Hi OSG Users,
I have been playing OSG for a year. And so far I have started to learn
OpenGL formally. I mean I only stepped to Graphics World based on OpenGL
maxTime( OpenGL, OSG ) ~= 1 year.
So I wonder to know peoples OpenGL story on this site to guess how long do I
need time to learn Graphics
Robert,
Note that Rick responded to your question although to the osg-users
Digest mail so it will probably not show as a follow up in your e-mail
box. See
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2
008-November/019505.html
Sorry for pushing you around, but I happen
Hi all, hi Cedric,
I'm just working on a plugin to read Biovision hierarchical files (.BVH) to
generate character motion animations. BVH format is widely used in Character
Studio of 3dsmax, Motion builder and other software. The plugin is based on
the latest osgAnimation library in the SVN
HI Roland,
I did read the reply, and I have already reponded.
Robert.
On Fri, Nov 28, 2008 at 8:19 AM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
Robert,
Note that Rick responded to your question although to the osg-users
Digest mail so it will probably not show as a follow up in your
Hi Sukender,
On Thu, Nov 27, 2008 at 10:07 PM, Sukender [EMAIL PROTECTED] wrote:
And maybe we should have a look to some other libs too, such as SFML (
http://www.sfml-dev.org )?
This just adds more dependencies...include OpenAL so I'm not sure it's
make things any simpler than just
Hi Jean-Sébastien,
Very nice stuff. I've looked through your sample databases, and it
looks very good. I have a few questions:
* Is the representation of trees configurable? Some situations might
need only a billboard, others a cross of quads, others a more detailed
tree model (LODs with all
HI Alejandro,
I haven't tried the vertical exaggeration in osgdem/vpbmaster for a
long time so I can't comment on whether it works or not. You'll need
to dive into the code to see if some code paths are missing.
As a general note, VPB works best generating osgTerrain based height
fields,
Very cool demonstration!
I hope it goes as you wish!
Regards,
Can
2008/11/27 Stephan Kussmaul [EMAIL PROTECTED]
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
Hi Umit,
My first experience with OpenGL was in the mid nineties, but prior to
this I used IrisGL which was SGI's predecessor - I started learning
this back in 92 at the same time I started using C++. I'm still
learning both OpenGL and C++ :-)
The OSG... well I picked up and started coding on
Hi Forest,
The osgViewer's DrawThreadPerContext and
CullThreadPerCameraDrawThreadPerContext models both overlap the update
and cull with the draw dispatch.
As for you cull and draw times being large, it most likely down to a
poorly conditioned database. There are lots and lots of tricks one
can
Hi Umit,
My first experience with OpenGL was in about 1992, the opengl version is 1.0 Beta,but prior to this I used IrisGL which was SGI's predecessor Professional Graphics ternimation in VAX-11.
zhuwan
2008,11,28<[EMAIL PROTECTED]><[EMAIL
Hi Umit,
My first experience with OpenGL was in about 1992, the opengl version is 1.0 Beta,but prior to this I used IrisGL which was SGI's predecessor Professional Graphics ternimation in VAX-11.
zhuwan
2008,11,28<[EMAIL PROTECTED]><[EMAIL PROTECTED]>Original
Hi Ümit,
I've started at '98; but there has been a long break from 2001 to 2008.
Never left C++ but there's always something you don't know in C++. I feel
like a newbee when it comes to OpenGL. OSG is a 6 month story for me. But
I'm very glad I've started using it.
Regards,
Can
2008/11/28
Hi all, I'm looking for a good advice to resolve a problem with a texture.
My object uses 4 texture layers, a diffuse map and another 3 decal textures
to represent a letter and optional visual complements. In a frontal point of
view the texture renders ok (snapTexture1.jpg), but as I move the
Hi Arisonova,
There isn't enough info about how you are setting up your scene graph
to know precisely what the problem, and the image's aren't clear
enough. So best I can do is make general suggestions. First up is
learn about anisotropic filtering and clamp modes as these may well be
part of
Thanks Luigi and Wang Rui. I'll download 3rdParty source.I now use eclipse(Qt
+ Dev-C++), I'll integate OSG and 3rdParty with in eclipse.
