Hi J-S,
The serializers uses the library name and the class name to look up
the wrappers to read and write the objects. If the library name and
class name are different from osg and Group then it won't invoke the
Group wrappers. To have .osg support for them you'll need to provide
a wrapper, or
Hi Duan,
On Tue, Nov 30, 2010 at 3:55 PM, Duan Linghao linghaod...@gmail.com wrote:
I'm not so familiar with that,I want to have a single colour for the whole
model.Someone told me to use setState,but I have no idea how to use that.Can
you say it more specificly,I'm a beginner on OSG.Thanks
Hi J-S,
The dotosg wrapper / serializer recognizes classes from there class
names. These should be defined with the className() method (or
META_Node macro) and the writing processor in osgDB will try to find a
wrapper corresponding to the name. If found, the node will be written
to files;
Hi Wang,
On Wed, Dec 1, 2010 at 1:58 AM, wang junchao wangjuncha...@126.com wrote:
Thank you for your reply. But maybe I didn't make myself understood. As you
know, reading source code is a very complex and boring work.
If you a programmer reading source is the single most important
activity
Hi Juan,
Thanks for your insight,
As Robert already answered, it should be possible.
The best explanation that I have for your problem is that some thread
fails to do wglMakeCurrent (after that call fails anything that follows
is just garbage) beacuse another thread is holding the
Hi Oliver,
On Wed, Dec 1, 2010 at 8:57 AM, Oliver Neumann z0...@yahoo.com wrote:
It results in the same error if I comment out the setThreadingModel call, no
matter if I use frame() or run(). Btw, I'm using osg v2.8.3.
I compile Juan's code using the official libraries from
Hi Robert,
If Robert is still reading this thread, is this a known issue with a solution
or do I have to write a bug report?
Well the problem is most likely in the way you are using the OSG, or
perhaps using an OpenGL driver that doesn't support pbuffers, if you
want to write a bug report for
Hi Community,
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
-Nick
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Hi Nick,
On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
Bring a laptop to Scotland and sit outside. Right now you'll get an
accumulation of snow on the
I have tested under Kubuntu 9.04 + ATI 4670 and the driver doesn't
support pbuffer but the fallback opens up a full screen window and it
works fine.
I have also tested under Kubuntu 10.10 + ATI 4670 and the driver does
support pbuffer and the app runs correctly.
In Ubuntu 9.10 with a Nvidia
Hi All,
I'm planning to make the 2.9.10 dev release this week. There have
been lots of check-in's recently with me merging lots of submissions
over the last two weeks, some very significant ones like iOS support,
so we need lots of testing on the various platforms to make sure that
everything is
Hi All,
We've been discussing the next stable release, OpenSceneGraph-3.0, on
and off for a year now, and it's been coming soon for rather too long.
I believe it's time now to make a push to get 3.0 out the door, and
if we get the testing done, code refined and not attempt any ambitious
new
Hi,
I am trying to render the scene to an image without opening any windows. After
doing a lot of searching and looking thru source code of OSG classes, I still
get a completely white image.
In many places people say one should use the same code as there is in
osgscreencapture which renders
Hi Juan and Robert,
Thanks for the help, I compiled the pbuffertest code, I had to add this to the
header section to make it work (i'm using osg 2.8.3)
Code:
#include osg/Notify
#define OSG_NOTICE OSG_NOTIFY_1(osg::NOTICE)
#define OSG_NOTIFY_1(level) if (osg::isNotifyEnabled(level))
Hahahahahahah ... thanks Robert !!!
-Nick
On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:
Genius. :)
K.
On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Nick,
On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
actually, not a a bad idea ... people with John Nesh fortune could probably
figure out the algorithm then ;-)
-Nick
On Wed, Dec 1, 2010 at 4:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hahahahahahah ... thanks Robert !!!
-Nick
On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale
Hi Robert,
I think introducing a defined feature merge window and a defined bugfix window
as you did is a good idea to establish tight roadmaps/release dates.
Maybe you could introduce this windows generally, not only regarding the
rollout of 3.0.
Thank you!
Cheers,
Torben
HI Ignore,
I have just tried the command line you supplied and it worked
correctly on my Kubuntu 10.10/ATI system.
The errors you are seeing suggest an issue with the OpenGL driver.
What hardware and drivers are you using?
Robert.
