I perosnally think it is quite correct to say the division of
stereoscopic capability between the different hardware is an artifical
market segmentation.
Nvidia do restrict the quadbuffer stereo features to the high ened
workstation cards, it does allow them to charge a premium for that
product.
On 19/05/2009, at 12:44 AM, Jan Ciger wrote:
The caveat with using quad-buffered mode is that Apple's machines
don't
include any means of signalling the shutter glasses or stereo
goggles,
so you're back to using something like the Stereographics blue-line
detector box to perform the signal
Hi Ijustfu,
It's not possible to guess what is wrong with your code from the
little snippet you've provided. The only thing we can do is make
general notes about setting the camera view matrix, and the first
thing to do is to use a full viewer frame loop rather than the
viewer.run() convenience
Hi Cory,
On 18/5/09 8:43 PM, Cory Riddell wrote:
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems to work just fine.
Any
Hi All,
Just caught up with the overnight discussion of frustration with
NVidia's artificial restriction of stereo support in OpenGL.
Personally I think that NVidia is hurting OpenGL and the stereo
graphics market because of this position.
The long solution term to this artificial driver
2009/5/19 Ulrich Hertlein u.hertl...@sandbox.de:
Hi Cory,
On 18/5/09 8:43 PM, Cory Riddell wrote:
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A
Hi osg-users,
I've read this post with interest because I need also to add order
independant transparency to my osg-based application. Until now I'm using a
triple pass rendering based on previous post from Viggo (osgForest glitch
fix or something like that) to get alpha sorting looks correct.
Hi All,
Any results from testing of OSG-2.8.1-rc5 yet? I'm ready to tag
2.8.1, so am now just waiting for feedback from testing.
Thanks,
Robert.
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Hi Jago? Jagoc? Could you please sign with your first name so we
know how to address you correctly, thanks,
On Tue, May 19, 2009 at 9:43 AM, jago jagoc jago...@gmail.com wrote:
Dear All,
i am trying to visualize a point cloud with Openscenegraph,there are about 1
707 708 points but it should
Hi Robert,
I just finished compilation on Debian testing, without any trouble...
Everything seems to work perfectly.
I'll do some more tests this afternoon...
Pierre.
cmake --version
cmake version 2.6-patch 4
gcc version 4.3.3 (Debian 4.3.3-3)
/proc/driver/nvidia/version
NVRM version:
--
+33 (0) 6 63 20 03 56 Cedric Pinson mailto:morni...@plopbyte.net
http://www.plopbyte.net
---BeginMessage---
Hi,
Humm very strange, ok try this:
- hg clone http://hg.plopbyte.net/osgexport/
- cd osgexport
- mkdir build
- cd build
- cmake ../
- make
it should say something in the console
Hi Robert,
rc5 appears to run fine on:
Ubuntu Hardy
gcc 4.2.4
GeForce 8800GTS
Cheers,
-Tony
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12470#12470
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Hi,
Humm very strange, ok try this:
- hg clone http://hg.plopbyte.net/osgexport/
- cd osgexport
- mkdir build
- cd build
- cmake ../
- make
it should say something in the console while exporting
Can you report the content of the console output ?
It works on my ubuntu 9.04 here
Hi,
ive a few txt files which contains geometry, like: lines, triangles , quads,
and matrices.
Matrices reffered to sub txt files, which contains also lines quads tris and
matrices.
i wrote my own loader class
One txt file will be loaded in a geode.
the loader runs recursively over all files
Hi all,
A little new question about a c++ implementation of registry :
The static method instance() return a new registry each time, so each call
have a new instance, so how can the registry's class plugin list can be good
? any call to registry::instance()-addReaderWriter() add the the
HI Vincent,
Go have a look at the source code, it contains the single static
instance of the Registry, so the method only ever returns a single
Registry. It would be worth your reading up about static variables
in C/C++ so you can understand how this stuff works, it really beyond
the scope of
Hi Robert,
The this I don't understand, is that I copy the code for my own registry,
with exactly the same static implementation, but I get a new instance each
time I call the instance(). The constructor is called and the adress
changes...
This is a part of the code :
Registry*
Hi,
compiled fine (libs+examples) on Debian unstable:
cmake version 2.6-patch 4
gcc version 4.3.3 (Debian 4.3.3-10)
jp
Robert Osfield wrote:
Hi All,
Any results from testing of OSG-2.8.1-rc5 yet? I'm ready to tag
2.8.1, so am now just waiting for feedback from testing.
Thanks,
Robert.