YangXiao.
--- 08年11月28日,周五, Luigi Calori [EMAIL PROTECTED] 写道:
发件人: Luigi Calori [EMAIL PROTECTED]
主题: Re: [osg-users] How to compile OSG with Dev-C++ and
I' m currently using CMake to build 3rdParty dependencies with VC7.1, if
you want to see if it is working for mingw, get either
http://3d.cineca.it/storage/packages/3rdPartySrc.zip ot
http://3d.cineca.it/storage/packages/3rdPartySrc_packed.zip
The latter require you unpack in place the original
Hi Jean-Sebastian,
this counter thing or other queries of texture memory require that one
load/unload the texture to see the difference. However I would like to have a
method similar to glGetTexParameter or so, which gives me direct result.
As far as I was bale to find additional info there is
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
[EMAIL PROTECTED] wrote:
Hi Umit,
My first experience with OpenGL was in about 1992, the opengl version
is 1.0 Beta,but prior to this I used IrisGL which was SGI's predecessor
Professional Graphics ternimation in VAX-11.
Hi Ivan,
Mailing list digest user are too often screwing up threading my doing
a reply to a digest post. So... if you want support please reply to
the original post's subject. I'm not going to reply to this broken
thread.
Robert.
On Fri, Nov 28, 2008 at 12:51 PM, Arisnova [EMAIL PROTECTED]
Sorry to insist, but I am surprised to see no answer ?
Any suggestion or idea will be very appreciated.
thanks a lot.
Regards,
Vincent
2008/11/28 Vincent Bourdier [EMAIL PROTECTED]
Hi all,
Looking in the archive I didn't found what I need, so this is the problem:
I need to manage in
-- Mensaje reenviado --
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Date: Fri, 28 Nov 2008 10:54:14 +
Subject: Re: [osg-users] Texture2D rendering problem
Hi Arisonova,
There isn't enough info about how you are
I've just noticed that I've been getting some errors when I run
osgprerender and also in my own program that uses a lot of pre-render
cameras and FBOs..
Firstly I get:
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Then the following printed continuously as
Hi J-S,
Just as another datapoint, I also implemented outlining in a similar
way to osgFX::Effect. All times stay the
same except draw which triples. In my application, this doesn't
affect me too much and I still make 60 fps if an object is selected or
not, so I don't mind the jump that much,
Selon Robert Osfield [EMAIL PROTECTED]:
I get 2
glGetString( GL_VERSION ) returns 2.0.6958 Release
OK, one bit of the jigsaw. What happens to the
osg::getGLVersionNumber() value if you can the locale? For instance
WxWidgets changes the locale by default I believe.
Hi Robert,
Sorry i
After much installing and uninstalling I've found it's also present in
the Vista 32-Bit GeForce releases 178.13, 178.24, 180.48.
175.19 work fine.
Should I be concerned about these errors?
K.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C
Bale
Sent: 28
By default OSG 2.x uses a Draw thread and Cull thread per draw context, so
your already have multi-process unless you set tings to run single thread
As you do not define what a large scene, what frame rate you desire, it’s
hard to say what the issue may be, and we have no idea of you
Yes, you're right.
In france it was on 11.37am and 2.14pm ...
Hoping someone can help me, I'll go on something else.
Still waiting for you, and sorry for the inconvenience.
Regards,
Vincent.
