Hello,
I've been working on an engine that combines sdl, osg, bullet, open al, and
now lua for roughly 6 weeks. Static and dynamic entity creation works well
on the fly if handled with C++ code, however if I attempt to off-load this
logic to lua, I run into problems. Below is an example of code
Sure, no problem at all.
However, I'm now doing further investigation for simpler code to do
the same thing. I'm wondering if version check is actually needed for
each extension availability check. Since OpenGL must be upward
compatible, you can call only isGLExtensionEnabled for that purpose.
The
Hi All,
Thank you Robert for this nice tool. Before I report my results, my
feature requests ;)
1) Perform all the standard tests, and format the output for easy posting:
> osgmemorytest --report
2) Stress the system by performing all the standard tests again and again:
> osgmemorytest --stres
Hi Robert,
I've looked into this a little further. It appears the changes you made
to ParticleSystem.cpp on March 17th is the reason for the behavior
change. I don't have a solution yet other than backing out the changes.
I'm still trying to understand what you're doing in the
single_pass_rende
On Tue, Nov 11, 2008 at 7:01 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
>
> I probably won't be the only one to say it but...
>
> This is wicked awesome. :)
It is *wicked* all right ...
Notebook, Intel c2d 2.2Ghz, 3GB ram + 4GB swap, nVidia 8600M-GT 256MB,
driver 177.80
1) 103
2) 207
3) 154 sec
Thanks, John. If you fix this, please post the fix to osg-submissions.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Tuesday, November 11, 2008 11:35 AM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] BUG FOUND: FLT Writer Duplic
It sounds like a palette override flag issue.
If the ProxyNode comes from importing a FLT file, it will have a ParentPools
object attached to indicate how the override flags should be set during
re-export. If the exporter doesn't find a ParentPools attached to the
ProxyNode, it leaves all overrid
Thanks Robert,
We used the second approach you mentioned, threw all the views in one
window, & not surprisingly the memory utilization went way down.
Thanks for correcting our GL naivete.
It seems tho that the 2nd approach also limits us to single-threaded only;
would you concur? We have an
Thank you Paul,
And for whom it concerns; opengl.org contains links to copies of old
editions of red and blue books :
http://alien.dowling.edu/~vassil/theredbook/
http://alien.dowling.edu/~vassil/thebluebook/
Can
2008/11/10 Paul Martz <[EMAIL PROTECTED]>
> I appreciate the OSG community pluggi
On Tue, 2008-11-11 at 17:55 +, Robert Osfield wrote:
> Hi All,
>
> Today I've been coding up a new example that is written with the
> intent of testing out the capabilities of our hardware/drivers/OS's to
> allocate lots of windows/pbuffers on the window manage side, and lots
> of FBO's, textu
Hi J-S,
> Those first three are weird, seems it can't create a GraphicsWindowWin32 and
> PixelBufferWin32, and the third without an error... I've seen problems
> creating GraphicsWindowWin32 objects programmatically before, the window
> classes are not registered so you need to create one window a
On Tue, Nov 11, 2008 at 7:20 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
>Sharing Geometry is
> next most important, then if you can share Geometry you could share
> vertex arrays or the VBO's attached to them.
Should read:
Sharing Geometry is next most important, then if you *can't* share
Geom
Hi Ed,
You can share whole subgraphs as well as individual components. I'd
recommend sharing StateSet/StateAttributes as much as possible to help
out with start sorting and lazy state updating. Sharing Geometry is
next most important, then if you can share Geometry you could share
vertex arrays
I am working on porting my raw/native/whatever-you-want-to-call-it
OpenGL application to OSG. In my application, if I load multiple
objects of the same type, I reuse the VBO created for the original
object. Is this something I can do in OSG?
Ed
__
Hi Robert,
Very nice tool
Jeremy Moles wrote:
On Tue, 2008-11-11 at 17:55 +, Robert Osfield wrote:
Hi All,
Today I've been coding up a new example that is written with the
intent of testing out the capabilities of our hardware/drivers/OS's to
allocate lots of windows/pbuffers on the wi
Hi Robert,
Here's a couple of tests that I'd appreciate it if users
could run and report back results (along with platform/hardware info).
I think there's something wonky on the Windows side for your example,
because here are the results I get:
___
On Tue, 2008-11-11 at 17:55 +, Robert Osfield wrote:
> Hi All,
>
> Today I've been coding up a new example that is written with the
> intent of testing out the capabilities of our hardware/drivers/OS's to
> allocate lots of windows/pbuffers on the window manage side, and lots
> of FBO's, textu
Guys,
Has anyone used the ProxyNode in this way, in OpenFlight files? My
primary file and my externally referenced file are both OpenFlight
files. The externally referenced file gets loaded, but the texture is
incorrect. The texture applied to the model, in my case, is the only one
that is used i
Hi All,
Today I've been coding up a new example that is written with the
intent of testing out the capabilities of our hardware/drivers/OS's to
allocate lots of windows/pbuffers on the window manage side, and lots
of FBO's, texture and geometries on the OpenGL object side. The new
example is cal
Sorry for the shorthanded info. Since we changed nothing other than osg
version, we where curious to know if we made som known mistake. A switch back
to version 2.2.0 will make it work again. When we draw the scene, the draw
traversal has no trouble finding the different PagedLOD children, but p
On Tue, 2008-11-11 at 11:14 -0500, Jean-Sébastien Guay wrote:
> Hi Jeremy,
>
> > Merging now!
