Hi JP,
On 15. Feb 2010, at 9:00, J.P. Delport wrote:
if I remember correctly, the ReentrantMutex came into existence because on
Windows the normal Mutex was reentrant (a single thread could lock it more
than once). So ReentrantMutex was created to make a consistent mutex on all
Hi Stefan,
Stefan Eilemann wrote:
Hi JP,
On 15. Feb 2010, at 9:00, J.P. Delport wrote:
if I remember correctly, the ReentrantMutex came into existence
because on Windows the normal Mutex was reentrant (a single thread
could lock it more than once). So ReentrantMutex was created to
make a
Hi Bruce,
You can use the bit masks as you suggest, although typically one would
just use the left or right eye for mono.
W.r.t Present3D, there isn't any editor beyond an off the shelf
xml/text editor. You can read p3d files using the p3d plugin that is
now built as part of the core OSG. This
Hi Bruce,
Forgot to mention, doing stereo movies is identical to doing static
stereo image pairs, you just assign your image to a texture than is
assigned to two quads each with different tex coords to pick out the
correct part of the image for each eye. The only difference is that
the Image
Hi Guy,
This sounds rather odd. Going from bilinear to trilinear should not
have a significant effect on performance, as it would suggest that the
texture filtering is a bottleneck to a massive degree, something I
wouldn't expect any card made in the last decade to show.
So what is going on?
HI Guy,
The osgViewer::Viewer/CompositeViewer run the GLObjectsVisitor vistor
to compile GL objects on the first frame that the viewer runs, but if
you add scene graph elements after this then you'll need to compile
these. You can force the viewer to do another GLObjectsVisitor by
getting the
On Mon, Feb 15, 2010 at 3:11 AM, Jason Daly jd...@ist.ucf.edu wrote:
Yeah, it ported over to OSG pretty easily. It runs quite a bit quicker than
on the old SGI Indigos, too :-)
Ahh brings back memories of living on the cutting edge. The first
proper graphics computer I worked on was an SGI
Hi Nick,
I am curious whether this slowdown is due to CPU work (scanning shader maps and
selecting used ones) or GPU work (shaders are recompiled or linked too often).
Do you have any profiling data to share ?
I do expect some performance degredation while using it vs standard
osg::program.
Hi osg-users,
I'm interested in compiling osg with 64bits support but it seems to be
difficult to find all dependencies for 64bits. So I was wondering if
someone already has a package from pre-built dependencies with Visual 2008
for 64bits ?
It could be interesting for OSG future to make
Hi Wojtek,
I took a look at the apply method and I think an improvement would be to do
the shader fusion on a text level and then work with the standard osg
constructs. It is on my list for this week so I will post the results
-Nick
On Mon, Feb 15, 2010 at 12:34 PM, Wojciech Lewandowski
Hi Alexandre,
On Mon, Feb 15, 2010 at 10:50 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
I'm interested in compiling osg with 64bits support but it seems to be
difficult to find all dependencies for 64bits. So I was wondering if
someone already has a package from pre-built dependencies
Hi all,
sorry, this question seems very odd but i could not solved the problem.
i need simple paged lod mechanism and i can see that there is a class for
this purpose in osg named osg::PagedLOD
i have terrain pages with different resolutions. since there are many of
them, i don't want to load all
Hello,
I would like to make a prerender camera that loop over the rendering of its
son's geometries until an event happens and then display the result as a
texture with the main camera..
mainloop(){
while(condition){
tex=prerender_camera.draw() //render to texture using fbo
post your code. someone might help you out
-Nick
On Mon, Feb 15, 2010 at 5:29 PM, Julien Valentin julienvalenti...@gmail.com
wrote:
Hello,
I would like to make a prerender camera that loop over the rendering of its
son's geometries until an event happens and then display the result as a
Hi Robert, all,
I've read a post (I think started by Robert, but I cannot find the link
anymore) of some months ago that proposed a development aimed to improve the
osg-Qt integration.
Is there anything being done on this subject?
Thanks.
Fausto
___
Chris 'Xenon' Hanson wrote:
http://www.youtube.com/watch?v=PGu0N3eL2D0
This smells like OSG. Anyone know who did it or how it was done?
Very cool. I'm wondering how they're doing the tracking (I don't see
any fiducials or anything).
--J
Hi Mark,
I tried to export your blender file with the last version of exporter
and the trunk and it works fine.
So just update the exporter and osg-trunk and it will work for you too.
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson
On 2/15/2010 9:08 AM, Jason Daly wrote:
Very cool. I'm wondering how they're doing the tracking (I don't see
any fiducials or anything).
I wondered that too. They are obviously recognizing the boxcover image
somehow too, so
they must be running against a database of potential boxcover
a chain of PAT Notes
I'm not really sure what PAT notes are, I've checked the OSG quick start guide
and cant see anything regarding PAT Notes.
Thanks for any input.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24182#24182
Hi,
ups... ;) I have corrected it.
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24185#24185
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Hi,
how can i change the color ( yellow )
of an active manipulator
Thank you!
