Hi Robert,
Thank you for your reply. I will check this mailing list frequently
for further developments. If you need beta testers for the osgVolume
NodeKit, I guess I could be one (compiling problems, performance
testing and other funny tasks).
bye.
On Wed, Dec 17, 2008 at 6:16 PM, Robert
Hi,
I notice when I toggle the TrackerNode of the NodeTrackerManipulator between
NODE_CENTRE and NODE_CENTER_AND_ROTATION during runtime, the camera view
will have a sudden jump from one view to another. Does anyone face such
issue? Is there anyway to prevent such a jump? Thanks
Regards
Hi all,
osgNV 0.6.2 has been released today, with the integration of the latest Cg
2.1 runtime, including a new resource manager, new profiles, the support of
geometry shaders, new sampler uniforms class (cgGLSetTextureParameter), new
buffer uniforms class (cgSetBufferParameter) and related
Hi Vincent,
the current version is much faster (arround 30FPS) on my NVidia Quatro 570M,
can you rebuild the latest version and send my the compiler bugs (please)
the resizing issue, i am awar of it not yet solved.
/adrian
2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com
On VS 2005 SP1
Randolph,
The Collada plugin has only be used with the Collada DOM 2.1 library.
DOM 2.2 was silently released two weeks ago, but I haven't tested it
yet.
There have been a few changes to the Cmake files since osg 2.6.1 so
maybe the older version does not work right out of the box.
--
Roland
Hi,
Which version do you speeking about ? last OSG version ? SSAO last version ?
My todo list is full so I can try to have a look on it, but I cannot say
when...
Vincent.
2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
Hi Vincent,
the current version is much faster (arround
sorry, i am working with latest SVN version (but not so important) but the
attached SSAO version (latest)
see attachement
:-)
/adrian
2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com
Hi,
Which version do you speeking about ? last OSG version ? SSAO last version
?
My todo list is
Hi Robert,
I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode project
was fixed up?
Paul.
--- On Wed, 17/12/08, Robert Osfield robert.osfi...@gmail.com wrote:
From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Build error on MAc OSX 10.4 and OSG 2.7.4
Compilation errors :
(do not look at the name of the file, it is just to avoid making a new VS
configuration)
1-- Début de la génération : Projet : Examples osggeodemo,
Configuration : Release Win32 --
1Compilation en cours...
1osggeodemo.cpp
Hi Robert Jefferson,
- Jefferson Pinheiro a écrit :
2) Use an osg::ClipPlane to clip the precipitation effect. Using a
clip plan would also allow you to control angle of the clipping.
I don't know how to use that (I'm a beginner). Fred, I would be
grateful if you could share your
Hi,
compiled OK here on Debian Sid, 40fps on GeForce Go 7400.
jp
Adrian Egli OpenSceneGraph (3D) wrote:
Hi Vincent,
the current version is much faster (arround 30FPS) on my NVidia Quatro
570M, can you rebuild the latest version and send my the compiler bugs
(please)
the resizing issue, i
Sorry, forgot to precise :
Nvidia Gforce 8600 GTS
Vincent.
2008/12/18 J.P. Delport jpdelp...@csir.co.za
Hi,
compiled OK here on Debian Sid, 40fps on GeForce Go 7400.
jp
Adrian Egli OpenSceneGraph (3D) wrote:
Hi Vincent,
the current version is much faster (arround 30FPS) on my NVidia
I tried to build OSG from OpenSceneGraph-2.6.1.zip with MInGW-5.1.4 and
CodeBlocksI downloaded libraries from gnuwin32 and installed themWhen i ran
CMake, there was warnings like -- Warning Debug JPEG not found, using
D:/libs/GnuWin32/lib/libjpeg.dll.aI ignored them and built OSG.I got
On 17/12/08 10:56 AM, Jason Daly wrote:
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is
definitively useful (speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily
Hi Adrian,
This looks very nice! Could you give a little more background info? Did
you use the nvidia paper as starting point? E.g. I am curious if this
technique is applicable for large outdoor environments.
Thanks a lot
Raymond
Adrian Egli OpenSceneGraph (3D) wrote:
Hi Robert,
i
HI Ryan,
It's the CameraManipulator that will be setting the view matrix per
frame, and it is what is using the bounding volume of the scene graph
to set it's initial position. If you have a camera manipulator
attached to the viewer on end of each update traversal the view matrix
from the camera
HI Olfat,
If you require two views, then use the CompositeViewer with two views,
not using two Viewer's. Please see the osgcompositeviewer for
guidance on how to set up this type of viewer. Also do a grep of all
the examples as other examples use it too.