>
> I haven't updated from your SVN yet to see if anything has changed, but
> compiling osgPango with the osgWidget branch of OSG has revealed a few
> more changes needed for the osgpangoguiviewer and
Hi Jeremy,
I just noticed something: osgpangoanimation is the only example in
osgCairo and osgPango that sets a fixed window size/position. Why is that?
As far as getting the OSG viewer
resolution is concerned, I'm probably more prone to just fixing the bug
outright rather than working around
Hi Dan,
Creating 9 separate windows without any of them sharing OpenGL objects
will cause the OSG to create 9 sets of OpenGL objects per object in
the scene graph. This is just a fact of life if you use the OSG they
way you are doing, it isn't a bug.
Thankfully OpenGL/OSG provide the ability to
Hi Linus,
We have approximately 0 chance of guess what might be wrong. We
knowing absolutely nothing about your visitor, we know absolutely
knowing about when and where you call your visitor, we know
practically nothing about the scene graph.
Might I suggest you use a debugger to step through to
Hi Jean,
thank you for the patch. Currently I have submitted only the CMake part,
because the SSAO example is in progress. Unfortunately I do not have enough
time to work on it now, therefor I just deactivated it, so that it doesn't get
compiled for now. I hope I will get free time for it soon,
Hi Art,
thank you for the patch. Currently I have submitted only the CMake part,
because the SSAO example is in progress.
OK, that's what I figured. Thanks for applying.
As to the installation path for the examples, you are probably right. We need
something kind of same mechanism as for th
Hi Jeremy,
Merging now!
I haven't updated from your SVN yet to see if anything has changed, but
compiling osgPango with the osgWidget branch of OSG has revealed a few
more changes needed for the osgpangoguiviewer and osgpangoanimation
examples. I've attached the patch file (without the othe
Hello OSGers,
I'm trying to create a security system simulator with 9 cameras visible to
the user at all times.
Eight of these will be static, fixed views of the same terrain.
The last one will be a pan tilt zoom view.
We are currently using a 150mb 3-D terrain model (IVE format, 5-LOD's,
expor
Recently, I tried to render the scene to a texture, and after some help I got
something in the texture.
Now, I've found that the texture doesn't show the scene but the previous frame.
With shading and everything. How is that possible?
My scene graph looks like this:
root
/ \
We have a scene graph in which we want to make changes to every node's state
set (switching textures). The scene graph consists of several nested PagedLOD
objects(quad structure). After updating to OSG 2.6.1 from 2.2.0, not every LOD
level gets visited by our NodeVisitor, when applied to the tre
Hi Robert,
This very much looks like a driver bug so we'll need to contact NVidia
and get them on to. Anyone with a hotline to NVidia?
The driver devs I met at Siggraph said that sending to
[EMAIL PROTECTED]
was our best bet when we found bugs in their OpenGL implementations.
They also add
Thanks, Marco.
I will send this code tomorrow from my office. I don't have it at home.
Cheers,
Wojtek
Hi Wojtek,
> Its really weird. I am pretty much sure we have tested this with Vista
> x64,
> but maybe not the latest drivers. May I send you simpified OpenGL only
> repro
> I have sent to
Hi, I wish I had some friends at NVidia. But unfortunately they not seem to
treat me specially. I went through standard Bug report form on developer
NVidia website. At least last time they let me know they repeated the bug
and did something about it. 2 former cases when I sent reports were ignored.
Hi JP et al.
On Tue, Nov 11, 2008 at 2:21 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> I'm going to add an optional sleep into the each gl object apply to
> see if this make any difference.
I've added an osgmemorytest command line option --delay
that invokes an OpenThread::Thread::microSleep(
Hi,
I'm need example with osg, bullet physics and file collada, someone have some
example?
Thanks
Adonai
Novos endereços, o Yahoo! que você conhece. Crie um email novo com a sua
cara @ymail.com ou @rocketmail.com.
http://br.new.mail.yahoo.com/addresses___
On Tue, Nov 11, 2008 at 2:42 PM, Ed <[EMAIL PROTECTED]> wrote:
> Are there examples for doing these techniques?