Hi all,
Just a quick question about FFmpeg and your usage on Windows. Is there any
precompiled package somewhere that everybody use or do you compile yourself
the library with mingw ?
And wich version is the best suited, the 0.5 release or the svn ?
Thanks !
--
Serge Lages
Hi,
I am trying to port my old OGL Performer, Particle system code.
How do I extract the modelview matrix in the main loop for a specific node?
Essentially i am interrested in aquiring the modelview matrix at a specific
node in the scene graph in order
to transform the particle quads to be
Hi Vincent,
It's odd that your report that your get different instances each time.
This suggest you've not implemeneted something correctly. Most of
the OSG wouldn't work if there wasn't a single Registry so it does
work on the OSG side.
As a general note I have moved from using the
Hi Serge,
I am using FFmpeg with windows, (prebuild lib) and it rocks without any
problem:
VS 2005 c++ : i download FFmpeg SDK
/adrian
2009/5/19 Serge Lages serge.la...@gmail.com
Hi all,
Just a quick question about FFmpeg and your usage on Windows. Is there any
precompiled package
Hi,
Regarding rev 10233:
---
osg/Vec?b:
Also changed
typedef char value_type;
to
typedef signed char value_type;
In the case of a simple char, SWIG assumes a string.
Using signed char instead of char does not change
the behaviour of the class.
Hi Robert,
Compiled fine on MacOSX Leopard with cmake version 2.6-patch 2 and in
Ubuntu 9.04.
Rafa.
On Tue, May 19, 2009 at 1:44 PM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
compiled fine (libs+examples) on Debian unstable:
cmake version 2.6-patch 4
gcc version 4.3.3 (Debian
Paul Melis wrote:
Hi,
Regarding rev 10233:
---
osg/Vec?b:
Also changed
typedef char value_type;
to
typedef signed char value_type;
In the case of a simple char, SWIG assumes a string.
Using signed char instead of char does not change
the behaviour of
Hi Paul,
There is a Vec3ub and a Vec3b, if you want a 0 to 255 range for a
colour then you'd use a Vec3ub rather than a Vec3b. So rather than
introducing problems I would have though this would avoid them.
Robert.
On Tue, May 19, 2009 at 1:40 PM, Paul Melis p...@science.uva.nl wrote:
Hi,
On Tue, May 19, 2009 at 2:15 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Paul,
There is a Vec3ub and a Vec3b, if you want a 0 to 255 range for a
colour then you'd use a Vec3ub rather than a Vec3b. So rather than
introducing problems I would have though this would avoid them.
Opps
Hi All,
Thanks for the testing. So far we have 3 confirmations for linux
distro's, one for OSX, none for Window or other systems yet.
If you are currently doing a build and test and it hasn't completed
yet please tell me so I know what I might be able to do the final tag
of 2.8.1. So far
Hi Robert,
I think I get it :
I seems to be due to the osgDB::DynamicLibrary instance I use, which ref_ptr
unref when leaving the load code, so the destructor of the
RegisterReaderWriterProxy (my equivalent) was called, and it seems to be
sufficient to force a new call to the Registry
On Tue, May 19, 2009 at 2:24 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi Robert,
I think I get it :
I seems to be due to the osgDB::DynamicLibrary instance I use, which ref_ptr
unref when leaving the load code, so the destructor of the
RegisterReaderWriterProxy (my equivalent)
Hi !
I was using versrio 2.9,1 and was all ok .
Now I intalled the 2.9.4 and looklike that my program dont understand the
command to use ffmpeg:
std::string libName =
osgDB::Registry::instance()-createLibraryNameForExtension(ffmpeg);
osgDB::Registry::instance()-loadLibrary(libName);
You can use AutoTransform for billboard-like effects.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of dimi
christop
Sent:
Hi Carlos,
I'm a bit confused by your subject line and email contents. I've just tested:
osgmovie -e ffmpeg mymovie.mov
And it worked fine, and -e extension alias does basically what you
quoted line of code does. If you are having problems then perhaps
your ffmpeg plugin hasn't built
On Tue, May 19, 2009 at 2:49 PM, Paul Martz pma...@skew-matrix.com wrote:
You can use AutoTransform for billboard-like effects.
Bit you wouldn't want to use an AutoTransform for each particle...
___
osg-users mailing list
Is there any GUI toolkit that works with OSG that doesn't require OSG to
run single-threaded? Qt, Wx and FLTK examples all do:
setThreadingModel(osgViewer::Viewer::SingleThreaded);
My datasets are relatively large and I'm only sustaining about 10 fps as
it is. Dropping to single threaded drops
Hi Dimi,
How about just using rendering the particle system as points and use
osg::PointSprite to create screen align quads? This would avoid the
for local transforms completely.
