Hi All,
I'm delighted to announced the 2.8.2 release, the second patch release
of the OpenSceneGraph-2.8 series. We don't have any binaries yet, so
I'd appreciate if some gracious souls could pitch in and build the
binaries and then upload them to ftp so we can work on getting them
uploaded to th
Hi Michael,
Have a look at the osghud example as this illustrates exactly what you
are trying to achieve. One of the keys to setting up the HUD camera
is to set it's RenderOrder to POST_RENDER.
Robert.
On Mon, Jul 27, 2009 at 8:09 PM, Michael Irby II wrote:
> Hi,
>
> I have a 2D ortho camera th
Classification: UNCLASSIFIED
Caveats: NONE
The example code has problems on my machine (RedHat 5, Qt 4.5.2, NVidia
185.18.14, KDE). I've got svn revision 10512 from HEAD.
The code compiles just fine (using qmake) but on startup I get:
X Error: BadWindow (invalid Window parameter) 3
Major opco
Hi,
I have a 2D ortho camera that contains 2D geometry and a 3d frustum camera that
contains all my 3d geometry. Is there any way for me to be able to layer the
drawing order of these cameras. That is a quick way that does not require
custom code. I know there are slave cameras and nested rende
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10:30 - 11:30 am
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Andrew V. Moore wrote on Monday, July 27, 2009 2:05 PM:
> I was wondering if anyone could point me in the right direction for
> examples of using a reader/writer with text files. Any help would be
> appreciated. Thank you.
I think you're asking for an example of using a osgDB::ReaderWriter to
wr
Hello,
I was wondering if anyone could point me in the right direction for
examples of using a reader/writer with text files. Any help would be
appreciated. Thank you.
-Andrew Moore
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Hi, thanks a lot. you guys rock! osg would be nothing without your support.
...
Thank you!
Cheers,
Bob
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Tomlinson, Gordon wrote:
What's this QA thing you talk of :-)
Oh, I'm not sure. I work at a university. I just overheard a couple of
software engineers talking about it once. I think it has something to
do with why some companies take a long time to fix bugs...
--"J"
__
Hi Chris
We for one use vec arrays out side these, it would be nice to have OSG
support all the typically POD types :).
It would makes a few thing more straight forward for us
So we would be greatful
Gordon
Product Manager 3d
__
Gordon Tom
What's this QA thing you talk of :-)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
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-Original Message-
From: osg-users-boun...@
Robert Osfield wrote:
> Hi Chris,
> The osg::Array subclasses exist to support OpenGL rendering so just
> map what OpenGL can support. You could create your own subclasses to
> go beyond what OpenGL supports if you wish, I'm not sure it's
> generally useful though.
Well, this is distinct from O
Hi Chris,
The osg::Array subclasses exist to support OpenGL rendering so just
map what OpenGL can support. You could create your own subclasses to
go beyond what OpenGL supports if you wish, I'm not sure it's
generally useful though.
Robert.
On Mon, Jul 27, 2009 at 5:29 PM, Chris 'Xenon'
Hanson
HI Bob,
If you are adding a scene to a viewer you should use
viewer->setSceneData() so it can manage the internal osgViewer::Scene
object as this manages DatabasePager correctly for your scene.
For in scene graph Camera's like RTT then use addChild, occassionally
you also detach a slave Camera fr
While the core OSG currently doesn't have any call for a Vec2ul (2d vector,
unsigned
long) type, I've found I need one for some OSG-related code. I'm using it as a
2D array
subscript type, for lack of any better type. Really, probably a size_t is
better than an
unsigned long, but I wasn't sure
Grant Anderson wrote:
> I'm trying to include a shapefile into an OSG database using osgdem, I
> included the shapefile with the --building option, and the command window
> shows the shapefile as added. However further down there is a line -
> Skipping source as it's extents don't overlap desti
Jason Daly wrote:
> Spec errors I can understand, but how exactly do you accidentally write
> code that squeezes a double value in between the bytes of another
> double, and manage to pass QA?!