Robert.
On Thu, Dec 18, 2008 at 1:25
Hi Grahame,
I haven't tried implementing it, but I am curious. One will probably
need to subclass from Texture2D or provide a Texture subload callback
to do the custom binding.
Robert.
On Thu, Dec 18, 2008 at 7:49 AM, Grahame Bowland
grah...@fugro-fsi.com.au wrote:
Hi all
Has anyone
HI Paul,
On Thu, Dec 18, 2008 at 8:33 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote:
Hi Robert,
I just tried 2.7.7 and it's still an issue there. Maybe only the Xcode
project was fixed up?
It's the CMake projects that have the math library added. Last week I
did some work comiling under
Hi,
Using the draggerHandler (the copy of the one in osgManipulator example) to
rotate and translate a node, I need to get theses transformations to apply
it to an other node.
In the Handler, I get the previous matrix of the dragger, and after
transformation (on release) I get the other matrix.
Hello,robert.
I hava some questions about the files of osg.How is the max resolution of
texture?At the same,how is the max size of ive?Thank you!
On the other hand ,I want to ask when the VPB1.0 release?I'm waiting for a
long time.
Good Luck!
Hi FlySky
2008/12/18 FlySky zz...@163.com:
I hava some questions about the files of osg.How is the max resolution of
texture?
Depends entirely upon the capabilities of your OpenGL driver/hardware,
the value is queried by the OSG at runtime.
At the same,how is the max size of ive?
The OSG
Maximum texture size is dictated by your graphics card and driver and OpenGL
OSG place no limit on the texture size
You can query opengl in ghe draw context to get the size supported by your
card, see any good opengl book on how to do that
From:
Hi List
Is it possible to attach a callback to handle/modify loaded nodes in the
database thread?
Background:
We are using VPB generatet terrain database in a delta3d application, to get
the terrain mesh into our simulation we are using a cull visitor which takes
care of loading loading and
Hi Ralf,
look at ReadFileCallback in the example osgCallBack, it may be what you
wan't.
Regards.
On Thu, Dec 18, 2008 at 2:20 PM, Ralf Stokholm alfma...@arenalogic.comwrote:
Hi List
Is it possible to attach a callback to handle/modify loaded nodes in the
database thread?
Background:
We
Hi,
temple default view without ssao 570fps, with ssao 40fps.
NVidia Geforce Go7400.
jp
Adrian Egli OpenSceneGraph (3D) wrote:
You can toggle SSAO on/off with 'a',i have fixed the bugs,
adrian
2008/12/18 Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com
Hi,
The error is
Linking CXX shared library ../../lib/libosgText.dylib
ld: Undefined symbols:
_acl_copy_ext_native referenced from CarbonCore expected to be defined in
libSystem
_acl_copy_int_native referenced from CarbonCore expected to be defined in
libSystem
_task_name_for_pid referenced
Hello Kimmo, Adrian,
The code was missing three ref_ptr .get()s, so I guess you didn’t
compile the version you attached…
The SVN version now includes an implicit conversion operator from
ref_ptrT to T*, so it is now possible to code without calling get() to
pass a pointer from a ref_ptr. I
Hello Wang Rui,
Nice job, you seem to be progressing nicely with this! I have one small
comment:
The new module, named osgNVPhysx, is going to support the nVIDIA PhysX
and even more physics engines (like ODE, Bullet, Newton and so on,
because of its open structure in design) step by step!
Hi Joe,
Yesterday, I setup a new system with 2 GeForce GTX 280 cards and four
monitors. The OS is Vista x64. I just read your previous posting and I can
confirm the exactly same problems. Now I am about to install XP (and
Ubuntu) to see if it runs better with four monitors there.
Have
Le Thu, 18 Dec 2008 15:08:35 +0100, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com a écrit:
Hello Wang Rui,
Nice job, you seem to be progressing nicely with this! I have one small
comment:
The new module, named osgNVPhysx, is going to support the nVIDIA PhysX
and even more physics
HI Paul,
The core OSG library does link against the MATH_LIBRARY, but the other
non of the other core libraries do. I've added a entry of
MATH_LIBRARY into the linking of osgText. Could you do an svn update
and see if the error is fixed?
The fact you've got errors but others under OSX haven't
Hi Joe,
With the cull and draw going sky high it very much looks a driver bug to me.
