Hey,
How can I do the contextID incrementation?
On 12/17/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Shoham,
The issue you have is that the scene graph has holds internal ID's for
all the texture objects and display lists, you've deleted the graphics
context undernearth it so these ID
Hi Mike,
On Dec 18, 2007 8:51 PM, Mike Weiblen [EMAIL PROTECTED] wrote:
If we did write a WHERE_ARE_VS_PROJECT_FILES.txt then even this
wouldn't be read by everyone, and where do you stop with trying to
guess what questions users might ask but haven't come across the
answer elsewhere.
Hi Litingbaotou,
On Dec 19, 2007 9:25 AM, litingbaotou [EMAIL PROTECTED] wrote:
I would like to use glHint() to smooth lines and polygons in my scene. Not
like in OSG 2.0, ghHint is not a StateAttribute in OSG1.2, and I have no
idea how to use it. I also tried MultiSample, but it doesn't help.
On Dec 19, 2007 9:13 AM, Shoham Ben-Har [EMAIL PROTECTED] wrote:
Hey,
How can I do the contextID incrementation?
We'll you haven't said what viewer classes you are using so it'd hard
to give a direct answer. The low level answer is:
objectSuchAsSceneView-getState()-setContext(contextID);
Reading this thread, and the threads just like this which pop every
six months or so, What is clear is that :
1) When new documentation is announced it is appreciated, but...
2) Very shortly after users come forward and decry how unsufficient
the documentation we have... this
takes
El Wednesday 19 December 2007 13:24:34 Franclin Foping escribió:
Hello Everybody,
I am trying to run a simple code on Vista and it looks like I have got a
black screen as output. I have installed OSG 2 on Vista and Linux. OSG
works perfectly on Linux. However I have got some issues on Vista.
Sounds like a driver issue. I have been running various flavors of OSG
on Vista x64 for months on different hardware configurations.
On Dec 19, 2007 6:24 AM, Franclin Foping [EMAIL PROTECTED] wrote:
Hello Everybody,
I am trying to run a simple code on Vista and it looks like I have got a
Bonjour Franclin,
I am trying to run a simple code on Vista and it looks like I have
got a black screen as output.
I have installed OSG 2 on Vista and Linux. OSG works perfectly on Linux.
However I have got some issues on Vista.
I am running OSG from SVN on Vista here at work, and it
Hi,
I used Render To Texture in an algorithm of reflection, It works very well on
GeForce 8800 GTS/PCI/SSE2 from NVIDIA Corporation but doesn't have any
reflection effect on a GeForce4 MX 440/AGP/SSE2 from NVIDIA Corporation.
I usesetRenderTargetImplementation(CameraNode::FRAME_BUFFER_OBJECT)
Thanks for the enjoyable discussion. Bob and I will meet in about 2 weeks
and future documentation plans will be a topic of discussion.
Some random thoughts follow.
Free documentation... I charge for documentation I develop, just like I
charge for software I develop. I don't think this is
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From: Paul Martz [EMAIL PROTECTED]
Subject: Re: Mouse Picking (again...)
Newsgroups: gmane.comp.graphics.openscenegraph.user
Date: 2007-12-13 20:44:13 GMT (5 days, 19 hours and 28 minutes ago)
Here I am, then, asking anyone that can answer
Any volunteers, pretty please ;-)
Ask you and shall receive! :) Hell, less than 24 hours is a pretty
decent turnaround time...
Beat me to it... thanks.
I was going to ask the same questions I saw in your comments... should
the interface restore the original display mode in the destructor or
My program crashed on exit every time, on Mac OS X only (OSG 2.2 DMG),
but works reliably on Mac without multi-threading.
export OSG_THREADING=SingleThreaded
mViewer-setThreadingModel( osgViewer::Viewer::SingleThreaded );
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I rather like the idea of community donated white papers, with two
pro's editing and compiling them. It seems this would be quick,
and bring together a wide range of experiences.
I'd be happy to do the chapter OSG for Dummies... I'll throw in a
bonus section on mailing list etiquette ;-)
Hello,
I created a new node, MyGroup, which extends osg::Group.
I want to visit it in the scene graph with a NodeVisitor. So, I wrote
MyNodeVisitor which extends osg::NodeVisitor. MyVisitor contains an
apply function which takes MyGroup in parameter :
MyVisitor::apply(osg::MyGroup ).
The
Hi Richard --
There doesn't appear (I have looked
through the reference guide... of course that doesn't mean
the info isn't there ;-)
The Reference Manual is a start, and so far it documents only the three core
libraries: osg, osgUtil, and osgDB. Plugins aren't covered. Plugin features
are
Robert Osfield wrote:
Couple of observations, include/osg/Math hasn't changed for a very
long time, so it suggest that these methods aren't compiled by the
compile unless one compiles the .cfg plugin
No actually - if I change line 206 or line 207 to something like
_isnanf and _isnand (1
I'd be happy to do the chapter OSG for Dummies...
We were counting on you for OSG SuperBible! :-)
-Paul
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Unfortunately, that's just a limitation of the visitor pattern and
double dispatch in general. In order to accomplish what you want, you'd
have to overload apply(osg::Group) forward the call explicitly.
