http://www.gamedev.net/community/forums/topic.asp?topic_id=497681
2008/6/12 [EMAIL PROTECTED]:
Steven,
I am at GDLS in Sterling Hts, MI.
I have been loosely associated with our guys that run BRLCAD, but know that
they would love to find better ways to convey results.
I would be very
http://www.gamedev.net/community/forums/topic.asp?topic_id=497681
2008/6/8 Guy [EMAIL PROTECTED]:
Hello,
Maybe it's arrogant of me to mention anything, but anyway…
I don't know what kd-tree is, only guessing from your discussion, but if
as Adrian says the performance is a combination
Paul Melis wrote:
Paul Melis wrote:
I don't think there's an easy way out for this one, as wxWidgets uses
a different memory management strategy than OSG. Even removing the
GraphicsWindowWX as child of the main frame just before exit forces
destruction. IMHO GraphicsWindowWX shouldn't inherit
Hi,
in the last few days, I've been getting into OSG programming and I
repetedly feel that the code needs a lot more documentation. Maybe
this has been said before, I don't know. Crucial classes and functions
just lack any explanation about what they do and how to use them.
Often times, there are
Hi Guy,
The algorithm for building and traversing are closely coupled so it
may well be best to just provide a base class the provides a high
level interface for building and intersecting, and then have
subclasses implement the build and intersecting methods.
It's still early days for kd-tree
Hi Andrea,
You need to do some maths on how much data you have... it's pretty
obvious that unless the images are tiny you'll never be able to load
15000 jpeg files in memory at once. The *only* way you can do it is
by reading the data on demand like a video - such as what the xine and
qt plugins
Hi Eric,
Sorry about this, missed a header file change check-in last Friday,
then was didn't get do any build testing till just now.
The missing file is now checked in. Let me know if any problems persist.
Robert.
On Thu, Jun 12, 2008 at 7:17 PM, Eric Sokolowsky [EMAIL PROTECTED] wrote:
Missing changes now checked in.
On Thu, Jun 12, 2008 at 4:35 PM, Mario Valle [EMAIL PROTECTED] wrote:
On Linux
Scanning dependencies of target osgDB
[ 0%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/DatabasePager.o
/local/OSG/OpenSceneGraph/src/osgDB/DatabasePager.cpp:243: error:
Hi Mike,
If you use a Camera in the scene graph then it'll appear once for each
viewer Camera that encloses, unless you use traversal/node masks to
cull it.
The better solution is to do the HUD in a slave Camera within
osgViewer::Viewer, or a separate View in a CompositeViewer, as then
you can
Hi, How are you:
1. When output .ive file, the writter can't process osg::Fog:
The member DataOutputStream::writeStateAttribute(...) in
DataOutputStream.cpp and
the member DataInputStream::readStateAttribute() in DataInputStream.cpp
does not
process osg::Fog.
2. When output .osg
Hi Donn,
I've just run osgthirdpersonview on a txp database and it immediately
crashed, I also tried a database generated by VirtualPlanetBuilder and
while it didn't crash right away it did eventually hang. I haven't
done any debugging yet to divine what might be amiss, but at least I
can
Hi all,
The loading of translucent non-textured OBJ files is not working anymore. When
I load such an object, it is displayed opaque as if the alpha information of
its material were thrown away. You can see it with
osgviewer cube_translucent.obj cessna.osg
The problem stems from the last
Hi Brian,
Cmake is finding WxWidgets, there are plenty of entires lists in your
CMakeCache.txt file (which came through first time for me BTW), for
instance:
//wxWidgets_LIB_DIR
WX_LIB_DIR:INTERNAL=D:/wxWidgets-2.8.7/lib/vc_lib
//wxWidgets_ROOT_DIR
WX_ROOT_DIR:INTERNAL=D:/wxWidgets-2.8.7
Hi Jon,
I can't work out exactly what you are trying to achieve with your
render offscreen. So could you please from a high level explain
what effect you are trying to achieve.
Robert.
