Hi,
Sorry to resurrect an old thread, but I am running into a very similar problem:
3file INSTALL cannot find
3
C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/../../bin/ot11-OpenThreads.dll.
The OP said that they could find this DLL (and others) in the specific
directory.
HI Juan,
Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I
believe this now a new GL extension for a float format that isn't
clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and
other places online for further info.
Robert.
On Mon, Sep 20, 2010 at 6:14 PM, Juan
Hi J-S,
The only that comes to my mind is change all RPATHS on dependent
libraries. This is a little bit complicated, and maybe a I need to
reinstall OS :S.
Using otool -L you can see all the rpaths associated to a library or
executable in mac.
Using install_name_tool you can change a concrete
Hi Shayne,
There isn't trick that using picking invokes so there is no reason why
you can't do it using others methods. The osgparticleeffects example
does explain what you have to do differently with moving models - that
is to place the emiter on the moving model, and the particle
Hi Tom,
I haven't heard of assigning an osg::Material as a cause of memory
growth before, and what you are doing sounds like it's something that
has been done with the OSG for over a decade, so my guess is that the
basic should be working just fine. The three aspects that could be a
cause are a
Hi Don,
This sounds like a TortoiseSVN bug, as include/osgViewer/api/X11 is
definitely upper case and has always been. Try removing the directory
and checking it out again, perhaps it will solve the problem.
Robert.
On Mon, Sep 20, 2010 at 10:54 PM, Don Leich d...@ilight.com wrote:
Hi all,
Hi Werner and Robert
Thanks for the answers.
Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I
believe this now a new GL extension for a float format that isn't
clamped to the 0.0 to 1.0 range, so have a look on OpenGL .org and
other places online for further info.
In
Hi Paul,
All OpenGL calss have to be done from a thread with valid graphics
context, and some GLX calls have the same restriction. When the
osgViewer runs multi-threaded each GraphicsContext/GraphicsWindow has
it's own GraphicsThread, so any GL/specific GLX calls you need to do
will need to be
Hi,
I've got osgViewer running, but when I try osgviewer --image osg256.png (pg.
8 of the Quick Start Guide) I get an error, failing to load the PNG viewer
plugin. I looked at the plugins folder and can't find anything with png in
the name. I opened CMake-gui and inspected the configuration
Hi,
I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The
shadows are rendered correctly. As my scene graph gets complex i want to add
the ShadowedScene as a child to another node as shown below
Code:
ref_ptrGroup scene (new Group);
//Main light source
Vec3
Hi Saravanan,
On 21/09/10 20:04 , Saravanan Sivaprahasam wrote:
I'm using osgShadow::ShadowedScene to render shadows using shadowmap. The
shadows are
rendered correctly. As my scene graph gets complex i want to add the
ShadowedScene as a
child to another node as shown below
...
As shown
Hi Don,
On Tue, Sep 21, 2010 at 12:13 AM, Don Leich d...@ilight.com wrote:
I confirmed that the bug persists in today's SVN trunk. In the example
already supplied the overall color is not applied when normals are
given as BIND_PER_PRIMITIVE.
I've just tested svn/trunk and 2.9.3 and can
Hi osgUsers,
I've been trying to read some values from the DepthBuffer and I don't seem
to get what I would expect. Here is a cut down version of my code (should be
able to run):
class CTestDrawCallback : public osg::Camera::DrawCallback
{
public:
void operator()( const osg::Camera cam ) const
{
Hi All,
I have now tagged the 2.9.9 release.
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
From a quick scan of the ChangeLog since 2.9.8 I've noted the highest
profile changes, but I might have missed a few... full changes as
usual will be ChangeLog:
*
Hi all,
after reading the osgpick example picking seemed to be really easy.
Unfortunately in my application it doesn't work as expected.
I exactly coppied the example code.
osgUtil::LineSegmentIntersector::Intersections intersections;
if (view-computeIntersections(_x, _y,
Hi Peter,
On 21/09/10 21:52 , Peter Wraae Marino wrote:
I've been trying to read some values from the DepthBuffer and I don't seem to
get what I
would expect. Here is a cut down version of my code (should be able to run):
...
I get a value of 0.0642448 and this is not what I expect.
I
Hi Ulrich,
on an earlier test of the near and far plane we saw a difference of the far
and near plane values to be the size of the box.. so I assumed that the near
and far is computed to fit the objects in the scene.
or is this wrong?
Peter
On Tue, Sep 21, 2010 at 2:12 PM, Ulrich Hertlein
Hi Robert,
thanks for 2.9.91
Im out of office for a week now, but I'll test it afterwards.
Thank you!
Cheers,
Torben
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Hi,
we're using unclamped textures just fine. Also have a look at the
difference between glFragColor and glFragData.
cheers
jp
On 21/09/10 11:01, Juan Hernando wrote:
Hi Werner and Robert
Thanks for the answers.
Clamping to 0.0 to 1.0 range is standard for OpenGL texturing. I
believe
Hi,
So I have been experimenting with shadows in OSG using the ShadowMap shadow
technique. With the default OSG implementation and every custom shader in my
scene graph disabled the shadows work correctly. Once I turn my shaders on they
stop working. This is understandable as he OSG shadow
Hi J.P.,
we're using unclamped textures just fine. Also have a look at the
difference between glFragColor and glFragData.
