tree of individual geometries (to help do
boolean operations). It's
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