GeeKer Wang writes:
Yes, it's CXXFLAGS. I just misspelled it and did nothing wrong.
I configured it in ccmake and found those flags in gcc comandline.
Nothing changed anyway. I don't know what's the real reason for that.
The last resort is then to compile the Fedora package yourself with
On Feb 21, 2011, at 12:38 AM, Neil Neilson wrote:
Hi Jean
My third notebook has a Mobile Intel(R) 945GM Express Chipset
That is the one I use most for development.
The refresh rate is set at 60 Hertz
I don't know if that is the vsync you are referring to.
If it is then osgEarth must be
Hi Andrew,
There a number of different ways to achieve the layer effect you are
talking about. You could use multiple view's each with Cameras all
sharing the same graphics context and then switch these Cameras on/off
as needed using the Camera's NodeMask. You could also place the
Cameras in
Hi Vijeesh,
On Tue, Feb 15, 2011 at 9:25 AM, Vijeesh Theningaledathil
vije...@nal.res.in wrote:
Thanks. But what about compileGLObjects.
The IncrementalCompileOperation takes over this responsibility, and
it's compile is something that will be automatically called on each
new frame by the
Hi Shyuan,
Could you point me at the url for the problem tutorial as it should
now be referring to osgViewer::Viewer rather than the old
osgProducer::Viewer which was replaced several years ago.
Thanks,
Robert.
On Tue, Feb 15, 2011 at 2:50 PM, Tze Shyuan
genso_madensaiy...@yahoo.com wrote:
Hi,
Hi Martin,
2011/2/15 Martin Großer grosser.mar...@gmx.de:
But I have another problems now. The stereoscopic option doesn't work with
the RTT. Have you a hint for me about this?
It all depends upon what result you are expecting. Some stereo
effects you wouldn't want a different RTT result for
Hi Nan,
On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG nan.c...@gmail.com wrote:
Is there a CPU or GPU based Marching cube algorithm example in OSG?
osgvolume contains that?
As others have already mentioned there isn't a Marching cube algorithm
implemented in the OSG. There is support for
Hi Sergey,
I've just had a quick scan of your posts and my guess is that you
haven't yet had any other replies as you are probably the first to
have tried grafting the OSG into Blender. I don't personally know
anything about the Blender even at the user level so can't comment on
the Blender side
Hi Roberto,
For sharing state like texture's all you need to do is share the
osg::StateSet that holds that state. In you case I would probably
manually create the scene graph and then assign the callbacks and
share the appropriate objects I want. I wouldn't use clone at all, as
you can just
Hi Dani,
The problems with not find the ive::Terrain::write read
implementations is a peculiar one, I've just looked through the ive
plugin and the Terrain implementation is there are looks OK as does
the DataInputStream and DataOutputStream implementations.
The only anomaly I can find is that
Hi Robert,
The Image::scaleImage methods used to use the standard GLU which
requires a valid graphics context to be current, if you call it
without a valid graphics context it will likely crash in GLU.
The svn/trunk and 2.9.10 onwards versions of the OSG use an internal
version of GLU which has
Hi Eric,
With this type of problem it's very hard to debug remotely, the best I
can do is provide some general comments/guesses.
With crashes in OpenGL code they are typically either:
1) Lack of valid graphics context being current
2) Invalid data being passed from the OSG.
3) Driver bug
Hi Jorge
The current Status is... aparently fully functional.
Great news, well done to you and your team, I hadn't progressed far at all.
I decided to make the jump to linux and then got rather side tracked :).
I'd be more then happy to do some testing etc for you guys once you've
finished your
Hi Eric
OpenGL ES 2.0 shaders are different to standard glsl shaders. For instance the
built in varying gl_TexCoord[0] doesn't exist and gl_lightPosition is gone
also. Although a dodgy shader should not cause the app to crash, just the
shader will not be used and thus you won't see that
Hi Dani + Robert,
Am 21.02.11 11:04, schrieb Robert Osfield:
The problems with not find the ive::Terrain::write read
implementations is a peculiar one, I've just looked through the ive
plugin and the Terrain implementation is there are looks OK as does
the DataInputStream and
Hi Norman
That code looks interesting. I would need to step through that and use
some std::cout to understand it.
