For those who aren't aware of it Blueberry3D exists in a version pluggable with
OSG thanks to Blueberry3D SDK and OSG nodekit.
Blueberry3D is pushing the limits in Real-Time visualization for OSG users.
It is a tool for procedural generation of 3D databases directly from
geographical raw data (o
Hi all:
I just recompiled my osggis with new release version 2.8 osg under my
debian lenny. When I try attribute query with Ctrl+Left mouse, I found
osggis crash with “Segmentation fault”. How can I fix this?
thanks.
cheers!
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Hi!
If wind_accel has zero length, then line 43
double critical_dt2 = relative_wind.length2()/wind_accel.length2();
will attempt a divide by zero. A simple fix would be to check for zero
but that would still leave the possibility of an overflow if the
divisor is small. So a more clever check wo
I've noticed that I must explicitly link with OT since about 2.7.5 or so.
Something changed in OT that made this a requirement. Not sure why this
would be different Debug versus Release, but I imagine it might be related
to inlining.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+
Well, i tried it in osgviewer and there was no clipping. any ideas as to what
might cause this in my app?
Thanks,
-Ben
From: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
[robert.osfi
Today I switched my compiler settings over to test performance in
release mode. For some reason, I'm getting an unresolved external symbol
linker error for OpenThreads::Atomic::operator++(void). As far as I
know, I'm not using any of the OpenThreads stuff explicitly, so I assume
it is used internal
Bryan,
I've used this:
// disable clamping
osg::ClampColor* clamp = new osg::ClampColor();
clamp->setClampVertexColor(GL_FALSE);
clamp->setClampFragmentColor(GL_FALSE);
clamp->setClampReadColor(GL_FALSE);
scene->getOrCreateStateSet()->setAttribute(clamp, osg::StateAttribute::ON |
osg::StateAttrib
David Spilling wrote on Wednesday, March 04, 2009 5:06 PM:
> My initial thought was that nowhere were you saying that the image was
> floating point. Digging further, I realised that TransferFunction
should be
> doing it for you - I've never used this before - but this line (in
> osg/TransferFuncti
If you are using QOSGWidget you have to pass in "-graphicssystem opengl" to
prevent a recursive repaint.
Testing on widnows with Qt4.5/OSG2.8.0 / Windows
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Bryan,
My initial thought was that nowhere were you saying that the image was
floating point. Digging further, I realised that TransferFunction should be
doing it for you - I've never used this before - but this line (in
osg/TransferFunction1D.cpp) looks a little odd to me:
_image->setImage(n
Hi,
I have developed an application where I have an OSG window embedded in a
windows application built with WPF. On certain Geforce cards there seems to be
a bug where WPF popup windows (like menus) that have AllowTransparency set to
true do not draw correctly over my OSG window. Basically when
Hi Sajjad,
Personally I create the whole interface in Qt designer and leave the OSG
widget/s integration in the initialization code.
About the header file, I 've separated the code from the original OSG file in
my own files (.h and .cpp) As you can see in the Qt sample you have different
optio
Hi folks,
There is now a possibility to use the IRC chat directly from the forum's
webpage. You do not need extra client or any Java applets.
The chat is connected to the official OpenSceneGraph channel on the
irc.freenode.net, so you are free of choice what to use for chatting. You can
still
I'm rather new to using float textures and GLSL, so maybe I'm missing
something. I'm trying to use a float texture as a lookup table in my
fragment shader. I create the texture using osg::TransferFunction1D (see
attached modified osgviewer.cpp), and use the following in my input
file:
---8<---
50
Yes, embedding osgViewer into a .NET control is exactly what I am doing,
and I have been using it this way successfully for a long time. I just
remembered another wrinkle -- for some reason, the code works fine when
run with an NVIDIA GeForce chip, and it only crashes with the infinite
recurs
With QT4.4, ViewerQOSG reported a recursive repaint but worked. (The Qwidget
detects the recursive call to a paint while in a paint and skips it.)
With QT4.5 it no longer detects a recursive paint - but is obviously doing so.
The image just flickers as it redraws itself.
Strangely it does work w
Hi Veehmot,
You can read the code of osganimationviewer, this example works with
skinned mesh. If all your data are exported in an .osg file an
osgDB::readNodeFile should works.
Cheers,
Cedric
Veehmot wrote:
I'm pretty new with OSG (but not with 3D Development), so I was wondering where
can
Veehmot: There are a couple of animation examples included in the OSG
example set. They should be good enough to get you started. Janusz
Veehmot pisze:
I'm pretty new with OSG (but not with 3D Development), so I was wondering where
can I find an example (source code) of osgAnimation loading a
Hi Peter,
We've also used the GraphicsWindowWin32 successfully by creating a custom
User Control in .NET.
