Thanks Roger. I'm rebuilding now.
I'll report the results.
-bob
On Sat, 1 Dec 2007, Roger James wrote:
Bob,
I only tested on windows VC8.1. Looks like there is something missing on the
build system on the Unix side. At a guess looking at the decorated name
showing as undefined it is
OK, I tried to find the correct 'somewhere', but not being familiar enough
with the cmake setup I haven't been able to rebuild with the implicit
-lpcrecpp switch.
I did find that libpcrecpp.so lives in the usual (/usr/lib) place on my
system. My LD_CONFIG_PATH contains this location. I would
Hi Paul,
1. I always understood reentrant to refer to code or an object that
could
be executed safely by multiple threads or processes. However, the
ReentrantMutex would only be used for code that is safe for the _same_
thread or process to execute concurrently, thus my confusion. Is the name
On Fri, 2007-11-30 at 13:45 -0600, Thrall, Bryan wrote:
Paul Martz wrote on Friday, November 30, 2007 1:28 PM:
1. I always understood reentrant to refer to code or an object that
could be executed safely by multiple threads or processes. However,
the ReentrantMutex would only be used for
Paul Martz wrote on Friday, November 30, 2007 1:28 PM:
1. I always understood reentrant to refer to code or an object that
could be executed safely by multiple threads or processes. However,
the ReentrantMutex would only be used for code that is safe for the
_same_ thread or process to execute
Hi Paul,
The difference is that ReentrantMutex will not block if the caller is
already holding the mutex and is trying to lock() it again (there is a lock
count maintained); you can therefore nest calls to routines using this type
of mutex without fear of self-deadlocking the caller. With
Do you want to fade to black, change scene, then fade up? Or do you want to
fade from one to another?
The first option is easiest, just draw a full-screen quad over the top of your
scene, changing the alpha from 0 to 1. Then change scenes and reverse the alpha
fade.
If you want to blend between
Hi, Robert,
OK, I think I figured out why the matrix from makeLookAt() is
transposed. It must have been intended to be used as the view matrix,
which is the inverse of the regular rotation matrix and happens to
be exactly the rotation matrix transposed. By using Matrix::makeRotate()
I do
Strange. Sounds like our platforms are behaving a bit differently.
If you get rid of almost all the artifacts, you can try adjusting the
line that calls
DirectionalParallelSplitShadowMaps::setMapsRenderedPerFrame(). This
gives you a performance/quality tradeoff and the demo currently has it
set
hi vladimir,
oh, right. thanks!
i trusted the latest build link which was pretty out of date :)
thanks for the hint!
cheers,
daniel
Vladimir Shabanov wrote:
Seems that you use old version of osgCal. You can get more recent
version from svn repository as described at
Hi Jeremy,
Congrats on getting the first public sources out, a big first step. I
have done a quick browse through the distribution online but haven't
had a chance to sit down and play - from this quick scan it does look
a sensible way to to head. This type of functionality is sorely
needed by
Bob,
I only tested on windows VC8.1. Looks like there is something missing on the
build system on the Unix side. At a guess looking at the decorated name
showing as undefined it is something in the xml parser. That probably means
that you are linking against the static collada dae libs. It might
Interesting, thanks for the data. This is exactly the kind of situation
I had intended my installer would solve, this is good feedback.
fyi, the osgDB library explicitly does the loading of the osgdb_*.dll
plugins, which is why there aren't problems finding and the plugins are
found in their
There was a thread on this recently entitled OSG + sky that discussed
some examples. Check that thread (it started in October and went into
November if checking the archives).
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2
007-October/004020.html
chuck
-Original
No... but it's not a bad idea for later, although skydome stuff is so
common I bet a separate NodeKit for full featured support is probably
best.
On Fri, 2007-11-30 at 16:12 +, Kim C Bale wrote:
Is there an in-built sphere segment drawable that I could use to
generate the geometry for a sky
Hi Deepti,
The easiest way to do this would be to use the accumulation buffer -
if available, have a look at the osgmotionblurr example for
inspiration. If you don't have a accumulation buffer available then
using two cameras for the two different views of the scenes, and have
the first camera
A few months ago I made a post describing a piece of software I was
working on. Unfortunately, I've been very busy since then (Bioshock,
Halo 3, Orange Box, work...) and haven't had much time to work on it.
