Hi community,
Is it worth to extend the intersection class to have the texel value of the
intersection? I am about to write it for my own need, and was wondering if
this extension can be adopt by the core
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
Hi,
I define a manipulator for my project that rotates the scene using arrow keys
and view the scene in a control of windows form by using a thread. But my
manipulator does not work when I embed the scene into windows form. Here is my
code.
Viewer osgViewer;
void OSGProject::OSGThread()
{
I think you need to pass the events from the main thread to your manipulator
thread. There was recent discussion about this
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg35853.html
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg35853.html
Nick
Hi,
Windows does not send events to this new thread.
See the whole thread here
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50527
and here
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/53279
for a possible solution.
jp
Tufan Taş wrote:
Hi,
I define a
Hi,
I want to perform zoom operation. Is there any way to do it but not like the
TrackballManipulator because it does not like a zoom effect. I want picture to
be doubled in size when zoomed in.
Thank you!
Cheers,
Gene
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Hi,
If you just need to change a picture size in your scene, apply it on a
geometry (a quad) and scale the transform supporting the geode.
It might be enough.
Regards,
Vincent.
Gene Permel a écrit :
Hi,
I want to perform zoom operation. Is there any way to do it but not like the
Hi,
I copy that code but cannot compile it. I get many error messages.
Thank you!
Cheers,
Tufan
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Hi Gene,
Are you after moving the eye point near your scene or keeping the eye
point the same position and adjusting the field of view?
TrackballManipulator adjusts the eye point and not the field of view.
Robert.
On Wed, Jan 13, 2010 at 9:07 AM, Gene Permel gen...@hotmail.com wrote:
Hi,
I
Hi,
I use the model in 3ds format can I apply geometry on 3ds? Because I load the
model using readNodeFile
Thank you!
Cheers,
Gene
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Hi Gene,
On Wed, Jan 13, 2010 at 9:53 AM, Gene Permel gen...@hotmail.com wrote:
I use the model in 3ds format can I apply geometry on 3ds? Because I load the
model using readNodeFile
The model format your load from is totally independent from how you view it.
Could you please look back to my
I had a look on osgAnimation and osgCharacter and it seems like skeletal
animation is something similar to what I like to do.
Now I'm trying to send uniform arrays to the shader. In the end I like to send
the transform matrices to the shader, but even with uniform float array it
doesnt seem to
J.P. Delport wrote:
The vpbmaster command created 473 tasks and after 50 hours of
processing created 1.5 million files with a total size of 487GB.
The input data is around 800GB if I remember OK.
So the 60 days does sound a bit extreme.
In our case, VPB created about 130 000 tasks...
Loading remote osg files from a web server generally works very well when the
curl plugin has been compiled into OpenSceneGraph. However, if an osg file
contains a ProxyNode that points to a missing remote file (404) this leads to a
storm of requests (once per frame!) for the non-existing
zonk wrote:
Hi Luc,
At first: Are you really really sure you want to use windows?
Don't misunderstand me, I'm not a linux-geek, I use myself windows for nearly
everything, but VPB is one of the things which are running much faster on
linux.
We can use Linux, no problem with that,
Hi Gene,
On Wed, Jan 13, 2010 at 10:30 AM, Gene Permel gen...@hotmail.com wrote:
I just want to keeping the eye point the same position and adjusting the
field of view.
All you need to do is adjust the viewer's Camera's projection matrix
to adjust the field of view. i.e.
Hi Luc,
On Wed, Jan 13, 2010 at 10:33 AM, Luc Claustres
luc.claust...@vegatechnologies.fr wrote:
That is a possible issue as we use external USB drives with a NTFS file
system.
This is your problem. USB really isn't a good solution for IO bound
applications. NTFS file system isn't a good
Hi,
I have a problem with draggers in viewport which size is not the same as the
window. I tried also the osgManipulator example and the same problem occurs
there.
Modify osgManipulator example by adding for example following lines after
constructing the viewer:
viewer.setUpViewInWindow
Hi,
I am already using setProjectionMatrixAsPerspective but it does not make a zoom
it only changes the position of view
Thank you!