Something like:
MyVisitor::apply(osg::Group grp)
{
if( dynamic_castosg::MyGroup*(grp) )
Paul,
Thanks for the tip on the pseudoloaders! As it turned out, my
assumption about the malfunctioning depth partition had nothing to do
with the actual size of the model. It was correctly accounting for
my matrix scale after all. Someone else on the list pointed to a minor
tweak to
Yikes... I'm already loosing sleep about all the work I have ahead
because of OpenGL 3.0 ;-)
Richard
On Dec 19, 2007, at 2:39 PM, Paul Martz wrote:
I'd be happy to do the chapter OSG for Dummies...
We were counting on you for OSG SuperBible! :-)
-Paul
Stephane Lamoliatte wrote on Wednesday, December 19, 2007 11:32 AM:
Hello,
I created a new node, MyGroup, which extends osg::Group.
I want to visit it in the scene graph with a NodeVisitor. So, I wrote
MyNodeVisitor which extends osg::NodeVisitor. MyVisitor contains an
apply function which
Hello,
Are there compatibility issues with osgCal or osgCal2 when using OSG 2.X?
Also, since osgCal2 is LGPL, is it “preferred” by OSG developers? If memory
serves me correctly, osgCal is GPL.
Thanks,
Ben
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version:
However, I like the idea of a community-written OSG Gems book, and I don't
want to underestimate the community's willingness to contribute. So, I'll
give this some thought, look into other Gems-style books' business models,
and see if I can find a way to make this work (time-wise, as an
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Robert Osfield wrote:
Yep its working in 2.2, osgViewer is more rounded and complete in 2.2
than 2.0, and in SVN its a little bit further on still. Note quite
viewer/windowing nirvana yet, but the closest the OSG has come in its
history.
Ah,
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Jeremy Moles wrote:
On Tue, 2007-12-18 at 20:35 +, Robert Osfield wrote:
On Dec 18, 2007 7:47 PM, Jan Ciger [EMAIL PROTECTED] wrote:
I guess RandR it is then, because some people voiced the support for
changing the resolution on the fly. RandR
Hi all...
To make things clear: I DONT want to start a X .vs. Y discussion here, I'm
just polling for the current state of tools for content pipelines, which CAN
include references to other scenegraphs/rendering engines.
I have a pretty clear picture of what OSG can and cannot (after using it
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Ben Cain wrote:
Hello,
Are there compatibility issues with osgCal or osgCal2 when using OSG 2.X?
osgCal2 works with current OSG, AFAIK, I know nothing about osgCal as I
am not using it.
Also, since osgCal2 is LGPL, is it “preferred” by OSG
Hi all,
For one of the projects I'm working on I need to have several render passes
which operate on the rendered scene as a texture. I was wondering if I
could base the implementations on the osgFX::Effect class. I know the
existing effects are all based around simply using different statesets,
On Wed, 2007-12-19 at 22:13 +0100, Jan Ciger wrote:
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Jeremy Moles wrote:
On Tue, 2007-12-18 at 20:35 +, Robert Osfield wrote:
On Dec 18, 2007 7:47 PM, Jan Ciger [EMAIL PROTECTED] wrote:
I guess RandR it is then, because some people
Hi, Im new to osg and I have an Openflight database, it has
a master.flt and would like to use osg to page it in rather
than loading all in memory at once . I'm not sure if
osgviewer is doing this already? or wether I should use
osgpagedLOD example to load in my database - if so how?
Also down
The process I use:
- copy master.flt to another directory (hopefully the file references
aren't absolute paths)
- use osgDB:readNodeFile to read the copied master.flt. This places
osg::ProxyNodes in place of the actual .flt reference files (because it
can't find the referenced files)
- write a
Generally, the master.flt does not have any knowledge about the location
and extents of the external files that it calls.
This is the information that the pager would require.
What we do is to run a separate app that runs through all of the db tiles
one time, and creates a text file of the
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Anders Backman wrote:
Blender: is even more rudimentary, right? (The collada physics exporter from
Collada is not very good at all).
The problem with Blender is that data are there, but not the manpower to
implement the exporters. I wrote my
This is a good solution.
Perhaps a possible new feature for the existing OpenFlight importer would be
an Option to use PagedLOD nodes for external references (and not load the
external model), rather than ProxyNodes (and loading the model).
-Paul
The process I use:
- copy master.flt to
Rob,
I’ve written some classes that implement RTT and post-filtering using OSG
and GLSL shaders. Let me know if interested. I thought about putting in
Wiki when I get time.
You can take the output of one RTT stage and apply it as an input to the
next stage … ganging them together …
Thanks Jan,
Do you know where I can get a Visual Studio project to build the latest
version of osgCal2 obtained via Subversion ... version 0.3.0?
Cheers,
Ben
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Wednesday, December 19, 2007
Here's some code I hacked together. I tested it some, but . YMMV.
Brian
[EMAIL PROTECTED] wrote: -
To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
From: Paul Martz [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 12/19/2007 05:51PM
Subject: Re: [osg-users] Paged Terrain
Hi Litingbaotou,
On Dec 19, 2007 9:25 AM, litingbaotou [EMAIL PROTECTED] wrote:
I would like to use glHint() to smooth lines and polygons in my scene. Not
like in OSG 2.0, ghHint is not a StateAttribute in OSG1.2, and I have no
idea how to use it. I also tried MultiSample, but it doesn't
Thanks for your answers.
Bradford, Chase a écrit :
Unfortunately, that's just a limitation of the visitor pattern and
double dispatch in general. In order to accomplish what you want, you'd
have to overload apply(osg::Group) forward the call explicitly.
Something like:
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