Hello Chase,
once you have got the rendering order right, you can turn off depth test
and you won´t see any Z-fighting anymore.
Uwe
Bradford, Chase wrote:
Yep, that pretty much answers my question. They won't help for my
situation because they don't do anything to solve the coplanar
Hi.
Im updating osgHaptics to reflect the latest changes in osg and also
to remove dependency of Producer in the core osgHaptics library.
Im welcoming the new Camera model instead of having 3-5 places storing
a View/Projection matrix! Thanks for that Robert!
Now I stumbled on a few things.
1.
Hi Jim,
On 8/2/07, James E. Hopper [EMAIL PROTECTED] wrote:
Robert,
Not being an idiot, i in fact did that. There are no settings from the user
that allow the setting of the digest size/frequency that come up when you
use the page
Hi folks.
I am currently rewriting my application from osg 1.2
to the current one from svn. The node masks do not do
that what they have done before. For example, I have
an offscreencamera which mask is set to 4 (so 0b0100)
some of the connected nodes does have a mask of 1 but
they are visible
Hello,all
when I compile osgAL with osg2.0,there is an error:can not convert
osg::Matrixd from osg::RefMatrix,what's the reason?could someone tell
me?Thanks.___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hello osg users
I have a single camera that should render different views of a scene within
ONE FRAME. As result every frame should contain all rendered views side by
side. Therefor I set different projection rectangles and render views
(setViewByMatrix) to the camera while processing a frame.
On 8/2/07, Andy Skinner [EMAIL PROTECTED] wrote:
So get me that GLExtensions change. :)
Its was checked into SVN yesterday morning.
Oh, and I didn't mean we'd prefer to test 2., but that we'd prefer 2.2
to be well tested, and can help do that with a developer release. The
infrastructure
Hi Anders,
On 8/2/07, Anders Backman [EMAIL PROTECTED] wrote:
Now I stumbled on a few things.
1. I use to have a Producer::CameraCallback attached to the camera
that I hooked up as a preDrawCallback.
In that callback, the OpenGL Projection, ModelView and View matrix
were all available
I would appreciate a little more information... what line? Which file?
I just recompiled osgAL (svn version 51) with osg (yesterday svn
version) and it compiles just fine.
On the other hand, I do get some problems due to the update to using
osgViewer that I have to look into.
/Anders
On
Hello,
can somebody tell me, where I can find the source code of the lighting
example with the materials of the OSG quickstartguide? I have searched
the webpage, but haven't found anything. Thanks.
Marcus
___
osg-users mailing list
Hi Tobias,
One shouldn't attempt to using a single camera between multiple views
within one frame.
If you want an application with multiple views then the best place to
look for an example and classes supporting it 2.0. There is a new
osgViewer library that has a CompositeViewer class dedicated
Hi Art,
Looking at the code it looks to me like the actual setting of the node
mask is probably correct, but.. the code is not restoring the node
mask when is wrong. I have now added saving and restoring of the
original traversal mask to prevent the new setting from bleeding into
subsequent
Hi,
I'm not familiar with osgAL, but one should be able to treat a
RefMatrix as a Matrixd for the normal build of the OSG as RefMatrix is
subclassed from Matrix which is in turn typedef to Matrixd. One can
build the OSG so that Matrix typedefs to Matrixf so perhaps this is
something that is
Hi (again)...
I just stumbled across another issue with osg2.0 regarding a (new)
policy for reference handling:
It seems that There is something named _numFramesToRetainObjects in
the default DeleteHandler, which in my case seems to default to 2.
So When a Referenced object is unref():ed and #
Dear Robert.
I build a simple OSG program with visual studio2005.net. I use c++
language , and select window forms application, then get the following
codes:
#include stdafx.h
#include Form1.h
#include osgViewer/Viewer
#include osgDB/ReadFile
using namespace VGEForPRDAirPollution;
I've found a solution to avoid the display to be freezed, in the OnIdle()
function I have to call wxGLCanvas::SetCurrent() before calling osgViewer::
frame()...
2007/8/1, amalric alexandre [EMAIL PROTECTED]:
Hi osg-users,
I've noticed something strange using the osgViewerWX example on OSG
Hi,
On 8/2/07, ijustfu [EMAIL PROTECTED] wrote:
Dear Robert.
I build a simple OSG program with visual studio2005.net. I use c++
language , and select window forms application, then get the following
codes:
#include stdafx.h
#include Form1.h
#include osgViewer/Viewer
#include
Look into the MFC examples of osg. osg/examples/osgviewerMFC.
/Anders
On 8/2/07, ijustfu [EMAIL PROTECTED] wrote:
Dear Robert.