On Wed, Dec 1, 2010 at 12:10 PM, Igor Galochkin
Hi Robert,
The latest trunk is built well on my Windows XP and VisualStudio 2008.
An additional hint to Windows users is that the osgdb_directshow
plugin must be compiled with the MBCS configuration of DirectShow
while using Windows SDK 7.1; otherwise it reports an unresolved symbol
error. Maybe
Hi Wang Rui, Robert,
The dotosg wrapper / serializer recognizes classes from there class
names. These should be defined with the className() method (or
META_Node macro) and the writing processor in osgDB will try to find a
wrapper corresponding to the name. If found, the node will be written
to
Hi Robert,
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
With yesterday's checkin of some OpenGL types the build now succeeds on
Windows
Hi JS,
On Wed, Dec 1, 2010 at 2:02 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Thanks for the explanation, together with Robert's explanation that makes
sense.
The only possible workaround in my case (if I have no time to write actual
dotosg plugin/serializer support)
Hi JS,
Thanks for the testing.
* osgparticle crashed, I'll check it out later
* osganimationviewer nathan.osg crashed, I'll check it out later
I've just run these tests on my Kubuntu 10.10 system here and both
work fine. Could others test these to see if we can get a picture of
when they
Hi Robert and J-S,
I made a quick test and found that osgparticle and osganimationviewer
nathan.osg work well on my computer. I'm working with VS2008 and a
really latest OSG version (updated about two hours ago :-)
Cheers,
Wang Rui
2010/12/1 Jean-Sébastien Guay
Hi,
Win7 + VS2008 SP1 works well in 32 and 64 bit.
Thank you!
Cheers,
Torben
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WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format
are supported by my nVidia Quadro FX 580 (see screenshot).
Because it sounded like a possible fix, I defined the environment variable
OSG_WIN32_NV_MULTIMON_MULTITHREAD_WORKAROUND to ON, but that changed nothing.
As far as my little
Hi Robert, J-S
I just tested osgparticle and osganiimationviewer, and both worked fine for me.
I'm running Ubuntu 10.04 (64-bit) with nVidia 256.53 drivers. While not too
different from your configuration, it's at least another data point.
Chuck
-Original Message-
From:
Hello Robert,
Might well be sufficient. Later you could add the read and write
functions for the OceanScene methods rather than let them be non ops
as done here with the NULL's.
Ah, nice, I'll try this out. With the third line in the macro (Object
Node OceanScene Group) it will write out
Hello Robert,
I tested your example and adapted it a little to add command line
options, and a CMakeLists.txt file to compile it. Zip file attached
so that others can test it out easily.
You need to add ${OSGGA_LIBRARY} to the TARGET_LINK_LIBRARIES line. Also
it was missing some things to
On Wed, Dec 1, 2010 at 2:43 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hello Robert,
Might well be sufficient. Later you could add the read and write
functions for the OceanScene methods rather than let them be non ops
as done here with the NULL's.
Ah, nice, I'll try
Hi,
My app is currently rendering via the slow path. I've checked for
DrawArrayLengths and BIND_PER_PRIMITVES, but don't seem to have either.
Dose anyone know of other things I should be looking for? I am walking
through the rendering stage to see if I can figure out what is getting set
that
On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:
Hi Community,
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
-Nick
A company I used to work for which did driving sims, mining trucks in
fact, just used a series of bitmaps - I
Pixelmaps or billboard textures might be the OpenGL terminology. Animation
studios might use the term Particle Systems. 1980's game programmers would
probably use the term sprites, especially if their motion changed when you
moved. In this case blowing off as the vehicle moved.
For snow, they
Hi,
how can I draw a second-order equation?
what class\methods need use?
Thank you!
Cheers,
kurt
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Hi,
how i can render scene in my QT dialog form?
Can you help me. I read common manual ,there use console applications and
viewer class. But i want render my scene in GUI.
For example there is cow.osg. How it open in QT GUI application?
Thank you!
Cheers,
kurt
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Hi again,
So I'll investigate a bit more as to why pbuffer is failing. We've not
ruled out a driver bug or an OSG bug here as far as I can see, it could
still be both, since all the OSG pbuffer examples I've tried have failed
in the same way.
I've tried an example that uses straight
Thank you !!!
