Wow, looks great!
Von: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Kim C
Bale
Gesendet: Dienstag, 5. Mai 2009 21:11
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] osgOcean release
H
Hi Chris,
I went to build the SVN-head VPB (on Windows) today, and discovered
it now needs
libSquish for DXT software compression.
I haven't been able to find such a file, even after building
libSquish. There are .cmake
files with generic names like CMakeCCompiler.cmake in libsquish/
CMakef
Hi,
I don't think osg provide a method to get transposed matrix
from matrix (i.e., matrix.transpose() something like that).
Or, I couldn't find it?
-- Thanks in advance.
===
Dongpyo Hong, Research Assistant
500-712 Oryong-dong Buk-gu Gwangju, Korea
GIST U-VR Lab http://uvr.gist.ac.kr
http://uvr.g
Hi,
What I have are position array, normal array and uv coordinate array (these
arrays don't have the same number of elements) and a list of index that specify
each vertex's position, normal and uv coordinate by their respective index.
I would like to construct geometry from these arrays and i
I went to build the SVN-head VPB (on Windows) today, and discovered it now
needs
libSquish for DXT software compression. I grabbed it from Google code via SVN,
and tried
to get CMake to accept it. I set the libsquish-DIR manually to the root of the
libSquish
SVN checkout, but CMake doesn't see
Hi,
I create a ParticleSystem,such as:
_ps=create_complex_particle_system(_sceneRoot);
osgParticle::ParticleSystemUpdater
*psu=newosgParticle::ParticleSystemUpdater;
psu->addParticleSystem(_ps);
_sceneRoot->addChild(psu);
Now I hope that the psu disappear,so I write :_sceneRoo
Hi,
I have using been keyboard handling code from basic keyboard handling
(http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicKeyboardInput)
tutorial.
As I understand to implement further functionality, I need to modify
tankInputDeviceStateType class. However I cannot seem
lucas Grijander wrote:
you mean I should use 2.1 version of collada DOM instead of
2.2?
J.
Date: Tue, 5 May 2009 17:54:05 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!
lucas Grijan
Hello all,
Many moons ago I emailed the list to announce my intentions of releasing an
ocean rendering library for the OSG. Well after many delays and things getting
in the way i've put some code up for your perusal.
http://code.google.com/p/osgocean/
At the moment i have only put the sur
Thank you,
I've managed the Text-issue.
On the issue with the textures in shadowed scenes i checked the models twice
and now the flt-files work :)
It must be an error in the collada files. I generated them from the flt-files
both with blender and maya. With the maya-Export i get no textures at
Actually the solution is simple. I was barking up the wrong tree with the
texgennode. That's why I was soliciting help.
What my code (and osgspotlight) was lacking is a texture matrix to center
the spotlight and make it accurate. I've included the snippet for
reference.
osg::ref_ptr texMat = n
I have seen this as well .
I say 'THE WORD' :),
a fix for this would be welcome
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-
you mean I should use 2.1 version of collada DOM instead of 2.2?
J.
Date: Tue, 5 May 2009 17:54:05 +0100
From: ro...@beardandsandals.co.uk
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada plugin not found but it is!
lucas Grijander wrote:
Dear all,
Bit of a late reply to this one, but just arrived at the same problem.
For me, on Windows, I also get a slew of these warnings when I move the
window off screen.
So, might be a bit fiddly to try and prevent frame update in all situations
that SwapBuffers retuns false.
I wondered if we could addr
lucas Grijander wrote:
Dear all,
I installed the last version of OSG (2.8.0) and the 2.2 version of the
collada-dom. I compiled and installed everything (debug and release).
Now, when I execute my application and I try to "writeNodeFile" in dae
format I get the well-known warning: "plugin
Hi Robert,
Good to know. I think we're going to start the testing and (pre-)release
process with the RC4 then, and move to Final at a later point.
