Hello Robert,
After going through the archives i have found that it has already discussed
the issue that is not present yet within the API.
Something like SwitchStateSet.
But you did have pave a way to get that done. I am not sure if anyone has
done that and updated the repository.Your recommen
Thanks for this answer, I followed some threads about the subject but I got
lost with what is working and what is not. thanks again.
Romain.
Romain Charbit
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Hi Abhinav (?),
seems like you have some problems using cmake, while this mailing list
is all about OpenSceneGraph which just so happens to use cmake as it's
build system.
I or the cmake ML (http://www.cmake.org/mailman/listinfo/cmake) can
help but you need to provide more info. At least state wh
Hi Martin,
About 15 years ago I did some work computing a best fit plane to a
series of point used a least-squares alogrithm. I did the maths on
paper and eventually derived a 4x4 matrix that I jut had to invert to
get the result. I can't remeber the details though, you'll find stuff
on this on
Hi Alan,
As Bryan wrote, what you need is to write a custom
osgDB::Registry::ReadFileCallback that will intercept all DB calls,
you then leave it up to Registry itself to the do the reading from the
plugin, but then you process the loaded data before passing the end
result back from the callback.
On Tue, Apr 28, 2009 at 12:31 AM, Brian R Hill wrote:
> Folks,
>
> I want to render slave cameras with different shaders. It doesn't seem to
> work (osg 2.2). They are all rendered the same way as the main camera.
>
> Can I do this?
You should be able to do it. You don't really say anything abou
Hi Paul,
Different drivers manage compilation and linking in different ways on
different drivers so it's hard to give any hard rules.
In general making sure your scene graph is pre-compile before
rendering helps avoid most problems with compiles occur during
rendering.
Robert.
On Tue, Apr 28, 2
Hi Sajjad,
This is almost certainly more complicated than you need. As I said I
not have to time to nurse maid you through learning about shaders.
The OSG has a number of places where it use shaders in its
implementation, and number of examples as well.
Robert.
On Tue, Apr 28, 2009 at 8:32 AM,
Hi,
no need to go into this hassle here is a snippet how to use the scroll info
from the mouse.
A modified example from Leandro Motta Barros.
Good luck
Dimi
#include
#include
#include
#include
#include
#include
#include
// - TranslateScrollData -
Paul,
Running at 120Hz is rather extreme since the human eye can't really
appreciate a frame rate higher than 60Hz - OK monitors are normally rated at
approx 75Hz to be flicker free, but 60Hz is "the norm". With this in mind,
you might be able to hide this missed frame by simply reducing your fram
Jose,
The OSG list server is still bouncing emails to Christer Wigren which result
in an automated response stating that he no longer works for the Swedish
Defence Agency.
Any chance of getting his name /email address removed from the list server?
I'm sure the SDA would also appreciate the remov
On Tue, Apr 28, 2009 at 10:19 AM, ami guru wrote:
> Hello Robert,
>
> I have already implemented the scenario that i am looking for in OpenGL by
> setting the glUseProgram(0) to glUseProgram(whichShader).
>
> And i wanted to implement the same scenario in OSG. None of the example that
> accompany
Hi Philip,
Without the exact email address that is causing problems I can't do anything.
Robert.
On Tue, Apr 28, 2009 at 10:25 AM, Philip Taylor wrote:
>
> Jose,
>
> The OSG list server is still bouncing emails to Christer Wigren which result
> in an automated response stating that he no longer
Jolley, Thomas P wrote:
> Hi Robert,
>
> I've moved this discussion over to osg-users.
>
> Attached are some examples that should show the precision problem I'm running
> into. There are 4 osg files. The first one, particle.osg, is just a plain
> particle effect emmitting smoke. The other os
Hi everyone !
I've been testing osgEarth for a few days now: it works perfectly on my
nvidia cards.
But when trying the same application with an ATI cards, the app just
shutdowns on some cards, or crashes (with the error mentioned on the
osgEarth forum here: http://n2.nabble.com/Ati-error-td26032
Hi J-S,
The problem when the skydome renders last is that it won't be blended
> correctly with transparent objects (they need to be rendered after all
> opaque objects, and sorted back to front).
