Dusten:
You might find these two helpful:
accurate: http://tetgen.berlios.de/
approximate simple: http://www.gamedev.net/reference/articles/article2247.asp
The second one could be easily added to osg I guess.
Janusz
Dnia Wed, 26 Nov 2008 23:47:57 -0600, Dusten Sobotta napisał(a):
Hello,
Hi,
in addition to Janusz pointers, if you need also the rest of the mass
properties, you could take a look at this famous paper:
http://www.cs.berkeley.edu/~jfc/mirtich/massProps.html
Alberto
El Jueves 27 Noviembre 2008ES 09:09:34 [EMAIL PROTECTED] escribió:
Dusten:
You might find these
Hi,
Mathieu MARACHE wrote:
Hi
Ubuntu 8.10 x86 and x86_64
I edit mostly with vim and use eclipse ganymede CDT, codeblocks or
KDevelop as IDEs (thanks to CMake)
I diff graphically with meld ( http://meld.sourceforge.net for
screenshots, try it and forget xxdiff :-) )
I checkout with git-svn
Hi J-S,
On Thu, Nov 27, 2008 at 3:01 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I agree, the biggest challenge for Windows is the number of different
toolsets available. What we call the build matrix is just too large to be
doable. There's MSVC7.1, MSVC8, MSVC9, cygwin, mingw. Then
Hi,
Paul Melis wrote:
J.P. Delport wrote:
Hi,
Mathieu MARACHE wrote:
Do you know if meld can integrate nicely with svn? E.g. I can do
svn diff
svn merge
on command line and then it brings up xxdiff. Can meld do this (be an
diff app for svn)? If it can I will definitely try.
There does
Hi all,
I have some progress to report on this, yay :)
I did not get a reply after I sent the email to [EMAIL PROTECTED],
so yesterday I posted the same info to the nvnews forum.
http://www.nvnews.net/vbulletin/showthread.php?p=1856407
I received a reply within 24 hours, see below:
Hi J.P.
Thanks for pursuing this. Gotta say I'm a bit unimpressed by the
response from the Nvidia engineer, kinda sounds like he hasn't
properly read your post or the thread and has placed it under the
ignore it's a user problem category.
Rebinding textures with different FBO's is something we
Ubuntu Hardy, g++/python , Visual Slickedit (commercial, but a really
powerful and fast IDE)
On Wed, Nov 26, 2008 at 1:36 PM, Can T. Oguz [EMAIL PROTECTED] wrote:
Dear OSG Users,
May I Ask which linux distribution and development environment you chose to
work on ?
Thank you for your time,
Hi,
i use the collada plugin from osg to load a *.dae file and display the 3d
object in the osgProducer::Viewer.
If i load a scene with 1 light the first time everything is ok. now i load a
scene with 8 lights and after that
i reload the scene with 1 light. the scene is really bright now. it
Hi Robert,
Robert Osfield wrote:
Hi J.P.
Thanks for pursuing this. Gotta say I'm a bit unimpressed by the
response from the Nvidia engineer, kinda sounds like he hasn't
properly read your post or the thread and has placed it under the
ignore it's a user problem category.
Well, I'm glad I
Robert,
btw, thanks for posting to the forum. After my previous email I was
about to reply on the forum but saw you beat me to it :)
jp
Robert Osfield wrote:
Hi J.P.
Thanks for pursuing this. Gotta say I'm a bit unimpressed by the
response from the Nvidia engineer, kinda sounds like he
Hi OSG Users,
We have created a few new videos about our terrain generation software
Trian3D. Maybe some of you like to see what we are doing with OSG. Here
is the link to our website:
www.triangraphics.de/index.php?1=Download2=Videosl=eng
or if you prefer to watch them on YouTube (in
Hi Stephan,
I tried demo version Trian3D 2.0 and it's really practical stuff.
Good work.
Regards.
2008/11/27 Serge Lages [EMAIL PROTECTED]
Hi,
It's really impressive, good work !
On Thu, Nov 27, 2008 at 10:50 AM, Stephan Kussmaul
[EMAIL PROTECTED] wrote:
Hi OSG Users,
We have
J.P. Delport wrote:
Hi,
Mathieu MARACHE wrote:
Do you know if meld can integrate nicely with svn? E.g. I can do
svn diff
svn merge
on command line and then it brings up xxdiff. Can meld do this (be an
diff app for svn)? If it can I will definitely try.
