Hello Fajran,
Great start with trying to fix a bug you found, but
wrong/deprecated/unknwn submission protocol version ;-) Read:
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
In short: 1.subscribe to osg-submissions ML 2. Send whole files (no
diffs) to osg-submi
On Mon, May 11, 2009 at 9:22 PM, Paul Martz wrote:
> This is interesting if, for no other reason, the fact that the work is
> taking place just a few kilometers away from where I live and work. This is
> the SketchUp office in Boulder, Colorado, if I understand correctly.
Ooo that's where I might
Hi Forest;
You can download elevation Dem files and textures from
http://seamless.usgs.gov/index.php easily.
Or
http://geoengine.nga.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.html
Regards.
2009/5/12 forest
> hi all
> I want to use vpb to build a terrain and I have got the digit
HI Steve,
I'm afraid I can't give you an answers, I don't have your txp database
to test against, and I haven't ever seen this problem first hand.
Perhaps others in the community will have seen something similar and
may be able to help.
What I can say is that it'd be very useful for others if you
Hi Wojtek,
On Mon, May 11, 2009 at 10:06 PM, Wojciech Lewandowski
wrote:
> Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add
> changes that Robert made and maybe will create more advanced example.
I've made more changes this morning :-)
First up I've moved the State::
hi all
I want to use vpb to build a terrain and I have got the digital
elevation data from
ftp://ftp.glcf.umiacs.umd.edu/glcf/SRTM/Degree_Tiles/
Now I want to find some corresponding texture image data for free, where can I
get them?
Thanks in advance.
best regards
forest___
Dear all,
for the sake of completeness some more of my findings (wrapped in a
lengthy rant about Windows development) here.
- the osgDB::fopen is only the tip of the iceberg
- the whole thing is futile if you need to rely on prebuild 3rdparty
binaries as chances are high the patch version of
Paul Martz wrote:
> This is interesting if, for no other reason, the fact that the work is
> taking place just a few kilometers away from where I live and work. This
> is the SketchUp office in Boulder, Colorado, if I understand correctly.
I know a few of those guys over there. if there was any
Wojciech Lewandowski wrote:
> I would like to share some code I wrote one year ago, which my company
> have been succesfully using since then. Its not exactly something as big
> as tasks mentioned above, but I believe it makes a step forward to
> making osg::Programs and osg::Shaders more flexible
Hi all,
I've moved some code of mine from PAT objects to MatrixTransform ones,
which suit my needs better. I'm still having a problem getting the
coordinates back. After a quick look, I figured I might be able to
transform an MT into a Transform, and then back into a PAT using the
following:
| M
Hi,
update: i'm now using another concept. (i think thats the one you recommended
at the beginning of the thread)
instead of my original indexlist: 0, 1, 4, 2, 5, 3, 4, 0 which prevents me from
assigning more than one normal per vertex, i'm using index swaps to "(re)visit"
a vertex more than o
Hi,
- "Nathan Monteleone" a écrit :
> Mathias Fröhlich wrote:
> > Well, as far as I understand, and as far as I have my own applications for
> > such kind of scenes. You will need an own render bin number for each object
> > if every object just depends on the previous object to be rendered be
J-S, Robert, Maciej, Roland et al,
Thanks for Warm welcome. If nothing interrupts me I will try tomorrow to add
changes that Robert made and maybe will create more advanced example.
Roland, you are right this was a rather simple example of VirtualProgram. In
practice we employ it in bit more
Hey everyone,
I've been running into an issue with txp databases. The problem is that after
running for a while the LODs start switching in and out rapidly like the pager
can't choose which ones to use. Even when staying still in the scene the LODs
continue to switch. It drops framerate down
This is interesting if, for no other reason, the fact that the work is
taking place just a few kilometers away from where I live and work. This is
the SketchUp office in Boulder, Colorado, if I understand correctly.
Given the long history of failed 3D web standards, I don't envy anyone
working on
Hi Wojtek,
Thanks for sharing your code. This will be very helpfull.
