J.P. Delport wrote:
mmm, seems like it's happening here too.
I get 135fps without the precipitationEffect attached and 1.5 with. I
also get what looks like lines instead of drops (see attached). Linux
32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on
another machine.
32
mmm, seems like it's happening here too.
I get 135fps without the precipitationEffect attached and 1.5 with. I
also get what looks like lines instead of drops (see attached). Linux
32-bit with nvidia geforce go 7400, driver 190.53. I'll also test on
another machine.
jp
Guy Volckaert wrote:
Hi,
I'd like some advice on using OSG for rendering many dynamic objects:
I've got an app where as many as 10,000 objects (of 200 vertices each) may
or may not be updated each frame. Perhaps about 10% of the objects would
update on the average frame, but all of them could conceivably require it.
Hi Chris,
We're using GeForce 7900 GS on XP and Nvidia driver 196.21.
In the past I had to "massage" the osgOcean shaders to work on 7xxx
class cards. Perhaps recent changes (in particular the transparent ocean
you so covet) have broken this again. Unfortunately, I don't have such a
card an
Hi all -- I'm running slightly ahead of schedule on getting the 2.8
branch ready for the 2.8.3 release, so I thought I'd ping the list once
more for change requests. If you know of any bug fixes for issues
present in the 2.8.2 release, please cite the svn trunk revision number
that fixed the bu
Hi Jean-Sébastien,
Thank you very much we override the operator() and it solves the problem.
however I beleive that this problem happens beause of line 545
in operator()
filename << _filename << "_" << context_id;
it will add context_id even if SetPolicy is set as OVERWRITE .
I beleive th
Hi Kim,
I'm current with revision 197 of osgOcean.
osg::setNotifyLevel( osg::DEBUG_FP ); should give me any and all errors,
correct? If so, I'm not getting any.
Also, it seems that with the skybox on too, if I'm above water, everything is
black. Underwater, the undulating surface of the water
On 15 March 2010 20:55, David Cofer wrote:
> I need to convert the world coordinates of a contact force into the local
> coordinate system for the contacted part. Is there a straighforward way to
> do this in OSG? I saw a similar question here (
> http://forum.openscenegraph.org/viewtopic.php?t=8
Hi Chris,
the trunk version of osgOcean should be fully compatible with osg 2.8.2 i've
not tested it properly with the latest dev release of osg.
Are you getting shader errors on the console? MRT support was added to the
trunk a while back and might cause problems with some older cards. I tested
Hi Robert,
OK, I can agree with this. But currently you do not get a feedback that you did
something wrong. At least I would suggest that an error message is issued
somewhere in the code if the internal format is set to a valid that is not
OpenGL compliant. At the moment you get only the famous
I need to convert the world coordinates of a contact force into the local
coordinate system for the contacted part. Is there a straighforward way to do
this in OSG? I saw a similar question here
(http://forum.openscenegraph.org/viewtopic.php?t=884&highlight=body+world+coordinate),
but there was
PCJohn wrote:
Is it possible to include plugins? I am particularly interested in
updated Inventor plugin.
John
Hi John -- I've merged the latest Inventor plugin onto the 2.8 branch.
Can you test, please? I don't have the dependencies, so don't build this
plugin.
-Paul
_
I accidentally posted this question to the submission forum/list instead of
this one, so I'll repost here, with modifications for clarity:
Hi guys...
The transparent water sold me on upgrading to the latest version of osgOcean.
However, upon updating, my water surface turned black, both from a
HI J-S,
Sorry about this typo. Now fixed and checked into svn/trunk.
The problem was down to me implementing a workaround for problems with
genwrapper not coping with typedef's for function calls being in a
public scope of class. Arghghgghg
Robert.
On Mon, Mar 15, 2010 at 7:56 PM, Jean-Séb
Hi Robert,
There are two recursive call in the osg::Texture header which I don't
think are intended:
void glTexParameterIiv(GLenum target, GLenum pname, const GLint*
data) const
{
glTexParameterIiv(target, pname, data);
}
void glTexParameterIuiv(GLenum target, GLenum pname, const
Thanks for the updated info, Robert. I see your change as r11207. It's
good to know that this issue is limited to just a small handful of
OSX-related files.
