Hi Brian,
thats an interesting move. But, I know the trends are the other way in the
industry. OSG has just about everything what the commercial IGs are
offering. Some of the features are even much better. Those commercial are
expensive. If your company have money might be better to spend it on
im
Hi,
I am experiencing VERY bad performance (i.e 1 FPS) when I enable precipitation
on my Dell laptop (XPS 1710) that uses a GeForce 7950 graphic card (dell driver
version 179.xx).
But here's the kicker... the performance is fine when running on any other
desktop systems that has a more recent
On 3/12/2010 12:55 PM, Paul Gotzel wrote:
> Hello,
> How much LOD support is there in OSG? I've found a couple functions
> that refer to LOD but I can't find any documentation on the subject.
> I'd like to be able to generate and configure LOD's for the scenegraph.
> Is that possible?
Tons of
Brian,
What info are you looking for in particular?
I had some exposure to the EPX product a while back while working at Evans &
Sutherland (now bought out by Rockwell-Collins). That was about 6 years ago
so I'm sure things have evolved since that time. At that time, it was an IG
that used COTS
You don't need static builds to use OSG on another machine
You say it does not work ...HOW does NOT work ?,
how are you installing on another machine ?
Yes you do need the correctly MSVC re-distributable to be installed as part
of your applications installation process
You need to
Hi Torben,
On Fri, Mar 12, 2010 at 3:03 PM, Torben Dannhauer
wrote:
> If I Remember right, Wang wrote in the context of the serializer
> introduction, that a wrapper/introspection could be build up on that
> technique.
> I'm not sure if I remember right, but could this be a solution to maintain
I think when you COMPILE the application, you tell VC to statically link the
libraries...
I believe VC creates the DLL because of the makfile configuration, but that
shouldn't change anything much...
-Masoug
--
Read this topic online here:
http://forum.openscenegraph.org/viewto
How do we deploy an OSG app that we compiled in VC++ 2008?
Because simply the .exe will not work on other computers (naturally).
I've tried using VC redist. and friends, but with no avail...
I have heard of static linking, but how would that work?
I would greatly appreciate any helpful response
The OSG has extensive LOD support including Paged LODing
Search the email archives there are many discussion on LOD's, also look
through the source code its has it ALL
See
OpenSceneGraph\examples\osgpagedlod
OpenSceneGraph\include\osg\LOD
OpenSceneGraph\include\osg\PagedLOD
See the OSG Quick
Hi Nick,
On Fri, Mar 12, 2010 at 2:57 PM, Trajce (Nick) Nikolov
wrote:
> one question. I am not familiar with this piece of code at all, but , does
> the osgdotnet wrapper depends on it? If so, I am very interested in keeping
> it alive
I'm not sure about the dependency in osgdotnet having never
Folks,
I'm looking for any info I can find on the Rockwell Collins EPX-50. One of our
marketing guys wants to move our visual applications to these. We currently run
osg on commodity hardware.
Brian
Hi,
I do believe the opengl course would be very beneficial for programming in osg
but unfortunately, I don't have the money or time. But, if you can go and you
use osg extensively, I would go.
Cheers,
Allen
--
Read this topic online here:
http://forum.openscenegraph.org/viewt
Hi,
thanks JP! :) I really appreciate your response. It appears I am fighting
something I didn't expect and something I don't fully understand: the terrain
manipulator.
I understand what you've proposed but when I call the fucntion: setByMatrix()
w/in the terrain manipulator, that function a
Hello,
How much LOD support is there in OSG? I've found a couple functions
that refer to LOD but I can't find any documentation on the subject.
I'd like to be able to generate and configure LOD's for the scenegraph.
Is that possible?
Thanks,
Paul
__
Hi,
i cannot open any iv or vrml on MS VC 2008 and OSG 2 days ago svn- coin from
svn (= mercurial) i got a breakpoint triggered
in
Code:
SoCallbackAction::getNumTextureCoordinates(void) const
{
return SoMultiTextureCoordinateElement::getInstance(this->state)->getNum(0);
}
call stack :
Mel Av wrote:
Thanks for your answers.
