Hi,
Code:
C:\Program Files\Microsoft SDKs\Windows\v6.1osgviewer cow.osg
Windows Error #170: [Screen #0] GraphicsWindowWin32::makeCurrentImplementation()
- Unable to set current OpenGL rendering context. Reason: Die angeforderte Ress
ource wird bereits verwendet.
Warning: detected OpenGL error
Hi J.P.
It seems to be located in Graphicswindow32.cpp, all other changes are too minor.
I'm absolutely unaware how the rendering backend from OSG to windows is
implemented, so this will be my first dive in in that section..
well, let's see what I can found :))
Thank you!
Cheers,
Torben
Hi,
I am using the directshow plugin with great fun, and now I encounter a
firewire based camera that gives me interleaved images. I use the plugin
on Windows 7 and the camera is found properly (drivers installed
automatically). The image from the camera produce ugly artifacts when I
use the
Hi,
I'm assuming that an earlier svn version (e.g. two days ago) actually
worked fine for you. If so, you should be able to find what broke...
jp
On 22/04/10 08:42, Torben Dannhauer wrote:
Hi J.P.
It seems to be located in Graphicswindow32.cpp, all other changes are too minor.
I'm
Hi,
Ok, I put missing parameters manually, like the next image:
[Image: http://img341.yfrog.com/img341/707/cmake.jpg ]
but still gives me problems compiling ALL_BUILD.vcproj...
Code:
1-- Skipped Build: Project: wrappers, Configuration: Debug Win32 --
1Project not selected to build for
Hi Joachim,
On Wed, Apr 21, 2010 at 9:07 PM, Joachim Pouderoux j...@mazengon.fr wrote:
I have coded a CityGML reader for OSG ! It successfully parses all geometry,
material (color texture) of CityGM 0.3-1.0 samples available on the offical
CityGML website.
The reader is based on a small
Hi J.P.
Yes, Rev 11356 worked. I I'll try to reorganize this function the old way, and
will look if it fixes, but I'll do it after work I.
Thank you!
Cheers,
Torben
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Hi Aitor,
Does OpenGL ES 1.0 come with glTexParameterfv and glTexEnvi? Perhaps
these were added in OpenGL ES 1.1. Could you have a look into this
and see if there alternatives. It might be that we'll need to have an
OSG_GLES_1_0_AVAILABLE and OSG_GLES_1_1_AVAILABLE, or some kind of
macro
Hi Paul,
As Robert said some time ago, you have, at least two different methods to
achieve your goals:
you could use the osgViewer::GraphicsWindowEmbedded functionality that
enables the
standard osgViewer::Viewer/CompositeViewer to handle a single window
without doing any of its own
Hi,
I'm new to OSG and as part of my crash course decided to take on moving an
openGL water shading mechanism and moving it to OSG. However, in doing so I've
come upon a few scenarios I don't know how to handle and find sparse
documentation for.
First, I'd like to know the best way to cause a
Hi Raymond,
We made some research on this subject some time ago but haven't found any
solution. Recently I found this blog entry :
http://www.montivision.com/en/support/blog/
http://www.montivision.com/download/updates/Video_Deinterlacer_Denoiser.zip
Talking about a filter for real-time
Hi, excuse me if this question may be a bit trivial.
Is there a way to make things render differently in the two rendering
passes for stereo modes? I was thinking about providing two different
textures for billboards (taken from slightly different angles) so
these get a fake 3D appearance. Think
Hi Sege,
I searched the web a lot as well and I couldn't find a solution either.
I wonder if this is possible at all, at the directshow level.
Thinking and trying further, I see that vlc has a de-interlace option.
This would be a good picture to have in the osg. Now I start to wonder
how I
Hi Matt,
The best thing to do is have a look at the osgprerender* examples to
see how to set up render to texture. You don't normally explicitly
call frame on viewer just to invoke a render to texture, rather the
OSG's rendering backend automatically do the rendering required by
your scene graph
Hi Christian,
Have a look at the osgstereoimage example.