It would be nice if we could somehow combine this with the existing fixed
function ShaderGen utility.
Thoughts about the demo:
The coloring of the children with only a different version of the ColorFilter
would typically be im
You need to set the clip plant mode on or off using the StateSet associated
with your geometry, not the StateSet from the ClipNode or ClipPlane. This
should be clear from the osg clip example.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
_
In addition to Robert's comments, I'll add the following:
If you intend to turn the clip plane on and off, make sure to set your
StateSet data variance to DYNAMIC.
Also, I recently wrote code to dynamically update a ClipPlane based on the
view vector to create a cross section that always shows th
OK, from your explanation I attempted a simple "flip the cut plane on and off"
example. The graph looks roughly like:
rootnode -+- TransformNode -+- ClipNode
+- GroupNode -+- Geode1
+- Geode2
and I get:
ClipNode {
name "Clip Node
Hi Wojtek,
Thought I'd squeeze in a few more minutes work before I head offline.
I couldn't get you little project to compile due to not having the
debug libs built on my machine, so I had to tweak the Cmake file to
not link against the debug if no debug libs were found. There might
be a more eff
Kim,
For very large
> expanses of ocean the problem I forsee is the time it takes to update the
> vertices and primitive sets.
> However, since the FFT technique is tileable it would be possible to only
> update 1 tile and then translate
> them into position using a shader. This would rule out any
Hi Kim,
On Mon, May 11, 2009 at 7:50 PM, Kim C Bale wrote:
>>Is there any chance that we'd be able to get osgOcean working on
> geocentric databases? It'd be very cool to be able zoom down from
> space to the sea.
>
> As I don't know a lot about geocentric databases it would be hard for me to
>
Hi Robert,
>Is there any chance that we'd be able to get osgOcean working on
geocentric databases? It'd be very cool to be able zoom down from
space to the sea.
As I don't know a lot about geocentric databases it would be hard for me to
say. But the potential
for animated oceans on very large
Hi Adrian,
I haven't head of build errors with the ogr plugin before. Could you
be specific about which version of the OSG and OGR you are using and
the error you see.
Perhaps other Windows users who've built the OGR can suggest what
might be wrong.
Robert.
On Mon, May 11, 2009 at 8:14 PM, Adr
Hi Lee,
Clip planes are position state, so have to be positioned in space by
the osg::ClipNode, but the actually enabling of clip planes is
decoupled from this and control through
osg::StateSet::setMode(GL_CLIP_PLANE0+i, osg::StateAttribute::ON).
You typically wouldn't decorate your scene with the
Hi Robert,
There are some build bugs under VS 2005, OGR plugin. How can i fix it, or
what should i install to build correctly?
missing CPL_STDCALL
#ifndef CPL_STDCALL
#if defined(_MSC_VER) && !defined(CPL_DISABLE_STDCALL)
# define CPL_STDCALL __stdcall
#else
# define CPL_STDCALL
#endif
I want to turn a cutting plane on and off at various levels in the graph and
update it under user control. The osgclip example was enough to show me how
to add the clipping plane. Getting it turned on and off is something that
somehow eludes me. I'm having trouble understanding the "OSG way" of
Hi,
Yes, it does fix the keyboard issues, at least most of them, and I have done
some minor testing with the threading and it seems to work.
...
Thank you!
Cheers,
David
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11839#11839
_
Hi Maciej,
On Mon, May 11, 2009 at 6:01 PM, Maciej Krol wrote:
> Google is promising great performance from V8 JavaScript engine
> http://code.google.com/p/v8. It was created with embedding in mind. It would
> be great to write node update callbacks in JavaScript or Lua.
I have briefly looked at
Hi Paul,
On Mon, May 11, 2009 at 5:49 PM, Paul Martz wrote:
> Thanks, Serge. Odd, I thought that the default behavior was that handled
> events did _not_ filter on to subordinate handlers. I must've been mistaken.
In OSG-1.x events were not passed on if handled.
