where are the bugs, my version compiled under VS 2005 (c++) latest SVN
version
/adrian
2008/12/18 Kimmo Kotajärvi
> Works nicely, if a bit slow (~15fps) and the window can't be resized
> correctly.
>
>
>
> The code was missing three ref_ptr .get()s, so I guess you didn't compile
> the version
Hi all
Has anyone attempted to use glXBindTexImage (and friends) to bind an X11
pixmap to a texture within OpenSceneGraph? You could then display the
contents of an X window on a surface.
I don't think it would be difficult to do, just wondering if it's
already been done - best to avoid duplicati
Works nicely, if a bit slow (~15fps) and the window can't be resized correctly.
The code was missing three ref_ptr .get()s, so I guess you didn't compile the
version you attached...
http://paahdin.com/shared/images/ssao.png
Lähettäjä: osg-users-boun...
Hi,
Try manipulator->getMatrix() instead of camera view matrix...
Next, it is possible to have a rotation of the matrix along X of +/- PI/2...
don't know exactly when or why, but this can help...
Vincent.
2008/12/17 olfat ibrahim
> thanks again for your help :
>
> but i have another problem :
Did you remove the camera manipulator for the second view?
"It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city, with the discords of families."
- Tacitus
"The desire for
OSG 2.6.1, VS 2008.
So far I've downloaded COLLADA_1.4.1_DOM_1.3.0.zip, built it, and got
a slew of errors trying to build the plugin. (Collada DOM 2.2, which
looks like it might be downward compatible, uses a different library
structure, and I've no idea which files are still needed.)
W
it seems that by using setUpViewerAsEmbeddedInwindow() it does not
reposition based on the world's bounding sphere. interesting for those who
didn't already know that. Anyway hope this helps someone else!
-Rusty
On Wed, Dec 17, 2008 at 5:01 PM, Ryan Morris wrote:
> I understand that positioning t
hello :
i need to synchronize two view windows .
i created two views and one key switch Manipulator
i want as i walk in one window my view synchronized in the other window with
solaly differ view.
this is my try but it is drive in the first view but no moves happened in the
second view :
wh
I understand that positioning the camera SHOULD fix my problem, but it
isn't. I have the light positioned at (0,0,100,1) and even after i set my
camera with setViewMatrixAsLookAt it is still trying to view the entire
bounding box of the scene. This is the fix i was looking for when i started
the po
Hi Jose-Luis,
be assured I seen these messages before and also did the whole
patches/linker flags etc. pp. that were suggested there. Still, the RTTI
is stripped - so *nix is not going to work. Admittetly, I updated the
osgLua sources in an intree version and added my own copy of Lua 5.1.4
i
>So, when I want to use more lights I see only the first light.
>
>Thats the graph with two lights:
To render with multiple lights,
arrange the LightSource group nodes vertically:
root
|
V
lightSource 0
|
V
lightSource 1
|
V
geodes
_
thanks again for your help :
but i have another problem :
while( !viewer.done() || !viewer1.done() )
{
viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up);
cout << "eye2 " << eye.x() << " " << eye.y() << " " << eye.z()
<< endl;
cout <<
Hi,
In Open Inventor, sensors are special classes that respond when an
object state is changed and call a callback. They were IMHO not very
clean, designed before Design Patterns, but I think they are like
observers or signal/slot objects. Is there anything similar in Open
Scenegraph?
Regards,
-
Hi,
Some ref_ptr error in code...
Sorry, but on my old PC shader/OpenGl problem... I will test on newer PC if
I have time.
Regards,
Vincent.
2008/12/17 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>
> Hi all ,
>
> please test this first version of SSAO Effect (Node)
>
> There is still
Hi Robert,
On Mon, Dec 15, 2008 at 7:55 AM, Robert Osfield wrote:
> Hi Fred & Jefferson,
>
> On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier
> wrote:
> > I have a patch to PrecipitationEffect that seems to work. I'll submit it
> > to osg-submissions
>
> I've just done a review of these change
Gordon Tomlinson wrote:
As to re-implementation , who's going to pay my company for the time and
expenses to re-rite these go through all r
Testing ands sign off procedures ?
I don't understand this point. If you get the same functionality, just
with a real library implementation and not a
Thanks Robert,
I'll take a look at it when I get a chance, the prefix route is working out
well right now.
Thanks!
Jason
On Wed, Dec 17, 2008 at 2:05 PM, Robert Osfield wrote:
> Hi Jason,
>
> The only way I can think of right now to bpass the http/curl mechanism
> in the Registry would to have
Hi Jason,
The only way I can think of right now to bpass the http/curl mechanism
in the Registry would to have Registry::ReadFileCallback that catches
the reads and then passes it to your custom code on demand.
