Hi Art,
I took a look into the UnitOutCapture.cpp file. It uses the
Image::readImageFromCurrentTexture function. I assume it reads the entire
texture back to system-memory. I may be able to use that... But, I assume that
if I send a compressed texture to video-memory, then I will get a
Hi Robert,
It seems this modification has broke the Compile Contexts (see my post Win32
problems with CompileContext).
Currently an application setted to use compile contexts crash with a
glGetString call.
On Sun, Aug 3, 2008 at 3:30 PM, Robert Osfield [EMAIL PROTECTED]wrote:
Hi Sherman et.
On Sun, Aug 3, 2008 at 9:21 PM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
I tested file. All works without errors). As KdTrees with or without.
Thanks for testing, I've now checked in this fix to svn/trunk and the
OpenSceneGraph-2.6 branch.
___
Hi Max,
On Sun, Aug 3, 2008 at 9:26 PM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
I tried different formats (jpg / png / bmp) ... function getPixelSizeInBits()
returns values 64 !
I'm afraid this is no help to me, could you please provide the image
file that you think is problematic.
Hi Ralf,
On Sun, Aug 3, 2008 at 10:12 PM, Ralf Stokholm [EMAIL PROTECTED] wrote:
Thanks for the info, will the osga option be enabled again prior to the
release of vpb 1.0?
osga files can't be built multi-threaded, the best we could do is
build individual tasks as .osga, or post process the
Hi Michael,
You'll need to use VPB SVN trunk against 2.6 RC1. Once 2.6 is out
the door I'll make another dev release of VPB.
Robert.
On Mon, Aug 4, 2008 at 2:00 AM, Michael W. Hall [EMAIL PROTECTED] wrote:
I have VPB 0.9.7 and OSG 2.6 RC1. I am getting errors when building
VPB. They are
On Mon, Aug 4, 2008 at 7:21 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
Sorry if it was not understandable.
My question is : why there is difference in the rotation when I get it from
a PAT (attached under the root) or when I do a getWolrdMatrices on the same
PAT
Translation
So you agree that it is not normal to have a difference in the rotation, if
no transform is above the PAT ?
thanks,
Regards
Vincent
2008/8/4 Robert Osfield [EMAIL PROTECTED]
On Mon, Aug 4, 2008 at 7:21 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
Sorry if it was not
I have troubles to remove every color and every lighting from a loaded
model, basically I want to to draw a model completly white without any
shading my code snippet is:
// state is a pointer to the group where the model will be added
state-setMode( GL_LIGHTING, osg::StateAttribute::OFF |
Some time ago (between the 2.2 and the 2.4 versions I think) I've made some
tests with compile contexts on Windows and it worked great. But I didn't use
them further because of some hardware limitations, but now for an other
project I would like to give it a try again.
On Mon, Aug 4, 2008 at
Hi ?? Could you please sign the name you wish to be addressed as.
As for your attempt at making your scene white, the problem is that
you are disabling lighting, and in OpenGL the glMaterial has no effect
when lighting is disabled, in this case only OpenGL vertex colours and
textures effect the
On Mon, Aug 4, 2008 at 9:35 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
So you agree that it is not normal to have a difference in the rotation, if
no transform is above the PAT ?
The line of questioning is what is not normal.
I can't say anything else about what you are doing/expecting.
I hope there will be a name now, otherwise call me Sam :)
The funny thing is that disabling light worked before on other models, while
assigning emission color, the objects have color, no matter if lighting is
on or off (actually it is not full white, but I am on it)
The other problem was
Hi Serge,
I've been doing testing the compile context support using osgviewer on
paged database I have and it all works without error so far. I'm
using Kubuntu 7.10 and 7800GT. I enable compile contexts via:
export OSG_COMPILE_CONTEXTS=ON
osgviewer pagedmodel.ive --SingleThreaded
I tried
OpenSceneGraph 2.6 works fine..