I tried a half dozen times to install with ossimplanet 1.8.4. It shows the
globe and
terrain but MS ends it with iglicd32.dll. It said the log would be in ..\TEMP
or sometimes
Hello,
Have everyone experience with the gl shading language? I would like to do
something like that on my texture (I use render to texture):
gl_FragData[0] += vec(0.01,0,0,1);
Is that possible? I want to increment the color in my texture in every render
pass (in this case the red channel). I
Hi,
Is there a way to make the osgOcean handle the resize events for the
window?, i tried adding an event handler in the example file, but it only
resizes the window or makes it full screen but the ocean scene remains the
same size, where can i find the resize or wiindow handler for osgOcean?.
Hi osg-users,
I recently tried to attach a fragment shader to a node and set it as an
overlay subgraph.
My shader is using a uniform that I want to update, so I attached a derived
osg::Uniform::Callback to it but this one is never called.
When the same node is added to the scenegraph and not
Hi everyone,
I try to scale image by using scalImage function in class Image but it
always return* out of memory*.
I try to read old mailing list but I don't understand. Could someone tell me
what wrong with my code below.
#includeosg/Image
#includeosgDB/ReadFile
#includeosgDB/WriteFile
int
On 2/21/2011 7:52 AM, Martin Großer wrote:
Hello,
Have everyone experience with the gl shading language? I would like to do
something like that on my texture (I use render to texture):
gl_FragData[0] += vec(0.01,0,0,1);
Is that possible? I want to increment the color in my texture in every
Hi,
you'll have to use ping-pong if you want to update a texture from a
current state. Have a look at the osggameoflife example.
cheers
jp
On 21/02/11 16:52, Martin Großer wrote:
Hello,
Have everyone experience with the gl shading language? I would like to do
something like that on my
My understanding is no, in general in GLSL you cannot read from the same
buffer you are writing to. The reasoning is that you can have multiple
shader units potentially rendering the same pixel in parallel and/or
rendering pixels that will never actually be drawn on screen due to
z-buffering, so
Hello,
thank you very much for the three fast answers. I think the ping pong
processing looks interesting.
I only want to render a texture by RTT and in the next run I render the texture
again, but I don't want to replace the old texture. I would like blend the new
rendering into the texture.
Hi Phummipat,
osg::ref_ptrosg::Image image = osgDB::readImageFile(Sunset.bmp);
Can you at least check that image is not null at this point?
if (image.valid())
image-scaleImage(256,256,1);
else
std::cout Image not found std::endl;
return 0;
}
If that's
Hi agian,
I found another problem with osgOcean (or im missing something), i have
loaded a model(.ive) along with the ocean(using the osgOcean example)
however, i dont see any of the model's material properties displayed, but
when i display the model with osgViewer, itseems fine.
Thanks,
Regards
Hi, Peter.
There are extension NV_texture_barrier that allows read and write to same
buffer with certain limitations. Though its not widely supported and you have
to use opengl code in osg to use it.
And back to topic, seems like additive blending without clearing render target
between frames
Hi J-S and others,
thank you for you answer.
I have changed my code to the code below but I still return out of memory.
And also, I try to use *gluScaleImage* but it still return out of memory
too.
#includeosg/Image
#includeosgDB/ReadFile
#includeosgDB/WriteFile
#includeiostream
int
Hi, Alexandre.If your overlay subgraph is under osg camera, then update traversals dont reach there, they stop at camera node.You can try to add this uniform to stateset of some node before camera in scene graph, so it will be updated and shouldn't break anything.Cheers, Sergey.21.02.2011, 17:57,
Hi, Neil.
iglicd32.dll is intel opengl driver dll, and apparently they are not so good at
writing opengl drivers atm, i've had some problems with intel cards and it's
ends up being driver bugs from time to time. If ossimplanet use compressed
textures try to enable them in graphics options in
Hello Phummipat,
I have changed my code to the code below but I still return out of memory.
And also, I try to use *gluScaleImage* but it still return out of
memory too.
We don't have your machine, environment and code in front of us, so
please follow the other piece of advice I gave you in
Hi Phummipat,
The osg::Image::scaleImage() function in OSG-2.8.x and before relies
upon GLU library's gluScaleImage which requires a valid graphics
context to run and will generate errors or crash when called without a
valid graphics context being current.
