Hi Peter,
Peter Amstutz schrieb:
Has there been any work adding support for KdTrees to the
PolytopeIntersector? A quick search of the mailing list came up with a
discussion about a year and half ago but no indication if there has been
any work since then. I know that the version of OSG I am
Hi,
I dont know yet what is it, but with last svn update i have some crash
running osgAnimation examples. osganimationtimeline when pressing 's'
twice'
same thing with 'osganimationviewer nathan.osg' hit 's' twice crash.
The main problem is that i dont have stack trace :(
So i will have time to
HI Fred,
On Thu, Oct 22, 2009 at 4:24 PM, Frederic Marmond fmarm...@gmail.com wrote:
I mean, the camera finalDrawCallback() is called just BEFORE the
buffers swaps, isn't it ?
is there a callback (or other system) for just AFTER the swap ?
There isn't a callback for this. Perhaps you could
Hi,
maybe have a look at
http://wush.net/trac/osggis
OverlayNode is for rendering a part of the scene graph to a texture and
then putting this texture onto terrain.
jp
Kevin Tacke wrote:
I played around with the osgsimulation example, and I think I may have
misunderstood exactly what
Hi Paul,
On Thu, Oct 22, 2009 at 5:28 PM, Paul Martz pma...@skew-matrix.com wrote:
I Robert -- I wanted to let you know what I ended up doing here. I made a
branch OpenSceneGraph-2.8.2 and placed a change on it r10664. This change
is _not_ intended for a future stable release. Instead, I'll be
Hi,
search the archives for startThreading and stopThreading.
jp
John Morris wrote:
Hi,
I'm trying to add a new View to a CompositeViewer, while the program is running.
I have a dialog toggle button that I want to use to pop up a new view.
The second time I click the button I want to remove
Hi Paul el. al,
On Thu, Oct 22, 2009 at 5:13 PM, Paul Martz pma...@skew-matrix.com wrote:
If I'm not mistaken, we can branch the trunk either right now, or just prior
to the start of Robert's GL ES2 work, and Chris could add his changes to the
branch, and that branch could eventually lead to a
Hi John,
The CompositeViewer already supports dynamically adding and removing
views, there isn't any need for any new API. As J.P. suggested using
viewer.stopThreading() method will stop the threading while you make
the changes, then call viewer.startThreading() to kick them back into
life.
Hi,
is there anything a sheep can do for the sheperds? I read this
thread and it seems the leaders are discussing how to organize the job
to free Robert a bit. So, forgive me if i'm not targeting the real
discussion, but i want to know if a person like me without too much
time and with a misery
Hi Dave,
You might be a newbie but your diving into stereo and multi-window
work which is far more advanced than most experienced hacks will be
using ;-)
The solution you are looking for is to using CompositeViewer and a
view for each window and create a separate DisplaySettings object for
each
Thanks Robert, I'll follow your suggestion :)
Fred
On Fri, Oct 23, 2009 at 9:47 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
HI Fred,
On Thu, Oct 22, 2009 at 4:24 PM, Frederic Marmond fmarm...@gmail.com wrote:
I mean, the camera finalDrawCallback() is called just BEFORE the
buffers
Hi,
On 22/10/09 9:40 PM, tien dat wrote:
I have a model in obj format and want to load the model into
OpenSceneGraph. When there is no texture, OpenSceneGraph can load the
model fine. But when I use the model with texture, OpenSceneGraph
allocates a huge amount of memory and crashes. I think
Hi,
For a given texture, I want to use a specific unit texture.
But with the given example code it does not work.
When I set unitTexture = 0 it works. But when I set unitTexture =1 I have a
deep green color affected to the cylinder.
What 's wrong with my code. For me, it seems that everything
Hi Miguel,
The ShapeDrawable is a very simply convenience class, it only supports
assign texture coordinates to the texture unit 0.
If you want more complex geometry management you'll need to create the
geometry yourself using osg::Geometry. See the osggeometry example
for details.
Robert.