Cheers,
Gene
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Hi,
I'd like to modify an *.ive file. For example I want to add new building to an
existing ive file. How can I do this? or how can I convert ive files to another
3d format for example 3ds?
Thank you!
Cheers,
İsmail
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Hi Gene,
On Wed, Jan 13, 2010 at 10:45 AM, Gene Permel gen...@hotmail.com wrote:
I am already using setProjectionMatrixAsPerspective but it does not make a
zoom it only changes the position of view
Camera::setViewMatrix*(..) affects the position of the view.
Camera::setProjectionMatrix*(..)
Thanks for the response...
I'm also seeing some flickering black pixels near the horizon in the water when
the view camera is above water. I'm thinking this is z-fighting of the
polygons. Has anybody else seen this problem?
Cheers,
Paul
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Hi Luc,
Luc Claustres wrote:
J.P. Delport wrote:
The vpbmaster command created 473 tasks and after 50 hours of
processing created 1.5 million files with a total size of 487GB.
The input data is around 800GB if I remember OK.
So the 60 days does sound a bit extreme.
In our case, VPB
Hi,
try
osgconv in.ive out.osg
jp
İsmail Kurnaz wrote:
Hi,
I'd like to modify an *.ive file. For example I want to add new building to an
existing ive file. How can I do this? or how can I convert ive files to another
3d format for example 3ds?
Thank you!
Cheers,
İsmail
Hi,
J.P. Delport wrote:
Hi Luc,
Luc Claustres wrote:
J.P. Delport wrote:
The vpbmaster command created 473 tasks and after 50 hours of
processing created 1.5 million files with a total size of 487GB.
The input data is around 800GB if I remember OK.
So the 60 days does sound a bit extreme.
Hi Tugkan,
The osgdistortion example works a bit like what you are describing,
could you try this to see what performance it's getting.
As for general notes about threading, if you are working on the same
graphics context as you are then all the draw dispatch and the draw
GPU can only be done by
the code was intended to give you a hint. What is your app settings?
WIndows? Linux? The code snippet is for win32 only
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Wed, Jan 13, 2010 at 11:38 AM, Tufan Taş tas.tu...@gmail.com wrote:
Hi,
I copy that code but
Hi,
I am trying to write some more sophisticated input control on top of osg.
The one in osgWidget::Input is ok but I am to get it more feature rich. Now,
I have all the code almost done, and I come accross one issue:
Imagine you want to go left-right with cursor. This requires knowing the
Hi you all.
This is directly to forum managers (Robert and son on).
I just arrived to this community, but I have my real data in here.
However, my real first name is often misspelled or read by foreigners
(Agostinho) so I got used to being known for a short abbreviation of my *real*
name,
Hi Robert,
Hi Tugkan,
The osgdistortion example works a bit like what you are describing,
could you try this to see what performance it's getting.
osgdistortion's threading model is set to SingleThreaded in the code. I
changed it to DrawThreadPerContext and now I can see that draw starts
Hi,
Windows. When I add osgViewer.setUpViewInWindow() at the beginning of
OSGThread() function the manipulator works but an extra window appears because
of setUpViewInWindow function. I tried setUpViewerAsEmbeddedInWindow function
but this time compiler gives Attempted to read or write
HI Agos,
On Wed, Jan 13, 2010 at 12:19 PM, Agostinho Silva agos...@gmail.com wrote:
The short name is Agos.
I would like to use it here too.
But will that be possible, whilst conforming to your forum rules?
Yes that's fine. The aim on the naming policy is to instill a
friendly discourse
Hi Agos,
We can change your name from Agostinho Silva to Agos Silva, if you like so.
However we can not just remove the last part of your name, because we should
stay fair in respect to other people. The main reason, why everybody is asked
to have both names, is that this forum is connected to
HI Tugkan,
On Wed, Jan 13, 2010 at 12:20 PM, Tugkan Calapoglu tug...@vires.com wrote:
Sure. I do not expect that two cameras render in parallel onto a single
window, but cull and draw of a certain camera should run parallel.