However, the last few weeks I've been spending a bit of my free time
working on it again,
If you want to blend between scenes, when you're ready to
blend, you'll have to render the first scene to a texture and
draw it as a full-screen quad. Finally fade the quad from 1
to 0 to reveal the new scene. This means you'll be rendering
both scenes concurrently during the fade, so
Hi,
i'm using FBO to render offscreen and i have found a little problem when i
need to resize the target object.
i have the following scenario:
1. I set up a camera to use FRAME_BUFFER_OBJECT (as osgprerender).
2. I attach an Image to it with camera.attach (leaving OSG to control de
Works for me too flawlessly :)
ATI X700M 128Mb, AMD Sempron 3000+, 1GB RAM, resolution = 1280x800
Compiled with MinGW under WinXP SP2
occluded = 115 fps
not occluded = 660 fps
The stats reported have been measured using Fraps.
Excellent work!
Regards,
Michele
Hi everyone
I want to implement a fade in fade out option where one
scene fades out and another scene comes into view.. Is there any such option
for scene as FADE TEXT for text..Iam dint find a direct functionality to do
this.Can anybody suggest me as to how to solve this?
(Temporary brain cramp, because I know I knew this at one point...)
Can someone explain the difference between Mutex and ReentrantMutex? The
code comments are practically non-existent, the code itself seems somewhat
un-illuminating, and the ChangeLog just says things like Added
ReentrantMutex to
Hi Roger
Very nice, thanks for the effort on this it will save me a lot of grief
after Xmas ...
Again cool
Gordon.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Roger James
Sent: Friday, November 30, 2007 7:19 AM
To: 'OpenSceneGraph Users'
Add the camera to your scenegraph.
Straight from the osgprerender.cpp example
parent-addChild(camera);
osg will find the camera and try to render using this camera as well.
/Andreas Lindmark
- Original Message -
From: deepti g [EMAIL PROTECTED]
To: OpenSceneGraph Users
Hi Robert
I need to take the image without changing the present view
on the screen.. The view which my camera has and the view which my screen
has are completely different.If I add the camera to the viewer,the screen
might be showing what view my camera has which I dont want.. Can
HI Sashidar,
If you want a slave camera with its own window/pbuffer then you need
to assign this window to the Camera before attaching to the viewer.
Have a look at the osgcamera, osgwindows and osghud examples for
places where slave cameras are used.
Robert.
On Nov 30, 2007 3:05 AM, Sashidhar
HI Yefei,
The OSG's makeLookAt() implements everything exactly the same as
gluLookAt so OpenGL docs will be a good guide. The only difference
you'll see if there is transpose between the two.
Robert.
On Nov 30, 2007 12:23 AM, Yefei He [EMAIL PROTECTED] wrote:
Hi, Robert,
I'm doing some
Hi Eron,
The osgUtil::Tessellator is written with one off usage in mind, so the
scheme you are using is something I haven't personally tested, it may
or may not work. The glu tessellation code itself may or may not be a
problem too. You'll need to dig deeper in the code to see if its
making any
I've built and am eager to try the latest collada plugin posted by Roger
James. Thank you for the contribution Roger!
When attempting to load the skintest_1_ID.dae from collada.org's test data
repository I get an undefined symbol as such:
snip
FindFileInPath() : USING
Hi Deepti,
A Camera has to be rendered before the image is populated, you have to
add it to a viewer and run a frame.
Robert.
On Nov 30, 2007 10:19 AM, deepti g [EMAIL PROTECTED] wrote:
Hi
My problem is regarding taking an image of any intermediate node. If
the user gives the name of a
Hi
My problem is regarding taking an image of any intermediate node. If
the user gives the name of a node,I need to display its image on screen. The
algorithm I used is :
1)set up a node visitor and make it traverse the entire scenegraph
2) If there is a node with the same name as that given
Folks,
Has anyone developed a TSG loader for OSG
Thanks,
Brian
This is a PRIVATE message. If you are not the
Glad it works on the ATI. When we tried an earlier release of osgOQ at our
Alabama OSG training course a couple months back, we got _very_ mixed
results on the various attendees' laptops. Seems like occlusion query
support is somewhat spotty.
Works for me too flawlessly :)
ATI X700M 128Mb,
I forgot to mention that--as you might expect--the proper functionality
of a HUD relies on the camera's orthographic projections matrix being
set correctly. All of the examples use 1280x1024, and you can use a
command like the following to get the desired result:
# OSG_WINDOW=0 0 1280
On Nov 30, 2007 5:36 PM, Paul Martz [EMAIL PROTECTED] wrote:
Just a (bunch of) question: how this nodekit works? do you
give a defined set of occluders to test the node to be
occluded against? or you try to delay the rendering of the
potentially occluded node as much as possible and test
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