Hi Chris,
siome weeks ago you asked for some feedback of kinect users:
I do have a Kinect since christmas, but besides some basic testing I didn't
work with it. My finaly goal would be a Kinect based camera manipulator.
Cheers,
Torben
--
Read this topic online here:
Hi Nan,
which version of the 3rdParty package have you downloaded? The current version
is V5.
You have to added your 3rdparty/x86/bin folder to your PATH. It contains the
dll dependencies and has to be part of your path to allow osgviewer to find it.
The environment variable OSG_3RDPARTY_DIR
Hello Nan Torben,
You have to add the *3rdParty bin* to your PATH otherise set the environment
variable OSG_NOTIFY_LEVEL to a higher verbosity level such DEBUG_INFO or
DEBUG_FP (by default it is NOTICE I think).
Cordialement
*--*
*M. ALJI Mohamed*
2011/3/28 Torben Dannhauer
Hi Sanat,
We can only guess what might be wrong as there really far too few
details to know what might be amiss.
My best guess looking that the image is... numerical precision?
Why not try exporting to .ive or .osgb and then trying with osgviewer.
Robert.
On Sat, Mar 26, 2011 at 8:57 PM,
Hi Barry,
A number of the OSG plugins support reading from istream, and the tiff
plugin is one of them, a quick grep of the source code suggests that
the quicktime and imageio plugins also look like do to.
So... just use a istream to map the memory and then pass this to the
plugin you want to
Hi Eduardo,
On Sun, Mar 27, 2011 at 11:31 AM, Eduardo Poyart poy...@gmail.com wrote:
There seems to be no easy way to do this. I read the Serialization page on
the wiki. I decided to go ahead and make my data class derive from Node and
write a wrapper for it.
Actually the I'd say the
HI Eduardo,
Which version of the OSG are you using? A few months back I did some
bug fixes for the serializers that related to Matrix output.
If the problem still exists in svn/trunk then please post a small
example that reproduces the problem so we can have a look at it.
Thanks,
Robert.
On
Hi rti,
can you please post whole modified files to osg.submissions as noted on
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Thanks,
Stephan
Am 22.03.11 19:24, schrieb Robert Timm:
Hi there,
there are another two tiny patches I want to provide.
They
Hi Vijeesh,
sorry for my late reply, I was on a trip the last days. You explanation helped
me to understand Cigi better.
I have some additional questions:
do we need to store the transfered SIGI contains in the IG to store the
transfered value, or are the cigi classes only a incoming event
Thanks zonk
the 3rdParty package I used is 3rdParty_VC9sp1_x86_x64_V5.7z
x86 version~ i think it's not version problem.
Ok, i have to add them to PATH environment variable.
although, it was not mentioned in the introduction.
But, there's no problem with previous OSG source code.
Maybe using
Thanks Alji,
I think the final solution is adding 3rdParty bin to my PATH...But with
previous installation, there was no problem without adding 3rdParty to PATH.
When i compile OSG, just path ACTUAL_3DPARTY_DIR to
C:/OpenSceneGraph-2.8.3/3rdparty. it was prefect...i think it was a problem of
Hi,
3rdParty package V5 uses zlib not as static build, therefore the viewer
requires now the zlib dll.
In older 3rdParty packages I used the static zlib and it worked without the dll.
I had to change to dynamic zLib because I updated libpng and the new version
caused some trouble with static
eh
I think not only viewer requires zlib.dll, but also other .exe stopped by the
zlib.dll is missing error...
crying.
If it is dynamic build... it means i have to add to PATH ?
Thanks
zonk wrote:
Hi,
3rdParty package V5 uses zlib not as static build, therefore the viewer
Hi,
every application which uses zlib hast du use zlib.dll. yes, add the direcotry
which contains zlib .dll to your path, and every aplication will be fine.
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=37938#37938
Hi,
I have problems with the axes it gives me from GetSkeletonJointOrientation...
Code:
osg::Matrix mat;
mat.set(orient.elements[0], orient.elements[1], orient.elements[2], nodePos.x(),
orient.elements[3], orient.elements[4], orient.elements[5], nodePos.y(),
orient.elements[6],
Cool~
That's fineThanks a lot zonk. I will pay attention to this error in my next
OSG installation, although it was not mentioned in the introduction page.
zonk wrote:
Hi,
every application which uses zlib requires zlib.dll.
Yes, add the directory which contains zlib.dll to your
Hi,
Can you give me the link to the page? I'll update it..