Indeed they do so normally with the exact same scene and application.
Hi Robert,
I don't agree with that. Maybe you remember the discussion half year ago about
using of the nicknames or first name parts only in the forum. The finally
decision was to force every user to have both parts of the name in his profile.
If user wished to have some kind of anonymity, he
Hello everyone,
I just took over a project that uses OpenCascade from a colleague who is now
doing his military service. I now want to import the models created using this
tool into OSG.
By default OpenCascade supports exporting to IGES, STEP BREP formats. I have
been searching the web for a
Hi Art,
On Wed, Jan 13, 2010 at 12:56 PM, Art Tevs arti_t...@yahoo.de wrote:
So it is ok to change the first name from a longer version to some shorter
one. However it is still not ok to just to use the first part of the name. Or
if we allow it for one user, then we have to allow it for
Hi John,
I'm planning to fly from China to Los Angeles and stay for a week at
the time of SIGGRAPH. So every time is OK for me. I'm also interested
in giving a short talk about drawing GIS features on VPB generated
terrain, or something else if I have better ideas at that time. :)
Wang Rui
Hi Tugkan,
Robert mentioned lengthy read operation. It may be related to read buffer
operation thats used to compute shadow volume in
LightSpacePerpspectiveShadowMapDB. If your slave view uses
osgShadow::LightSpacePerpspectiveShadowMapDB then you may check if
Hello Dominic,
I would like to have my object cast a shadow to its environment with
ShadowMap and ShadowedScene. This works, but - like ShadowMap defines -
there are shadows on the object self. It is not possible to turn off
these shadows, is it?
The ShadowMap-based techniques only honor
Hello Agostinho,
Regarding the compilation problem, it was solved, as you said.
But I think that info should be in the documentation or in a readme file, because it's so
important, or if it is there, it should be made more visible because I
searched a lot and still couldn't find it.
The
Hi Nick,
I am trying to write some more sophisticated input control on top of
osg. The one in osgWidget::Input is ok but I am to get it more feature
rich. Now, I have all the code almost done, and I come accross one issue:
I can't really help except to tell you that Jeremy Moles who wrote
Hi Nick,
one thing I dont like on osgWidget::Input is how inefficiently works
with the text so I wrote my own
Do you have the time to try and improve osgWidget::Input? If you find it
inefficient chances are others will too (for example me :-) I will
probably use it in the near future), but
Hi Matt,
This topic has been covered a number of times of the last year, so
it'd be useful for you to visit the archives and do some background
reading on the topic.
I would also recommend using the last version of the OSG such as 2.9.6
or svn/trunk as this has some improvements to the way that
Do you have the time to try and improve osgWidget::Input?
yes and now :-). I have time at nights from home, so that was my idea as
well to put what I have come up with into the distribution. Also, the thing
I wrote can be easily extended into text editor - multi line input.
I have some plans to
Hi Nick,
I have some plans to work on osgWidget in the near future, once the
funding gets going :)
Excellent, I just wanted to make sure people like you and me who have
the need and the will to improve it will continue to do so and not just
develop things in isolation. :-)
Thanks,
J-S
--
robertosfield wrote:
Perhaps a mis-understanding... I was OK'ing the use of shorten version
of Agos first name.
Robert.
Exactly, you got it Robert! :)
A bit of a misunderstood, but perhaps it was my fault.
I don't mind at all the use of my last name.
And I also don't mind having my
Hi Robert,
Many thanks for that, I will keep looking.
Matthew
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Hi Jean.
Thank you again.
Ooops.. I didn't know there was the habit of making everybody compiling
developer versions... but after all, aren't all of them for developers? :-P
So, I think that puting those binaries there could spare newbies, like myself,
lots of precious time working around to
Hi Agos,
Ooops.. I didn't know there was the habit of making everybody compiling
developer versions... but after all, aren't all of them for developers? Razz
Yes but not all developers need to use developer releases... Some use
stable releases exclusively.
