Anyone has experience something similar?
J.
Hi all,
I want to do an RTT of the current camera to do some PostProcesses on it
(using shaders). When the geometry is textured, everything works ok, but
when i use non-textured objects, the objects renders in black. I tryed
the code in
Hello Robert,
did you look at my previous post with subject
Camera Statistics cause crash in
CullThreadPerCameraDrawThreadPerContext mode
Could that be a similar problem.
I have that issue with small non paged datasets though.
And it is rather easy to reproduce.
Uwe
Robert Osfield schrieb:
--- On Fri, 23/1/09, Robert Osfield robert.osfi...@gmail.com wrote:
snip
I would very much like for us to get the OSG binaries
sorted out for
this OSG-2.8, both for platforms like Windows and OSX, and
for linux,
in particular knocking on the Linux distro doors to get
OSG-2.8 in the
up
Hi Ruqin,
You could disable the depth test on the subgraph that rendered the dragger.
Robert.
On Mon, Jan 26, 2009 at 11:47 PM, Ruqin Zhang ruzh...@gmail.com wrote:
Hi,
I got an issue about osgManipulator::dragger. When I set up a dragger,
sometime it just hide (totally or partially) inside
Hi Pavel,
The RefererenceFrame in Transform is widely used and does work robust
with ABSOLTE_RF - this is how most users with do HUDs (Camera is a
subclass from Transform.)
Just becuase the view matrix is identity doesn't mean that any
subgraph underneath will be visible, far from it, the
Hi Uwe,
Could send me the small .ive file that you've used to reproduce this problem.
Could you also try reproducing the problem at your, but please don't
do an svn update quite yet as last night I checked in a fix for the
threading issues in Camera sets query - the one that your crash point
Hi Paul,
On Tue, Jan 27, 2009 at 8:57 AM, Paul Fotheringham osg_u...@yahoo.co.uk wrote:
I'm currently teaching myself how to build rpms. Would that be of any use for
you?
It would. There is a message of Mattias, on the thread about
LIB_POSTFIX, which mentions how to create rpms using CPack,
Hi Joseba,
have you took a look into osgPPU? This can do exactly what you are looking for.
art
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5222#5222
___
osg-users mailing list
Hi to all,
I'm facing some problems to build the osgdb_freetype and osgdb_png plugin in
64bits.
I built the osg solution in 64bits without problem with visual studio 2005.
The examples worked fine.
Below are the errors i get when building these two plugins.
I'm looking forward for a solution.
--- On Tue, 27/1/09, Robert Osfield robert.osfi...@gmail.com wrote:
From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Development plan for imminent stable OSG-2.8
To: osg_u...@yahoo.co.uk, OpenSceneGraph Users
osg-users@lists.openscenegraph.org
Date: Tuesday, 27
Does your shader code take into account you have no texture on the non
textured nodes.
One possible issue that I have seen before
I presume in your shader code you get and use the texture's rgb, but if you
get this on a non textured fragment you will get Zero so if you doing a
multiplication in
Hi Morne,
I'm rather perplexed that it didn't just work. The clear of the
graphics context/window should be done before everything else runs,
the construction order should have no effect on this as it's a feature
hard-wired into GraphicsContext. Is there a chance that you've
disabled the clear
Not intentionally, no. I added
pCamera-setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
to the camera attached to the view just to make sure, but it didn't
change anything. It sounds like a bug then, I will try and recreate
it in a simple example.
Cheers,
Morne
On Tue, Jan 27,
Hi All,
I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8. The page can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution
If have have bugs that exist in svn trunk + 2.7.x then please added
them into this
Hello again Robert,
I modified the osgcompositeviewer example and setClearMask() works as
expected when creating a new graphics context with proper traits, etc.
I suspect my problem comes from using the graphics context created by
osgViewer::GraphicsWindowEmbedded (this is the graphics context I
Hi Robert,
why making the life harder than it already is :) I mean making Wiki for Bug
resolutions, which can be done with the Ticket system as well. I think using
tickets will be an easier way than using the wiki. You only have to connect the
ticket system with the mailing list and acitvate
HI Morne,
Ahh the missing bit of the jigsaw - that fact that you are using
GraphicWindowEmbedded is key. The GraphicsContext::swapBuffers() is
normally what does the swap buffers and then calls
GraphicsContext::clear(), with GraphicsWindowEmbedded::swapBuffers()
it's a non op, because there is
Hi Art,
I must admit I'm not familiar with the Ticket system. I use Tracs in
a very basic way. Perhaps it's time to learn...
