Hi Robert,
I ever tried to set the notify level... in C++ only, the logs notify me
that the databasePager is loading the pagedLOD.
In Java, there are no logs about any loading... Seems that the LOD do
not work at all on Java... I don't see the default child on loading
the scene...
I'll add
Hi Hartwig,
Have you looked at Spatial Reference Model (SRM), a part of Synthetic
Environment Data Representation and Interchange Specification (SEDRIS)? The SRM
has a C++ API that you can use for converting between different Spatial
Reference Frames (SRF) which can be defined using your
On 6/12/09 7:27 PM, Dominic Stalder wrote:
is it possible to set the textue coordinates (for repeating a texture)
of a HeightField node? If yes, how?
If you're using HeightField/ShapeDrawable then no, you cannot specify the
texture
coordinates manually. But you can achieve the same by using a
Thanks Robert for ur kind reply.
Plz tell me how i can draw a line on the rendered scene. Also, Is there any
way to find out the end point coordinates of this line. If this can be done,
then those coordinates will be coordinates of screen or the coordinates of the
scene??
...
Thank you!
Update done and everything builds correctly now on Windows, MSCV2008.
But at runtime, i have a problem when updating texture content.
I have some code that modify a texture image size when window is resized :
_image-setImage( newWidth, newHeight, 1, GL_RGBA, GL_BGRA,
Hi,
Yes i think i introduce a behaviour in osgAnimation that is not suitable
by default. I remove the computing of bounding box before skinning model
should be setup by hand, because there is no one solution to manage
update of bounding box. So i simply disabled it that produdes some
problem like
Hi all,
running with latest svn OSG, the osgscreencapture example produces the
best speed for me (tested on a few machines) when run with the --no-pbo
command line parameter. All the pbo options (--single-pbo to
--triple-pbo) are slower. Is this expected? I've thought that the pbo
versions
2009/12/4 Fred Smith osgfo...@tevs.eu
Nope, it still doesn't work.
Not my lucky day...
Hi Fred,
I've attached my modified version of LineSegmentIntersector.cpp
if you want to try that. It's from 2.8.2 but it should be ok with most
recent
versions.
If that doesn't work for you, you'll need
Hi Andrew,
You could use Drawable::DrawCallback and override the rendering of
your mesh and implement your own code for hiding/displaying different
sets of primitives. However, as you mention,
osg::Geometry::drawImplementation() is actually pretty complicated so
reproducing this then making it
Hi Vincent,
On Mon, Dec 7, 2009 at 8:07 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I ever tried to set the notify level... in C++ only, the logs notify me that
the databasePager is loading the pagedLOD.
In Java, there are no logs about any loading... Seems that the LOD do not
Hi Anikta,
On Mon, Dec 7, 2009 at 8:55 AM, Ankita Chauhan chauhan.ank...@gmail.com wrote:
Plz tell me how i can draw a line on the rendered scene.
See the osggeometry example for examples of how to render different
primitives. If by drawing you mean use the mouse the draw on the
scene then see
Hi Fabuen,
Thanks for the testing. Could you put together small example, such as
a modified osg example, that illustrates this bug, I can then use this
to rerpduce the bug and then confirm a fix to it.
Thanks,
Robert.
On Mon, Dec 7, 2009 at 8:55 AM, Fabien Lavignotte
Hi J.P,
I found that the GL driver support for properly accelerating the
reading from the GPU memory using PBO to be very sensitive for pixel
format, and if you fell off the past path it would indeed be slower.
It's a while since I implemented osgscreencapture so can't remember
all the details
HI Hartwig,
Your errors seems to be that your \ is concatenating the lines without
any spaces so the two adjacent options can glued together so you get
-d ps_height_16k.tif-v 0.1 which will of course result in the osgdem
not being able to find the required files.
Robert.
On Sun, Dec 6, 2009
Hi Robert,
Robert Osfield wrote:
Hi J.P,
I found that the GL driver support for properly accelerating the
reading from the GPU memory using PBO to be very sensitive for pixel
format, and if you fell off the past path it would indeed be slower.
It's a while since I implemented osgscreencapture
Hi Cedric
Thanks for the info, will give it a whirl when I get home :)
Tom
2009/12/7 Cedric Pinson cedric.pin...@plopbyte.net
Hi,
Yes i think i introduce a behaviour in osgAnimation that is not suitable
by default. I remove the computing of bounding box before skinning model
should be
Hi Ulrich
thanks, I forgot the texture matrix again (maybe I try to ignore them ;-))
I will try it.