J-S
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I was looking at the first image in this thread:
http://forum.openscenegraph.org/viewtopic.php?t=4530 and I see the black dots
in that image as well (near the horizon to the right)..
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Welcome Agos
BTW Argos with the R for many in England without an education in the
classics would associate it with a Retail Shopping chain :) and not
Odysseus puppy :)
Gordon Tomlinson
Product Manager 3d Technology
Overwatch(r)
An Operating Unit of Textron Systems
In an ideal world, vertex attributes would work more like uniforms.
You'd specify a shader variable name along with your array, and OSG
would determine the slot number to use in the call to OpenGL.
For whatever reason, it wasn't implemented that way, and instead you
need to specify the slot
Paul Martz wrote:
In an ideal world, vertex attributes would work more like uniforms.
You'd specify a shader variable name along with your array, and OSG
would determine the slot number to use in the call to OpenGL.
For whatever reason, it wasn't implemented that way, and instead you
need to
Ditto Robert's post. The OpenSceneGraph Quick Start Guide has a good
recommended reading list towards the front of the book, which you should
find helpful.
In the meantime, consider the following two different projection matrices:
A. ...AsPerspective( 20., aspect, near, far );
B.
On 1/13/2010 3:24 AM, Magnus Kessler wrote:
Loading remote osg files from a web server generally works very well when the
curl plugin has been compiled into OpenSceneGraph. However, if an osg file
contains a ProxyNode that points to a missing remote file (404) this leads to
a
storm of
Jason Daly wrote:
I don't know if this is still true or not, but the NVIDIA drivers used
to alias the generic vertex attributes with the traditional
fixed-function attributes, so, for example, if you used normals in your
geometry, you couldn't use generic attribute 2 (it was occupied by the
Hi Paul,
On Wed, Jan 13, 2010 at 4:03 PM, Paul Martz pma...@skew-matrix.com wrote:
For whatever reason,
The reason is two fold:
1) Performance.
2) Compatibility with display lists.
it wasn't implemented that way, and instead you need to
specify the slot number yourself. To complicate
HI Magnus,
The ProxyNode doesn't know anything about database loading, all it
knows that it can make requests for children to be loaded and it'll
keep doing it per frame in non have been loaded yet.
Whether you want to black list a child that fails to load is something
that the OSG can't decide
Hi,
I need to position my camera at certain location and look at another. Can
someone tell me how to do that?
I have the following code the it does not do what it's supposed to do
camera-setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000);
Hi Rabbi,
rather, it should be :
camera-setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000);
camera-setViewMatrix(osg::Matrix::lookAt(Vec3(0, 0, 200), Vec3(0, 0, 0),
Vec3(0, 1, 0)));
It is the view matrix that controls the position and orientaion of the
camera.
Mourad
On Wed, Jan 13, 2010
On Wednesday 13 Jan 2010 16:45:01 Robert Osfield wrote:
HI Magnus,
The ProxyNode doesn't know anything about database loading, all it
knows that it can make requests for children to be loaded and it'll
keep doing it per frame in non have been loaded yet.
That's what I suspected. Do I
On 1/13/2010 10:26 AM, Magnus Kessler wrote:
That's what I suspected. Do I understand you correctly, though, that for
ProxyNode once a child has been loaded it is considered final and no further
attempts at loading will be done?
Correct.
--
Chris 'Xenon' Hanson, omo sanza lettere
Hi,
Thanks for your suggestion but we are trying to avoid any intermediate tools,
at least any non-command-line-accepting ones.
We decided exporting to VRML from OCC and using VRML plugin for OSG. So far we
are having trouble with textures but hopefully we will resolve this issue.
In case
Hi all,
I've made some tests with the FFmpeg plugin and sound using the code from
osgmovie (with the SDLAudioSink), it works but with limitations :
- When there are multiple videos it produces random behaviors, sometimes
only one sound from one video works, other times no sound is played.