On Fri, Jun 13, 2008 at 1:07 AM, Goldman, Jon [EMAIL PROTECTED] wrote:
Hi,
I am somewhat new to
Hi Green,
I'm afraid I'm not familiar with FOX, and don't actually have it
installed right now. The fact that no one else has replied to you
suggest that this FOX isn't used too often with the OSG. The two
contributors to the FOX example have been Alexandre Amalric and Mario
Valle, perhaps
Hi Robert,
Currently building the SVN trunk and I get this warning :
1D:\OpenSceneGraph\include\osgDB/DatabasePager(348) : warning C4099:
'osgDB::DatabasePager::RequestQueue' : type name first seen using 'class'
now seen using 'struct'
1D:\OpenSceneGraph\include\osgDB/DatabasePager(312)
Hi Mario,
I've just tested osgfadetext on my dual screen, quad core Linux system
and it runs fine. What screen set up do you? Single screen, dual
screen? Does the error occur is standard release build?
Robert.
On Fri, Jun 13, 2008 at 4:34 PM, Mario Valle [EMAIL PROTECTED] wrote:
On Linux
Hi Paul,
osg::Array doesn't have any mechanism for tracking ranges of modified
vertices, only the dirty count is availble and that works for the
whole array. Adding such support is possible, but would be quite
complicated to implement/use unless you refactored osg::Array so that
rather than
Hi Heicong,
Fix now checked in... moral of the story... don't check changes in
before going offline for a couple of days...
Robert.
On Sat, Jun 14, 2008 at 8:43 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
I notice that you changed the DatabasePaper.cpp in lastest SVN, but I can't
On Sun, Jun 15, 2008 at 6:58 PM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Hello Robbert,
The SVN version is missing the changes (ReadQueue definition) to the
Databasepager header file.
How many times do will I have to type this same message now fixed:)
No more crash in debug ! :)
Good work !
On Mon, Jun 16, 2008 at 11:18 AM, Serge Lages [EMAIL PROTECTED] wrote:
Hi Robert,
Currently building the SVN trunk and I get this warning :
1D:\OpenSceneGraph\include\osgDB/DatabasePager(348) : warning C4099:
'osgDB::DatabasePager::RequestQueue' :
Hi Steven,
I'm confused by what you are actually need to do on the OSG side. You
talk about ray tracing on the OSG side, point clouds, and then talk
about glReadPixels/glDrawPixels, to me they seem un-related so
obviously I'm missing something key to what you are trying to do.
Could you explain
Hi Rick,
I'm sorry that you are struggling but so are everyone else, even the
developers of the software, software engineering is hard, keeping on
top of development, debugging, testing, releases, websites, support,
documentation etc. Given there is only a limited amount of time in
the day we do
Hi Lab_zj?
On Mon, Jun 16, 2008 at 9:37 AM, lab_zj [EMAIL PROTECTED] wrote:
Hi, How are you:
1. When output .ive file, the writter can't process osg::Fog:
The member DataOutputStream::writeStateAttribute(...) in
DataOutputStream.cpp and
the member
Robert Osfield wrote:
Hi Mario,
I've just tested osgfadetext on my dual screen, quad core Linux system
and it runs fine. What screen set up do you? Single screen, dual
screen? Does the error occur is standard release build?
Just a quick note, I'll send a more detailed note from home. When
Hello all,
I would like use the shadow features from osgShadow and it is fine, but what is
the reason about the fact, that the softShadowMap have a method for the bias
and in the ShadowMap I can't change the bias?
Cheers,
Martin
--
GMX startet ShortView.de. Hier findest Du Leute mit Deinen
Hi David,
You don't say what operations you are actually wanting to do. Is it
OpenGL ops? Or just CPU based code that needs the final view matrix
from each of the viewers cameras?
Robert.
On Mon, Jun 16, 2008 at 11:09 AM, David _ [EMAIL PROTECTED] wrote:
Hi
we´ve got multiple views using
i want to traverse the scene graph and update some sprites size according to
their distance to the camera
if i have some views i need to correct the size of every one of them just
before the render.
We have our own camera class, so there is no need to read anything from the
osg::camera, just
Hi Robert
I am probably much more confused than you are at this point! I am working on a
simulation where it was required to incorporate BRLCAD models. BRLCAD are CSG
models, though there are some tools to convert these models to polygonized
formats (ie. STL), these tools generally produce
Hi David,
Rather than use callbacks perhaps the osg::AutoTransform is what you
require. Or perhaps just use osg::Point/osg:::PointSprite. Generally
the more you can push down onto the GPU the better.
