Here is the .dll / library/ plugin problem I have not been able to solve.
Trying both Visual Studio 2005 ?Visual Studio 2008, I compile osg as for
dynamic compile, Debug settings.
When I try to run the planet demo - I get a command line message:
Could not find plugin to read objects from
Hi Mew,
For the perspective projection i am moving the eye (camera) in negative
z direction for zooming in to the scene. For the orthographic projection
i am reducing the viewport (frustum) for zooming in to the scene.
RJ
Mike Weiblen wrote:
Could you pls answer Paul's question of how did you
hi Rahul,
did you take care of the inverse effect of distance and pixel size?
An object far away (large distance) has a small pixel size on screen. So
you perhaps have to reorder your LOD range.
regards Ralph
Rahul Jain schrieb:
Hi Paul,
Thanks for the answer and sorry for being so
There are two link errors:
The first:
1osgwidgetscrolled.obj : error LNK2019: unresolved external symbol public:
bool __thiscall osgWidget::Window::EmbeddedWindow::setWindow(class
osgWidget::Window *)
([EMAIL PROTECTED]@[EMAIL PROTECTED]@@QAE_NPAV23@@Z) referenced in
function _main
Hi:
Some one know howto combine CUDA with OSG.
Thanks
Ariel
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Hi Ralph,
Basically the object in my case is a terrain generated by using VPB. I
checked for the LOD ranges and they are Min : 1408.8Max : 1e+10 and Min
: 0 Max : 1408.8. Reordering them makes the terrain disappear.
RJ
Ralph Kern wrote:
hi Rahul,
did you take care of the inverse effect of
Thanks Philip. That worked but now the mingw gdb doesn't show source
code at debugging in xemacs. After start, I do step but the xemacs
editor shows two windows: top for commands of a debugger and bottom,
which is empty. I search this on the web and found others had the same
problem but I
Thank you Yuen!
That's exactly what I was searching for. I am going to try it.
Jerome
Message: 16
Date: Wed, 30 Apr 2008 10:03:04 -0600
From: Helbig, Yuen [EMAIL PROTECTED]
Subject: Re: [osg-users] How to get the list of triangles of a loaded
model ?
To: OpenSceneGraph Users
Hi, Deriving your own class from osg::Drawable, you can have any
internal draw implementation with your own datastructures. See the
osgteapot example. -- mew
That seems to be a nice way to do the rendering, thank you!
But what about interaction considerations? How would I,
for example,
Hi Philip,
Philip Lowman schrieb:
Try configuring a fresh build with your toplevel CMakeLists.txt file
replaced with this one. I added an automated compile check for the
tripledot issue that I think works, but I don't have access to an OSX system
to test it on.
Thanks for the automated test
On Mon, May 5, 2008 at 4:17 AM, Linh Phan [EMAIL PROTECTED] wrote:
Thanks Philip. That worked but now the mingw gdb doesn't show source
code at debugging in xemacs. After start, I do step but the xemacs editor
shows two windows: top for commands of a debugger and bottom, which is
empty. I
Hello,
I'm looking for a way to have shadows in a scene.
I can reduce the complexity of the problem by having 1
object cast his shadow on 1 other object from 1
light-source, if that helps (it's an aircraft above the
ground, so it's shadow shows the flight altitude. I can
exclude trees and
stumbled yesterday over a job offer from the makers of the gta4 physics engine.
was surprised that they asked for open scene graph experience, good sign for
osg. :)
so go for the job!
kind regards
http://www.naturalmotion.com/careers.htm
C/C++ 3D Application Developer(s)
The successful
Hello Steve:
Tried the models I use on the Mac and Windows and everything is
running ok on my end.
Take care
Garrett
On Apr 30, 2008, at 3:32 PM, [EMAIL PROTECTED] wrote:
Thanks Garrett. Might not get around to this until the weekend, but
I'll let you know how the testing goes or If I
Hi Philip,
The Find modules distributed as part of OSG with CMake search
C:/Program Files/OpenSceneGraph/lib at configure time (not sure why).