I am rather wary of using instigating a bug tracking system as
sometimes they can be misused for feature request, and can create a
barrier in direct communication. I
Hi Robert,
As I expected, the problem lies with using a GraphicsWindowEmbedded.
I was able to reproduce the bug in oagviewerQt by adding
viewerWindow-getGraphicsWindow()-setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
viewerWindow-getGraphicsWindow()-setClearMask(
Hi Morné,
I suspect my problem comes from using the graphics context created by
osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
to my cameras) in our Qt app.
You really shouldn't be using GraphicsWindowEmbedded even in a Qt app.
This is constraining you to single
Hi Robert,
I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8. The page can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution
Just wondering, I noticed you placed the osgShadow circular reference
issue in
Robert Osfield wrote:
I must admit I'm not familiar with the Ticket system. I use Tracs in
a very basic way. Perhaps it's time to learn...
I don't think there is much difference between Trac's tickets and what
you find in a regular (bug) tracking system, such as Bugzilla or Roundup.
The
Hi Morne,
Thanks for the example. This isn't a bug though, it's a limitation of
using GraphicsWindowEmbedded, just like you can't use
GraphicsWindowEmbedded for doing multi-threading or using it with
multiple windows, or having pbuffers used in the scene.
GraphicsWindowEmbedded is very
Hi Robert,
Just wondering, I noticed you placed the osgShadow circular reference
issue in the Recently Fixed bugs category, but the fix has not been
checked in yet.
Sorry about that, just got your other message.
J-S
--
__
Jean-Sebastien
Hi JS,
On Tue, Jan 27, 2009 at 2:05 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Just wondering, I noticed you placed the osgShadow circular reference issue
in the Recently Fixed bugs category, but the fix has not been checked in
yet. Should it be moved back to Should resolve
Robert Osfield wrote:
Hi JS,
On Tue, Jan 27, 2009 at 2:05 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Just wondering, I noticed you placed the osgShadow circular reference issue
in the Recently Fixed bugs category, but the fix has not been checked in
yet. Should it be
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Mattias Helsing wrote:
I'm also sure rpm's have a way of modifying the system too but with
rpm's I'm currently at zero. (It is possible to generate rpm's as our
cpack support goes today, e.g. cpack -G RPM --config
Hi Paul,
On Tue, Jan 27, 2009 at 2:08 PM, Paul Melis p...@science.uva.nl wrote:
I am rather wary of using instigating a bug tracking system as
sometimes they can be misused for feature request, and can create a
barrier in direct communication. I got burned by bug tracking systems
in the
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
Hi Art,
I must admit I'm not familiar with the Ticket system. I use Tracs in
a very basic way. Perhaps it's time to learn...
I am rather wary of using instigating a bug tracking system as
sometimes they can be
Hi Paul,
I added the revision numbers for the fixed bugs. Trac at its finest :)
Yep, very nice :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Robert Osfield wrote:
Hi All,
I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8. The page can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution
If have have bugs that exist in svn trunk + 2.7.x then please
On Mon, 2009-01-26 at 19:12 -0800, Ryan Morris wrote:
Hoping someone can help me out here, I think I'm missing something in
Blender, I export my animations and I get
TransformVertexFunctor::UniqBoneSetVertexSet no bones found
when I load them. Any thoughts?
-Russ
There are exactly 1,323,239
On Tue, Jan 27, 2009 at 2:37 PM, Paul Melis p...@science.uva.nl wrote:
I added a small issue where the statistics are not shown in a very readable
way.
I noted these problems when I was refactoring the internals to fix the
threading issues. Fixing the sizes of the rectangles is trivial.
Extra
Hi Robert,
Robert Osfield wrote:
My experiences were from nearly 10 years ago now.. But issues are the
same. Fixing bugs is very much a social activity, in as much as it's
the fixing bugs almost always requires a two way dialogue between the
people able to reproduce the bug and those
Hi, Robert,
Thanks for the link. I'd like to go and have a try.
2009/1/25 Robert Osfield robert.osfi...@gmail.com
Hi Hesicong,
osgVolume doesn't directly load or require any particular file
format,so you can use it with an 3D osg::Image data that you have.
The OSG's dicom plugin can
Hi Ruqin,
Just wanted to add to this as Robert and JS suggested switching off the
depth test for the dragger.
