Hi Doug,
On Mon, Nov 9, 2009 at 5:54 PM, Doug McCorkle mc...@iastate.edu wrote:
Candidly, I think that the VR Juggler configuration and device management is
better than what is in OSG. I realize that is a personal preference but I
like the VR Juggler windowing API and hardware management and
Hi Jacob,
On Mon, Nov 9, 2009 at 7:52 PM, Jacob Armstrong jaco...@hotmail.com wrote:
Alright, I'll just ignore the link errors for ogr. My main concern is the
absence of osgdem, which I was using from OSG-1.2. Any idea why that's not
in 2.8? Also, any ideas on how to incorporate VPBMaster? Do
Hi Cory,
Are you using frame buffer objects and an nvidia card?
Try running the osgprerender example and see if you get the same
error. If you do it's a nvidia driver bug. I've come this a number of
times and whilst there are legitimate reasons for getting the error in
my case it's always been a
Hi all,
I'd like to make a very simple GUI inside my OSG app [1]. All I need is
a menu (osgwidgetmenu example is OK) and once a menu item is selected I
need to create a list of choices. The choices are all strings, but can
be too many to fit onto the screen. So, I need some kind of list box
Hi,
I am using the LISPSM shadow technique. It works great for the most of the
time. However i have noticed that the specular-light component doesn't seems to
work.
Is this a know issue or am I doing something wrong?
/Fredrik
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Hi Frederik,
Default vertex shader ( see line 278 of osgShadow::StandardShadowMap)
passes specular component through gl_SecondaryColor. If you expect specular
to be mixed with diffuse and ambient on primary gl_Color then you may need
to adjust the shaders. Use setMainVertexShader /
Hi,
i tried to use -Y as up vector
i set it in MatrixManipulator and i tried to set
Code:
SphericalManipulator *spm = new SphericalManipulator;
spm -setHomePosition( osg::Vec3( 0,0,0 ),osg::Vec3( 0,0,0 ),osg::Vec3(
0,-1,0 ) );
both changes doesnt work because
How do I set my own custom CullVisitor? I'm doing the following:
osg::Camera *camera = viewer.getCamera();
osgViewer::Renderer *render =
dynamic_castosgViewer::Renderer *(camera-getRenderer());
if (!render)
{
return false;
}
On Tue, 2009-11-10 at 12:43 +0200, J.P. Delport wrote:
Hi all,
I'd like to make a very simple GUI inside my OSG app [1]. All I need is
a menu (osgwidgetmenu example is OK) and once a menu item is selected I
need to create a list of choices. The choices are all strings, but can
be too
Hi Mike,
position-setScale(osg::Vec3(0.01,0.01,0.01));
When you use scale in a Transform, the geometry's normals also get
scaled. The normals are used to compute lighting, so it's normal
(geez, bad pun) that lighting is wrong.
You just need to tell OpenGL to rescale normals:
Hi Paul,
Why do I have multiple SceneViews?
There are always two SceneViews if you're using multithreading - they're
used on alternating frames as you've seen. Just set your CullVisitor for
both, or a separate instance of your CullVisitor for each instance.
Whenever I've had to change
Hello Robert,
On Nov 10, 2009, at 2:51 AM, Robert Osfield wrote:
Hi Doug,
On Mon, Nov 9, 2009 at 5:54 PM, Doug McCorkle mc...@iastate.edu
wrote:
Candidly, I think that the VR Juggler configuration and device
management is
better than what is in OSG. I realize that is a personal preference
Thanks for the quick response...
Did this:
render-getSceneView(0)-setCullVisitor(cv);
render-getSceneView(1)-setCullVisitor(cv);
and now I'm getting:
Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry.
Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry.
Nope. Running an ATI FireGL V7700 card.
What are some of the legitimate reasons that OpenGL may be unable to
allocate memory? Is it likely to be video memory or some other type of
memory?
Cory
Kim Bale wrote:
Hi Cory,
Are you using frame buffer objects and an nvidia card?
Try running
You can monitor gfx mem usage with this tool:
http://www.nuclearplayground.com/NuclearPlayground/
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Tue, Nov 10, 2009 at 9:36 AM, Cory Riddell c...@codeware.com wrote:
Nope. Running an ATI FireGL V7700 card.
Hi Doug,
On Tue, Nov 10, 2009 at 2:20 PM, Doug McCorkle mc...@iastate.edu wrote:
osgViewer can happily be an
implementation detail if VR juggler is flexible enough to not force
it's own window creation.
Correct, but again, that would assume that the OSG windowing implementation
is better
Thank you!
it works!!
