Thanks Glenn for the tip J
Best Regards
Vaibhav Bansal
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Saturday, November 21, 2009 12:20 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using OsgSim O
Does same problem also occur for cliff straightly down to deep sea bed ?
--Buganini
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Hi,
Thank you guys for your replies. You see, I have to setup 3 screens - one
master screen with menues and two stereo screens for HMD (800*600) w/o menues.
So SLI is not an option for me.
Also I find some troubles using QT+osg on 3 screens under KDE. When I use only
osg w/o QT all works fine ac
Hello Tian Ma,
I have update my source from SVN, when I test the new source, I found that the
foam effects around the boat is still sharp white. Is that still a unsolved
problem?
Yes indeed. We discussed adding (invisible) sloped geometry around the
silhouette of objects that contact the wa
Hi Kim:
I have seen the dicussions in the page you give.
Good works about the foam added to the shoreline.
I have update my source from SVN, when I test the new source, I found that the
foam effects around the boat is still sharp white. Is that still a unsolved
problem?
Cheers,
MT
Kim Bal
Janna,
Both VPB and osgEarth use GDAL under the hood to read heightfield data. So
either: use one of the GDAL-supported formats (
http://www.gdal.org/formats_list.html) that matches your data type, or
transform your data into one of those formats. Then either VPB or osgEarth
will be able to read i
Hi Guys,
Assuming one light (which is reasonable considering other shadow
limitations) it should be possible to compute ambient term in fragment
shader only (its simply: gl_FrontLightModelProduct[0].ambient). If you have
right ambient term you could use shadow factor to blend between glColor
Update:
I am thinking to put all the data in the same node (not column by column). I
probably should be able to use indices instead of specifying vertex data over
and over again (l could do it if I use openGL).
Hopefully it will speed things up. However
I am still wondering what else can I do
>
> I understand. I just thought calls named "_NSGetEnviron" and
> "exc_server" (those are the calls they refer to in the article) sounded
> like "get some environment variable" and some threading functions, so I
> thought it might be possible that the low-level implementations of some
> functions
Hi,
We did some tests with SLI as well, GeForce 285. We had a single screen and
a way to expensive shader on a single quad. Just to be sure the CPU wasn't
the bottleneck. Worked like a charm. Frame rate doubled when we enabled SLI
under windows. We had to set the settings to alternate frame as the
Hi Andreas,
I have turned off those things, and now it works good for me. Should I
refactor that in a way that the application programmer can choose the
behaviour and submit that?
You could, but I think setting those things via overridden state is also
acceptable, since if you need that you'l
Janna Terde wrote:
> Hi all!
> I am looking for a toolkit which can help me to render a terrain.
> As an input data I have a set points (stored in a ascii file). Each point has
> easting, northing and elevation values.
> Would you suggest to use VPB for this purpose? I was looking also into
> osg
"Roman Grigoriev" wrote:
> Hi,Robert
> Thanx for you reply. But you see I'm sure that under windows it's not
> possible to render on two Geforce cards and nvidia guys told me that I
> need to buy Quadro. My app works fine and do some render but only one GPU
> calculate graphics. And in SLI mod
Andreas Goebel schrieb:
> Hi,
>
> I use two-sided polygons (as I display no real objects but mathematical
> ones like planes this makes sense) and use shadows on them.
>
> After upgrading to 2.8.2, this does no longer work. I get the correct
> shadow on one side of a plane, but if the shadow should
Hi,
just want to mention that the topic is not relevant anymore since it was
approved a little bit too late!
Thank you!
Cheers,
Janna
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Hi Mattias,
At first I didn't remember that either, but then it struck me - it was me :)
I seemed to remember it was a Mat(t?)(h?)ias but didn't remember who
exactly, and didn't bother to go check the archives... Shame on me. :-(
Thanks for checking.
Ted, as a workaround you could also ins
Hi all!
I am looking for a toolkit which can help me to render a terrain.
As an input data I have a set points (stored in a ascii file). Each point has
easting, northing and elevation values.