I have actually tried that and found the results less than ideal for the
normal dragger geometries.
The problem is that the parts of the dragger geometries may not render
correctly
I'm attempt to develop a Multiple Render Target (MRT) program and have a few
questions..
First, I see this in the osgstereomatch example:
Two textures are needed, because shaders cannot read and write to the same
texture during calculation. One texture is used as input and the other as
output.
Guys, please stop pontificating about bug tracking/ticketing etc.
Leave this type of long winded discussion until after we've got
OSG-2.8 out the door. Learning and introducing new schemes is not
what you do when you have an immenient release, instead you get on
with job of testing and debugging
On Tue, 2009-01-27 at 15:16 +, Art Tevs wrote:
Hi Robert,
Robert Osfield wrote:
My experiences were from nearly 10 years ago now.. But issues are the
same. Fixing bugs is very much a social activity, in as much as it's
the fixing bugs almost always requires a two way dialogue
Hi Guys,
I'd like to wrap up this thread with some concrete actions.
First up, change the /usr/local/lib postfix for 64bit builds looks
like it will be of little overall benefit, so I'll stick with the
existing scheme.
Second, our make install isn't suggest anything about the need to add
the
Hi Jeremy,
On Tue, Jan 27, 2009 at 3:40 PM, Jeremy Moles jer...@emperorlinux.com wrote:
I'm confused by this thread somewhat--what exactly is going on? Is OSG
adopting some external management software for bug tracking and what
not, or are we discussing the possibility thereof?
It's just
Robert Osfield wrote:
On Tue, Jan 27, 2009 at 2:37 PM, Paul Melis p...@science.uva.nl wrote:
I added a small issue where the statistics are not shown in a very readable
way.
I noted these problems when I was refactoring the internals to fix the
threading issues. Fixing the sizes of
On Tue, 2009-01-27 at 15:51 +, Robert Osfield wrote:
Hi Jeremy,
On Tue, Jan 27, 2009 at 3:40 PM, Jeremy Moles jer...@emperorlinux.com wrote:
I'm confused by this thread somewhat--what exactly is going on? Is OSG
adopting some external management software for bug tracking and what
Hi Jeremy,
On Tue, Jan 27, 2009 at 4:00 PM, Jeremy Moles jer...@emperorlinux.com wrote:
I get about 1000 lines worth of warnings when I build OSG with:
-W -Wall
...which is troublesome, because it prevents me from using those
arguments in my own projects because of the warnings in
Has anyone used the Anti-Grain library in OpenSceneGraph? I would like to get
a better looking text display than the osgText node kit does.
http://www.antigrain.com/index.html
Thanks, Kurt
_
Windows Live™ Hotmail®…more than
Hi Alexande,
FYI, I'm now looking at this issue. It does look like a bug, I
haven't characterised the problem yet though...
Robert.
On Mon, Jan 26, 2009 at 4:42 PM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi Robert,
thank you for according some time to this case, it's very important
On Tue, 2009-01-27 at 11:06 -0500, Kurt Sierens wrote:
Has anyone used the Anti-Grain library in OpenSceneGraph? I would
like to get a better looking text display than the osgText node kit
does.
If you're using Linux, you need to help me with osgPango. :) I have this
same goal, and you can
Thank you guys! I tried the idea of turning off the depth test. It works ok
but not perfect. Just as Chris mentioned, there is some rendering problem of
the dragger geometries. Anyone has idea of solving this problem? Thanks
again!
Ruqin
On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham
Have you tried my earlier suggestion?i.e. adding a post render camera
just above the dragger.
Can be a bit fiddly to manage the scenegraph, so might be worth trying any
other ideas first.
But I can give you some code snippets if you want to try it.
Chris.
- Original Message -
Hi,
Windows Vista 32Bit
Geforce 8600M with NVIDIA notebook beta drivers
Intel Core 2
Visual Studio 2008 SP1 Express
Built OK, with some mutterings about 'cannot generate assignment operator', but
I think we already touched on that one.
Ubuntu 8.04 32Bit
Linux 2.6.23.14
GeForce 8800GTS
Intel
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
Hi Guys,
I'd like to wrap up this thread with some concrete actions.
Second, our make install isn't suggest anything about the need to add
the installed library directory to LD_LIBRARY (and other platform
specific env
Sure, I'd like to try it. Thanks!
Ruqin
On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham c.m.den...@gmail.com wrote:
Have you tried my earlier suggestion?i.e. adding a post render camera
just above the dragger.