This behaviour is something that really should be configurable in a so
that one can co
Hi Robert,
Is there a way to bypass the use of the CURL plugin for all http requests?
For most cases this is nice, but I'm working on a few plugins where it would
be very beneficial to simply have the full URL passed in so that I can deal
with it myself rather than having CURL try to download the
I don't use the osg third party sources, preferring to keep my own
copies of dependant libary sources. So I switch on the advanced mode of
CMake and fill in my own include and library locations. I filled in (I
think they may actually have been filled in automatically, but I am not
going back to
Hi J-S,
We've never tried multiple platforms with the same in-source tree,
and I wouldn't expect that it should work. However, I would expect that
we'd be able to build debug and release versions for a single platform
in the same in-source tree. Has this been working reliably for you?
We've bee
Hi Aitor,
The Joint Medical Visualization Project that funds my work on
osgVolume has had me address the multi-media side of the 3D
educational lectures that project is about, this has meant working on
Pdf readers, Vnc clients and Browers in 3D, rather than push on with
osgVolume. osgVolume isn't
Hi Paul,
I believe this one has already been addressed in the 2.7.x dev series,
could you try 2.7.7 or svn/trunk.
Robert.
On Wed, Dec 17, 2008 at 4:11 PM, Paul Fotheringham wrote:
> Hi,
>
> I think I know what the problem is. I'm getting the same unresolved symbols
> building on MacOS 10.4 and
Hi,
I think I know what the problem is. I'm getting the same unresolved symbols
building on MacOS 10.4 and OSG 2.6.1 using cmake. Your link line has
/usr/lib/libm.dylib
rather than your SDK version of the library. I don't know much about these
things myself as I've only been using a Mac for ab
It does work fine.
Thanks
> Hi Alexandre,
>
>
> The problem is that from somewhere in the osg there is a node visitor
running over the osgPPU pipeline which hasn't specified type. I would expect
here to run the update visitor first, but there is some other visitor
running, and I do not know which
Hi all,
I read in previous mails that the osgVolume is currently being implemented
with a bunch of new functionality that would be great. In the SVN, I can see
that there is some uploaded source code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgVolume),
but it s
Hi,
Is is possible to use frame buffer objects of opengl without creation of a
secondary camera in openscenegraph?
In the single cull traversal phase of the scene graph, I would like to draw one
specific geode to a FBO and all other geodes to the frame buffer.To do that, in
the cull traversal
Hi Andreas,
just browsed along through the sources, it seems the right time to
handle the viewer destruction is in nsPluginInstance::SetWindow() when
called with NULL:
see
http://devedge-temp.mozilla.org/library/manuals/2002/plugin/1.0/npp_api12.html
and
npp_gate.cpp:
> // during this call we k
Hi Andreas,
your proposal is what I have already done:
The current shutdown is:
void nsPluginInstance::shut()
{
#ifdef _WIN32
subclass it back
SubclassWindow(mhWnd, lpOldProc);
#endif
mThread->cancel();
while (mThread->isRunning())
sleep(1);
Ralph Kern schrieb:
Hi Robert and others,
I now made an install of the OpenSceneGraph sources.
The FireFox plugin now works insofar it can show Andreas' website examples.
But I have two issues:
- there's some BadMatch XError Event generated (which I just ignore for now)
- when leaving the page
Hi,
2008/12/17 olfat ibrahim
>
>
>
> --- On Wed, 12/17/08, olfat ibrahim wrote:
>
> > From: olfat ibrahim
> > Subject: my current position
> > To: "OSG"
> > Date: Wednesday, December 17, 2008, 9:01 AM
> > i am using keyswitchManipulator :
> >
> > i need to print my current location while iam
--- On Wed, 12/17/08, olfat ibrahim wrote:
> From: olfat ibrahim
> Subject: my current position
> To: "OSG"
> Date: Wednesday, December 17, 2008, 9:01 AM
> i am using keyswitchManipulator :
>
> i need to print my current location while iam driving in
> the scene :
>
> i tried the functions
Hi Art,
On Wed, Dec 17, 2008 at 11:33 AM, Art Tevs wrote:
> yes we could also add some kind of getName() which returns a string. However
> using a hash based approach would have more performance, because only integer
> comparison is needed (if you want to check for the visitor type during a
>
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Gordon Tomlinson wrote:
> I use them and would not want to lose them, IVE, OSGA is not a suitable
> replacement for me
>
> I don't see why they need to removed they work( maybe not to everyone's
> liking but they work ), they're useful to some
>
> As
Hi
yes we could also add some kind of getName() which returns a string. However
using a hash based approach would have more performance, because only integer
comparison is needed (if you want to check for the visitor type during a
traversal call for example). It will also remove the VisitorType
Hi Art,
All osg::Object's have a className() method. NodeVisitor is just
subclass from osg::Referenced so doesn't have this, but we could
certainly add it, it'd be less effort and more informative than the
coming up with some hashmap scheme.