On
Hi Cedric,
On Fri, Oct 23, 2009 at 8:44 AM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
I dont know yet what is it, but with last svn update i have some crash
running osgAnimation examples. osganimationtimeline when pressing 's'
twice'
same thing with 'osganimationviewer nathan.osg' hit
It means that Shapes (cylinder, sphere, cone,...) Cannot be added to a geode.
And, it means that if we want to use these sorts of shapes and affected them
differents unit texture, we have to build them as a geometry ?
I want to use differents texture units because I have seen that during
Hi Robert,
well in fact when hitting twice it just display the stats. I dont have
more informations yet.
The only thing i saw is that even if i dont hit twice (like in my game)
i have a crash of the same style.
I maybe do something not enough clean with the new code in Geometry.
RigGeometry
Hi everybody:
I am trying to capture images to disk, using the WindowCaptureCallback
of the example osgscreencapture, but I became locked in the
osgDB::writeImageFile (callback is called, I hope it creates an image
from readPixels). But I always get 0KB test_1.jpg file.
The error output of
On Fri, Oct 23, 2009 at 10:51 AM, Miguel Lokida mlok...@yahoo.fr wrote:
It means that Shapes (cylinder, sphere, cone,...) Cannot be added to a geode.
??D?SD? Are you not already adding ShapeDrawable's to Geode?
As for adding a Shape directly to a Geode, yep you can't do this,
osg::Shape are
Hi Cedric,
On Fri, Oct 23, 2009 at 10:54 AM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
well in fact when hitting twice it just display the stats. I dont have
more informations yet.
The only thing i saw is that even if i dont hit twice (like in my game)
i have a crash of the same style.
On 23/10/09 10:58 AM, Ulrich Hertlein wrote:
On 22/10/09 9:40 PM, tien dat wrote:
I have a model in obj format and want to load the model into
OpenSceneGraph. When there is no texture, OpenSceneGraph can load the
model fine. But when I use the model with texture, OpenSceneGraph
allocates a huge
Hi Robert,
I did a simple test with some suspect but i dont know exactly what's
happend yet. Now when i press 's' twice i dont have the crash anymore.
here the stuff i changed in RigGeometry.cpp:
void RigGeometry::transformSoftwareMethod()
{
// setUseDisplayList(false);
//
Hi Robert,
RigGeometry extend in the way that it update the vertex array deformed
by the skinning information.
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Fri, 2009-10-23 at 11:00 +0100, Robert Osfield wrote:
Hi Cedric,
On
HI Cedric,
On Fri, Oct 23, 2009 at 11:14 AM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
I did a simple test with some suspect but i dont know exactly what's
happend yet. Now when i press 's' twice i dont have the crash anymore.
here the stuff i changed in RigGeometry.cpp:
void
Yes, I always add shapedrawable to a Geode. But I wanted to know if I could
directly set a shape in a Geode. But no.
For the problem osg::Texture::applyTexImage2D_load I have found the problem. I
use a non power of two image. Thaht why it spend so much time in
Hi Art,
for osgPPU to find OSG on Debian 64-bit I had to add /usr/local/lib64 to
FindOSG.cmake (attached).
I also had to manually change:
FOUND_CUDART
from
/usr/local/cuda/lib/libcudart.so
to
/usr/local/cuda/lib64/libcudart.so
in ccmake GUI.
I'm not sure how to handle the lib64 dirs
Hi J.P.,
thanks. Changes merged and submitted to svn. I've changed also FOUND_CUDART to
search also in lib64 path. You can check if it works for you.
cheers,
art
J.P. Delport wrote:
Hi Art,
for osgPPU to find OSG on Debian 64-bit I had to add /usr/local/lib64 to
FindOSG.cmake
Hi,
Art Tevs wrote:
Hi J.P.,
thanks. Changes merged and submitted to svn. I've changed also
FOUND_CUDART to search also in lib64 path. You can check if it works
for you.
problem is that I have
/usr/local/cuda/lib64
and
/usr/local/cuda/lib
both installed by cuda 64 bit toolkit. So cmake
Hi All,
Yesterday I began adding the Cmake options required to control the
optional compilation against the different OpenGL targets. Once the
options were added and setting a the appropriate include/osg/Config
#define's automatically I set about doing a wide review of OSG
classes, adding the
Hi,
I try to implement David's suggestion. But i can't achieve somethings
good, i get it working (60htz) but flickering (synchronization problem)
or it's synchronized but not working (I dont know why). As my
application is for private use only i stop lose my time and switch off
nvidia sync to
Himar Carmona wrote:
time and with a misery knowledge about OSG (in comparison to yours)
but with a desire to collaborate can do something. Perhaps commiting
some docs or examples, correcting some bugs or simply with code
review?
