Hi Serge,
you can tune this by the Z coordinates of your quad and the text. Make the Z
of the quad for example -0.1, and for the text -0.2 (or something like that,
play with it). It should hide the text then
-Nick
On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages serge.la...@gmail.com wrote:
Hi
I know this command in Creator but we want to automatize the process because
we work on hundred of files like this.
Building a creator API is maybe a solution but I don't know if there is a
function to remove unused texture on a Openflight model. I will look for
this.
you dont need any api for
Hi Trajce,
Thanks for your help but it doesn't work, I need to enable depth tests to
make it work but it's not possible in my case. I think the only solution
will be to set manually renderbins to my objects to control the order.
Cheers,
On Wed, Mar 3, 2010 at 9:13 AM, Trajce (Nick) Nikolov
Hi John,
I would suggest adding the directory where the collada lib is into your lib
search path. I can't recall exactly what this is under windows, could it
just be PATH? The other alternative is to copy the lib into the directory
where you've installed the OSG libs.
Robert.
On Tue, Mar 2,
Hi Brad,
On Tue, Mar 2, 2010 at 9:03 PM, Brad Colbert bcolb...@rscusa.com wrote:
Robert,
I just upgraded everything to 2.9.6. In the process I built one of our
sensor capable databases which relies on data that is in the alpha
channel of the terrain imagery. To my surprise, the terrain
Hi Brad,
On Wed, Mar 3, 2010 at 12:55 AM, Brad Colbert bcolb...@rscusa.com wrote:
Does anyone have an example of how one would implement the equivalent of
a NodeVisitor for a PagedLOD object such that it visits all of the paged
in LODs?
The OpenSceneGraph/applications/osgfilecache
Hi John,
Is there a reason why you write libcollada14dom2l-d.dll with an L rather
than a 1 ?
Mourad
On Tue, Mar 2, 2010 at 7:29 PM, Montgomery, John T.
j.t.montgom...@abdn.ac.uk wrote:
Hello All,
I am trying, for the first time, to export a Blender model into OSG -
specifically,
Hi Robert, (Sorry about the 'no subject'.)
You gave me an idea - put 'libcollada14dom2l-d.dll' in the System32 folder -
and it worked!
Thanks very much.
:-)
John Montgomery, Glassel, Scotland.
From: osg-users-boun...@lists.openscenegraph.org
Hi Mourad,
You have eagle eyes! :-)
Reason: I used irfanview's OCR to translate the error message in the dialogue
screenshot, and didn't notice it had mistranslated.
But, it's working now, thanks for your interest.
:-)
John Montgomery, Glassel, Scotland.
From:
Hey,
I was wondering if anyone knows what would be the best solution for building an
application where the camera is headtracked using motion captured data provided
in realtime from a Vicon system in OpenSceneGraph. I can get the position and
rotation of the 'real' camera (cap with infrared
Hi,
im pretty new to OSG. i want to visualize a large set of small images
(sometimes more then 10) like a big chess board but each tile with
different height. So pagedLOD seems what im searching for.
The images are not loaded from disk, they are loaded from RAM. (they are
compressed
Hi Andreas,
Have a look at Remo 3D (www.remograph.com) which supports removing unused
textures in OpenFlight files very easily through scripting. A simple Lua
script would let you remove unused textures in a large number of files.
I just tested Remo3d scripting in Lua, it's very usefull.
Hello dear OSG-Community,
today we have something to celebrate: our forum community has reached now 1000
users mark after being online for around 1 year and 3 months!!!
Congratulations to all of you !!!