In OSG-2.x events are passed on
Hi Wojtek,
Great to see more activity on the shader front. I've only read your
description so far, but it does sound something that's heading in the
same direction as to my thoughts on state/shader interface for
OSG-3.0. Given you've got something working without too many changes
to the core OSG
Hi Robert,
Google is promising great performance from V8 JavaScript engine
http://code.google.com/p/v8. It was created with embedding in mind. It would
be great to write node update callbacks in JavaScript or Lua.
Regards,
Maciej
2009/5/11 Robert Osfield
> Hi Pierre,
>
> Thanks for the links.
Thanks, Serge. Odd, I thought that the default behavior was that handled
events did _not_ filter on to subordinate handlers. I must've been mistaken.
For the archives, I found that I can also add the following to my custom
MatrixManipulator:
setIgnoreHandledEventsMask(
osgGA::GUIEvent
Mathias Fröhlich wrote:
> Well, as far as I understand, and as far as I have my own applications for
> such kind of scenes. You will need an own render bin number for each object
> if every object just depends on the previous object to be rendered before.
> Else the StateSet sorting might reord
Hi Wojtek, J-S et al,
Thanks for sharing the code Wojtek. It is always nice to see production code
that does the job. What a coincidence, right now I am experimenting with
embedding custom modes (including Your osgShadow) and shader composition
directly in a cull traversal. Definitely I will take
Hi Paul,
Have you checked the following in your custom manipulator :
if (ea.getHandled()) return false;
Each event handler needs to check itself (or not) this variable to know if
it needs to handle the event.
Hope this helps.
Cheers,
On Mon, May 11, 2009 at 6:32 PM, Paul Martz wrote:
> Hi R
Hi Robert and others -- I'm pretty good with OpenGL and 3D stuff, but when
it comes to GUI interactions I'm a little week. I'm hoping someone can give
me some pointers on what I might be doing wrong here.
I've got an event callback attached to some node in my scene graph that
looks for DRAG event
Hi Wojtek,
I am glad I have Your support. Honestly, I was counting on You ;-) I am
not that fluent in English as I would like to be. Writing such posts
usually take me much longer than in may native polish, I often realize
that some ideas got lost in the midle of batlle with proper
word/expre
Hi,
okay, now i think i understand you. first step: construct the roof in
conjunction with a normalarray that defines normals for as much as complete
faces as possible. for the remaining ones, construct further primitives, which
overlap the faces where the right normals weren't defined till yet
Hi All,
I have a scene graph with an autotransform in it (I want the size
of an arrow be preserved from any change that might happen on window size).
So, to fit my model in that window, I would need to get the whole bounding
sphere.
Is there a visitor that does what I need, without redrawing the
Probably not the right thread - but I get continual recursive repaint with
QOSGWidget on Qt4.5 when built with the default raster backend.
This is on Windows XP on both a Nvidia GeForce5200 (laptop) and GeForce8500
(desktop) it runs perfectly on linux (ubuntu 8.10 and 9.04) on both.
With Qt4.4
Thanks J-S,
I am glad I have Your support. Honestly, I was counting on You ;-) I am not
that fluent in English as I would like to be. Writing such posts usually
take me much longer than in may native polish, I often realize that some
ideas got lost in the midle of batlle with proper word/expre
Hi Robert,
On Monday 11 May 2009, Robert Osfield wrote:
> Wow I haven't ever thought of SceneGraphOrderRenderBin before. I have
> just done a quick review of RenderBin and CullVisitor and while it
> won't be trivial to implement (it requires mods to
> CullVsitor/StateGraph/RenderBin and StateSet
robertosfield wrote:
> HI Maxime,
>
> The best way to implement projective texture in the OSG is to use a
> TexGenNode that positions the texture coordinate generation in space.
> The osgspotlight example shows this in action. There isn't any need
> to have lots of separate TexGen objects in you
Hello Wojtek,
The code is simple and its basically one class named VirtualProgram. Its
derived from osg::Program. It does what its name implies - virtualizes
program and shaders in osg::Program similarly to C++ method overloading.