QA?
"If it can read its own output, it must be good."
> --"J"
--
Chris 'Xenon' Hanson, omo sanza
> Spec errors I can understand, but how exactly do you accidentally write code
> that squeezes a double value in between the bytes of another double, and
> manage to pass QA?!
Or use little endian for one record.
// Correct endian error in Creator v2.5 gallery models.
// Last pop level r
Hi All, I have a single viewer/view based architecture with multiple
cameras/slaves, and I don't understand the relation between
viewer->setSceneData and camera->addChild. Can I not use addChild to render
different graphs to the view? Should I be removing the graph from the
scene, in which case w
Robert Osfield wrote:
Curious. Perhaps recent refactors of the 3ds plugin to support
reading for http (via istream) has broken the old functionality. Have
a look at the plugin.
I made some changes to osgDB/FileUtils.cpp to enhance the
case-insensitive search for the .mdl plugin. I thoug
Hi All, I have a design question about using multiple cameras (one with
shader, pre-render to texture, etc. and one for the "user vis.", for
example). Is it better to build separate node graphs for each camera, or to
use mask/flags and switch settings to control the rendering, with a single
node g
Gordon Tomlinson wrote:
Its more
hey did you update the specs docs ? , err no did you ? Don't worry someone
will do it err I think ..
:-)
Spec errors I can understand, but how exactly do you accidentally write
code that squeezes a double value in between the bytes of another
double, a
Robert,
I'll try to do it.
Enjoy your vacations,
Wojtek
- Original Message -
From: "Robert Osfield"
To: "OpenSceneGraph Users"
Sent: Monday, July 27, 2009 4:37 PM
Subject: Re: [osg-users] Frame rates vary dramatically across runs
Hi Wojtek,
On Mon, Jul 27, 2009 at 3:23 PM, Wojci
Hi Simon,
On Mon, Jul 27, 2009 at 4:19 PM, Simon Julier wrote:
> Thanks. It's a 3DS file which is the culprit (on a Mac, no less..) So should
> it be the case that I shouldn't see these errors with the head revision in
> svn then?
Curious. Perhaps recent refactors of the 3ds plugin to support
re
Dear Robert,
The 3DS plugin attempts to do case insensitive file loading because
often 3DS files have completely screwed file cases. The other plugins
don't check for case in-sensitive files though - it's a case of
garbage in, garbage out, and there isn't an option you can just enable
to get the
Hi All,
I'm ready to tag the stable OpenSceneGraph-2.8.2 release. This is a
last call for feedback. Since my trip away I haven't had any more
critical issues that must be addressed, and no additional bug fixes
that need merging so we should be good to go.
Thanks in advance for feedback,
Robert.
Hi Mach,
There should be a plugin to read txp files. Try viewing the database
with osgviewer. If you don't immediately see terrain then move your
eyepoint forward.
The txf and tpf files are in a unique format and are designed to work
with the information in the txp file. The only documentation
Hi Brett,
You can get all the information you need by traversing the scene with
a custom NodeVisitor that picks out all the osg::Geode leaves, and
their Drawables. The main geometry class osg::Geometry derives from
osg::Drawable, so you can dynamic_cast from Drawable to osg::Geometry
and then acc
Hi Wojtek,
On Mon, Jul 27, 2009 at 3:23 PM, Wojciech
Lewandowski wrote:
> I think we are pretty much on the same page. Question (which J-S asked) is
> who does this ? I may not uderstand all the intricacies, but I promised to
> look at the code and come up with submission proposal in next few days
HI All,
Could you please specify where are you trying to download from, we
have 10 subversion repositories, 1 ftp server, another for http, and
https. Which one of those are you (David, Mourad, Jared, Jonathan...)
using ? Which tool and platform ?