2008/8/4 Robert Osfield [EMAIL PROTECTED]
Hi All,
Yesterday I got svn trunk and the OpenSceneGraph-2.6 branch in sync,
so both contain all the latest changes that Paul Martz merged with the
2.6 branch, and the fixes I made yesterday and submissions made by
Hi All,
Yesterday I got svn trunk and the OpenSceneGraph-2.6 branch in sync,
so both contain all the latest changes that Paul Martz merged with the
2.6 branch, and the fixes I made yesterday and submissions made by the
community up to this morning.
Today I will be writing up the press
Hi Robert,
i just come tested under windows vista, same as problem as Serge reported
:-(
PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: The
requested resource is in use.
2008/8/4 Robert Osfield [EMAIL PROTECTED]
Hi Serge,
I've been doing testing the compile context
On Mon, Aug 4, 2008 at 11:05 AM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
OpenSceneGraph 2.6 works fine..
Thanks for the testing... but what platform configuration?? :-)
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Hi Vincent,
Vincent Bourdier wrote:
My question is : why there is difference in the rotation when I get it
from a PAT (attached under the root) or when I do a getWolrdMatrices
on the same PAT
Translation seems to be the same, but not rotation.
You ask a question which can't really be
ok.
04.08.08, 12:12, Robert Osfield [EMAIL PROTECTED]:
Hi Max,
On Sun, Aug 3, 2008 at 9:26 PM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
I tried different formats (jpg / png / bmp) ... function
getPixelSizeInBits() returns values 64 !
I'm afraid this is no help to me, could you
On Mon, Aug 4, 2008 at 11:56 AM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
What is K-tree? I searched information about in the
Internet but found nothing. Could you give me some
links to the articles about this theme?
Try searching for KdTree or Kd-Tree...
How can I use different shadow-map for different object.
For example, I have a big plane and two trees on it. When I
put these 3 objects into one ShadowScene texture stretches too much.
Two ShadowScene doesn't work together, so I can't use more than one
texture by
How can I get know suuports video-card shaders or not?
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
What is K-tree? I searched information about in the
Internet but found nothing. Could you give me some
links to the articles about this theme?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
try : http://en.wikipedia.org/wiki/Kd-tree
It is a good begining.
2008/8/4 Robert Osfield [EMAIL PROTECTED]
On Mon, Aug 4, 2008 at 11:56 AM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
What is K-tree? I searched information about in the
Internet but found nothing. Could you
http://en.wikipedia.org/wiki/Kd_tree
På Mon, 04 Aug 2008 12:56:23 +0200, skrev GMD GammerMaxyandex.ru
[EMAIL PROTECTED]:
What is K-tree? I searched information about in the
Internet but found nothing. Could you give me some
links to the articles about this theme?
Thanks.04.08.08, 15:12, "VincentBourdier" <[EMAIL PROTECTED] >:try : http://en.wikipedia.org/wiki/Kd-treeIt is a good begining.2008/8/4 Robert Osfield <[EMAIL PROTECTED]>On Mon, Aug 4, 2008 at 11:56 AM, GMD GammerMaxyandex.ru<[EMAIL PROTECTED]> wrote:> What is K-tree? I searched information about
Hi ?? Could you please sign with the name you would like to be
addressed with as it's tedious having to guess.
On Mon, Aug 4, 2008 at 12:09 PM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
ok.
Thanks. To check this out, I've added to src/osgDB/ReadFile.cpp's
osgDB::readImageFile() function
sorry: windows xp with ATI (VC2003) and vista with NVidia (VC2005)
one problem is only the graphics context one, i wrote another email (answer:
Serge Problem)
2008/8/4 Robert Osfield [EMAIL PROTECTED]
On Mon, Aug 4, 2008 at 11:05 AM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
GOOGLE with get this
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of GMD
GammerMaxyandex.ru
Sent: Monday, August 04, 2008 6:58 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I get know suuports video-card shaders or not?
How can
Thanks. I change Nvidia drivers (174 175), function getPixelSizeInBits return
24 )))
04.08.08, 15:26, Robert Osfield [EMAIL PROTECTED]:
Hi ?? Could you please sign with the name you would like to be
addressed with as it's tedious having to guess.
On Mon, Aug 4, 2008 at 12:09 PM, GMD
FWIW I have never been able to get compile contexts to work on Windows since
the feature was introduced. So I believe the issue goes back a ways (i.e.,
is not particular to 2.6).
