Hi,
After trying ... debugging .. and trying again..
I always get to the same point.
"PixelBufferWin32::init(), Error: some wgl extensions not supported"
it's like the extention mechanism does not get to the tesla's and instead goes
to the matrox (which is of course not compatible with anything
Hi,
First, thank you for yours help!
I have some problems to compile FFmpeg in Windows. I'm going to try with
directshow.
Do you know any example of stream with dshow in OSG?
Thanks in advance!
Cheers,
Nagore
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On 23/02/11 19:45, Mr Alji wrote:
Hello,
Please I am a little bit stucked here ...I would like to caclculate the
coordinates (Vec3d) of the bottom point following the Z axe of a model.
how I am supposed to do that ??!!
I'm trying to compute the in
On 2/23/2011 7:45 PM, Jean-Sébastien Guay wrote:
>> My main reason for wanting to create Geometry is that I need to divide the
>> Cylinder
>> object into primitives for further processing and the parser that I had
>> written doesn't
>> seem to work with an osg file created from ShapeDrawable.
>>
Hi Sanat,
My main reason for wanting to create Geometry is that I need to divide the
Cylinder object into primitives for further processing and the parser that I
had written doesn't seem to work with an osg file created from ShapeDrawable.
So I inferred that I need to create geometry rather th
Hi Jean,
Thanks for your post. It was very helpful indeed. (yes I mean ShapeDrawable)
My main reason for wanting to create Geometry is that I need to divide the
Cylinder object into primitives for further processing and the parser that I
had written doesn't seem to work with an osg file created
Thanks again Jean.
I had no idea what was used to compile the pre-built.
Neil
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Hi Neil,
That did help and answered what the problem was.
[quote]Did you recompile the examples after rebuilding OSG itself?[/code]
No I did not.
Now I know what the problem is I can deal with it.
Great, good to know we finally found it.
From my first post:
Is this my error or has the f
Hi Jean
That did help and answered what the problem was.
[quote]Did you recompile the examples after rebuilding OSG itself?[/code]
No I did not.
Now I know what the problem is I can deal with it.
>From my first post:
> Is this my error or has the format changed?
The format has changed to inc
Hi Sanat,
I am working on an application that is currently using a Cylinder Drawable
object.
You probably mean ShapeDrawable, since Drawable is the base class for
all drawable objects (including osg::Geometry).
How Can I go from using a Drawable to actual geometry ?
You have to calculat
Hi,
Hi,
I am working on an application that is currently using a Cylinder Drawable
object.
However I had read that if you have plans on using drawables in a final
application that needs high-performance then you probably should create your
own geometry library. (from osghelp site)
I am usin
Hi Neil,
For some reason it is not picking up osg.dll from the osg71-osg.dll.
No. There is no osg.dll. There is only osg71-osg.dll. The example, when
recompiled against the proper osg.lib, will load osg71-osg.dll at runtime.
Did you recompile the examples after rebuilding OSG itself? Are yo
Hi,
Can you convert your sample to osg format, I dont have fbx plugin. Yeah
I know you will have a message every frame, but good motivation to clean
input data :)
Cedric
On Wed, 2011-02-23 at 21:39 -0300, Renato Silveira wrote:
> This fix solved the problem.
> I'm sending the model I used to tes
On 02/23/2011 07:29 PM, Neil Neilson wrote:
Trying the examples in ..\share\OpenSceneGraph\bin
None of them work now but did with the pre-built 2.9.9 that does not have the
osg71-.
osg.dll was not found
OpenThreads.dll was not found
The fact that the examples don't work, but osgviewer.exe do
Hi Jean
> and it will pick up the right osg71-osg.dll, osg71-osgDB.dll etc.
> at runtime.
Trying the examples in ..\share\OpenSceneGraph\bin
None of them work now but did with the pre-built 2.9.9 that does not have the
osg71-.
osg.dll was not found
OpenThreads.dll was not found
The ..\data
Hello Neil,
Apparently I have something wrong in CMake or in VS10.
I am getting the osg71- rather than the xxx.dlls
Please stop focusing on this. IT IS NOT A PROBLEM. The VS builds will
always have an osgXX- prefix to the DLL names, that's how it should be,
the prefix is a version number tha
Hi bouffa
It's a bit confusing having 3 threads when there should be one.
I edited the post you answered and added this
> edit: Looking in C:\OSG-dev\OSG\build\bin they have the osg71-
> C:\OSG-dev\OSG\build\Release is empty.
>
> Looking at my mingw build:
> C:\mingwOsg\OpenSceneGraph-mingw\bi
I have commited a fix, could you have a try ?
