Hello,everyone!
In following tutorial,I see how to implement a mechanism for reading osg
resources -- such as images, osg and ive files, fonts, etc. -- from a virtual
file system.
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/VFS
I finish the code according to that
HI Christian,
Pretty well all the OSG example are capable of running with quad
buffer stereo, as well as the full range of other options, and your
own application should be easy to enable this way too.
osgviewer cow.osg --stereo QUAD_BUFFER
Or via env vars:
set OSG_STEREO_MODE=QUAD_BUFFER
Hi Torben,
I don't know the cause of the failure. Properly set up system(s)
shouldn't fail. One thing you have to be careful of that you're file
system will need to be able to handle the async writes robustly.
Robert.
On Wed, Dec 2, 2009 at 9:50 PM, Torben Dannhauer
z...@saguaro-fight-club.de
Hi Manish,
It's not normal for osgShadow to crash so it's not something others in
the community will be immediately be able to help you with as there
are no clues to the cause of the crash.
Does the osgshadow example work?
What is the strack trace when the app crashes?
Robert.
On Thu, Dec 3,
Thanks, so we will likely order the hardware first and move forward from there.
Christian
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Hi Art,
as a test I've started implementing TextureRectangle support for osgPPU,
as we use them in other non-osgPPU stages of our pipeline.
I've started with UnitTexture and UnitInOut and have a working version
for a test app using these two units. Before I continue further I would
like to
The picking problem can be reproduced with the following OSG content,
containing only 2 triangles:
Code:
Geode {
nodeMask 0x
cullingActive TRUE
num_drawables 1
Geometry {
UniqueID Geometry_0
DataVariance STATIC
useDisplayList TRUE
useVertexBufferObjects FALSE
Hi,
In my terrain I wud like to display the tiles with fading fashion as is
available in
osgText.Is it possible to do?
Thank you!
Cheers,
Akilan
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make a update callback to the node and change the alpha component of the
material in the state over time
Nick
http://www.linkedin.com/in/tnikolov
Sent from Devlet, Ankara, Turkey
On Thu, Dec 3, 2009 at 2:50 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
In my terrain I wud
Hi,
Hi,
Osgshadow example does not work.
While running osgshadow program application crash with the following stack
trace -:
ig4dev32.dll!037cd5b6()
[Frames below may be incorrect and/or missing, no symbols loaded for
ig4dev32.dll]
Hi J.P.
J.P. Delport wrote:
Do you want TextureRectangle support in osgPPU?
Yes, of course. However I thought that rectangular textures might not be used
in future anymore, because the support of non-power-of-two (npt) textures can
actually replace the rectangular textures. The main
Hi Harash, J.P.
J.P. Delport wrote:
I'm not sure your shader is doing a proper mean. For the GPU to do
mean/sum you need to do what is called a reduction. Search for reduction
on www.gpgpu.org. This is different from doing per pixel operations like
changing luminance e.g.
The posted
Hi Robert,
Hmm difficult to determine the responsible part which causes the failure.
My last try failed becuase KDE plasma-desktop crashed.
But the system was under heavy load an got slower and slower.
Because all SATA Ports are busy by source disks, I used an external USB drive
to store the
Hi,
I have created a OSG-Qt Widget (based on the QOSGWidget example) that uses
threaded rendering so the rendering doesn't block Qt's main thread. This works
fine on my own achine, which has an ATI card (and never seems to use the GPU
according to the StasHandler). However, one of my
Hi comunity,
what is the usage of NodeTrackerCallback. I am to follow a node with the
camera and to attach the camera to a node. Any hints?
Thanks
Nick
http://www.linkedin.com/in/tnikolov
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try changing paintEvent with paintGL and resizeEvent with resizeGL
Nick
http://www.linkedin.com/in/tnikolov
Sent from Devlet, Ankara, Turkey
On Thu, Dec 3, 2009 at 4:55 AM, Job Mulder job.mul...@xsens.com wrote:
Hi,
I have created a OSG-Qt Widget (based on the QOSGWidget example) that uses
Hi Nick,
The problem occurs before then, since the createContext function doesn't
actually create a context. I've tried to just let it keep trying in a while
loop, but it never succeeds.
Also, the paintEvent is empty since all the rendering is triggered by the
thread (I'm going to add a
Some additional info: The actual rendering DOES work (including user
interaction), but it's full-screen and I can't resize it since I don't have a
graphicscontext to resize.