Wow, very nice! This indeed fills in one rather large gap that
Hi Robert,
Le lundi 11 mai 2009 à 15:41 +0100, Robert Osfield a écrit :
> Hi Pierre,
>
> Thanks for the links. Just had a quick browse, it's amusing to find
> some OpenSceneGraph terminology turn up in their technology
> overview... StateSet, RenderGraph anyone, coincidence or inspiration
> :-)
HI Mathias,
Wow I haven't ever thought of SceneGraphOrderRenderBin before. I have
just done a quick review of RenderBin and CullVisitor and while it
won't be trivial to implement (it requires mods to
CullVsitor/StateGraph/RenderBin and StateSet) it should be too
difficult to implement, and it wou
Here is an interesting site on grass and tree rendering. Thought some of you
might find it interesting.
http://www.kevinboulanger.net/index.html
On Mon, May 11, 2009 at 9:26 AM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Art,
>
> Very nice! The presentation is great too, h
HI Maxime,
The best way to implement projective texture in the OSG is to use a
TexGenNode that positions the texture coordinate generation in space.
The osgspotlight example shows this in action. There isn't any need
to have lots of separate TexGen objects in your scene, a single one
attached to
Hi Martin,
On Mon, May 11, 2009 at 3:27 PM, Martin Beckett wrote:
> I'm still relying on adapterwidget because QOSGWidget doesn't work on Windows
> unless you build Qt with OpenGL rendering (which is very slow).
This sounds a bit odd. QOSGWidget use GraphicsWindow inheritance in
which osgViewe
On Mon, May 11, 2009 at 13:12, Fajran Iman Rusadi wrote:
>
> After I investigated further, seems WindowManager tries to assign an
> _index to Window. This index should corresponds with the index in the
> Group's _children. The problem arises when I delete any Window but the
> last one, because the
Hi JS,
Thanks for the testing.
The fact that Change #1 does change a function to become a inline
implementation does change the ABI, not a problem from 2.9.x but does
rule out being part of OSG-2.8.1 as so far there has been not ABI
breaks despite all the bug fixes.
Feedback from others please :
Hi J.P.
Thank you for taking the time in helping me. i have two questions regarding
your recommendations.
> I think most people would nowadays advise to just
> specify normals per vertex and not try to use normals per face (slow
> path).
- does this mean: if a normals-indexarray hasn't the sa
Hi Pierre,
Thanks for the links. Just had a quick browse, it's amusing to find
some OpenSceneGraph terminology turn up in their technology
overview... StateSet, RenderGraph anyone, coincidence or inspiration
:-)
Lightweight javascript scene graph will have some value for browsers.
It's unlikely
Hi,
On Monday 11 May 2009, Robert Osfield wrote:
> > However, using setRenderBinDetails seems problematic in my admittedly
> > quirky case, because I'm going to need two new render bins for each
> > object I render with this technique. I need to make sure the two steps
> > happen one after the o
Hi,
It's me again.
In order to implement a nice Projective Texture Mapping, I want to project on
all visible primitives, and only it.
Maybe I'm wrong, and if I am, please tell me, but I projective-texture-map
using osg::TexGen that I only can apply on Groups or Geodes (well, anything
StateSe
I'm still relying on adapterwidget because QOSGWidget doesn't work on Windows
unless you build Qt with OpenGL rendering (which is very slow).
One feature that would be nice is support for Qt widgets being drawn within OSG
(http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-o
On Mon, May 11, 2009 at 3:03 PM, Nathan Monteleone
wrote:
>
> robertosfield wrote:
>>
>> ---snip---
>>
>> In your case it's like StateSet::setRenderBinDetails(..) is all that
>> you'll need. See the osgreflect example.
>>
>> Robert.
>
>
> Thanks for the overview of Camera/RenderBin/RenderStage. I
Hi Robert, Hartmut,
The changes seem sound, I'd like to see if there
are any side effects though, so I'll test the changes in a fresh build
linked to a small application tomorrow. I'll let you know what I find out.
