Art Tevs wrote:
Hi folks,
I've setted up a Rule-page http://forum.openscenegraph.org/rules.php describing the etiquette of forum/mailing list use. I have
Hmmm, the rules page seems unaccessible (just like the rest of the forum):
*Warning*: mysql_connect() [function.mysql-connect
Hi,
corrected. There was some database error, I had to restart it. Check it out.
Cheers,
art
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osg-users mailing list
HI ??? Could you please sign with your name so we know who to address.
Try moving the light source to under the ShadowedScene node.
Robert.
2009/3/17 tuandov...@gmail.com
I’m trying to use osgShadow, I read examples on osg website and try to
run this code
But the shadow appears strangely
Hi Art,
I love it, and it works, and it's a tech solution too rather than a social
engineering one it's low ongoing overhead. Kudos ;-)
Robert.
On Tue, Mar 17, 2009 at 11:11 PM, Art Tevs arti_t...@yahoo.de wrote:
Hi folks,
I have changed now the forum's scripts slightly to remove the
Hi Ruqin,
The OSG uses exactly the same name conventions and state granularity as
OpenGL, typically you just need to change glName to osg::Name to find the
right class to work with.
In your case are you simply looking for two sided lighting?
Robert.
2009/3/18 Ruqin Zhang ruzh...@gmail.com
Hi Martin,
Is this a submision? Is it just a call for assistance? I'm not sure what
you are wanting others to do here.
Cheers,
Robert.
2009/3/17 Martin Beckett osgfo...@tevs.eu
Here is a first pass at a reader/writer plugin for flat file x,y,z point
data.
It works reading (2d/3d) and
Hi Adam,
On Tue, Mar 17, 2009 at 11:00 PM, Adam Wise arw...@smcm.edu wrote:
DynamicLibrary::failed loading osgPlugins-2.8.0/osgdb_daed.dll
Warning: Could not find plugin to write nodes to file new.dae.
So it's likely that I didn't build the OSG collada plugin. The closest
thing I could find
HI Anthony,
2009/3/18 I-Nixon, Anthony D anthony.d.ni...@boeing.com
I'll have a crack at it, unless someone else is already doing it. I've
got an environment here that exercises the issue consistently.
This would be great, as if you have a case that cases problems then any
changes will be
Hi John,
I'm afraid it's kinda difficult for me to help debug this remotely.
Changing the new of our FindFreeType.cmake so it's more distinct i.e.
something like FindOurFreeType.cmake might be sensible, or perhaps just
removing our local one completely so you can then rely upon the one in
Cmake.
Hi Ren,
Perhaps we could put the orignal filename into the ReaderWriter::Options
passed to the gz plugin to help it get over this hurdle. This will require
tweaks of the curl + gz plugins to enable this.
The other route would be to get the .ive plugin itself to compress itself
using it's own
Hi all,
I'm suspecting that particle effects I use in my program, doesn't
repeat exactly the same in each run. I saw that in all the projects of
OSG when trying to generate pseudo random numbers, there are calls to
rand().
There is only one place which calls to srand() (besides the
Adam Wise wrote:
rogerjames99 wrote:
Adam Wise wrote:
Robert Osfield wrote:
On Tue, Mar 17, 2009 at 4:35 PM, Adam Wise wrote:
Question: exactly what does this mean? Warning:
Hi Robert,
I've registered for you, you should recieve an activation mail. Please change
the password as soon as you activated your account. If you would like to have
different name, then let me know, I change it. As soon as you have activated
this, I will give you admin/moderator rights, so
OT: why are all the posts in this thread coming from the forum not
threading correctly? It seems the mails don't have an in-reply-to
header. Was this always the case for posts coming from the forum?