Can be a bit fiddly to manage the scenegraph, so might be worth trying any
Hi Alexandre,
I have some intial finding w.r.t the lighting turning off in the scene
when you use:
view-setLightingMode(osg::View::NO_LIGHT);
The reason why this unlights the scene, is because the scene graph
setup lacks any enabling of GL_LIGHTING, and it was only visible
because when
Hi Tony,
Could you send me the warnings, as I and others can't do anything
about unless we know where they are and what is causing them.
Robert.
On Tue, Jan 27, 2009 at 5:07 PM, Tony Horrobin
a.j.horro...@its.leeds.ac.uk wrote:
Hi,
Windows Vista 32Bit
Geforce 8600M with NVIDIA notebook beta
Hi Robert,
The Windows warnings are caused by having const references but not declaring
the copy/assignment private. I think a load of these had been fixed recently.
Under Linux, an example would be:
In file included from osgal/examples/osgalocclude/osgalocclude.cpp:43:
Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
___
osg-users mailing list
Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
___
osg-users mailing list
Hi Alfonso,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the
timer problems are solved.
Hmmm, it was just a guess anyways. I have never really seen timer
inaccuracies of the order you describe... I'm
Hi Tony,
I don't need an explanation, I need the actual warnings generated.
Please just copy the output to a file and post it.
Thanks,
Robert.
On Tue, Jan 27, 2009 at 6:13 PM, Tony Horrobin
a.j.horro...@its.leeds.ac.uk wrote:
Hi Robert,
The Windows warnings are caused by having const
Thank you all for suggestions, I'll try them as soon as possible and will
let you know.
Regards.
Alessandro
On Mon, Jan 26, 2009 at 5:42 PM, Paul Martz pma...@skew-matrix.com wrote:
Yes, two sided lighting was what I was going to suggest, but you beat me to
it.
Note that two sided lighting
Hi Alexandre,
On Tue, Jan 27, 2009 at 5:29 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
Now, the question for me is why adding the slave fixes things, and why
without the slave the defaults are having an effect. It looks like an
order of initialisation issue - i.e. the master camera and
Hi Peter,
On 1/27/09, pe...@jumbovision.com.au pe...@jumbovision.com.au wrote:
Hello
i was wondering if there were pprebuilt binaries available for
download for windows for use with VS2008 c++ for the latest released
versions of OSG.
There is a set of prebuilt binaries here:
Hi Chris, can I have a look of the chunk of code you mentioned? Thanks a
lot!
Ruqin
On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham c.m.den...@gmail.com wrote:
Have you tried my earlier suggestion?i.e. adding a post render camera
just above the dragger.
Can be a bit fiddly to manage the
Jeremy,
I was looking at your osgPango node kit and would actually love to use it, but
what else would be required? We are ported to Windows and will also need to
support Mac, not Linux or Unix at this point. We are pretty fussy about the
entire user experience and the current osgText
I noticed a bug in the 2.6.0 version of the API with the viewer config
file reader plugin. I can't access the latest developer source code
right now so I can't verify that the bug still exists in the 2.7 version
of the API, but I've attached the config file that I used to reproduce
the problem.
On Tue, 2009-01-27 at 18:33 -0500, Kurt Sierens wrote:
Jeremy,
I was looking at your osgPango node kit and would actually love to use
it, but what else would be required? We are ported to Windows and
will also need to support Mac, not Linux or Unix at this point. We
are pretty fussy
Hello Robert,
Could send me the small .ive file that you've used to reproduce this problem.
Could you also try reproducing the problem at your, but please don't
do an svn update quite yet as last night I checked in a fix for the
threading issues in Camera sets query - the one that your crash
Hi all,
I have added some cpack support documentation to
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
While editing I removed Roberts draft since they got outdated in the
process. Much of it (like dependency hints) were reused and lives on.
Teh page is currently not very
Haha, as soon as I posted this I knew that was going to be the response.
I know there are several ways to do armatures in blender, my basic
test process has been this:
1) create a long box
2) subdivide a bunch of times
3) create a vertex group
4) create the armature (2 bones)
5) add an armature
Hi Paul,
paul1...@yahoo.com wrote:
I'm attempt to develop a Multiple Render Target (MRT) program and
have a few questions..
First, I see this in the osgstereomatch example: Two textures are
needed, because shaders cannot read and write to the same texture
during calculation. One texture is
70 matches
Mail list logo