HTH- Glenn
On Mon, Aug 4, 2008 at 6:17 AM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
Hi Robert,
i
You also need to show how you are extracting the rotational values and how
your setting them
To add to the issue there are many ways to set Quats up and retrieve the
rotational values out of them which can return different results
And again as Robert pointed out getting a transforms matrix and
That should have been
A GOOGLE will get this for you
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Monday, August 04, 2008 7:56 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] How can I get know suuports video-card
Some time ago it worked for me (the same time when we were able to make
glGetString calls outside a draw callbacks).
I'll try to make some tests this afternoon and let you know how it goes.
On Mon, Aug 4, 2008 at 1:56 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
FWIW I have never been able to
Hi Sam,
On Mon, Aug 4, 2008 at 10:56 AM, Sam [EMAIL PROTECTED] wrote:
I hope there will be a name now, otherwise call me Sam :)
Yep, name came through thanks. Named posts help keep an informal and
friendly atmosphere on the list ;-)
The funny thing is that disabling light worked before on
Sender: [EMAIL PROTECTED]
On-Behalf-Of: [EMAIL PROTECTED]
Subject: Re: [osg-users] Behaviour of function
osg::Image-getPixelSizeInBits() is strange.
Message-Id: [EMAIL PROTECTED]
Recipient: [EMAIL PROTECTED]
---BeginMessage---
Hi Max,
Could you provide the image file that revelled this issue.
Thanks Philip, fix looks reasonable and is now merged and commited to
svn trunk and the OpenSceneGraph-2.6 branch
On Mon, Aug 4, 2008 at 1:43 PM, Philip Lowman [EMAIL PROTECTED] wrote:
On Sun, Aug 3, 2008 at 9:38 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Philip,
The OSG deliberately
Thanks for the additions Maciej, the changes have missed the
OpenSceneGraph-2.6 branch/feature freeze so will have to be merged
once 2.6 is out.
On Mon, Aug 4, 2008 at 1:51 PM, Maciej Krol [EMAIL PROTECTED] wrote:
Hi all,
I have implement frame based expiration of PagedLOD children. I will
Robert,
Thanks for the reply.
I goofed. When using Producer, whatever the default GA is,for #1, it
doesn't seem to call the callback.
Using #2 - #4 are fine. By #'s I mean pressing keyboard key 1-4 to
change the manipulator.
So now I am using #4.
Chris
-Original Message-
From:
Hi All,
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads
Or more directly:
* Zip file containing source code : OpenSceneGraph-2.6.0-rc2.zip
* Subversion tag : svn co
Hi Chris,
Just to be clear, does everything work as expected now?
Robert.
On Mon, Aug 4, 2008 at 4:00 PM, Dorosky, Christopher G
[EMAIL PROTECTED] wrote:
Robert,
Thanks for the reply.
I goofed. When using Producer, whatever the default GA is,for #1, it
doesn't seem to call the callback.
Hi Robert,
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
I compiled right before you tagged, both on Windows Vista + VC2005 and
on Ubuntu 8.04 on VirtualBox. All fine.
I noticed though that Daniel Olivier is not in the AUTHORS.txt file, I
Hi Robert,
I have put together an initial draft of the press release (please
review/comment/amend):
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6
Forgot to mention, press release looks good.
J-S
--
__
Jean-Sebastien
Robert Osfield wrote:
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
SVN from 10:30 UTC today compiles properly and runs (tested only with
'osgviewer' and an AC3D model) on IRIX/N32 (MIPSPro) and
Solaris/SPARC32 (SunStudio),
Martin.
--
Unix
Hi all,
I've made some investigations. First of all, I've tested several OSG
versions with the following code :
osgViewer::Viewer viewer;
viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
osg::DisplaySettings::instance()-setCompileContextsHint(true);
Currently it doesn't work with OSG 2.4 as I said (the behavior is strange
with this version, in some case it works, in other not). But with 2.2 it
still works in all case.