For you it means you'll get our whole testing department busy on OSG
2.8.1 RC4. ;-)
Tanguy
-Original Message-
From: osg-users-boun...@lists
Dear all,
I installed the last version of OSG (2.8.0) and the 2.2 version of the
collada-dom. I compiled and installed everything (debug and release). Now, when
I execute my application and I try to "writeNodeFile" in dae format I get the
well-known warning: "plugin not found". I got this info
Hi Antonin,
Sounds like your issue might be related to GL_LIGHTING or GL_MATERIAL_COLOR
mode usage. GL_COLOR_MATERIAL selects source of
diffuse/ambient/emissive/specular term. Its either taken from material or
from color set in geometries. This fixed pipeline attribute is not passed
to Verte
HI Brad,
I'm afraid I don't have any ideas what might be up. You're tweaking
code I wrote a long while back in ways that I don't understand.
The best I can do is recommend you do some background reading on
projective textures. I can point you in the right direction, but it's
not my role to teac
Hi Tanguy,
On Tue, May 5, 2009 at 4:22 PM, Tanguy Fautre
wrote:
> Is there any ETA on the final 2.8.1 if this RC4 goes according to plan?
It would be good to get 2.8.1 out for the middle of this month. I
need to get on top of submissions and make another rc, then hopefully
this will be the last
Hi Robert,
Is there any ETA on the final 2.8.1 if this RC4 goes according to plan?
We have quite a significant release in preparation that requires OSG
2.8.1. Any ETA would help us to schedule testing and deployment more
appropriately.
Cheers,
Tanguy
-Original Message-
From: osg-users
Thanks J-S,
Yes, your first suggestion certainly fixes the problem (I tried it earlier!)
and I agree, its probably and advantage to keep the interface the same. I
think I just had a niggling feeling that it probably wasn't a good idea in
principle to pass around C++ references to ref counted ob
> Depending on the LOD data, this could cause the vegetation to be placed
under
> the terrain, effectively causing it to disappear at certain distances. It
still
> might be acceptable, though, depending on the requirements of the project.
Hi Bryan -- Agreed. And if it turns out the discrepancy
Hi Chris,
Why not:
bool CommandManager::disconnect(Dragger& dragger)
{
osg::ref_ptr localDragger(&dragger);
_draggerSelectionMap.erase(&dragger);
_draggerConstraintMap.erase(&dragger); // may be deleted at this point
return true;
}
or just:
bool CommandManager::disconne
HI Chris,
I haven't reviewed the code yet, but it does sound like from your
description that a ref_ptr<> would fix the problem. The only thing to
watch with ref_ptr<> usage is the issue of circular references being
set up, but in this context it doesn't seem like an issue.
Robert.
On Tue, May 5
Paul Martz wrote on Tuesday, May 05, 2009 8:45 AM:
> Not sure why you would need to place the vegetation _exactly_ on the
ground
> for anything other than the highest LOD. Presumably, for lower LODs,
the
> eyepoint would be too distant to notice any issues. If you agree, then
you
> could use an LO
I've just tracked down a problem with my osg application crashing and was
wondering about the correct place to put the fix.
I can fix it outside osg but it occured to me that it might be better to fix
it within osg because I think its a bug that has the potential for causing
memory corruption.
T
Jan wrote on Tuesday, May 05, 2009 3:38 AM:
> first of all, i'd like to introduce you to my problem to you.
> I have a PagedLOD DB for representing the ground.
> On this ground I want to position vegetation also as PagedLOD Nodes. X
and Y
> Values are fix.
> The Problem is that I have to set the v
Hi Wojtek,
Thanks for the vertex shader trick, but in this way i gate pure black
shadow and terrible artifact on my shadow caster model.
Actually i can see two way to solve my lighting problem.
-Make a vertex shader who can compute lighting with glMaterial and
glColor both.
but it's seem to
Thank you Mattias!!! I could resolve it.
I appreciate very much the time and help you bring me!
I wish you a Very Good Day!!!
Greettings,
Alex.