Andrew, your approach was the first that crossed my mind But not too
much of a fan of it. More into what Michael is proposing ... Thanks again
-Nick
On Wed, Dec 1, 2010 at 7:56 PM, Michael Robb msar2...@gmail.com wrote:
Pixelmaps or billboard textures might be the OpenGL
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi, Robert,
Building on the brand new Red Hat
Hi Robert and Wang Rui,
I made a quick test and found that osgparticle and osganimationviewer
nathan.osg work well on my computer. I'm working with VS2008 and a
really latest OSG version (updated about two hours ago :-)
Sorry, false alert. Once in a while some program I install alters my
Hi,
I've debugged what happens, and roughly the sequence is this:
1. main(): createGraphicsContext(traits.get())
--- PixelBufferWin32 is created successfully
2. main(): viewer.realize()
--- PixelBufferWin32::makeCurrentImplementation() is called, and
succeeds.
3. GraphicsThread::run()
Hi all,
Anyone has successfully build the pdf plugin on Windows ? Is there any link
to get pre-build dependencies for this plugin ?
Thanks in advance.
Cheers,
--
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http://www.tharsis-software.com
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On 12/01/2010 12:01 PM, Jason Daly wrote:
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi,
Hello Robert,
It'll write it out as class named OceanScene but with all the contents
of a Group.
Works like a charm, thanks a lot.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hello Juan,
However, I've taking a look at the code searching for how contexts are
handled and I've found a fundamental difference between the X11 and
Win32 implementations of PixelBufferXYZ::realizeImplementation. In Win32
makeCurrentImplementation is called but not in X11. Maybe adding a
So I added a nodevisitor to traverse my scene like so:
class checkFastPath : public osg::NodeVisitor {
public:
checkFastPath() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
virtual void apply(osg::Geode geode) {
for(unsigned int
[quote=Zdravko]
Mathieu MARACHE wrote:
No I'm sorry I don't.
Mathieu
Should I ask someone in your company?
I mean, if there is no chance to sell your software, I can understand.
If yes, then please be so kind and inform me about conditions.
Thanks
Zdravko
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Hi,
Wow, you guys are great! Thanks for your help! Maybe we can solve this bug.
@Jean-Sébastien:
I had to additionally include the osgGA.lib to make it work in Win32.
My nVidia driver version is 6.14.12.5849 which should be 258 in your
nomenclature.
Cheers,
Oliver
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Hello Igor,
In many places people say one should use the same code as there is in
osgscreencapture which renders to a pbuffer is --pbuffer-only option is passed.
But the fact is that osgscreencapture doesn't work itself!
osgscreencapture.exe axes.osg --pbuffer-only 640 480
In another thread
Hello World,
I am trying to create a visible vector that moves around a set space with one
point stationary. I have polling data which can be used for the polling
position of the dynamic point.
Here is how I set up my vector. I do not know how to create the vector visible
and then start to
Hi,
I currently have a problem with a shader update callback I do not
understand. I have a vertex and fragment shader which calculate linear
depth in [0,1] for me, also respecting dynamic clipping planes. To
achieve this, I pass zNear and zFar as uniform parameters to the shader.
To have
Have you set the data variance of the Uniform object -- and the containing
StateSet object -- to Object::DYNAMIC?
Tim
On Wed, Dec 1, 2010 at 7:15 PM, Thorsten Roth thorsten.r...@alsvartr.dewrote:
Hi,
I currently have a problem with a shader update callback I do not
understand. I have a
I have actually tried it now, but it made no difference :-(
-Thorsten
Am 01.12.2010 19:22, schrieb Tim Moore:
Have you set the data variance of the Uniform object -- and the
containing StateSet object -- to Object::DYNAMIC?
Tim
On Wed, Dec 1, 2010 at 7:15 PM, Thorsten Roth
You could set a breakpoint on glBegin() in a debugger and see where it is
called from OSG.Once there you should be able to figure out why you are
falling off the fast path.
Tim
On Wed, Dec 1, 2010 at 6:35 PM, Keith Parkins kpark...@cs.rochester.eduwrote:
So I added a nodevisitor to traverse my
On Hello Oliver,
I had to additionally include the osgGA.lib to make it work in Win32.
Yes, that was fixed by adding ${OSGGA_LIBRARY} in the CMakeLists.txt
file, I had included it in a previous e-mail.
My nVidia driver version is 6.14.12.5849 which should be 258 in your
nomenclature.