On Mon, Aug 4, 2008 at 5:31 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hi all,
I've made some investigations. First of all,
On Mon, Aug 4, 2008 at 4:09 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I compiled right before you tagged, both on Windows Vista + VC2005 and on
Ubuntu 8.04 on VirtualBox. All fine.
Thanks for the testing.
I noticed though that Daniel Olivier is not in the AUTHORS.txt file, I
I'm starting to convert several apps from OSG 1.X to the current release.
I've read the posts regarding Viewer and CompositeViewer and want to make sure
I'm understanding it right. If you don't mind a few beginner questions...
1) Viewer (which is a View) can have one or more Cameras, but
Hi Serge,
The code looks to be a bit suspect to me. The problem is that the
CompileContextHint will tell osgViewer to try and create a compile
context for each window it creates, and then start a thread for each
of these compile context, this thread will have the a makeCurrent()
internally and
Hi Dan,
You are mostly on the right track.
A couple of clarifications:
A view has a single Master Camera accessed via view.getCamera()
A view has an optional list of zero to many Slave Camera.
A view's Master Camera can be active (have its own GraphicsContext)
or passive (no
Slaves can be moved independently of the main camera by setting their
reference frames to ABSOLUTE_RF. Otherwise, yes, they are offset from
the main camera.
Yes, slaves can either share the main graph or may have their own
subgraphs.
Typically, yes, though this all depends on what they're
Whoops - forgot to include the numbers referencing the original email.
Added them below.
Matthew W. Fuesz
Software Engineer Asc.
Lockheed Martin STS
1210 Massillon Road
Akron, OH 44315
[EMAIL PROTECTED]
From: [EMAIL PROTECTED]
[mailto:[EMAIL
LIGHTING ON:
xxx-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
LIGHTING OFF:
xxx-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF |
osg::StateAttribute::OVERRIDE);
04.08.08, 16:18, Robert Osfield [EMAIL PROTECTED]:
Hi
You're right, my test wasn't correct.
I've made a new one (see below), and it doesn't work on any OSG version...
:/ It crash everywhere on glGetString because the makeCurrent failed on the
PixelBuffer.
I'll try to work on it tomorrow, any idea on where to look ? :) Are
PixelBuffer not working at
I will not have time to try it because of vacation, but often there are
issue about packaging files (.pc ), so this is just a reminder to check
it ;)
Cedric
Robert Osfield wrote:
On Mon, Aug 4, 2008 at 4:09 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I compiled right before you
Hi Serge,
I can't right out whether your new code is safe, I would for starts
check the graphics context is being passed in by case the object to a
GraphicsContext* as well as the Viewer* just to make sure that it's be
called from the correct thread.
Rather than roll your own tests, could you
On Mon, Aug 4, 2008 at 6:00 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I will not have time to try it because of vacation, but often there are
issue about packaging files (.pc ), so this is just a reminder to check it
;)
This one is already covered :-)
# pkg-config source file
prefix=/usr
Hi Robert,
Libs: -L${libdir} -losg -losgDB -losgFX -losgGA -losgParticle -losgSim
-losgText -losgUtil -losgTerrain -losgManipulator -losgViewer
Not that I use Linux that much, or even know what these files are, but
wouldn't you want to add osgWidget in the above?
J-S
--
I compiled OpenSceneGraph-2.6.0-rc2 on Windows Vista/XP + VC2008. All fine!
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Hello all,
I would like create a scene with one object, which can receive shadows and
one object, which can cast a shadow.
So I create an osgShadow::ShadowedScene and I set the
ReceivesShadowTraversalMask (0x1) and the CastsShadowTraversalMask (0x2).
Then I set the ShadowTechnique on
You are mostly on the right track.
Good to hear... the previous postings described it, but I wanted to make
sure I was getting it.
A couple of clarifications:
A view's Master Camera can be active (have its own GraphicsContext) or
passive (no GraphicsContext).
This is an area I
Slaves can be moved independently of the main camera by setting their
reference
frames to ABSOLUTE_RF. Otherwise, yes, they are offset from the main
camera.
Ahh, yes. That makes sense.
I have used a slave to provide an orthographic overlay (HUD) projection,
which has its own
OSG 2.6.0-3c2 compiles and runs on 32-bit openSUSE 11.0.