Cheers,
Matthias
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=24186#24186
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Classification: UNCLASSIFIED
Caveats: NONE
I'll second the notion that it would be good to have a more reliable
website. Can anyone (Jose Luis?) say what the usual failure modes are? My
naive impression is that it usually isn't the web server, but rather the DB
backend of TRAC (dying
It seems they used openAR (augmented reality). There is a link from the
openar.net site to the lego movies as well. Indeed quite a nice application.
Bests,
Nico Kruithof
On Mon, Feb 15, 2010 at 7:36 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
As to who, I would say this
Stefan Eilemann wrote:
I'll do some more testing, and probably create an
OpenThreads::createForCurrentThread() if I hit more issues. Somebody
suggested using SceneView in an offline email to me, but I'm not sure
if this is a good approach since it is marked deprecated. Any
opinions?
There
Hi Stefan + Paul,
My plan is to deprecate SceneView and eventually move it out of the
OSG into the deprecated section of the osg svn.
osgViewer will itself have to be capable to replacing SceneView in the
context that SceneView is used right now, it's mostly there already
but not perfect.
The
FYI,
Web Strategy by Jeremiah Owyang
Breakdown: Lego's Digital Box, an Augmented Reality Kiosk
http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/
Metaio in Munich, Germany, developed the Digital Box.
They have their own SDK called The Unifeye
I think this was made by Metaio based in Germany. They use an in house
tracking sdk called unifeye which does fiducial as well as natural
feature tracking. I seem to remember they use Orge for rendering.
We're about to use their mobile sdk for a project at work. For PC and Mac we
use ARToolKit
On Feb 15, 2010, at 2:30 PM, Robert Osfield wrote:
[snip]
Perhaps we should put together a very simple low level render to
facilitate the removal of SceneView, this way users really wanting low
level controls can have it, while users need proper viewers can go for
osgViewer.
I like the
Thanks for pointing me toward the PositonAttidudeTransform class.
Below is what im trying:
Code:
MatrixTransform *rotate_planetFive = new MatrixTransform;
rotate_planetFive-addChild( geode_planetFive );
rotate_planetFive-setUpdateCallback( new
AnimationPathCallback(osg::Vec3(2.0f, 0.0f,
1. Put your sun at the origin of world co-ordinates.
2. Put the planet at the origin. Make its axis of rotation the z axis.
3. Use a rotate transform to rotate it around its axis. (You've got this part.)
4. Translate the planet along the x axis, to its orbital radius.
5. Use a rotation around the
R Fritz wrote:
1. Put your sun at the origin of world co-ordinates.
2. Put the planet at the origin. Make its axis of rotation the z axis.
3. Use a rotate transform to rotate it around its axis. (You've got this part.)
4. Translate the planet along the x axis, to its orbital radius.
5. Use a
Nice job Jason...
Gordon Tomlinson
Product Manager 3d Technology Future Products
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent:
Thanks for your quick response. This forum is fantastic.
Although I haven't tried it yet, I think that Render::setCompileOnNextDraw() is
exactly what I am looking for.
Paul, I can't seem to find the osgUtil::IncrementalCompileOperator class you
mentioned in OSG v2.8.2. Is that a new class in
Hi,
I debugged this plugin. I found findBlock(s) return a NULL block, because the
block s is not read.
dxfInsert::assign(dxfFile* dxf, codeValue cv)
{
std::string s = cv._string;
if (_done || (cv._groupCode == 0 s != INSERT)) {
_done = true;
return;
}
if
Thank you all for your replies, Much appreciated.
I understand about how 3D graphics works in regards to coordinate systems and
such and i understand how I want the scene to act and work, its just getting
the code to actually make this happen. Going about applying the two transforms
to my
huh .. sorry guys didnt wanned to post this here ...
-Nick
2010/2/16 Trajce (Nick) Nikolov nikolov.tra...@gmail.com
ano doslo. vse v poradku. tady mas snapshot
-Nick
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Hi,
use this as a starting point and look at the thread referenced there as
well.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423
jp
Julien Valentin wrote:
Hello,
I would like to make a prerender camera that loop over the rendering of
its son's geometries until an
Also see this:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502
J.P. Delport wrote:
Hi,
use this as a starting point and look at the thread referenced there as
well.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423
jp
Julien Valentin wrote:
Hi,
It's probably : total immersion
http://www.t-immersion.com/
http://www.virtualworldsnews.com/2008/06/video-augmented.html
,Yann
Envoyé de mon iPhone
Le 15 févr. 2010 à 21:46, Buckley, Bob CTR MDA/DES bob.buckley@mda.m
il a écrit :
FYI,
Web Strategy by Jeremiah Owyang
Breakdown:
Hi,
I'd like to compute the intersection between a ray and an ellipsoid model
object. I think that the best idea will be to compute the 4x4 transformation
that distorts a sphere into the ellipsoid model. However, I wonder how can I
extract this matrix from the ellipsoid model ?
Any other
Hi Guy,
On Mon, Feb 15, 2010 at 11:45 PM, Guy Volckaert
guy.volcka...@meggitt.com wrote:
Thanks for your quick response. This forum is fantastic.
Although I haven't tried it yet, I think that Render::setCompileOnNextDraw()
is exactly what I am looking for.
Paul, I can't seem to find the
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