Would you suggest to use VPB for this purpose? I was looking also into
osgTerrain module but did not fi
Hi,
I am trying to create a height field with the decent framerate (using for
example 2000 by 2000 height map). I read on this forum that using osg Height
Field class in not recommended because I would have to use ShapeDrawable which
will slow things down.
I created a height field geometry mys
Hi Ted, J-S,
> On Wed, Nov 18, 2009 at 8:45 AM, Jean-Sébastien Guay
> wrote:
>>
>>
>> Hmmm, that would seem to indicate that the VC9 binaries depend on the VC8
>> runtime (probably in addition to the VC9 one). That's pretty weird.
>>
>> Could whoever compiled those binaries (I don't remember) che
Hi Eric,
According to the article, they admittedly used private APIs which is
explicitly forbidden in Apple's license terms. I don't believe getenv
or any ANSI C function is considered private. Private stuff is usually
proprietary Apple APIs hidden away and undocumented which you have to
go out
Alright, it looks like I've finally gotten VPBMaster-0.9.10 up and running
(with OSG-2.8.0) and I attempted to feed it the input I was previously trying
to feed to OSGDem with my older version of OSG. It spit a lot of text to the
screen, and now seems to have hung. The last thing on the screen
Hello, just passing through again. I thought I would clarify the
questions being asked about iPhone.
First congrats on the ES support!
>> One thing you apparently need to be careful of is that Apple is now more
>> careful in its screening of iPhone apps that are submitted for the App
>> Store, t
Correction. There is no difference between GL1/2 and GL3 -- they are
both missing the Version file. What I saw before in my GL1/2 build dir
was a stale file.
It looks like the source dir include/osg/Version has a fresh date stamp,
so I'm assuming you changed CMake to output it here. I saw you
Vaibhav,
You may also want to investigate the shapefile_stencil.earth example (which
uses the model_feature_stencil plugin). This uses a stencil buffer technique
to drape vector data on the terrain. Make sure you get the absolute latest
SVN though. For lines, you'll need to build in the GEOS suppo
Hi Robert,
I believe this is now fixed thanks the submission I merged from
Mathias. Could you test svn/trunk and let me know if any problems
arise?
Yep it's fixed and in the same way. So forget this one :-)
J-S
--
__
Jean-Sebastien Guay
Hi Robert --
With this change, I'm expecting to find (in my build directory) a file
called include/osg/Version.
I have two build directories for trunk, one is configured for GL1/2 and
indeed it does have the include/osg/Version file.
However, my second build directory, configured for GL3, d
[Moving to osg-users for discussion.]
Robert Osfield wrote:
> Hi Chris,
> There are other better ways to add the alias.
Ok, well, if I'm going to need to rewrite this, let's work out what the best
engineering
approach is first so it gets done right the (second) time.
> Paul's suggestion of
Hi,Robert
Thanx for you reply. But you see I'm sure that under windows it's not possible
to render on two Geforce cards and nvidia guys told me that I need to buy
Quadro. My app works fine and do some render but only one GPU calculate
graphics. And in SLI mode you have only one virtual GPU visi
Hi Kim,
Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)
Looks like images attached to forum posts are converted to lower
resolution/bit depth before being sent to the mailing list, it's not the
first time I've seen this in
Hi All,
When using an ImageStream object (using ffmpeg, gif, quicktime... plugins
for instance), is there a way to "catch" the image uptade event without
messing with the plugins source code ? I am willing to apply image
processing algorithms on video streams and I want to "intercept" new images
t
Hi Asmar,
that is great because we were not able to reproduce the error. :O
Thanks a lot for the wrong normalization factor.
Cheers,
Jens
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Hi Filip,
check your system.log-file -- I am pretty sure the osgdb_obj pluging
refers to the osg-dylibs in /usr/lib or similar.
You'll have to massage the paths to the libs stored in the plugin via
install_name_tool in a post-build-step.
Paths to libs are hardcoded in the object-file when linked
Dominic Stalder schrieb:
> we are trying to deploy an OSG application on Mac OS X to another
> system, where OSG is not installed.