Robert.
On Thu, Apr 22, 2010 at 9:41 AM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi, excuse me if this question may be a bit trivial.
Is there a way to make things render differently in the two rendering
passes for stereo
How often is OpenThreads tagged?
I see that the 2.3.0 been there a while now.
And there is still a problem with a missing file:
OpenThreads/packaging/pkgconfig/openthreads.pc.in
Which should contain:
cat packaging/pkgconfig/openthreads.pc.in _EOF_
# pkg-config source file
The list of libraries that it is linking against ..
*
*
*libosg.a libosgDB.a libosgGA.a libosgManipulator.a
libosgShadow.a libosgTerrain.a libosgUtil.alibosgVolume.a*
*libosgAnimation.a libosgFX.a libosgIntrospection.a libosgParticle.a
libosgSim.a libosgText.a
Hi Anders,
Could you post the full modified file as an attachment.
Thanks,
Robert.
On Thu, Apr 22, 2010 at 1:37 PM, Anders Backman ande...@cs.umu.se wrote:
How often is OpenThreads tagged?
I see that the 2.3.0 been there a while now.
And there is still a problem with a missing file:
Hi,
I have downloaded and build openvrml 0.18.4 (tied also with versions 18.3
and 18.5)
and included it to osg 2.8.3 but the compile stops as it does not find
openvrml/vrml97node.h
As I looked into openvrml folder there was no include dir nor there was
openvrml/vrml97node.h -file
Yes, Opengl ES 1.0 - gl.h dont have glTexParameterfv and glTexEnvi...
Im trying to compile with 1.1 version and have these link errors:
Code:
3-- Build started: Project: osg, Configuration: Debug Win32 --
3Linking...
3 Creating library C:\Documents and Settings\aardanza\My
Hi Aitor,
A link errors suggest the headers have the required function
prototypes but the lib you are linking against doesn't define them.
I'm afraid I can't help with this as it'll be down to the specifics of
your GLES libs.
It has just occurred to be that one further problem might be the type
Hi bouffa,
thx for this info! I never knew that there was a difference between trunk
and branch not suspected such a think.
How, I understand that the developer version is the trunk and the released
stable versions are branches.
bouffa wrote:
Hi Allen,
Interesting.
http://www.wired.com/gadgetlab/2010/04/unlimited-detail-3-d-graphics/?utm_source=feedburnerutm_medium=feedutm_campaign=Feed%3A+wired%2Findex+%28Wired%3A+Index+3+%28Top+Stories+2%29%29utm_content=Google+Feedfetcher
--
-Paul Martz Skew Matrix Software
All their demos seem to do is to copypaste the same 3D model(s) all
over the place. I am not convinced. Unlimited (open) landscapes at
large resolutions would also require unlimited memory, which currently
also costs unlimited money.
Their voxel-like object storage technique doesn't appear to
Hello,
That seems that you are using the old VRML plugin. For this version of
OSG you need the old OpenVRML 0.14.3, nothing newer than that. There
was a major change in the API around that time and the libraries are
not compatible. You can get it from SourceForge. There will likely be
a small
Hi,
I am using the OpenFlightPlugin (osg 2.9.0, win32 XP, VS2005) .
Today I experienced a crash when loading a flt-file with osg which was also
written by osg. After some investigation I found out that the MultiSwitch was
the problem. Somehow after writing to flt the Switch had more children
Settings Cmake for OpenGL ES 2.0 gime me same link errors...
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Hi,
I have developed an OSG-based application that renders a scene to a
window. That works fine.
But my client has required the scene printed to paper (A3). The solution
I've tried is using the WindowCaptureCallback (from an OSG example in
the wiki) to read the pixels from the graphics card
What are the ideal video cards to use for OSG? The application I am working on
is similar to Google Earth where I am using a globe and GIS data.