Regards
Dominic
Ulrich Hertlein schrieb:
On 6/12/09 7:27 PM, Dominic Stalder wrote:
is it possible to set the textue coordinates (for repeating a texture)
of a HeightField node? If yes,
Hi J.P. , Robert,
as far as I remember PBO is indeed slower for formats not natively supported by
the VRAM. On nVidia GPU's it seems that the PBO transfer of GL_BGRA is imho the
fastest one. Yes, it is even faster than GL_RGBA.
I think that has something todo with alignment of the data in the
Hi Thomas,
Congrats on getting the OSG up and running on the iPhone. I'm
currently reviewing your changes, and will probably introduce the
changes bit by bit, with parts requiring a little refactoring along
the way - for these we'll need so to and fro between us to settle upon
final code.
First
Antivirus, version of virus
signature database 4666 (20091207) __
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Hi J.P.
I think one can get more thatn 1GB/s. Of course it strongly depends on used
system memory, motherboard and CPU. There was discussion on GPGPU forum
(http://www.gpgpu.org/forums/viewtopic.php?t=4798). And it seems that it is
also a matter of how to write the correct benchmark. So,
please ignore this one. I figured that out
Nick
http://www.linkedin.com/in/tnikolov
On Mon, Dec 7, 2009 at 5:15 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
The attachment was too big . Now should be ok
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
Hi JSG,
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
On Mon, Dec 7, 2009 at 6:02 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hello Trajce,
I have osg file and I am doing traversal to get nodes with given
name. In the osg file,
Hi Nick,
Thanks again for the support
My pleasure.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
It seems to be working pretty well for me with this change, thanks!
Do you guys think this could be integrated into 2.9.6 or maybe a later version?
I understand you are considering the integration of this feature as a runtime
option.
Thanks again for all your input,
Fred
--
I have tried several time these days. But still can not access the website :
www.openscenegraph.org
What is the problem?
2009-12-07
ijustfu
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Hello all,
My job is to upgrade all of our applications that use OpenSceneGraph version
0.9.9 to the latest and greatest stable version. Well quite a few caveats come
with this task:
1.) After version .9.9 there was a major overhaul the the core and OSG producer
is no longer used (Unless
Hi Justin,
Porting from OSG-0.9.9 to OSG-2.x is mainly about porting from
osgProducer to osgViewer, which can actually be pretty straight
forward, or hard depending on how level you got with using Producer.
Conceptually and usage wise osgProducer::Viewer and osgViewer::Viewer
are pretty similar
Hi Thomas,
I have another question:
5) You have your own version ReaderWriterImageIO.cpp in:
Xcode/OpenSceneGraph/IPhone_Project/osgPlugins/imageio/ReaderWriterImageIO.cpp
What is the reason for this? Is it not possible to compile the
standard imageio plugin?
Thanks,
Robert.
Hi Robert,
I have made a simple example based on osghud. Just press the 'a' key to
reproduce the bug, it emulates what happens on a resize in our application, ie
modification of the image content and size of a texture.
With OSG 2.9.5, it works correctly, with OSG 2.9.6 the texture is garbage
Robert,
Thank you very much! This will help out a ton. I'll try doing some Google
searching and check out their cached pages in the meantime regarding porting on
the wiki. It's nice to know that I won't have to sift through the entire
changelog to find what I need. When and if I get it ported
Hi Justin,
Another thing you might want to look at is the osgProducer code that
now lives as a separate project on openscenegraph.org. I haven't
touched it for a long time, but it should be possible to get it
compiling against the latest OSG and Producer with a few tweaks.
Producer diverged a
I'm usually careful to differentiate between core OSG -- the scene
graph itself, the data structure for storing your geometry and state --
and what you use for window/event/context management, which is really
orthogonal to the scene graph.
There was _not_ a major overhaul to core OSG after
Hi
i'm tring to build osg trunk on mac osx snow leopard.
i tried to apply the change to the file :
from :
#if defined(_OPENTHREADS_ATOMIC_USE_MUTEX)
mutable Mutex _mutex;
#endif
#if defined(_OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED)
volatile long _value;
#elif
Hi Fabien,
I've just tried your example it works for me under Kubuntu 9.04 + ATI
graphics, the green square changes to blue as soon as I press 'a'. On
the console I also get an Scaling image from (800,800) to (600,600),
which is osg::Texture automatically working to refit the image to the
size
Paul,
Fair enough. When browsing through many of the tutorials, documentation, forum
posts, etc. I thought I seen a mention of a major overhaul to the core OSG. I
simply took that and went with it. I'll try to be more accurate and precise
with my terminology - my apologies for the confusion.