If you could also provide me with the full err
Hi Robert,
In terms of the existing RenderStage::_draw/_renderBuffers values,
this is currently set by the CullVisitor + SceneView, so rather than
being their for lazy state updating it's there as means of passing
values for high level set up to the lower level draw traversal so
would need to re
Hi Bob,
The order is governed by the traversal order, which is top down, left
to right through the tree.
Robert.
On Mon, Jul 27, 2009 at 3:08 PM, Bob Youmans wrote:
> Hi All, is there a defined order for update callbacks? I see examples of
> interest to me about Uniform updatecallbacks for shad
Hi Bob,
Hi All, is there a defined order for update callbacks? I see examples
of interest to me about Uniform updatecallbacks for shaders
(osgparametric), and I have Group node updatecallbacks, and I’m trying
to understand the ordering of them in case I have to worry about
dependencies betwe
Thanks for the information.
So can i read these through OSG's plugins and create a graph ?
Or can i unzip the archives ?
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Hi All, is there a defined order for update callbacks? I see examples of
interest to me about Uniform updatecallbacks for shaders (osgparametric),
and I have Group node updatecallbacks, and I'm trying to understand the
ordering of them in case I have to worry about dependencies between them.
Hi Robert,
OK, I will investigate that route.
The main idea is that some work gets done on the GPU with another API, and
it would loose all benefit if I have to read that back through the bus to
CPU memory to just afterwards send it back to OSG to recreate a GL texture
with that. Lots of things ca
Hi Mach,
They are TerraPage format files. The txp file is a top level description
of the database. Txf is an archive of textures. Tpf is an archive of
geometry/scene graph tiles.
> -Original Message-
> From: Mach Bhai [mailto:sar...@dsi.co.ae]
> Sent: Monday, July 27, 2009 1:46 AM
> T
Same problem here with Windows XP and Turtoise
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Use a bigger source image or perhaps vector based format like svg
Or get to up to speed on how to use fractals to resize imagery such as
how this produict does
http://www.ononesoftware.com/products/genuine_fractals.php
But if you start with too little information then you always going to
stru
HI Wojtek,
I agree with your analysis that it'd be appropriate to place
glDrawBuffers/glReadBuffer support into osg::State and utilize lazy
state updating for this.
In terms of the existing RenderStage::_draw/_renderBuffers values,
this is currently set by the CullVisitor + SceneView, so rather t
Hi Robert & J-S,
Sorry if I am bit late with the answers. I have browsed the code to know
what we are talking about ;-)
[...] right thing to do would be to refactor
this code so it allowed the setting of the draw and read buffer values
directly even with the value is GL_NONE. As things stand
Hi,
I hope its okay to open an osgart related topic here, seems the only place
still active where it could fit and Ive read about ppl using OSGART here.
I have ARToolkit 2.72 and OSG 2.8.1 installed running under Windows XP and VS
2003.
And both of those are running (as far as I can tell) now I
Hi,
I'm trying to include a shapefile into an OSG database using osgdem, I
included the shapefile with the --building option, and the command window shows
the shapefile as added. However further down there is a line -
Skipping source as it's extents don't overlap destination extents,
which I
Hello,
There is a problem in loading textures while reading OSG files. The
textures that have russian letters in absolute path aren't loaded. The
geometry is loaded, but textures are not. What could be the cause?
I saw somewhere in OSG an option to use Unicode strings, but didn't
find examples o
Hi Kurba,
I'm Ulrich, this is classic undersampling, the best way to solve it is
to choose you texture resolution far more appropriately, you certainly
can't expect good results with such an aggressive undersampling,
OpenGL certainly won't help you, and the OSG does have any magical
pixie dust to
Hi Hertlein, Thank you for your reply, Yes, i accept as you said i am
blowing each pixel in the texture to 8x its size. but what all i want is after
making this image bigger (i.e. 8x) just adding some blur to overall picture so
that the edges dostn't look odd. the problem here is i don't kn
Hi Danny,
On Mon, Jul 27, 2009 at 10:34 AM, Danny Lesnik wrote:
> Hi Robert,
>
> Thank you for response, I'll explain more.