In my own PC based mutli-GPU testing I've found that serializing the
draw dispatch helped performance, so made this the default but you can
override this using the env var: OSG_SERIALIZE_DRAW_DISPATCH set to
I'll try to simplify the problem, because I think it is not easy to
understand what the problem looks like. (I know I need to wait ... but it
become urgent so I still stay trying ideas or waiting for yours)
Group
|
|_
|| |
Hi Robert,
(if it didn't break threading I'd really change that subject line,
others have tested and have reproduced the issue on Linux so it's not
Windows-specific...)
Whether the new system will work properly right away and if to does
will it reproduce the hang I don't know untill I get
Hi J-S,
Thanks! I'm just wondering to move the base classes of osgNVPhysx into
another namespace, and hatch out more integrations from that, like osgODE,
osgBullet, etc. Members of the base classes, which are not associated with
any physics engines but support most common interfaces to them,
Hi Vincent,
I know throwing new things will not directly fix your problem, but
perhaps it will give you ideas.
First, your osg::Plane is surely under a ShapeDrawable, in a Geode
somewhere... Why not add a MatrixTransform above that and just apply the
matrix to that transform?
Second, and
Hi Sukender,
The integration of OSG and PhysX is just at its beginning. And I'm also
considering to make an osgPhysics library to support common functionalities
and abstract interfaces for various open-source physics engines. You are
always welcome to join in.
BTW, I'm also interesting in the
Hi Jean-Sébastien,
I just tried that ... the problem is that the plane is not a referenced
node... so I cannot put it under a transform.
For the same reason I cannot put it under the dragger.
Last, If I try InfinitePlane (referenced node), this is just a drawable, so
it getNormal() method always
http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar
2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
NVidia GPUs support the effect nicely, but on ATI GPUs i have some
artefacts, i don't understand where they come from.
Is there are ATI / NVidia specialiste to support me
Hello Vincent,
Last, If I try InfinitePlane (referenced node), this is just a drawable,
so it getNormal() method always return me the same value... whatever be
the Dragger state. And I need a plane normal() in world coordinate...
That's just because the normal is in local coordinates.
Hi Wang Rui,
About physics, maybe we'll start another thread or resurrect the one that deals
with it? And I guess this would not be a part of osgNV.
About sound, well... for now I use osgAL and I'm beginning to work a little bit
on it (I was just integrated to the developpers list, I'll commit
OSG list is magic !
Because people help other people, but when I post on it because I begin
becoming mad, I can be sure that : there is no answer because I did
something too strange to be understood, or I will find the good solution
when waiting for your proposition ^^
I made me realize one
Hi Wang Rui,
I checked out from subversion and tried building on Mac OSX 10.5.6. If
BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
received the following errors :
[ 54%] Building CXX object
src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue
.o
Hi all,
Short version:
December 1, 2008, Montreal, Canada – CMLabs, the global innovator of
real-time, physics-based simulations, announced today the release of
Vortex 4.1, an enhanced version of its robust software
Great work, congratulation !
On Thu, Dec 18, 2008 at 5:21 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi all,
Short version:
December 1, 2008, Montreal, Canada – CMLabs, the global innovator of
Hi Vincent,
Thanks a lot for your help Jean-Sébastien :-D
Ça m'a fait plaisir :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
http://www.webaddon3d.assoftware.ch/AE/SSAO_DEMO.rar
2008/12/18 Adrian Egli OpenSceneGraph (3D) 3dh...@gmail.com
NVidia GPUs support the effect nicely, but on ATI GPUs i have some
artefacts, i don't understand where they come
Hi Erik et. al,
I have now fixed osgParticle to behave as it did before w.r.t particle
rotation. The fix is now checked in to svn/trunk.
I reviewed the changes from Tom, but these would have broken other
functionality so I re-factored ParticleSystem::single_pass_render()
and Particle::render()
El Jueves 18 Diciembre 2008ES 16:59:54 Vincent Bourdier escribió:
Because people help other people, but when I post on it because I begin
becoming mad, I can be sure that : there is no answer because I did
something too strange to be understood, or I will find the good solution
when waiting
Hi J-S,
On Thu, Dec 18, 2008 at 2:41 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Sorry to bother you, but have you had a chance to test my modified
osgcompositeviewer example on your new machine?
No, not up to you bothered me again :-)
I've just run it on my new machine and
Hi Robert,
Thanks for looking into this.
--- On Thu, 18/12/08, Robert Osfield robert.osfi...@gmail.com wrote:
snip
The core OSG library does link against the MATH_LIBRARY,
but the other
non of the other core libraries do.
Apparently not on MacOSX using cmake :)
Take a look at
Hi,
I apology in advance if this thread have been heavily answered before (if so
just tell where I can find the solution). Still I would like to know the
different alternative (the good ones) to record a video of my scene.
