Hi All,
I'm back from my family holiday, alas it rained everyday!!
Today I'll be steadily working through my backlog of emails and then
begin the task of tackling submissions.
Robert.
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Hi Bart,
You'll simply need to go through you scene graph and remove the
osg::LightSource nodes and an places where GL_LIGHT0... etc. are
enabled.
Robert.
On 26 June 2012 16:24, Bart K bart.knui...@gmail.com wrote:
Hi,
I am building a deferred rendering system in open scene graph and all
Hi Rafa and James et. al,
On 28 June 2012 18:35, James Athey james.at...@gmail.com wrote:
It's working on my GLES 2 app as well.
That's great to hear.
Robert.
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Hi Preet,
The OSG provides more than just support for passing data to OpenGL, it
does culling and this requires knowledge of the bounding volume of the
object. I would recommend sticking with using the standard
osg::Geometry::setVertexArray(..) for passing in the vertex positions
of your data so
Hi Joseph,
On 3 July 2012 06:52, Nav Joseph nk...@tatapowersed.com wrote:
@Robert: I'm having the same problem with Virtual Planet Builder. I'm using
gdal 1.7 already, and virtual planet builder version 0.9.7. OSG version 3.1.1.
Which version of osg should I use?
I've just tested VPB and
Hi Martin,
There really isn't enough information about what you are doing to know
what might be amiss, it's just far too open ended.
The best thing you can do is use a debugger to track down what might
be going on in your application.
Robert.
On 4 July 2012 08:10, Martin Großer
Hi Sevket,
For large paged database you'll need to use vpbmaster to create a set
of tasks that sub-divide down the database generation so that each
individual run of osgdem task will be small enough to avoid memory
issues. vpbmaster will allow you to use multiple CPU's on one machine
and a
HI Matthias,
If the fix works just post it to osg-submissions as a complete file
and I can review it.
Thanks,
Robert.
On 4 July 2012 09:55, Matthias Schütze matthi.schue...@googlemail.com wrote:
Hi there,
A customer is having trouble running our OSG-based application on his
computer. I
HI Preet,
You'll need to rest OpenGL into consistent state when moving between
Qt and the OSG. I don't know anything about QGLFrameBufferObject so
can't comment on what state it'll be managing.
What I can say is that the OSG has it's own native FBO support that
will work just fine all by itself
HI Michael,
There a range of reasons why the OSG uses static for different places,
it won't be possible to remove these without breaking lots of
functionality, OSG API's and end user application usage. So it's far
from trival task with a dubious end value ended.
Robert.
On 5 July 2012 13:20,
Hi Tolga,
The OSG selects LOD children dynamically within the cull traversal,
each independent traversal with have an independent result. This
means one shouldn't expect problems with viewing the same scene graph
from different camera views.
Is there a chance that more is going on? Are they
Hi Christian,
I have just checked the Viewer::updateTraversal() and associated
UpdateVisitor::handle_callbacks() code and it looks to me like a
StateSet with callbacks attached to a Viewer camera should have it's
callbacks called. I haven't tested the code though, too many other
tasks to get
HI Maia,
A osg::Switch node would be appropriate for toggling between
subgraphs, while an update callback would be appropriate for the time
based changes in state, and an event callback would be appropriate for
handling the events.
Robert.
On 6 July 2012 20:40, Maia Randria
Hi Christian,
I have rather too many support emails to get through to look at
compiling and testing end user applications so I'll have to defer to
others to look at your app.
One thing I can add right away is that the osgUtil::Tessellator will
be just using vertex and primitive data when doing
Thank you for your input.
I now understand that the tesselation does not take into account any
vertex attributes, so I cannot really rely on the tesselator to
produce a visually pleasing result when these vertex attributes differ
from vertex to vertex.
I worked around it by manually specifying
Hi,
This problem is still present.
It seems that under MacOS OpenSceneGraph can only be built with the llvm
compilers due to the Objective C portions of code. I tried configuring gcc to
compile Objective C but there appear to be some differences between the Apple
compiler and gcc with
Hi Robert,
Thank you very much for replying.
I will do some tests and post here if any questions.
Maia
robertosfield wrote:
HI Maia,
A osg::Switch node would be appropriate for toggling between
subgraphs, while an update callback would be appropriate for the time
based changes in state,
HI Matthias,
OpenThreads doesn't expose thread local storage but does use it
internally to provide the Thread::CurrentThread() functionality.
Might it be possible to use this in your implementation?
Robert.
On 5 July 2012 10:32, Matthias Schütze matthi.schue...@googlemail.com wrote:
Re: Using
Hi,
I've code something like the snippet you have posted...but i'me able to see
just first frame...could you help me to solve this problem?