Cheers,
Mike
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Hi there
I am absolutly new to the OSG stuff (and it's the first time I attend in
a mailing list) and trying to get my OSG work in a Qt environment. I
made my own OSG/Qt class, which inherits from QGLWidget and
osgViewer::Viewer. Most of the OSG stuff works, but I can't enable the
anti
Hello Robert,
On Nov 10, 2009, at 8:42 AM, Robert Osfield wrote:
Hi Doug,
On Tue, Nov 10, 2009 at 2:20 PM, Doug McCorkle mc...@iastate.edu
wrote:
osgViewer can happily be an
implementation detail if VR juggler is flexible enough to not force
it's own window creation.
Correct, but again,
I have a .NET Windows Forms application with 2 OSG-based classes:
1. A UserControl/OsgViewer based class, and
2. An OSG-based engine that handles file loading, scenegraph mods, etc.
The .NET example from the OSG website gets the viewer initialized:
now a screenshot
AdapterWidget for QT
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Hi there,
I'm doing something very similar - OSG hosted in .NET. The way I've done
this is I have my render thread running in a loop and instead of rendering
continuously, I have a StackRenderArgs hosted in the OSG .NET control.
Then if I want to render, I push a RenderArgs onto the stack.
Yes, just thinks like Maximise, Minimise, Resize. I also rendered on
Activate in case the form lost and regained focus.
There's no problems integrating OSG with .NET Windows Forms from what I can
see.
On Tue, Nov 10, 2009 at 4:11 PM, Todd J. Furlong t...@inv3rsion.com wrote:
Thanks for the
Hi Paul,
I think there is a better way to set your own visitor, maybe doing:
osgUtil::CullVisitor::prototype()=new MyVisitor();
if you do this before realize() (or run()), then the viewer uses the
prototype of the cull visitor.
Rafa.
On Tue, Nov 10, 2009 at 3:23 PM, paul1...@yahoo.com
Hi Doug,
On Tue, Nov 10, 2009 at 3:00 PM, Doug McCorkle mc...@iastate.edu wrote:
We had OGL 3 context creation in VR Juggler last March.
Cool, what platforms do you have this support? Perhaps we can learn a
little about adding it to osgViewer :-)
RTT support in the OSG relies upon the
Jean-Sébastien Guay wrote:
I need my own CullVisitor because I've defined my own node type that
needs special cull handling.
You could just override the traverse() method of your node type, that's
how I normally do it. It keeps changes local to the overridden node
class instead of
Hi Paul,
I know I risk making the thread diverge into unrelated concerns, but I
wanted to ask:
If you ever submit
your node for inclusion in OSG, you can migrate the cull handling code
into osgUtil::CullVisitor at the time you make the submission. This is
what I did when I developed
On 11/10/2009 06:07 PM, Paul Martz wrote:
Jean-Sébastien Guay wrote:
I know I risk making the thread diverge into unrelated concerns, but I
wanted to ask:
No actually, I think this is the right direction for this thread to
take. :-)
Are there advantages to modifying CullVisitor rather
Hello Robert,
On Nov 10, 2009, at 10:31 AM, Robert Osfield wrote:
Hi Doug,
On Tue, Nov 10, 2009 at 3:00 PM, Doug McCorkle mc...@iastate.edu
wrote:
We had OGL 3 context creation in VR Juggler last March.
Cool, what platforms do you have this support?
We have windows and X. Cocoa is
Hello,
I have two applications, both of which are displaying basically the same scene.
One application runs at 230+ fps while the other runs at about 45 fps. I'm
trying to figure out what is causing this performance difference. Using
high-precision timers, I've been able to determine that the
Slowly minimize the differences between the slow machine and the fast
machine until the problem goes away. When it does, you have isolated the
problem. Also bear in mind it could be the machine itself (hardware,
drivers, etc.)
On Nov 10, 2009 12:42 PM, Frank Sullivan knarf.navil...@gmail.com
At the highest level:
Update - cpu processing your application is performing
Cull - cpu processing performed by osg in traversing the scene graph and
packaging drawing state
Draw - cpu processing for sending drawing state to gpu and gpu processing
of the drawing state
If Update stage is large,
Hello Frank,
You should try to create the 52 models cache outside the rendering tree (in a
separate list or a distinct tree detached from the camera). Even if the
visibility is turned off, I think the rendering visitors (update, cull, etc.)
are still browsing the whole tree. Also, don't
Jean-Sébastien Guay wrote on Tuesday, November 10, 2009 10:55 AM:
Are there advantages to modifying CullVisitor rather than overriding
traverse(), other than one dynamic_cast per frame per node? I think if
that's the only advantage, I'd personally prefer keeping all the code
related to the
Hi Bryan,
From experience, I can say that one dynamic_cast per frame per node can really
add up to hurt performance :)
Depends how many nodes. For example, for osgOcean::OceanScene, you
should generally have only one in your whole scene. So in that case,
one dynamic_cast per frame per
I have taken the code I think I need from the osgShadow example and tried to
add shadows to my existing application.The problem is that the shadow
map displayed in the debug window is just a gray-ish circle centered on a
white-ish background, nothing at all what I expected and no details that
Thanks, That seem to make some change, instead of a grayish circle, I now
see a moving roundish object...