>
Ah. I hadn't considered that in detail. (I wonder what my app's behaviour is
then? I don't have man
On Tue, Apr 28, 2009 at 11:37 AM, wrote:
>
> Thanks Robert,
>
> I am using OSG 2.6 on Linux with NVIDIA Quadro FX 4600 with driver version
> 173.14.09...
>
> How do I make sure my scene graph is precompiled? I thought OSG took care of
> this on its first frame using the GLObjectsVisitor in Scen
I can confirm that Christer Wigren no longer is working for Swedish Defence
Agency (FOI).
I can not se him in aour DB but I guess that his E-mail simply was:
christer.wig...@foi.se
-Ursprungligt meddelande-
Från: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lis
Hi all.
Ouch, its been years since my previous post on this list!!
Glad to see that OpenSceneGraph is still alive and kicking!
Anyway, I have a simple question I cannot find the answer to.
Is it possible from app code to add (not replace) a directory (or a list of
directories) where resources ar
Hi Anders,
Welcome back to the fold :-)
The OSG_FILE_PATH env var is just an initial setting for
DataFilePathList in osgDB::Registry. You can set this programatically
using osgDB::setDataFilePathList(...); This function can be found in
include/osgDB/FileUtils.
Robert.
On Tue, Apr 28, 2009 at
Sorry, found it now, getDataFilePathList()!
Thanks (again).
/A
On Tue, Apr 28, 2009 at 2:05 PM, Anders Backman wrote:
> Yes I saw that one, but what concerned me was the fact that I could only
> SET, not ADD.So if OSG_FILE_PATH is setting it to something, all I can do
> is overwrite it?
>
> /A
Thanks Robert,
I am using OSG 2.6 on Linux with NVIDIA Quadro FX 4600 with driver version
173.14.09...
How do I make sure my scene graph is precompiled? I thought OSG took care of
this on its first frame using the GLObjectsVisitor in SceneView::init() but in
your catch.cpp example, I see you
On Tue, Apr 28, 2009 at 11:40 AM, Ragnar Hammarqvist
wrote:
> I can confirm that Christer Wigren no longer is working for Swedish Defence
> Agency (FOI).
>
> I can not se him in aour DB but I guess that his E-mail simply was:
> christer.wig...@foi.se
Thanks for the note, I've now tracked down hi
Philip Taylor wrote:
Jose,
The OSG list server is still bouncing emails to Christer Wigren which result
in an automated response stating that he no longer works for the Swedish
Defence Agency.
Any chance of getting his name /email address removed from the list server?
I'm sure the SDA would als
Hello Robert,
I have already implemented the scenario that i am looking for in OpenGL by
setting the glUseProgram(0) to glUseProgram(whichShader).
And i wanted to implement the same scenario in OSG. None of the example that
accompany the repository have implemented
the scenario that i m looking f
Yes I saw that one, but what concerned me was the fact that I could only
SET, not ADD.So if OSG_FILE_PATH is setting it to something, all I can do is
overwrite it?
/A
On Tue, Apr 28, 2009 at 2:02 PM, Robert Osfield wrote:
> Hi Anders,
>
> Welcome back to the fold :-)
>
> The OSG_FILE_PATH env va
Hi Emmanuel,
Glad to hear osgEarth is working out for you:)
Try disabling VBO's by setting the OSG_GL_EXTENSION_DISABLE environment
variable to GL_ARB_vertex_buffer_object.
This is really a temporary solution, once 2.8.1 is out the door, you can
probably just upgrade and it should work fine.
Th
Hello Paul,
My understanding was that the skyDome centre would always be the camera
eye point
There's a big problem with that assumption. It means that the horizon
will follow the camera, and thus if, in your application, the camera can
be high off the ground (for example a flight sim) then
Hello I'm trying to use osgvolume to visualize smoke but i have a little
problem with the alphafunc with the raycast technique..
when I set it to 0 then the background of my volume appear black (where the
opacity =0) but the volume rendering is good and when i change it the
background is good but
Hi David,
For me, I will probably control the renderbins (if I'm not already doing
it), and render ; i.e.
putting the skydome in the regular opaque bin. Most of my objects are
opaque so I get some benefit here.