It works very well
[quote="Mattias Helsing"]Hi Alex,
On 5/4/09, Alexandra Diehl <> wrote:
>
> Mattias Helsing wrote:
> > Hi Alex,
> >
> > The compl
Might be a red herring as its likely to be the clamping issue
But recently I had noted several programs had issues with png when
sizing, in that they count pixel 0 to n for png, rather than 1 to n as
they do for other formats , so if you sized an image at 1024x1024 for
png you actually go 1025x10
Part of the issue with plugins like the Collada one may be that it
provides some required libs such boost, libxml2 etc which proably need
to point to your own built versions as there is no info on how these are
built. The problem atic one I'm finding as I go to full 64 bit support
is the pcre and p
Not sure why you would need to place the vegetation _exactly_ on the ground
for anything other than the highest LOD. Presumably, for lower LODs, the
eyepoint would be too distant to notice any issues. If you agree, then you
could use an LOD=savvy tool like ElevationSlice to get the elevation of the
See this http://www.vis-sim.com/osg/osg_faq_1.htm#f32 FAQ it might be
relevant
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Ori
Hi Ulrich,
The texture file is okey. I tried few images, each with same result. When I
scale down the texture, it doesn't show the problem. I set nothing special for
my texture. Even if I try to map the texture on the pyramid from tutorial
http://www.openscenegraph.org/projects/osg/wiki/Support/
hi,
there is fresh meat in vrc project: an editor which eases the process of level
design. it misses some features such as undo/redo and other stuff i would like
to have, but it is a good first usable and (relatively) stable version, at
least.
for screenshots see here: http://www.vr-fun.net
f
On Tue, May 5, 2009 at 1:21 PM, Andy Skinner wrote:
> How much feedback do you need for OSG 2.8.1?
The the more feedback the better.
I have a couple of bugs fixes that I've just merged from svn/trunk
into the OSG-2.8, and have am about to a submissions purge that will
probably pull in some more
İsmail,Thanks for your answer,
probably you are right because it is a qt application. maybe i could not set
the context id.
i think "state.getContextID()" does not match with the current context...
i will check for it now.. if you know something about it please help me :)
thanks again... :)
On
How much feedback do you need for OSG 2.8.1?
thanks,
andy
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Hi
If its Windows and NVidia you may try changing "MultiDisplay/mixed-GPU
acceleration" settings in NVidia 3D settings control panel.
Wojtek
- Original Message -
From: "Robert Osfield"
To: "OpenSceneGraph Users"
Sent: Tuesday, May 05, 2009 1:51 PM
Subject: Re: [osg-users] The mys
Ufuk,
bool isVertexBufferObjectSupported() const { return
_isVertexBufferObjectSupportResolved?_isVertexBufferObjectSupported:computeVertexBufferObjectSupported();
}
If you have seen the code that checks whether extension is supported:
bool State::computeVertexBufferObjectSupported() const
{
Hi Björn,
2009/5/5 Björn Blissing :
> The viewer.sync() and viewer.update() seems to be deprecated. And it seems a
> bit odd (at least for me) to just throw away the functionallity contained in
> viewer.run().
viewer.sync() existed in Producer/osgProducer from the OSG 1.x days,
it no longer exis
Hi Peter,
On 5/5/09 1:13 PM, Peter wrote:
I have a problem with large images. When I use the large image (1024x1024, PNG
format)
for texture mapping, it gives wrong result. There is a dark strip on the edge
of the
object. The farther the view is, the darker the strip is.
Can anyone explain why
It's bad if you add/remove objects in an upper part of you graph (like a
child removing from the graph its parent). But there is no problem for a
parent to remove their children if needed.
2009/5/5 Björn Blissing
> No.. When I searched the mail archive I found the previously linked
> message. I
No.. When I searched the mail archive I found the previously linked message. It
stated:
"It's a bad thing to add/remove items to the scene graph inside an update
callback. Apparently, it invalidates the iterators."
It was that message that prompted my initial question.
/Björn
_
Hi Robert,
Thanks for the info. Guess I'll stick to one monitor for the moment ;-(
Neil.
Robert Osfield wrote:
> Hi Neil,
>
> This will be a driver dependent issue, the driver/OS managing graphics
> contexts behind the scenes for you, but not doing it 100% correctly.
