I compile the osg library with the svn last version and I got a dynamic
error after load my FBX file. Integer division by zero.
I debugged and found that the error was in the first line of the function:
bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned int
resultframe,
Hi ,
tried to set
osg Window over Blender one and failed at
if (!::SetPixelFormat(_hdc, pixelFormatIndex, pfd))
so I proceeded - setting as always ( taken from MFC example )
RECT rect;
// Init the GraphicsContext Traits
osg::ref_ptrosg::GraphicsContext::Traits traits = new
Hi Robert, hi all,
[Topic moved from osg-sumbissions to osg-users]
You're absolutely right about the need for clear rules. I don't know if there
is a normative thing somewhare about DDS orientation (I didn't find any).
Actually I just found that the tools and 3D engines I use have the exact
Hi,
Thanks. But what about compileGLObjects.
Thank you!
Cheers,
Vijeesh
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Hello Robert,
I tried a simple test programme. I used the composite viewer and two views. If
I set up stereo on one view, it works fine. Also with the horizontal interlace.
But if I set the stereo to both, I get the message Warning: detected OpenGL
error 'invalid value' after
Hi J-S,
You are right, from the osgPPU point of view the scene graph responsible for
it, shouldn't be culled at all, so this couldn't be a problem.
It sounds strange. I would assume that maybe the camera does not provide frame
updates anymore, when you move your view to this certain direction.
Hi,
I'm new to OpenSceneGraph, and I have the following scenario:
A OSG file exported from 3DS Max, using OSGExp0.9.8
That file has 3 textures... 2 should be static, and 1 should be animated. When
playing the exported OSG file, all 3 textures still static.
I read few things about osg
Continuing my interior monologue on this. I remembered that right at the start
I had done a test with the viewer forced into single threading mode and still
seen the corruption. So all the threading related tests were irrelevant! More
interestingly I have just repeated that test with the
Hi,
are you using the fbo output texture in the main scene?
jp
On 15/02/11 13:25, Roger James wrote:
Continuing my interior monologue on this. I remembered that right at the start
I had done a test with the viewer forced into single threading mode and still
seen the corruption. So all the
Hello,
I want to render my scene in a texture and after this I want to use that
texture on a Plane in the front of a ortho camera. My question is how can I use
the matrix manipulator on the rtt camera?
Here my idea to do this, but it doesn't work. It is only a short form of the
code to show
Hi Art,
You are right, from the osgPPU point of view the scene graph responsible for
it, shouldn't be culled at all, so this couldn't be a problem.
It sounds strange. I would assume that maybe the camera does not provide frame
updates anymore, when you move your view to this certain
Ok it works for one view in my composite viewer. The problem was my texture. It
didn't have the right size. However, I have 4 views and the render to texture
only works for the first view.
I get the following message: RenderStage::runCameraSetUp(), FBO setup failed,
FBO status= 0x8cd9
Is
I think it works now! My problem was in the following line:
rtt_cam-setViewport(_x,_y,_width,_height);
_x and _y musst be zero in all views. I guess it makes sense, but I am not
sure. However, I wrote rtt_cam-setViewport(0,0,_width,_height); and it works
fine!
Cheers
Martin
Hi,
I am trying out the tutorial on StateSets from this websites
however, i am having this problem:
fatal error C1083: Cannot open include file: 'osgProducer/Viewer': No such file
or directory
how can i solve this problem?
Thank you!
Cheers,
shyuan
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Hi All,
I have the following code:
label = new osgWidget::Label(iName, 123);
label-setColor(1.0f, 0.0f, 0.0f, 1.0f);
label-setFontColor(1.0f, 1.0f, 1.0f, 1.0f);
window = new osgWidget::Canvas;
window-addWidget(label);
window-setUpdateCallback(new
Hi all.
I've had same issues using osgPPU, for me problem was happening only when i had
turned on near\far computation on viewer's camera, i've used this mode only to
test some stuff so i didnt investigated this issue further. May be this will
give you some hints on problem roots.
Sergey.
Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only when i had
turned on near\far computation on viewer's camera, i've used this mode only to
test some stuff so i didnt investigated this issue further. May be this will
give you some hints on problem roots.
Hmmm,
Hi, Almir
Try following thing:
Look at material name which uses this texture in 3ds max, in osg this will be
the name of drawable with stateset that uses this texture. You can find this
drawable with some visitor, get stateset there, then set your animated texture
to texture unit where old
Martin,
How do you have your composite viewer set up? Is it multiple views in a window
or a single view per window?