I build a simple OSG program with visual studio2005.net. I use c++
language , and select window forms application, then get the following
codes:
#include
I'm trying to include a rear view mirror view in my driving simulator
scene but and having trouble getting reasonable performance.
I've recently converted from Producer to osgViewer and have set up two
views on a common graphics context, one full screen, the other smaller,
windowed over the
Hi there,
whenever I try to run an example or code, I get the warning that could not
find plugins to read objects from file. Then it also says osgviewer: no
data loaded. How do I go about it, it seems there is something I didn't do
right.
Thanx,
Felix
On 8/2/07, Robert Osfield [EMAIL PROTECTED]
I compiled osgAL v040 with osg2.0
in SoundRoot.cpp of line 83,the error show.
where can i get osgAL new version 51?
在2007-08-02,Anders Backman [EMAIL PROTECTED] 写道:
I would appreciate a little more information... what line? Which file?
I just recompiled osgAL (svn version 51) with osg (yesterday
Hi Murray,
I would not expect any performance hit beyond that of having to draw
the scene twice. What scale of performance hit are you seeing?
While CompositeViewer doesn't present have support for stats, some
changes to osgViewer I've just checked in should make support easier
to add stats
Hi Neus,
I would recommend use the osgSim::HeightAboveTerrain class for
intersection with the final generated terrain to get the correct
height.
Robert.
On 8/2/07, Neus Aparicio [EMAIL PROTECTED] wrote:
Hi!
I have using osgdem. My input dates are file: .tiff
with lat/lon/elev. I obtain a
Hi Felix,
On 8/2/07, Felix Bwire [EMAIL PROTECTED] wrote:
whenever I try to run an example or code, I get the warning that could not
find plugins to read objects from file. Then it also says osgviewer: no
data loaded. How do I go about it, it seems there is something I didn't do
right.
You
Probably a stupid question, but I can't find an answer anywhere obvious.
I have a machine running two X servers - :0 is 16bpp and :1 is 24bpp. I
want to run an OSG example on :1
With X environment variable
DISPLAY=:1.0
all the OSG examples display on :0, even if run from an xterm in :1.
Any
Hi All,
Over the last six months I've hinted occasionally at refactoring the
way that rendering is managed in osgViewer to allow better access and
control over things like the internal SceneViews used to do rendering.
I didn't know exactly how it should pan out, but yesterday rolled my
sleeves
Hi Rich,
You can set the display number programatically via
GraphicsContext::Traits right now, but as yet I haven't added support
into osgViewer for automatically reading the DISPLAY variable.
Robert.
On 8/2/07, Rich Walker [EMAIL PROTECTED] wrote:
Probably a stupid question, but I can't find
That depends when the osgViewer library is unloaded?
If that is done during the destructor of a Singleton, then no, there
is no way of controlling the order in which static singletons are
deleted, right?
If it is done during the deletion of the osg::Viewer object, then one
have to keep the scope
Robert,
sorry i got snippy. was reacting to your message which was pretty
snippy itself.
i know you work hard and i was not expecting you to become an
expert. i would have been happy with i will look into it some day
when i have time.
In any case your change is exactly correct. the
Hi Robert,
I have just updated and under Windows (Visual Studio 2005), I got this error
:
openscenegraph\include\osg\view(135) : error C4716:
'osg::View::createRenderer' : must return a value
On 8/2/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
Over the last six months I've hinted
On 8/2/07, Murray Curtis [EMAIL PROTECTED] wrote:
G'Day Robert
G'Midnight Murray :-)
Robert Osfield wrote:
FPS roughly halves - which I guess is to be expected. I saw your
announcement of osgViewer::Renderer a few minutes after posting :-)
Having of FPS isn't too surprising as your
Hi Anders,
If you need to ensure that DeleteHandler is no longer cashing data,
then you could either let the Viewer destruct then reset the
DeleteHandler or stop the viewer threading then reset the
DeleteHandler. Setting SingleThreaded will stop all the threads and
do away with the need for the
Hello Li Kong,
I compiled the osgterrain example.
But where is the terrain data?
I think the data is from a image. what's the image's format ?
bmp?rgb?
Why are you e-mailing me directly for this? Your question should be
posted to the OSG-Users mailing list - see
Hi Robert.
Thanks, this helps.
Hmm, I have already tried to add similar lines to the
code, but I have added setTransversalMask(saved_mask)
after the setCullSettings(saved_cull_settings) and not
before. Probably therefor I was not able to correct
the Problem by myself.
Thank you again.
Best
On 8/2/07, Paul Martz [EMAIL PROTECTED] wrote:
Hi Robert -- Can you give me an example of something that's used (but not
referenced) in the draw thread?
