Hi,
thanks for your reply. yes, I should debug my programm in release mode.
osg is really great!~
thanks.
Thank you!
Cheers,
John
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I assume you are on Windows, as from what are you experiencing sounds
familiar to me, all these stl issues. What I would do is, make sure Debug
links to debug libraries, Relase to release. And do a clean build.
-Nick
On Wed, Sep 1, 2010 at 2:57 AM, Sanat Talmaki wrote:
> Hi Nick, Jean
>
> The p
Hi,
I am rendering three separate primitive sets of TRIS,QUADS and LINES in one
osg::Geometry object. I am rendering them using BIND_PER_PRIMITIVE of the
normals with lighting enabled. Lighting of lines is not really very useful and
it would be better to render the lines only in solid color.
I
Hi Nick, Jean
The problem was because I was using the Release version of osg. I used the
Debug instead and both size and numElements give the same value.
I had turned optimization off but it seems as though you cannot run through the
code even then.
Thanks
Sincerely,
Sanat
-
Hi,
I'm new here so please forgive any faux pas.
I'm trying to run the BasicGeometry example that's on the OSG website. I got it
to work in debug mode, referencing libraries like osgd.lib and osgDBd.lib etc,
but I can't get it to work in release mode. In release mode there's a reference
error:
Well that's easy enough:
osg::Matrix MVPW(camera->getViewMatrix() *
camera->getProjectionMatrix() *
camera->getViewport()->computeWindowMatrix());
osg::Vec3 posIn2D = posIn3D * MVPW;
Thanks.
Alex
-Original Message-
From: osg-users-boun...@lists.opensc
Am 31.08.2010 10:54, schrieb Robert Osfield:
HI Andreas,
Try adding back in the 2.0 factor to see how it effects things.
Hi Robert,
I´ve first done some useless tests, as I saw later on that
POLYGON_OFFSET isn´t the default backdrop implementation.
Using POLYGON_OFFSET als backdrop impl
Alex,
The short answer is "no".
However, this question has already been addressed...
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus=
59966
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscene
Hello Robert, all,
I'm seeing a crash in our simulator after many scenario loads. The stack
trace differs, but it's always similar to this:
a) Thread A is calling osg::Texture2D::getModifiedCount() for a new
contextID, causing the _modifiedCount variable (which is an
osg::buffered_value) to
to me looks like you are trying to debug in release
-Nick
On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki wrote:
> Hi Jean,
>
> I was not able to understand this behavior:
>
> When I had a vec3Array and I queried it using
> vec3 = vec3Array->at(0) I would get an exception. Why does it give that
Hello Sanat,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array->at(0) I would get an exception. Why does it give that
exception ?
Check the C++ standard, osg::Vec3Array::at() eventually calls
std::vector::at() which throws an exceptio
Hi Jean,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array->at(0) I would get an exception. Why does it give that
exception ?
I needed to use (*Vec3Array)[i] to get each Vec3.
But then at i = 14113, I got an Unhandled exception:
at 0x0
Hi Alexandre,
Use a newer version of cessnafire.osg or remove the line with GL_COLOR_MATERIAL
from the file. The GL_COLOR_MATERIAL in cessnafire.osg was an error and led
someone to submit a change to detect and report the error.
As of the 2.8.0 version of osg, models with particles cannot be s
Peter,
Thank you!
Mind if I ask a few more questions as I go along?
Cheers,
Samuel
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Is there some easy function on the osg::Camera (or some other osg class) that
I can call to compute the 2d screen position of a 3d point? I couldn't find one
when looking through the documentation, but I figured I would ask just in case
I am missing it.
Thanks.
Alex
__
Hello,
I have OSG 2.8.0, Qt 4.5, and Collada working together (compiled with Visual
Studio 2005 (vc8))
I built my application with Qt and OSG at first and later added the Collada
dae plugin.
The following information might be of interest (debug build):
Collada from collada-dom-2.2.zip
OSG
Hi Thomas,
There is only one osg::StateSet per osg::Drawable/osg::Geometry so if
you attach the osg::Program(and associated osg::Shader) directly to it
then you'll only have one for that geometry.
However, the OSG allows you to place osg::StateSet on any node the
scene graph, and inherits state t
Hi,
First of, can I attach multible Shaders to one geometry node?
I tried an it ran but obviosly only the last attached shader was rendered.
Now is (if) there a way to toggle between these shaders?
GeometryStateSet->setAttributeAndModes(programObject, StateAttribute::OFF);
Has no effekt at all
Trying with lastest pre-compiled 2.8.3 binaries produce the same error :
*C:\Program Files (x86)\OpenSceneGraph-2.8.3\bin>osgconv.exe cessnafire.osg
cessn
afire.ive
Error: Setting mode 'GL_COLOR_MATERIAL' via
osg::StateSet::setMode(mode,value) i
gnored.
The mode 'GL_COLOR_MATERIAL' is set by the o
Hi Akilan,
I recently had the same issue when trying to convert cessnafire.osg as an
IVE file using osgconv.exe.
I get the same message as you, using the OSG 2.8.2.
I'll try with a newer version and keep you posted.
2010/2/22 Akilan Thangamani
> Hi,
>
>
> I installed osg 2.8.2 by compiling all
Hi,
I have tried to compile osgswig (python), unfortunately there is a
compile issue. I have tried to fix it to build with the trunk of osg, I
have really improve the binding of missing stuff, just to be able to
build it.
