Hi,
After seeing the latest 'test svn' announcement and seeing the word
'osgexp' I got curious wether that was indeed referring to the 3D max
exporter. A search in Google returns as first hit a link to the old
pmwiki, sigh :-/
Obviously the robots.txt put on openscenegraph.org is not
Did you manage to build osgephemeris with OSG 2.4? A few weeks ago I tried to
compile it but gave up because it seems it depends on Producer.
I you have a patch available, I think it would be of interest for us osg
users. Maybe you upload it to the wiki, it would be very useful. Another
Hi Xiaodong,
2008/7/22 Wu Xiaodong [EMAIL PROTECTED]:
Based on your opinion that the crash is a straight iterator invalidation
issue due to your add/removing
stuff from the scene graph. , can you give me some suggestions on fix the
bug?
Moving the add/remove out of the callback and into
On Tue, Jul 22, 2008 at 9:12 AM, Serge Lages [EMAIL PROTECTED] wrote:
Hi Robert,
I can't test right now but I am curious, what is the purpose of this new
osg::ImageSequence class ? Is it related to the osg::ImageStream class ?
Thanks in advance for your clarifications.
Oooh you might be
Hello everyone,
I using the following code:
Is it a bug? Its used inside C++/CLI Environment but inside a pure
native class.
This was halfways copypasted from one of the examples. It's a function
inside a GUIEventHandler called in cas of a GUIEvenetAdapter::REALESE:
void pick(const
HI Hagen,
I think there is a good chance that this is false reading or perhaps a
bug in your setup/environment.
FYI, the intersection visitor isn't multi-threaded so there will be no
need to enforce thread safe ref/unref.
Robert.
On Tue, Jul 22, 2008 at 9:38 AM, Kaiser, Hagen (CT)
[EMAIL
Hi!
I'm working with OSGdem, Viewer and GIS - I'm trying to build a
map-. I have the textures in pieces, and following the instructions of
the OSG webpage I obtained a mosaic of the images so I could rebuild
the map (making groups of -t -d elements), but the resulting image
lost a lot of
Hello,
I'm currently trying to compile OpenSceneGraph for use on my mac,
running Leopard, through the supplied XCode project. Reading through
the release notes, I noticed the 10.4 vs 10.5 warnings, concerning the
GLenum type. Seeing as I only need OSG on my own mac, I then tried to
build
Hi,
Here it goes:
This one generates the 'complete' (the 'mosaic' one) map:
set PATH=%OSG_ROOT%\bin;%PATH%
REM where to find the source data
set SRC_DIR=C:\Users\paralaxe\Desktop\Terrenos\No Procesado
set SRC_ELE=%SRC_DIR%\mdt29b.tif
set NUM_LVL=9
set
Frank van Meurs schrieb:
However, as I don't know a great deal about XCode (yet), I would like
to have something verified. While inspecting the dependencies for OSG
in the targets and building OSG, I noticed that, although specifying
/Developer/SDKs/MacOSX10.5.sdk as the Base SDK Path and Mac
Robert Osfield wrote:
Now if you could just test the build of ImageSequence stuff :-)
Yup, SVN from today 07:00 UTC compiles properly,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
Hi Lou,
Try converting the ecw files to GeoTiff's, then try the osgdem run as
there is chance that you GDAL install doesn't support ecw files.
Robert.
On Tue, Jul 22, 2008 at 11:47 AM, Lourdes Perez I [EMAIL PROTECTED] wrote:
Hi,
Here it goes:
This one generates the 'complete' (the
Alberto,
I am able to build osgEphemeris with OSG 2.4. I only build the osgEphemeris
library and plugin (That's all I need). I have a Python build script that
does the work. Hopefully, the function calls are descriptive enough.
# Make a small fix for compilation errors
Lou,
The first thing I notice is that you are specifying the elevation file over
and over, which is unnecessary. Secondly, I have had problems with GDAL
opening multiple ECW files at once - it can run out of memory and freeze
up. If they are small enough to convert to TIFs, try that and see what
hi,
i have created a shadowed scene in this mode:
...
osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new
osgShadow::ShadowedScene;
shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);
On Jul 22, 2008, at 12:52 PM, Stephan Maximilian Huber wrote:
Frank van Meurs schrieb:
However, as I don't know a great deal about XCode (yet), I would
like to have something verified. While inspecting the dependencies
for OSG in the targets and building OSG, I noticed that, although
Hi,
Whilst compiling OpenSceneGraph-2.5.5, I ran into some minor issues
with building osgUtil. This was due to the fact that the file paths
had not been set properly in the build target, leading to missing
files when compiling.
A solution to this is setting the proper file locations in
Hi all,
I'm trying to add more than one nodeCallback on a single node. It would be
very useful for my application.
