Hi xbee,
The double buffer is disabled in our code, but is working ok, in offscreen,
If offscreen is not working for you, you should create a 1px width, height
viewer, and set the viewport to the correct with, height of your application
and also activate double buffer. I've never test this, but
Hi all,
Some more OSG 2.4.0 releases at http://mew.cx/osg/ ...
1) A frequent request has been prebuilt Debug binaries. I've declined
in the past, due to Microsoft's restrictive licensing of their debug
C++ runtime libraries, uncertain system portability concerns, and to
avoid end-user
Hi GuiYe,
To avoid your difficulties with svn, I've created a .zip snapshot of
the 3rdParty binaries as used in the OSG 2.4.0 installer. Please see
3rdParty_Win32binaries_vs80sp1_2008-04-28.zip at
http://mew.cx/osg/#3rdparty
cheers
-- mew
2008/4/28 GuiYe [EMAIL PROTECTED]:
Hello ,Robert~
May we could prepare a new example: osgOffscreenRender for server side
rendering (framebuffer) streaming ,...
2008/4/29 Rafa Gaitan [EMAIL PROTECTED]:
Hi xbee,
The double buffer is disabled in our code, but is working ok, in
offscreen,
If offscreen is not working for you, you should create
Hi Paul,
You're probably aware of this, but I happened across a very useful
demonstration using your osgthirdpersonview with the cessnafire.osg
model. Because of the animation of the smoke particle system, it
provides a very clear visualization of how OSG does automatic near/far
plane updates.
ümit uzun wrote on Monday 28 April 2008:
This aircraft simulation like osgsimulation or
palomino3d. But this will be most simple from palomino3d.
I will control my selected aircraft model on the earth
and fly everywhere around the world. This is my school
project.
Hello Ümit,
I asked
Hallo,
I have problem to get the effects of my Objects. I read in a 3ds File. I know,
that in this file bumpmapping is used. Now I want to traverse my scenegraph and
wanted to know which object have a bumpmap (or another effect).
How can I implement that?
I trying to cast the Group or Node to
Hello
First, use dynamic_castT(node) it is done for this kind of cast...
Next, if you don't find any FXnode, try to save your graph as an osg file
and have a look in it... maybe Bump mapping isn't represented by a osgFX
node ? (don't know I haven't already used it)
Regards,
Vincent.
2008/4/29
Hi michele,
seem good, send it to Robert on osg-submissions mailing list.
Cheers
David
2008/4/28 Michele Bosi [EMAIL PROTECTED]:
In case anyone is interested here's my implementation of the
removeEventHandler(), it's a simple removal from the std::list used by
OSG, don't know if there are
Hi Robert --
If the .ive file can't read a node file for any reason, it returns
FILE_NOT_HANDLED. This is correct if the file type isn't .ive, but if it
_is_ a .ive file and it is simply corrupt or something else went wrong
(permissions, whatever), the plugin should return ERROR_IN_READING_FILE,
Thanks, Mike -- I had not tried that model yet; very cool. It shows that
osgParticle Drawables recompute their bounding boxes on the fly.
You can also bring up the cow, pan so it's completely outside the frustum,
then rotate around -- the near/far planes instantly readjust when the cow
comes back
Hi all,
As proposed in a recent thread I have implemented a quite simple
example to show how to render without showing any window at all.
As pointed out by Adrian this could by useful for server side rendering.
The example is very simple right now. Every frame is saved to a file
Opps, The option is not -view but -show
Cheers,
Nicolas.
2008/4/29 nicolas peña [EMAIL PROTECTED]:
Hi all,
As proposed in a recent thread I have implemented a quite simple
example to show how to render without showing any window at all.
As pointed out by Adrian this
perfect
2008/4/29 nicolas peña [EMAIL PROTECTED]:
Opps, The option is not -view but -show
Cheers,
Nicolas.
2008/4/29 nicolas peña [EMAIL PROTECTED]:
Hi all,
As proposed in a recent thread I have implemented a quite
simple example to show how to render without
I also get a similar warning (OpenGL error after RenderBin::drawInner())
when running the osgshaders example.