Robert.
On Wed, Dec 17, 2008 at 10:30 AM, Art Tevs w
Have a look on the Third person view example... You get your code from it,
and this example works well, so you should use it a base code, and modify it
to have what you are looking for.
You will be able to reply yourself I think.
2008/12/17 olfat ibrahim
> sorry for much truble but i looked and
Hi Robert,
I tried now to use the standard installed OpenSceneGraph (Ubuntu 8.10
has osg 2.4.0-1.1). But I find the appropriate include files in the
Ubuntu packages.
I'll try otherway round to install the svn version to see if it works
with standard paths.
regards Ralph
Robert Osfield schrieb:
Sorry, I have send the message before completing it:
unsigned int osg::computeVisitorType(const std::string& type_id)
{
return some_hash(type_id);
}
This would enable the possibility to check out which type of visitor is
currently traversing the node. Also in future releases or in external
a
Hi folks,
It seems that in the current version of osg, there is some unknown node visitor
running over all of my nodes. The node type does return just NODE_VISITOR=0.
Hence I do not see any way to find out, which type of visitor is traversing
there.
Currently there exists so many different nod
Hi Alexandre,
The problem is that from somewhere in the osg there is a node visitor running
over the osgPPU pipeline which hasn't specified type. I would expect here to
run the update visitor first, but there is some other visitor running, and I do
not know which one ;(, because the visitor ha
Hi David,
David Spilling wrote:
Brian, JP,
The osgmultiplerendertargets example uses (by default)
GL_FLOAT_RGBA32_NV, rather than either GL_RGBA32F_ARB, or even
GL_RGBA16F_ARB. Could this be a card issue?
Yes, if I remember correctly, at the time I made the example I was
fiddling with vari
Hi Ralf,
I don't have any fresh ideas for solving the path issue, save perhaps
for installing the OSG in standard paths.
The alternative to playing with paths is to try a static build of the
OSG and your plugin.
Robert.
On Wed, Dec 17, 2008 at 9:35 AM, Ralph Kern wrote:
> Hi all,
>
> the LD_LI
Thanks JS, fix merged and submitted to SVN.
On Wed, Dec 17, 2008 at 3:04 AM, Jean-Sébastien Guay
wrote:
> Hi again,
>
>> Perhaps a missing EXPORT or something like that?
>
> Yep. Fix attached.
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-seba
sorry for much truble but i looked and found two ways can not understand how
they work
the first way is to use call back :
so i added to the code :
class UpdateCallback : public osg::NodeCallback
{
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
s
Hi all,
the LD_LIBRARY_PATH issue for the linux plugin is still annoying.
I tried to use a proxy shared lib, which sets up an appriopriate path
using setenv() and then calls dlopen() on the plugin lib.
But it fails because LD_LIBRARY_PATH is only evaluated once during
startup of the firefox prog
Brian, JP,
The osgmultiplerendertargets example uses (by default) GL_FLOAT_RGBA32_NV,
rather than either GL_RGBA32F_ARB, or even GL_RGBA16F_ARB. Could this be a
card issue?
I would be interested to know whether this example works for you if you
change to GL_RGBA32F_ARB or GL_RGBA16F_ARB. I admit,
Hi Anna,
It was so obvious that I didn't see it! Yes, adding the lib into the project
fixed it. I was so sure that could not be so simple that I didn't even checked
it.
Thank you very much.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 17 Dec 200
I doubt very seriously that it would take much effort to port these to
a less hackish method. If I get some free time, i'll look into doing
it.
"It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with t
Each frame, you have to update your matrix. For the moment you set it, next
you frame() the viewer, nothing more. Matrix will no update itself.
To update it, do it in the viewer loop (after/before frame()), or create a
new nodeCallback. Have a look on nodeCallback to see how to use it.
Regards,
i have two viewers and put the scene in groups one for the whole scene and one
for the pointer i want to move:
osg::Group* root = new osg::Group; // groupp have all other objects
osg::Group* Mainroot = new osg::Group; // the whole scene
Mainroot->addChild(root);
osgViewer::Viewer
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