And if you can could you provide a sample data that generated this
error ? because it does not makes sense to have an Action that has 0
frames, so I would like to check the input data.
Cedric
On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote:
>
Hi Neil,
I can't see what is your problem ? OSG contains the core libraries and
nodekits ( Openthreads, osg, osgDB, osgGA, osgFX, osgViewer, etc...) wich
will give the versioned dlls in bin folder (osg71-osg.dll --> osg library ;
osg71-osgGA.dll --> osgGA library ; etc ...) and plugins for loading
Cedric,
Check out:
src/osgWrappers/serializers/osgAnimation
Chuck
On Feb 23, 2011, at 2:22 PM, Cedric Pinson wrote:
> Hi,
> I have not check the new code about serializer... I will put it in my
> tasklist. Anyone knows where I should look to update osgAnimation code
> about serializer ?
>
> C
Hi,
I have not check the new code about serializer... I will put it in my
tasklist. Anyone knows where I should look to update osgAnimation code
about serializer ?
Cedric
On Thu, 2011-02-17 at 09:30 +, Michael Platings wrote:
> I've not used any of the osg file formats so I can't help you the
Hi Tim
At least I am not the only one to run into this.
>From the SVN today and CMake Configure/Generate and VS10 ALL BUILD
the recent changes were built and no errors.
I renamed C:\OpenSceneGraph to C:\OpenSceneGraph-xx
Build INSTALL: Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped
Th
Hi,
Yeah but I know they blacklist some drivers version even on nvidia
because of bug in OpenGL drivers...
Maybe you have to enable it manually if you are on this case.
Cedric
On Wed, 2011-02-23 at 13:02 -0500, Jason Daly wrote:
> On 02/23/2011 11:35 AM, Cedric Pinson wrote:
> > Hi,
> > Try those
No. nVidia GTX480...
On 2011-02-23, at 4:13 PM, Simon Hammett wrote:
>
> On 23 February 2011 19:37, Murray G. Gamble
> wrote:
> Thanks for the suggestion, Chuck.
>
> I've tried this, and do not observe any appreciable improvement in rendering.
> I should point out that while the images I p
Hi Niel,
I have just experienced the same thing (I believe) as I was trying to play with
osgOcean and could not get the libraries to play nicely so I downloaded the
source to build the libraries myself.
After building... I tried osgOcean again and found that it couldn't even find
the libraries
Hi Jean
I had previously tried to figure out the difference.
All the plugin .dlls start with osgdb_
My mingw build has libosg.dll instead of the my earlier build with VS10
osgdb_osg.dll
and similar for many of the other .dlls
It is just the recent builds that have the osg71-xxx.dll and no xxx.
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 02/22/2011 05:12 PM, Manuel Garnier wrote:
> Hi Jan,
>
> I think Kumar was talking about a sample project available with OpenVRML.
> There is a sdl viewer app provided with OpenVRML (at least in the visual
> studio solution file).
>
> Cheers,
> M
On 23 February 2011 19:37, Murray G. Gamble wrote:
> Thanks for the suggestion, Chuck.
>
> I've tried this, and do not observe any appreciable improvement in
> rendering. I should point out that while the images I provided highlight
> the main rotor disc as the offending geometry, there are numer
Hi Murray,
The OpenFlight format is pretty crap when it comes to identifying
which objects should be treated as opaque or transparent. The OSG has
to do a best guess based on an alpha values present in colour or
textures. It could be that your model is being treated as completely
transparent so
Thanks for the suggestion, Chuck.
I've tried this, and do not observe any appreciable improvement in rendering.
I should point out that while the images I provided highlight the main rotor
disc as the offending geometry, there are numerous other geometry elements
(e.g., windows) that cause sim
Murray,
Your rotor is being placed in the Opaque render bin, which is causing all of
the geometry behind it to be culled out. You need to make sure it is in the
transparent bin. You should add these to the stateSet of the rotors:
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN
which file are "fbx_library" and "fbx_library_debug"
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On 02/23/2011 11:35 AM, Cedric Pinson wrote:
Hi,
Try those link to enable webgl.
http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation
Note that on chromium webgl is enable by default
Cedric
On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote:
Hi Cedric
Very interesting project
Hello,
Please I am a little bit stucked here ...I would like to caclculate the
coordinates (Vec3d) of the bottom point following the Z axe of a model.
how I am supposed to do that ??!!
I'm trying to compute the intersection between the model and a Plane located
at the model boundingBox.zMin, but w
Thanks Robert
The include, lib and plugins seem to be ~same.
