OSG1.2
Hello Eric.
You can also try changing the setup parameters of the viewer to something like
this:
viewer->setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS &
~osgProducer::Viewer::ESCAPE_SETS_DONE );
Good luck,
Guy.
From: [EMAIL PROTECTED]
Robert (or anyone else),
Can you enlighten me on the --TERRAIN, --LOD, and --PagedLOD options in
osgdem?
What are the benefits or drawbacks for using these? Which is the best
combination to use for performance, quality, etc.?
Thanks,
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[m
I'm willing to help port bug fixes back to stable branches. I have an
ulterior motive though; I made a particular change in the Inventor
plugin that is now in SVN that I would like to see in a stable release.
I think that only bug fixes should be ported back; API changes would
have to wait for
Thanks to all who have replied to my inquiries thus far regarding osgdem
usage. Your input is much appreciated.
I will take what's been suggested and make some more progress. I'm sure I'll
have more questions...
Regards,
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hi Shayne;
I think You should use image which has a georeferenced data. So if you download
images from osgdem wiki instroductions, it is normally getting wrong results. I
will fix the osgdem wiki page in a few days. The instructions belongs for
previous version of osgdem.
If you want to creat
Hi again,
Of course, the minute after I pressed the send button, I found the
source of the problem, and this was the assertion that was false:
I also tried renaming the
PNG DLLs (libpng13.dll and libpng13d.dll) adding ".bk" to see if those
were really the libs it was picking up, and it seems
Hi,
When one float mode did not work then I tried all modes I could see in the gl.h
file. The result on my end was the same every time: 10SPF (seconds per frame)
instead of 30 FPS which I had when testing with GL_RGBA. The first I tried was
GL_LUMINANCE16F_ARB. I figured that I'd start with a
Hello all,
I am getting a crash while reading a PNG file (on the
osgDB::readImageFile() line) in release mode only. This is on Windows
Vista, VC++2005, OSG from SVN (recompiled this morning).
In debug mode, I get no crash, and the image is read correctly. Also,
both the debug and release ver
Hi Shayne,
On Mon, Jun 2, 2008 at 5:20 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[EMAIL PROTECTED]> wrote:
> The files were originally PNG files that I converted per the instructions on
> the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
> know. How can I conv
Hi Glenn and Robert,
I added a call setting up the projection matrix to the FAQ for embedding a
viewer in a .NET control. I was having an issue that the perspective on my
camera was squished when I started with a tall and skilly control. Setting
the initial projection matrix with the following l
Robert,
The files were originally PNG files that I converted per the instructions on
the wiki to the .tif format. Whether or not that makes them GeoTiffs I don't
know. How can I convert the files to GeoTiffs?
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Robert Osfield wrote:
On Sat, May 31, 2008 at 7:20 AM, Philip Lowman <[EMAIL PROTECTED]> wrote:
The posted workaround of checking the version number will work fine,
alternatively one could replace
FIND_PACKAGE(PkgConfig)
with
INCLUDE(FindPkgConfig OPTIONAL)
Which eliminates the error messag
> Could you explain what you've done in more fine grained steps so that
> others will be able to understand what approach you've taken so that
> when they try the same thing they don't need to go through the same
> learning curve.
>
Ok, I think the problem is not osg specific. I think it is relat
Hi Paul,
On Mon, Jun 2, 2008 at 4:03 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> Why not branch to _create_ the 2.6.x series, instead of branching _after_
> 2.6.0? The former is far more commonplace.
The system since the 1.9.x dev series has been that we tag when ready
to officially make a releas
Hi Eric,
As the compiler said, the
osgProducer::KeyboardMouseCallback::setEscapeSetDone(bool) method is not
static, so just call it from your osgProducer viewer object
(viewer->setEscapeSetDone(false)) and it should work.
Cheers,
On Mon, Jun 2, 2008 at 4:57 PM, Eric Pouliquen <[EMAIL PROTECTED]>
Hi Robert,
Robert Osfield wrote:
On Mon, Jun 2, 2008 at 2:34 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
Would there be a single stable branch and one development one? I.e. when 2.6
would come out it would supersede 2.4?
Each stable series would be independent. A new stable release su
Hi,
i'm using OSG 1.2 on an old project, and i want to switch off the
default "Esc" key behavior (exiting my application).
This project uses a osgProducer::viewer, and i created a class
herited of GUIeventHandler to manage mouse and keyboard events. I can
manage all keys except the 'Es
On Mon, Jun 2, 2008 at 2:34 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> Would there be a single stable branch and one development one? I.e. when 2.6
> would come out it would supersede 2.4?
Each stable series would be independent. A new stable release such as
2.6.0 would become the main stable br
Category: FBO, blending, H/W
Well, I run a different setting from the previous one I mentioned.
I use osg 1.2 (yeah yeah, I promise to upgrade soon). I haven't integrated
particle system to my application but I use 1 big billboard with transparency.
Until now my FBO cameras used GL_RGBA16F_ARB te
Robert Osfield wrote:
Hi Paul,
On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
Doing a diff between the 2.4 and current SVN headers it seems the API
changes that break things are minimal:
...
So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, unless
Well, I can't seem to reproduce it for simple cases today (though I thought I
had last week), so that tells me that I probably have a separate dependency
that was compiled with iterator debugging opposite of how I have my code.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL
Hi all,
I have a requirement to build a list of all textures used in a scene graph.
For this purpose, I have used a NodeVisitor derived class with the apply
function given below.