Statistics:
September, 2009:
1865 mailing list users,
601 forum users
Overlap of 159
Hi Alex,
No it's not free but it's at least much cheaper than Creator. :-)
/Andreas
On 3 mar 2010 11:50 Alexandre Amalric alex.pix...@gmail.com wrote:
Hi Andreas,
Have a look at Remo 3D (http://www.remograph.com) which supports
removing unused textures in OpenFlight files very
Hi Art,
Great news! And as a supplement, the Chinese forum (bbs.osgchina.org)
has 2618 members now. We are already a big family now. :-)
Cheers,
Wang Rui
2010/3/3 Art Tevs arti_t...@yahoo.de:
Hello dear OSG-Community,
today we have something to celebrate: our forum community has reached now
unsubscribe-Original Message-
From: Serge Lages
Sent: Mar 3, 2010 3:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Text rendering order
Hi Trajce,Thanks for your help but it doesn't work, I need to enable depth tests to
On Wednesday 03 Mar 2010 13:18:51 clark...@earthlink.net wrote:
unsubscribe
Easy to do it yourself, if you follow the link sent with every message on this
list:
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
I did something similar a very long time ago with OSG.
I set the ModelView and Projection matrix of the SceneView directly:
setProjectionMatrix( _mtx_proj )
setViewMatrix(vmtx)
for model view you would calculate matrix::makeLookAt and for the projection
matrix
you need to compute your frustum.
Hi all,
I built the osg2.9.7. I tried to create the project with the
OSG_GL3_AVAILABLE, and he rest GL flags disabled. But when I run the
simplest example, osgviewer with the cow.osg to render, it renders
nothing and display warnings as TexGen::apply - not supported and some
other stuff. I dug
Hi Guy
I would recommend a search thru the OSG mailing archives on the subject
of OpenGL 3.0 and the fixed pipe line deprecating , there have been many
good and useful conversations on this, that would help you understand
the fundamental shift in Opengl 3.X going forward and how OSG is
I have an MFC/OSG app that works well as far as mouse/manipulator
functionality is concerned. But it seems as if the standard way I do
keyboard handling does not. Does MFC intercept
keyboard commands? Is there an example somewhere of how to passthrough
the OSG keyboard commands?
Mike Greene
Thanks, Mourad. Exactly as what you said, with Debug multithreaded DLL
(/MDd), the errors are all gone.
best,
Zhenlong
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Alexandre Amalric wrote:
I think what Paul meant is that you'd have to modify the plugin to
only load the texture when it encounters a reference to it in the
traversal of the main document. Currently, it loads the texture
palette at the beginning. You'd have to modify it in some way to delay
ted morris wrote:
OSGers-- I'm talking *very old versions* of OSG-- is there now a
bundled 'convenience' class that
takes care of this monkey business?
I'd think all you should need to do is call setViewMatrix() on the
Camera node. The sticky part is usually that the tracking system's
ted morris wrote:
OSGers-- I'm talking *very old versions* of OSG-- is there now a
bundled 'convenience' class that
takes care of this monkey business?
I'd think all you should need to do is call setViewMatrix() on the
Camera node. The sticky part is usually that the tracking system's
Hi Cedric,
I was able to fix the issue by changing the way in which I was loading vertex
data. My native data is X3D (similar to VRML), so I was loading the geometry
using the method in the existing OSG VRML import plugin. I replaced this method
with the data loading used in the osgskinning
Guy wrote:
Does it mean that with OpenGL3 there is not fixed pipeline and all
should be written by shaders? What about the projections of the
objects from the 3D world to the camera plan, are they done by OpenGL
or should I write them too?
Short answer is yes. OpenGL 3 does not have
Hi Jamie,
If you want to use tex coord you will have to customize the vertex and
fragment shader. I guess you will find ressource on the net how to do
it.
About the normal array it should work out of the box because in the
default vertex shader used as example works.
Cheers,
Cedric
--
Provide
Glad it helped!
Mourad
On Wed, Mar 3, 2010 at 4:35 PM, zhenlong li zxl1...@gmail.com wrote:
Thanks, Mourad. Exactly as what you said, with Debug multithreaded DLL
(/MDd), the errors are all gone.
best,
Zhenlong
___
osg-users mailing list
Sorry, the texture thing was just me being dumb! Normals still don't work, but
I'll work it out.
Thanks for all of your help.
I guess there is still an issue with the plugin not liking vertices loaded with
a different method. Sorry I couldn't come up with a small example. I'll let you
know if
Hello,
In my scene, I have differents animated objects. Their size can change during
animation and
For example, I have 3 objects A,B and C.