Robert.
On Mon, Jun 16, 2008 at 12:08 PM, David _ [EMAIL PROTECTED] wrote:
i want to
hi all
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
please test latest version, this version is the version a asked robert to
commit into SVN, should produce correct PSSM shadow
regards
adrian
--
Adrian Egli
Hi Steven,
Thanks for the overview, it kinda makes a but more sense.
As general notes, if you can avoid glReadPixels and glDrawPixels calls
as these are both very slow, if you can avoid glReadPixels in your
alogirithm - try to use an algorithm that doesn't require this. In
you explanation it's
I´ll check the AutoTranform
Anyway, is it possible to have a callback or to decompose the
osg_composite_viewer-renderingTraversals(); call into
osc_composite_viewer-renderView(int i) so i can execute some code just before
each composite viewer render??
if for some reason it´s really complex
Hi Donn,
I've done some testing and review of the txp plugin, and it looks like
both the basic terrapage code and OSG code on top of it isn't thread
safe w.r.t multiple camera positions/cull traversals. To prevent
problems I've added a mutex into the TXPNode class that the txp plugin
decorates
Hi Robert
I am using the glReadPixels just before the swapbuffers to capture the screen
view (the pixel rgb values) after all OpenSceneGraph draw operations have
completed. I am not aware of any other method to do this, hence the question.
There are comments in osg::Image.readPixels that
Hello everybody!
I have an application using the osgViewer::Viewer (OSG 2.4) and a self-made
thread, that has to modify the scene graph. To get no conflict I'm using a self
made mutex to lock the add/remove and frame function calls.
Now I want to know, if there is a built-in functionality to
hi robert,
warnings in database pager under windows vc 2005
3F:\dev\OpenSceneGraph\Deployment\include\osgDB/DatabasePager(348) :
warning C4099: 'osgDB::DatabasePager::RequestQueue' : type name first seen
using 'class' now seen using 'struct'
3
Hello,
I'm sorry that this isn't an osg-submission, but I'm not sure what the
best fix. Since the applyMaskAction change was made for
Camera::setCameraClearColor, slave cameras no longer inherit the master
camera's clear color when CLEAR_COLOR is part of the inheritance mask.
More accurately, they
Looks fine here, thanks. :)
Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] wrote: hi all
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
please test latest version, this version is the version a asked robert to
commit into SVN, should produce correct PSSM
Hi David,
There is no callback like you requrest but there renderingTraversals()
is virtual so you can override. However, I'd guess that a Camera
pre/post callback, or one of the core OSG nodes like
osg::AutoTransform is more appropriate.
Robert.
On Mon, Jun 16, 2008 at 2:09 PM, David _ [EMAIL
Hi Steven,
I really can't tell what you really need, but the OSG does support
render to texture pretty seamlessly, but I'd be surprised if weren't
already familar with this support i.e. osg::Camera's RTT support is
used all over the place, and demonstrated by osgprerender example and
may more
As an example, you could use a Barrier in conjunction with a Camera
post-draw callback. (Of course, that assumes you want to sync after the draw
occurs; you didn't say where you want to sync, so I don't know...)
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
You seem to be making this more complicated than it is.
osgFX is a library containing classes that derive from Group. These
classes, when used in your scene graph as parents of subgraphs, enforce new
rendering effects on the subgraph. If you want to use the classes in osgFX
in your application,
Hi Andreas,
Either put a mutex to do the sync before the call to
renderingTraversals() yourself or use a custom osg::Operation and
attach it to the viewer via viewer.addUpdateOpeation(). For the later
see the osgterrain's multi-threaded code path.
Robert.
On Mon, Jun 16, 2008 at 2:55 PM,
[EMAIL PROTECTED] wrote on Monday, June 16, 2008 8:56 AM:
Hello everybody!
I have an application using the osgViewer::Viewer (OSG 2.4) and a
self-made thread, that has to modify the scene graph. To get no
conflict I'm using a self made mutex to lock the add/remove and frame
function calls.