I understand the theory behind this, which means that I will need to set projection matrices for the left and right eye cameras according to my distance to the display surface. The problem is, can these cameras be retrieved and have their projection matrices
Thanks for your answers.
I understand the theory behind this, which means that I will need to set
projection matrices for the left and right eye cameras according to my distance
to the display surface. The problem is, can these cameras be retrieved and have
their projection matrices modified be
Sergey Kurdakov wrote:
Hi
>the subroutines added in GLSL 4.
yes it might also affect the major feature of osg being discussed
lately - the way to handle shader composition.
Another big thing is the new tessellation shaders (tessellation control
and tessellation evaluation). I haven't used
I used some different keyword google searches and ran across this post
(http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg31811.html).
Making these changes fixed the problem.
Thanks for the help everyone.
David
--
Read this topic online here:
http://forum.opensce
Hi
By default OSG will have display list turned on which means the drawing
is cached and thus when you change something it will not be reflected,
if your changing tings a lot you might want to disable display list
alternatively you can tell OSG to rebuild the display list with a call
like myGeome
Hi Robert,
This fixes a small problem in .osg files, where inline shaders would
have an extra newline per line:
Shader {
type VERTEX
code {
"#version 120
"
"#extension GL_EXT_geometry_shader4 : enable
"
"uniform mat4 o
Drolet, Frederic wrote on 2010-03-12:
> Let's say I want to change the color of my road segment (when selected
> for instance). We're currently doing this modification that way:
>
> osg::Vec4Array* lCouleur = (osg::Vec4Array*)(mGeometrie-
>> getColorArray());
> *(lCouleur->begin()) =
You need to dirty the display lists to tell OSG to send the new positions to
the graphics card
Code:
geometry->dirtyDisplayList();
Or you can set the geometry to dynamic and it will dirty it on each pass.
Can't remember the exact syntax, but search for dynamic.
Martin
--
Rea
Let's say I want to change the color of my road segment (when selected for
instance). We're currently doing this modification that way:
osg::Vec4Array* lCouleur =
(osg::Vec4Array*)(mGeometrie->getColorArray());
*(lCouleur->begin()) = pCouleur;
mGeometrie->dirtyDisplayList
Hi,
I have created a line in my scene based on the osggeometry example. I create
the line and it displays fine, but I also need to change the end-points on the
line dynamically as the simulation progresses. I started out by re-setting the
vertex array data at each step in the render loop, but t
Drolet, Frederic wrote on 2010-03-12:
> osg::ref_ptr lStateSet = mGeometrie-
>> getOrCreateStateSet();
>
> lStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
OpenGL performance is very sensitive to state changes, so it is a good idea to
minimize them as much as possible. OSG groups Draw
Hi everyone,
I've seen a lot of threads on performance issues in the mailing list but none
of them seemed to address my particular problem precisely, either because the
problem description was vague or the replies were covering a matter far too
vast to include everything in a single message.
Hi Robert,
If I Remember right, Wang wrote in the context of the serializer introduction,
that a wrapper/introspection could be build up on that technique.
I'm not sure if I remember right, but could this be a solution to maintain a
kind of introspection/wrapper functionality and to move the cu
one question. I am not familiar with this piece of code at all, but , does
the osgdotnet wrapper depends on it? If so, I am very interested in keeping
it alive
-Nick
On Fri, Mar 12, 2010 at 4:53 PM, Jean-Sébastien Guay <
jean-sebastien.g...@cm-labs.com> wrote:
> Hi Robert,
>
>
> Given the repe
Hi Robert,
Given the repeated problems I face, and the lack of active usage of
osgIntrospection out in the community I am ready to move
osgIntrospection out of the core. It has long been a real maintenance
problem for me and I really know my own productivity will improve with
moving osgIntrospe
Hi,
My name is Paul and I am Brazilian. I'm still a beginner in programming with
OSG.
