Hi Fred,
maybe you can connect the FFmpeg streamer to the Viewer output much like
the screenshot example does.
We also have code that grabs a region of interest from FBO using a
shader and saves that using FFmpeg to disk. I'm eagerly trying to free
up this code, but still need to twist a few
Hello Art,
I would propose to use post processing outline technique.
Interesting technique, but unfortunately, integrating osgPPU into our
framework and doing all rendering through it would be too much work for
a simple outline technique.
That being said, I am planning a complete redesign
Hi all,
Forgot to mention the timings below are with a release mode build of our
application. I'll see if I can transpose the results in a basic
osgviewer-based app using the same technique... Perhaps there's
something screwy with our scene graph.
In any case, if anyone has any comments abou
Hi Robert
Thanks for the clarrification. After reading through the OpenSceneGraph API
docs we definitely require two views. So to summarise
2 monitors (projectors)
1 View on each monitor
1 XScreen, and therefore 1 context (if possible).
Sorry for not giving all this information up front but I ha
Thank you! Using the Ubuntu repo for the libxul kit was the hint I needed.
I grabbed this:
http://archive.ubuntu.com/ubuntu/pool/universe/x/xulrunner/xulrunner_1.8.1.16+nobinonly.orig.tar.gz
Albeit I built on FC7, I now have a osgdb_gecko.so!
Note that it was necessary to create links from he
Hi Jean-Sebastian,
I would propose to use post processing outline technique. I have no references
how to do this, but here an idea how I think it could be implemented:
1) render selected object into a stencil texture (hence you got 1 where object
is seen and 0 otherwise)
2) use a shader to com
Definitely! Open source right?
I believe you can take advantage of direct to texture loads similar to
what the QuickTime library offers on OSX (sadly not for Windows).
-B
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Jason Beverage
Hi Folks,
We have an .ive PagedLOD database that is high resolution in both
textures and poly's. Understandably in certain situations we are able
to clobber both the memory on the machine and GPU memory when the pager
tries to page in more data then is possible to hold. The result is that
the da
Background:
I need to create a service/daemon running delta3D to which an
application running a FlashPlayer 10 video connects for its video
feed.
Presently, I am running ffmpeg -f x11grab ... to capture the osg
display and converting to flv and streaming that via ffserver.
Yuck.
Plan:
Incorporate
Hi all,
As I said before, I'm working on a modeling-type application. To give
feedback of which object is selected, I'd like to outline it in white
(or any color).
I've currently got two implementations of an outline effect (using
osgFX::Effect), one of which uses the stencil buffer, the oth
OK, now that I've got the files to build, how do I avoid the R6034
(manifest file) error when I move them into site-packages? There doesn't
seem to be a cmake generated install script, that would presumably take
care of the problem.
Randolph
___
osg
Hi Bob,
I just pulled down libxul and associated dev package from the Ubuntu
repositories. It worked just fine under Kubuntu 7.10 and 8.10.
Robert.
On Tue, Nov 25, 2008 at 7:31 PM, Bob Huebert <[EMAIL PROTECTED]> wrote:
> Hi Robert & Adrian,
>
> I too am following the development of osgbrowser
Hi Robert & Adrian,
I too am following the development of osgbrowser, but am not having
success in setting up my environment for the build.
Going on the presumption that the required lkibraries & headers would be
within the xulrunner-1.8.1.3.en-US.linux-i686.sdk-20080128.tar as
downloade
Different platforms use different levels of granularity. Mac OS
bundles libraries into "frameworks", which can themselves be placed in
application bundles, or installed for systemwide use. This is a very
coarse level of granularity. I think OSG would probably best fits
what Apple calls
Ooops! Sorry, it seems my mail client smoked something illegal and then mailed
3 times the same mail at the same time.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 17:27:34 +0100, Sukender <[EMAIL PROTECTED]> a écrit:
> Hi Robert,
>
Hi,
Using the JNI to control 3D application from Java, I am implementing
multi-view.
Following the osg example ThirdPersonView, I try using only one
compositeviewer, and add some osgViewer::View to it.
But, depending on adding a view from the JNI or from C++ frame loop, I have
not the same behav
I understand. Thank you.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 17:05:39 +0100, Robert Osfield <[EMAIL PROTECTED]> a écrit:
> Hi Sukender, I'm really overload right now, so I'll defer to others
> for this support.
>
> On Tue, No
Hi Robert,
As a Windows user (and Linux too, but I definitively don't have enough time),
I'd like to tell that dependencies are somtimes a pain. I easily come to
trouble with versions confilcts (When using a lib in an app that already exists
in a OSG plugin, such as libcurl).
