Hi,
I know, it sounds that I'm doing strange things. But the opposite is
true. Well, I am stripping everything and see where it is. Eventually it
will be something small stupid, as always ;-)
Thanks for your time!
Raymond
Zach Deedler wrote:
Well it does sound like you are doing some
Hi,
Im using a recent svn version (a few weeks old) of osg under windows (both
VISTA and XP).
I have noticed that if I:
1. Start osgviewer cow.osg
2. press 'f' to get into windowed mode
3. if I now move the whole window and release it, I can see that the
view/projection changes slightly.
get 3 linker errros after a migration from osg.1 to osg.2, any clue of
where the problem can be ?
visual error LNK2001: unresolved external symbol public: virtual void
__thiscall osgText::Text::drawImplementation(class osg::State )const
([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@@@Z)
Hi :
That OSG support , DB builded with CTS???
Thanks
Ariel
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Hi Matt,
It uses a edge collapse technique with an error metric to determine
which edges are collapsed. You can tune the error metric to make it
more conservative/less conservative.
Robert.
On 9/19/07, Matt Franklin [EMAIL PROTECTED] wrote:
Could someone please explain what conditions are
Hi,
On 9/19/07, zarrandreas [EMAIL PROTECTED] wrote:
Thanks for the tip, but I can't use osgViewer, because I use custom
framework and this framework use osgProducer::Viewer.
osgProducer::Viewer apps can typically be ported to osgViewer::Viewer
in minutes, they have lots of similarities.
The
Hi Jason,
On 9/20/07, Jason Beverage [EMAIL PROTECTED] wrote:
Currently, the osgwrappers_*.dll files are installed in the
bin\osgPlugins-2.1.11 folder instead of in just bin. Is this correct
behavior? It seems to me like they should have the same versioning scheme
the rest of OSG has now
On 9/20/07, Raymond de Vries [EMAIL PROTECTED] wrote:
I know, it sounds that I'm doing strange things. But the opposite is
true. Well, I am stripping everything and see where it is. Eventually it
will be something small stupid, as always ;-)
I'm afraid your set up is novel enough that others
Hi Anders,
On 9/20/07, Anders Backman [EMAIL PROTECTED] wrote:
Im using a recent svn version (a few weeks old) of osg under windows (both
VISTA and XP).
I have noticed that if I:
1. Start osgviewer cow.osg
2. press 'f' to get into windowed mode
3. if I now move the whole window and
Hi, I want to get the data of depth buffer from osg::Camera,how to do. Thanks
very much.Hope your quickly reply.hehe___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
HI Ariel,
That's three acronyms in a sentence of seven words. My guess is that
the vast majority of the OSG community haven't got a clue what you
asking.
Try rephrasing you email with a few more real words and provide more context.
Robert.
On 9/20/07, HUTTERER ARIEL [EMAIL PROTECTED] wrote:
That depends what you mean by Collision Detection.
The only functionality in this area is, checking for overlapping bounding
volumes and ray/scene intersection.
If you need to extract intersectionpoints, normals, penetration depth
between any two given geometries/meshes, then osg is not what you
On 9/20/07, 许丹阳 [EMAIL PROTECTED] wrote:
I want to get the data of depth buffer from osg::Camera,how to do.
Thanks very much.Hope your quickly reply.hehe
It all depends on what you want to do with it... please provide a bit
more context.
___
Hi David and Robert,
Thanks for the looking about my problem.
I use Windows XP with
AMD Athlon (tm) 64 Processor 2008+
1.80 Ghz,
OSG_THREADING = SingleThreaded
OSG_OPTIMIZER = DEFAULT..
About the multiple windowing problem, the Viewer/Composite
It's a good idea but in this
Hi Arnaud,
Viewer and CompositeViewer can both share scenes between them.
What you are trying to do is supported, and already works well see the
osgcompsiteviewer. The complication in your case is that QT is quite
up to scratch for this type of work makes it more awkward - its OpenGL
support
Hi all,
I'm trying to use OSG with the Phillips 3D WOW auto-stereo display which
uses an unconventional stereo format. Basically you have to split the
image vertically into two, on the left is the contents of the frame
buffer and on the right you send a greyscale image of the Z buffer.
Hi, Robert,
The following is sufficient (basically what you said):
#include OpenThreads/Thread
class MyThread : public OpenThreads::Thread {
public:
void run(void) { }
};
int main(int argc, char* argv[]) {
{
MyThread thread;
thread.startThread();
}
while(1) ;
return 0;
}
You
Ah - just double-checked. It'll crash just fine without adding the
usleep() to OpenThreads; I had my builds mixed up.
