You could use a callback on the transform from the hand to update the
transform on the other node. The other way is to position the other
node under the hand in the hierarchy. The transforms of the other node
then become relative to the hand. You'd need to convert local to world
in order to do
Its hard to guess as you don't provide the whole example - all
self.Refresh are commented out and its not clear if you use the wxApp
OnIdle message pump for updates. The other example (osgviewerWX.py) in
the repository might give you some pointers.
H
R Fritz wrote:
I've the beginnings of a
Hi Sukender,
I am only searching and trying to develop this project. For now it's not
commercial :)
I am looking OpenAL and after learning much of this API I look for osgAL and
try to implement. So If I have problem, absolutely I will ask for your help
:)
For developing osgAudio I may help as
Hmmm... Interesting! Well I won't use it in a near future, but maybe later?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Sun, 30 Nov 2008 19:30:06 +0100, [EMAIL PROTECTED] [EMAIL PROTECTED] a
écrit:
hi list and ray-tracing fans ;)
Toward
Thank you for these precisions. I just hope OpenAL-Soft will support more
platforms, since standard OpenAL developpment seems to be completely stalled.
I contacted OpenAL-Soft's author for minor midifications, and I'll send him
another mail about what you say.
Thanks again.
Sukender
PVLE -
Hi Robert, hi everyone,
Abstract (If you don't have time to read all the mail!): Some dependencies may
be added to OSG when users manually compile OSG with CMake. This would be a
strictly optional feature that would not be included in precompiled packages.
Examples: boost ref pointers, boost
Hi Roland,
I've made an update and I am trying to build the Collada plugin (under WinXP
using VS8), I first noticed that you've added some dependencies to it for
the dynamic build :
libxml2 pcrecpp-d pcre-d
I was wondering why do you ask for pcrecpp-d and pcre-d ? It's the debug
versions of the
Serge,
I just changed the CMake files so I could develop the dae plugin in
debug mode with a statically linked DOM.
The CMake files still need to be changed so the user may specify the
location of these dependencies (both debug and releas) by hand. Another
possibility would be to automatically
If I link the DOM dynamically I don't need to set these targets here, right
? (like in the previous version of the CMakeList.txt)
I am also having links errors like that :
2daeReader.obj : error LNK2019: unresolved external symbol char const *
const COLLADA_TYPE_INSTANCE_RIGID_BODY
If I link the DOM dynamically I don't need to set these targets here,
right ? (like in the previous version of the CMakeList.txt)
Hmm, not sure.
I am also having links errors like that :
2daeReader.obj : error LNK2019: unresolved external symbol char const
* const
Hi all,
I am having a problem compiling osgAnimation (under WinXP with VS8 SP1), I
need to add OpenThreads to the LINK_INTERNAL libs to get it build properly
(into its CMakeList.txt file), without that I have link errors, is it
normal, or I am missing something ?
On Fri, Nov 28, 2008 at 11:02
Hi,
I just make a little update :
I don't remember (and I don't find) what is the order of the elements to
render...
It seems to be :
1.skybox
2.transparent elements
3.orther
isn't it ?
Thanks,
Regards,
Vincent.
2008/11/28 Vincent Bourdier [EMAIL PROTECTED]
Yes, you're right.
In
Vincent Bourdier wrote:
Hi,
I just make a little update :
I don't remember (and I don't find) what is the order of the elements
to render...
It seems to be :
1.skybox
2.transparent elements
3.orther
I would say
1. skybox
2. opaque geometry
3. transparent geometry in depth-sorted order
On Mon, Dec 1, 2008 at 11:31 AM, Smeenk, R.J.M. (Roland)
[EMAIL PROTECTED] wrote:
If I link the DOM dynamically I don't need to set these targets here, right
? (like in the previous version of the CMakeList.txt)
Hmm, not sure.
I am also having links errors like that :
2daeReader.obj :
Hi Art,
I think floats should be OK. I'll need to review the API to see about
compatibility issues.
Robert.