And about deploye
Seems like you could use a Camera pre-draw callback to put OpenGL into
feedback mode, and a post-draw callback to return to render mode and
retrieve the results. This would be awfully slow, not recommended for real
time rendering.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTE
On Tue, 2008-11-25 at 10:05 -0500, Max Bandazian wrote:
>
> Jeremy,
>
>
>Having used osgWidget extensively, I second what everyone has said
I would definitely be interested most in the opinions of people who have
used osgWidget most. :)
> above, that the input processing/picking ought to
Hi All,
Development wise I'm working towards getting OpenSceneGraph-2.8 in the
not too distant future. One aspect I'd like to improve on before this
release is putting together better packing support for the various
platforms that we have. For instance the OSG has/is/should continue
distributed
Hi Sukender, I'm really overload right now, so I'll defer to others
for this support.
On Tue, Nov 25, 2008 at 3:37 PM, Sukender <[EMAIL PROTECTED]> wrote:
> Hi all,
>
> I have another question about light sources (This may be more directed to
> Robert, but maybe someone has the answer):
> Why doe
Hi Jeremy,
The view pointer is a bit weird for me because i manage eventhandler not
in the viewer. I put them in node event callback and then with
a switch i enable some and disable other depending of game state. So the
view pointer make osgWidget crash with my system. So an approach
like Robe
Hi Alberto,
No i will still use osg-branch as development. The osg-trunk repository
is just a copy of the svn, it will be always sync from the trunk svn. I
will not push external stuff inside. Just it can help some time to try
stuff and to have it as backup or when osg is down.
It does not chan
Hi all,
I have another question about light sources (This may be more directed to
Robert, but maybe someone has the answer):
Why does the LightSource::setLocalStateSetModes() call "_stateset->clear();"?
Just for info, I:
- set a root node that is a LightSource,
- call setLocalStateSetModes() (ca
On Mon, 2008-11-24 at 23:22 -0500, Jean-Sébastien Guay wrote:
> Hi Jeremy,
>
> > Why does the WindowManager have to know anything about cameras?
>
> I have the same question, but with different results: unless I've missed
> something in your description, why does anyone need to know about the
>
Hi Cedric,
now that osgAnimation is on OSG trunk, are you going to leave the previous
branch (http://hg.plopbyte.net/osg-branch/) and use this new one instead?
Regards,
Alberto
El Martes 25 Noviembre 2008ES 15:07:37 Cedric Pinson escribió:
> Hi All,
>
> Maybe it will not interest so much peopl
Jeremy,
Having used osgWidget extensively, I second what everyone has said above,
that the input processing/picking ought to be factored out of the
WindowManager into a separate class. osgWidget is a nice contribution to
osg, but it does have a lot of instances like this where modularity could b
I use OSG on Windows and I'm here to say that it could be useful to have
such a plugin.
Alessandro
On Sun, Nov 23, 2008 at 10:04 PM, Jason Beverage <[EMAIL PROTECTED]>wrote:
> Hi Janusz,
>
> Yes, the plan is to open source the plugin. I was interested in gauging
> the level of community interest
Hi Robert,
I forgot to mention that this is running with OSG as compiled yesterday
afternoon after an svn update.
It's interesting that opening up the windows at the start allows
things to run, this suggest that it's allocation of new OpenGL that is
problem - which is something that the resiz
Hi Rick,
Just to confirm the issue, if you enable Registry caching of imagery
and use paged databases that have external image files, then you get
the below crash. If you don't use the Registry cache what happens?
How reliably does this crash occur?
My hypothisis is that the object cache is be
Hi All,
Maybe it will not interest so much people but i added a mercurial
repository of OpenSceneGraph trunk. it's updated from the svn each
hours, and keep
all history. I use it to manipulate patch diff merge and branch code. So
if other are interested to use it's open.
It can be considerer a
Sorry for the delay on this.
Here's some more information. Below is a complete callstack which should be
similar to when the issue happened. Basically we are loading a Paged terrain
database which uses IVE files for data, and DDS textures for images. A quick
search in OSG reveals that osgDB::re
Hi
I am getting same problem.
How you solved ? I am using osg 2.6.0 version.
Thanks
David _ wrote:
solved
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 30 Oct 2008 13:07:28 +0100
Subject: [os
Sorry for the mass, I'm really new into OSG and I just can't find some basic
info.
We (www.jct.ac.il) are doing some 3D non-linear implicit function research
and we draw them on screen, for some reason I need to know the distance of
my camera to the closest polygon/vertex and then run some math iss
Hi Guys,
I generally agree that suppressing these warnings is bad. Truth is if they
were not disabled at the early days of OSG most of them would be not present
today because authors would fix them in other way. And this poses a danger
for the future. As along as we keep them disabled authors
Hi Wojtek,
On Tue, Nov 25, 2008 at 11:39 AM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
> But the other side is that proper fixing would probably require modifying
> hundreds of OSG headers. I doubt that there is anyone brave enough to accept
> this time consuming task and I doubt Robert will
Hi Luc,
you could try to patch the plugin to set the locale to "C" before
reading and restore afterwards.