AC
On 9/20/07, Adam Coates [EMAIL PROTECTED] wrote:
Hi, Robert,
The following is sufficient (basically what you said):
#include OpenThreads/Thread
class MyThread :
Hi Adam,
Could you send the exact code that you can recreate the issue with.
Robert.
On 9/20/07, Adam Coates [EMAIL PROTECTED] wrote:
Ah - just double-checked. It'll crash just fine without adding the
usleep() to OpenThreads; I had my builds mixed up.
AC
On 9/20/07, Adam Coates [EMAIL
Hi Kim,
Probably the easiest way would be to render the scene using a render
to texture Camera and use a texture for the colour buffer and the
depth buffer. Then in a second pass as HUD Camera and render the
colour texture directly as a quad on the left hand side, then render
the depth texture
Hello,
just a simple question. How can I use the stats? I have added
viewer.addEventHandler( new osgGA::StateSetManipulator(
viewer.getCamera()-getOrCreateStateSet() ) );
to my program, but I think this is not enough. I am using the new OSG 2.0.
Thx
--marcus
Okay, i have found something what I was looking for. For those who do
not know how to add it...
#include osgViewer/ViewerEventHandlers
...
viewer.addEventHandler( new osgViewer::StatsHandler() );
That is all, but another question. Is there also a possibility to count
the triangles in the
On 9/20/07, Marcus Fritzen [EMAIL PROTECTED] wrote:
Okay, i have found something what I was looking for. For those who do
not know how to add it...
#include osgViewer/ViewerEventHandlers
...
viewer.addEventHandler( new osgViewer::StatsHandler() );
That is all, but another question. Is
Robert,
That makes sense to me, just wanted some clarification! I'm not that
familiar with osgIntrospection, I just noticed that the osgwrapper* files
were being built in the bin folder, but then copied to the plugins
directory. Also, the osgDotNet wrapper generator couldn't find the
Hi Marcus
just a simple question. How can I use the stats?
Do you want use the state os stats ?
state if toggleUseTexture (key t), ToggleWireFrame (key w), ToggleLight (key
l), ...
stats is a grap draw on the top of the scene and displaying performance of
the application (key s)
I have
On 9/20/07, Jason Beverage [EMAIL PROTECTED] wrote:
That makes sense to me, just wanted some clarification! I'm not that
familiar with osgIntrospection, I just noticed that the osgwrapper* files
were being built in the bin folder, but then copied to the plugins
directory. Also, the osgDotNet
Hi,
We are using wxwidgets with multiple windows on a WindowsXP machine. A
problem that we have come across is that (when running with 1 graphics
card but two screens) the textures sometimes disappears on some of the
windows when moved from one screen to the next (see attached images). If
Thank you both.
Like Robert said, atm there is no automatically count of the triangles
in the StatsHandler. I am not sure what you mean with the display in
the stats graph, David? I have taken a look at the osgViewer examples,
but they all use the StatsHandler, which I am using right now, too.
HI Christer,
Are you working under Windows? NVidia hardware?
There has been various threads on osg-users over the last few months
about moving windows across screens and then problems ensuing. Please
read through these to get an understanding of the problem and
solutions w.r.t driver settings.
sorry, this is in the old one Provide by Producer.
2007/9/20, Marcus Fritzen [EMAIL PROTECTED]:
Thank you both.
Like Robert said, atm there is no automatically count of the triangles
in the StatsHandler. I am not sure what you mean with the display in
the stats graph, David? I have taken a
Hi all,
just one question, there is possible using osgViewer::StatsHandler with a
compositeViewer in the osg-2.1.11?
Thanks
bnua
2007/9/20, Marcus Fritzen [EMAIL PROTECTED]:
Thank you both.
Like Robert said, atm there is no automatically count of the triangles
in the StatsHandler. I am not
On 9/20/07, Robert Osfield [EMAIL PROTECTED] wrote:
On 9/20/07, Jason Beverage [EMAIL PROTECTED] wrote:
The error was because OSG is apparently installing the
osgwrapper_*.dll
files in the osgplugins directory instead of in the bin directory
like
normal. Copying them to bin generates the
On 9/20/07, Benoit bossavit [EMAIL PROTECTED] wrote:
just one question, there is possible using osgViewer::StatsHandler with a
compositeViewer in the osg-2.1.11?