>
> Personally I m
Hi Peter,
Your image may simply have a black band in it, or it could be that
your texture coordinates are causes the the driver to wrap the tex
coords around. Try setting the texture clamp to clamp to edge.
BTW, 1024x1024 isn't a particular large image, the size of the image
almost certainly a f
Hi Neil,
This will be a driver dependent issue, the driver/OS managing graphics
contexts behind the scenes for you, but not doing it 100% correctly.
Personally I much prefer window managers/drivers that don't attempt to
be clever on your behalf, and just done allow such windows to be
dragged unle
Hi,
Did you try to just add an UpdateCallback to your root node for example who
makes the job to add or remove nodes ?
2009/5/5 Björn Blissing
> Well that will of course be diffrent depending on if I use Viewer or
> CompositeViewer.
>
> Never the less, I still think it is strange that I would
Hi Max,
Well, one year ago I was ignorant too in OpenGL and shaders, now I'm
still ignorant in OpenGL but I begin to understand how to use shaders
;-)
For shaders, the first reference is the orange book (Addison Wesley -
2006 - OpenGL Shading Language).
But here are some cool tutorials
The Viewer.run() has been made to allow every one to cut it into pieces.
This is not a special behavior, most of the OSG user do it.
Vincent.
2009/5/5 Björn Blissing
> Well that will of course be diffrent depending on if I use Viewer or
> CompositeViewer.
>
> Never the less, I still think it i
Well that will of course be diffrent depending on if I use Viewer or
CompositeViewer.
Never the less, I still think it is strange that I would be forced to tear down
the Viewer.run() functionallity into pieces just to add and remove objects to
the scenegraph during runtime. Which (at least to
I asked a similar question to this several months ago...
I'm looking to "average" several frames together, however, this time I want to
average discrete frames. That is, I want to average, for example, the first X
frames and then display the results and then average the next X frames and
displ
Hi,
see also the osggis project:
http://osggis.org/
I don't think it does exactly what you want, but it shows how to create
a database that runs in parallel with the terrain database. E.g. vector
data follows the terrain and pages in with terrain data.
jp
Jan wrote:
Hi Robert,
I already
Thanks Robert, i know that you cant know the problem without seeing the code
:) i just want to know that when isVertexBufferObjectSupported() function
returns true or false? to use this support should i enable something?
anyway now i will try to make a simpler example, then maybe i could show you
You can just call frame() in the while loop (if I'm right).
See what the viewer.run() do, you'll have a good overview of what to use or
not.
Vincent.
2009/5/5 Björn Blissing
> The viewer.sync() and viewer.update() seems to be deprecated. And it
> seems a bit odd (at least for me) to just throw
Hi all,
I have a problem with large images. When I use the large image (1024x1024, PNG
format) for texture mapping, it gives wrong result. There is a dark strip on
the edge of the object. The farther the view is, the darker the strip is. Can
anyone explain why it happened?
Thanks,
Peter
The viewer.sync() and viewer.update() seems to be deprecated. And it seems a
bit odd (at least for me) to just throw away the functionallity contained in
viewer.run().
I have searched the mail archive but I still can't find any information how to
properly add and remove content to the scenegra
Christian,
thanks for the pointer - knowing that my users are not really of the
savvy kind this one: "Running vcredist_x86.exe on Windows Vista requires
elevation." will be a bit of a problem.
My limited testing today actually revealed that the problem appeared in
OpenSceneGraph 2.8 - and is
Hi All,
I have an application that employs OSG in a window. I load a scene with
textures and everything is fine. If I move the window to a different screen,
the textures disappear ! I move the window back to the original screen, the
textures reappear. Back-and-forth my window goes from screen t
If you're still deploying the VC 2008 runtime as private assemblies
(both manifest and directory Microsoft.VC90.CRT copied to both the OSG
top level folder, as well as the OSG plugins folder) - you might want
to a note I found attached to the following MSDN article
http://msdn.microsoft.com/en-us/l
HI Jan,
It'd be fine to refine the vegetation step by step, but the time to do
it would be per LOD level, and during load. Doing it per LOD level
would avoid the issue of terrain and vegetation swapping a different
times and having to track each other. Doing the operation during load
(i.e. from
Hi,
I think the most secured way is to do it like that :
while( !viewer.done() )
>{
> viewer.sync();
> viewer.update();
>
> modify_scene_graph();
>
> viewer.frame();
>}
>
>
If I'm good, the callback allow safe graph modifications, but only on node
children... so de
Hi Robert,
I already thought that it is not the most efficient way to do updating every
frame, but the problem I have is that the vegetation has nothing to do with the
ground because I will create the vegetation from vegetation definition files.