>
> What is the best way to distribute the application, should we use static
> OSG linking (makes the file huge) or are there other / better ways?
I haven't tried sta
On Fri, Nov 20, 2009 at 1:42 PM, Art Tevs wrote:
> Ok, I spoke with Robert, it seems mailing list is currently down. So nothing
> strange with the forum. I hope the list goes online back soon :)
After a loverly quiet day where I just got on with work the mailing
list has suddenly came back onlin
Hi Harold,
The most likely issue is that you are running the view multi-threaded,
but not setting the DataVariance on the Text field to DYNAMIC - do
this and you'll prevent the next frame from advancing before it's
finished rendering the dynamically updated parts of the scene.
Robert.
On Fri, No
Hah! I attached an image file via the Forum. For some reason it came across
pretty ugly in the email. Looks fine on the Forum.
I'll see about the new technique on the trunk - might just have enough time to
give it a test!
Thanks,
Erik
Kim Bale wrote:
> Oh.. and was the attached image sup
Hi Roman,
The osgViewer supports two side by side graphics windows/cards by
default. Just run osgviewer cow.osg and it should come up across both
displays without any changes from yourself. osgViewer is designed to
work seamlessly across multiple displays/graphics cards and will do
everything au
Hi Pengxuanjin,
The last version of osgExport (the blender exporter) is sync with the
last version of osg. I guess your are using the exporter with the stable
osg version or something like that.
Could you give which version of software you are using ?
Cheers,
Cedric
--
+33 659 598 614 Cedric P
Hi Iñaki,
For any static build work with the OSG I strongly recommend using the
latest stable release (2.8.2) or svn/trunk. Prior to this static
build really wasn't robust or clean enough to work properly.
Robert.
On Fri, Nov 20, 2009 at 10:14 AM, Iñaki García wrote:
> Hi Robert,
>
> I hadn't
On Thu, Nov 12, 2009 at 3:23 PM, Jean-Sébastien Guay
wrote:
> Hi Matthias,
>
>> This kind of fix is also already included in a submission regarding
>> portability fixes from me some time ago...
>
> Err, the same fix? Sorry, I didn't see that one.
>
> What's the status of your submission backlog, R
Hi Chris,
On Mon, Nov 2, 2009 at 4:05 PM, Chris 'Xenon' Hanson
wrote:
> I'm kind of an old-school C-flavor programmer, so my instinctive response is
> rather
> C-like. I don't like bloating people's in-memory objects, so I'd lean towards
> defining a
> 32-bit flag member on class Node called s
Does this work?
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Ok, I spoke with Robert, it seems mailing list is currently down. So nothing
strange with the forum. I hope the list goes online back soon :)
regards
art
art wrote:
> Hmm, either my mail server is broken or mailling list didn't recieved
> messages from the forum :(
> I've changed settings bac
Hi,
I have problems with distributing self-contained applications on the
mac. I have reduced my issues by building a very simple example that
basically only opens a window and loads an .obj file.
Using OSG_NOTIFY_LEVEL=INFO (DEBUG is the same + a lot more, but
unrelated) I get the following outpu
Hi all,
I am currently experiencing some issues to update often the text of an
osgText::Text. I m working with osg 2.8.1.
While draging the mouse i need to update the text of an osgText, so this
update is called very often.
So i have done a class inherating of osg::Drawable::DrawCallback, wich i
Hi Dat,
On Thu, Nov 19, 2009 at 11:57 PM, Nguyen Tien Dat wrote:
> Dear all,
> How can I get the coordinates of the intersect point when I shoot a
> ray to the scene and the ray hits an object?
The osgUtil::LineSegmentIntersector contains the "Intersections", that
you simply get with getItersect
Hello Erik,
Sorry I missed your post yesterday. There isn't really any support for
wakes on the sea surface at the moment, although it's definitely
something that needs addressing.
However, I just had a submission which uses the depth buffer to add
breaking foam to the shoreline. This does sort f
Thanks Stewart, change now merged and submitted to svn/trunk. For
future submissions could you send the whole modified file as I find
this far more reliable than using patch, as patch can mess up.