Change #1 (refer to the original e-mail from Hartmut) is ok, it's a
small fun
robertosfield wrote:
>
> ---snip---
>
> In your case it's like StateSet::setRenderBinDetails(..) is all that
> you'll need. See the osgreflect example.
>
> Robert.
Thanks for the overview of Camera/RenderBin/RenderStage. I've always had a hard
time getting a solid picture of those in my hea
Hi all,
have you seen this project ?
http://code.google.com/intl/fr/apis/o3d/
http://code.google.com/intl/fr/apis/o3d/docs/techoverview.html
Here's an interview about it...
http://www.3d-test.com/interviews/google_O3D_1.htm
What's your opinion about this project ?
Pierre.
~~
Hi All,
There has been lots of support questions relating to Qt integration
with the OSG over the past year, and especially in the last few
months. This a good in terms of see a cross platform GUI toolkit
becoming more widely spread, bad in terms of the difficulties that
users still have. Part o
Hi Art,
Very nice! The presentation is great too, have you ever been part of the
demoscene before? Those demos are in similar style...
http://en.wikipedia.org/wiki/Demoscene
1. http://www.tevs.eu/project_siggraph07b.html
Demo was created with osg 1.2 (very first release of osgPPU)
sorry, ins
Hi David,
Just to answer your point, I would be personally interested in such an
integration.
So far I'm using the AdapterWidget of the ViewerQt example but I'm not fully
satisfied. Indeed it suffers a couple of problems as :
- the lack of multiple thread support
- a bad translation between QT key
Hi Chiristian,
Christian Sam wrote:
Hi,
thank you for the reply. to give you some more information of my
situation: i want to visualize certain roof types. i generate the
geometry information (vertices, tex-coords, normals) programmatically
in my application. i'm using triangle_strips with draw
Hi All,
if to speak of procedural trees ( mentioned in the thread ) then there
is a nice free software
http://dryad.stanford.edu/
they even claim it will soon be open source and it can be used to accompany osg.
Regards
Sergey
___
osg-users mailing lis
Hi,
thank you for the reply. to give you some more information of my situation: i
want to visualize certain roof types. i generate the geometry information
(vertices, tex-coords, normals) programmatically in my application. i'm using
triangle_strips with drawElements indices to construct my roo
Dear all,
I've been dealing with a problem (probably due to a bug) with
osgWidget. If I tried to remove Window(s) from WindowManager not in
the reverse order as I insert them, I'll get a segmentation fault. My
debugger says the problem is in file WindowManager.cpp line 431.
for(Iterator w = b
Hi,
On Monday 11 May 2009, Art Tevs wrote:
> @Mathias:
> Hmm, some time ago there was a poll about where we would like to have such
> an event. The majority of the users voted for Paris, so I do not think,
> that we would like to change to Berlin now.
Not a problem, just dumped some ideas ...
Gr
This works for me:
#include
#include
static std::ofstreamg_log("c:\\Message.log");
extern "C" int WINAPI _tWinMain(HINSTANCE /*hInstance*/, HINSTANCE
/*hPrevInstance*/, LPTSTR /*lpCmdLine*/, int nShowCmd)
{
std::cout.rdbuf(g_log.rdbuf());
std::cerr.rdbuf(g_log.rdbuf());
...
...
Can you tell me more about that ?
Le lundi 11 mai 2009 à 09:29 +0100, Robert Osfield a écrit :
> SpeedTree integration with the OSG
> that are available commercially so one could do the forest rendering
> if you are prepared to dip into your pocket.
I'm interested in rendering vegetation...
Pie
I cheked if there is an event in paris, but i did not find an event at
this period.
Serges can you confirm the date of the meeting ? i guess it will not be
the entire week ? :)
Cheers,
Cedric
On Wed, 2009-05-06 at 17:00 +0200, Mathias Fröhlich wrote:
> Hi,
>
> On Wednesday 06 May 2009, Cedric Pi
Hi Sergey,
Sergey Kurdakov wrote:
>
> But overall idea was to impress others ( esp newbees on a large scale
> )...