Hi Adrian,
This warning is now fixed in SVN.
On Mon, Jun 16, 2008 at 3:22 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
hi robert,
warnings in database pager under windows vc 2005
3F:\dev\OpenSceneGraph\Deployment\include\osgDB/DatabasePager(348) :
warning C4099:
Hi Tim,
Which version of the OSG are you using? What is Camera setup?
Robert.
On Mon, Jun 16, 2008 at 3:22 PM, Tim Moore [EMAIL PROTECTED] wrote:
Hello,
I'm sorry that this isn't an osg-submission, but I'm not sure what the
best fix. Since the applyMaskAction change was made for
On Mon, Jun 16, 2008 at 3:33 PM, Paul Martz [EMAIL PROTECTED] wrote:
As an example, you could use a Barrier in conjunction with a Camera
post-draw callback. (Of course, that assumes you want to sync after the draw
occurs; you didn't say where you want to sync, so I don't know...)
If you want
Hello Adrian,
warnings in database pager under windows vc 2005
Please check list traffic before posting a new thread (it was mentioned
a little while ago that we need to diminish the support load when possible)
http://news.gmane.org/gmane.comp.graphics.openscenegraph.user
J-S
--
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.
Thanks in advance.
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.
Thanks in
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.
Thanks in advance.
Unfortunately, I'm out of the office until Thursday. I'll
test it first thing then and let you know how it works
out.
Donn
-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Mon 6/16/2008 9:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Composite
Hi,
I was trying to convert some OSG models to the FLT format but ran into a little
trouble with one of the models. Only part of the model was converted. The
model's LOD nodes were not touched by the converter. I noticed in an earlier
message that paged LOD support does not exist yet, so is
Have a look at http://osgbooks.com/
Good docs dont grow on trees, but folks are willing to create docs if
you're will to fund.
-- mew
On Mon, Jun 16, 2008 at 2:46 AM, Forum Dude [EMAIL PROTECTED] wrote:
Hi,
in the last few days, I've been getting into OSG programming and I
repetedly feel
Hi Shayne,
VPB generates tiles with a local origin, decorated by the
MatrixTransform that place them in the final coordinate system
requested in the build, this could be ECEF if you've gone for
--geocentric, or whatever coord system you've selected, or the coords
system of the first source file
Shayne,
osgdem adopts the coordinate reference system of the first input that you
provide. So if your input is (for example) WGS84, and you are not building a
geocentric database,I believe the terrain will be in a flat Plate Carre
projection (X=Long, Y=Lat) with the origin at lat=0, long=0. If you
What do you mean 'Good docs don't grow on trees' ?
dang nabbit someone has been telling me pork pies again
:)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Monday, June 16, 2008 11:54 AM
To: [EMAIL PROTECTED]; OpenSceneGraph
On Mon, 16 Jun 2008 16:01:48 +0100
Robert Osfield [EMAIL PROTECTED] wrote:
Hi Tim,
Which version of the OSG are you using? What is Camera setup?
Robert.
OSG is SVN 8425
The camera setup isn't too exotic: using an osg::Viewer, there's one
slave with the 3D scene (possibly more) which
Hi Brian -- First, make sure you're on 2.5.x, as some important changes were
made post-2.4.
OSG LOD nodes are exported; see FltExportVisitor.cpp line 210. The
FltExportVisitor class does _not_ override apply(PagedLOD), so PagedLOD
nodes should be treated as regular LOD nodes for purposes of
hi,
i didn't mean to tick anybody off (and i hope i didn't). i understand
that what i'm getting is still great! personally, i feel that
including proper and complete documentation in the source code (e.g.
doxygen) is good programming style and it usually doesn't take much
extra time when one does
Watkins, Steven M CIV NSWCDD, G24 wrote:
Hi Robert
I am probably much more confused than you are at this point! I am working on a simulation where it was required to incorporate BRLCAD models. BRLCAD are CSG models, though there are some tools to convert these models to polygonized formats
Eduard Trulls wrote:
El 13/06/2008, a las 15:15, Todd J. Furlong escribió:
So, where have I gone wrong? Do I need to inset OcclusionQueryNodes
manually lower in my scenegraph?