W
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, November
Hi Wyatt,
Thanks, That seem to make some change, instead of a grayish circle, I now
see a moving roundish object...
Sounds familiar...
Han Solo: [flying across the deserts of Tatooine] I think my eyes are
getting better. Instead of a big dark blur, I see a big bright blur.
Hi Wyatt,
Just have to ask, if you try with only one object and a ground plane (a
really simple scene) do you get the same results?
I just tested, and your code seems to work. I've attached a source file
which is the osgshadow example, with the main() commented out and your
code in its
No but I'll try it...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Tuesday, November 10, 2009 2:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] ShadowMap problem...
Thanks for all of your help and suggestions, people.
My plan for the last hour or so has been to first follow Philip's suggestion to
see if I can get the Quick App to start behaving like the Slow App. My first
step toward that goal was to replicate that 'object cache' by loading all 52
Frank Sullivan wrote on Tuesday, November 10, 2009 3:26 PM:
Slow App
-
Lights: 0
Bins: 30
Depth: 0
Matrices: 15,789
Imposters: 0
Drawables: 15,789
Vertices: 1,361,039
Quick App (without Object Cache)
-
Lights: 0
Bins: 9
Depth: 0
Matrices: 1,379
Imposters: 0
Drawables:
Hello Frank,
I'm not sure exactly what these numbers mean.
You were on the right track. The Camera numbers are the objects that are
not culled, and the View numbers are the objects that are in the view's
scene, whether they're culled or not.
When you set a node's mask to 0, you're
Thanks, Bryan, I'll try and see if there's anything causing multiple re-draws
of the geometry or something.
Do you happen to know what the stats under the 'View' column refer to, in this
case? E.g., StateSet, Group, Transform, Geode, Drawable, etc. These seem to
refer more to higher-level osg
Frank Sullivan wrote on Tuesday, November 10, 2009 3:51 PM:
Thanks, Bryan, I'll try and see if there's anything causing multiple
re-draws
of the geometry or something.
Do you happen to know what the stats under the 'View' column refer to,
in
this case? E.g., StateSet, Group, Transform,
Hi all there,
People I´m new to OSG I´m trying to use it wit QT framework and
ARToolKit to develop my first Augmented Reality application. First I
have integrated OSG ARToolKit and QT quite good, I saw the live video
stream from my webcam, but when I tried to add marker detection the
Hi,
I have the same problem as Cory. I am using svn/trunk. My last tests were
using rev 10710 approx (i am not sure).
My config is : Seven 64bits (OSG compiled in 32bits), 4GB of RAM, 2 x GTX280
Nvidia cards. I didn't have this problem before.
Strangely, I don't have the same problem with
Thanks again, guys.
Jean-Sebastien, I apologize, but I did not notice your reply until just now!
I didn't write the Slow App code myself, but I do have the power to change it,
if only on my local machine to test things. You are correct that, in both apps,
the hierarchy is very flat, with a
Getting closer to having this working like I think it should, but I have
noticed something.
When I have one or two objects, say the size of a car, or truck, only. The
shadow map looks correct. But when I add my terrain which is approximately x
= 5100 by y = 5100, I no longer see the car/truck
Hey guys,
Just an update: it looks like someone turned off the side culling in the Slow
App. This wasn't the case in my Quick App, so I guess that explains both the
low frame rates and the comparatively high stats.
The Slow App is still only running at 65 fps or so, but my profile data now
My shadow map is looking mostly correct now after making changes to light
type, position etc. However shadows are not appearing in the final
rendering. The app I am trying to add shadow mapping to uses textures bound
to tex units 0-3. I noticed in the ShadowMap class there were methods for
Hi Cedric,
:D
the version of osg is 2.80.
and the version of osgExport is the lastest version
Thank you!
Cheers,
ren
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Hi Jeremy,
Jeremy Moles wrote:
On Tue, 2009-11-10 at 12:43 +0200, J.P. Delport wrote:
Hi all,
I'd like to make a very simple GUI inside my OSG app [1]. All I need is
a menu (osgwidgetmenu example is OK) and once a menu item is selected I
need to create a list of choices. The choices are all
Hi all,
maybe have a look at the osgmemorytest example and compare numbers
between machines/cards/osg versions/driver versions/...
If you can show the problem using the example it should be easier to
track it down.
jp
Mourad Boufarguine wrote:
Hi,
I have the same problem as Cory. I am
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