I have already updates the 2.8 branch to the latest (except for r11207)
GraphicsWindowCocoa and DarwinUtils; this was required for OS X 1
Hi Stephan (and other interested in OS X 10.6) --
I have merged the changes you described from trunk onto the 2.8 branch.
A complete enumeration of everything I merged can be found here:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release
I've done very minimal build/run testin
Hi Bruce,
The phrase gets thrown around a lot, and there seems to be an assumption
that everyone knows exactly what it means in this context. I'm new, I
don't, and searching doesn't seem to solve the problem.
You're right, when we talk about shader composition it's what we're
labeling our att
Hi Paul,
On Mon, Mar 15, 2010 at 4:36 PM, Paul Martz wrote:
> http://www.openscenegraph.org/projects/osg/wiki/Support/283release
>
> (Robert -- No pressing need to add a link to this from the Downloads page.)
While you were creating your page I was creating one as well still
all mine had was
The phrase gets thrown around a lot, and there seems to be an
assumption that everyone knows exactly what it means in this context.
I'm new, I don't, and searching doesn't seem to solve the problem.
My presumption is that it's an effort to solve the problem of recent
'shader only' OpenGL ve
Hi all -- Wiki page for the 2.8.3 release is up, and I'll update it as I
continue to make progress:
http://www.openscenegraph.org/projects/osg/wiki/Support/283release
(Robert -- No pressing need to add a link to this from the Downloads page.)
-Paul
Paul Martz wrote:
Paul Martz wrote:
Sta
Hi Guy,
On Mon, Mar 15, 2010 at 4:09 PM, Guy Volckaert
wrote:
> As promised, I modified the "osgprerender" example to include a single
> instance of the precipitation effect and I was able to reproduce the problem.
I've just tried out the example and it performs fine on my Linux
system. I have
ted morris wrote:
I have been looking for an example of using this utility
PolytopeIntersector to intersect say, a bounding box, of a more
complex object,
with another set of objects in the scene. Are there any example
snippets out there how to go about this?
An example might be wanting to
Hi Bruno,
So I'm wondering a simple route to enable basic fog on a shadowed scene?
Modify the LISPSM shader?
Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll
have shader composition...
J-S
--
__
Jean-Sebastien Guay
As promised, I modified the "osgprerender" example to include a single instance
of the precipitation effect and I was able to reproduce the problem.
Guy
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Attachments:
http://forum.open
Hi all OSGers,
It's been a while..
I've been testing view-dependent shadow tecniques recently (mainly
LightSpacePerspectiveShadowMap** ) on my machine and I'm happy with them so
far. With a proper setup and parameters results are nice and with a good
performance.
>From what I experienced on my mac
Hi everybody,
I just ran some test on my pagedLOD based scene, and i found a behavior
I never saw before :
My pagedLOD nodes have a range based on 400 pixel size on screen to switch.
I just saw that when I go far from the node, it switches with lower
resolution node (as expected) but when I p
Hi,
YES Finally that seems to fix it. A state.disableAllVertexArrays(); before
my pointer inits did the trick.
Thank you!
Cheers,
Otto
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_
Sorry I confused you with the first poster to this thread. VE Suite is
based on OSG and VR Juggler (http://www.ve-suite.org).
-Todd
On 3/15/2010 11:32 AM, lucie lemonnier wrote:
You mentioned VE Suite, what is VE Suite?
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You mentioned VE Suite, what is VE Suite?
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Paul Martz wrote:
Status update: I spent Saturday working on the 2.8 branch, and have
already merged and committed several changes, working towards the 2.8.3
release. I will add a wiki page (probably late Monday) to document the
changes that are going in, plus the changes under consideration.
Hi Otto,
do you also _disable_ all other pointers which might be set?
If for example texture pointer is set from other drawables, it surely
will crash when you overflow the current texture pointers size.