Because that's where the Win32 binary installer puts the OSG libs and
3rd party libs. It's one of the possible locations where they might be
on a
Hi,
I have a dds file containing a cube map, that is six images that are
embedded in the file.
However, when I read it:
osg::ref_ptrosg::Image image = osgDB::readImageFile(cubemap.dds);
the image returned is only the FIRST image of the embeded images. Is there
a way to load the other 5
Hi Zoltan,
There is osgShadow, but it's rather short on examples. Or
may-be I haven't seen them ?
The example is called osgshadow... ;-)
In short, it's pretty simple:
1. Your root node (or the root node of the subgraph which you want to
have shadows) should be an osgShadow::ShadowedScene
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The message was checked
On Mon, 2008-05-05 at 15:12 +0800, Green wrote:
There are two link errors:
The first:
1osgwidgetscrolled.obj : error LNK2019: unresolved external symbol
public: bool __thiscall
osgWidget::Window::EmbeddedWindow::setWindow(class osgWidget::Window
*) ([EMAIL PROTECTED]@[EMAIL
Hi,
I am having some problems with the .dbf plugin. Can sombody please tell
what setUserData() method (in ESRIShapeReaderWriter.cpp)does? or where
the data passed to the method is used?
Thanks
Om
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Hi all ,
there is broken shadow in latest release, PSSM for example. may you find
time to fix it while your are testing the osgShadow lib. i worked on the fix
last friday, and will retest it as soon as i got a free slot.
adrian
2008/5/5 Jean-Sébastien Guay [EMAIL PROTECTED]:
Hi Zoltan,
hello,
i want to do collision detection and distance measurung in osg between
geodes. can someone advise me to a library which has been prooved with
osg. so that i can start up working.
i just tried SWIFT++ (http://www.cs.unc.edu/~geom/SWIFT++/) which can
handle distances. but the source is
Hello Jean-Sébastien,
Thank-you for your answer.
Jean-Sébastien Guay wrote on Monday 05 May 2008:
There is osgShadow, but it's rather short on examples.
Or may-be I haven't seen them ?
The example is called osgshadow... ;-)
osgshadow --st -2
is probably my friend: it's an aircraft that
It's like a void* in C. user data can be any pointer to a Referenced object.
The data can be used any way your application wants.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of om
Sent: Monday, May 05, 2008 7:44 AM
To: OpenSceneGraph
Hi Zoltan,
While --sm, --sv, --pssm and --ssm don't (on my setup :
Linux OpenSuSE 10.3, with ATI card).
Which ATI card, which drivers?
I hear PSSM has troubles between ATI and nVidia cards, and doesn't work
in recent versions either.
And as I said SV doesn't seem to work at all.
But SM
I would guess its small feature culling
See http://www.vis-sim.com/osg/osg_faq_1.htm#f22
Gordon
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Zoltán
Sent: Monday, May 05, 2008 4:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Aircraft
Hi all,
I'm trying to write a program which takes multiple images and
projectively textures a scene with them. The images are taken at
different locations within the scene, and I'd like to have the scene
rendered with the result from projecting all the images onto the world
geometry.
# osgshadow --ssm -2 --noUpdate
glLinkProgram FAILED
Program infolog:
Fragment shader(s) failed to link, no vertex shader(s)
defined.
Fragment Shader not supported by HW
#
First message: A fragment shader without a vertex shader is certainly
legal, it should just use fixed-function
Hi !
In order to do rasterization, I create a Producer::RenderSurface and a
osg::SceneView. The problem is that its size is changing very often
(maybe 10 times/second). If I let the size constant, images are corrects
but as soon as the size changes, images are correct on the bottom-left
Hello,
I've built OSG core and plug-in libraries statically. The performance I get is
quite a bit slower than using DLLs. It would seem that the performance should
be equal, if not better using the static libraries. I followed the instructions
from the link below.