If you're using multiple views/viewports embedded in a single window, the
viewport (x,y) are relative to the window. If your views are set up in separate
windows (i.e. a view
Shyuan,
What version of OSG are you using? I believe osgProducer/Viewer has been
replaced by osgViewer/Viewer...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tze Shyuan
Sent: Tuesday,
Hello Shayne,
I have multiple views in a single window. I create four views and one camera
per view.
Example:
camera1-setViewport(0,0,400,300);
camera2-setViewport(400,0,400,300);
camera3-setViewport(0,300,400,300);
camera4-setViewport(400,300,400,300);
view1-setCamera(camera1);
Great!
Can you give me a sample of code for doing that?
That can one of the default OSG samples or other example...
Thanks a lot!
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OK, I realized I have to call the canvas resize also. Even if I have a strange
behaviour ...
Gianni
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Hi,
Is there a CPU or GPU based Marching cube algorithm example in OSG?
osgvolume contains that?
Thank you!
Cheers,
Nan
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Hi,
Isn't marching cubes patented?
Thank you!
Cheers,
David
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Hello David and Nan,
1) please prefix posts to osg list with [osg-users] in subject
2) marching cubes is not patented as of now ( patents are not forever
but for time period - and it is expired for this algo )
3) for example of marching cubes and osg see
Greetings!
As far as I know, there are no Voxel algorithms in Open Scene Graph - unless
they have been added Hipper-Voxels in a plug-in like what is used in the
Lightwave lately and they didn’t tell me! If there was one, it would be
wrapped around OGL’s Nerb rendering (I figure) and/or
J.P. Delport wrote:
Hi,
are you using the fbo output texture in the main scene?
Hi J.P.
The answer is no. It is a screen capture. I just write it away to a file.
As I mentioned before I can fix this be setting the fbo camera to PRE_RENDER.
However, too many years working on this sort of
Sergey Kurdakov wrote:
Hello David and Nan,
1) please prefix posts to osg list with in subject
2) marching cubes is not patented as of now ( patents are not forever
but for time period - and it is expired for this algo )
3) for example of marching cubes and osg see
Hi David
SKhttp://www.cs.jhu.edu/~misha/Code/PoissonRecon/
Well, I think the question was is there any examples of OSG doing that kind
of stuff
it depends what you call example, a link provided is an example of using
marching cubes in OSG.
Regards
Sergey
On Tue, Feb 15, 2011 at 9:57 PM,
Hi David,
Well, I think the question was is there any examples of OSG doing that kind of
stuff and I don't recall anything! In fact I've seen one exaple that even
segest the usage of nerbs and only a token segestion of using shaders in OSG!
:x Somthing they need to work on, or so I
EZscroll and EZspiral use the Marching Cubes algorithm
http://www.warwick.ac.uk/~masax/Software/ez_software.html
Nvidia has an example for CUDA.
Cheers,
Michael
On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG nan.c...@gmail.com wrote:
Hi,
Is there a CPU or GPU based Marching cube algorithm
Skylark wrote:
Hi David,
Well, I think the question was is there any examples of OSG doing that kind
of stuff and I don't recall anything! In fact I've seen one exaple that
even segest the usage of nerbs and only a token segestion of using shaders
in OSG!
:x Somthing they
There is an example of the usage of the marching cubes algorithm in the
Nvidia GPU computing SDK (OpenCL Marching Cubes Isosurfaces)...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
This is a true statement for the parametric surface stuff. In a previous life
when I worked on OpenGL drivers, evaluators were always implemented in the
slow path...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi all,
happy to report, that managed to render to fbo texture in Blender using osg.
what I had to do?
first I added convenience method to Viewer
GraphicsWindowEmbedded* Viewer::setUpViewerAsEmbeddedInWindowOrtho(int x,
int y, int width, int height)
{
setThreadingModel(SingleThreaded);
hybr wrote:
Hi, Almir
Try following thing:
Look at material name which uses this texture in 3ds max, in osg this will be
the name of drawable with stateset that uses this texture. You can find this
drawable with some visitor, get stateset there, then set your animated
texture to
Hi Thomas,
I tested your code and I got an error:
OsgAnimationTools AnimationSplit XML Config ERROR: AnimationSplit nodes
must contain a 'splitCount' property.
The function that reads my FPS returns 0, even when I set to 30 in the xml
file.
Also, the function ReadAniSplitFromConfigNode() has a
Hi Renato
My bad, the message is very miss leading and the errors you've
received shouldn't have caused any problems.
-The split count issue is from a bad copy and paste. So the splitCount
variable shouldn't be there either.
-The fps not being read is my bad again. I was heading for a more
Nice! Now everything works! The animations were correctly splitted.
I got 2 messages:
OutputStream::writeObject(): Unsupported wrapper class
osg::ComputeBoundingBoxCallback
OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback
But the final file was created, and apparently,
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