Cheers, Robert.
On Sat, Aug 22, 2009 at 9:13 PM, S Andreason wrote:
> Hi,
>
> When I open the Windo
Hi Philip,
On Thu, Nov 19, 2009 at 10:00 PM, Philip Lowman wrote:
> Until the XCode files can be removed I would recommend simply substituting
> version numbers in by hand.
This is what I've stuck with for now. I've changed CMake to do an
source replacement of Version.
> Also, is there a list
Hi there
we are trying to deploy an OSG application on Mac OS X to another
system, where OSG is not installed.
What is the best way to distribute the application, should we use static
OSG linking (makes the file huge) or are there other / better ways?
Thanks a lot!
Dominic
_
Oh.. and was the attached image supposed to be in 8 bit colour? Are
you running osgocean on a zx 81 or something? ;)
K.
2009/11/20 Kim Bale :
> Hello Erik,
>
> Sorry I missed your post yesterday. There isn't really any support for
> wakes on the sea surface at the moment, although it's definite
Thanks David, changes look sound, now merged and submitted to svn/trunk.
On Fri, Oct 16, 2009 at 1:31 PM, David Fries wrote:
> This was against 2.8.1, but I see the trunk is identical.
> Any issues with using PTHREAD_STACK_MIN?
> http://www.opengroup.org/onlinepubs/9699919799/functions/pthread_at
Hmm, either my mail server is broken or mailling list didn't recieved messages
from the forum :(
I've changed settings back, so this message has to go through!
art wrote:
> Sorry for spamming, but I've changed some settings on the forum and the
> corresponding mail server. So here is just a te
Hey Jens,
You can pretty much ignore the previous mail I sent; I ended up upgrading to
the SVN version and I adapted the new TexDemo example to read from and write to
a single osgCudaTexture, which seems to work fine. Thanks.
Sincerely,
Asmar
P.S.
By the by, in the gaussKe
Hi everybody.
I just run a test with osgconv to write a .3ds file from an ive.
No crash, fast and stable.
But (there is already a "but") the .3ds model is not good : the
geometries are ok but they are not a the good place. Seems to be an
osg::transform conversion issue.
Sorry I cannot attach
Hi Robert,
yes, I always perform out of source builds.
When I suggested the use of the CONFIGURE command I was not aware of the
XCode build. Being so, I agree with Philip that for now it would be
better to roll back to the manual system, given that you still have to
modify the Version file every
Sorry for spamming, but I've changed some settings on the forum and the
corresponding mail server. So here is just a test message, to see if everything
is all right.
Please ignore that message and following in this thread :)
regards
Art
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Good day!
I have stereo HMD with two DVI inputs and want to render left eye on GPU1
and right eye on GPU2 under linux,
because on windows on geforce gtx285 cards it's not possible. Only Quadro
is capable of making this due to WGL_NV_GPU_AFFINITY extension
Could you please advise me how can I ma
Hi Robert,
I hadn't tried osgstaticviewer since I didn't found it among the source
code examples, I didn't know there are more examples on the wiki. Now
I've seen that it's necessary to add:
USE_GRAPHICSWINDOW()
and that those things with mangled_names can be replaced by
USE_OSGPLUGIN (the la
Hi Wyatt,
Yes,thats a good picture. What it tells me:
1. Light node has been found and direction seem to be computed correctly.
2. Shadow map seems correct. Only back faces from light perspective are
rendered. These are the faces that are casting shadows. This is exactly what
Lispsm sets.
Sin
Hi,
look at the picking code in osgpick/osgmovie examples.
jp
Nguyen Tien Dat wrote:
Dear all,
How can I get the coordinates of the intersect point when I shoot a
ray to the scene and the ray hits an object?
Thanks,
Dat
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...who ever that is -- thanks in advance!
-Ted
On Wed, Nov 18, 2009 at 8:45 AM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Ted,
>
>
> "This application has failed to start because MSVCR80.dll was not found.
>> Re-installing the application may
>> fix this problem"
>>
>
>
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