So far I was using an external tool for screenCast (called istanbul). But
Hi Robert,
I've just run it on my new machine and after a the fourth 'a' the
application hangs. So I'm finally able to reproduce the bug. I've
spent a bit of time in gdb but haven't got any clues yet as to the
cause.
I don't think I've ever been happier to have someone tell me that a
Folks,
I want a group of objects to have GL_DEPTH_TEST disabled, BUT I want
them drawn in order from farthest to nearest. I tried putting them in a
SORT_BACK_TO_FRONT RenderBin, but it's not working as planned. Do I need
a custom osg::Depth? I want these objects to be drawn on top of
EVERYTHING
Sorry for the double post. It seems that the osgText::Text is the only
object that refuses to be occluded.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Argentieri, John-P63223
Sent: Thursday,
Hi Simon,
I think your system is UBUNTU. Because I tried İstanbul deb package before
:)
I don't think batch video creation would be easy and effectively. Because
created path by RecordCameraPathHandler is only the movement of objects on
the screen. So after you run program by using path record,
All,
Occasionally I get the following warning when I'm building a database using
VPB:
Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun
Does anyone know what this pertains to or why it is happening?
Thanks,
-Shayne
smime.p7s
Description: S/MIME
Hi Simon,
I got a solution for you, which is not an out-of-the-box one and requires a
little coding, but I already did a similar thing to capture the output of an
OpenGL/SDL app and it worked properly:
You may tweak the main loop and control yourself the simulation time of the
scene graph.
sorry copy/paste error, here is the adress for the two geotiff :
http://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
http://cloustaunau.free.fr/data/temporaryfile_w111.975_n41.123.tifhttp://cloustaunau.free.fr/data/temporaryfile_w111.98_n41.123.tif
regards.
--
Christophe
Hi Robert,
not sure if you followed my discussion with Jose-Luis regarding osgLua
and the problem of stripped RTTI - actually I figured I was barking up
the wrong tree. osgIntrospection wrappers will not work on dlopen based
systems with gcc 3.x as the osgDB::DynamicLibrary has hardwired
Hello all,
I am currently chasing memory leaks in our application, which is like a
modeling tool where the user will open/work on/save/close data files
multiple times during the same application run. What we are seeing is
that when a file is closed, not all memory related to scene graph
Hi Jean Sebastion,
If your application run on linux plateform you can try valgrind, it will
give you a lot of informations about leaks and more.
Cheers,
Cedric
Jean-Sébastien Guay wrote:
Hello all,
I am currently chasing memory leaks in our application, which is like
a modeling tool where
Hi Gerrick,
Ah...I'm sorry that I just have done nothing to the plugin project and leave
it alone as what it's like before the 0.6.0 version. The errors have been
resolved in the latest SVN version. And I will add new features (texture and
buffer uniforms) ASAP.
Thank you for suggestions.
Wang
Hi,
I've narrowed down the versions that worked a bit more.
With osg r9387 and vpb r930 I'm not getting the artifacts, so at least
the problem is isolated to vpb, as older vpb with osg head seems to work
OK. I will try to find the revision where it starts breaking.
Christophe, can you try
Hi,
sorry, should have had that coffee first...
I've tested vpb r948 and it still works OK.
jp
J.P. Delport wrote:
Hi,
I've narrowed down the versions that worked a bit more.
With osg r9387 and vpb r930 I'm not getting the artifacts, so at least
the problem is isolated to vpb, as older
HI,
Strange, with rev948 I still have artifacts but not with rev930.
All is done with rev 9368 of osg.
On Fri, Dec 19, 2008 at 7:38 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
sorry, should have had that coffee first...
I've tested vpb r948 and it still works OK.
jp
J.P.
Hi,
yes, you are right, I still have not had the coffee, I've been chasing
this bug till late last night.
I thought that I tried 948 after 930, but the database did not rebuild.
Note to self, always clean build directory first.
So I can confirm:
930 is OK, 948 not OK.
Your data makes the
OK,
931 still OK, 932 starts giving the artifacts.
Time to consult the diff...
jp
J.P. Delport wrote:
Hi,
yes, you are right, I still have not had the coffee, I've been chasing
this bug till late last night.
I thought that I tried 948 after 930, but the database did not rebuild.
Note to
Hi everyone!
In my application, there is many terrain object, each terrain object is
a tree organized by paged lod, just like the structure generated by virtual
planet builder.
The problem is I cannot integrate many terrain object in one scene. It
seems to be the depth problem, And I have
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