Thank you!
Cheers,
Torben
--
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http://forum.openscenegraph.org/viewtopic.php?p=37941#37941
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OK chief
here it is~
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
waiting for your wonderful contribution.
zonk wrote:
Hi,
Can you give me the link to the page? I'll update it..
Thank you!
Cheers,
Torben
--
Read this
consider mentioning the *date* of the last update, please.
*--*
*M. ALJI Mohamed*
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Hi ALJI,
I'll add it, thanks for the hint!
Cheers,
Torben
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http://forum.openscenegraph.org/viewtopic.php?p=37944#37944
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Hi,
Topics like GL Funktions in osg have been discussed in other posts, but still
not getting the essence.
I wonder which steps are required to make e.g. GL_PRIMITIVE_RESTART work within
osg ?
Could you point me to an example, more elaborated than osgTeapot ?
Thank you!
Cheers,
Peter
Hi all,
TriangleFunctor reads:
virtual void end() {
//...
_treatVertexDataAsTemporary = true;
drawArrays(_modeCache,0,_vertexCachef.size());
}
So drawArrays know the data is temporary, thanks to the flag. But shouldn't the
flag be reset to false after the call?
There is one research group at our university waiting for any new official
release. They ask me from time to time about it. However, they are not
apparently reading mailing list too often as they are busy with their own
things. I guess that number of people would welcome the new release if
On 3/28/2011 12:36 AM, Torben Dannhauer wrote:
siome weeks ago you asked for some feedback of kinect users:
I do have a Kinect since christmas, but besides some basic testing I didn't
work with it. My finaly goal would be a Kinect based camera manipulator.
Interesting. Keep us advised on
On 3/28/2011 9:04 AM, PC John wrote:
There is one research group at our university waiting for any new official
release. They ask me from time to time about it. However, they are not
apparently reading mailing list too often as they are busy with their own
things. I guess that number of
Hi all -- I have tagged a release candidate for the OSG 2.8.4 release:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc1
OSG 2.8.4 contains changes to allow last year's 2.8.3 release to build on
VS2010. It is identical to 2.8.3, with only the following changes:
On 03/26/2011 04:39 PM, Jean-Sébastien Guay wrote:
We're using 2.8.3, but we have no real problem waiting for an eventual
3.0 or whatever comes. Off the top of my head, there are no fixes that
we absolutely need. That's why I didn't respond to your questions about
2.8.3.1 or 2.8.4... And I guess
On 3/28/2011 9:56 AM, Jason Daly wrote:
I'm in the same boat as J-S. We're fairly happy with 2.8.3 at this point.
We wouldn't
mind a 2.8.4 release, but we don't have any immediate need for an upgrade.
Ok. As you can see, Paul has tagged a 2.8.4 RC simply to get it buildable on
VC++2010.
On 3/28/2011 10:13 AM, Chris 'Xenon' Hanson wrote:
On 3/28/2011 9:56 AM, Jason Daly wrote:
I'm in the same boat as J-S. We're fairly happy with 2.8.3 at this point. We
wouldn't
mind a 2.8.4 release, but we don't have any immediate need for an upgrade.
Ok. As you can see, Paul has tagged
On 3/28/2011 10:39 AM, Paul Martz wrote:
Yeah, I figured this was long overdue, as the VS2010 issue was first
discussed on this
list July 2010. Given the apparent lack of interest in a 2.8 bug fix release,
I wanted to
make sure we (at least) produced a stable version compatible with
Hi,
Right now I have the latest stable version installed 2.8.3 on my Linux Machine
(Yum installed). I want to start using the developer version 2.9.11 so I can
become familiar with it for when Open Scene Graph 3.0 is released.
Plug: I have been reading the Open Scene Graph 3.0 Beginner's
I'm on 2.9.9. Sorry, I don't know if it happens on trunk...
Do you remember specifically changing the way the serializer outputs doubles
in case of an ascii output?
It could be because, by default, ostream's operator uses float precision,
even if you're outputting a double.
Thanks
Eduardo
On
I did it with the serializers. The document on the Wiki helped a lot. I
would be lost without it.
The only funny thing is that I had to make my class derive from Node and add
it to the scene graph, even though it's not graphics related at all!
Thanks
Eduardo
On Mon, Mar 28, 2011 at 12:57 AM,
HI Eduardo,
On Mon, Mar 28, 2011 at 6:52 PM, Eduardo Poyart poy...@gmail.com wrote:
I did it with the serializers. The document on the Wiki helped a lot. I
would be lost without it.