- When
HI Serge,
I believe the SDL interface only allows for one audio channel so
implementating multiple videos would be problematic, or at least that
was be reading of the API in my brief encounter with trying to get
this working quickly.
OpenAL and other dedicated audio libs would certainly be a
When I set the camera, I use code essentially like yours and it works
fine. So you'll need to be more specific when you say it does not do
what it's supposed to do, otherwise no one will be able to help you.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Oh, of course. Ignore my last email. Apparently, Rabbi and I both read
right over that. :-(
Mourad Boufarguine wrote:
Hi Rabbi,
rather, it should be :
camera-setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000);
camera-setViewMatrix(osg::Matrix::lookAt(Vec3(0, 0, 200), Vec3(0, 0,
0),
Hi J-S
thanks for the reply. I solved it a little bit tricky: now we have 2 nodes of
the same object, one is connected to the shadowed scene, casts shadows but is
completly culled away, the other is connected to the scene root node but
doesn't cast shadows.
Thats all ;-)
Regards
Dominic
Shouldn't it be possible to discard pixels whose alpha falls below an
app-specified threshold during creation of the depth map?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
___
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Hi Paul,
Shouldn't it be possible to discard pixels whose alpha falls below an
app-specified threshold during creation of the depth map?
That's not what Dominic wanted. He wanted the node to shadow other
objects but not itself.
J-S
--
__
Hi,
Does there exist the capability utilizing the osg libraries to create the
JPG/PNG without running the viewer, i.e. without displaying the viewer window.
Is there an alternative to creating an image from the screen (and then writing
it to the file), or is running the viewer a necessity to
Hi Darin,
Does there exist the capability utilizing the osg libraries to create the
JPG/PNG without running the viewer, i.e. without displaying the viewer window.
Is there an alternative to creating an image from the screen (and then writing
it to the file), or is running the viewer a
Hi all,
Should we add PCH support for OSG?
MSVC is not the fastest compiler on earth, but has support for a precompiled
headers (PCH) to compensate and speed up the build. I'm not here to debate
about the design of PCH(*), but I must admit it could significantly decrease
compile time under
Rather than add stdafx.h to everything you can tell Visual studio to insert it
automatically
Project properties - Configuration-C++-Advanced and in the Force includes
box put stdafx.h.
Don't know if you can do this from the CMake file.
Martin
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The pros and cons of this was discussed not too long ago in the thread
Drastic build time speed-up using precompiled headers.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
___
Hi Martin,
Yes of course this is what I did in CMake :) Simply add compiler a command line
arg in CMakeLists.txt.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Martin Beckett m...@mgbeckett.com a écrit :
Rather than add stdafx.h to everything you
Hi Paul,
I'm sorry, I did a search IN MY MAIL BOX and didn't find anything... but you're
right, I should have searched the whole archives first!
Well, to add a few details:
- AFAIK, if you put only STL (and system headers?) in the PCH, you can avoid
having to recompile the whole project each
Hi,
Just 'resubmitting' my issue with a more simple question to see if
anyone has any ideas.
What are the rules with viewport inheritance?
- My understanding is:
If a camera has a viewport set, this is used when rendering the cameras
sub-graph. If it is not set, it uses the parent cameras
Hi there,
How could I use OSG in java?
could anyone give me some instructions or some links that related!
many thanks.
liangxiong zhu___
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Hi liangxiong zhu,
You could try OsgVirtualPlanets
(https://gvsig.org/plugins/downloads/osg-virtual-planets) it's a GIS
framework, but it has the mainly functionalities of OSG ported to Java
using JNI.
We have just released 2.2.0 version.
Greets,
Rafa.
2010/1/14 zhuliangxi...@hotmail.com:
In order to generate less tasks I also played with the --tile-image-size and
--tile-terrain-size options. With a value of 1024 VPB created about 8 000
tasks, and 2 000 with a value of 2048.
If I/O is the bottleneck I wonder if this would be faster to work with bigger
tiles. According to the
Hi all,
Just FYI
http://www.gamedev.net/community/forums/topic.asp?topic_id=558794
/adrian
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