Joakim,
I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore Robert put it on the stack, which in practice means that it
won't be merged soon.
kind regards,
Roland Smeenk
-Original Message-
Roland,
Thanks for the info!
On Mon, 05 May 2008 19:46:18 +0200, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Joakim,
I sent in a submission last year for loading complete cubemaps from DDS
files. That submission affects important parts of the osg core and
therefore Robert put it on
We just ported to OSG-2.4.0 and have several producer cfg files
that we would like to keep using.
While testing on LInux, I noticed that the Screen keyword
is parsed and the plugin seems to do the right thing,
but in reality, its ignored. The CFG plugin code seems ok,
at least I
FYI, I think I came across the OSG_GLU_TESS_CALLBACK_TRIPLEDOT issue
in my testing too. I think the answer is:
In Leopard, you need to flip the value.
In prior to Leopard, the value works as is.
If I recall, the thing is related to some casting which happens to
involve a GLenum. If so, I think
Greetings -
I have a .dll / library/ plugin problem I have not been able to solve.
Trying both Visual Studio 2005 ? Visual Studio 2008, I compile osg as for
dynamic compile, Debug settings.
I have tracked down LoadLibrary() failures?to the following System?Event errors:
Resolve Partial
The issue reported below with cessna.osg exported to FLT is no longer a
problem with the submission I posted today. The exported FLT file is about
400 KB in size. I also loaded the resulting FLT file in Creator without
issue.
Thanks for reporting this!
-Paul
-Original Message-
Curt,
Debug versions of the Microsoft CRT are licensed for redistribution. When
they were plain old dlls you used to be able to redistribute them illegally
by copying them. Now they are side by side assemblies it is much harder and
definitely not recommended. You will only get the debug
I found the solution:
http://web.archive.org/web/20040709122553/http://list-archive.xemacs.org/xemacs-patches/200306/msg00117.html
Thanks Philip,
Linh
Philip Lowman wrote:
On Mon, May 5, 2008 at 4:17 AM, Linh Phan [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Thanks Philip. That
You don't really need a another library to workout the distance between 2
geodes or points
It's a straight forward calculation.
Simple get the positions of the geometries center or collision points
distance = sqrt( square( start[0] - end[0] ) + square( start[1] - end[1] )
+ square( start[2] -
Hi Jason,
I think, you do not need multiple cameras. If you have
the projective matricies of each of the captured
viewcamera, then you can just combine all the
projective textures in one pass. Just pass all your
matricies and corresponding textures to the shader and
compute the average value.
If
I don't see any straightforward way to ensure that is is extensible to
n-passes using that technique though. My understanding is that I can't
have an array of matrices in the shader, so in order to add a single
pass I'd have to go and recompile the entire program.
Is there a technique for
Hi,
if you want to have it to be extendable to n-passes, then you have to go the
way you have proposed first. Create n camera's located on the same position.
The subgraph scene of the camera should have your projective shader applied, so
that if it get rendered then you have projected the
Are you running out of memory, and starting to use virtual memory?
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DC Fennell
Sent: Monday, May 05, 2008 12:33 PM
To: Public OpenSceneGraph Users discussion list.
Subject: [osg-users] OSG Static
Hi Green,
Try putting a OSG_EXPORT between class and EmbeddedWindow in
Window.h. The same goes for some other classes (CORNER and BORDER in
Frame - only needed if you subclass Frame) . osgWidget isn't in a
well-tested state yet and Jeremy is working hard to work up some
muscles in osgWidget.
Roger - Thank you very much - you nailed the problem - i was using the 3rd
party binaries, which were compiled under DEBUG / VS2005.
Now the problem is compiling all of the 3rd party stuff from source on visual
studio? - it might be easier and less painful?to gouge my eyes out with a hot
On Mon, May 5, 2008 at 6:24 PM, [EMAIL PROTECTED] wrote:
Roger - Thank you very much - you nailed the problem - i was using the 3rd
party binaries, which were compiled under DEBUG / VS2005.
The official unofficial 3rd party libraries most people use with the OSG
(with VS 8.0) are distributed
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