Yeah, that sounds like a happy medium. I'll try that out.
Thanks,
J-S
--
Hi David,
Ah. I hadn't considered that in detail. (I wonder what my app's
behaviour is then? I don't have many transparent objects so probably
wouldn't have noticed if something was awry - I'll have to check).
Forgot to mention, that's the reason I noticed it right away, because we
have clou
Hi,
I just wanted to know which files are supported by osgAnimation. ".osg" only?
Thank you.
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Hi Julian,
I've seen this issue with some of the shaders used in osgVolume as
well. They just need tweaking to reject the fragments that have an
alpha value of 0.0. Since 2.8 I've fixed some of the shaders.
Which version of the OSG are you using?
Robert.
On 4/28/09, Julien Valentin wrote:
>
We are Distributor of Mobile phones and Video Games, We specialize in
competitively-priced original and high-quality products. We are the Given our
products at a discounted prices.(BUY 2 GET 1 FREE)
Products Price:
Apple iPhone 4GB---$150
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Hello Chris,
I wonder if there were somehow a callback you could apply somewhere
that would hork with
the near/far clip, or if it's just easier to use multiple cameras at
that point.
Perhaps in a Drawable DrawCallback? Something like:
OK, I've finally got this to work well, without the ne
Hello,
I posted this earlier but it may have gotten lost in the shuffle...
I'm interested in adding a moving map display to a simulation.
(Something like an instructor operator station.) I understand GDAL can
import CADRG data but I haven't found an easy way to use that data to
create a moving m
Hi Robert?
Could please change your forum account so it's different from Robert,
perhaps you're full name so that people on the mailing list and forum
can see straight away that it's not another Robert so such as myself
or one of the many others.
Robert (Osfield).
On Tue, Apr 28, 2009 at 2:41 P
Hi Julian,
Your email prompted me to do some testing which in terms led me to do
a couple of small tweaks to osgVolume to enable blending for the
appropriate volume rendering techniques. Could you try the svn/trunk
version of osgVolume to see how you get on.
Robert.
ARffhghghghg spam getting through the forum again
We had no spam on the mailing list of many many years, right up until
we introduced the dual forum/mailing list. We've only had two spam
post, but two is still too many.
Robert.
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osg-users mailin
I spent all day on the web looking at this - it's surprisingly poor.
I found a python example that uses simple Gauss Jordan (not fast or robust)
that will do for my, matching only a handful of reference points, application.
Anything else involves pulling in a huge symbolic algebra package.
Martin
Hi J-S,
Thanks for keeping this post going with what you've done. I've been keeping an
eye on it with keen interest. I do have one question though out of curiosity
... what dimensions (particularly the radius) did you use to generate the
skydome? I see that you use the radius to determine th
Hi Chuck,
Glad I can give useful and interesting information :-)
I do have one question though out of curiosity ... what dimensions
(particularly the radius) did you use to generate the skydome? I see that you
use the radius to determine the far plane value, but didn't know what you used.
Hi Chuck,
I do have one question though out of curiosity ... what dimensions
(particularly the radius) did you use to generate the skydome? I see
that you use the radius to determine the far plane value, but didn't
know what you used. I'm assuming that it has to be great enough to
still be
Hi J-S,
> I just realized I didn't give you actual information, just how we get
> the values... The radius turns out to be around 5000m most of the time.
> In our simulators, most of the time the user will stay in an area about
> 100mx100m in the center of the scene, so this works well. I think if
Hi again Chuck,
Thanks again. All of my apps have been "flight sim"-like apps, so a large
radius is required. But I do things differently. I may try your approach and see if I
can get better performance while still keeping relevant and viewable information from
being culled.
Actually, th
Joe,
>From what I understand, GDAL will import a single CADRG image but it won't
handle the dynamic decompression and different map resolutions as you zoom
in and out (the A.TOC file). I've done some moving map support using OSG for
our software but I built my own paged moving map database using t
Robert and Bryan,
Thanks for the info. From this, it seems like I can get a handle to the
newly loaded node before it gets added to the main tree. The only thing
now is that once I've got a handle to this node, I don't really know
_what_ the node is supposed to be (is it a terrain tile, a movi
Hi,
osgAnimation read only .osg file, there is a blender exporter that is
able to export scene and animation to osg file format. I know Botorabi
started to write a 3dsmax exporter to support osgAnimation but dont know
if it's already useable or not.
