Hi,
On Thursday 04 September 2008 23:23, Rahul Jain wrote:
While compiling my application with OSG2.6 I am getting following
linking error *undefined reference to
`OpenThreads::Atomic::operator--()*. The same application is linked
properly with OSG2.4. Since i am not using Atomic operation
Hi,
no, you don't need cmline args. With just the command you should see a
yellow square.
I have not compiled 2.6. I have 2.5.3 here and it works (Debian Sid,
NVidia 7400 Go).
You could also try:
osgmultiplerendertargets --image
and
osgmultiplerendertargets --hdr
but they prob won't work
Just a little remark: isn't the cockpit supposed to read FUEL FLOW instead
of FLUEL FLOW? :)
originally someone did a test with photo realistic terrain.
video (40s):
High resolution (26 Mo)
http://documents.cigognes.net/csp/csp-terrain-photo.avi Low resolution
(YouTube)
Hi,
it's already done for you. Just use the osg::KdTreeBuilder visitor on the
subgraph you want to be split with kd-trees.
Alberto
El Jueves 04 Septiembre 2008ES 19:15:21 maruti borker escribió:
Thanks for pointing out , i looked into the discussion and i think the
current setupd with
LOL, yes you are right, i never saw that.
thank you for finding the failure. :)
Alberto Luaces wrote:
Just a little remark: isn't the cockpit supposed to read FUEL FLOW instead
of FLUEL FLOW? :)
originally someone did a test with photo realistic terrain.
video (40s):
High resolution (26
Hi Alex,
I'm afraid you'll need to move to the dev release 2.7.2 or svn/trunk
to get .ive support for osgFX::BumpMapping.
Robert.
On Thu, Sep 4, 2008 at 10:48 PM, Pecoraro, Alexander N
[EMAIL PROTECTED] wrote:
Is it possible to write osgFX::BumpMapping nodes to an ive file? I noticed
in OSG
But when i went through the discussion, i found out that only geomety in the
leaves have seperate kd-tree and not a single kd-tree for the whole scene.
Correct me if i am wrong.
Maruti Borker
IIIT Hyderabad
Website:- http://students.iiit.ac.in/~maruti
Blog:- http://marutiborker.wordpress.com
Hi Patrick,
I presume you have quicktime installed and compiled the OSG's qt
plugin on on your system, you make may no mention if you've done this
or if what system you are working on. Quicktime is requied for Mpeg4
files, but only available under OSX and Windows. Under Linux you'll
need to to
Hi Ralf,
Doing this is feasible, but it's quite a bit of work, and certainly
not something that will be in the VPB-1.0 release.
Longer term I'd like to see osgTerrain supporting boundary polygons,
and runtime tessellation against these, then VPB would then just need
to cut the boundaries up into
Hi Paul,
I have just tried osgmultiplerendertargets on my quad core system and
it runs fine (svn/trunk) but there has been no fixes since 2.6 that
would effects things.
What hardware/OS setup do you have?
Robert.
On Thu, Sep 4, 2008 at 6:35 PM, [EMAIL PROTECTED] wrote:
I'm getting a
HI Maruti,
On Fri, Sep 5, 2008 at 9:11 AM, maruti borker [EMAIL PROTECTED] wrote:
But when i went through the discussion, i found out that only geomety in the
leaves have seperate kd-tree and not a single kd-tree for the whole scene.
Correct me if i am wrong.
The use of KdTree on drawable
Hi Hannes,
On Thu, Sep 4, 2008 at 8:36 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
with VirtualPlanetBuilder you mean
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
with VTP you mean http://www.vterrain.org/
i did not find anything about VTB, is it a mistyped VTP?
It's a typo
Hi ,
I understood your point. That is why i said that the kd-tree
implemented in OSG wont be useful for my purpose. I just wanted to know if
there are any tools/code which creates a single kd-tree of the whole scene.