OpenGL state can be a beast...
regards Ralph
Am 15.03.2010 16:12, schrieb Otto Cologne:
>
Hi,
ok this is definitely strange. This is what my draw implementation looks like
now:
Code:
osg::State& state = *renderInfo.getState();
state.setVertexPointer( 3, GL_FLOAT ,0, &(*verts)[0] );
state.setColorPointer( 3 , GL_FLOAT ,0 , &(*colors)[0] );
for ( size_t i = 0; i < ac
HI Robert,
please ignore :). I shared the stateset. Bug on my side. All works great now
-Nick
On Mon, Mar 15, 2010 at 5:04 PM, Trajce (Nick) Nikolov <
nikolov.tra...@gmail.com> wrote:
> Hi Robert,
>
> I get some artifact when doing what you suggested. Here is my scene and the
> setup - a comp
In linux you set the two monitors to be totally independant - with their own
desktop? Then they are probably running separate copies of X
You can start a session on a different X display with "--display :2"
But I'm not sure how you would get osgviewer to run on multiple displays at the
same time
Hi Robert,
I get some artifact when doing what you suggested. Here is my scene and the
setup - a composite viewer with one mirrored view
osg::Group* rootForMainView;
osg::Group* rootForMirroredView;
osg::Group* scenel
rootForMainView->addChild(scene);
rootForMirroredView->addChild(scene);
root
This is probably more of a topic for the VR Juggler mailing list, but
you need to:
1. Make a jconf file for your cluster (which it sounds like you already
have from VE Suite), and
2. Run your application on each node of the cluster. I think there are
a few different mechanisms for starting up a
Hi,
Thank you for your answer, I had seen the example osgNav but I don't know how
to operate on a cluster. I can just use a configuration file or implement more
things on this example to work on a cluster. Have you an idea?
Thank you!
Cheers,
lucie
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VR Juggler has an osg::App class that you can derive from to use OSG
with it. There is also an osgNav example application that you should be
able to run & use.
If you get the latest VRJ source tree, there is also a new
osg::AppViewer class, which is based on osgViewer instead of SceneView.
Hi Robert,
Yes, this is an another option for this case. i will check if there is a
huge difference or not.
if not i may write a bug fix to 2.2.
thanks Robert...
On Mon, Mar 15, 2010 at 4:15 PM, Robert Osfield wrote:
> Hi Ufuk,
>
> An option you have open to your is to backport fixes to the OSG
Hi Ufuk,
An option you have open to your is to backport fixes to the OSG to
your version of the OSG - this is one of the strengths of the open
source. Just do a diff between osgconv in later versions of the OSG
with what you have, it may well compile directly.
Robert.
On Mon, Mar 15, 2010 at 12
Hi Jean-Sébastien,
thank you so much for your advice. i did not know that option.
now i will convert all my .ive files to .osg with latest version of OSG than
convert these .osg files to .ive files with older version of OSG.
than everything will be great!
thanks :)
On Mon, Mar 15, 2010 at 3:32 PM
Hi Ufuk,
i thougt i can convert them to .osg format but this time textures are lost.
then i tried to get images from .ive file in order to put them near the
.osg file but i could not get any image.
You can convert the .ive to .osg while keeping the textures by using the
option -O OutputTextur
Hi Wojtek and all,
I've faced another issue concerning the texture array.
Using tga images instead of png produces again a GL error "invalid
enumerator".
I'm sure the images are correctly loaded and passed to the shader. I simply
converted the working png into an equivalent tga set, and got the e
Hi,
Me, I have to develop an application on a workbench, it's the same as the CAVE
except that there are only two screens. So I need only a cluster of 2 machines.
I must also use VRPN for navigation in the scene using trackers.
Thank you!
Cheers,
lucie
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HI Ufuk,
I have nice working render to textures mirrors on the actual vehicle
geometry representing the mirrors. However they are switching it from this
into view mirrors, so I just needed to flip the left and right values in the
frustum. Thanks anyway
-Nick
On Mon, Mar 15, 2010 at 3:06 PM, Ufu
Hi Nick,
you can render scene to a texture and when you place this texture you can
modify the texture coordinates as it seems like mirrored.
we made such a thing in rearview mirror in a car simulation.
if you are going to mirror whole scene, some monitors are able to mirror its
display on the har
I should have mentioned that I did use the setDoPreCompile before, and it
pretty much killed my frame rate when loading. I'm very much aware of the
difficulties of streaming data like this, I'm not aware of how OSG handles it.
The good thing is that I will always use the same texture size when l
Thanks Robert !
-Nick
On Mon, Mar 15, 2010 at 2:59 PM, Robert Osfield wrote:
> Hi Nick,
>
> On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
> wrote:
> > Hi community,
> > is there a way to flip (mirror along the x axis) a view in a composite
> > viewer?