As long as things work OK I won't be concerned.
I should get into Ubuntu more and try it there.
For other apps the mingw builds are the largest then MSC10 which is
considerably smaller and then MSC9.
Neil
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Hi,
Try those link to enable webgl.
http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation
Note that on chromium webgl is enable by default
Cedric
On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote:
> Hi Cedric
>
> Very interesting project.
>
> I have Firefox 4.0 Beta 11 and trie
Hi,
i used the osgviewerQt example with the following modifications:
- added a toggle stereo on/off event handler
- added traits->quadBufferStereo = true; when creating the graphic context
When i start the program with OSG_STEREO=ON and OSG_STEREO_MODE=QUAD_BUFFER the
program works as expected. B
Neil,
I did a search in this forum and also a Google search for osg71-
The SO version has been there for a very long time. If it is not there
for the old version you downloaded, then it's either a very old version
or the versioning was disabled by the person who did the build. However
it is
Hi Neil,
I can't help you with Windows specifics as I haven't touched a Windows
box for programming in the last decade...
My general comments about libs and osgPlugins-version are valid across
all platforms though. Your own builds of the OSG may well be
different from other users builds if your
Hi Jean,
Ya I was only calling optimize (with DEFAULT option) after I load the entire
scene, which now explains why the memory goes down a lot. So now I just call
optimize on each model when I load them, and Im fine.
Now after loading everything, im getting openGL out-of-memory error :D
I'm tr
Hi Cedric
Very interesting project.
I have Firefox 4.0 Beta 11 and tried several of the Demo apps but just get this
error:
Could not initialise WebGL
Does something need to be set in the browser?
Neil
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If the source data is using UTM coordinates already, you can just do
osgdem --TERRAIN --PagedLOD -t texturedir -d elevdir -l 10 -o
utmdatabase.ive
If the source data is not using UTM, you can use gdal to reproject the
data by
gdalwarp -t_srs "proj=utm +zone=11 +datum=WGS84" infile outfile
If gd
Hi Robert
I did a search in this forum and also a Google search for osg71-
There were several and the earliest I looked at was Feb 2011, this month.
In the thread I started on this I asked:
http://forum.openscenegraph.org/viewtopic.php?t=7837
> Is this my error or has the format changed?
I hi
Hi,
How can I generate terrain in UTM coordinate using osgdm?
Thank you!
Cheers,
Vijeesh
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and what is the differences between FBX_LIBRARY and FBX_LIBRARY_DEBUG
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http://li
ok, I was finally able to correct errors that CMake marked. Now, I'm watching
that is a part that says FBX_ ... I guess there I put the address of my fbx
plugins, but, what i put in where it says FBX_ROOT?
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Hi osg-users,
It seems that the overlay::OverlayData::_camera prevents attached subgraph
callback to be called.
In future version, is it possible to attach an update callback to the
overlay::OverlayData::_camera node, by creating a new function like :
void setOverlayCameraCallback(osg::NodeCallb
Hi Lars,
On Wed, Feb 23, 2011 at 2:08 PM, Lars Erling
wrote:
> Has there been any new implementation to support multiple views with a
> different frame rate? Our need is to update one small view with 48Hz, and two
> other larger views with 1Hz...
There hasn't been any work to the core OpenScen
Hi,
Has there been any new implementation to support multiple views with a
different frame rate? Our need is to update one small view with 48Hz, and two
other larger views with 1Hz...
Thank you!
Cheers,
Lars
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Hi Alex
>>I would like to use a multi nVidia Tesla GPU server for rendering large
OSG scenes.
>>Is there a way to do that with OSG ?
I've never used a tesla before but I know they are capable of running
OpenGL. The key is to ensure the context is created on the telsa card and
not the display adap
Hi,
for 2D texture coords go from 0..1 and for Rect it goes from 0..width
and 0..height
Sometimes it's nice to work with normalise, sometimes it's nice to
address pixels by number...
jp
On 23/02/11 11:38, "Martin Großer" wrote:
Hello,
can everyone explain me what the difference between a
Hi,
On 23/02/11 10:35, Vijeesh Theningaledathil wrote:
Hi,
Thanks JP. By vector length you mean Local vertex or World vertex.
If I created the terrain using geocentric option I'm getting local
vertex with x/y and alt in meters and world vertex in some 7 digit
number. But when the terrain is cr
Skylark wrote:
>
> This has been asked recently (wasn't it by you even?). It's becoming an FAQ.
>
I'm sorry for that. I made a fast search before asking and I didn't find that
topic, sorry.