I push the mercurial diff on this repository:
http://hg.plopbyte.net/osgswi
Hi Samuel,
On Tue, Aug 31, 2010 at 1:52 PM, Samuel Grant wrote:
> If I build using MingW32 or VS2005, and try to use the libs & dlls in QT, I
> get the dreaded "undefined referece to _imp__Z..." errors. I know this is due
> to name mangling, but it happens even if I use the MingW32 compiler...
Hi,
do you build static or dynamic?
Cheers,
Torben
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I did already do a search...and tried to build...and tried to build...and tried
to build...
So now I am asking the community!
Specifically, I can get OSG to build with Collada support. I did everything
according to the Wiki, and it all works OK. The examples build, and run
fine...no problems t
hi All,
I am trying apply light in scene but it appearing White
My question is that
1) Do I need to turn off off the default light does it make
any difference
2) is apply material to body make any difference in lighting.
Thanks in advance
cheers,
Nitin Ran
Hi Mo,
On Tue, Aug 31, 2010 at 1:29 PM, Mo Flanders wrote:
> I think i got a solution. Isn't it possible to render two planes, one with
> the color buffer and the other with the render buffer in one scene. After
> this add to the normal Viewer two slaves like in the osgcamera example? As
> res
Hi,
I think i got a solution. Isn't it possible to render two planes, one with the
color buffer and the other with the render buffer in one scene. After this add
to the normal Viewer two slaves like in the osgcamera example? As result, two
windows and no extra copy operations, isn't it?
...
T
Ok, I have localized the problem.
For example, the class osgDB::fstream:
class OSGDB_EXPORT fstream : public std::fstream
{
};
which just inherits from std:.fstream causes the symbols of std::fstream to
be exposed into osgDB.dll
This effectively means that It might cause problems for people li
yes from the osgapp example
Code:
_oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17,
windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy,
choppyFactor, 10.f, 256 );
i tried before to increase some of these value but i got a very strange and
horrible effect si
yes. look in the setup code for the oceansurface (I think. Dont have the
code with me at the moment, but as far I can recall you can do that).
-Nick
On Tue, Aug 31, 2010 at 2:15 PM, issam boughanmi wrote:
> Hi nick and thanks for your support ;)
>
> i can investigate for your suggestion about l
Hi,
I could read this post but didn't see any answer of it.
Does someone have a working implementation of that ?
Thanks,
Vincent
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Hi nick and thanks for your support ;)
i can investigate for your suggestion about lod node , shape files integration
... etc
but for now i have a simple question :
can i simply increase the ocean grid size surface ? if yes how ?
my terrain is built like i said with vpb using srtm elevation f
I answer myself:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18670.html
Can be the solucion???
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John Water schrieb:
Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms to
LOD - Level Of Detail. Obviously when you build a terrain database, you
build it in few different level of details. What is close is more detailed
what is further is less detailed. All of the terrain generation tools are
aware of this and they build the final scene graph using LODs. They often
buil
Hi,
Thanks for suggestion. I played with it a bit, but with no success. Anyway, I
have debugged the code this procedure was supposed to test, so no need to spend
more time on it.
Cheers,
Dženan
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can you explain more in details this please ?
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HI Andreas,
Try adding back in the 2.0 factor to see how it effects things.
Robert.
On Tue, Aug 31, 2010 at 9:24 AM, Andreas Goebel wrote:
> Hi Robert,
>
> I´ve digged a bit and found a change concerning the polygon offset.
>
> In 2.8.3 there is:
>
> for( ; backdrop_index < max_backdrop_index;
Hi Robert,
I´ve digged a bit and found a change concerning the polygon offset.
In 2.8.3 there is:
for( ; backdrop_index < max_backdrop_index; backdrop_index++)
{
const GlyphQuads::Coords3& transformedBackdropCoords =
glyphquad._transformedBackdropCoords[backdrop_index][cont
On Mon, Aug 30, 2010 at 7:55 PM, Paul Martz wrote:
>
> I'm about to write some code that needs to convert tri strips and fans to
> triangles, and I figured I'd use TriangleFunctor for that task.
>
> By the way, osgUtils::IndexMeshVisitor does that, pretty much.
Tim
_
Hi,
If you are using MSVC2008, there are prebuild collada binaries in the 3rdParty
packages, so it is easy to build OSG against it.
As soon as Robert adds my last submission, your CMake will even find the
libraries it self.
Cheers,
Torben
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Hi Robert,
thanks for explaining that issue. I suspect a problem with z precision,
as the flickering is worse for big nodes with big bounding boxes (the
long line).
I´ll have a look if I can hack the hack. I have also taken a look at
osgPango, but this would need quite some refactoring of my o
Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms to less than 10ms, the s
Hi,
I have a issue: I need to extract from a Quaternion the rotation vector of XYZ
axis independently. This is, I need to apply X rotation vector to a Node an YZ
rotation vectors to another.
I know that with osg::Quat::getRotate, I get a XYZ vector and angle value, but
is posible to know only
HI Samuel,
Collada and QT are two independent issues. There is several
osgviewerQT* examples to illustrate OSG/Qt integration. Collada
integration is just a case of building the OSG against the COLLADA
dom. There are docs on openscenegraph.org on COLLADA. Go do a search
for it.
Robert.
On Mo
Hi Andreas,
I've been able to recreate the flickering issues using your model, and
as your later email picks out the problems isn't related to
ShapeDrawable. The problem looks like a z fighting issue with the
black text outline quads which should sit behind the main text quads.
Why the z fightin
Hi Mike,
I sent you an email regarding osgVisual.
Thank you!
Cheers,
Torben
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