C can be include in A and A can be include in B
After in the animation, B can be include in C and C can be include in A
So, their order change and for
Hi All,
I have just checked into svn/trunk a re-factor of DatabasePager that
hopefully will address some of the outstanding issues with use of paged
databases that users which deleted subgraphs independantly from the
DatabasePager, or for paged databases where subgraphs are cached
independently
Hey all,
Many thanks for your answers.
The Vicon system uses a z-up coordinate system, with millimeter units. It sends
x,y,z coordinates for a given tracked object(in that case the cap you are
wearing) as well as rotation information in axis/angle form. The client I'm
using converts this to
J.P. Delport wrote:
Hi Ben,
I'm not sure if you are still scaling the image... If you are using
Texture2D you can call texture-setResizeNonPowerOfTwoHint(false); on
them to do not scale before uploading. Modern GPU are quite OK with non
power of two textures. You can also use
Hi Ryan,
Today I checked changes to the DatabasePager to use a custom observer_ptr
rather than a ref_ptr with the intention of fixing the outstanding issues
with the pager such as the ones you've observered with multiple views.
Could you please test the svn/trunk version of the OSG and see if
I'm just chipping back into this old thread to say that re-factor of the
DatabasePager that I checked in today remove the usage of marking of the
PagedLOD as being deleted using the node name. The use of a custom
observer_ptr rather than a ref_ptr internally in the DatabasePager makes
the need to
Hi all,
I am glad to announce that we have published a preliminary version of
our scriptable plugin for Firefox[1].
We are currently developing a Firefox plugin which shows 3D objects in a
web. It uses OpenSceneGraph to set up the render canvas. Moreover the plugin
also features scripting
Thanks, I got the main idea, but what about all the OSG foundations?
A lot of the code, algorithms and effects are based on the fixed
pipeline, am I wrong?
Is all this work goes to waste?
From: osg-users-boun...@lists.openscenegraph.org
Hi Gordon,
Thanks for the reply.
Yes, we have all the dependencies build in x64.
The code actually runs in Debug x64 configuration, so we are getting close.
Regards, Reed
-Reed
http://www.linkedin.com/in/reedwhit
--
Read this topic online here:
On 3/3/2010 1:09 AM, Sid Vic wrote:
1. Is it possible to implement my own load routine for pagedLOD so it will
use the compressed ByteArrays instead of load images from disk?
2. If i decompress the images they are QImages from Qt-Gui-Toolkit. Is there
a simple way to convert them to a
Hi all,
I have to draw some military symbols, i found a True type fonts of the
NATO standard APP-6a. http://www.mapsymbs.com/app-6a.html
But this font does not display correctly in OSG (I try both osgfont and
my app), i get juste a square whatever the letter. My system* didn't
problem with this
Thank You,
I will check how our system performs after your changes. I will probably do the
testing tomorrow or friday. I will let you know how it went.
Big Thanks,
Wojtek Lewandowski
- Original Message -
From: Robert Osfield
To: OpenSceneGraph Users
Sent: Wednesday, March
Hi, Garret
I got the same warning message after migrating from OSG 2.8.2 to OSG 2.9.7. I
started tracking the problem until I realized that OSG 2.8.2 was not properly
uninstalled. After fixing it, everything runs well. By the way, my current OS
is Ubuntu 9.10 and I just figured out what the
Hi Mathias.
Unfortunately we have to use the full path.
And we are having troubles when using the writeNodeFile too.
Andre
2010/2/24 Mathias Fröhlich m.froehl...@science-computing.de
On Tuesday 23 February 2010, Andre Simoes wrote:
Hello all.
I had a behavior with ac3d objects and
Hi Alexandre,
On Wed, Mar 3, 2010 at 11:50 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Maybe that the original author from this plugin can tell me if the texture
palette record has to be read or not, so we may decide to skip it.