Yes, yes and yes!
One of the early projects I coordinated
It occurrs to me that in the interest of testing, I should make more public
mention of
the changes I sent to osg-submissions yesterday (though I forgot an attachment
until
Robert thwacked me this morning). These changes allow osgconv to convert an
entire
VPB/osgdem terrain database (or other
Cool stuff
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Himar Carmona wrote:
is there anything a sheep can do for the sheperds? I read this
thread and it seems the leaders are discussing how to organize the job
to free Robert a bit. So, forgive me if i'm not targeting the real
discussion, but i want to know if a person like me without too much
time
Hi Chris -- I have a question for you on this.
Suppose I have a DB consisting of two .ive files: a master file that
contains 100 ProxyNodes referring to the second file, a subordinate .ive
file (to render 100 instances of the subordinate).
What would my output be if I used your change and
Hi,
i try to load collada files (*.dae)with OSG, how I can do this and where can i
find the collada plugin and how i can use this plugin?
Thank you!
Cheers,
Mike
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18622#18622
Hi J.P.,
yes, I was afraid, that this won't help. I've changed now to look for lib64
before lib. I assume that on 64bit systems lib64 does not exists, and hence
cmake will not find 64bit version. On 64bit system it can exists and hence will
find that one first.
I wonder how to change cmake
Hi,
I have just sync'd with svn and tried to build it on OSX 10.6.1. In ccmake
setup, the target is for i386 only, and i replaced quicktime with imageio. The
build went along successfully for a while until it reached this error:
In file included from
Peter Hrenka wrote:
If you can split up your point cloud into multiple Geodes
you should already see a speedup with PolytopeIntersector
as it can take advantage of available bounding volume
information.
Well, in order to do that I would have to sort the points into some kind
of reasonable
Hi Robert --
Robert Osfield wrote:
Just for clarification, I'm not a significant way through the OpenGL
ES 2.0 port,
I think you're intending to say that you're almost done with the port.
Ahead of schedule, right?
If my current progress on the port keeps up we could well see the bulk
of
Paul Martz wrote:
Hi Chris -- I have a question for you on this.
Suppose I have a DB consisting of two .ive files: a master file that
contains 100 ProxyNodes referring to the second file, a subordinate .ive
file (to render 100 instances of the subordinate).
What would my output be if I used
Dear Ulrich,
Could you tell me more about how to specify that option? Can I specify
it while using osgviewer.exe or I have to rebuild osgviewer.exe with
the option?
Thanks,
Dat
On Fri, Oct 23, 2009 at 5:02 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
On 23/10/09 10:58 AM, Ulrich Hertlein
Hi,
I'm using PositionAttitudeTransform to add multiple instances of a geometry
node. It appears that the rotation and translation are specified with separate
methods, setAttitude() and setPosition() respectively. Is that correct?
Can it somehow be done with a single matrix like in homogeneous
Hi there,
I don't have an answer for you but I'm working on the same thing now. This
is my thread (with no answer yet)
http://forum.openscenegraph.org/viewtopic.php?t=3845
The solution I proposed there doesn't quite work. If you get/set the
individual components then it breaks it. I am also
Hi Paul,
On Fri, Oct 23, 2009 at 4:10 PM, Paul Martz pma...@skew-matrix.com wrote:
Robert Osfield wrote:
Just for clarification, I'm not a significant way through the OpenGL
ES 2.0 port,
I think you're intending to say that you're almost done with the port. Ahead
of schedule, right?
Oh
Hi Ash,
You can use MatrixTransform instead of PositionAttitudeTransform. Then you
have access to the transform matrix.