Search tools are your friend, the sooner you get used to use them on
the OSG the sooner I can get on with useful stuff. Just search for
setPostDraw or setFinalDraw in the OpenSceneGraph
Hi Robert,
Yeah... but have you got the OSG ported to the Wii yet... :-)
Hehe, judging from his recent efficiency (in number and quality of
nodekits if nothing else) I wouldn't put it past him to take you up on that!
J-S
--
__
Jean-Sebasti
Are there examples for doing these techniques?
Ed
Robert Osfield wrote:
You can add your own sync code
if you want into camera initial/pre,post and final callbacks, and no
matter what threading model these will be called.
You can also add
Rendering operations into the GraphicsContext's oper
On Tue, Nov 11, 2008 at 2:18 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> Sorry! Got my hands on a Wii last night and didn't do anything else. :)
> Merging now!
Yeah... but have you got the OSG ported to the Wii yet... :-)
Robert.
___
osg-users mailing
Hi JP,
I've got some odd X server crashes and restart as well. On my little
shuttle with Kubuntu 8.10 on it it gets to 215 fbo's at 512x512. This
is with a lowe end128Mb Geforce 7 card + only 1Gb memory rather 4GB
on my main machine. The Kubuntu 8.10 machine has OpenGL version
string 2.1.2 NVI
On Mon, 2008-11-10 at 21:58 -0500, Jean-Sébastien Guay wrote:
> Hi Jeremy,
>
> > So, are you able to notice any difference in font quality under Windows?
> > Each glyph should be sharp and crisp, with absolutely not visual
> > anomalies of any sort. This is harder to do than you might think, so it
Hi Robert,
thanks for looking into this.
Just ran it on Core2 Duo 2GB machine, GeForce 8800GT 256MB driver
177.67, Debian Sid.
I had to add a bit more fbo's before a crash, but maybe it's cos the
machine is slower.
With some smaller (32x32) sizes I even managed a X crash and restart.
osgm
Hi Guys,
I've now got an osgmemorytest example checked into svn/trunk, it
currently supports allocating windows, pbuffers and textures/fbo for
each of the windows/pbuffers created. I get some wierd results...
The follow test run:
osgmemorytest --window --fbo 1024 1024 -g 150
Succeeds. Whi
Hi Wojtek,
Its really weird. I am pretty much sure we have tested this with Vista
x64,
but maybe not the latest drivers. May I send you simpified OpenGL only
repro
I have sent to NVidia as a bug report ? I am curious if the crash will
happen with it as well ?
Sure, I'm glad to help.
Marco
Hi Marco,
Its really weird. I am pretty much sure we have tested this with Vista x64,
but maybe not the latest drivers. May I send you simpified OpenGL only repro
I have sent to NVidia as a bug report ? I am curious if the crash will
happen with it as well ?
Cheers,
Wojtek
-Original Message
Hi Marco,
This screams drive bug to me - calling make current twice in
succession on the same thread should do nothing as the second call
should be a non op. It is of course pretty dumb calling make current
twice in quick succession on the same thread, but this were required
due to an earlier bug
Hi
Thanks for the help, I found the problem this morning. There where some
matrices mixed up.
Grtz Wiebe
On Mon, 2008-11-10 at 13:52 +, Robert Osfield wrote:
> Hi Wiebe,
>
> Only you know what the "right" position is for your app. This is once
> you have the model matrix that the codes pr
Filip:
I would guess you are missing this line in your code:
// 9.3. Call collision detection.
dSpaceCollide (Space, 0, NearCallback);
Try to review your code for any missing ODE function calls.
The example runs just fine (w/o osgviewer).
Regards, Janusz
Filip R. Andersson pisze:
Hi all,
I
Hi,
on a fresh build of latest OSG with default configuration options, all
examples and applications based on osgViewer crash if any of the
multi-threading modes are enabled (including the default one). This happens
on Vista x64 with an nVIDIA GeForce 8800 GT card and latest drivers
(178.24).
Hi Hartmut,
On Tue, Nov 11, 2008 at 4:14 AM, Hartmut Seichter
<[EMAIL PROTECTED]> wrote:
> last time I asked nobody answered, so I try my luck again: is there anybody
> working on an OpenGL ES port? Robert, you hinted in an email earlier
> somebody works on a port - has there been anything substan
Hi Brian,
I haven't heard of reports of problems of this description before. Do
the OSG examples fail?
What hardware and drivers are you using? It is most likely a driver
bug, so try different hardware/drivers.
Robert.
On Mon, Nov 10, 2008 at 10:26 PM, Brian Stewart
<[EMAIL PROTECTED]> wrote:
Hi Robert,
Just arrived at work and talked with the development team.
We are using Delta3D 2.1.0 which uses osg2.6.0 and as you
describe the error/bug has been fixed after that.
Delta3D has a newer version 2.1.1 which uses osg2.6.1, but
as Delta3D has a release candidate 2.2.0 on the way we will
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