We're using the code from this FAQ entry with no problems:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol
Thanks!
Jason
On Wed, Mar 4, 200
That sounds like the right thing to do. I'll give that a try.
Stephan Huber wrote:
Hi Peter,
Another idea would be to extend GraphicsWindowWin32::WindowData to add a
flag or something similar, so GraphicsWindowWin32 can query this flag an
decide if it's allowed to call registerWindowProcedure.
Hello Peter,
Well, the reason why I was ask if this is a bug is that I don't quite
understand how it could possibly work correctly for the case that the
native window is not "owned" by GraphicsWindowWin32.
Well, it does, because we use GraphicsWindowWin32 integrated into a Qt
application, so
Hi Peter,
Peter Amstutz schrieb:
> The best ideas I've been able to come up with are to either modify
> osgViewer::GraphicsWindowWin32 and comment out the call to
> registerWindowProcedure(), or possible subclass it in my application and make
> registerWindowProcedure() a no-op.
Another idea
Well, the reason why I was ask if this is a bug is that I don't quite
understand how it could possibly work correctly for the case that the
native window is not "owned" by GraphicsWindowWin32. The code very
deliberately sets up a situation the allows infinite recursion to occur
as I described
I'm pretty new with OSG (but not with 3D Development), so I was wondering where
can I find an example (source code) of osgAnimation loading a model with
skinning, and animating bones.
Thanks for the reply!
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Hi Fabien
_OPENTHREADS_ATOMIC_USE_MUTEX is the default configuration. It use a mutex
to lock osg::Referenced instance for multi threaded access.
_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED is only use if compilator support
it. When you run cmake to configure the project, a test is done to determine
Hi Peter,
Something not working in the way you'd like it to work isn't what I'd
class as a bug, rather it's a wish list item.
In terms of making classes more flexible so it can be used in the way
you want to use it, please feel free to suggest amendments so that
others can review them and comment
First off, for reference I am using osg 2.6.1, but I checked osg 2.8 and it
does not appear to be substantially different.
I am using osg to render into a window embedded into a larger Windows Forms
application. The architecture is that Windows events/message are delivered
into the main GUI th
Hi All,
I noticed that on Win32 VC7, (OSG 2.8) Cmake auto shift OpenThread
atomic config to _OPENTHREADS_ATOMIC_USE_MUTEX
In which case can we use_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED, is it
possible on VC7 Win32 ?
Is it risky to use the config _OPENTHREADS_ATOMIC_USE_MUTEX ?
Thanks in
Great !!!
The compilation worked fine !!
Everything is ok now !
Thank you for YOUR patience, not mine !
Can i put the thread as [SOLVED] ?
Thanks for all
Regards
David
Robert Osfield wrote:
> Hi David,
>
> It looks like you pkg-config set up is failing for some reason. Not
> to worry though.
Hi all,
Using osgManipulator, I use 2 draggers (translation and rotation) to
move/rotate an element in the scene.
Everything is fine when I dragg using the draggers... BUT (of course) when I
decide to move the dragger without mouse action, things become difficult.
My dragger are like that :
Hi David,
It looks like you pkg-config set up is failing for some reason. Not
to worry though... as I've just merged a revision to FindFFmpeg.cmake
that replaces the pkg-config usage with standard searching.
Could you do an svn update and rest, hopefully this issue will finally
be put to bed. T
Hi all,
I've finished the coding of the new Cocoa backend for osgViewer and I
integrated the imageio-plugin from E.Wing into CMake / the XCode-project.
I did some tests but as of my limited ressources I can't test every
combination of hardware etc. So please if you have some spare-time and
an OS
Hi robert,
I did everything; here are the results :
I use the 2.6.1 version of CMAKE
Code:
[da...@mandrake ~]$ rpm -qa | grep cmake
cmake-2.6.1-1mdv2009.0
[da...@mandrake ~]$
Then the pkg-config commands return nothing. But may be i don't use it as it
should be...
Code:
[da...@mandrake ~]$
Gus,
The current dae plugin indeed only supports Collada version 1.4.
I am currently working on support for animations, skinned mesh and morphing.
What specific features of Collada 1.5 do you need?
--
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HI David,
On Wed, Mar 4, 2009 at 1:30 PM, david bruyer wrote:
> sure.
>
> Here is the output :
>...
> /usr/bin/cmake -E cmake_progress_report
> /home/player/FlightGear-dev/build/OpenSceneGraph/CMakeFiles 98
> [100%] Building CXX object
> src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegC
Hi Ulrich,
On Wed, Mar 4, 2009 at 1:08 PM, Ulrich Hertlein wrote:
> On 4/3/09 11:10 PM, Robert Osfield wrote:
>>
>> Great news. I'll go have a look at the inversion issue.