On Sun, Nov 30, 2008 at 6:54 PM, Art Tevs [EMAIL PROTECTED] wrote:
OK,
I've tested now different cases and found out that the best way is to change
the double into float in the
Hi Forest,
The GPU draw time is the time that all OpenGL commands take to run
down on the GPU. If your application is GPU bound then the total CPU
times will typically be less than your GPU times. You'll bee GPU
bound if you are using lots of fill/overloading the memory/overly
complex shaders.
Hi Serge,
It looks some compilers don't have a problem with OpenThreads not
being on the lists, while others do. I've just added OpenThreads to
the LINE_INTERNAL list and checked it in.
Robert.
On Mon, Dec 1, 2008 at 10:35 AM, Serge Lages [EMAIL PROTECTED] wrote:
Hi all,
I am having a
hi Robert,
I've tried both methods used in the example and got both working for a
single view, but not for multiple.
The problem seems to be with having separate timeout loops calling
composite_viewer-frame(). Is there an alternative way to render a view?
Richard
On Mon, Dec 1, 2008 at 10:00
Hi Sukender,
I don't feel this suggestion is appropriate for the OSG. Adaption of
external data structures is a better route that directly integrating
and then using optional compilation to weave a route.
Robert.
On Mon, Dec 1, 2008 at 9:59 AM, Sukender [EMAIL PROTECTED] wrote:
Hi Robert, hi
Hi Richard,
The osgViewer:::CompositeViewer/Viewer architecture is designed to
support one frame loop driving all the windows associated with that
viewer, not multiple places trying to dispatch frame(). So you use a
single timer. Or use multiple viewers.
Robert.
On Mon, Dec 1, 2008 at 11:16
Hi Sukender,
On Mon, Dec 1, 2008 at 11:18 AM, Sukender [EMAIL PROTECTED] wrote:
Alright then. I guess adopting a kind of Path structure is not on the agenda,
or is it? :)
Thank your for answering.
Adding boost dependencies to the core, even an optional build one, is
not something I'm going
Hi Richard,
You don't mention how you are actually implementing the link between
OSG and QT, are you using GraphicsWindowEmbedded or using the window
inheritance of osgViewer. The GraphicsWindowEmbedded route is very
restricted as it's simplicity hides all the
Alright then. I guess adopting a kind of Path structure is not on the agenda,
or is it? :)
Thank your for answering.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Mon, 01 Dec 2008 12:12:12 +0100, Robert Osfield [EMAIL PROTECTED] a écrit:
Hi
Hi,
Sukender wrote:
Alright then. I guess adopting a kind of Path structure is not on the agenda,
or is it? :)
What exactly do you mean by path structure? Search path?
jp
Thank your for answering.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le
Hi,
osg::Image can be created with already allocated memory.
snippet, modify as needed:
OSGImages_.push_back(new osg::Image());
OSGImages_[i]-setImage(ImageFormat_.getWidth(),
ImageFormat_.getHeight(),
1, 1, GL_LUMINANCE,
The examples I've seen put frame() in their paint event and don't render
without it there. Is there an example available that implements the
architecture you describe?
Or use multiple viewers.
that would be the simplest way. Can viewers share the same node group
memory?
Richard
On Mon, Dec 1,
What would be the best way to download an osg texture into a region of
memory mapped host memory (i.e. at a fixed memory location)? I can bind
an osg::Image to a texture for the download, but as far as I know I can
not force an Image object to use a specific region of memory; it does
its own
Hi Robert, hi JP,
Well, I knew the fact that boost will not be included in OSG... I was just
talking about a Path structure, not the boost's path structure. :)
I know that's *really* not important comparing to other features that are
currently in dev, but I'm just pointing out the fact that it
i need help in correctly configure the OSG to work with VS2008
can any one please help me ?