First way :
In the archive, I founded this :
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-October/003905.html
I didn't saw it in OSG sources, so I
Hi,
you do not need to specify every file in a directory manually. I usually
create a single directory for a layer (-t) and place my geotiffs in
there. You then pass the directory as the parameter to -t.
jp
Lourdes Perez I wrote:
Hi,
Here it goes:
This one generates the 'complete' (the
Hi All
I have created a simplified version of the osgviewerQt example based on
qt3 and OSG2.4
I have also removed the double inheritance for the viewer
I am able to compile and execute correctly this code on Mac OS X 10.4
But the same code crash on widows XP when I execute it. (in the
In Open Inventor, there are sensors and engines to detect changes of an object
and connect the related motions.
Does OSG have similar stuff? How should these functions be done?
Thanks in advance.
- Original Message
From: J.P. Delport [EMAIL PROTECTED]
To: OpenSceneGraph Users
Hi All ,
I am trying to place some characters (cal3D) on a terrain I created
using VPB at a particular location on the terrain using the code shown
below. But when i run my program i do not see any thing, using mouse
(trackball) functionality i cam locate the terrain but could not locate
the
Hi all,
I've managed to build a terrain database using vpb on a Linux single
system image cluster.
Robert, thanks for the great tools.
The build took 50 hours using 8 dual core nodes and generated 1.5
million files with a total size of 487GB. The input data is around 800GB
of geotiffs.
I traced the error now:
The function LineSegementIntersector::getFirstIntersection() executes
very well to the last bit that is:
Dereference _intersections.begin();
It jumps therefor to xtree.h :
reference operator*() const
{ // return designated value
Lourdes,
If your input to a mosaic was .ecw (compressed) and you output an .ecw
(compressed) you may have inadvertently degraded the quality even further.
Sticking with GeoTIF would keep the quality high.
You say you specified 9 levels but it only produced 7keep in mind that
there is a
Robert Osfield wrote:
There have been a number of fixes, and new additions to SVN since
2.5.5 so we'll need to get this thoroughly tested out across
platforms.
I didn't test any of the new features, but at least I can tell that
everything compiles properly on FreeBSD-7.0/i386 and basic
HI Vinvent,
A nested callback, is simply a NodeCallback which has another
NodeCallback nested in side it. There is an _nestedCallback pointer
in NodeCallback to provide the hooks for doing this.
A nested set of NodeCallback's can be any length - it effectively just
a linked list.
Robert.
On
Hi JP,
Nice to hear you've had success. You can post your details up on the
VPB wiki. The normal wiki login details should probably work just
fine.
Robert.
On Tue, Jul 22, 2008 at 3:04 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Hi all,
I've managed to build a terrain database using vpb on a
Hi Robert,
Thanks for the explanations.
Can it be considerer as two callback at the same level ? or the nodecallback
and the nested nodecallback are diferents ?
What about the link which was about CompositeNodeCallback ? (
Hi Hagen,
I believe the OSG code is OK, a quick code review just now doesn't
reveal anything that might be amiss. I have been told of bug with
certain combinations of VS's iterator debugging. I'm not a Windows
developers so the exact details went over my head, but my guess is
that this might be
On Tue, Jul 22, 2008 at 3:22 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
Thanks for the explanations.
Can it be considerer as two callback at the same level ? or the nodecallback
and the nested nodecallback are diferents ?
They are just the same callbacks, please go look at the
Did you manage to build osgephemeris with OSG 2.4? A few
weeks ago I tried to compile it but gave up because it seems
it depends on Producer.
What part of Producer did you have a problem with? Last time I checked,
Producer still builds and runs fine with current OSG and is still a viable
Hi all,
I am using the osgSim::HeightAboveTerrain class, and when using a
CoordinateSystemNode to compute intesections im getting a lot of
notifications. The file osgSim/HeightAboveTerrain.cpp has the following code
on line 64:
osg::notify(osg::NOTICE)lat = latitude longitude = longitude
height
Hello,
I have recently begun an upgrade process that involves OSG. The project
I am on makes use of Delta3D, which makes heavy use of OSG.
In a previous version, we derived a class from OverlayNode for our own
purposes. However, with the recent version of OSG, some of the members
accessed do
Hi Lenny,
Is it the use of a private: section in osgSim::OverlayNode that is the issue?
I probably made this change to prevent problems with wrapper
generation, other than this then isn't a strong need to keep these
protected.
Could you explain what you are trying to do, and how you are going
Hello,
I am doing the tutorials on the osg page and I am stuck while using the
osgDB::FilePathList. Did the methods
getDataFilePathList and setDataFileList move? I can only find a
getDataFilePathList in the osg:DB::Registry, but using this as in the
tutorial:
osgDB::FilePathList pathList =
I had the same issue in this thread
[osg-users] multi threaded with slave camera and fbo
I dont know how to get the link of this thread so this is the date of
the post 06/24/08 02:09
Changing the threading model resolve my problem.
Maybe be it could interest you to read it in the archive
Hi Ariasgore??
