Hi,
I created a texture and set to a camera. Another camera was set to a text.
Text and the texture are in different views. Always the text goes behind the
texture. What needs to be done to make the text appear always in front? I
tried by setting the texture state's rendering hint as T
Hi Chris,
Chris Long wrote:
Hi,
Thanks a lot for the quick reply. Yes, that's definitely an
improvement. The demos now work better.
VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY looks good. But with
VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY, the geometry that the
overlay is pasted onto still turns all
Bruce Wheaton wrote:
I certainly defer to Stephan on this... but I presume the fix he found
is similar, or addresses the core problem. If time becomes a factor
Stephan, or you need testing of a changed version, let me know.
Stephan sent me a new XCode project file and I have checked it in to t
mgb_osg wrote:
> I don't know how current it is, i've never had to do this, but the tutorial
> at
> http://www.openscenegraph.org/documentation/NPSTutorials/index.html
> describes multiple cameras following a node (scroll down to the pictures of
> tanks)
>
>
> Cheers,
> Martin
Unfortunately
I don't know how current it is, i've never had to do this, but the tutorial at
http://www.openscenegraph.org/documentation/NPSTutorials/index.html
describes multiple cameras following a node (scroll down to the pictures of
tanks)
Cheers,
Martin
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h
I'm moving my backend to OSG, but I'm too chicken to do it all at
once. Where would be the best place to run existing code?
The code is a set of texture transfers (individual planes of videos)
and then some drawing with a shader to convert it to floating point RGB.
The transfer code should:
I certainly defer to Stephan on this... but I presume the fix he found
is similar, or addresses the core problem. If time becomes a factor
Stephan, or you need testing of a changed version, let me know.
Bruce
On Mar 31, 2010, at 2:58 PM, Paul Martz wrote:
Bruce Wheaton wrote:
OK, it seems
Hi,
My scene graph has a pyramidNode and a pyramidTwoXForm (PAT Node) attached to
the root.
My composite viewer is defined as follows:
> osgViewer::View* viewOne = new osgViewer::View;
> viewOne->setName("First View");
> viewOne->setSceneData( root );
> // viewOne->setU
Thanks for your help, I will try the different solutions and see what's best
for me.
Benjamin.
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You can also use part of the nodemask You only need the top bit for the
culling, you can use the rest for any id number you want.
The advantage of this is also that the nodemask is saved in the osg file
without you having to make any modifications - assuming your id is valid across
loads.
Mar
Bruce Wheaton wrote:
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for the
osgViewer framework, then recompile, the problem goes away.
I'm not 100% if this is the right place, but it seems appropriate - the
targets seem to be broken down by carbon and cocoa here in the viewer
Hi Torben,
It's good to see I'm not the only one trying to do this stuff. Yes,
coming up with a toolchain document that tells people specifically how
to string together a lot of different tools would be good.
I was just playing with osgEarth yesterday, and damn! that's neat. I
haven't had as muc
Bruce Wheaton wrote:
LibPNG changed their API in January. I have a current Arch Linux install
which uses the newer version, but we can presume it will crop up more.
The only two current issues are addressed by:
/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp
176d175
< #if PNG_LIBPNG_V
Benjamin GODIN wrote:
In Fact, I have different objects in my scene and each geode has his own
PositionAttitudeTransform as his parent.
At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do
this, I'm using the NodeVisitor.
I have a table containing each translation vect
LibPNG changed their API in January. I have a current Arch Linux
install which uses the newer version, but we can presume it will crop
up more. The only two current issues are addressed by:
/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp
176d175
<#if PNG_LIBPNG_VER < 10004
hi,
Am 31.03.10 22:42, schrieb Paul Martz:
> FYI, I'm sort of waiting to hear what's up with this issue, will it
> require a change or not.
>
> The change I just put in for static linking on the 2.8 branch really is
> so insignificant that it hardly merits a new release candidate. But if
> there'
OK, it seems that when I set: -DUSE_DARWIN_COCOA_IMPLEMENTATION for
the osgViewer framework, then recompile, the problem goes away.
I'm not 100% if this is the right place, but it seems appropriate -
the targets seem to be broken down by carbon and cocoa here in the
viewer more than anywher
In Fact, I have different objects in my scene and each geode has his own
PositionAttitudeTransform as his parent.
At t+1 time, each PositionAttitudeMatrix gets a new translation vector. To do
this, I'm using the NodeVisitor.
I have a table containing each translation vector for each geode for ea
FYI, I'm sort of waiting to hear what's up with this issue, will it require a
change or not.