I have an osg file that is about 50 MB (not huge but not trivial). When
I load it, the model is entirely black, as if you are looking at a
silhouette of it. If I press the 'b' key nothing happens. If I press it
again, suddenly everything looks correct. If I keep hitting 'b', it
toggles between the
ijustfu wrote:
I have tried several time these days. But still can not access the
website : www.*openscenegraph*.org http://www.openscenegraph.org
What is the problem?
Confirmed. Unable to access the site from Colorado, USA, currently.
--
Chris 'Xenon' Hanson, omo sanza lettere
Hi Robert,
I just added the backslashes here in the text to prevent unwanted line breaks.
The real command is written in one line with the appropriate spaces.
So, this is not the problem!
Cheers,
Hartwig
--
Read this topic online here:
Hartwig Wiesmann wrote:
Hi,
I am using osgdem 0.9.10 with the following arguments:
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif\
--xx 10 --yy 10 -d ps_height_16k.tif\
-v 0.1 --terrain -o test.osg
Can you put copies of the input data somewhere I could access them and check
them?
--
Chris
I have the resize image output in the console in both case (2.9.5 and 2.9.6).
I have tested my small example on the following platform : Windows XP + NVidia
QuadroFX 1600M, driver is 186.81 notebook version. We have some other platforms
but i am the only one that has tested OSG 2.9.6.
I will try
Hi Ulrich
because the osg website is not reachable (again), can you show me how to
implement a texture matrix - I didn't find any other sites showing some
examples.
Here is my code:
// defines the file path
QString fileGroundTexture = res/osg/grass.png;
// creates a new OSG height
wow, thank you guys for the great help... DOFTransform seems to be right on the
money.
Oren
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http://forum.openscenegraph.org/viewtopic.php?p=21053#21053
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Hi Ulrich
found the solution, sorry:
Matrixd matrix;
matrix.makeScale(Vec3(scaleX, scaleY, 1.0));
ref_ptrTexMat matTexture = new TexMat;
matTexture-setMatrix(matrix);
// creates a new OSG geode
ref_ptrGeode geoGround = new Geode;
geoGround-addDrawable(new
Hi Robert,
Thanks for your help - I am glad that you confirmed my initial feeling that
overriding the 'current' drawImplementation would be quite complicated was
correct and that I was not missing something obvious.
Andrew
--
Read this topic online here:
Site is up now:
http://www.openscenegraph.org/
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
Hi,
In my scene graph I have ProxyNodes that reference external models (ive
format). Unfortunately, when I view the resultng graph, the referenced models
do not get dislayed unless I include
pn.setInitialBound(osg.BoundingSpheref(osg.Vec3f(), 1)), where pn is a
ProxyNode. I wondered why that
Here's a way to place models on the VPB terrain that works pretty good. The
drawback is that you must specify the highest point in the database region.
Using osgSim will ensure that the models will sit on the terrain at that
LOD...:)
double X,Y,Z;
double maxElevation = 13000.0 / 3.281; // feet to
Hi,
I busy building PVLE, Sukender's project that uses OSG, yet obtain an
error that we have no idea what the cause of the error is as we don't
understand what the error means. I posted on ODE's website too, searched
the web about the error, yet not obtaining any explanation for error.
Any help
Hi Jean Sebastien Guay ,
Thanks Jean Sebastien Guay for your help .
...
Thank you!
Cheers,
manish
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http://forum.openscenegraph.org/viewtopic.php?p=21061#21061
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Hi.
Rizzen riz...@darkstar.co.za (08/12/2009):
I busy building PVLE, Sukender's project that uses OSG, yet obtain
an error that we have no idea what the cause of the error is as we
don't understand what the error means. I posted on ODE's website
too, searched the web about the error, yet not
Thanx for your reply, especially the links. Google provides different
results depending how you query Google.
Rizzen
Cyril Brulebois wrote:
Hi.
Rizzen riz...@darkstar.co.za (08/12/2009):
I busy building PVLE, Sukender's project that uses OSG, yet obtain
an error that we have no idea
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