Job
Hi,
I have created a OSG-Qt Widget (based on the QOSGWidget example) that uses
threaded rendering so the rendering
Hi,
looks like nowhere. Here is the code in updatevisitor:
inline void handle_callbacks_and_traverse(osg::Node node)
{
handle_callbacks(node.getStateSet());
osg::NodeCallback* callback = node.getUpdateCallback();
if (callback) (*callback)(node,this);
Trajce Nikolov wrote on Thursday, December 03, 2009 9:25 AM:
looks like nowhere. Here is the code in updatevisitor:
inline void handle_callbacks_and_traverse(osg::Node node)
{
handle_callbacks(node.getStateSet());
osg::NodeCallback* callback =
We figured out that we should use
osg::ref_ptrosgViewer::GraphicsWindowWin32 gc = new
osgViewer::GraphicsWindowWin32(traits);
m_graphicsWindow = gc.get();
instead of
osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
m_graphicsWindow =
yea... make sense :) ... thanks again
Nick
http://www.linkedin.com/in/tnikolov
Sent from Devlet, Ankara, Turkey
On Thu, Dec 3, 2009 at 7:29 AM, Thrall, Bryan bryan.thr...@flightsafety.com
wrote:
Trajce Nikolov wrote on Thursday, December 03, 2009 9:25 AM:
looks like nowhere. Here is the
Hello Manish,
After termination of the program , I got following message in the command window :-
PixelBufferWin32::closeImplementation, wglReleasePbufferDCARB error: Invalid dev
ice context (DC) handle.
PixelBufferWin32::closeImplementation, wglDestroyPbufferARB error: Error code 32
Hi Christian,
On Thu, Dec 3, 2009 at 9:21 AM, Christian Buchner
christian.buch...@gmail.com wrote:
Thanks, so we will likely order the hardware first and move forward from
there.
You don't need to wait for new hardware - you can experiment with
other forms of stereo with you app. Have a look
Hi All,
ParentNode-ChildNode
I have a shader and try implement to the ParentNode but I don't want to
effect ChildNode with this shader. I want render ParentNode with Shader and
render ChildNode with FixedFunction without any effect from it's parent's
shader. I have tried to use
Hi Fred,
I'm not sure what to make of the results or what you are expecting.
The IntersectionVistor/LineSegmentIntersector should return multiple
intersection, one for each intersection between any triangle and the
line segment - so if there a two overlapping triangles I would expect
two
Hello forum users,
I've added OpenID support in order to login to the forum. For those who don't
know what OpenID means, you can find more information on the Wikipedia page
(http://en.wikipedia.org/wiki/OpenID)
You can setup the OpenID URL in your profile settings on the forum's webpage.
Have
Hi Ümit,
I have a shader and try implement to the ParentNode but I don't want to
effect ChildNode with this shader. I want render ParentNode with Shader
and render ChildNode with FixedFunction without any effect from it's
parent's shader. I have tried to use osg::StateAttribute::PROTECTED but
Hi Torben,
On Thu, Dec 3, 2009 at 12:41 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Hi Robert,
Hmm difficult to determine the responsible part which causes the failure.
My last try failed becuase KDE plasma-desktop crashed.
But the system was under heavy load an got slower and
Hi,
On one occasion I don't get two intersections, only one. That's the problem.
I expect two intersections. One for the first triangle, one for the second. I
get only one, for the second triangle, even though I picked the left triangle.
You can easily reproduce this with the OSG file I
Hi J.S;
Thanks for reply, It works. I have known this rule but for some reason
forgot so I have been trying to PROTECT child's stateSet :D
Regards.
Ümit Uzun
2009/12/3 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Ümit,
I have a shader and try implement to the ParentNode but I
2009/12/3 Fred Smith osgfo...@tevs.eu
Hi,
On one occasion I don't get two intersections, only one. That's the
problem.
I expect two intersections. One for the first triangle, one for the second.
I get only one, for the second triangle, even though I picked the left
triangle.
You can
Trajce Nikolov wrote:
make a update callback to the node and change the alpha component of the
material in the state over time
This doesn't really work with the PagedLOD node type that osg Terrain is
usually made
with. I don't know for sure if Akilan is using VPB/OSGDEM/PagedLOD or not, but
Chris 'Xenon' Hanson wrote:
Trajce Nikolov wrote:
make a update callback to the node and change the alpha component of the
material in the state over time
This doesn't really work with the PagedLOD node type that osg Terrain is
usually made
with. I don't know for sure if Akilan is using
Hi Mr. J.P. and Mr. Art Tevs,
Thanks for the quick reply. Mr. J.P. the pointers you gave to image reduction
are very interesting. I am going through those since they will help me in the
long run, but it would take some time to get to it.
Below, I am attaching the fragment shader code for the
Hi Art,
Art Tevs wrote:
J.P. Delport wrote:
Do you want TextureRectangle support in osgPPU?
Yes, of course. However I thought that rectangular textures might not
be used in future anymore, because the support of non-power-of-two
(npt) textures can actually replace the rectangular textures.
);
// MTSI [20091203 guyv]
// Fixed an an issue with hardware that does not support non-power-of-two
textures.
int tex_width = width;
int tex_height = height;
const Extensions* extensions = getExtensions(contextID,true);
if( _resizeNonPowerOfTwoHint ||
!extensions
Forgot to mentioned that I was using OSG 2.8.2.