I can not go through the Tutorial 3 (texturedGeometry) because I can not read
no files. Plugin error occurs. It appears that a plugin reading was not found
and the following condition is always true and the pr
Hi All,
Today I was working on cleaning up some extension setup code in
Texture::Extensions and then attempted to update the wrappers, then
build them. Unfortunately genwrappers has got really confused with
the typedef's for the function pointer, and I've tried to fix things
with tweaks to src/os
Thanks alot for your help Robert I had become pretty confused but I think I
understand it now. The proof will be when I implement something :)
You must have been a pretty strong runner when you were a kid (or maybe still
are) HW is good for stuff like that even though we are pretty much in Edinb
Hi Wojtek,
it works like a charm now!
Thank you!
Ricky
On Fri, Mar 12, 2010 at 1:20 PM, Wojciech Lewandowski wrote:
> Hi,
>
> I had the same issue. Its a warnig while applying texture mode. Do not use
> setTextureAttributeAndModes(). Use setTextureAttribute() instead. There is
> not such mode
Hi,
I had the same issue. Its a warnig while applying texture mode. Do not use
setTextureAttributeAndModes(). Use setTextureAttribute() instead. There is not
such mode like GL_TEXTURE_2D_ARRAY. Texture2DArrays do not work with fixed
pipeline. They are accessible only with shaders.
Wojtek Lewa
Hi All,
I have tried a sample application to make use of texture2Darray and
associated sampler2DArray Uniform.
I wrote my code based on some previous discussions on the mailing list
archives.
Unfortunately I keep on having GL errors during execution, in particular and
"invalid enumerator" after a
Hi Fred,
The TriangleIndexFunctor is a template helper class for making it
easier to access the triangles held in osg::Drawable. The actual
geometry primitives held within different osg::Drawable subclasses
could be of any type and any arrangement, so casting osg::Drawable to
osg::Geometry etc. a
Hi Stephan,
Yes, the copying of the osgviewer-headers is currently broken for
> frameworks, this the last missing piece to get cmake-support complete
> (see my first mail)
>
>
I understood tour first mail when I readed it. :).
> > > In the file ModuleInstall.cmake line 37:
> >
> > IF(!OSG_COM
Hi Jordi,
Am 12.03.10 10:59, schrieb Jordi Torres:
> I have seen a problem (a part of the
> headers installation in osgViewer).
Yes, the copying of the osgviewer-headers is currently broken for
frameworks, this the last missing piece to get cmake-support complete
(see my first mail)
> > In the f
Hi Allen,
You are wellcome. Don't hesitate to ask if you have doubts. We hope this
tutorial helps.
Good Look!
2010/3/11 Allen Saucier
> Hi Jordi,
> thanks for the updated. Sorry for being a pest. I do really appreciate
> your help and I definitely understand your pressure. I have been totall
Hi
I was wondering if someone could help explain this piece of code or at
least point me in the right direction. It was posted by Yuen Helbig in
2008
osg::TriangleIndexFunctor tif;
tempGeode.geode->getDrawable(j)->accept(tif);
With TriangleIndexVisitor defined as:
class TriangleIndex
Hi Stephan, Robert,
I have compiled the frameworks with Unix makefiles,and with generated XCode
project. Despite compiling succesful, I have seen a problem (a part of the
headers installation in osgViewer).
In the file ModuleInstall.cmake line 37:
IF(!OSG_COMPILE_FRAMEWORKS) it doesn't work, s
Thanks Robert. That is exactly what I was looking for !
-Nick
On Fri, Mar 12, 2010 at 10:51 AM, Robert Osfield
wrote:
> Hi Nick,
>
> On Fri, Mar 12, 2010 at 7:05 AM, Trajce (Nick) Nikolov
> wrote:
> > is there a way to force the threading in osg (cull, update, draw) to use
> > different priori
Hi Vedran,
It's good to here the compile is now fixed. Beyond this I can't help
you though, I don't know osgdotnet and I dont' have a windows box.
Robert.
On Thu, Mar 11, 2010 at 10:42 PM, Vedran Pavlic wrote:
> i just tried with the latest update, and osg builds fine now,
> after that i build
Hi Nick,
On Fri, Mar 12, 2010 at 7:05 AM, Trajce (Nick) Nikolov
wrote:
> is there a way to force the threading in osg (cull, update, draw) to use
> different priority (let say RealTime)? My IG works fine but I thought I
> might force it to even do better :)
You can get all the threads of the vi
45 matches
Mail list logo