2008/11/28 Gordon Tomlinson [EMAIL PROTECTED]
Dude patience patience…
your original post
Started with good old IrisGL back in the very early nineties on SGI
hardware, used SGI Performer 1.x and moved up to Opengl as it was rolled out
and used most scene graph technologies thru the years and of course worked
on Vega and Vega Prime when I was at MPI, now working solely
with
Hello:
I started in late eighties programming directly the VGA (I wrote a
primitive raytracer for the 256 color mode) and phigs (a opengl
predecessor). Then in the 90s I tried a bit OpenGL (I wrote a rubik
cube simulator). Then for many years I was no more than an occasional
3d graphics user
Hi folks,
whoever is interested in a combination of CUDA and osgPPU is asked to test
current svn version under the sandbox branch of osgPPU repository. The
implementation depends on both patches, I have submitted before. As soon as
this patches are either commited or rejected I will merge the
Hi Kim,
Im curious which OSG version you use ? Could this be that you have dual view
setup ? Maybe you have the same error Marco Jez reported recently. You may try
to change OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND and see if it
helps.
Cheers,
Wojtek
- Original Message
Hi Umit,
Take your time to get addicted to graphics :-) Me too, I have started in
1992 or so with OpenGL on the oh so nice Silicon Graphics Indigo
(http://www.sgizone.net/indigo/) with which they worked when they were
creating Jurassic Park... Some years later I worked with CAVEs with
My GL days started in the 90's
My graphics started much earlier when I started working with such treasures
as Z80,Z81, Commodore 64/Vic20, Amstrad,
BBC computer,Acorn, TI 99/4a etc Working on games for all of these flavours,
and those were the simple days of graphics :)
Eventually getting to
Hi,
Has anyone been able to successfully use
osgViewer::View::computeIntersections() taking a node path argument on a
non-trivial scenegraph?
I currently have a fairly complex scenegraph, but I only want a small
part of it to collide with computeIntersections. When I use
computeIntersections
Hi GL Gurus,
That's all amazing stories :) When I learned about your histories and
experiences with GL I feel myself already born infant :) I will give my as
possible as much time to growing up myself, I hope I can get successful!
Thank you so much masters for share your experiences with us.
Hello Stephan,
I see your point. In general this quad should not be seen at all, as it
is only displayed when the last LOD is switched out. Normally there
should not be anything, but we needed a dummy object so that the pager
would start his work. We don't want to put the low-res LOD in the
Sorry yes, I'm using OSG 2.6, strangely enough it may well be linked to the
dual monitor set up as you suggest.
I've just tested this at home on an identical machine but without the extra
monitor using driver 178.13 and i don't get the error.
I'll try what you suggest on monday, and post
Hi All,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into svn/trunk. This does mean we'll need another round
of testing before I can tag 2.7.6. Assistance on this much
appreciated ;-)
Robert.
___
osg-users mailing list
Hello Morné,
Just as another datapoint, I also implemented outlining in a similar
way to osgFX::Effect. All times stay the
same except draw which triples. In my application, this doesn't
affect me too much and I still make 60 fps if an object is selected or
not, so I don't mind the jump that
Hi Art,
As far as I was bale to find additional info there is no such method in GL specifications ;( Hence my solution is just to compute the size based on internal format and resolution, using the implementation from osg::Image. For my purpose this seems to be enough.
It was not clear to me
Hi,
Building the same terrain, osgdem creates it complete but vpbmaster
does just the first left chunk. Why? Am I missing some parameter?
I used these commands, respectively:
osgdem -d fv.tif -t fv_tx.tif -l 5 -v 20 -o fv.ive
Elapsed time = 70.969066
vpbmaster -d fv.tif --layer 0 -t fv_tx.tif
Dear All,
I have a geometry with a simple heightfield type vertex array; I'm also
using VBO. I want to repeat that VBO in quite a lot of places.
The heighfield can be considered as a terrain tile (e.g. 100m x 100m) ,
with which I want to tile a much larger area (e.g. 1km x 1km).
