Hi Andrea,
only effects with profile_COMMON are currently supported in the Collada
reader/writer. The profile_GLSL will be ignored and will result in the warning
you mentioned. Heinrich Fink did implement GLSL support in an older
OpenSceneGraph version, but those modifications were never merged
Hello everyone,
We are having the exact same problem at our company for quite some time
(currently on osg 2.8.0 via Delta3D and using TerraPage terrains). I have
verified that viewing the terrain in the osgViewer works fine, but in our app,
which also uses multiple cameras, the memory-keeps-gro
Hi All,
As part of the work on porting the OpenSceneGraph to OpenGL ES-2.0 I
have had to loosen the OpenSceneGraph's reliance on GLU. Yesterday I
implemented a Cmake and associated #define of OSG_GLU_AVAILABLE. If
you don't have GLU installed when you first run cmake it'll
automatically set this
Greetings, all.
I've been a lightweight user of OSG for some time now, and have a fair
understanding on how the basic components fit together. There's
something I'm missing, though, in my current quest.
I'm adding XML persistence to my OSG objects. In general, I wrap OSG
objects in my own
Hi Robert,
I updated to the svn trunk today, and i can notice a crash when quitting
my application. To be sure it was with the new texture manager i defined
USE_NEW_TEXTURE_POOL to 0 and then to 1.
I dont have yet found the problem, but i guess it's linked with my
texture manager, i own some stat
Hi Kim,
I'll have a look at how this is done in the OSG CMakelists, For the OSG,
CMake has always defaulted to a debug&release build configuration under
windows, I just presumed that was the norm.
Please give me a few minutes, I'll try to work this out on my Ubuntu VM
and report back. There
Hi Gopal,
osgviewer cow.osg > output.txt 2>&1
You need to do this before:
(on Windows:)
set OSG_NOTIFY_LEVEL=DEBUG
(on bash:)
export OSG_NOTIFY_LEVEL=DEBUG
and then run the osgviewer command. That will tell OSG to be verbose
about everything and the output.txt should contain the info we ne
Don't worry I wasn't going to jump on this immediately.
Kim.
2009/10/8 Jean-Sébastien Guay
> Hi Kim,
>
> I'll have a look at how this is done in the OSG CMakelists, For the OSG,
>> CMake has always defaulted to a debug&release build configuration under
>> windows, I just presumed that was the
Hi,
I'm trying to save and open an osg node, but instead of using the .osg
extension id like to use .custom. I've understood it that I should call:
osgDB::Registry::instance()->addFileExtensionAlias("custom", "osg");
In order to create an alias for .custom to .osg, but it does not work to load
Hi Kim, Jan,
I'll have a look at how this is done in the OSG CMakelists, For the OSG,
CMake has always defaulted to a debug&release build configuration under
windows, I just presumed that was the norm.
Let's be specific here. There are two separate issues:
1. Whether the CMake scripts ask y
My app uses the same font everywhere. So, I have a global method to
return a reference to a single Font instance:
osg::ref_ptr getArialFont() {
static osg::ref_ptr s_font =
osgText::readFontFile("fonts/arial.ttf");
return s_font;
}
When I pass it to Text::setFont(), the Text instance's Sta
Hi Cory,
For the purpose of state sorting and lazy state updating it's
important to shader StateSet - which is why all Text that share the
same Font will share the same StateSet.
Perhaps setting the StateSet of the Geode that sits above the Text
drawable will answer your needs.
Robert.
On Thu,
Hi Jean-Sébastien,
"Jean-Sébastien Guay" wrote:
> Hi Kim, Jan,
>
> > I'll have a look at how this is done in the OSG CMakelists, For the OSG,
> > CMake has always defaulted to a debug&release build configuration under
> > windows, I just presumed that was the norm.
>
> Let's be specific here. T
Hi Robert,
I cleaned all my singleton before quitting the application. Now i have
the following crash but sometimes it's random. It seems the
TextureObjectManager is deleted before the cache is cleared by Registry
destructor and produce a crash somewhere. I am a bit confuse now, i
continue to trac
Hi Jan,
The original problem was that even despite not specifying anything (i.e.
default release build), the cmake was failing because of missing OpenThreads
debug libs, despite them not really being needed on Linux.
