Hi everybody!
I am new to OSG and this is my first posting to OSG users.
I have some problems to retrieve the textures from a .flt model and would like
to know what I'm doing wrong.
In main, the model is loaded in this way:
osg::Group* Ground = dynamic_castosg::Group*
Thanks for your replies!
In my self-made thread I'm loading large 3d models and attaching them as PATs
to the scene graph (or removing them). If I do this in the main loop, the
loading process is interrupting the image generation. That's why I created the
thread and so I need a sync so that
Hi Åsa,
The OpenFlight face attributes are initially attached to the face
geode. If you rely on the original structure of the .flt file you
should disable the post optimizer in the OpenFlight reader with the
reader option preserveFace.
Did you looked at the DatabasePager ? It's made to load and unload models in
a separated thread and merge them to the scenegraph.
Take a look at osgDB::DatabasePager and osg::PagedLOD.
On Tue, Jun 17, 2008 at 8:51 AM, [EMAIL PROTECTED] wrote:
Thanks for your replies!
In my self-made thread
Hi Rick,
On Mon, Jun 16, 2008 at 8:26 PM, Rick Pingry [EMAIL PROTECTED] wrote:
I saw some porting notes on the Wiki, but they seemed to be mentioning the
REASONS for the change from Producer to Viewer, not necessarily step by step
porting directions as I would have hoped. There are a lot of
Hi lab_zj,
Could you please sign with the name you wish to be addressed by as it
makes communication far more human.
Also for future submissions could you please subscribe to and send
them to osg-submissions list as posts to osg-users can easily be lost
amongst the flood of messages.
Thanks,
HI Andreas,
As Serge suggested, it might just be far more productive to use the
OSG's built in database paging support. All you need to do is
decorate your subgraphs with a osg::PagedLOD or osg::ProxyNode, with
osg::PagedLOD being the method of choice as it'll do load balancing
for you - both
Hi Åsa,
One trick that I have found useful is to use the 'osgconv' program to
convert other formats into .osg files so that I can look at the
resulting SceneGraph in an editor. Try:
osgconv arena.flt arena.osg
... and check where the texture have been attached in your graph.
Best regards,
Hi Vincent,
I don't have any ideas, having not seen a problem related to
osgFX::Scribe before. The best I can suggest is so further debugging
tips. The first thing I'd try is to se the view into SingleThreaded
mode, then see if this has an effect, if it does then it'll give us
clues as where to
Hi Robert
SingleThreaded mode doesn't change anything.
The problem only appear when I use a home-made nodevisitor which collect
stateset to get the node's material.
It just search material in stateset to verify if one get its alpha channel
1.0... no modification is applied...
I think it
For the navigation : have a look into this document
http://3d.cannes.fr/maquette3D/doc_en.html
/regards
adrian
2008/6/17 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
Hi all,
sorry but i tested on an other system yesterday and i got still a artefact
inside the code. so may you can test
Mike,
FYI, and FWIW (and I believe that this has been reported elsewhere on list)
I am using VS9 Express - the free version - and your prebuilt VS8 binaries.
Using _release_ builds has presented no compatibility issues so far.
However, using _debug_ builds seems to present apparent
Thank you for quick answers Brede and John!
I used the option preserveFace and now it works.
Best regards,
Asa
-Ursprungligt meddelande-
Från: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] För Brede Johansen
Skickat: den 17 juni 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users]
Hi all,
I'm using the last osgViewerWX example (http://www.mail-archive.com/[EMAIL
PROTECTED]/msg01313.html) for my program and I've inserted a menubar in the
Mainframe constructor like this:
MainFrame::MainFrame(wxFrame *frame, const wxString title, const wxPoint pos,
const wxSize size,
add
sphereGeode-getOrCreateStateSet()-setMode( GL_CULL_FACE,
osg::StateAttribute::ON );
peter
On Tue, Jun 17, 2008 at 1:24 PM, Juan Casanueva [EMAIL PROTECTED]
wrote:
Hi there,
I am having some problems with transparent objects. They have some
artefacts (slices) depending on the view
As others have mentioned, the DatabasePager might help, but the loading and
unloading of models is controlled entirely by LOD logic (eye distance or
pixel size) rather than your own logic. Below, you did not state that you
wanted to load the models based on LOD logic.
If you simply want to spawn
Hi Paul,
Just an addition to the above. This works as long as the transparent
object consists of a fully closed shape (which is the case here). If it
weren't you'd introduce new artifacts by culling transparent faces that
should be visible.
As an addition to the above, even with a manifold
I used OSG 1.2 before and didn't meet problems like this. I've just tried
OSG 2.2 with VS 2005 SP1, a simple code: loading a model.