You need to add the appropriate includes to use classes/functions, for
osgDB::getDataFilePathList() you need to include osgDB/FileUtils. It
hasn't moved, its always been in FileUtils.
Robert.
On Tue, Jul 22, 2008 at 5:44 PM, Ariasgore [EMAIL PROTECTED] wrote:
Hello,
I am doing
Hi All,
My plan was to make the OpenSceneGraph-2.6 stable release, and to
achieve this I would have needed to got to feature freeze and get
release candidates out by this point for final testing. Alas, the
ImageSequence work is taking longer than I hoped, as I was hoping to
squeeze it in over
J-S,
A code extract is worth a thousand words...
* * *
OSG_LIBRARY_API osg::Geode* OSG_Library::createSquare(const osg::Vec3
corner,const osg::Vec3 width,const osg::Vec3 height, osg::Image* image)
{
// set up the Geometry.
osg::Geometry* geom =
Hi all,
Thanks to Jean-Sebastien for quick response about custom shaders with
osg ShadowMap.
I’m trying to compute shadows in a scene and apply them to each
object. Most of the objects have different shaders. I have to smuggle
information about shadows into each object’s shader. The only
Hello Rahul,
I also gave osgCal2 (I believe 0.3.1) a try with both OSG2.0 and OSG2.4 - and I
wasn't successful with either release. I just got crashes (under VisualStudio8,
didn't try it for Mac). If you do manage to sort it out, please do let me know.
However, I do have character animation
Hello Philip,
As this iamge shrinks into the distance, it (still) becomes invisible.
My coworker (who is knowledgeable of OpenGL, but not so much of
OpenSceneGraph), suggests MIP-mapping. I can move to that, it that's the next
step.
I don't think mipmapping will solve the problem, because
Hi,
I'm loading several animated billboards stored in openflight files, and
found that they are running their animation by frames rather than by time
(i.e. when the framerate changes, the animation speed changes). I can fix it
in this case by traversing the loaded nodes and setting setSync(true)
Hello Denis,
Is there a
way to get Shadow texture from osg ShadowMap and pass it to another
shader? Am I going in a right direction? Should I use osg ShadowMap to
get shadow texture and pass it to different shaders or something else?
I definitely think you should use osgShadow::ShadowMap if
Many thanks!
This will be my first AutoTransform (or first custom Transform with an
accept()). I'll need to know the distance from my image to the camera. I'm
thinking that the accept( NodeVisitor nv) will call
computeLocalToWorldMatrix( an identity matrix, nv) to get that. Am I on the
Actually, I think you should always go away on vacation as you're about to make
a release. :) I would be more comfortable with a little time to let the dust
settle than what is usually given.
andy
___
osg-users mailing list
Hi Paul,
El Martes 22 Julio 2008ES 16:42:12 Paul Martz escribió:
What part of Producer did you have a problem with? Last time I checked,
Producer still builds and runs fine with current OSG and is still a viable
camera management library.
I couldn't get to work nor CMake nor GNUMakefile build
Hi Justin,
I suppose you have Producer already installed on your system. Anyway, thanks
for your help.
Alberto
El Martes 22 Julio 2008ES 14:21:25 KSpam escribió:
Alberto,
I am able to build osgEphemeris with OSG 2.4. I only build the
osgEphemeris library and plugin (That's all I need). I
Hi Alberto,
What part of osgEphemeris are you having trouble building. Is it the
MakeMoonImages directory? If so, I have a (hacked) version working with
OSG2.2. It should work with 2.4. It should allow you to build the library and
the plugin without the Producer dependency. Would this be
Hello Jean-Sebastien,
Check the top of the shader in src/osgShadow/ShadowMap.cpp, there
is a bunch of uniforms with names that start with osgShadow_. You
can use those same variable names in other shaders, and you will
then have access to the same data (as long as the shader is on a
node
Hi Alberto,
I've a version that is built with OSG 2.4. If you are interested, let me know.
Regards,
Cg
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alberto Luaces
Sent: Tuesday, July 22, 2008 5:24 PM
To: osg-users@lists.openscenegraph.org
Subject:
Thank you for your advice!
I have done according to your idea, the result it that when I use
--write-threads-ratio,
GDALOpen() function in GeospatialDataset.cpp have a error, and the error
message is
0x8144580 directive quoted 0 x memory. The memory can not be read.
when I use
Hi,
My code is currently formatting the node-masks of the whole scene-graph before
we start rendering. The formatting code is only ran once.
If a sub-node is added to the node-tree afterwards then I want to run my
formatting code again.
Is there any way to know whether or not the
Hi Viggo,
Don't know the details of your code, but if you are adding a sub-node then
you have code already that is called for adding the sub-node and
thereby you know when the scene-graph has been modified?
regards,
Peter
http://osghelp.com
On Wed, Jul 23, 2008 at 7:51 AM, Viggo Løvli [EMAIL
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