>
But isn't that a main aim of all the demos ;)
The demos showed actually new techniques of rendering. To understand exactly
what the new thing of them was, one has to take a lo
Hi Art,
thanks, I really enjoyed.
But overall idea was to impress others ( esp newbees on a large scale
) (reading for about 5 years a list I seen quite a bit ).
it it possible to organize youtube gallery of demos on forum ?
Regards
Sergey
On Mon, May 11, 2009 at 1:31 PM, Art Tevs wrote:
>
Hi Sergey,
sorry, instead of the first one, you take a look better here:
http://www.tevs.eu/project_r4o.html
Is just a little bit different version with more nice renderings ;)
Cheers,
Art
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=11789#1178
Hi all,
Currently we are available all september, so don't hesitate to try to find
the better date for everybody.
Cheers,
On Mon, May 11, 2009 at 11:23 AM, Art Tevs wrote:
> Hi folks,
>
> @Cedric, Serge:
>
> Cedric Pinson wrote:
> > Hi,
> > I will not be able to make a talk the first week of s
Hi Sergey,
if you like to see some nice demos created with OpenSceneGraph, then take a
look here:
1. http://www.tevs.eu/project_siggraph07b.html
Demo was created with osg 1.2 (very first release of osgPPU)
2. http://www.tevs.eu/project_i3d08.html
OSG 2.2 (osgPPU v0.2)
3. http://www.tevs.eu/pro
Hi folks,
@Cedric, Serge:
Cedric Pinson wrote:
> Hi,
> I will not be able to make a talk the first week of september, it's the
> only week i am not in Paris, murphy's law i guess ;)
> Another idea about this meeting could be to synchronize it with free
> software event, then we could use the stru
Hi YangXiao,
I've seen in some previous thread that if you want to make multiple
threading schema work, you have to use the QOSGWidget instead of the
AdapterWidget. Don't ask me why as I don't know anything about it.
Hope I could help.
On Mon, May 11, 2009 at 4:05 AM, YangXiao wrote:
> Hi ever
Hi Robert
> I just read the paper. It's a interesting and should be flexible
> approach to generating smooth roads by using coarse geometry and pixel
> shaders to compute the tex coords to give a final smooth look. I
> wouldn't have though it'd take too much work to implement either.
in case an
Hi,
Sorry I was not here this week-end. I indeed tried to compile osgearth
again, and apparently there is no problem. Maybe there wasn't at all as I'm
messing up between all the osg applications I built. Actually, I just built
VTP (the svn trunk version) and I can confirm this kind of problem with
Hi,
Using the std stream, you can redirect the out stream into a file stream.
I don't know if osg implements a thing about that, i think it don't...
Regards,
Vincent
2009/5/11 forest
> hi all
>osg::notify put notifies on the console defaultly.Can I put these
> notifies to a file?
>
hi all
osg::notify put notifies on the console defaultly.Can I put these
notifies to a file?
thanks in advance.
best regardes
forest___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/li
HI Sergey,
On Sat, May 9, 2009 at 12:55 PM, Sergey Kurdakov wrote:
> to have osgRoad by this paper
> http://wscg.zcu.cz/wscg2005/Papers_2005/Full/C61-full.pdf
I just read the paper. It's a interesting and should be flexible
approach to generating smooth roads by using coarse geometry and pixel
Le vendredi 08 mai 2009 à 19:56 +0100, Robert Osfield a écrit :
> Hi Kim,
>
> On Fri, May 8, 2009 at 5:58 PM, Kim C Bale wrote:
> > Hi Robert,
> >
> > You need to download the resource pack from the downloads sections and drop
> > the textures into the resource directory before you hit install.
Hi,
search for drawelements in the osgthirdpersonview example.
jp
Christian Sam wrote:
Hi,
i have a similar situation like the threadstarter longa...@gmail.com. i think i
understand what you are recommending, but i dont know how to apply duplicate
vertices (i also want to use different norm
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