Regards,
Paul
Art Tevs wrote:
Hi Robert,
I've registered for you, you should recieve an
Hi Paul,
hmm, yes it seems there are no In-Reply-To header tag, when a message is sent
through the forum. But I has never recieved any threading issue with the
message, since my mail client is able to thread them by the subject. You are
first who raised this issue ;), maybe your mail client
Hi Robert,
yes, it seems that mailman can deliver emails if only the Sender header tag
matches. However I am not sure if this is a good way, since this technique is
commonly used by spammers. So if you have some filters running on the mailman
side, then I would like to ask you to configure
Hi Art,
On Wed, Mar 18, 2009 at 10:54 AM, Art Tevs arti_t...@yahoo.de wrote:
yes, it seems that mailman can deliver emails if only the Sender header
tag matches. However I am not sure if this is a good way, since this
technique is commonly used by spammers. So if you have some filters
Hi Art,
On Tue, Mar 17, 2009 at 8:32 PM, Art Tevs osgfo...@tevs.eu wrote:
Ok, this is doable. I am currently working on this. However in order to do
so, you, Robert, has also to be registered on the forum. I will then give
you according permissions, so that you are able to see those users and
Hello QSG Forum!
I am a long term silent listener and 'downloader'. I am fascinated by the idea
of a user meeting here in Europe. I voted for Paris as destination for that
meeting.
Greetings,
Eike
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Hi all, I have a rather strange problem.
I'm using osgText in my project, but I'm getting null as return from this
method:
osgText::Font* t_font = osgText::readFontFile(fonts/arial.ttf);
The strange part is that when I compile and run the osgText and osgHud
examples, it works just fine (so
Jesper D. Thomsen wrote:
Hi all, I have a rather strange problem.
I'm using osgText in my project, but I'm getting null as return from
this method:
osgText::Font* t_font = osgText::readFontFile(fonts/arial.ttf);
If you set the environment variable OSG_NOTIFY_LEVEL to DEBUG (tip: run
in a
Hi Robert,
yes, I am talking about the filters. It is so, that this new feature use the
Sender: email header tag, which is widely used by spammers, to hide the real
sender address. Hence, I was littel bit afraid if there could be some issues
with this. However it seems that all thins goes
Hi Jesper,
My first inclination is that the path is incorrect, or at least doesn't
match with where the font file actually is. With the code snippet you
listed, I believe that the file (and path) that you list must be
relative to your project's compiled executable. That would be the first
Thank you for your answers.
I have actually found out that the problem is that my program can't find the
osgdb_freetype.dll plugin, even though it is in the osgPlugins-2.6.1 directory
in the private assembly I have created for OSG distribution. I'm currently
messing about a bit with the
Hi Art,
On Wed, Mar 18, 2009 at 12:47 PM, Art Tevs arti_t...@yahoo.de wrote:
yes, I am talking about the filters. It is so, that this new feature use
the Sender: email header tag, which is widely used by spammers, to hide
the real sender address. Hence, I was littel bit afraid if there could
And I am using threading by subject and so they all end up in the same
thread... but they are out of context within that thread since
Thunderbird doesn't know which specific post to drop them off of.
A little annoying but at least it's a clear indicator that it is a forum
post... and
I've built the OSG successfully, but it is going to take me longer to test it
with our software.
Last time I just built it without updating with our code, and now I'm finding
that I have to change some of our BoundingSphere code that doesn't compile.
I'll give feedback on the 2.8.1 as soon as
Hi,
i' m looking for a way to get the vertex positions of my geometry. i know there
are methods, provided by osg, to access these vertex positions, but i wanted to
get some insight how they are handled by osg, so i debugged a simple scene.
i found the geometry object along with the _primitives
Hi,
I tried to set the QOSGWidget from the examples as central widget in a
QApplication (using setCentralWidget). It did not work (the central
widget came up empty). Have anyone tried that before, or know what the
problem can be? (A single-threaded QGLWidget based widget will work, but the
I am having a puzzling problem that I hope someone might have some
insight on what is happening:
My application renders a terrain using a top-down, orthographic view,
and places various icons (simple flat meshes mostly) to represent
simulation agents (soldiers and vehicles). One of our
HI Andy,
2009/3/18 Andy Skinner andy.skin...@mathworks.com
I’ve built the OSG successfully, but it is going to take me longer to
test it with our software.
Thanks for the testing. Are you building against OSG-2.8.0 or the OSG-2.8
branch?
Last time I just built it without updating with our
It wasn't really finished/tested enough to be a submission.
So I posted it here to discuss/test it with other users.