I think you misunderstood the actual problem. The texture is not written
by a fragment shader. I'm filling the texture from the client side and
it is inside the vertex
Hello Michael,
If I am implementing custom vertex shaders should I be overriding the ShadowMap
and not allowing that TexGen to be created and then generate the proper texture
coordinates in my vertex shader? At this point I think all that is missing is
the proper texture coordinates for
Hi Frank,
My problem is a bit different. I'm running VS2010 as Administrator, but it
still doesn't work. When I look at the above folder path, all it has are PDBs.
In my case, that is not the correct path. The correct path is:
C:/Development/OpenSceneGraph-2.8.3/VS2010/bin/Release/
All of
Hi all, I've just updated our OSG usage from 2.6.1 to 2.8.3 in the hopes of
getting application verifier to accept our OSG usage. We previously had a
problem with Application Verifier and OpenThreads in 2.6.1 but this has been
fixed in 2.8.3, but we now experience a new problem.
Luckily it
Hi Robert,
I agree with your assessment of possible places to look. This occurs even with
creating a single new Material, and I always use ref_ptrs, so that isn't the
source of it. I'll look into drivers etc. and post anything I find here in
case others come across the same issue.
Anybody
Oh yes, that would explain it. I'll try using VS2008 when I get home (I just
downloaded CMake yesterday so I think I have the latest version, but I'll
double check that as well).
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Hi,
On 21/09/10 15:41, Juan Hernando wrote:
Hi J.P.,
we're using unclamped textures just fine. Also have a look at the
difference between glFragColor and glFragData.
I think you misunderstood the actual problem. The texture is not written
by a fragment shader. I'm filling the texture from the
Hi J-S,
Thanks for the swift reply, good to know I was on the correct path.
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Hi Tom,
Anybody out there have suggestions of a Windows process memory usage tracker
that would be good to use?
Try Process Explorer. In the process list, right-click on your app and
select Properties, and you'll be able to see detailed CPU and memory
usage graphs and stats specific to
Hi Michael,
You are right. There can only be one shader program loaded which has to do all
the work.
If you overload the default shader from osgShadow, it has to do that work
together with your new stuff.
In my case I just created my own class Cl_SoftShadowMap, derived from
osgSoftShadowmap.
Hi all,
after several tests it seems the osgdb_ived.dll contained in the
openscenegraph-all-2.8.3-win32-x86-vc80sp1-Debug.zip archive is not working. I
recompiled it starting from the OpenSceneGraph-2.8.3.zip archive and using
cmake to generate the VS2005 solution and it seems working fine.
One more strange behaviour ...
Running the exe from VS it works fine and the ive file is loaded correctly. In
addition I added the OSG bin dir to the PATH env var before starting VS.
On the other hand if I run my app from the windows command prompt I see the
message:
Warning: Could not find
Hi Gianni,
I can't understand that since I put the required osg dll, including the
ive.dll, in the same dir of the exe file and moreover I added that dir to the
PATH env. variable. What else should I do to make my app find the ive plugin
dll?
set OSG_NOTIFY_LEVEL=DEBUG
and then run your
Hi All,
I'm wondering if someone can help me out with an OSX Install Question:
(1) Working from the OSG Trunk, I build the OpenSceneGraph using frameworks.
I have the CMAKE install directory set to ~/work/OpenSceneGraph-trunk-inst
Everything builds cleanly and installs into the specified
Hello,
When building OpenSceneGraph on OS X 10.6.4 and creating application
bundles, I have the following error on examples_osgviewerCocoa. It happened
on OSG 2.9.8 and it's still happening on 2.9.9.
This only happens when I set cmake to build application bundles, and only
on
Hi,
STILL having issues with this. I can get OSG w/Collada to compile under MingGW
under MSYS with no issues.
However, I still get the mangled names when trying to compile my app under QT
w/MinGW...
Any thoughts on fixing this? I have tried compiling OSG Collada as Release
and Debug, but
Hi,
I am writting an application wich need to use differents view to show the scene.
Operator cas switch from one view to another typing a keyboard key...
For example we start in top view, and when the operator press the c key,
whe change to subjective (first person) view.
I saw 3 differents
Hello,
I recently converted our osg based application over to use Composite Viewer
because we need multiple Views on the same scene graph. I'm running in to a
little snag which appears to be a bug in CompositeViewer.
Simple way of explaining the manifestation of the issue is that I have
Greetings BARRAL!
Well, I'm not sure if this would be the best way, but I would do one of two
ways.
1) You can use a composite viewer to have all your views in one window and have
a camera for each view.
2) Set up matrix points around your object and set the camera home to the
matrix point
On Sep 21, 2010, at 4:21 PM, Samuel Grant wrote:
Hi,
STILL having issues with this. I can get OSG w/Collada to compile under
MingGW under MSYS with no issues.
However, I still get the mangled names when trying to compile my app under QT
w/MinGW...
Any thoughts on fixing this? I
Hi -just a quick one - Im delving into osg::Particle at the moment and I
wish to do some glsl processing on the geometry or whatever particle
template is used. Is this trivial ? and is there a way to set/get the
drawables in an osg Particle system?
Regards
IMPORTANT: This email remains the
Tom,
I manage to do that with a CameraViewSwitchManipulator, and two CameraView
object (one for each view), and that works well...
Thank you for your help
Cheers,
BARRAL
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Hi,do not send mail. I am very busy.
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