There does seem to be the environment
Hi Robert, hi everyone,
I totally agree that we need an abstraction layer and plugins. So let's say
osgAudio is that abstraction layer, and that osgAL is a future plugin based
on the current osgAL work.
- What would be in the osgAudio then?
- Should we (and how could we do to) leave a degree of
Hi,
It's really impressive, good work !
On Thu, Nov 27, 2008 at 10:50 AM, Stephan Kussmaul
[EMAIL PROTECTED] wrote:
Hi OSG Users,
We have created a few new videos about our terrain generation software
Trian3D. Maybe some of you like to see what we are doing with OSG. Here is
the link to
Just to follow up on that - I will add a wiki page on the osgSWIG google
code about this. With Python 2.6 the default compiler on Windows is
Visual Studio 2008
Cheers,
Hartmut
http://docs.python.org/whatsnew/2.6.html#build-and-c-api-changes
R Fritz wrote:
Oh-ho! Yes, that's it. I
Hi Sukender,
Previously I have looked at merging osgAL into svn/trunk, but on
review of the code decided that a straight merge was inappropriate.
For end user build simplicity OpenAL++ and osgAL would be best merged.
The structure of an audio library for the core OSG are something I
feel need
Very cool indeed :)
Does it run on other platforms? Are you using wxWidgets or Qt for the UI
stuff or calling into win32 directly?
Alejandro.-
On Thu, Nov 27, 2008 at 7:50 AM, Stephan Kussmaul
[EMAIL PROTECTED] wrote:
Hi OSG Users,
We have created a few new videos about our terrain
Hi Brad,
On Wed, Nov 26, 2008 at 6:47 PM, Brad Colbert [EMAIL PROTECTED] wrote:
I remember running into this once before. I believe I was able to tell
if the pager had died, but was unable to do anything else (maybe out of
lack of knowledge). Is there a way to flush the memory that the dead
Hi Cedric,
On Wed, Nov 26, 2008 at 10:00 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
For gentoo package it's nice to be able to setup option in the
cmakelists.txt then i can add option on the package
to select module to compile and install. It's already the case so i dont
need more.
I'm not
Another simple way of calculating the volume of a arbitary closed 3d mesh is
Choose an arbitary point ( let's call it o )
For each triangle with vertices ( a,b,c )
Calculate the volume of the tetrahedron ( a,b,c,o ) using a scalar triple
product ( ((b-a)x(c-a)).(o-a)/3 ).
Add the volumes of
Hi Sukender,
I was to develop osgAudio I would use osgAL/OpenAL as a template,
much in the same way as you seem to be look at the topic. I'd also
see how SDL audio might map as this has cross platform audio support
that might be reasonable implementation for non spaitialized sound.
I would also
Hi Robert,
I think it's better if you read an example of an ebuild. Because source
are compiled when installing package it's easy to setup the cmakelist
option when installing the package. In the ebuild example we could add
option like gdal, osgal, and what you want.
But i think it's not a
Hi Alejandro,
thanks for the feedback.
Does it run on other platforms? Are you using wxWidgets or Qt for the
UI stuff or calling into win32 directly?
We are only offering a Windows version at the moment. This will not
change on short term as the GUI is Windows stuff. This is due to
historical
Hi Cedric,
On Thu, Nov 27, 2008 at 2:29 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
I think it's better if you read an example of an ebuild. Because source are
compiled when installing package it's easy to setup the cmakelist option
when installing the package. In the ebuild example we could
Hi Paul,
yes it does, and I am currently investigating the output ;)
Interesting thign is that replacing the line in the test case
#include osg/State
by this:
#include GL/gl.h
#define GLenum unsigned int
#include osg/State
does remove the first error and breaks down on other definitions of
Hi folks,
has anybody of you ever tried to compile .cu cuda-file with nvcc, which does
include osg headers. Here is just a simple test case which doesn't compile for
whatever reasons:
#include stdio.h
#include osg/State
int main()
{
osg::State* test = new osg::State;
printf(%d\n,
Hi, everyone.
I was looking through the examples and found an effect that can be useful
to my application. It is in osgviewer osgcool, but I can't find the code
neither in the examples I've download with the osg package nor at the osg
website... Does anyone have it and can send it to me?