Then I noticed the plugins forum!
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Hi Peter,
Irratic changes of lighting + colour of objects in the scene as your move
the camera is typically due missing normals or colour arrays on the geometry
in the scene that is behaving oddly, as these missing arrays will mean that
their settings will be inherited from geometries that just
If you're just interested in the vertices and not the mesh, you can look
at osg::Geode, get the list of osg::Drawables, cast to osg::Geometry,
then call osg::Geometry::getVertexArray().
Or you can use osg::TriangleFunctor to iterate over the triangles that
make up the mesh, this provides you
danielh wrote:
Try attaching a texture to the COLOR_BUFFER0 instead of an image directly.
That's what worked for me.
Thats what this code is doing. I've written to COLOR_BUFFER0 and whenever I
change the shader alpha value to something other than 1 all color values come
back incorrect.
You know, I was thinking that using SVN was going to get me the latest, but I
bet I'm just getting SVN from when 2.8.0 was made. I'm using the line (copied
from downloads page):
svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0
OpenSceneGraph
Was that the
Hi,
I'm imagining that there is a way to select if I want a vertex array to
be on the GPU memory or on the main memory. RIght?
If so, how can I select that?
And while on ram, do we still need to make a call to dirty to update it?
Thanks.
___
Thanks Robert. Alright, here is the deal. I'm trying to draw a 3D triangular
mesh with osg. For some mesh, the calculated normal points
to the inside. So, I want to draw both the front and back faces, which have
opposite normals. Then you can render the mesh visible.
Is there an example of this?
Hi,
In the osgViewerQt example ther are 2 approaches, one with adapterwidget and
one without adapterwidget .what is the differences between this 2 approaches
using osg and Qt? What is the best way to use OSG in a widget in a Qt
mainwindows application
Thanks.
Ben
--
Read
It's not erratic, it's pretty strongly correlated to the projection
matrix settings (determining the zoom level), camera distance and size
of the icon.
I looked at the icon model, from inspecting the .osg file (converted
from .ive with osgconv) it appears that the relevant state settings are:
Hi all,
We are drawing textured terrain tiles, and want to write a shader that uses
different code paths for different types of terrain. Water surfaces, for
instance, are to be drawn differently than forested surfaces. To do this we
have a texture with different discrete values for different
Hi Andy,
2009/3/18 Andy Skinner andy.skin...@mathworks.com
You know, I was thinking that using SVN was going to get me the latest,
but I bet I’m just getting SVN from when 2.8.0 was made. I’m using the line
(copied from downloads page):
svn co
I moved light source under Shadowed Scene Node but it's still the same:
http://i475.photobucket.com/albums/rr113/tek3D/shadow-1.jpg
What could I do to fix it?
Ricky Do
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Hi Ruqin,
2009/3/18 Ruqin Zhang ruzh...@gmail.com
Thanks Robert. Alright, here is the deal. I'm trying to draw a 3D
triangular mesh with osg. For some mesh, the calculated normal points
to the inside. So, I want to draw both the front and back faces, which have
opposite normals. Then you can
Hi Peter,
I would try attaching a single colour entry to the osg::Geometry to see if
that makes any difference. Also try toggling lighting on/off to see if that
makes any difference.
The only other thing I can think of that might be an issue is mip mapping -
are the problem geometries texture
Hi Ricky,
Does osgshadow work for you? Try it out with your model.
Robert.
2009/3/18 Ricky Do tuandov...@gmail.com
I moved light source under Shadowed Scene Node but it's still the same:
http://i475.photobucket.com/albums/rr113/tek3D/shadow-1.jpg
What could I do to fix it?
Sorry about the confusion. Here is the openGL code that works:
*triangle t;*
*const float* pFltArrayN = t.getNormal();*
*const float* pFltArray1 = t.getVert1();*
*const float* pFltArray2 = t.getVert2();*
*
Hi Ruqin,
I'm not going to review your code as it's pointless, it's not seeing the
wood from the trees. Answer the question I asked, is it back face culling
that you are talking about?? In your OpenGL app did you enable/disable back
face culling?
Robert.