Regards,
Maruti Borker
IIIT Hyderabad
Website:-
Hi Robert,
Hi Tugkan,
On Wed, Sep 3, 2008 at 9:56 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
I am porting an application from OSG0.99 to latest SVN version.
Wow, climb aboard the time machine :-)
I know :). We never had the time slot for the upgrade until now.
I have implemented the
Hi Maruti,
you could also try to use osgUtil::Optimizer with the SPATIALIZE_GROUPS flag
set. This way, the scenegraph will be laid like an octree, so it would
roughly act as the kd-tree between the root and the leaves.
I don't know of any program to do what you want, but maybe you could
Hi Robert,
Thanks for reply. I am looking for osgTexture3D for create caustics on
terrain surface with alpha value between 0.0-0.5 When I texture I want to
see terrain surface with caustics but I can only see textures with different
state like transparance and opaque version in sliding. What can
Hi Scott,
I'm currently having the same problem as you, i'm using last developper
release OSG 2.7.1.
When I open an .osg file in the second view everything is ok, but when I
load an .ive file, the texture is missing in the second view.
Please let us hear if you've found the trick.
2008/8/3 Robert
HI Amalric,
If you open the second graphics window after the first second graphics
has been rendered and they share the same view, and the texture's are
set up to unref images after apply, then only the second graphics
window there will be no image to apply. If you have this particular
Hi everybody.
I have some performance problems with rendering to texture.
I am doing some interlacing for an autostereoscopic display. Therefor I need 5
different views on the scene, which I render into textures I later use as input
for the interlacing API.
But doing the RTT slows down my
Hi Steffen,
You need to work out what the bottleneck is in your setup. Try
adjusting the resolution of your textures to see if it's a memory or
fillrate issue. Also try a range of models - ones that are simple
through to ones that are complex to see how things scale - compare
this with a
Hello Steffen,
... (currently it's 1280x1024)
I haven't really done what you're saying myself, but this strikes me as
a possible choking point... Are you disabling the resizeNonPowerOfTwo
hint on your RTT textures? It could be that your textures are being
resized each time you render to
I'm interested in getting the community's input on the best way to
export from Maya to an OSG-readable format. I'm looking for something
that will support scene structure, textures, and potentially shaders.
We tried FLT export from Maya, but the textures didn't come into OSG.
Has anyone come
Hi again,
I have problems to get my apps to find the plugins. Or rather, there seems
to be some issue with the executable. I'm loosing my mind over this today so
if someone have some insights I would be more than happy!
So I'm on a Mac with Leopard(10.5.4)
I tested to build using CMake to
Hi Filip,
If you have installed the OSG then there should be no need to set the
path to the plugins, as the OSG should search the standard lib paths
for the presence of the osgPlugins-2.x.x directory.
A good way to check where the the OSG is searching for files and
plugins is to enable verbose
Hi Max,
My guess is that Qt is changing OpenGL state which is not being
protected, and then you are mixing this with the OSG which assumes
that it has complete control over OpenGL state so gets messed up by
the QT changes to state, and also Qt OpenGL code is likely to be
messed up by the OSG
Thanks for the hints so far...
I gave you wrong information since I forgot that I take care of the NPOT-stuff
myself.
The API I use later on needs POT-textures so I make sure that only POT-textures
are rendered. So in fact my textures are normally 2048x1024.
I know that the performance issues
Thank you Robert,
but the wierd thing is that this is in the output:
FindFileInPath() : trying /usr/local/lib/osgPlugins-2.6.0/osgdb_qt.so ...
FindFileInPath() : USING /usr/local/lib/osgPlugins-2.6.0/osgdb_qt.so
Opened DynamicLibrary osgPlugins-2.6.0/osgdb_qt.so
Warning: Could not find plugin to
Hello Robert,
Thank you very much for your reply.
My thoughts exactly. But how do I save and restore the opengl state in
its entirety? I tried pushing/popping the modelview, projection and
even the texture matrices around calling viewer-frame(). I also
explicitly glGet'ed them and loaded
Hi Todd,
We regularly use maya's ascii obj format. This works rather well for our
needs. I believe there exists an osg exporter for maya as well.