The change I just put in for static linking on the 2.8 branch really is so
insignificant that it hardly merits a new release candidate. But if there's a
change for XCode too, then I'd like to cook anot
Robert Osfield wrote:
If the code is C++ then I would be inclined towards using unique
namespaces for the different plugins. Some already do this. If the
the code is C or pulled into from an external project like lib3ds then
use of namespaces is problematic so making sure names are unique would
Bruce Wheaton wrote:
On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer
and osgmovie targets, they don't run.
I've tried the Carbon 32-bit and Cocoa 32-bit versions.
I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks.
osgViewer, OpenThreads, osg, osgDB, osgText, osg
Robert Osfield wrote:
Hi Paul,
On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz wrote:
Does anyone have any other thoughts or ideas on this? Seems like we need a
policy that we can use in OSG going forward, so that this same issue doesn't
keep creeping back into the code (only to be discovered the
Hi,
I took a look at the example. I couldn't figure out how to see both views at
the same time on the screen.
Thank you!
Cheers,
John
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On Thu, Mar 18, 2010 at 12:56 PM, Jason Daly wrote:
> ted morris wrote:
>
>>
>> yeah, looked through that one a while ago. I was hoping there will be an
>> "osgpolytopeintersection" demo out there with
>> some of these ideas.
>>
>
> I think the OSG Quick Start Guide uses a PolytopeIntersector to
okay... but I wonder why the other callbacks for the other osg::Switch
children beyond child #1 don't
get their updateCallbacks invoked. Perhaps I'll have to try and explicitly
removed the updateCallbacks
or something like that...
On Sat, Mar 27, 2010 at 11:07 AM, Paul Martz wrote:
> Ted Morris
Hi Paul,
On Wed, Mar 31, 2010 at 6:54 PM, Paul Martz wrote:
> As for 2.10 and 2.12, they seem to be off the radar, although they were
> announced at the SIGGRAPH OSG BOF last August in the slides from Robert that
> I presented. I don't recall the reasoning for canceling 2.10 and 2.12, maybe
> Rob
Robert Osfield wrote:
I'm easily swayed either way. Paul has already put everything behind
a 2.8.3 release is almost ready to push the button, I believe it
should be his final call as to whether he feels bumping the version
2.10.0 is OK. What ever Paul decides I'll run with and do what I can
t
Art Tevs wrote:
Hi Paul,
just a question, maybe I missed it: why we actully started now with the
numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for
major release in order to tag also new version of osgPPU. However due to the
used patch numbers, I thought that these are
On the Mac Xcode project, the Cocoa viewer works, but on the osgviewer
and osgmovie targets, they don't run.
I've tried the Carbon 32-bit and Cocoa 32-bit versions.
I linked to Carbon, Cocoa, OpenGl and Quicktime Frameworks.
osgViewer, OpenThreads, osg, osgDB, osgText, osgUtil, osgGA Framework
Hi Art, Paul et. al,
On Wed, Mar 31, 2010 at 6:30 PM, Art Tevs wrote:
> just a question, maybe I missed it: why we actully started now with the
> numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for
> major release in order to tag also new version of osgPPU. However due to
Hi Paul,
just a question, maybe I missed it: why we actully started now with the
numbering 2.8.x Why not to call new release 2.10? I mean, I am waiting for
major release in order to tag also new version of osgPPU. However due to the
used patch numbers, I thought that these are just small update
Hi Allen,
just for the next, if you have questions regarding to osgPPU, then take first a
look into the documentation. osgPPU project can be found at
http://projects.tevs.eu/osgppu the doxygen documentation is at
http://www.tevs.eu/doc/osgPPU/
osgPPU is pretty well documented or at least comme
Hi Anders,
All the ..'s are intended and put there with the purpose to avoid the
Release, Debug, RelWithDebugInfo and RelMinSize folders that Cmake
wants to put binaries (and other stuff like libs) in. You should look
in the other end - that is - why your cmake install script doesn't
pick up on th
Hi,
Has anybody compiled ffmpeg sucessfully to work with osg-2.8.3-rc2? When
building the osgmovie example I keep getting the attached linker errors no
matter how I seem to compile ffmpeg. I tried both i386 and x86_64, building
everything from scratch. I have a feeling though the ffmpeg configu
Hi Community,
I have several questions about the glow example. Any help would be appreciated.