>
> I loaded any 3ds file using the following:
>
> myNode = osgDB::readNodeFile("C:\\3.3DS");
> osg::Group* root = new osg::Group();
> root->addChild(myNode);
> osgViewer::Vi
Hi Wojtek,
Thanks for the investigation. Checking through RenderStage it's clear
that it doesn't just use the _drawBuffer/_readBuffer setting verbatim,
i.e.:
if (!using_multiple_render_targets)
{
if (_drawBuffer != GL_NONE)
{
glDrawBuffer(_drawBuffer);
Hi Robert,
Thank you for response, I'll explain more.
I loaded any 3ds file using the following:
myNode = osgDB::readNodeFile("C:\\3.3DS");
osg::Group* root = new osg::Group();
root->addChild(myNode);
osgViewer::Viewer viewer;
viewer.setCameraManipulator(new osgGA::TrackballManipulator);
viewe
On 27/07/09 10:48 AM, kiruba nantham wrote:
Hi friends, I am new to OSG. i am trying to map my small texture (128*128
pixel) to
Big display (800*800 pixel). i am able to load successfully but i face one
problem with
it. the problem is my picture doesn't like smooth, my image looks very bad
(
Ah, Thanks Paul. I didn't have a clear handle on how things worked other than
the basic idea.
Cheers
Garry
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Hi friends, I am new to OSG. i am trying to map my small texture (128*128
pixel) to Big display (800*800 pixel). i am able to load successfully but i
face one problem with it. the problem is my picture doesn't like smooth, my
image looks very bad (picture is attached with this mail). can any o
Hi Robert,
I made a check yesterday. glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
fails if glDrawBuffer & glReadBuffer are not set ot GL_NONE.
Look at GL_EXT_framebuffer_object extension description
http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt
Usage Example (7
Hi Simon,
The 3DS plugin attempts to do case insensitive file loading because
often 3DS files have completely screwed file cases. The other plugins
don't check for case in-sensitive files though - it's a case of
garbage in, garbage out, and there isn't an option you can just enable
to get them to
Hi All,
Migration completed, it will take a bit to update the DNS, be patience.
Cheers,
JL.
On Mon, Jul 27, 2009 at 9:08 AM, Jose Luis
Hidalgo wrote:
> Hi All,
>
> Today the server will be down for a few hours, we are changing the
> virtual machine from one host to another. Please do not
Hi Danny,
On Sun, Jul 26, 2009 at 10:47 PM, Danny Lesnik wrote:
> Can I update widget text when I select node (loaded 3ds mode) in the scene?
Can't see any reason why not, but I haven't personally tried it, have you?
> Can I update (translate, rotate) any node when I'm clicking on widget?
?? A
Hi Raphael,
It's technically possible, but the OSG is not designed out of the box
to facilitate this, so you'll need to wrap up the texture ID via a
custom subclass of osg::Texture.
Personally I would avoid playing games like this as manage threading
and multi-contexts out-with the full control o
Hi Kevin,
I really have little clue why on earth you are doing what you are
doing, but for sure the doing a tessellation during the frame is
certainly not something you want to do.
Might I recommend that you take a step back and explain from a higher
level what you are trying to achieve without d
Hi Markus,
osgTerrain does set CLAMP_TO_EDGE on all textures it generates, but in
your code you don't even try to use osgTerrain's built in texturing,
rather you go and create your own textures for some reason.
The right way to do what you want is to simple create an ImageLayer
with the osg::Imag
Hi All,
Today the server will be down for a few hours, we are changing the
virtual machine from one host to another. Please do not make any
change to the wiki, nor the subversion, because any change from now on
will be lost. I will ping the list once the server is back online,
but, we are also
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