Hi All
I am trying to set up a map view using a TerrainManipulator. But when my
aplication is running I nead to press space in order to get somhing in the
view that makes sense. Whene I remove the TerrainManipulator the view shows me
what it is supose to. I gues that Im using the
Hi Chris, and thanks for your answer !
I understand your solution. How did you manage the Zbuffer clearing ? By
setting a clearMask on a ClearNode ?
And what do you think we can do if we want very far nodes as you said-like a
moon ? Do we need to do a pre-render by rendering to a texture or is
Hi again, I still have this problem...
when I use this code,
Code:
{
osg::MatrixList matrixList = geode-getWorldMatrices();
}
A memory assert fails with visual 2009 in debug mode.
It is like a bad pointer has been passed in
Do I use this function on a bad way ?
Does anyone have any ideas ?
Hi Alex,
If your PagedLOD has no preloaded children then you have to set
USER_DEFINED_CENTER otherwise it's completely undefined. I don't know
at what point you think there is a bug, as the default value of
CenterMode is USE_BOUDNDING_SPHERE_CENTER, so there is no need to
write it out to the
Hi Ragnar,
I'm not clear on what you are after, but at a guess you might need to
explictly call viewer-home() to set the camera manipulator position
to the appropriate place.
Robert.
On Tue, Sep 1, 2009 at 7:49 AM, Ragnar
Hammarqvistragnar.hammarqv...@foi.se wrote:
Hi All
I am trying to set
Hi Eric,
On Tue, Sep 1, 2009 at 8:55 AM, Eric
Pouliquenepouliq...@silicon-worlds.fr wrote:
Hi Chris, and thanks for your answer !
I understand your solution. How did you manage the Zbuffer clearing ? By
setting a clearMask on a ClearNode ?
The easiest way is to use an osg::Camera node to
Hi Sebastien,
Either geode is a invalid pointer, or VS 2009 is buggy... as it's
known to be... :-)
Robert.
On Tue, Sep 1, 2009 at 9:09 AM, Sebastien Nerigoverse...@hotmail.com wrote:
Hi again, I still have this problem...
when I use this code,
Code:
{
osg::MatrixList matrixList =
Hi
The geode pointer is valid
And I have the same problem with visual 2008...
the assert fails while deallocating the matrix list (on the last bracket)
the assert is this one :
windows has triggered a breakpoint in visualApp.exe
this may due to a corruption of the heap
and the assert
Hi,
I think Jose Luis Hidalgo is the one to speak to. I think he requested
we CC him on list messages regarding the server (I've done it here...).
Correct me if I'm wrong.
rgds
jp
Glenn Waldron wrote:
Hi,
The Community/Contractors wiki page does not seem to be editable, even
with a login.
Hi Robert.
Thank for your rapid reply.
The viewer-home() call really did the trick =).
/Ragnar
-Ursprungligt meddelande-
Från: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] För Robert Osfield
Skickat: den 1 september 2009 10:13
Till:
Hi Sebastien,
On 1/09/09 10:42 AM, Sebastien Nerig wrote:
The geode pointer is valid
And you're absolutely sure of that? Is it a ref_ptr?
/ulrich
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Hi Ulrich
no it is just a pointer inside a visitor.
here is a part of my code
void CPrintSceneGraphVisitor::apply(osg::Node node)
{
osg::Geode* geode = dynamic_castosg::Geode*( node);
if(geode)
{
osg::MatrixList matrixList = geode-getWorldMatrices();
const
Hi Sebastien,
Go search for reports of MS bugs w.r.t iterator debugging as there
have been discussions about this on osg-users, as well as
notifications about this on the MS websites.
Robert.
On Tue, Sep 1, 2009 at 10:39 AM, Sebastien Nerigoverse...@hotmail.com wrote:
Hi Ulrich
no it is just
Hi robert, thanks for your answer
But are you sure you are talking about an assert while deallocating memory of
an osg matrix list (my case) ??
I found this on osg-user
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2009-May/027347.html,
it talks about performance while
I started working with the OSG MFC sample on a Vista windows box. When
I load a model into the window and rotate it, I notice that the aspect
ratio of the model changes. When the model is vertical in the window it
appears shorter and fatter than expected yet closer to the expected
dimensions.
Hi all,
On my program, I use setSceneData(...) to load an heavy osg model (more than
10mo).
I would like to know if I could be alerted when OSG have finished loading a
model. My application is blocked while this time, and I want to make a
progressBar to indicate loading progress.
Thank
Philip Lowman wrote:
You're getting a warning because DoomLikeManipulator is missing
declspec declarations but publicly inheriting from a class that has
them. See the definition of OSGGA_EXPORT in include/osgGA/Export and
do something similar for your code, perhaps KILLINGSPREE_EXPORT. Oh
Hi Alex -- Does your class definition look like this?
class OSGGA_EXPORT DoomLikeManipulator : public MatrixManipulator
If so, try changing it to this:
class DoomLikeManipulator : public MatrixManipulator
-Paul
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You can assign a callback to the Registry to be notified when a read
completes. Alternatively, you could derive a class from
OpenThreads::Thread to do the read in a thread, and you'll know it's
complete when isRunning() returns false.
Neither of these will really help you with making a
Hi,
rPath-insert(16.0f , c0 );
The code waits for 16 seconds nd it was the problem.
Thank you!