Thank you!
Cheers,
Antonio
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From the documentation, the --layer flag allows me to Specify the layer that
the next source Texture will contribute to.
1. Does this indexing start at 0 or 1?
2. Can I access these layered textures in a GLSL vertex shader using
Code:
gl_TexCoord[n] = gl_MultiTexCoordn;
and access that
Hi Riccardo,
Sorry for the very long delay in getting to review your suggested
changes, I've now done the review and the changes look good, the only
amendment I made to rename the parameter name Camera* pCamera to
Camera* camera as from the context it's obvious that camera is a
Camera* one
Hi Riccardo,
On review of the submission I've decided that passing in a Camera
rather than a pointer would make it clear that a valid Camera object
should be passed in rather than a pointer which could be NULL or
pointing to a valid Camera object. This brings the method more into
line with how
I used Collada dom 2.4. But in OSG WiKi:
As of December 2011, testing indicates that the plugin still does not work
with the COLLADA DOM version 2.3.x, but does work with the 2.2.
With COLLADA DOM version 2.2. it works fine.
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Hi everyone, specifically forum managers!
I am new in forum once I have been doing my baby steps with OSG.
I have been trying to solve a problem I am facing within an application I'm
developing but since I couldn't find any solution I though it might be a good
opportunity to start my activity
Hi Robert,
On Mon, Jul 9, 2012 at 9:01 AM, Robert Osfield robert.osfi...@gmail.com wrote:
HI Preet,
You'll need to rest OpenGL into consistent state when moving between
Qt and the OSG. I don't know anything about QGLFrameBufferObject so
can't comment on what state it'll be managing.
This
Hi Ulrich Hroach,
I tried with your sample code and it is solution for my question.
@ Hroach - Only thing to be added in your code is, after memcpy(), dataptr
needs to be assigned to image-setImage().
Code:
image1-setImage( 2,2, 1, GL_RGBA8, GL_RGBA, GL_FLOAT, (unsigned char
*)dataptr,
Hi,
I think that I have found a bug in revision 13092.
I'm using osg as part of qt application, so i create an
osgViewer::GraphicsWindowEmbedded like this:
Code:
_gw = new osgViewer::GraphicsWindowEmbedded(x,y,width,height);
then later, i forward qt events to osg. Especially i forward the
Hi everyone,
I am trying to dynamically convert several images from rgb to rgba however it
has been very difficult to achieve my goal.
I have a few rgb images with black background though what I want is to convert
the black background into transparency.
So far I haven't found any method that
It seems you are not linking with the correct dll. Please verify it to evade
this issue.
Good luck,
Jorge d'Alpuim
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Hi,
I encountered the problem of heavy memory growth when inserting and removing
multiple MatrixTransforms with a common child.
I am not very familiar with the cull / draw traversal, but i guess it is
related to that.
Some properties of the problem:
- the application is a dynamic driving
Hi,
Did you tried to call home() method of your camera manipulator? I though it
fills your needs.
Thank you!
Cheers,
Manuel
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Thanks so much but the first problem still seems quite complicated
Anyway I'll try the cull callback first.
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Hi,
I have a macbook pro and an iMac with Xcode 4.3.3. If i built OSG in the mbp
using cmake i doesn't have any problems and all the examples and my own
programs run correctly. But in the iMac, after repeating the same steps, every
time a node if deleted in the same program, the program halts
Did you call realize() on your viewer?
ie... myViewer-realize();
On Fri, Jul 6, 2012 at 7:40 AM, Łukasz Lucek lukasz.lu...@gmail.com wrote:
Hi,
I think that I have found a bug in revision 13092.
I'm using osg as part of qt application, so i create an
osgViewer::GraphicsWindowEmbedded like
It turns out that using point sprites is not an option for me as I now have a
requirement that the objects must rotate with the world. I could use
AutoTransform with setAutoScaleToScreen(true) and
setAutoRotateMode(NO_ROTATION), but it's still not quite fast enough for my
application. I am
On 8/07/12 3:16 , Jorge D'Alpuim wrote:
int height = image_rgb-s();
int width = image_rgb-t();
int length = image_rgb-r();
const long size = width * height * length * 4;
unsigned char* rgb_data = image_rgb-data();
unsigned char* rgba_data = (unsigned char*)calloc(size,sizeof(unsigned
Hi:
Everyone, i have a question about osgRiver.The example osgOcean and
osgRiver provide an example for simulate ocean and river,but i only want to
simulate river,and change the terrain of my own.How to do i should?or what
steps shall i do?
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