>
> Just flip the left/right valu
Hi jp,
it sounds weird but it might work.
i will try because it seems i have no other option :)
thanks...
On Mon, Mar 15, 2010 at 2:56 PM, J.P. Delport wrote:
> Hi,
>
> this might be a radical solution, but you should be able to get virtualbox
> with Ubuntu 8.04 LTS to build OSG 2.2 without pro
Hi Nick,
On Mon, Mar 15, 2010 at 12:55 PM, Trajce (Nick) Nikolov
wrote:
> Hi community,
> is there a way to flip (mirror along the x axis) a view in a composite
> viewer?
Just flip the left/right values of the projection matrix. If face
culling is enabled then you'll need to swap the face that
Hi,
this might be a radical solution, but you should be able to get
virtualbox with Ubuntu 8.04 LTS to build OSG 2.2 without problems and
hopefully do the convertions you need. Once you have it running you can
just archive the virtual machine for future use.
jp
Ufuk Gun wrote:
Hi Robert,
u
Hi community,
is there a way to flip (mirror along the x axis) a view in a composite
viewer?
Any ideas?
-Nick
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Hi Robert,
unfortunately i have to use older version of osg because currenty i am
fixing bugs of one our simulators which is developed in 2007and 2008.
we implemented this simulator in delta3D 1.4 which uses the older version of
osg.
i want to upgrade this system to the newer versions but i am afra
Hi,
Ohh sure I will let you know. I am trying to develop an Application on CAVE in
my University
...
Thank you!
Cheers,
Rohit
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HI Ufuk,
Is there a reason that you are using a version of the OSG so many
years out of date?
In very old versions of the OSG there was a problem under Windows with
osgconv attempting to create a graphics context due a crappy windows
issue of the MS compiler not pulling in symbols that it should
Hi Adrian,
Big frame drops are typically down to deleting old, or compiling new
GL objects( texture objects, vertex buffer objects and display lists).
The DatabasePager has support for incrementally pre-compiling GL
objects to help reduce the chance of causing a frame break due to GL
objects, but
Hi,
i have .ive models which are created in ~osg::2.2.0. i realized that there
are textures which are not 2^n size in these models.
normally i call this command:
>> osgconv --compressed model.ive model.ive
but when i compress it, i can not open this model with the old version of
osg. it says:
>> T
my application uses osgocean when I am experiencing this
-Nick
On Mon, Mar 15, 2010 at 1:19 PM, Vincent Bourdier <
vincent.bourd...@gmail.com> wrote:
> Hi,
>
> Just an idea... maybe the database pager thread priority is not set.
> Set it to a low priority can help the viewer maintain a bet
Hi,
Just an idea... maybe the database pager thread priority is not set.
Set it to a low priority can help the viewer maintain a better frame
rate maybe...
I'm also interested in this question.
Regards,
Vincent.
Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit :
I want to join to this t
I want to join to this thread with similar experience on Windows. I am
getting the same thing, where the frame rate goes to 2-3fps and then goes
higher to some real time. No idea where it comes from.
-Nick
On Mon, Mar 15, 2010 at 1:03 PM, Adrian Lindberg wrote:
> So I've been getting in to OSG,
So I've been getting in to OSG, much thanks to the help here on the mailing
list/forum. But I'm having some issues with performance which I can't seem to
pinpoint.
I use extensive PagedLOD, in a similar way osgTerrain does it (using
quad-trees). For me performance is the king and quality is sec
HI Paul,
On Sun, Mar 14, 2010 at 10:36 PM, Paul Martz wrote:
> Hi guys -- Given this work is still in progress, I agree with Robert and I
> don't think it's right for the 2.8.3 release. Sorry.
I've done a little work on the static initialization side and it looks
like the particular one that was
Hi,
I am trying to use OSG with vrJuggler in a cluster equally. If you find some
informations or examples, tell me and if I find something, I will tell you. Why
you want to use OSG with VRJuggler? Me, I have to make a project for my
internship.
Thank you!
Cheers,
lucie
--
Rea
Hi,
I connected 2 monitors to my graphics card in such a way dat my desktop
resolution is expanded doubly( width wise). My osg application renders a
texture on both the screen contiguously by setting 2 seperate cameras for each
screen, in the same way specified in osgCamera example. Ever
Hi,
Thanks. It's working fine.
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