That is correct. See the osgocclusionquery example.
Regards,
E.
___
Paul,
See my responses below. I wonder if I am running into issues because my
application uses VR Juggler?
Thanks,
Todd
Paul Martz wrote:
Wow, suddenly everyone is using OQN. :-)
It is a very cool feature!
OSG performs two cull/draw pairs in the situation you describe, and OQN is
Thanks for the input. So is the WGS84 the default setting for osgdem? For
more clarification, this is what I'm using to build my database.
osgdem --TERRAIN --PagedLOD -t texture/w113 -d dted/w113 -t texture/w114 -d
dted/w114 -l 4 -o myterrain/myterrain.ive
The texture/w113 and dted/w113
Hi Tim,
Thanks for the clarification on version number, this helps me get a
idea of what changes are affect things. In this instance a bug fix
for a Camera in the scene graph has broken the inheritance of the
slave Camera.
I think the best solution is to override
On Mon, Jun 16, 2008 at 5:47 PM, Forum Dude [EMAIL PROTECTED] wrote:
my second question: i couldn't find an answer to my initial problem
(not in the mailing list archive either). can anybody help? (let me
know if this type of question is not appropriate for this list.)
In you checks of the
On Mon, Jun 16, 2008 at 6:52 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Thanks for the input. So is the WGS84 the default setting for osgdem?
No, its not the default, both Glenn and I have explained the setting
you'll get, please go back and re-read.
For
Hi Paul,
Yes, I thought about the version possibly being an issue, so I downloaded 2.5.2
but saw the same problem.
Back a few months ago, I was given a sample LOD OSG file. As a test I ran the
converter against it, but it also had the same problem. I've attached the file
that Hans Elbers
Hi Tim,
On Mon, Jun 16, 2008 at 7:25 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
I'm await a clean build to see if it works fine, if it does I'll check it in.
My build has completed without problems, and testing looks OK.
Could you do an svn update and let me know how you get on.
Cheers,
Hello All,
We are finally taking the plunge from OSG 1.2 and Producer to the newest
version on SVN. (GULP!)
We are using osgProducer::OsgCameraGroup with a single camera and a
Producer::KeyboardMouseCallback. I have been reading that we COULD possible
keep some of the Producer stuff, but it was
On Mon, Jun 16, 2008 at 1:52 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Thanks for the input. So is the WGS84 the default setting for osgdem? For
more clarification, this is what I'm using to build my database.
osgdem --TERRAIN --PagedLOD -t texture/w113 -d
I am trying to have the examples/osgmanipulator run in a Qt viewer. I have kept
most of the code including createDragger(), addeDraggerToScene()..., only the
main() was replaced
by cMainWindow below. Whenever I select the dragger, it corrupts. When I trace
it back, it goes to
ASSUMING your source data is geographic (e.g. WGS84) then you have a
Plate Carre projection and the conversion is simply: X=Lon, Y=Lat. If it
is not geographic, then you will have to use a library like PROJ.4 to
reproject it.
The elevation source data is raw DTED format which
Hi,
imho I'd keep w/ VS7.1 across the board for your initial porting
effort to OSG 2.x, then migrate to VS9 later as necessary; just avoids
having too many variables at play. Take things one step at a time.
fwiw I dont use VS9 yet, consequently I have no VS9 prebuilt 3rdParty
libraries, so
Thanks Mike,
So are you saying that I should be able to do a CMake build using 7.1? I am
going to give that a try.
-- Rick
On Mon, Jun 16, 2008 at 7:33 PM, Mike Weiblen [EMAIL PROTECTED]
wrote:
Hi,
imho I'd keep w/ VS7.1 across the board for your initial porting
effort to OSG 2.x, then
On Mon, Jun 16, 2008 at 4:36 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
ASSUMING your source data is geographic (e.g. WGS84) then you have a
Plate Carre projection and the conversion is simply: X=Lon, Y=Lat. If it
is not geographic, then you will
Hi Brian -- Your LOD node is configured to switch children based on screen
size. OpenFlight doesn't support this. You'll need to re-model the LODs
using eye distance.
The LOD exporter should probably display a warning in this case, but as I am
in the middle of a vacation, I won't be able to make
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