These files are generated from a tool. In these f
Hi!
I have my GameObject class that contains the position of each dynamic game
object in world coordinates. I also have my GameObjectManager class that
contains a vector of all game objects. This vector is empty when the program
starts, but populates with objects during runtime (some objects is
Hi,
Thanks Josselin for answering me.
josselin.petit wrote:
> Hi Max,
>
> I'm not sure, but when you run your program, can't you see a line like :
> "Scaling image '../Data_Calibrage/Image/IMG_5316_small.jpg' from
> <640,480> to <512,512>" ?
>
Yes, but my images will change, I need it to
I solved the problem.
If you want to do the same like me or something similar here are two important
notes:
If you want to move the zFar and zNear clipping plane by yourself you first
have to call
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
before camera->
Hi Jan,
The issue has nothing to do with caching, and everything to do with
use LOD's. Once you have multiple LOD's then you'll have multiple
elevations for each XY location, and which LOD's that get selected
will depend upon the cull traversal for each camera that is viewing
the scene - two diff
Hi Ufuk,
I really can't guess what might be wrong because I know absolutely
nothing about your application, I simply don't have magically powers
to divine this stuff.
What I do know is that the vertex buffer objects support does usually
work, others do not report problems with it, so there likely
Hi Brad,
You have to apply translation and scale matrix to convert from eye
coords to texture coords. The osgspotlight example will be doing
this.
Robert.
On Tue, May 5, 2009 at 12:28 AM, Brad Huber wrote:
> Hello,
>
>
>
> I’ve been playing with code very similar to the osgspotlight example.
>
Hi Mike,
As Paul mentions the OSG now sets up the values that are used by
default for things like floating matrices and bounding boxes/spheres.
The settings are stored in the include/osg/Config file. This file is
automatically generated by CMake when you configure the build system.
It sounds lik
Hi,
first of all, i'd like to introduce you to my problem to you.
I have a PagedLOD DB for representing the ground.
On this ground I want to position vegetation also as PagedLOD Nodes. X and Y
Values are fix.
The Problem is that I have to set the vegetation exactly on the ground, using
an inte
Hi Davin,
One should use CMake to set up the paths correctly rather than have to
edit the link.txt, so the fact you needed to do this suggests that
either the required libs were found correctly, or that the
pdf/CMakeLists.txt is missing a search path.
What values does Cmake report for the gdk lib
On Mon, May 4, 2009 at 6:44 PM, Guy Volckaert wrote:
> I should have looked at the osg::view code before posting the message.
>
> Now that I set the camera as ABSOLTE_REF, the camera manipulators don't work
> (as I feared).
If you want a synchronized camera you use RELATIVE_RF, and adjust the
pr
Hi Antonin,
I am glad you had this sorted it out. You may try to replace shaders with
yours. Its possible to set only fragment shaders and use fixed pipeline for
vertices by setting MainVertexShader and ShadowVertexShader to NULL.
Cheers,
Wojtek
- Original Message -
From: "Antonin L
Hi,
Actually i dont think it is about hardware or driver because i did a project
similar to this with this hardware and it is still working on my computer.
it returns true on "isVertexBufferObjectSupported()" but this project was
made in like osg ~1.6. The function on Geometry was "virtual void
dra
Hi Alex,
On 5/4/09, Alexandra Diehl wrote:
> [quote="Mattias Helsing"]Hi Alex,
>
> The complete error logs didn't come through. Could you repost.
> You should *not* need to move packaging into src.
> Where are you telling cmake to find the sources? i.e. what does it say
> next to "Where is the so
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