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This is the way we do it and it works for use
1 Skybox
2 Opaque
3 Transparent
Also not you don't need to set the transparent bin to +1000 it default of
+10 will work just fine
Hi,
So, if I do
2 skymaps with renderbin equal to -1000
opaque (no renderbin modified)
transparent renderbin
See
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific
s/VisualStudio
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
HI Richard,
On Mon, Dec 1, 2008 at 11:48 AM, Richard Baron Penman
[EMAIL PROTECTED] wrote:
The examples I've seen put frame() in their paint event and don't render
without it there. Is there an example available that implements the
architecture you describe?
Well all the examples except the
Hi,
Just take a look at the OSG documentations, like this page :
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
On Mon, Dec 1, 2008 at 1:45 PM, olfat ibrahim [EMAIL PROTECTED]wrote:
i need help in correctly configure the OSG to work with VS2008
can any
Hi,
Ferdi Smit wrote:
Ok, thanks. I think that will work for now. There is an additional
problem that the location to write to changes each frame. I think I can
solve this by just binding a different image to the texture in the scene
graph (set to a different mem location) in an update
It looks good now, just using the renderbin and not all the code I past
early...
And I use grad number to have code more comfortable to use... +1000 will
allways be the last one...
Thanks for help, sorry for the inconvenience.
Regards,
Vincent.
2008/12/1 Gordon Tomlinson [EMAIL PROTECTED]
Ok, thanks. I think that will work for now. There is an additional
problem that the location to write to changes each frame. I think I can
solve this by just binding a different image to the texture in the scene
graph (set to a different mem location) in an update callback, prior to
rendering,
Hi all,
I am currently trying to build the OSG VRML plugin under Windows, so I've
downloaded the 0.14.3 version of OpenVRML and tried to build it with VS8
SP1, and it's a real pain... :/ Maybe I've missed something but this version
really seems to be broken with modern compilers.
That's why I
Hello Dusten,
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,
Hello,How do I know if a specific polygon is about to be draw on screen in
the next Draw??
thank you
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Le Mon, 01 Dec 2008 15:23:34 +0100, oren david [EMAIL PROTECTED] a écrit:
Hello,How do I know if a specific polygon is about to be draw on screen in
the next Draw??
thank you
Hi Oren,
I'm not sure I understand you, and I think you might give more information
about your problem.
However,
Hi Oren,
On Mon, Dec 1, 2008 at 2:23 PM, oren david [EMAIL PROTECTED] wrote:
How do I know if a specific polygon is about to be draw on screen in the
next Draw??
The OSG doesn't records where specific polygons are going to be
rendered, the finest grained object it culls against and records in
Hello Richard,
I am trying to provide multiple views of an OpenSceneGraph scene within
a Qt window.
[...]
But I am still not clear how to render each view. The examples use
composite_viewer-frame() in the paint event but for me this only
renders a single view and leaves the rest blank.
Is
Hi Robert,
I'm getting a linker error in the osgparametric example since my SVN
update as of this morning:
45osgparametric.obj : error LNK2001: unresolved external symbol
public: virtual void __thiscall
osg::BufferObject::unbindBuffer(unsigned int)const
([EMAIL PROTECTED]@osg@@[EMAIL
Hi Robert,
I'm getting a linker error in the osgparametric example since my SVN
update as of this morning:
I just tried to rebuild the osg library (as a start) and I'm getting this:
1..\..\..\src\osg\BufferObject.cpp(736) : error C2065:
'GL_ARRAY_BUFFER' : undeclared identifier
Perhaps we
It is often better to draw the skybox last.
1. Opaque objects
2. Skybox
3. Transparent objects
ATI has published a paper called Depth in Depth, written by Emil Person aka
Humus. In the paper (under paragraph: Draw the skybox last and the gun
first) he explains why this order is preferable
I found an implementation
http://pigeond.net/flightgear/screenstreamer/ that appears to use the
technique you suggested.