Skylark wrote:
>
> I suggest you read up on the pitfalls of C++ multiple inheritance, as
> well as th
Hi Alex,
On Wed, Feb 23, 2011 at 12:04 PM, Alex Andel wrote:
> I'm going in that direction ... but still how do I enumerate the gpu's?
I've never use a Tesla system before so I can't say how NVidia will
have set things up, but have a look at the Traits::displayNum and
screenNum, it may well be t
Hi,
I'm trying to get bones world matrixs from fbx model and I don't know how... I
follow these steps...
Code:
struct BoneFinder : public osg::NodeVisitor
{
std::vector _bones;
BoneFinder() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Transform
Hi Gianni,
is it possible to use multiple inheritance with osg classes? I tried to make a test but I
got the following error. In another example I got a similar error related to the
"ref" call.
Can anybody help me please?
This has been asked recently (wasn't it by you even?). It's becoming a
Hi,
Thanks for the fast response ...
I'm going in that direction ... but still how do I enumerate the gpu's?
...
Thank you!
Cheers,
Alex
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Hi All,
is it possible to use multiple inheritance with osg classes? I tried to make a
test but I got the following error. In another example I got a similar error
related to the "ref" call.
Can anybody help me please?
Code:
Compiling...
main.cpp
e:\3rd_party\osg\OpenSceneGraph-2.8.3\include\o
Well, updating the driver works fine. But I have a couple of questions.
On my PC (WinXP) at the end of the day I experience the same bad behaviour
while if I restart windows the CPU usage is very low. Any explanation for that?
Moreover, which is the core problem in OSG related to that?
Regards
On 23/02/11 11:54, "Martin Großer" wrote:
Ok, I didn't understood that. So, either way I need the ping pong
process. I am writing the ping pong version at the moment. I hope
this works but more about that later. :-)
In the blending case you don't need ping-pong if you use
NV_texture_barrier
htt
Hi Alex,
On Wed, Feb 23, 2011 at 6:56 AM, Alex Andel wrote:
> I would like to use a multi nVidia Tesla GPU server for rendering large OSG
> scenes.
> Is there a way to do that with OSG ?
You'll just need to open up a pbuffer graphics context on each GPU and
then render to this.
You'll need set
Ok, I didn't understood that. So, either way I need the ping pong process. I am
writing the ping pong version at the moment. I hope this works but more about
that later. :-)
Regards,
Martin
Original-Nachricht
> Datum: Wed, 23 Feb 2011 10:31:34 +0100
> Von: Juan Hernando
> A
Hello,
I have been seeing that the TextureRectangle is a OpenGL standard. I didn't
know that so far.
Here is the documentation:
http://www.opengl.org/registry/specs/ARB/texture_rectangle.txt
Best regards,
Martin
Original-Nachricht
> Datum: Wed, 23 Feb 2011 10:38:17 +0100
>
Hi,
@Kim:
Well for starter, I can't render a more complex model if I enabled glare. First
I was successful in rendering the smiley ball. But then I tried with a much
larger model but it didn't render, although it can definitely be loaded, if I
activated the glare. But if I deactivate it, the m
Hi Brad,
Have you checked if any your Vertex-Coordinates contain
Infs or NaNs?
Does you geometry have any degenerated primitives
such as lines or triangles with identical vertices?
Next thing I would check would be the consistency
of geometry with respect to array lengths.
If everythings checks
Yes the baseTex is bound as input texture and it is also the render
target of the FBO. I thought I can use the blendequation for the
iterative adding of a texture. Did I misunderstood that?
With the blend equations you can mix and incoming fragment with the
value stored in the framebuffer for the
Hello,
can everyone explain me what the difference between a osg::Texture2D and a
osg::TextureRectangle?
Regards,
Martin
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Hi Kim,
Sorry, i'm not at work, i can only send you on tuesday next week :( , thanks
for your support.
On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale wrote:
> Can you send a screenshot, it might shed some light on the matter.
>
> Kim.
>
>
> On 22 February 2011 16:33, Mahendra G.R wrote:
>
>> Hi Kim
Can you send a screenshot, it might shed some light on the matter.
Kim.
On 22 February 2011 16:33, Mahendra G.R wrote:
> Hi Kim,
>
> i wrote a really simple shader, which does nothing but assign red color to
> the model, but i see water like reflections on the model, thats why i'm
> confused :(
Hi,
Thanks JP. By vector length you mean Local vertex or World vertex. If I
created the terrain using geocentric option I'm getting local vertex with x/y
and alt in meters and world vertex in some 7 digit number. But when the terrain
is created without geocentric option the world coordinate ve
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