-bob
I'm interested in getting the community's input on the best way to export
from Maya to an OSG-readable format. I'm looking for something
On Fri, 5 Sep 2008, Todd J. Furlong wrote:
I couldn't find a valid link to the OSG Maya exporter. That would be helpful
if someone could post it.
Not sure of the platform you're on, but found win32 binary and source for
the osg maya exporter here:
Greetings,
I'm upgrading some old OSG 1.2 code to OSG 2.4 and need to implement the option
to run in fullscreen mode. Sans Producer, how is this done? Also, is this
true fullscreen (i.e., exclusive) mode or just a borderless topmost window
sized to fit the screen?
Many thanks in advanced,
Robert,
I looked at the front page and nothing is mentioned about OSG 2.6. I
have tried VPB 0.9.7 and make fails with several errors. The SVN
version compiles, but gives the the error when I try to run it. Can you
tell me which version of VPB I need?
Michael
On Thu, 2008-09-04 at 10:27
Hi Filip,
Could you try other and model image formats, such as
osgviewer cow.osg
And see what happens.
Robert.
On Fri, Sep 5, 2008 at 6:33 PM, Filip Wänström [EMAIL PROTECTED] wrote:
Thank you Robert,
but the wierd thing is that this is in the output:
FindFileInPath() : trying
HI Guys,
What are you all doing with your RTT Camera's? Are you just doing
render to texture, or are you doing a copy to Image/glReadPixels as
well? The later will throw a big slow down as it requires a round
trip to the graphics card and an associated finish of the all OpenGL
prior to the
Hi Max,
The topic of mixing OpenGL code with the OSG has been discussed many
times on osg-users so have a look through the archives on this topic.
glPushAttrib would also be a good keyword to search on.
Robert.
On Fri, Sep 5, 2008 at 6:42 PM, Max Pfingsthorn
[EMAIL PROTECTED] wrote:
Hello
Hi Tim,
By default the osgViewer library will open up windows fullscreen, i.e.
try runing osgviewer or almost all of the osg examples. For examples
of explictly setting up windows have a look at the osgcamera example
and also the View::setUpView*() methods in src/osgViewer/View.cpp.
The
On Fri, Sep 5, 2008 at 8:26 PM, Michael W. Hall [EMAIL PROTECTED] wrote:
I looked at the front page and nothing is mentioned about OSG 2.6.
And yet you still wanted to make the assumption that implictly
SVN/trunk meant OSG 2.6... the VPB wiki front page tells you
everything that is to know.
I
This is in reference to a previous question that has been posed. Sorry
if this has already been addressed.
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2
008-April/009652.html
Our application seems to be hitting this same issue. We are trying to
render quite a bit of
Hi Ryan,
can't answer your question immediately but i am embarking on a lot of
work around osgText so thanks for the heads up and the detailed post.
I'll consider your points as i work through what i need to do. Will
obviously post feedback to the group.
rgds
Nick
Kawicki, Ryan H wrote:
On Fri, 2008-09-05 at 22:53 +0100, Nick Bryan wrote:
Hi Ryan,
can't answer your question immediately but i am embarking on a lot of
work around osgText so thanks for the heads up and the detailed post.
I'll consider your points as i work through what i need to do. Will
obviously post
Jeremy I didn't pick up on OSG until July this year so I'm very much a
newbie. I've spent time playing around and reading the newsgroup but
have yet to do anything serious. Having read up on Pango I'm pretty
interested in your work and maybe i don't need to do anything - if only ;-)
Nick
Hi guys,
Strange bug with osgText, with the current configuration:
std::string fontName = ../data/Vera.ttf;
VarsEditor::instance()-get(fontPlayerName, fontName);
osgText::Font* font = osgText::readFontFile(fontName.c_str());
_seatNumber-setFont(font);
Hi
Can osg plugin read .ply or off model format?
Thanks.
YangXiao.
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