In the latest OSG dev releases and
Hi,
I now have quite a big scene with lots of textures apparently. When I load my
scene the osg Database seem to just store the data until some point in time and
releases them.
When I load my geometry and textures in, I pass in the following parameters:
osgDB::ReaderWriter::Options* op = new
Hello Ramy,
I am asking why, because my application during loading now crashes because its
exceeding 2GB of memory under 32bits.. If i remove a part of the scene (to make
it less than 2GB in memory load), the scene gets loaded, I can see it in the
Task Manager going up to 2GB (or just less)
HI Robert
How I can use osg::Image::scaleImage() with a valid graphics context.
Could you give me some suggestion or example.
Best regards,
Phummipat
On Mon, Feb 21, 2011 at 5:36 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Phummipat,
The osg::Image::scaleImage() function in
What a nice idea you provide me~
I saw some examples in osgVolume
But I dont know how to use/test these examples...could you give me a guide?
Thanks a lot~
robertosfield wrote:
Hi Nan,
On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG wrote:
Is there a CPU or GPU based Marching cube
Hi, Ramy
There are two basic ways to lower memory usage in that case. First is load your
scene in parts and after loading each part do viewer frame with disabled color
write or some splash screen, this will apply state and free some memory. Second
- try out compressed textures, you can get 4-8
Hi,
I'm trying the DirectShow plugin but I'm getting an error when trying to
load .avi movies. Here's what I do:
*osgmovie test.avi.directshow*
and the output in the console is:
* 016EE500 test.avi Not specified error.*
* Unable to read file test.avi.directshow*
The sentence Not specified
Hi Chris,
thanks to Rui's OpenSceneGRaph 3.0 book I do now understand how the Plugins
work and implemented a pseudo loader as you recommended.
It works like a charm and now I can do the modification on load time but
outside of my rendering loop.
My next step will be to go on learning how to
Hi hybr,
Thanks for the info, I have had problems with the Intel 945G
Intel was just getting into the video card/drivers
6.14.10.4436 2006 is Toshiba's version of the latest driver
Previously I had to get an older driver for Java's jogl (JNI of OpenGL)
I just tried
winxp_14324.exe
Hi Pumipat,
My suggestion is to use OSG-2.9.10 or svn/trunk, as this wouldn't require
you to change any of your code, just compile against the latest dev version
of the OSG.
Failing this have a look at the osgconv example as it has a code path for
creating a graphics context for the purpose of
Resolved.
I removed all of those Boxes and performance is good now. Boxes are very
heavy when resizing.
Cheers
Eduardo
On Mon, Feb 7, 2011 at 2:26 AM, Eduardo Poyart poy...@gmail.com wrote:
Hello,
I'm using osgWidgets and I have a hierarchy that starts with a
osgWidget::Frame, and it has
Hi,
any news here?
I look through the osgManipulator code and it seems that the constains didn't
work with the CompositeDragger and the inherhited draggers, f.e. the
TranslateAxisDragger.
It looks like the constrains only dispatched on the base draggers. I don't know
the exact concept of the
Hi,
My bin directory from SVN build with VS10 looks much different than the
2.9.9 pre-built.
About 45 like libtiff.dll for 2.9.9 and about 15 like osg71-osgViewer.dll for
2.9.11
Is this my error or has the format changed?
Thanks
Neil
--
Read this topic online here:
Dear All,
What will be the projection type If I specify --geocentric option to osgdem. ie
whether it'll be UTM/ECEF/Flat/ECI.
The command I used is osgdem --geocentric -t 77-12_geo_wgs84.tif -d N12E77.hgt
-l 4 -o terrain.ive
Gdal info of source files are given below
Driver: GTiff/GeoTIFF
Hi,
On 21/02/11 17:29, Martin Großer wrote:
Hello,
thank you very much for the three fast answers. I think the ping
pong processing looks interesting.
I only want to render a texture by RTT and in the next run I render
the texture again, but I don't want to replace the old texture. I
would
WGS84 ECEF AFAIK, check with osgpick.
jp
On 22/02/11 07:29, Vijeesh Theningaledathil wrote:
Dear All,
What will be the projection type If I specify --geocentric option to osgdem. ie
whether it'll be UTM/ECEF/Flat/ECI.
The command I used is osgdem --geocentric -t 77-12_geo_wgs84.tif -d
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