I've now fixed this problem in osgDB - the --movie parsing code now
honours the Origin of the ImageStream.
>> What happens
sure.
Here is the output :
Code:
[pla...@mandrake ffmpeg]$ make clean
[pla...@mandrake ffmpeg]$ make VERBOSE=1
cd /home/player/FlightGear-dev/build/OpenSceneGraph && /usr/bin/cmake
-H/home/player/FlightGear-dev/build/OpenSceneGraph
-B/home/player/FlightGear-dev/build/OpenSceneGraph --check-bu
On 4/3/09 11:10 PM, Robert Osfield wrote:
Great news. I'll go have a look at the inversion issue.
What happens when you run:
osgmovie -e ffmpeg aliensong.mpg
It's right-side up and playing nicely.
(The aspect ratio isn't always right and lots of 'Using sws_scale' messages but that's not
a p
On Wed, Mar 4, 2009 at 12:45 PM, salvatore wrote:
> Hi Robert,
>
> then plug the qicktime is only used to play videos?
Play videos and read images.
Robert.
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Hi David,
Clearly the FindFFmpeg.cmake script isn't locating your headers for
some reason. Could you cd into ffmpeg plugin directory and do:
make clean
make VERBOSE=1
And then post the output.
Robert.
On Wed, Mar 4, 2009 at 12:35 PM, david bruyer wrote:
> Hi,
>
> I tried to compile again OSG
Hello forum,
I would like to create a viewer widget for osg using the Qt designer.
To promote it i need the corresponding header file to that.
As i see in the source you have the class declaration and definition in a
sigle .cpp file.
Do i have to separate them or the header file is located s
Hi Robert,
then plug the qicktime is only used to play videos?
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Hi,
I tried to compile again OSG and I still have a build error.
Code:
Dans le fichier inclus à partir de
/home/player/FlightGear-dev/build/OpenSceneGraph/src/osgPlugins/ffmpeg/FFmpegClocks.hpp:10,
à partir de
/home/player/FlightGear-dev/build/OpenSceneGraph/src/osgPlugins/ffmpeg/FFm
Hi Salvatore,
The OSG isn't a media processing tool, it's a scene graph that has
some media rendering support.
If you have quicktime on your system then go use it, it's what it's for.
Robert.
On Wed, Mar 4, 2009 at 12:09 PM, salvatore wrote:
> hello, the idea is good but I like the use of bond
Hi Ulrich,
On Wed, Mar 4, 2009 at 11:34 AM, Ulrich Hertlein wrote:
> Success!
>
> It compiles! And runs (with "osgviewer --movie -e ffmpeg aliensong.mpg")!!!
> Okay, it's upside down but hey!
Great news. I'll go have a look at the inversion issue.
What happens when you run:
osgmovie -e ffmpe
hello, the idea is good but I like the use of bond openscenegraph to make the
conversion, you can use the quick time plugin?
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osg-users mai
We are developing a Robot simulator viewer based in OpenRave and we want to
develop an OSG viewer to it.
Does anybody knows if it is planned to develope an OSG plugin for the COLLADA
1.5 SCHEMA [Question]
Best regards,
Gus :D
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Hi,
get mencoder and do something like:
mencoder mf://*.png -ovc lavc -lavcopts vcodec=mjpeg:keyint=1 -mf fps=10
-o mymovie.avi
google for "mencoder mf" should get you some more examples.
jp
salvatore wrote:
hello, I am new the forum and I have a problem, I have a sequence of images
that
hello, I am new the forum and I have a problem, I have a sequence of images
that I have to convert into a. mov what can I do? Thank you in advance
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Hi Robert!
On 4/3/09 10:07 PM, Robert Osfield wrote:
I have just checked in the swscale code path. Could you do an svn
update and let me know how you get on.
Success!
It compiles! And runs (with "osgviewer --movie -e ffmpeg aliensong.mpg")!!!
Okay, it's upside down but hey!
:-D
The #else
Hi Diallo,
On Wed, Mar 4, 2009 at 10:00 AM, Diallo wrote:
> I need to access to all vertexs of a 3d object loaded as node from a ac3D
> file.
> I am working on FlightGear Project and we need to integrate a collision
> system, so we need to access to every vertex (or triangles) of a given model.
Hi Ulrich,
I have just checked in the swscale code path. Could you do an svn
update and let me know how you get on.
Cheers,
Robert.
On Wed, Mar 4, 2009 at 10:51 AM, Ulrich Hertlein wrote:
> Hi Robert,
>
> On 4/3/09 9:23 PM, Robert Osfield wrote:
>>
>> I've just updated to the latest svn/trunk
On Mar 4, 2009, at 5:41 AM, Art Tevs wrote:
Hi Sukender,
yes a full supported IRC chat system will be a better choise. As
soon as I find one which covers our needs, I will integrate this.