On Wed, Nov 26, 2008 at 1:09 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Hi Fred,
maybe you can connect the FFmpeg streamer to the Viewer output much like the
screenshot
Hi all,
I think I have a simple issue but I cannot find the right
documentation... Hopefully one of you has the answer. Iwould like to
fill in the scene view's projection matrix and view matrix directly
from opengl matrices. Can I put the opengl matrices directly in
setProjectionMatrix()
Hi Raymond,
You'll be able to pass them in unchanged.
Robert.
On Mon, Dec 1, 2008 at 4:17 PM, Raymond De Vries [EMAIL PROTECTED] wrote:
Hi all,
I think I have a simple issue but I cannot find the right documentation...
Hopefully one of you has the answer. Iwould like to fill in the scene
Hi Robert,
Well, I knew the fact that boost will not be included in OSG... I was just
talking about a Path structure, not the boost's path structure. :)
That's not what you suggested in your first post - you were advocating
doing a typedef to the boosts path structure...
Yes, but as you
hello,
I'm a newcomer in osg... and a little bit lost.
Anyway here is my problem : Aiming at test some computer vision algorithms,
I intent to code a simple Image server. I have already installed osg libs,
coded and run some simple graphes... But despite the tutorials (thanks) and
documentation
Thanks a lot,
Skybox in second or render first is the same result...
Thanks for help.
Regards,
Vincent
2008/12/1 Andreas Lindmark [EMAIL PROTECTED]
It is often better to draw the skybox last.
1. Opaque objects
2. Skybox
3. Transparent objects
ATI has published a paper called Depth
Hi Erwan,
Have a look at the osgcamera and osgprerender examples. To get
imagery out you can attach an osg::Image to the viewers camera and on
each frame it'll be automatically copied, or just use a camera
post/final draw callback.
FYI, Producer/osgProducer is required for the OSG-1.x version
Hi Vincent,
Skybox in second or render first is the same result...
See the article Andreas linked, it's not the same. Visually it is, but
not in terms of z buffer.
Plus, if you have expensive shaders on your skybox, rendering it first
guarantees that they will be run for the whole screen,
2008/12/1 Jean-Sébastien Guay [EMAIL PROTECTED]
Hi Vincent,
Skybox in second or render first is the same result...
See the article Andreas linked, it's not the same. Visually it is, but not
in terms of z buffer.
Of course, I read it, and I just confirm that visually the render is the
This has been an incredibly helpful response. Thanks a ton :)
On Mon, Dec 1, 2008 at 8:12 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Dusten,
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
Hi Robert,
1..\..\..\src\osg\BufferObject.cpp(736) : error C2065:
'GL_ARRAY_BUFFER' : undeclared identifier
Perhaps we need to add that define to the top of the BufferObject header
like GL_DYNAMIC_DRAW_ARB and others?
Looking closer at the BufferObject header, I see there's a
Hi J-S,
On Mon, Dec 1, 2008 at 5:46 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Looking closer at the BufferObject header, I see there's a
GL_ARRAY_BUFFER_ARB define, but not GL_ARRAY_BUFFER. Furthermore, the values
are the same between what BufferObject defines for GL_ARRAY_BUFFER_ARB
I have a transformation question I'm hoping someone can shed some light on.
I have a camera that I can explicitly control by specifying a position and
an orientation (using heading, pitch, roll) as input. I would like to define
another view that uses the same position as the camera but uses
Hi Robert,
Using GL_ARRAY_BUFFER_ARB in the constructor would be a perfectly
reasonable fix.
OK, great.
The server is currently unresponsive so I can't check in any fixes right now.
OK, I'll send the modified file anyways just to make sure it isn't lost.
J-S
--
HI Shayne,
Your could control your viewer's master camera as you do currently,
then have a slave Camera that pre/post multiplies this Camera's
view/project matrix as required. The osgwindow example gives an
example of use of two slaves with offset views, albeit the default
post multiplication of
Hi Jan,
thanks for your comments. We are evaluating a Nvidia Quadro and the other
option commented by Robert about using horizontal split with two outputs.