It only happens on the first frame.
I noticed that if I remove the shaders, the warning does not come up.
Any problem that could happen with shaders on the first frame of the
application?
Hi guys!
Could you please advise me how to make dynamic ping pong rendering using
osg2.4
I tried but it doesn't work.
tex1 and tex2 - textures for rendering.
So I need in even frames:
Camera-setRenderTargetImplementation(osg::Camera::FrameBufferObject);
Hi, Sergey Kurdakov,
I downloaded osgPPU and look into the examples, but I still can't find
how to render to 3d texture. Would you please give a hand pointing out
where the right code is ? Thanks in advanced!
hesicong2006 wrote:
OK, thanks, I'll have a try~
Sergey Kurdakov wrote:
Hi Mike,
Some more OSG 2.4.0 releases at http://mew.cx/osg/ ...
You should probably update your My OSG People page link to point to
the new wiki, i.e.
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MikeWeiblen
Enough newbies get brought to the old wiki by Google searches
Hi
i´ve compiled the new OSG against vs2005 sp1, Vista 32bits
everything compiles fine, but when i try to run our application which was
flawesly running with OSG 2.2
it gives me this error This application has failed to start because
ot9-OpenThreadsd.dll was not found. Reinstalling the
Hi, Robert,
I have managed to render to 3D texture, but now I can only write to the
first level (z=0) of 3D texture. Overloads of osg::Camera::attach still
lack of ability to select which z of 3D texture to use, is it possible
to write a new overload to support this feature?
My render to 3d
Hello David,
it gives me this error This application has failed to start because
ot9-OpenThreadsd.dll was not found. Reinstalling the application may fix
this problem
the point is that compiling the osg 2.4 generates an
ot10-OpenThreadsd.dll and ot10-OpenThreads.dll, maybe someone is
yep, you were right
the project is getting bigger and bigger and someone else was using a different
copy of openthreads lib in other place
thanks
Date: Tue, 29 Apr 2008 10:11:34 -0400
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] runtime dll error
Hi all,
I have a problem using PrecipitationEffect with my compositeViewer.
When i try it with a classic osgViewer::Viewer in a simple cpp file, it is
working fine, but in my application, using a CompositeViewer and a
osgViewer::GraphicsWindowEmbedded to show a scene in a Qt4 interface, the
Thanks for the example. :) I've been trying to do something similar,
and this gives me a good basis to tinker from.
I just tried out this example, which seems to work fine. However, if I
change the file output from .bmp to .jpg, the resulting image is
corrupted. Any ideas why this is? I tried
Hello All:
I sent to the old list by mistake. Like to add to this. It looks
like it is tacking on the path from the applicaiton startup
directory/../images/ .. instead of going relative from the
dae file directory being loaded.
Take care all
Garrett
On Apr 29, 2008, at
whups, good catch. I'll update asp
thanks!
-- mew
On Tue, Apr 29, 2008 at 8:00 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Mike,
Some more OSG 2.4.0 releases at http://mew.cx/osg/ ...
You should probably update your My OSG People page link to point to
the new wiki, i.e.
Hi,
What GPU/OS/driver are you running?
Could it be related to the non-conformant behavior of the driver wrt
geometry shader initialization, as discussed in January and again in
March; see:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg06033.html
hi robert, osg community,
to amplify on what paul said:
* we do a lab in our course in which we explore what plugins are
capable of reading/writing.
* but! our results always show that plugins support an inconsistent
mix of return values,
sometimes returning ERROR_IN_READING_FILE when
hi osg-users,
it came to my attention at the recent paris user's group meeting that
some were not aware that there is a series of osg reference manuals
available for those who like printed documentation. we also produce
pretty nice hyperlinked pdfs which really add a lot to understanding
Hello All:
Looks like I have it fixed now. Needed to add uriToNative conversion
on the path and file concatination. The textures are now loading.