However until that this kind of a simple instant messaging can be
used.
cheers
Sukender wrote:
T
Hi Robert,
On 4/3/09 9:23 PM, Robert Osfield wrote:
I've just updated to the latest svn/trunk of ffmpeg and it's now
doesn't contain the img_convert at all, but it does build the
libswscale so I'll now implement the swscale code path as well as the
old img_convert path.
Have you comitted? I s
Hi Sukender,
yes a full supported IRC chat system will be a better choise. As soon as I find
one which covers our needs, I will integrate this. However until that this kind
of a simple instant messaging can be used.
cheers
Sukender wrote:
> Thanks Art... Good start. However, I think the IRC c
Hi Ulrich,
I've just updated to the latest svn/trunk of ffmpeg and it's now
doesn't contain the img_convert at all, but it does build the
libswscale so I'll now implement the swscale code path as well as the
old img_convert path.
Do you have libswscale installed as part of the DarwinPorts? Is t
Hello,
Between 1.2 and 2.8, the signature has been changed from
void CullStack::pushModelViewMatrix(osg::RefMatrix* matrix);
to
void CullStack::pushModelViewMatrix(osg::RefMatrix* matrix,
osg::Transform::ReferenceFrame referenceFrame)
Why was that?
Which ref frame value should I use to obtain
Hi Ulrich,
On Wed, Mar 4, 2009 at 9:37 AM, Ulrich Hertlein wrote:
> Tried that but it doesn't make a difference. I am fairly convinced now that
> the symbol is simply not present in the library.
Can you list what symbols it exports?
> I understand that they want people to use swscaler but to d
I need to access to all vertexs of a 3d object loaded as node from a ac3D file.
I am working on FlightGear Project and we need to integrate a collision system,
so we need to access to every vertex (or triangles) of a given model.
Tanks
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Hi Robert,
On 4/3/09 7:54 PM, Robert Osfield wrote:
It seems like 'img_convert' (and img_resample and others which also are in a
similar
#if LAVC_VERSION_INT block) is just not in libavcodec... I'm investigating that.
Curious the svn version of ffmpeg has img_convert built in, but not declare
HI Peter,
The OSG is designed on the basis that you don't change state in the
cull/draw traversal. The only exception to this is when you break
this rule is when you are single threaded and don't share state. In
your case you are sharing state, and that state can't be in two states
at once... so
Hi Ulrich,
On Wed, Mar 4, 2009 at 7:59 AM, Ulrich Hertlein wrote:
> The header file contains
>
> #if LIBAVCODEC_VERSION_INT < ((52<<16)+(0<<8)+0)
> attribute_deprecated int img_convert(AVPicture *dst, int dst_pix_fmt,
> const AVPicture *src, int pix_fmt,
> int width,
Hi users,
We are having some troubles setting the osg::TexMat relative to the current
camera position.
The problem arises when we have multiple cameras. We have for example a main
camera and
a RTT camera.
We tried to use the setCullCallback expecting that before the object that
uses the texture i
Hi Uli,
Our ffmpeg plugin already does using extern "C" { .. } when include
the ffmpeg plugin so I don't believe this is the issue.
Robert.
On Tue, Mar 3, 2009 at 10:47 PM, Ulrich von Zadow
wrote:
> Missing
>
> extern "C" {
> #include "foo"
> }
>
> ?
>
> libav* removed some of it's internal ext
Hi Robert,
On Wed, Mar 4, 2009 at 9:43 AM, Robert Osfield wrote:
> HI Serge,
>
> On Tue, Mar 3, 2009 at 3:36 PM, Serge Lages wrote:
> > Hi all,
> >
> > Have you seen this :
> >
> http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/
> >
> > Do you think it can be a viab
HI Serge,
On Tue, Mar 3, 2009 at 3:36 PM, Serge Lages wrote:
> Hi all,
>
> Have you seen this :
> http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/
>
> Do you think it can be a viable solution to have a simple 2D UI with OSG ?
It should be doable. The thing you'd n
Maciej,
Maciej Krol wrote:
>
> I will refactor my code to strip out customer specific stuff. I hope today
> late evening (Europe) I will send you working code.
>
That would be great. No hurry though. I will be able to take a look at it
earliest next week.
--
Roland
--
Rea
Hi Robert,
On 4/3/09 12:37 AM, Robert Osfield wrote:
Undefined symbols:
"_img_convert", referenced from:
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, AVPicture
const*, int, int)in FFmpegDecoderVideo.cpp.o
Not quite familiar. The code uses img_convert rather than
_img_conv
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