Yes, but somewhere in the discussion the issues got mixed up. I just
wanted
Robert Osfield wrote:
> have had to start this round of work immediately after completing
> other client work so haven't had a window opportunity to catch up with
> submissions and go for making 2.10 as I had originally hoped. If
> community members are keen to see a 2.10 release sooner rather tha
Hi,
this is definitly no osg issue - i could reproduce it with nativ opengl.
Just switch to see the difference.
//#define NOARRAY
http://www.jotschi.de/download/opengl_texture_array_glsl_example.tgz
I will send this to ati / amd though i don't think that will help me in any
way.
Cheers,
Joh
Hi Jan,
Let me know how it goes.
I should mention that on my Ubuntu VM, with these changes (root
CMakeLists.txt at rev 139 at least), I can start with a fresh checkout
of osgOcean and only the Release OSG libraries, and go all the way to
make install.
The only thing I did manually is I ch
Hello,
I'm having trouble with textures on slave cameras added to an osgViewer.
Textures won't appear if I add the slaves after a first call to
osgViewer::frame().
My application is composed of a rendering thread calling osgViewer::frame()
every 15 ms (for a 60 Hz framerate) and a main t
Hi,
i want to auto generate a few LODs with osg::Simplifier
then i want to add these nodes to an LOD
whats going wrong
i see only the first Node from 0 - 300 pixels distance
iam using Version 2.8.2 of OSG
Code:
int main( int argc, char **argv )
{
glutInit(&argc, argv);
glutIn
"Jean-Sébastien Guay" wrote:
> But that doesn't answer my question of what happens for OSG? For
> example, if you want to build the COLLADA plugin, do you need both the
> debug and release COLLADA libs even on Linux? Or does the release lib
> get used for both if you don't have the debug version
Hi Jan,
While I was at it, I started integrating the changes for getting the
ocean surface height at a position. I went with a combination of
Jean-Claude's and Dimitrios' code, with a few small modifications.
The only problem is I have no way of testing it (it builds, thus it
works by defini
Hi Jan,
Whether or not debug is replaced by release in the absence of the debug
versions for the COLLADA plugin, I do not know, though.
This was the only thing I was wondering about.
I was aware of all the rest. I've done my share of development on Linux
you know. I just use Windows at work,
Hello again,
A couple more details on this:
· We're using OSG 2.8.2.
· We get similar behaviour on Win XP and Win Vista.
· We tried multiple file types for textures: PNG and JPEG.
· In RARE cases it works with some slave cameras. That would suggest a
thr
Bonjour Frédéric,
I’m having trouble with textures on slave cameras added to an osgViewer.
Textures won’t appear if I add the slaves after a first call to
osgViewer::frame().
This is an FAQ.
By default, osg::Texture* will unref the image data after it has been
applied, i.e. once it's been u
Hi Frederic,
If you are creating new graphics contexts and applying and old scene
graph to it then you can't use the
Texture::setUnRefImageDataAfterApply(true) feature of osg::Texture as
this will discard the imagery once it's applied to all the graphics
contexts that it knows about. By default t
Hi S-J,
may I know the minimum config of the machine that will be successful to run the
osgOcean along with the graphic card requirement
Thank you!
:) gopal
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18099#18099
___
Hello Gopal,
may I know the minimum config of the machine that will be successful to run the
osgOcean along with the graphic card requirement
For processor type I'm not sure, most of the processing is offloaded to
the GPU so you might be able to get away with something quite modest,
though
This may be a simple question - is the LOD range distance specified in
object or world coordinates? I seems as if it should be in world
coordinates, but I've got an example with numerous LOD nodes in sub-graphs,
and if I sent a constant distance range in each of them (0.0, 30.0f) so that
each LOD
Studying the source a bit harder, I think the range-distance is
definitely in Object (local) coordinate. The distance calculation
(osg::LOD.cpp) is:
required_range = nv.getDistanceToViewPoint(getCenter(),true);
where getDistanceToViewPoint is (osgUtil::CullVisitor.cpp)
(pos-getViewPointLocal())
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