After some more investigation it seems that cudafe (a tool from the CUDA
compilation chain, which separates C/C++ from GPU code) isn't able to parse the
files correctly. The problem is, that there are no decription of how to use
cudafe as standalone thing, so that it seems to be more or less
Hi Robert,
Another step would then provide a community mechanism for uploading
the resulting binary/headers/source packages that others can
leverage. Using the svn repository has been discussed as possible
location for this.
Some open repository would be useful, sure, but it would increase
Hi Renan,
Do you mean the osgcool.osg file? There isn't an osgCool nodekit or example.
The osgcool.osg just has a particle effect with the emitter lined up
along the positions of the text.
Robert.
On Thu, Nov 27, 2008 at 3:04 PM, Renan Mendes [EMAIL PROTECTED] wrote:
Hi, everyone.
I was
Hi Robert,
I am overloaded with my existing work so I can't take on any of this
work myself, I'll happy cheer on from the side lines though.
I've never met you personally, but I just can't picture you as a
cheerleader with pom-pons and such... ;-)
J-S
--
My mistake, I thought it was an example but it is only an argument for the
application.
Either way, I really wanted to learn how that particular particle effect was
generated... How can I do it?
Thanks,
Renan
___
osg-users mailing list
Hi Renan,
Either way, I really wanted to learn how that particular particle effect
was generated... How can I do it?
Examine the osgcool.osg file, it's a direct dump of the scene graph to
.osg file (the same thing you get whenever you use
osgDB::writeNodefile(*sceneRoot, file.osg); ) so you
I will look into that. Thanks J-S.
Renan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi J-S,
On Thu, Nov 27, 2008 at 3:22 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Another step would then provide a community mechanism for uploading
the resulting binary/headers/source packages that others can
leverage. Using the svn repository has been discussed as possible
location
Hi guys,
I have a scene setup problem that I am sure is easy to solve with OSG
if someone could help me properly understand the use of node masks.
Consider this scene:
Root
/\
/ \
__/ \__
/
Hi All,
I've just put up a wiki page to coordinate suggestions for packaging
names/contents/dependencies. Feel free to add to/amend.
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
This isn't an exhaustive list, there are no doubt mistakes, but my
hope is that it's a some
Hello Stephan,
We have created a few new videos about our terrain generation software
Trian3D. Maybe some of you like to see what we are doing with OSG.
Very nice stuff. I've looked through your sample databases, and it looks
very good. I have a few questions:
* Is the representation of
Morn Pistorius wrote:
Hi guys,
I have a scene setup problem that I am sure is easy to solve with OSG
if someone could help me properly understand the use of node masks.
Consider this scene:
Root
/\
/ \
__/ \__
Hi Robert,
One couldn't have a totally open system for uploading. Only
maintainers would be able to upload. We could include a number of
maintainers for each platform. Testing would need to happen of
course, and perhaps a holding area for proposed packages would suit
this phase. Once a
Hi All,
I'm now pretty well on top of submissions, so am looking towards
making a dev release tomorrow morning. Could users check out the
latest version of the OSG to see how things build and run on your
platform.
Thanks,
Robert.
___
osg-users mailing
Hi Robert,
I've just put up a wiki page to coordinate suggestions for packaging
names/contents/dependencies. Feel free to add to/amend.
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
Looks good to me.
For Windows:
* I haven't built COLLADA, OpenVRML or Coin on Windows
Hi Robert,
I'm now pretty well on top of submissions, so am looking towards
making a dev release tomorrow morning. Could users check out the
latest version of the OSG to see how things build and run on your
platform.
I did an update this morning and built to test the wldap32 addition, it
all
Hi Robert,
I did an update this morning and built to test the wldap32 addition, it
all built fine then. There are a few updated files since then so I'm
running a new build, but I don't expect any surprises.
Windows Vista 32 bit, CMake 2.6.1, Visual C++ 2005.
Confirmed, builds fine.
While
Hi jp,
Sorry didn't see this earlier. Yes you can use meld within svn,
provided you use a script like described here :
http://svnbook.red-bean.com/en/1.4/svn.advanced.externaldifftools.html
here is the script I reproduced from here :
http://article.gmane.org/gmane.comp.gnome.meld.general/362
HI J-S,
On Thu, Nov 27, 2008 at 6:35 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
While we're talking about packaging, we should probably also start a thread
about a related subject: what constitutes a good test suite for OSG builds.