Reuben
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In a graph, a leaf node is a node with no children. In the context of
a pagable terrain database, the leaf nodes would be the
highest-resolution tiles.
Hi Terry,
sorry that I can' help you, I have no deep experience with polygonal and flat
database.
Can you explain me what the leaf node
Hi,
I need to render the same scene from two angles. So i tried to create a
osg::Viewer and set its scene data. Then I add the first camera to the viewer.
And the scene renders fine. After that i tried to add the second camera to the
viewer so i call viewer-addslave().
Cameras write to
Hi Allen,
usual naming convention is to call trunk to the current content of the
working base in svn repsitory. This means, trunk is something were all
changes/patches are applied to. After some time, trunk is get tagged,
branched, and new release is published. In several cases the so tagged
Nvidia tend to have the best OpenGL support. I've also heard ATI/AMD are
pretty good these days but I haven't tested that for myself.
On 22 April 2010 15:36, Reuben Rebullar reuben.rebul...@goodrich.comwrote:
What are the ideal video cards to use for OSG? The application I am
working on is
Hi Jan,
Thanks for the info! I got mixed up with OSG versions - I was first going to
compile with 2.9 series but then took the new release of 2.8.3 ..
Regards,
Seppo
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]
Thank you Art. :)
I understand and it does appear that the trunk version of OSG has a different
API from the stable release version, 2.8.3.
I'll be happy to stay with osg 2.8.3 and osgPPU 0.4. This combination works
very well on both linux and windows. I'll upgrade my version of osgPPU
Hi again,
Thanks a lot for that code, I'm sure it will be a real help for me but I can't
seem to create the geode and pass it to my addDrawable
I'm getting an error of:
[code]
osg::Geometry* grid_sd = new osg::Geometry();
osg::Geode* grid_geode = new osg::Geode();
I have been working on porting OSG to NativeClient -
http://code.google.com/p/nativeclient/
NativeClient allows STATIC linkage to a custom OpenGL ES 2.0 library.
OSG requires dynamic GLESv2 libs. I am looking for a way to make OSG
work with static linking. I am also volunteering to do the actual
Hi all,
Just having some build errors from the I forget to mention yesterday
trunk(64bit windows).
76Animation.cpp(197): error C2593: 'operator ' is ambiguous
76 D:\Coding\OSG\OpenSceneGraphx64\include\osgDB/OutputStream(97):
could be 'osgDB::OutputStream
Hi,
Ah, thank you :)
Thank you!
Cheers,
Torben
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On 04/22/2010 08:00 PM, Seppo wrote:
Hi Jan,
Thanks for the info! I got mixed up with OSG versions - I was first going to
compile with 2.9 series but then took the new release of 2.8.3 ..
Regards,
Seppo
Oops, that would pretty much explain
Wang et al,
I was looking through the output of one of my serializers and noticed that when
writing out in ascii, it performs two instances of the get method. Here is a
snippet from the string serializer in osgDB/Serializer:
448 virtual bool write( OutputStream os, const osg::Object
Hi Art -- I'm a little confused. Maybe we're not communicating clearly.
Art Tevs wrote:
As for osgPPU it is not only the getOrCreateGLBufferObject() which don't work,
but also much more things. I tried yesterday to bring combine current trunk
version of osgPPU with osg 2.8 and that didn't
Hi Paul,
no, I do not have to change anything to build for 2.8.3 It is just that I added
some small and big features to osgPPU. For example current svn trunk version
has new Units (UnitInOutRepeat - for iterative/loop subgraphs), new examples
and some bugfixes. I cannot use that new unit in
Hi Martin,
I think you meant to say osgAnimation serializer and not osgDB.
Anyway, this is because std::*::size_type is generally different in 32bits
and 64bits platforms. See this thread for more information about the issue
:
Hi Mourad,
Yes the email was typed while trying to exit the door.
Cheers for the fixes, I wish all patches in software could be so quick and
easy as one email.
Martin.
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