The osgUtil::RenderLeaf and osgUtil::StateGraph both use C pointers
rather than references to Drawable and StateSet respectively. They do
Hi,
I found Joe Sullivan's NPS tutorials to be very helpful when I was learning
OSG.
I have modified the code for Tutorials2-13 to work with OSG 2.0
I attach the source for those interested (you will also need the NPS_data
directory from the Naval Postgraduate school website).
Comments from those
I build a simple OSG program with visual studio2005.net.
I use c++ language , and select window forms application,
then get the following
codes:
Doesn't look like you're doing anything to bridge the gap between managed
and unmanaged code.
If I remember correctly, someone created a .NET
On 8/2/07, Serge Lages [EMAIL PROTECTED] wrote:
Build finish. :)
Everything seems to work fine under Windows (with my apps, not tested the
examples).
Thanks for the testing.
I am just having an annoying warning :
openscenegraph\include\osg\view(135) : warning C4100:
'camera' : unreferenced
Hi Anders,
On 8/2/07, Anders Backman [EMAIL PROTECTED] wrote:
Was that a typo or a new feature ;-)
Oh just me guessing what it probably was and not double checking...
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
I build a simple OSG program with visual studio2005.net.
I use c++ language , and select window forms application,
then get the following
codes:
Doesn't look like you're doing anything to bridge the gap between
managed
and unmanaged code.
If I remember correctly, someone created
On 8/2/07, ijustfu [EMAIL PROTECTED] wrote:
Dear Robert.
I build a simple OSG program with visual studio2005.net. I use c++
language , and select window forms application, then get the following
codes:
... (snip)
After adding osgViewerd.lib and osgDBd.lib into project, compile it but
Hi osg-users,
I've noticed that when the stats are displayed in osgViewerMFC or
osgViewerWX example ('s' key), the resize event make that the HUD display is
not at the correct position. Maybe the viewport is not refreshed for the
stats camera ?
Is it a known bug ?
I'm using the OSG 2.1.3.
From: [EMAIL PROTECTED] [mailto:osg-users-
Sent: Wednesday, August 01, 2007 7:49 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Controlling render order in subgraph
Hey Everyone,
I saw a recent post on these boards asking how to control render order
for huds using render
Thanks.
That did it.
Having an odd problem now. When I press esc to kill the app, it locks
my computer. Is there some other setting I missed?
As a work around I have OSG_WINDOW set so that it doesn't run in full
screen mode so I can kill it from the xterm.
Thanks,
-dave
Robert Osfield wrote:
Hi Amalric,
On 8/2/07, amalric alexandre [EMAIL PROTECTED] wrote:
I've noticed that when the stats are displayed in osgViewerMFC or
osgViewerWX example ('s' key), the resize event make that the HUD display is
not at the correct position. Maybe the viewport is not refreshed for the
stats
FYI, never figured this one out, but I did find a workaround:
hud_cam-setRenderOrder( osg::CameraNode::NESTED_RENDER );
hud_cam-getOrCreateStateSet()-setRenderBinDetails( , RenderBin );
hud_cam-getOrCreateStateSet()-setAttribute( new osg::Depth(
osg::Depth::ALWAYS ) );
Kind of a poor man's
Hi Tom,
In your first example, you try to reset the address of an array. Change
your first example to:
osg::Image* depthBuffer = new osg::Image();
float* depthBufferRaw;
while(!viewer.done()) {
viewer.frame();
depthBuffer-readPixel(0, 0, width, height, GL_DEPTH_COMPONENT,
Gl_FLOAT);
On Thu, 2007-08-02 at 13:48 +0200, Anders Backman wrote:
That depends when the osgViewer library is unloaded?
If that is done during the destructor of a Singleton, then no, there
is no way of controlling the order in which static singletons are
deleted, right?
There are ways. If you're
alessandro terenzi schrieb:
I wanted to test my osg application on another pc... so I moved every
required dll on the other machine... in my application I use to play
movies using quicktime plugin but at the beginning of the application
I get the following error code from Quicktime SDK:
It would give back keyboard, provided that I didn't run in full screen
mode, and could ^C it at the xterm to kill it. In full screen, I had to
give it the vulcan death grip to kill the X server.
However, I just installed the latest NVIDIA driver, and all works now.
Thanks all for your help. I
Hi,
Mine also might have the same problem. I'm using terrapage for terrain in my
application and it works fine in OSG 1.2. When I switch to OSG 2.0 and OSG
2.1.3 the terrain start flickering. The code to avoid the auto calculate for
near/far plane clipping seems not function anymore. The
Dear Mike,
Thanks for you help. There are so many warnings and errors. Following
are some statements:
1-- Build started: Project: VGEForPRDAirPollution, Configuration: Debug
Win32 --
1Compiling...
1VGEForPRDAirPollution.cpp
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