StatsHandler does not support CompositeViewer yet.
___
osg-users mailing list
It turned out that an updated driver fixed the problem for my machine
with Windows and NVIDIA Quadro FX 4500. Sorry about the question.
/Christer
Robert Osfield wrote:
HI Christer,
Are you working under Windows? NVidia hardware?
There has been various threads on osg-users over the last few
Hi Mike,
I'll try to take a look at it this evening if I get a chance. The only
issue I had with building the wrappers after I copied the dlls to the bin
folder was the fact that it didn't like the allocatemipmap was pure virtual
b/c osgDotNet was trying to create an instance of the Texture
El Wednesday 19 September 2007 20:58:00 Robert Osfield escribió:
For apps that have multiple windows and mulitple views on to one or
more scenes that CompositeViewer is the most apporpriate tool.
There is but though, running with multiple graphics context is not
possible when one use
Problem 2 (windowed):
We are using gnome on Ubuntu, and
osgviewer --window 100 100 500 500 cow.osg
works fine, but after 'f' is pressed two times (first into fullscreen, and
then back to windows), we dont get a window.
So it seems that it is not possible to go back from fullscreen windowed
Hi Alberto,
On 9/20/07, Alberto Luaces [EMAIL PROTECTED] wrote:
I'm a bit confused about the naming. What do you mean by graphics context?
An OpenGL one or an osg::GraphicsContext?
osg::GraphicsContext maps directly to an OpenGL context so there
should not be any confusion.
I ask because
On 9/20/07, Anders Backman [EMAIL PROTECTED] wrote:
Problem 2 (windowed):
We are using gnome on Ubuntu, and
osgviewer --window 100 100 500 500 cow.osg
works fine, but after 'f' is pressed two times (first into fullscreen, and
then back to windows), we dont get a window.
So it seems that
Thanks,
you are right the problem was setup config:
The one corner of screen aligned quad is in the world center, I used vertex
shader from rendermonkey to assign the quad to the screen. After I placed
the quad corners to another coordinates, the problem was away.
Thanks to all for support!
Hi Christoffer,
I'm not sure what would be going on. I can try to take a look at your code
if you can send it to me, but I'm a little pressed for time right now so I
don't know when I'd get to it.
Jason
On 9/19/07, Christoffer Markusson [EMAIL PROTECTED] wrote:
Unfortunately nothing happens.
On 9/20/07, Robert Osfield [EMAIL PROTECTED] wrote:
On 9/20/07, Anders Backman [EMAIL PROTECTED] wrote:
Problem 2 (windowed):
We are using gnome on Ubuntu, and
osgviewer --window 100 100 500 500 cow.osg
works fine, but after 'f' is pressed two times (first into fullscreen, and
Hi Nick,
Definitely OpenFlight, I think you'll find the best billboard support
there. You can use Remo 3D to create trees and export them directly to
IVE. You can even use the demo version for this (www.remograph.com).
/Andreas
Nick Prudent wrote:
For those who deal with terrain in OSG,
I've attached the version I'm using that demonstrates the unusability
of the isRunning() flag.
The code pasted into the last e-mail is all that's necessary to
illustrate the crash, though it doesn't try to avoid it using the
'isRunning' flag. You shouldn't need to modify the OpenThreads
library.
Hi Jason,
Once again, thanks for taking the time and trying to help.
I've attached all the .cs files in my project.
Christoffer
2007/9/19, Jason Beverage [EMAIL PROTECTED]:
Hi Christoffer,
I'm not sure what would be going on. I can try to take a look at your code
if you can send it to me,
Hi Jason,
I don't see anything special about the osg::Texture::allocateMipmap
function interface that should cause that problem, and it sounds like
other pure virtual Texture functions are handled appropriately.
Possibly it could be due to a mismatch in OSG versions between headers
and wrapper
On 9/20/07, HUTTERER ARIEL [EMAIL PROTECTED] wrote:
Hi :
That OSG support , DB builded with CTS???
Ariel,
There was talk a while back about a CTS Metaflight loader ... try a Google
for osg metaflight
-gw
--
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
Hi Mike,
I'm not sure why it is causing an issue either. It seems like adding
virtual void allocateMipmap(osg::State ) const {}
in the same way that
virtual void computeInternalFormat() const { } is added in
GeneratorConfiguration.cpp allows it to get past the issue.
I still don't have a total
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