I'm the original author of the OpenFlight reader, the
Hi, Mel,
Mel Av wrote:
1. You have to inverse the tr*rot result first
This probably comes from the fact that you're setting a View matrix,
which is essentially the inverse of a model matrix. The transform in
the OSG scene forms the Model matrix, which is combined with the view
matrix
Guy wrote:
Thanks, I got the main idea, but what about all the OSG foundations?
A lot of the code, algorithms and effects are based on the fixed
pipeline, am I wrong?
Is all this work goes to waste?
You'll have to read the long version (i.e.: the list archives) for
that. There have
Miguel Lokida wrote:
So, is-there an automatic way to render multiple transparents objects thaht size change
during time or should I compute their rendering order and use
stateset-setRenderBinDetails(order, DepthSortedBin); for each geometry ?
This question has come up a few times
David Glenn wrote:
Sounds interesting! I assume that using TextureRectangle does not auto-resize the image file like Texture2D does?
Both Texture2D and TextureRectangle can work with non-power of two
textures, if your graphics hardware supports it. Every OpenGL
2.0-compatible graphics
Leonardo Salom Muñoz wrote:
In this example we show how to change the viewer background color by
accessing the color variable of the plugin and assigning a new color
to it. The plugin will take charge of all the internal operations
needed to manage the background color via javascript
calls
Yep, now I can use the full camera resolution of 1024x768.
I knew OpenGL 2.x could handle non-power of two textures ... didn't
realize it was possible to circumvent the resize.
Thanks much Jason. Kudos!
On 3/3/10, Jason Daly jd...@ist.ucf.edu wrote:
Both Texture2D and TextureRectangle can
Hi, Garrett
I got the same warning message after migrating from OSG 2.8.2 to OSG 2.9.7. I
started tracking the problem until I realized that OSG 2.8.2 was not properly
uninstalled. After fixing it, everything runs well. By the way, my current OS
is Ubuntu 9.10 and I just figured out what the
Jason Daly wrote:
David Glenn wrote:
Both Texture2D and TextureRectangle can work with non-power of two
textures, if your graphics hardware supports it. Every OpenGL
2.0-compatible graphics card should handle this without a problem.
The main difference with TextureRectangle is that it
How are you representing connected entities in your scene graph?
For example, say you wanted to create a model of a guitar from
headstock, fretboard, and body objects.
I've been doing this with scene graphs that look like:
Transform #1
Headstock geode
Transform #2
Fretboard geode
David Glenn wrote:
Funny thing J, for what it's worth, the Performer code still gives me the Magic
Number Error if I feed it any texture that is wrong and I know I'm using OpenGL
2.0. So I thought in that case it was a performer thing. Well I’m talking about
5+ year old code at best, that was
I'm thinking about this more and I think the scene graph structure is
probably solid. I'm really having problems coming up with object
representations that facilitate generating the correct transforms and I
that's not really an OSG issue and thus, is offtopic.
Sorry.
On 3/3/2010 3:57 PM, Cory
Leonardo Salom Muñoz wrote:
Hi all,
I am glad to announce that we have published a preliminary version of
our scriptable plugin for Firefox[1].
We are currently developing a Firefox plugin which shows 3D objects in
a web. It uses OpenSceneGraph to set up the render canvas. Moreover
the
Hi Luigi,
On Thu, Mar 4, 2010 at 1:26 AM, Luigi Calori l.cal...@cineca.it wrote:
Great to hear there is someone else who is going along this (tiring) path...
I had the impression that web apps was a topic with little appealing in this
community:
maybe after Google Earth plugin,O3D, Unity
Hi all,
I need OpenGL/driver/fixed-pipeline/whatever I don't need to code, to
do the following thing:
When rasterizing an object, first never ignore any pixel the object is
projected on (even if the area the object consume in that pixels is
tiny). Second multiply the object transparency by the
I'm certain this sort of thing has been asked before, but I can't seem
to find answers in the archives. I was hoping I could call
Shader::isCompiled(), but I need access to Shader::getPCS(), which is
protected. Does this need to be protected? Do I really need to
derive from Program to use this
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