1. what line of code actually performs the glow effect?
a. I am a novice with shaders and osgPPU
b. I found how to increase the intensity of the glow within the shader
source code; it is the *
On 3/31/2010 9:33 AM, Robert Osfield wrote:
> static linking itself is something that we probably need to expand out
> tests for - the osgstaticviewer is the only example designed for
> static linking, and it only links with a couple of plugins. We could
> potentially expand this to include more p
Hi Paul,
On Wed, Mar 31, 2010 at 3:57 PM, Paul Martz wrote:
> Does anyone have any other thoughts or ideas on this? Seems like we need a
> policy that we can use in OSG going forward, so that this same issue doesn't
> keep creeping back into the code (only to be discovered the day before the
> sc
Hi Paul,
I understand that change all plugin will be problematic, I only mean
the FindCOLLADA.cmake, that finds all requirements and make easy
building the plugin against static collada.
Anyway we can survive without this change in the 2.8.3 :),
You guys are doing a very good work with this rele
Jean-Sébastien Guay wrote:
Hi Rafa,
I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.
What do you think?
I had already requested the recent changes to the Collada plugin and
Paul said it would be too big a change to include
Hi,
Thanks a lot for the quick reply. Yes, that's definitely an improvement. The
demos now work better. VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY looks good. But
with VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY, the geometry that the overlay is
pasted onto still turns all black in the osganimate and
Hi all -- Stefan uncovered an issue when building 2.8.3 with static libraries.
The OBJ and 3DS plugins have duplicate symbol names, notably
PrimitiveIndexWriter::drawArrays, which causes a link error. The FBX plugin
might also have this issue. See the thread "2.8.3-rc2 tagged" for full details.
Benjamin GODIN wrote:
Hello,
I was wondering if there was a way to set an ID to a node.
Then, I could use that ID in my NodeVisitor to refer to an external table which
contains the values to use.
Is it possible ?
In fact, the only thing I have seen in the doc is the possibility to give the
no
Thanks. I will just probably use the name as a reference (id). :)
Benjamin.
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Robert,
On 3/31/2010 3:34 AM, Robert Osfield wrote:
> In the case of the stats these are just drawn on the image plane,
> controlled by an override of the projection and view matrix so it is
> in effect not computed in stereo at all. If the stats did not use
> their own osg::Camera to override t
Bonjour Benjamin,
In fact, the only thing I have seen in the doc is the possibility to give the
node a name (a String).
You can use the name as an ID, it's up to your application to make sure
the name is unique (perhaps unique in a particular subgraph). You could
use a "name path", somethin
Hi Rafa,
I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.
What do you think?
I had already requested the recent changes to the Collada plugin and
Paul said it would be too big a change to include in 2.8.3, given how
much is
Hi Torben,
I'd recommend using the trunk if you're unsure of what version of
osgEarth you're using. Right now it's just up to you to know what
version of the source you built against. I'd recommend updating to
the trunk if you're unsure what version you've used.
I believe that if you use a stan
Hi all,
I have quary regarding rendering
I have store facet data in osg::ConvexHull but while rendering it always
show *Flat* Rendering even if I set Smooth rendering
this is first time i am sending quary if any body don't understand
quary please let me know
or if th
Hello,
I was wondering if there was a way to set an ID to a node.
Then, I could use that ID in my NodeVisitor to refer to an external table which
contains the values to use.
Is it possible ?
In fact, the only thing I have seen in the doc is the possibility to give the
node a name (a String).
T
Hi,
please can someone help me to build osgGtk and gtkglext libraries on windows 7?
I tried very hard but i got nothing... :'
Giving me compiled libraries for those packages on windows would be a good
way to help me.
Please help.
Thank you!
Cheers,
galaxy
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Hi,
I am using osg to display my kinematics collada models. Kinematics I load
myself and osg collada plugin loads the rest. Then I bind kinematics to the osg
scene graph.
I have noticed that osg collada plugin loads name of the node but not its id.
For instance, there is a collada node ,
corre
Hi paul,
Your description sounds right.
And yes the name clash with the fbs plugin was just an assumption after doing a
string search in the sources.
In terms of wrapping the plugins (eg: 3ds) in a namespace. I am not sure how
this would be done without breaking code. I feel like I just know to
Hi stephan,
Nice, this totally took care of the Carbon referencing issues. I ran into a
couple of Cocoa related linking errors but only because I forgot to link to the
cocoa framework. Just a heads up for people following this path.
Thank you!
stefan
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Hi Cory,
On Tue, Mar 30, 2010 at 7:50 PM, Cory Riddell wrote:
> In my scene graph, I have a static image for the background (a
> white-blue gradient). When I turn on stereo mode, I get a red stripe on
> the right and a blue stripe on the left side of the window. I thought I
> was drawing my backg
Hi Paul,
I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.
What do you think?
Rafa.
On Tue, Mar 30, 2010 at 4:57 PM, Paul Martz wrote:
> Michael Rohn wrote:
>>
>> I tested it under Win7 with MinGW and had some problems during
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