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Hi Jean,
Are you sure your light source is not just a directional light?
Directional lights change lighting (and shadows) when their direction
changes (i.e. rotation) but not when their position changes. It's
probably not even related to platform.
yes i'm sure, also i have to say, I use
Hello Mauricio,
please help me!!, i need that it works on windows
i hope someone tests my code on windows and tell me if works
or tell me if i have to change my code
Here are screenshots on my machine (Windows Vista 32bit) running OSG SVN
trunk (updated last night) compiled with VC++ 2005
Hi J.P.
J.P. Delport wrote:
I like the multiple coord idea. It seems that the only place where the
textured quad is created is in createTexturedQuadDrawable and that is
only called from init() in the various units. Do you propose I add the
extra tex coordinates in this function? Is it
Hi Jean,
Wow for you it's working , i will follow your recomendation , i gonna install
again OSG from SVN or compiled 2.8.2. Also i can't imagine what is the problem
with the binaries I downloaded, because i downloaded 2.8.0 too and happened
the same thing
Thank Jean
Cheers,
mauricio
Hi Harash,
Are you really using floatToRGB or it is not in use anywhere? This will never
give you exact results because this will have quantization errors if you use
normalized textures (so just GL_RGB). Try to use float textures directly. In
your case GL_RGB32F_ARB (for three channels: min,
Hi Mauricio,
Thank Jean
No problem, be sure to come back and tell us if you find a fix to your
problem...
J-S
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Hi Robert,
I was using osgViewer::ScreenCaptureHandler today and noticed that it
will add the capture callback to scenegraph cameras too (i.e. HUD
cameras that are in the scene graph). I think this is a mistake. I think
it should only add the callback to viewer cameras (either main or
Hi,
I am triing to install osg on windows xp machine.
I have thoses problèmes of convertion:
Tessellator.cpp
.\Tessellator.cpp(44) : error C2664: 'gluTessCallback' : impossible de
convertir le paramètre 3 de 'GLU_TESS_CALLBACK' en 'void (__stdcall *)(void)'
Cette conversion requiert
i forgot to say that i want use visual 2008 (9)
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Hello everyone! Here is my question:
I have a model of a sea faring vessel that has little gadgets on it like
radars, turrets, propellors, etc. these gadgets are fully contained in separate
named Geodes. That means that the geometry in the geode is specified relative
to the origin of the ship
Have you looked at transform nodes other than MatrixTransform? Either
osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a
pivot point. I've seen this in the code but never used it. But it
sounds like it would make it easier for you to compose the
transformation that you need.
Thanks for the suggestion... I'll definitely check it out.
my other question is how do I modify the geometry on the gadgets to be located
around an origin, namely the point around which the gadget transforms? so if my
gadget is located at point (x,y,z), I want the point of articulation to be at
Oren Fromberg wrote:
Thanks for the suggestion... I'll definitely check it out.
my other question is how do I modify the geometry on the gadgets to be located
around an origin, namely the point around which the gadget transforms? so if my
gadget is located at point (x,y,z), I want the point
Got an arcane linker error after switching to MacPorts from Fink.
Had to change OSG's top-level CMakeLists.txt:
IF(UNIX)
# Not sure what this will do on Cygwin and Msys
# Also, remember OS X X11 is a user installed option so it may not exist.
FIND_PACKAGE(X11)
# Some Unicies
Hi,
How can I create animations within OSG models (similar to cessnafire.osg sample
scene).?
for example, how this file was created?
And the second question: Can OSG view animated gifs as model textures?
Thank you!
Cheers,
Danny
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Danny Lesnik wrote:
How can I create animations within OSG models (similar to cessnafire.osg sample
scene).?
for example, how this file was created?
Look at the OSG file in a text editor and see what nodes it uses.
-Paul
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Paul Martz wrote:
Have you looked at transform nodes other than MatrixTransform? Either
osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a
pivot point. I've seen this in the code but never used it. But it
sounds like it would make it easier for you to compose the
Hi Art,
Art Tevs wrote:
Yes, it is the only one place, where the quad is created. The right
place would be to add the multiple texture coordinates there. Yes,
accesing mInputTex (or directly through getInputTextureMap() method)
should be fine there. However make sure that you do this after
Hi,
Paul Martz wrote:
Danny Lesnik wrote:
How can I create animations within OSG models (similar to
cessnafire.osg sample scene).?
for example, how this file was created?
Look at the OSG file in a text editor and see what nodes it uses.
-Paul
Delta3D also has a particle system editor
Hi,
I have integrated Chipset and no additional 3d graphics card installed .
Is Software rendering is possible ?
If yes then what is that software name ?
Thank you!
Cheers,
manish
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