On Monday 25 August 2008 23:08, Martin Spott wrote:
Now, finally the secret behind the funny behaviour was disclosed to me
- and it's so bizarre that I'd like to share it with you:
The AC3D loader in OSG works properly - obviously. But FlightGear has
to switch the orientation when loading AC3D
Hi ??? Could you please sign your posts with the name you wish to be
addressed as.
On Mon, Aug 25, 2008 at 6:35 PM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
How should I make visualization of many objects-links (Geometry Instancing)?
How can I use extetion OpenGL EXT_draw_instanced for
Hi Yanling,
Yuu can't use a standard OpenGL visual to do quad buffer stereo,
you'll need to create a context with a visual that explicitly support
quad buffer stereo. The GraphicsContext support in osgViewer does
support quad buffer where this visual is supported by the underlying
OpenGL
Hi Pablo,
From your email I can't quite work out what you are trying to achieve.
Is that you want to replace the existing texture present in each
tile that is loaded, or overlay another texture ontop of the existing
tiles?
Robert.
On Tue, Aug 26, 2008 at 12:18 AM, Pablo Perez [EMAIL
I have compiled osg under windows with visual studio2005, strictly following
the steps of:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
After build successfully, I also build the INSTALL project. But when running
examples, it could not find the plugin
For creating a stereo-in-a-window canvas in GTK (with Python that is) I had
to step away from using setUpViewerAsEmbeddedInWindow, as this function
creates a new osgViewer::GraphicsWindowEmbedded with parameters
(x,y,width,height). This results in a default graphics context setup
without specific
hi liuming,
What dependencies did you get? With MSVC 2005 (cl 8.0) you need Mike's
prebuilt binaries. Find links at:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
If you already got those there's the chance that you haven't upgraded
visual studio with service pack 1.
Hi Philip, all,
I'm moving this discussion to osg-users. For references see
http://www.mail-archive.com/[EMAIL PROTECTED]/msg01780.html
On 8/22/08, Philip Lowman [EMAIL PROTECTED] wrote:
G...
Ok, so the whole section from lines 27 to 42 can, I'm nearly 100% certain,
can safely be
Hi Mattiash and Philip et. al,
On Tue, Aug 26, 2008 at 12:22 PM, Philip Lowman [EMAIL PROTECTED] wrote:
As a side note, without having digged this out I've been wondering
what the OSG_MSVC_VERSIONED_DLL do that OSG_USE_SONAMES don't? I am
prepared to get bitch-slapped here but if it is
Hi All,
Another week, another dev release :-)
OpenSceneGraph-2.7.1 can be downloaded from :
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
* OpenSceneGraph-2.7.1, released on 26th August 2008.
OpenSceneGraph-2.7.1 includes new dicom 3d image loader (that
Don't forget if using Mikes pre-built 3rdparty you must have SP1 installed for
Visual Studio
Gordon
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL
Please remove all this off this site!
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This is the part of osgviewer where I try to load the new texture:
osg::Group* root = new osg::Group();
osg::ref_ptrosg::Node loadedModel =
osgDB::readNodeFile(C:\\osg\\Terrain.ive);
osg::Image* loadedImage = osgDB::readImageFile( C:\\OSG\\overlay.png );
osg::Texture2D* texture = new
On Tue, Aug 26, 2008 at 1:39 PM, Ricky [EMAIL PROTECTED] wrote:
Please remove all this off this site!
Please engage brain before typing.
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On Tue, Aug 26, 2008 at 1:45 PM, Yanling Liu [EMAIL PROTECTED] wrote:
Thanks, Robert,
The osgViewer works great with stereo on my machine. It must be the OpenGL
visual created by FOX. I'll try to use the context created by osg::Viewer
itself.
If you need to use fox you might be able to
Hi Pablo,
What is missing from your code is the generate of texture coordinates.
The way to do this is to use a TexGenNode to positioning the mapping
between vertex position to texture coordinates.
Robert.
On Tue, Aug 26, 2008 at 1:54 PM, Pablo Perez [EMAIL PROTECTED] wrote:
This is the part
I see some porn images on homepage of this group
http://groups.google.com/group/osg-users
I deleted 1 page, but there're still many left.
Could you remove it?
On Aug 26, 8:28 pm, Robert Osfield [EMAIL PROTECTED] wrote:
On Tue, Aug 26, 2008 at 1:39 PM, Ricky [EMAIL PROTECTED] wrote:
Please
Forgive me if this has been asked before, I really did search the
archive :-)
Is there a way to query what version of OSG was used to build an .ive
file?
If not, is it safe to try loading an .ive file from an unknown version?
Am I risking a crash by doing that? If not I could put some
Hi, Robert,
Turns out I just need to create Fox visual with VISUAL_STEREO! I should
always dig deeper into documents before asking..:)
Thanks!