The code like this:
osg::ref_ptrosg::Node m_Node = new osg::Node();
osg::ref_ptrosg::Group root = NULL;
osgViewer::Viewer viewer;
osg::Vec3 nodePosit;
I used OSG 1.2 before and didn't meet problems like this. I've just
tried OSG 2.2 with VS 2005 SP1, a simple code: loading a model.
The code like this:
osg::ref_ptrosg::Node m_Node = new osg::Node();
osg::ref_ptrosg::Group root = NULL;
osgViewer::Viewer viewer;
osg::Vec3 nodePosit;
hi,
thanks. that seems to be what i'm looking for.
rick
On Mon, Jun 16, 2008 at 8:30 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
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
Hello Ricky,
I duplicated files in lib Folder and add 'd' before the extension.
When I built it in Debug mode, it had no error but then I received a
message:
http://i58.photobucket.com/albums/g278/TTFTotti/error1.png
And what did you expect? Using release libs in debug builds is a big
no-no
Robert,
This is with osgViewer::CompositeViewer.
The issue is that the last thing drawn ( highest bin ) has an osg::Depth
in its StateSet. The osg::Depth disables write to depth buffer. All
other settings in the osg::Depth are defaults. After the draw traversal
completes, writing to the depth
Hi Tuan,
The problem loading models is most likely an issue with finding the
plugins, these are now placed in a versioned osgPlugins-version
directory, so perhaps you've rearranged things from where it's expect
them to be, or not set the paths appropriately. Set the
OSG_NOTIFY_LEVEL env var to
(note: for some reason my email reader did not receive your latest message from
this thread, and therfore to quote I had to paste from
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012825.html)
Robert, to answer your questions--
-- Yes, all the windows are
Goldman, Jon wrote:
(note: for some reason my email reader did not receive your latest message from
this thread, and therfore to quote I had to paste from
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012825.html)
Robert, to answer your questions--
-- Yes,
Hi all,
Forgive if this has been discussed on the list, but I couldn't find it
anywhere in the archives.
I'm having an issue with specifying an absolute location for the output of
my scene graph using osgdem in Windows.
For example, the command line:
osgdem -t c:\data\myImage.tif -o
Thank Jean-Sébastien and Robert.
I've done it.
But now my problem is: when I debug, there're many command lines
appearing on the console window:
Where is it from and can I get rid of it?
And the second problem: although I only loaded a model but a program
run really slow, with low frame when i
Here is the command lines appeared on console window:
http://i58.photobucket.com/albums/g278/TTFTotti/error1-1.png
___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi all,
I dug into the code and it seems to be a simple fix to mkpath in
FileUtils.cpp. I've posted a fix to osg-submissions.
Thanks!
Jason
On Tue, Jun 17, 2008 at 4:27 PM, Jason Beverage [EMAIL PROTECTED]
wrote:
Hi all,
Forgive if this has been discussed on the list, but I couldn't find
Here are some screenshots for comparison.
your PSSM demo from yesterday:
http://img444.imageshack.us/img444/5233/0044rx5.png
Using your webaddon demo:
Normal demo: http://img502.imageshack.us/img502/7246/0043ln8.png
Debug color demo:
Thanks guys,
that is just what I did.
Now I am looking for the equivilent of
Producer::KeyboardMouse::positionPointer( float x, float y )
Any way to set the mouse position like this?
Thanks Again,
-- Rick
On Tue, Jun 17, 2008 at 1:08 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello
Hi Paul
Err Creator/Openflight does support this ;) it's called 'Significant Size',
which is a single value. On the Open Flight LOD node
Obviously it up to the scene graph what field means ;), the OSG flight
loader may not support this ( not checked ), so to support it
Changes may need to be
Figured it out. Include problem.
Thanks,
Michael
On Thu, 2008-06-12 at 11:16 +0200, David Callu wrote:
Hi Michael
osgDB::ImageOptions class is in the SVN trunk.
I can't found osgbluemarble in the SVN trunk so no idea what is wrong.
perhaps an include issue...
can you send an exact
Hey, I about have all of it!
The last two things I am trying to work out are the:
Producer::KeyboardMouse::positionPointer( float x, float y )
and
Producer::KeyboardMouse::computePixelCoords(mouseX, mouseY, renderSurface,
pixelX, pixelY)
for computePixelCoords, should I just find the width and
Hi,
I'm glad you have a config that works for you.
But with the combinatoric explosion of:
- VS70 v. VS71 v. VS8 v. VS8sp1 v. VS9
- Express v. Pro
- Release v. Debug
- dll v. static
- multithreaded or not
- debug iterators or not
- whatever or not, etc
I just cant track the valid combinations
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