By the way, I've been using the examples of running osgviewer xx.osg --stereo,
but I would like to implement all that in my own code. Is
if you create a single drawable then yes OSG will try to draw them all
as this is
the granularity of OSG's cull test its tests bounding spheres for speed.
If you have multiple drawable's then OSG will draw every triangle of
each drawable that is partially in of fully in the frustum
The trick
Hi Jamie,
Have a read of the stereo docs on the wiki.
On Mon, Dec 1, 2008 at 8:19 PM, lucas Grijander
[EMAIL PROTECTED] wrote:
Hi Jan,
thanks for your comments. We are evaluating a Nvidia Quadro and the other
option commented by Robert about using horizontal split with two outputs.
By the
Hi Oren,
Could you please stop asking the same question spread over half a
dozen different threads you have started.
I and others have replied to the previous thread, please stick to
these threads, starting new threads to try and bump up your topic is
poor net etiquette.
Robert.
On Mon, Dec 1,
Hi Robert,
Sorry for the mess, maybe it seems to you to be the same question, but
after a week of research (thanks for the help) I started to understand few
things, and I was surprise to find out OSG does not cull drawables, so I
search again and found no answer so this was a specific
Try cloning the geoms and only changing their color array.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
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Hi Robert,
If a paging thread has hung then you could try and cancel the threads
and restart the pager. I've never tried this myself so can't give
particular guidance on it.
I'll delve a bit deeper and see what I can get to work.
Personally if threads have died you have already pushed
Hi all,
I have seen in recent posts that people aren't aware of my set of
prebuilt binaries for vc90. It is here:
http://www.openscenegraph.org/projects/osg/wiki/Community/People/MattiasHelsing
It has been there since early sept.
A few people have requested that it be linked to from the win32
I see what you're saying, but sadly I don't have as good of grasp on how to
actually code it using OSG. Just to clarify I have an animated model that I
am loading with osg::Node(), I am not manually controlling the movement, I
have previously done that in Blender. Is there a way to get the
Hi Mattias,
I did not went to VC9 since VC8 is almost identical and no dependencies were
built. Thanks for clearing that second point.
Stupid question #1: Why use VC9? For me there is *absolutely no improvements*
that I'll use. May we wait for VC10?
Stupid question #2: Why the hell C++ .lib
Hi Robert -- I'm getting this will trying to build the osg library. Updated
about 01:00 GMT...
BufferObject.cpp
..\..\..\src\osg\BufferObject.cpp(736) : error C2065: 'GL_ARRAY_BUFFER' :
undeclared identifier
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
Hi everyone
I have some questions want to ask you:
1. how to add two OSG files into one viewer and the two things can view?
2. I have a terrain file and have another terrain files which is part of
the first terrain files. but they are have different coordinates. what should
we do can
Thank you. After some experimentation, I discovered I was looking at a
combination of minor coding errors and an IDLE interaction--if I start
the script outside of IDLE, it now works. If you are at all interested,
I've attached my experimental scripts. Beginner question: what are you
using as
hi Robert ,
Thanks for your help.
I didn't describe my problem clearly.I want wo konw something about OSG
thread model.Take the single thread model for enstance,the time of one frame is
the sum of event,update,cull and draw .Does it include the GPU draw time?(I am
not sure,but I think it
Quoting Ryan Morris [EMAIL PROTECTED]:
I see what you're saying, but sadly I don't have as good of grasp on how to
actually code it using OSG. Just to clarify I have an animated model that I
am loading with osg::Node(), I am not manually controlling the movement, I
have previously done that in
#2 is simple is because Microsoft cannot write a decent linker and compiler
and DLL's suck on Windoze compare to how binaries are on Unix/Linux
( the IDE is the only useful things and thats because they stole all
Borland's IDE engineers ;) )
#1 I cannot see any need to go to VC9 I know wee are
Mattias You can edit the wiki page .. :)
Search the wiki site for the password its on there
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I have an animated human model. I want to attach something to the hand or
head or foot, etc and have that object move with that part of the body.
Apologies I should have been more clear!
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