But you might be careful to threading issues, because setlocale() is
working on a per process basis.
regards Ralph
Frauciel Luc schrieb:
> Hi,
>
> This summer, a problem have been spotted
Hi,
This summer, a problem have been spotted and solved about .osg format, and the
use of Qt that modify C locale
http://groups.google.com/group/osg-users/browse_thread/thread/f5a53aaeed71b585/2b0454460d959e2d?lnk=gst&q=qt+locale#2b0454460d959e2d
I've got a similar problem with DAE plugin.
Howev
Hi Oren,
This is a topic that has been discussed in osg-users before so please
check through the archives.
You started the thread before, and got and answer that looked for
clarification, but instead of engaging you just ask the same question
again in another thread. This isn't a good use of th
Hello all,
how do I traverse the list of geometry created during the cull traversal??
thank you
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Oh sorry then,
I'm just asking: what is the effect of calling
lightSource->getOrCreateStateSet()->setAttribute(light,
osg::StateAttribute::ON);
I guess that's just *stupid* to add a Light structure as a StateSet for the
LightSource that already has this Light structure, but I'm just trying t
Hi Sukender,
I'm afraid I don't understand your question.
Robert.
On Tue, Nov 25, 2008 at 10:06 AM, Sukender <[EMAIL PROTECTED]> wrote:
> Re, Robert!
>
> Here is another (stupid?) question. What happens if I call:
>lightSource->getOrCreateStateSet()->setAttribute(light,
> osg::StateAttribut
Hi Tugkan,
I've just tried the same thing on my system and it worked fine. What
window manager are you using?
A couple of things you could try:
Enable vsync
Disable any 3D desktop effects if they are on
Robert.
On Tue, Nov 25, 2008 at 8:02 AM, Tugkan Calapoglu <[EMAIL PROTECTED]> wro
HI Jeremy,
On Mon, Nov 24, 2008 at 8:54 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> Hello all! Allow me to talk briefly about osgWidget's current design and
> perhaps how I can change it for the better.
I'm afraid I have yet played with osgWidget enough to give a
definitive answer about WindowM
Re, Robert!
Here is another (stupid?) question. What happens if I call:
lightSource->getOrCreateStateSet()->setAttribute(light,
osg::StateAttribute::ON);
(Please note that my models are under the "lightSource" node, and that I called
"lightSource->setLocalStateSetModes(osg::StateAttribute::O
Thank you, Robert. I'm still investigating to try to understand the "artifact"
I found about strange lighting. But what you tell gives me more questions than
answers! Crap. I'll continue then. Anyway, what you say is interesting for me.
Thanks again.
Sukender
PVLE - Lightweight cross-platform g
Hi Sukender,
If the two LightSource node, that use the same light number, fall in
the same RenderStage then the last one to be traversed will be the one
that takes precedence, and the previous one will be ignored.
Effectively a light can only be in one place at one time.
Robert.
On Tue, Nov 25,
Hi Paul,
Wojtek's change only restores the OSG to how it's been compiling since
the very early days w.r.t disabling the least usefu/most distractingl
of the MSVC warnings.
You can disable this via CMake, so that the OSG doesn't suppress any warnings.
Fixing warnings is desirable, but has to be d
Hi David,
On Mon, Nov 24, 2008 at 9:26 PM, David Spilling
<[EMAIL PROTECTED]> wrote:
> Only just caught this thread. I'm happy to update the OBJ plugin (reader
> only, presumably) if you want to lose the sscanf, as it's only recently I
> was looking at it anyway.
This would be very helpful, as I'
Hi J-S,
It's interesting that opening up the windows at the start allows
things to run, this suggest that it's allocation of new OpenGL that is
problem - which is something that the resize of the GL buffers would
have done the trick.
W.r.t opening 40 windows and the app crashing - this is almost
Hi Jeremy,
I really agree with Jean-Sébastien. The main difference is that he seems to
know more about OSG than me! I just have to tell "That's just what I wanted to
say!"...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Tue, 25 Nov 2008 05:22:47 +01
Hi ZΛHIЯ,
I'm not sure I understand, but what about creating multiple WindowManagers? You
could then have independent window managed areas, as you say. Well, this needs
confirmation from wxWidgets authors/users, but I don't think this would be
impossible.
Sukender
PVLE - Lightweight cross-plat
53 matches
Mail list logo