Robert.
On Tue, May 19, 2009 at 1:03 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi,
I am trying to port my
A quick look at some old OSG-Motif code doesn't reveal more than a call to
XInitThreads() ... there are no calls to setThreadingModel ... I have some
code if you want it.
-Charles
On Tue, May 19, 2009 at 7:52 AM, Butler, Lee Mr CIV USA USAMC
lee.but...@us.army.mil wrote:
Is there any GUI
HI All,
Has anyone tested Loic's manipulator yet?
Loic do you feel it's nearing being ready to merge with the svn/trunk
of the OSG?
Robert.
On Fri, May 1, 2009 at 5:33 PM, Simon Loic simon1l...@gmail.com wrote:
Hi guys,
I finally upload the FirstPersonManipulator.
This the renamed and
Yep,
i've just start a windows build... I'll tell you later.
Do you need some special test ?
Pierre.
Le mardi 19 mai 2009 à 14:21 +0100, Robert Osfield a écrit :
Hi All,
Thanks for the testing. So far we have 3 confirmations for linux
distro's, one for OSX, none for Window or other
We use also WPF, only windows, C++/CLI for integration with .NET.
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Windows XP with NVidia card has been fine so far. I'm using cmake 2.6 patch 2.
I'm working on OSX 32 and 64 bit, and linux 64 bit.
andy
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Hi Robert,
I get more info : the singleton is not destroyed, but is called from the lib
I did and from the exe itself. When the lib call the singleton, it works
good. when the exe call the singleton, It does a new call to constructor ...
Any idea about how to solve that problem ?
Thanks.
Hi Robert,
I'm not sure if the code is clean enough to fulfill OSG standards. Yet I was
expecting some feedbacks about the manipulator (stability on different
machines, missing features, weird behaviours, ...) before to release a
submission.
If you feel it's clean enough I guess you can check it
Well, everything seems to have built well and compiled with our stuff. I'm
having trouble completing the test that I want to do, but the problem is on my
end, and I don't have time for it, sorry. I believe it is working (passed our
unittests, compiled).
andy
-Original Message-
From:
On Tue, May 19, 2009 at 3:43 PM, Simon Loic simon1l...@gmail.com wrote:
Hi Robert,
I'm not sure if the code is clean enough to fulfill OSG standards. Yet I was
expecting some feedbacks about the manipulator (stability on different
machines, missing features, weird behaviours, ...) before to
Hi,
I don't think it would make sense anyway to review a code where very few
people find interest. So I totally understand your position. Anyway, from
what I've seen on this ML, users are quite active and I think they just
didn't paid attention. So let's wait for feedback.
Cheers.
Loïc
On Tue,
Hi Serge,
I've downloaded the precompiled libraries and headers here:
http://ffmpeg.arrozcru.org/builds/
And it works well.
Wang Rui
2009/5/19 Serge Lages serge.la...@gmail.com
Hi all,
Just a quick question about FFmpeg and your usage on Windows. Is there any
precompiled package somewhere
Ulrich Hertlein wrote:
Hi Cory,
On 18/5/09 8:43 PM, Cory Riddell wrote:
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems
Hi Vincent,
are you adding the export thingymajiggies to the singleton in your lib
for Windows? Getting singletons to work across DLL's in Windows is a pain.
We've had the same issues on Windows where a singleton was not exactly a
singleton. We were using the Loki::SingletonHolder and got it
Hi Vincent,
Looking at J.P. follow up email it does sound like it could be windows
specific issue. Are you using windows? Is you singleton implemented
in a header? If so the just have the declaration in the header, and
keep the implementation entirely within the .cpp to ensure that the
Hi All,
I have just done my latest check in for 2.8.1, and this was just house
keeping task such updates to dates, authors etc, and changing of the
release candidate variable back to 0 which signifies a full release.
So far I haven't seen any build/testing problems reported so it does
look like
I've just made an osgViewer with a FirstPersonManipulator...
I've tested with a terrain...
The Manipulator is shouting: you are lost in space!
What kind of model you suggest to use it ?
I had no time for a more complete test, so maybe I missed something
obvious ?...?
At least I can say it
Yeah, it would be better to have a complete, working, example, to test
its basics.
-- A.
On Tue, May 19, 2009 at 11:37 AM, Pierre Bourdin (gmail)
pierre.bour...@imerir.com wrote:
I've just made an osgViewer with a FirstPersonManipulator...
I've tested with a terrain...