Botorabi could confirm or add more information a
You can osgDB::getDataFilePathList, append new items to the list retrieved with
that call, then and set the modified list back to osgDB.
Graham
Anders wrote---
> From: Anders Backman
> Subject: Re: [osg-users] Adding resource directory
>
> Yes I saw that one, but what concerned me was the f
So, where does that leave us? What breaks by reverting the September
changes on ModularEmitter.cpp? Do you have an example of your usage?
Traversing the hierarchy to get double precision world matrices and
applying it to single precision particle systems causes precision
problems for my usage.
Supposedly GDAL does support the TOC for CADRG/CIB:
http://www.gdal.org/frmt_various.html (search for "RPF")
You might be able to coerce osgEarth's GDAL driver into doing what you want.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Tue, Apr 28, 2009 at 11:28
Computing (center - eye).normalize() we are doing unnecessary work. Look
direction could be obtained directly from camera's matrix.
2009/4/28 Jean-Sébastien Guay
> Hi Mangu,
>
> If the the center is what I look at, so basically it's the normal of the
>> plane ( described by the screen) isn't it
Ubuntu Hardy 32bit
2.6.23.14 #3 SMP
gcc version 4.2.4 (Ubuntu 4.2.4-1ubuntu4)
GeForce 8800 GTS/PCI/SSE2
3.0.0 NVIDIA 180.44
g++ -Wall -Wextra -Wno-unused-parameter
Compiles OK.
osgviewer freezes for >10s when changing ThreadingModel from
CullDrawThreadPerContext to DrawThreadPerContext
then rec
The camera's orthonormal frame can be obtained as follows...
osg::Matrixd vm = View->getCamera()->getViewMatrix();
osg::Vec3d Forward;
osg::Vec3d Right;
osg::Vec3d Up;
Forward[0] = -vm(0,2);
Forward[1] = -vm(1,2);
Forward[2] = -vm(2,2);
Right[0] = vm(0,0);
Right[1] = vm(1,0);
Right[2] = vm(2,0);
U
Joe,
I've done this, and I'll give you a basic overview of what I've done,
but there may be better ways to do it, because I was fairly new to OSG
at the time, and some of my ideas may be obsolete these days.
The GDAL OSG plugin will give you image data (pixels), but will not
provide the geo-
Hi,
Lets say I have a MatrixTransform like:
Code:
osg::MatrixTransform* sceneTransform = new osg::MatrixTransform();
and I apply this matrix to it:
Code:
osg::Matrix zScale = osg::Matrix::scale(0.5f, 1.0f, 1.0f);
sceneTransform->setMatrix(zScale);
If I add another MatrixTransform to this
On 28/4/09 8:01 PM, Paul wrote:
osg::MatrixTransform* sceneTransform = new osg::MatrixTransform();
osg::Matrix zScale = osg::Matrix::scale(0.5f, 1.0f, 1.0f);
sceneTransform->setMatrix(zScale);
osg::MatrixTransform* panel = new osg::MatrixTransform();
sceneTransform->addChild(panel);
osg::Matri
Paul wrote on Tuesday, April 28, 2009 1:02 PM:
> because the second matrixTransform has been translated beyond the
> boundaries(scale) of the
> first MatrixTransform as in the scale is 0.5f and the translate is
2.0f,
> they both automatically gets translated so the 2 matrixTransforms are
> centere
[quote="Ulrich Hertlein"]On 28/4/09 8:01 PM, Paul wrote:
>
> I'm afraid I don't quite follow you: boundaries? What boundaries are you
> referring to,
> bounding sphere?
Lets say i have a blue node with dimensions of 1.0 X 1.0 X 1.0 attached to this
first matrixTransform.
And I have a red n
I concur with Bryan. You appear to be confused by the fact that the osgGA
camera manipulators center on the bounding box of the scene graph, and you
mistakenly believe that your scene is getting translated instead.