Take care
Garrett
On Apr 29, 2008, at 1:19 PM, Garrett Potts wrote:
Hello All:
I sent to the old list by mistake. Like to add to this.
Hello Robert:
I wanted to tar up the dae and call it maybe dae2 for the collada 2.0
tag release they have. Do you want me to send to you or send to the
osg-submissions?
Take care
Garrett
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Hello Robert
may want the collada expert who maintains the current dae plugin to
take a look at the modifications. There were just a couple of files
modified and the modifications were minimal. Could probably just
conditionally compile the current dae plugin to allow support for the
new
Hey Garrett, thanks a ton for this work. I'd been planning to bring OSG
up to DOM 2.0 myself at some point, but it looks like that's taken care
of with your patch. Thanks!
Does your patch bring platforms other than Mac up to DOM 2.0 also? I
vaguely recall that the OSG Collada plugin had
Hello Steve:
Glad I can help some :).
I plan on doing the windows build as well but have only done the MAC.
I have also only tested with a few Google Collada models so I don't
think I hit everything. Would need others to pound it to see if we
missed anything. For instance, the texture
I have not tested writing so we may have to add a nativeToUri utility call(
found in daeUtil.h) for encoding to a URI any files with spaces and special
symbols.
In DOM 2.0 the DAE methods that work with document names (like DAE::open/load,
DAE::write/save, etc) work with file paths just
Hi. Our windows plugin directory used to be named osgplugins-version number.
Now they seem to be osgPlugins-version number.
Anyone familiar with this change? I know that windows doesn't care about case,
but we have all kinds of systems here, and I'm not sure we don't have a script
that runs
Hello Steve:
Thank you for the comments. I'll pound the ingest side of things as
much as I can. I will start windows build this week after I finish
some OSG 2.4 upgrades on MAC and test the dae some more. I don't have
any other OS's than that at my disposal. I do know some who use
Hi Andy,
Hi. Our windows plugin directory used to be named osgplugins-version
number. Now they seem to be osgPlugins-version number.
To my knowledge, on Windows and Linux, it has always been
osgPlugins-version (with a capital P). I haven't seen any change there.
J-S
--
I'll see if they can also give it a whirl for you.
That's probably not necessary. If you and I each do our best to test the
platforms we have access to that should be enough. If someone's having a
problem on a different platform they can contribute a patch.
I think the daeRMaterial that I
Hmmm. I found an email message from a long time ago with me asking and Robert
saying they should be the same. He was guessing that it was vis studio making
them lower case. But I can't find anything else about it (I'm sure we talked
about this at some point, but I haven't found a
Hello Steve:
I was just saying writing a document with an OS file path containing
spaces or whatever should work fine, since the DAE class methods
pass all document names through nativePathToUri first.
Ah, ok gotcha. Thank you for the help!
Take care
Garrett
fwiw we've noticed some odd cases of filename capitalization getting
messed on Windows. the current hunch is that when the VS debugger is
launched in response to abnormal app termination, rather than by usual
project initialization. just a hunch tho.
-- mew
On Tue, Apr 29, 2008 at 3:31 PM,
Hello,
I'm trying to extract an array of vertices and indices from an
osg::Geometry object for
collision detection purposes, my initial code looks like:
osg::Geometry* tempGeometry =
tempGeode.geode-getDrawable(j)-asGeometry();
float* tempVertexArrayPtr =
On Tue, Apr 29, 2008 at 3:48 AM, Mike Weiblen [EMAIL PROTECTED]
wrote:
Hi all,
Some more OSG 2.4.0 releases at http://mew.cx/osg/ ...
1) A frequent request has been prebuilt Debug binaries. I've declined
in the past, due to Microsoft's restrictive licensing of their debug
C++ runtime
Hi:
I use osg 2.4 and windows XP.
Try to see a movie .
I wrote osgmovie mymovie.mov
I receive Message:
unable to read file ...
I has installed in my computer quicktimesdk .
So someone can help me?
What is the problem???
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