Problem: I am not able to get the details of textures used by the attached
Particle systems. I would be very gra
Hi Paul,
On Mon, Jun 2, 2008 at 1:23 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> Doing a diff between the 2.4 and current SVN headers it seems the API
> changes that break things are minimal:
>...
> So porting from 2.4 to 2.6 (when it comes out) should be fairly easy, unless
> you do deep stuff wi
Jean-Sébastien Guay wrote:
Hi Robert,
Another aspect to the OpenSceneGraph development cycle is that while
quite a few users do track SVN and developer releases not everyone
does - many users wait till stable releases come out.
Yes, and that coupled with the fact that 2.0 and 2.2 have not h
Hi,
(I'm not the guy with the original problem, just interested...)
Guy wrote:
Hello,
Category: FBO, blending, H/W
I don't understand exactly what do you mean but H/W blending with float
is not supported.
I know for sure that we render particle effect with transparency to
float (1
Hello,
Category: FBO, blending, H/W
I don't understand exactly what do you mean but H/W blending with float is not
supported.
I know for sure that we render particle effect with transparency to float
(16bit) FBO, and get the correct results. We also get that with a decent frame
rate (1
On Mon, Jun 2, 2008 at 12:42 PM, Peter Wraae Marino <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Thanks for all your advice, really do appreciate it.
>
> As you mentioned the camera needs to finish it's update traversal, so I
> decided to try
> the cull-callback which should be called after all upda
Hi Robert,
Thanks for all your advice, really do appreciate it.
As you mentioned the camera needs to finish it's update traversal, so I
decided to try
the cull-callback which should be called after all updates have been
done but the scene
still shakes when using the cull-callback and this kin
On Mon, Jun 2, 2008 at 11:46 AM, John Vidar Larring
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>> Could it be that I have compiled the OSG uses a release build and
>> you've compiled debug, or not enabled the release build.
>
> Due to debugging etc. I went blind to the fact that I was doing the timi
Hi Robert,
> Could it be that I have compiled the OSG uses a release build and
> you've compiled debug, or not enabled the release build.
Due to debugging etc. I went blind to the fact that I was doing the
timing of the test application in debug mode. In release build the
updated after vertica
Hi Peter,
On Mon, Jun 2, 2008 at 10:52 AM, Peter Wraae Marino <[EMAIL PROTECTED]> wrote:
> Also I understand why this works, but don't really approve of it because it
> makes my code more "hardcoded" because I need to implement a direct update
> call after viewer->updateTraversal() which is kinda
Hi Robert,
I tried your suggestion and yes it does work, the panning of the camera
doesn't shake the scene anymore. .. but the startup position of the camera
is shaking?
Also I understand why this works, but don't really approve of it because it
makes my code more "hardcoded" because I need to im
Hi again :-)
I abandoned the idea of using a floating point buffer.
I went into the thinking box and came to the same conclusion as you wrote about
in the end of your comment.
I needed a quite high resolution so I decided to use all 4 channels (RGBA). The
numbers I want to accumulate is seld
Hi Peter,
One step that might be useful to you would be to break the main loop
out into its constuent parts i.e.
viewer.run();
becomes:
viewer.setCameraManipulator(new osgGA::TrackballManipulator);
viewer.realize();
while(!viewer.done())
{
viewer.advance();
viewer.event
Hi,
Ok.. I tried to make the example simple.. but perhaps I made it more
confusing. I'll try to explain what my end
result shoud have been.
I'm trying to create a grid that is always visible from the viewer. The grid
needs to scale at certain points when the
user zooms in/out.
The basic idea was
Hi Peter,
You callback is pretty odd, while I don't exactly know what you are
trying to do and why, whatever it is the callback you've written is
almost certainly not the way to do.
Could you take half a dozen steps back and then explain from a high
level what you are trying to do in your app the
Hi Timo,
Could you explain what you've done in more fine grained steps so that
others will be able to understand what approach you've taken so that
when they try the same thing they don't need to go through the same
learning curve.
Thanks,
Robert.
On Mon, Jun 2, 2008 at 6:44 AM, Timo Penndorf
<[
Hi users,
I have a problem with my scene shaking. I have simplied the problem to the
code below. A short description- the code find the position in the scene
where the center of screen is projected onto a plane. This position is given
to a PositionAttitudeTransform so the "box" is transformed to t
Hi J-S,
On Sun, Jun 1, 2008 at 9:37 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> So I think in addition to all you said in the previous message (and with
> which I agree), making a few point releases between stable releases would
> help people keep up to date more easily.
This easy part i
Hi,
Viggo Løvli wrote:
Ok, that make sense.
It happens every time I render with a floating point texture.
The fall in framerate does not happen when I run the OSG multi render
target example using HDR. My code does however use additive blending
toward the floating point texture so I bet that
Hello,
i've successfully implemented a simple dot3 object shading for my scene and
it works fine with single objects. Now i try to share the shaders between
different objects in the scene and got some trouble:
To share the shaders i've one osg::Program, where i've added two osg::Shader
objects.
On Sat, May 31, 2008 at 9:20 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> On Fri, May 30, 2008 at 10:55 PM, Jean-Sébastien Guay
> <[EMAIL PROTECTED]> wrote:
> > Hello Steve,
> >
> >> If you don't want to be bored by the details, it basically says that VC8
> &
> >> VC9 have a bug when Iterator D
Hi Johan
On Mon, Jun 2, 2008 at 7:59 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote:
> Which is the easiest way to draw line curves i osgviewer.
>
> Im developing a function that draw a function from startPos to endPos (vec3)
> both. With a math function.
>
> Any hints? .. about functions available
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