To demonstrate what's happening, I suggest you run the following:
osgviewer axes.
Look at the setHomePosition() method in (I think) osgGA::MatrixManipulator.
As Bryan and I have both attempted to point out in previous emails, the
osgGA classes automatically compute the home position based on bounding
volume. (That's usually what you want for a default behavior.)
Paul Martz
Skew
Hi everyone,
I just wanted to say "thank you" to everyone who is involved in the OSG
development. It has been a pleasure to explore the possibilities of OSG
throughout my last projects. I expect more to come :-)
I hope this is an acceptable place for this message.
Nice greetings
Mathias Buhr
I don't see anything special in the log files so this looks like a manually
registered user.
I removed the user and deleted the original message from the forum.
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Chris 'Xenon' Hanson wrote:
I think the reason for the bounding spheres is that it is a very
efficient-to-compute
formula -- many times more efficient than AABB.
Are you worried about intersection efficiency during cull phase, or during
intersection
testing, or where? Have you actually exp
On Tue, Apr 28, 2009 at 8:35 PM, Roland Smeenk wrote:
> I don't see anything special in the log files so this looks like a manually
> registered user.
Does this mean spamers are registering just for the purpose of
spaming, or could it be that legitimate subscriptions are being
hijacked? The mai
Thanks all for the advice, I got what im looking for by simply using:
Code:
sceneTransform->setReferenceFrame(osg::Transform::RELATIVE_RF);
Simple when you know how... :D
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Hello Peter,
> I'm trying to dig into the reasons that OSG
intersections might be slower, and one of the first things that I
noticed was the fact that our in-house library uses only hierarchical
AABBs at all levels, whereas OSG uses mostly bounding spheres until
getting down to the drawable le
Zarim registered yesterday and this was his first post.
The admin interface has a spam log that shows all registration attempts and the
answers given to the anti-bot question. This user was not in those logs.
It could be that this spambot can register to forums by letting humans answer
the anti
Hi all,
I've got a weird thing occuring in our app. In this app, we can load
multiple scenarios without quitting the app. We have some osgText::Text
objects displaying text on screen. When we close the scenario to load a
new one, all OSG objects are (theoretically) destroyed, including the
vi
Skylark wrote:
> Hi Paul,
>
>
> > Thanks all for the advice, I got what im looking for by simply using:
> >
> > Code:
> > sceneTransform->setReferenceFrame(osg::Transform::RELATIVE_RF);
> >
>
> That is not doing what you think it is. It's putting your scene in the
> same coordinate space as
Hi Paul,
Thanks all for the advice, I got what im looking for by simply using:
Code:
sceneTransform->setReferenceFrame(osg::Transform::RELATIVE_RF);
That is not doing what you think it is. It's putting your scene in the
same coordinate space as your camera, so as your camera moves the scene
Hi JS,
This does sound like an OpenGL object clear/reuse issue relating to text.
Any chance you could create a simple example that demonstrates this issue?
Robert.
On Tue, Apr 28, 2009 at 9:28 PM, Jean-Sébastien Guay
wrote:
> Hi all,
>
> I've got a weird thing occuring in our app. In this app,
Hi Robert,
This does sound like an OpenGL object clear/reuse issue relating to text.
Any chance you could create a simple example that demonstrates this issue?
I'm doing that right now (both to check if it's reproducible in a simple
form and as a possible test case to send).
I'll send it y
To be pedantic... mostly because I've been on the wrong side of this
argument before and been proven wrong... Only back then I could only
dream of doing the type graphics we can do now at even 60 hz. Those
arguments were related to film speeds. :)
There is no reason to send frames to your di
I have a model with lots of points and I want to find the front/first point
under the mouse click (quickly)
Options are a polytrope intersector with a small box (2x2 5x5 pixels).
What if I used a few line lineintersectors spaced a pixel apart, would that be
faster?
Also is there a way to use
Hi,
I second Paul on that. Generally speaking, you need some kind of tolerance
(or margin) when picking for best user experience. Users dont want to spend
time trying to pick an object. And that's exactly what polytope is about.
But if you only have large objects (pixel size) in your application,
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