2009/3/18 Ruqin Zhang
Hi all,
To make a snapshot i would need to wait for all pagedlod loading before
drawing,
The databasepager getRequestsInProgress() works well during real time
rendering, and returns false when everything is loaded, but how could i
wait for all pagedlod loading without drawing ?
I tried an
I tried with many models but the shadow is not exact like in the pic:
http://i475.photobucket.com/albums/rr113/tek3D/shadow-2.jpg
Is there any problem with my code?
Regard!
Ricky Do
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Yes, the openGL code enabled the back face culling. I think I didn't do this
in osg, my bad. Where should I look for back face culling in osg?
Something in example? Thanks!
Ruqin
2009/3/18 Robert Osfield robert.osfi...@gmail.com
Hi Ruqin,
I'm not going to review your code as it's pointless,
Hi,
I haven't read your code, but I'm sure alpha channel works just fine.
Attached is a modified osgmultiplerendertargets example. Run it with
osgmultiplerendertargets --image
which should print a=128
or with
osgmultiplerendertargets --hdr --image
which should print a=-1.1
You can adjust the
Hi Robert.
I m seeing that my /usr/local/lib/osgPlugins-2.9.1 directory dont have the
plugin for ffmpeg .
this is correct ?
I put this in my code ...
std::string libName =
osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg);
osgDB::Registry::instance()-loadLibrary(libName);
Thanks JP but I dont see any attached code.
Also I'm running OSG 2.2 which doesnt have the multiplerendertargets example.
Could this be a bug with OSG2.2 ??
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Hi Robert,
I'm using LOD's in one of my apps to control the distance at which models
first begin to appear and noticed that the IntersectionVisitor will still
hit these nodes even if they are not visible.
I tried setting the LODSelectionMode to
USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION but it still
Hi,
I learn osg now and want to use it for 3D-game. So the architecture based on
viewer.run() can't be used.
In OpenSceneGraph Quick Start Guide about other approach was explained in a
pretty general sense:
3.1 Rendering
OSG doesn’t hide any functionality. OSG exposes the lowest levels of
the file
J.P. Delport wrote:
Hi,
I haven't read your code, but I'm sure alpha channel works just fine.
Attached is a modified osgmultiplerendertargets example. Run it with
osgmultiplerendertargets --image
which should print a=128
or with
osgmultiplerendertargets --hdr --image
which should
Hi,
sorry, I can't remember when the MRT support was added, you'll have to
search the archives.
You'll have to modify the example to not use MRT to see if it can work
with gl_FragColor and a single color buffer attached.
jp
Steven Powers wrote:
Thanks JP but I dont see any attached code.
Robert,
I put debugging messages in FindFreeType.cmake, and the behavior is as expected
within that cmake file, i.e. FREETYPE_INCLUDE_DIRS gets set correctly.
The issue, as far as I can tell, is why cmake on os/x either isn't exporting
FREETYPE_INCLUDE_DIRS, or there's a typo somewhere outside
hi,
thanks for the hints, after searching for some of the terms i stumbled over
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/AnalysingAScenegraph;
which proved very helpful. (maybe someone references it in the tutorial
section)
best regards,
christian
Hi, Слава
have you already took a look in to the OSG Faq, can be found here
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm
It is pretty old, but maybe there are some usefull information for you.
I've attached some part of my code, which uses OSG without the viewer.run()
method. I know
I forgot to initialize the ViewerQOSG with a pointer (this) to the
QMainWindow _viewer = new ViewerQOSG(this). It is ok now.
John Ivar Haugland
On Wed, Mar 18, 2009 at 3:20 PM, John Ivar Haugland john.haugl...@gmail.com
wrote:
Hi,
I tried to set the QOSGWidget from the examples as central
Hi Ricky,
On 19/3/09 4:36 AM, Ricky Do wrote:
I tried with many models but the shadow is not exact like in the pic:
http://i475.photobucket.com/albums/rr113/tek3D/shadow-2.jpg
Is there any problem with my code?
Look's like it (sorry ;-)
Please test osgshadow (with your model and its default
I just get them right out of OpenGL. But you have to have the current OpenGL
context.
const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
-Ben
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