I did stumble upon one small issue with Virtual Planet Builder though.
GCC 4.3.1 requires cstring to be included to support the calls made to
memcmp and strchr in the file src/vpb/PropertyFile.cpp. After adding
that include, VPB compiled
Hi GammerMax?
How can I use different shadow-map for different object.
For example, I have a big plane and two trees on it. When I
put these 3 objects into one ShadowScene texture stretches too much.
Two ShadowScene doesn't work together, so I can't use more than one
texture
Welcome back, Robert -- sounds like you had a great holiday.
I have put together an initial draft of the press release (please
review/comment/amend):
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6
I made 2 minor typo/grammatical fixes, otherwise looks fine.
-Paul
Hi Chris,
On Mon, Aug 4, 2008 at 8:00 PM, Dorosky, Christopher G
[EMAIL PROTECTED] wrote:
Works as expected for manipulators 2-4 (flight, drive, terrain). Doesn't
work for #1, which is the trackball manipulator.
Or maybe there is some problem selecting the trackball manipulator, but
I don't
On Mon, Aug 4, 2008 at 6:35 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Robert,
Libs: -L${libdir} -losg -losgDB -losgFX -losgGA -losgParticle -losgSim
-losgText -losgUtil -losgTerrain -losgManipulator -losgViewer
Not that I use Linux that much, or even know what these files are, but
Robert Osfield wrote:
Hi All,
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
Robert,
I have made some minor fixes to the build system for OSX, but they are
not complete yet. I have been swamped with other pressing issues at work
and have not
Hi Ken,
I've added a string.h to PropertyFile.cpp rather than cstring as some
platforms don't have good Standard C++ lib support.
Could you do an svn update on VPB and let me know if this compiles OK.
Robert.
On Mon, Aug 4, 2008 at 7:15 PM, Sewell, Kenneth R Civ USAF AFMC
AFRL/RYZW [EMAIL
Robert Osfield wrote:
Hi All,
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads
Or more directly:
* Zip file containing source code : OpenSceneGraph-2.6.0-rc2.zip
* Subversion tag :
Eric Sokolowsky wrote:
Robert Osfield wrote:
Hi All,
I have now tagged the 2.6.0 release candidate 2, you can grab it from
the downloads page:
libosgviewer will not build in 64-bit under Carbon (ppc64 or x86_64)
osgviewerWX example will not build in 64-bit under Carbon or X11
(ppc64 or
Martin Spott wrote:
SVN from 10:30 UTC today compiles properly and runs (tested only with
'osgviewer' and an AC3D model) on IRIX/N32 (MIPSPro) and
Solaris/SPARC32 (SunStudio),
Ok, the same applies to rc2 - OSG even properly honours the $DISPLAY
when doing GLX over remote network connections !
[EMAIL PROTECTED] wrote:
Right. Curious (this is probably just semantics)... if I had an
out-the-window
view and an inset bird's-eye view (same scene), would one think of this as
a single conceptual view as it's all looking at the same scene?
I see now how this could be done in either
Providing the code you use to set the translation and rotations may help
folks see what may be wrong
__
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
Here's my code snippet...
...
while (!viewer-done())
{
if (model_update_needed)
mt-setMatrix(osg::Matrix::rotate(osg::inDegrees(heading),
0.0, 0.0, 1.0) *
osg::Matrix::translate(modelx, modely,
modelz));
...
viewer-frame();
see
http://www.vis-sim.com/osg/osg_faq_1.htm#f15
http://www.vis-sim.com/osg/osg_faq_1.htm#f16
http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/rotation/ro
tation.html
http://www.palomino3d.org/pal/openscenegraph/
__
Thanks for the reply. The delay of review will buy me some time to present
the aligned matrixf. It is true that these maths are not the largest
bottleneck even for our game, but they still are significant! especially
during heavy use of collision detection. I would like to know if Mathias
Dear All,
I read in 2.6 Updates include this
New database optimizer that is able to remove static transforms by duplicating
shared geometries
And I want to ask what is best for performance.
- Duplicate geometries (or)
- Shared geometries and transform them.
thanks,
Ahmed Nawar
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