Hi Guys,
I've just reviewed J-S's submission that added a
releaseContextImplementation() call at the end of the
PixelBufferWin32::realizeImplementation(). Reviewing the method in
question I am curious why there is the makeCurrentImplementation()
call, the only need for it would be if
Hi Kurt,
On Tue, Nov 30, 2010 at 3:16 PM, Cracj Kurt couple...@mail.ru wrote:
how can I draw a second-order equation?
An impressive lack of information to go on there... what do you mean
by draw a second-order equation? What exactly are you expecting?
Lines? Surfaces? Volumes?
what
Hi Kurt,
Have you looked at any of the osgviewerQt* examples If no try there.
Robert.
On Wed, Dec 1, 2010 at 3:39 PM, Cracj Kurt couple...@mail.ru wrote:
Hi,
how i can render scene in my QT dialog form?
Can you help me. I read common manual ,there use console applications and
viewer
Hi Thorsten,
By default the OSG computes the near/far planes on the fly during the
cull traversal on every single frame. You can disable this.
Alternatively you could just use the gl_ProjectionMatrix directly on
the GPU to get the near/far planes - this is how I'd do it, far more
flexible and
Hi Robert,
thank you for this information. I did not know that I could do this, as
I'm an absolute newbie concerning shader stuff and was happy that I just
got it to work somehow ;)
I will try the approach with gl_ProjectionMatrix tomorrow, thank you :)
-Thorsten
Am 01.12.2010 20:51,
Hi all,
I solved this problem. To help others I'll explain my ideas here, so other can
use this information as well.
The wrong part in my structure was the function were I modified the height
values.
To explain my optionion of the right way, it is required to understand how the
tiles are
it example have 3 files.
i`m not understand how open it in QT.
I try create empty project and include it *.cpp there.
INCLUDEPATH += D:/openscenegraph/OpenSceneGraph/include
INCLUDEPATH += C:/Qt/2010.05/qt/src/opengl
LIBS += D:/openscenegraph/OpenSceneGraph/lib
INCLUDEPATH +=
Hi,
I added to the pbuffertest.cpp directly after viewer.realize();
Code:
viewer.stopThreading();
gc-releaseContext();
viewer.startThreading();
but I still have the same behaviour (-1 works, -f 1 gives the wglMakeCurrent
error)
Cheers,
Hello Oliver,
I added to the pbuffertest.cpp directly after viewer.realize();
but I still have the same behaviour (-1 works, -f 1 gives the wglMakeCurrent
error)
Hmmm, seems you are tripping over something else on your hardware... I
just remembered you had mentioned in another post that
Hi Robert -- I built on Windows and ran the FLT regression test suite as a test.
The results are expected, just the known failures.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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Hi Robert
Great to hear the IOS support is now in the trunk, I wasn't liking git too
much :).
I built the latest trunk yesterday on Windows 7 using Visual Studio 2008,
all seemed to be fine and my own app is still functioning as expected. Also
gave the fbx plugin and osgAnimationViewer a quick
Hi all,
I've been playing around with the iPhone version of OSG lately, and I'm
pretty happy.
Just wondering about the feasibility of posting something on the app
store due to size constraints. I'm noticing that OSG is pretty massive:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
On 2/12/10 12:49 , Mike Wozniewski wrote:
Just wondering about the feasibility of posting something on the app store
due to size
constraints. I'm noticing that OSG is pretty massive:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
51MlibosgAnimation.a
116MlibosgDB.a
On 12/1/2010 6:49 PM, Mike Wozniewski wrote:
It's not an option to use 1GB of storage for OSG libraries. Does anyone have
ideas of how
to simplify the build? Is there a way to automatically remove library items
that are not
used?
Static linking makes a BIG difference, though it
On 10-12-01 9:03 PM, Ulrich Hertlein wrote:
On 2/12/10 12:49 , Mike Wozniewski wrote:
Just wondering about the feasibility of posting something on the app store due
to size
constraints. I'm noticing that OSG is pretty massive:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
51M
Surface , for example z= sin(x)sin(y).
I see only one solution. Calculate the value of a formula written into the
matrix and show the shape. But may exist complete class or method...
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Hi,
That is how a typical .pro file should look like if you want to compile osg
with qt.
/7
TEMPLATE = app
QT += opengl
INCLUDEPATH += .
INCLUDEPATH += /usr/include/osg
INCLUDEPATH += /usr/include/osgAnimation
INCLUDEPATH +=
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