Yanling
On Tue, Aug 26, 2008 at 9:30 AM, Robert Osfield [EMAIL PROTECTED]wrote:
On Tue, Aug 26, 2008 at 1:45 PM, Yanling Liu [EMAIL PROTECTED] wrote:
On Tue, Aug 26, 2008 at 2:40 PM, Ricky [EMAIL PROTECTED] wrote:
I see some porn images on homepage of this group
http://groups.google.com/group/osg-users
I deleted 1 page, but there're still many left.
Could you remove it?
Darn, the net is full of such jerks. I've just visited the page, and
I don't know how many people are interested in embedding OSG into either
Gtk+ or Gtkmm applications, but if anyone is I started a project on
Sourceforge that provides subclasses of osgViewer::Viewer and
osgViewer::GraphicWindow that can be used as a gtkglext or gtkglextmm
DrawingArea widget.
This
On Tue, 2008-08-26 at 08:53 -0600, [EMAIL PROTECTED] wrote:
I don't know how many people are interested in embedding OSG into either
Gtk+ or Gtkmm applications, but if anyone is I started a project on
Sourceforge that provides subclasses of osgViewer::Viewer and
osgViewer::GraphicWindow that
I have loaded a *.osg file and I am using and osg::StateSet and
setting a material to have an alpha value of 0.5 to set the
transparency.
The problem is that it comes out only transparent on one side and
completely Grey scale.
I suspect that that the Materials set within the *.osg file are
I'm integrating an existing (working) OSG(tried v2.2.0 2.6.0)
application with WxWidgets v 2.8.8, but I keep getting the following
error message:
Run-Time Check Failure #0 - The value of ESP was not properly saved
across a function call. This is usually a result of calling a function
declared
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Robert Osfield wrote:
| On Tue, Aug 26, 2008 at 2:40 PM, Ricky [EMAIL PROTECTED] wrote:
| I see some porn images on homepage of this group
| http://groups.google.com/group/osg-users
| I deleted 1 page, but there're still many left.
| Could you remove
Hi Robert,
I was discussing the possibility of using vpb in a more dynamic way where we
could load geospatial data on the fly like ArcGlobe or ossim_planet without
having to regenerate the whole terrain database. I believe this is
something that you have stated is in the works for the future of
This came up with a google search:
http://www.codeguru.com/forum/showthread.php?t=366290
Good luck :-)
On Tue, Aug 26, 2008 at 11:14 AM, Cysneros, Nelson SPAWAR
[EMAIL PROTECTED] wrote:
I'm integrating an existing (working) OSG(tried v2.2.0 2.6.0) application
with WxWidgets v 2.8.8, but I
Hi All,
I want to create under water effect and searched mail list so found very few
mail about this topic. How can I create on OSG? I want to learn more than
using a Fog, plankton or bubbles effects. For example, waves, multi-pass
particle effect or sun-beam effects? Where should I start?
Hi,
I'm not sure if this should go on osg-submissions instead, or if it's even a
submission at all (deletion?), but simply removing line 192 (_start = _now)
fixes the problem.
The bug is that the openflight loader sets the sequence's mode to START
before it's in the scene graph, so the _start
Look at depth of field, it works very well for underwater scene, going some way
to spoof the blurring in the distance caused by water. I believe there's a nice
implementation in the book ShaderX3
As for sun-beams or god-rays check out the book ShaderX5 there's a good article
on a multipass
Hi Alexandre,
Hi,
I want to use osgPPU::UnitTexture to shoot a video as a texture input for
another unit.
Ok, good idea, I have used it for my project successfully.
So I tried this code :
Image * myVideo = osgDB::readImageFile( myVideoFile.mov );
osg::ImageStream * videoStream_ = NULL;
Hi all,
Not trying to start any sort of a war, but for us precompiled headers
are simply a massive NO NO. for others they may like them, say like
MFC programmers :)
I agree with Gordon on this. The problems precompiled headers bring far
outweigh the build speedup. In addition to Gordon's
Hi, Gordon.
Thanks for your kindly help.
Date: Tue, 26 Aug 2008 08:25:23 -0400 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] help, could not
find plugin Don't forget if using Mikes pre-built 3rdparty you must have
SP1 installed for Visual
Ricky wrote:
Please remove all this off this site!
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wait, what?
Hi Robert -- I'm trying to render to texture using a multisampled
framebuffer object, and subsequently need to call glBlitFramebufferEXT in
order to resolve the multisampled FBO into a buffer object that I can use as
a texture.
As near as I can tell, the only OSG code that executes a
Hi list...
I have been trying to get a camera with a texture attached to hide the
clear color with it's alpha value, but I have been unable to; after
searching yet again through the mailing list archives, I found someone
who wrote that switching it's render target's implementation sort of
solved
Hi, Robert:
I just get the lastest version from SVN and see the DICOM loader is
implemented. A lot of changes has made to osgVolume example, so is there a
schedual developping the volume rendering node for OSG?
I've also noticed that DICOM loader require ITK. I use ITK rencently to do
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