Cheers,
Mourad
On Fri, Oct 23, 2009 at 5:34 PM, Ash Pat ash_zz...@yahoo.com wrote:
Hi,
I'm using PositionAttitudeTransform to add multiple instances of a geometry
node.
See the Readme.txt in OpenSceneGraph\src\osgPlugins\dae\
You need to get the 3rd Party Collada Library and its dependencies built
and then build the OSG DAE reader
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @
Yes i'm probably trying to do something different to you.
I want to get/set by matrix as well as position, attitude, scale. If you
want just to set/get by matrix alone then as mentioned osg::MatrixTransform
does the job.
Cheers!
Andrew
On Fri, Oct 23, 2009 at 5:06 PM, Mourad Boufarguine
Hi Cedric, el. al,
On Fri, Oct 23, 2009 at 11:28 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Ahh interesting lead. This suggests that the VBO support is somehow
screwed up. The new osg::Geometry code should in theory just using
osg:State to set up the VBO's that are required in the
Andrew Burnett-Thompson wrote:
Yes i'm probably trying to do something different to you.
I want to get/set by matrix as well as position, attitude, scale. If you want
just to set/get by matrix alone then as mentioned osg::MatrixTransform does
the job.
If you use a MatrixTransform you
Art Tevs wrote:
In deed, current osg implementation uses recursion to traverse over the graph. Which is very suitable for DFS. Implementing BFS with recursion is not that easy, then DFS.
The way, how I can solve that problem would be to write a method which just iteratively collects nodes in a
J.P. Delport wrote:
Hi,
AFAIK ffmpeg has started to integrate VDPAU on Linux at least. Google on
vdpau should give some answers, there is some notes in man mplayer on vdpau.
Not sure if it's enabled by default, how to enable it...
If you're using Nvidia hardware, there's also a thread
Hi folks,
In couple of last days I made huge differences to the code of osgPPU. I would
like to ask you to test current svn before I am going for an official release
(this will be as soon as there is new stable OSG version 2.10 released).
Current code is built against osg v2.9.6.
I've added
Jeremy Moles wrote:
Anyway, I'm glad to have some of my motivation back. :) With the
transplant happening soon and a fairly decent chance of it being
successful, there is much to be optimistic about!
Jeremy,
I think I can safely say that we're all glad to have you back. That's
an awesome
Hi,
So I tried the MatrixTransform but it seems to skew the geometry.
When I tried a matrix shown below, I was expecting a simple rigid body
translation. But instead I got a display with massive extents.
osg::Matrixd mat;
mat.set ( 1, 0, 0, 0
0, 1, 0, 20,
0, 0, 1, 0,
Art Tevs wrote:
Hi J.P., Paul
yes, exactly like Paul said, I know the number of iterations at cull time.
Chaning the number of iterations at rendering time would be either to write a
special RenderStage, as Paul propose, or to write a draw callback which will
iterate the whole execution.
Hi Ash,
The OSG matrices are treated as row-major matrices (unlike OpenGL). So, you
should write :
osg::Matrixd mat;
mat.set ( 1, 0, 0, 0
0, 1, 0, 0,
0, 0, 1, 0,
0, 20, 0, 1 );
to get a rigid translation. The second matrix isn't a rotation matrix, for a
Hi,
i agree with both of you. Queue seems to be necessary. I coded a
BFS node visitor in response to this thread. Here is the code:
class BFSNodeVisitor: public osg::NodeVisitor
{
public:
std::queueosg::ref_ptrosg::Node _pendingNodesToVisit;
BFSNodeVisitor() :
Hi Himar,
actually I realized that I do not need an exact case of BFS or DFS. In my case
I need some kind of mixture processing. Thus every group node has to be
processed until after every of its parents has been processed. So in my case I
found a solution by using standard osg's DFS traverser
I'm normally a lurker, because osg is something I'd use for the
project I'll get started on just as soon as I get around to it... You
know how it goes.
I'm chiming in here because I was curious about the discussion of
implementing in C++ vs. Lua. Is Lua really that much more popular for
GUI
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