I typically run osgviewer cow.osg, and then a few other
Hi Robert,
I run OpenSceneGraph/runexamples.bat as my base test. It does have
all the examples, but does have most. We've added quite a few since
it was last updated, for instance osgwidget and osganimation examples.
Perhaps we could devise a more minimal set of examples which cover the
Hi Robert,
I'm having trouble building on Debian Etch. I'm getting the following error
when configuring within ccmake:
IF had incorrect arguments: POLICY CMP0008 (Unknown arguments specified).
Perhaps my cmake version is too old, I'm using: cmake version 2.4-patch 5
Alejandro.-
On Thu, Nov
Robert Osfield schrieb:
Hi All,
I'm now pretty well on top of submissions, so am looking towards
making a dev release tomorrow morning. Could users check out the
latest version of the OSG to see how things build and run on your
platform.
Compile went smooth on OS X (using 10.4 + 10.5 sdk)
Is there anybody else here who can easily crash osgViewer when pressing
's' 3 or 4 times?
I'm running quite a complex model, and I can reproduce the crash
everytime. I can reproduce it on both WinXP and Vista x64. Sometimes it
crashes when 's' has been pressed 3 times, and sometime when
Ok, after just some break and cleaner head, I was able to reproduce the error
by some smaller code. This piece of code doesn't compile:
#include stdio.h
#include GL/gl.h
class Test
{
public :
int getMagic() const { return (int)_glBindBuffer; }
private:
typedef void
Hi Ümit,
Considering you want to *animate* your bump/normal map, you may:
- Use an image sequence of normal maps, that has the advantage of being almost
the same code as for a non animated bump.
- Or look at (procedural) shaders, that will have the advantage of not taking
memory for textures,
Hi Robert,
I was to develop osgAudio I would use osgAL/OpenAL as a template,
much in the same way as you seem to be look at the topic. I'd also
see how SDL audio might map as this has cross platform audio support
that might be reasonable implementation for non spaitialized sound.
And maybe
Hi Robert and J-S,
One couldn't have a totally open system for uploading. Only
maintainers would be able to upload. We could include a number of
maintainers for each platform. Testing would need to happen of
course, and perhaps a holding area for proposed packages would suit
this phase.
Hello:
I created a geotiff file with all necesary data. The resulting
terrain, using osgdem, is correct.
Now I'd like to exagerate the vertical scale in another model. I tried
to force the vertical scale assigning a vertical multiplier -v 10.0
but osgdem ignores it.
Any hint?
Thanks in
Hi,
does anybody of you know if it is possible to determine the size of allocated
bytes of texture in the memory (VRAM or just RAM if swapped). One can compute
it by the internal texture format and data type, however I would be interested
if there exists some opengl routine which do gives me
Sorry Opengl does not provide any such function or capability, you have to
track this on your own I'm afraid
__
Capture the magic of Christmas this year see http://www.capturethemagic.com
Hi Art, Gordon,
Sorry Opengl does not provide any such function or capability, you have to
track this on your own I'm afraid
OpenGL doesn't, but if you install nVidia's instrumented drivers, there
are a large number of counters you can query for low-level things like this.
I'm not sure
Hi YangXiao
Maybe you should try to build required 3rd dependence with mingw (which is
the default compiler of Dev-Cpp) first, and then build OSG with CMake.
Wang Rui
2008/11/28 YangXiao [EMAIL PROTECTED]
Hi Everyone:
I already setup QT and Dev-C++ on my computer and integrate in
thanks Mathieu
jp
Mathieu MARACHE wrote:
Hi jp,
Sorry didn't see this earlier. Yes you can use meld within svn,
provided you use a script like described here :
http://svnbook.red-bean.com/en/1.4/svn.advanced.externaldifftools.html
here is the script I reproduced from here :
Hi Sukender,
- Use an image sequence of normal maps, that has the advantage of being
almost the same code as for a non animated bump.
- Or look at (procedural) shaders, that will have the advantage of not
taking memory for textures, even if you want a very smooth animation.
Actually I will mix
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