The only funny thing is that I had to make my class derive from Node and add
it to the scene graph, even though
Hi Paul,
Thanks for tackling the 2.8.4.
I have just checked out the 2.8.4-rc1 and so far the only problems
I've encountered are with the build of the ffmpeg plugin against a
recent version of ffmpeg. svn/trunk addresses this problem, so I've
applied similar changes to the 2.8 branch to address
Hi Everyone,
This is a continuation from my old thread on Stereoscopy. The thread had become
a little huge, so i created a new thread.
Well, as per the valuable suggestions from Robert and other members from the
forum, i wrote the following code.
Code:
// = Left eye
Hi Mukend,
You won't need to use a side by side viewport when you are using quad
buffer stereo, instead just use a viewport that covers the whole
window.
Robert.
On Mon, Mar 28, 2011 at 7:13 PM, Mukund Keshav osgfo...@tevs.eu wrote:
Hi Everyone,
This is a continuation from my old thread on
Hi Robert,
Thanks a lot for the reply. So this would be fine right? This is rendered in
the same viewport by default right?
// = Left eye
osg::ref_ptrosg::Camera camera = new osg::Camera;
On 3/28/2011 12:18 PM, Robert Osfield wrote:
Hi Paul,
Thanks for tackling the 2.8.4.
I'm just the svn commit monkey. Thanks should go to Chris. :-)
-Paul
I have just checked out the 2.8.4-rc1 and so far the only problems
I've encountered are with the build of the ffmpeg plugin against
On 3/28/2011 2:27 PM, Paul Martz wrote:
I'm just the svn commit monkey. Thanks should go to Chris. :-)
I do even less. All I've had to do so far is TALK.
-Paul
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene
Hi All
This may be a slightly dumb question but I can't seem to get alpha blending
to work on IOS. I've just finished porting my windows code (which works
fine) over to IOS but now my Hud Objects alpha doesn't seem to work.
The code I use to enable alpha blending on my hud objects is
I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
But I can't add an osg::Object to an osg::Group... I want my data to be
saved with the scene, so I made it derive from osg::Node and added it to my
root group. Unless there is another way?
Eduardo
On Mon, Mar 28, 2011 at 11:00 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
HI Eduardo,
On
On 3/28/2011 3:50 PM, Paul Martz wrote:
I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2
Please, everyone who cares about this, grab and build this so we can have
confidence
it's
On 3/28/2011 4:38 PM, Chris 'Xenon' Hanson wrote:
On 3/28/2011 3:50 PM, Paul Martz wrote:
I've tagged an RC2, which includes Robert's build fixes for the ffmpeg
plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2
Please, everyone who cares about this,
On 3/28/2011 6:38 PM, Chris 'Xenon' Hanson wrote:
Please, everyone who cares about this, grab and build this so we can have
confidence
it's done properly and solid and can call it complete.
Builds fine on RHEL 6, including the dae and ffmpeg plugins.
--J
Hi Eduardo and Robert,
2011/3/29 Eduardo Poyart poy...@gmail.com:
It could be because, by default, ostream's operator uses float precision,
even if you're outputting a double.
If so, we could just make some changes to the AsciiOperator.h in
src/osgPlugins/osg directory. It manages the output
Hi Scott,
I'd suggest set a different installation prefix using the
CMAKE_INSTALL_PREFIX macro when you are trying to compile another OSG
version. Then you could make a script to change the OSG_DIR variable
on the fly so that other projects depended on OSG could find the right
include and linking
Greeting All! It's been a spell!
The staff here has run into an interesting problem! It seems that if you draw a
long line with many vector points in, that the only way that I can properly
control the color is to define the node array as a double, then use a number
other than zero. It can be
Hi Robert,
Thanks for your suggestion. I tried saving the files out as .ive and they look
perfect when viewed with osgviewer.
I was just curious to know, what might be the reason for this behavior ?
Thanks again
Sincerely,
Sanat.
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Hi, all.
I tried to use osgFX::Bumpmapping on a rectangle plane. I use followed fuction
to crteate a bump map then set it as an osgViewer::Viewer's scene data. It
works well while using GL_QUADS to create the plane.
However, I found if I use GL_POLYGON to replace GL_QUADS, the bump mapping
Hi Paul and Chris,
I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg
It printed media information about the file correctly but didn't play
it (with only a
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