The method I
Robert,
El Viernes 28 Noviembre 2008ES 16:53:42 Robert Osfield escribió:
Hi All,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into svn/trunk. This does mean we'll need another round
of testing before I can tag 2.7.6. Assistance on this much
appreciated ;-)
The
Hi Robert,
I have tried and it is Ok on XP SP2 VisualStudio2003 Cmake2.6
Only there is a warning in osganimationskinning.exe;
An update callback has no name, it means it can link only with named
Target,
often an error
Best Regards.
2008/11/28 Alberto Luaces [EMAIL PROTECTED]
Robert,
El
I'm working on a similar problem: rendering a large vector field as several
arrows, all with different positions and orientations. If I multiparent the
Geometry to several PAT nodes, the cull time cost is quite high.
I'm looking at adding support for ARB_draw_instanced to reduce both the cull
Hi Alehandro,
I can't see how I or others can really answer your question. The best
I can do is point out that your command lines are different, so...
this might have an effect. Try using the same command lines.
Robert.
On Fri, Nov 28, 2008 at 4:17 PM, Alejandro Aguilar Sierra
[EMAIL
HI Alberto,
Fix now re-instanted and checked in.
Robert.
On Fri, Nov 28, 2008 at 4:32 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
Robert,
El Viernes 28 Noviembre 2008ES 16:53:42 Robert Osfield escribió:
Hi All,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into
Hi Robert,
thank you, Cygwin compiles SVN ok again :)
Alberto
El Viernes 28 Noviembre 2008ES 18:14:20 Robert Osfield escribió:
HI Alberto,
Fix now re-instanted and checked in.
Robert.
On Fri, Nov 28, 2008 at 4:32 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
Robert,
El Viernes 28
Paul,
If this was raw OpenGL, I'd be tempted to set up my heightfield as a display
list, and then change the modelview matrix for each call to the display
list. I'm not quite sure how to force similar behaviour in OSG other than to
set up the scenegraph with multiple PATs.
I'm working on a
Hi Robert,
I've merged Jeremy's and Cedric's updates of osgWidget and
osgAnimation into svn/trunk. This does mean we'll need another round
of testing before I can tag 2.7.6. Assistance on this much
appreciated ;-)
Builds fine on Windows Vista, VC++ 2005, CMake 2.6.1.
J-S
--
These algorithms have been very helpful; thanks everyone :)
-Dusten
2008/11/27 Middleton, Colin (GE EntSol, Intelligent Platforms)
[EMAIL PROTECTED]
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
Hello,
How might I enable parent/child culling, such that the world geometry of a
primary (parent) object determines which small objects (children) are culled
out of the scene? For example, there may be hundereds or thousands of
small objects in my scene, that wouldn't occlude much of anything.
Hello Dusten,
From what I
understand about OSG's implementation of occlusion culling however, this
can't be accomplished with a single, large model used for the static
world geometry--as the camera is always within the bounding box.
OSG's culling is hierarchical, so if you organize your
Hello,
I used an object of osg::TexEnv and the mode Blend. But I don't know how
the texture color and the object color are combined?
Mode: add - object color + texture color
decal - object color - texture color
modulate - object color * texture color
blend - object color
Hello,
I understand how this can be accomplished if a user is given a lot of
control over the scene graph during map/level creation, but what I'm aiming
for is the ability to load in a .3ds model (or otherwise) for level geometry
and let the user place various prefabs such as crates, trees, cars,
Hi,
It's not a bug, it's an example i will need to update. For this example
it's not a problem but if you have it in a program it could.
I will fix it to avoid this message.
Cheers,
Cedric
Ümit Uzun wrote:
Hi Robert,
I have tried and it is Ok on XP SP2 VisualStudio2003 Cmake2.6
Only there
Hi Martin,
On 29/11/08 8:46 AM, Martin Großer wrote:
I used an object of osg::TexEnv and the mode Blend. But I don't know how
the texture color and the object color are combined?
Mode: add - object color + texture color
decal - object color - texture color
That would be subtract;
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