Cheers,
Danny
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Alberto Luaces wrote:
Hi Loic,
you can try to follow this tutorial:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress
Regards,
Alberto
Hi Alberto,
I think it could be a solution, but the creator use an old version of osg, and
I have so many problem
Eric Pouliquen wrote:
Hi Chris, and thanks for your answer !
I understand your solution. How did you manage the Zbuffer clearing ? By
setting a clearMask on a ClearNode ?
I couldn't do it with an OSG primitive, so I just jammed a glClear() into the
drawable's
draw implementation. Ugly, but
If I use reimplementation of thread class, I must use:
Code:
virtual void OpenThreads::Thread::run()
and put my code in, I think.
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hybr wrote:
Hi,
If u didn't solved that yet - try 2 things:
1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE
and DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write
turned off for transparent objects by default, which is right thing in
Hi,
i will try uniform arrays as soon as i get to it. But the approach sounds quite
good.
Thank you.
Paul Martz wrote:
I believe you can use a uniform array of samplers. This means the number of
texture can be arbitrary and therefore you don't need to recompile your
shader based on
Hi Robert,
My PagedLOD node does have a preloaded child, but it is a ProxyNode that is set
to load via the pager. So it doesn't have a valid bounding sphere either, but I
was setting the initial bound on the PagedLOD node in order to get a valid
bounding sphere when the file is loaded. I don't
Hi,
What's the appropriate way to set an arbitrary view programmatically when also
using a camera manipulator? In particular, I want to be able to load specific
views from an external source. These would ideally be specified as a
combination of eyepoint, lookat, up vectors.
There was some
Hi,
i want to triangulate the following U character like shape.
[Image: http://jotschi.de/download/osg/delaunay_3.png ]
The DelaunayTriangulator generates this triangulated mesh. But as you can see
the space in the middle of the U is also triangulated which i do not want.
[Image:
Sorry for an off-topic post, but...
I recently updated my Visual Studio installation (VS2005) and found that
Microsoft had fixed some bugs in the C runtime. My CRT went from version
8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to
recompile OSG? Is it safe for my app built with
Generally it is recommend you build every thing with the same compiler
version ( it saves time in the long run )
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Johannes,
If you just want to triangulate an outline, try the
osgUtil::Tessellator. First build an osg::Geometry as a line loop,
then do something like:
osgUtil::Tessellator tess;
tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
tess.setWindingType(
Hi Gordon,
Tomlinson, Gordon wrote:
Generally it is recommend you build every thing with the same compiler
version ( it saves time in the long run )
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from
Cory Riddell wrote:
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from operating
system libraries or libraries supplied by my video card maker. These may
not even be compiled by a Microsoft compiler and there
Hi,
that worked like a charm :) Thank you very much for the quick answer.
I attach the full example. Maybe this comes handy to someone else too :)
Code:
osg::Geometry* contourGeom = new osg::Geometry();
contourGeom-setVertexArray(v);
contourGeom-addPrimitiveSet(new
Chris,
Chris 'Xenon' Hanson wrote:
Cory Riddell wrote:
I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from operating
system libraries or libraries supplied by my video card maker. These may
not even
Cory Riddell wrote:
Ok, this actually makes a lot of sense to me. Now I wonder how I can
figure out if a particular library does depend on the CRT library. I've
had some luck doing:
dumpbin /directives FOO.lib
but I'm thinking there is likely a better way.
If it uses the CRT as a DLL,
Lee Butler wrote:
Hi,
What's the appropriate way to set an arbitrary view programmatically when also
using a camera manipulator? In particular, I want to be able to load specific
views from an external source. These would ideally be specified as a
combination of eyepoint, lookat, up
Chris 'Xenon' Hanson wrote:
Cory Riddell wrote:
Ok, this actually makes a lot of sense to me. Now I wonder how I can
figure out if a particular library does depend on the CRT library. I've
had some luck doing:
dumpbin /directives FOO.lib
but I'm thinking there is likely a better
Hi
In there wisdom MS decided it would be a good idea to use different CRT
( for C++ in debug use different memory allocators and dealocators ,
they through a lot of debug memory padding etc. etc. etc. etc. etc.
doing a Google will bring up lots of reference material on this.
( this is typically
Cory Riddell wrote:
If it uses the CRT as a DLL, Dependency Walker should tell you. Google
it.
And say a third party library has been compiled for the non-dll version
of the c runtime (I think this is libc or libcmt for the multi threaded
variant). If the third party library is a dll I may
I just recently had to try to use OSGconv on a large databse built by VPB
with hundreds
of individual .osg files. I was trying to convert it to .osg (with some
transformation in
the middle). However, invoking it as
osgconv mysceensource.osg myscenedest.osg
ONLY converts the top-level .osg
Hi,
oh great!
Thank you!
Cheers,
Alex
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If you need to do this with a complex model (1000s of points) the Delauney
triangulator doesn't work very well.
I have a written a wrapper for Jonathon Shewchuk's Delauney code but that code
is restricted to non-commercial use so I haven't submitted it.
If you can accept this and need a worlds
On Tue, Sep 1, 2009 at 10:39 AM, Paul Martz pma...@skew-matrix.com wrote:
Philip Lowman wrote:
You're getting a warning because DoomLikeManipulator is missing declspec
declarations but publicly inheriting from a class that has them. See the
definition of OSGGA_EXPORT in include/osgGA/Export
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