The Manipulator is
Quad stereo is working well on my thinkpad T42p with a FireGL.
I've used it with Openscenegraph may times and it works well.
It is very convenient to make a nice demo with a 3D DepthQ projector...
It just miss a modern shader support...
If you want to use it for active stereo, you need an
Well it's just one line to add to osgviewer...
keyswitchManipulator-addMatrixManipulator( '5', FPS, new
osgGA::FirstPersonManipulator() );
Pierre.
Le mardi 19 mai 2009 à 11:46 -0500, Alejandro Aguilar Sierra a écrit :
Yeah, it would be better to have a complete, working, example, to test
its
Hi All,
I have just tagged the OpenSceneGraph-2.8.1 release, and have started
updating the website with all the details. The source code can be
grabbed from:
source package : OpenSceneGraph-2.8.1.zip
svn tag: svn co
Hi!
I'm trying to work with osgShadow. After lots of tries, I achieved to see some
shadows in the scene, but they're inverse. I don't know how to fix it, because
in the osgShadow example I see troubles close to this one.
Please, see the attachment. The objects on the left of the light pole
Maybe alejandro is right. I should post it as an complete example. Then it
will be more convenient to test it. I'll try to provide it soon.
On Tue, May 19, 2009 at 6:48 PM, Pierre Bourdin (gmail)
pierre.bour...@imerir.com wrote:
Well it's just one line to add to osgviewer...
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Philip Lamb wrote:
No, and although it wouldn't be too hard to drive the DDC signal
manually on a Mac (I believe this can be done through IOKit entirely
from userland API) getting it to sync correctly to the page-flip is more
challenging.
Well,
Hi, Guay
Yes, I'm using an ATI card. In fact, I've searched for past discussions, but
didn't find answers, that's why I've posted a new topic. Maybe my search wasn't
that good! Thanks for the hint, I'll try with a NVidia card. If it still bad,
I'll post again.
The ShadowTechnique is
Hi all
I have a strange problem with Drawable::draw function which can't understand
the reason. In order to show you the problem, I've attached a sample program
which generates an Access Violation in Drawable::draw function when it calls
glCallList function.
Before the main function, there
Pierre Bourdin (gmail) wrote:
Quad stereo is working well on my thinkpad T42p with a FireGL.
That's not too surprising. The FireGL is AMD/ATi's pro workstation
card, so one would expect the features to be similar to Nvidia's QuadroFX.
--J
___
You code is fine. It looks OK, so I built it and ran it and it runs fine.
I'm using OSG 2.9.4. Are you on an older version of OSG, or is it possible
that you linked with one version and ran with another? Do you have an old
OpenGL driver?
Paul Martz
Skew Matrix Software LLC
Not true, because the third parameter of DrawArray constructor is the count of
array members, not the last one.
In fact, I think the problem arises from osgTerrain, but I don't know how and
why.
Moji the Great
--- On Wed, 5/20/09, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote:
Hi
I was using osg 2.6.1 and had this problem. Recently I've changed to osg 2.8.0
and it happens again. I used both built versions and source codes. I'm using
VS2005+SP1 and windows XP with a Toshiba laptop which has intel 945GM chipset.
I've checked intel's site and it says my display drivers
Hello Rodrigo,
My first name is Jean-Sébastien (J-S for short) :-)
Yes, I'm using an ATI card. In fact, I've searched for past discussions, but
didn't find answers, that's why I've posted a new topic. Maybe my search wasn't
that good! Thanks for the hint, I'll try with a NVidia card. If it
Hi,
I've a problem with osgart 2.0.
In a simple example, with 2 marker and 2 osg object with texture made with
osgexp from 3ds max, one object changes lights of other. The first marker added
can influence other marker. That's the same also using BuildAR software and
adding two object.
Do you
Awesome. Thank you very much.
Cory
Robert Osfield wrote:
Hi All,
I have just tagged the OpenSceneGraph-2.8.1 release, and have started
updating the website with all the details. The source code can be
grabbed from:
source package : OpenSceneGraph-2.8.1.zip
svn tag: svn co
Hi J-S (Sorry for the last post, I tought you wouldn't mind calling you by the
last name)
You might want to search the mailing list archives instead of just the
forum disucssions, it's only fairly recently that we've started using
forum+mailing list integration.
Oh, I thought
Hello Rodrigo,
Oh, I thought everything was integrated. Thanks a lot, I'll pay more attention
to the mailing list.
Well all posts from the forum go to the mailing list and inversely, but
not all history (archives) were imported to the forum when it was
created. So if you want to search old
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