Hi Alex,
I haven't heard of the invert throwing a seg fault before. The stack trace
doesn't have any info about line numbers so we can't say what specifically
was amiss.
The only code in MultipassTechnique.cpp that calls Matrixd::invert() is:
Locator* tileLocator = _volumeTile->g
Hi Soulaymen,
By default the osgViewer::Viewer calls View::setUpViewAcrossAllScreens() as
a fallback if no windows have been assigned to viewer when viewer.realize()
or viewer.run() is called. The setUpViewAcrossAllScreen() detects how many
screens you have on your system and then opens up a wind
Also,
If it helps, I went and looked at the MultipassTechnique::cull method for
the use of invert, there is only one instance:
if (vs)
{
MultipassTileData* tileData =
dynamic_cast(vs->getTileData(cv, getVolumeTile()));
if (tileData)
{
Chris Hanson wrote:
> Hey Stuart, we should coordinate.
Sure. I'll email you directly for parts of the discussion that won't be of
general interest.
Since the first info I posted for you I have got the builds scripted after the
initial CMake setup tweaks.
Stuart
--
Read this
Hey Stuart, we should coordinate.
On Thu, Apr 28, 2016 at 4:11 PM, Stuart Mentzer wrote:
> Hi Sebastian,
>
>
> SMesserschmidt wrote:
> > Can you elaborate on the specific versions used for the 3rd-party
> libraries? Especially if you compiled against Qt and possibly which version.
>
>
> I built
Hi Sebastian,
SMesserschmidt wrote:
> Can you elaborate on the specific versions used for the 3rd-party libraries?
> Especially if you compiled against Qt and possibly which version.
I built against Qt 5.6 and osgQt was built. I used the latest version of
dependencies:
curl 7.48.0
freetype 2.
Hi Greger
Hello!
I am currently working extra on a project for uni where I render the scene
using 9 different cameras. This is in order to show the scene on a 3D monitor,
similar to the Nintendo 3DS.
I have received the scene in a .3ds format. However when I import this in osg
there seem to
Hi Stuart,
First of all: Thank you for giving something back to the community.
Can you elaborate on the specific versions used for the 3rd-party
libraries? Especially if you compiled against Qt and possibly which version.
Hello dear OSG-community,
OSG 3.4.0 Windows binaries built with Visual C
Hello!
I am currently working extra on a project for uni where I render the scene
using 9 different cameras. This is in order to show the scene on a 3D monitor,
similar to the Nintendo 3DS.
I have received the scene in a .3ds format. However when I import this in osg
there seem to be a light
Hi,
I am still new around here, I've got the book "OpenSceneGraph 3.0 Beginner's
Guide" and learning step by step. But I have dual monitors and running any
osg::Viewer example I got fullscreen window on both monitors, and a splitted
view as demonstrated in the attached screenshot.
Bascially it
Robert,
Here is a better looking stack trace on Linux. (I believe this stack trace
has gdb debug symbols enabled, it was a bit tricky to create and integrate
a build with DEBUG symbols in my environment here, apologies if I got it
wrong).
My guess is that the Matrixd object being inverted after t
Hello dear OSG-community,
OSG 3.4.0 Windows binaries built with Visual C++ 2015 and Intel C++ 2016 are
now available from this page on my company's site:
http://objexx.com/OpenSceneGraph.html
A ReadMe.txt file in the root directory of the expanded package has some
details.
These are 64-bit bui
Hi all,
I am trying to port my GNU/Linux project (with OSG 3.4.0) to OS X.
I first installed OSG with Macports.
However the glsl shaders do not compile with anything above version 110,
whereas i need at least version 3 and when available 4.2 (for image load
store features).
I saw this post,
Hi Robert,
We have seen issues with some drivers/hardware combinations with texture
subloading, you can disable this in osgText by setting the env var is
OSG_TEXT_INCREMENTAL_SUBLOADING to OFF. Try this and see what happens.
Robert.
On 28 April 2016 at 16:55, Robert Kiser wrote:
> Hello Mr. O
Hello Mr. Osfield
Yes, it could be a driver issue. I really don't know one way or the other.
As of the moment, I don't have a way of checking this out on another driver. I
will endeavor to find a way to do that, however.
I didn't mean to impugn the reputation of the osgText code. Just observ
Hi Bob,
It could be a driver issue.
Could you try it out on a system with other graphics, for instance NVidia?
Robert.
On 28 April 2016 at 16:02, Robert Kiser wrote:
> Hello All
>
> I thought I'd add my recent experience to this thread in case it helps get
> to the bottom of this strange beha
Hello All
I thought I'd add my recent experience to this thread in case it helps get to
the bottom of this strange behavior.
Like the earlier posters, I was noticing that some of my text (changed from a
callback) was getting dropped (displayed as blanks).
As was suggested earlier, a crude but
Hi Robert,
Sorry for the missing information. I use SoftShadow technique, but
tested with other techniques and they always produce the same effect.
And indeed I have a second light which is linked to the camera (moves
with the camera). I totaly forgot this light and I think it does not
work we
Hi Pierre,
I think there is probably a couple of issues.
You don't say which osgShadow::ShadowTechnique you use, it may well be
you've picked a very simple one that isn't capable of handling this type of
geometry combination.
Second, shadows on back faces should be the same colour as the back fa
Hi Sebastian and Christian,
Thanks for your answers.
This might have to do with wrong culling mode or geometry for the
shadowmap-generation. The culling mode should be front-face and your
geometry should be correct (e.g. if you do front-face culling you
should have some "inner" sides to contri
Hi Pierre-Jean.
This might have to do with wrong culling mode or geometry for the
shadowmap-generation. The culling mode should be front-face and your
geometry should be correct (e.g. if you do front-face culling you should
have some "inner" sides to contribute to depth.
Can you tell us what G
Hi,
i tried to download the OSG Collada plugin provided by the
Support/Knowledge/Collada page (sri I'm unfortunately not allowed to post the
link :/).
But the download links are broken. Is there someone who can fix this or send me
the files (Linux if the too download links are different)?
Tha
Oh oops, I am sorry I misunderstood your question. I was talking about
reverse projection where the shadow is also received
inside a the frustum at the opposite side of e.g. a point light source. So
my solution would not apply to your problem. Apologies.
Christian
2016-04-28 13:57 GMT+02:00 Ch
if the w coordinate of your projected shadow texture coordinate is < 0, you
should
reject the shadow. This is quite easy to do in GLSL.
The same technique can be used both for projective texture mapping and for
shadow
mapping.
Christian
2016-04-28 11:40 GMT+02:00 Pierre-Jean Petitprez <
pierre
Hi dear OSG users,
I'm wondering how to correctly use osgShadow. As you can see on the file
I have attached, the shadow map is projected on the receiving object
also on a face which should normaly not receive the shadow from the
sphere (on my example the light is at the top right corner). It b
Hi Robert,
Good to know that osg checks the capabilties them selves.
I tried the following snippet:
Code:
_ctx = std::unique_ptr(new QOpenGLContext);
QSurfaceFormat format;
format.setMajorVersion(_majorId);
format.setMinorVersion(_minorId);
format.setOption(QSurfaceFormat::
Hi,
so after countless more hours of debugging I have identified the issue.
Within the "setUpEGL" function I already set the eglContext to be current. So
once the "makeCurrentImplementation" is called, the context is already set to
be current. For some reason, when using singlethreaded rendering
I ran into another problem. I created two windows (each with own camera, view
and windowmanager). When i move the second window, the first window always gets
the resize event, called by the first windowmanager.
--
Read this topic online here:
http://forum.openscenegraph.org/viewt
On 27 April 2016 at 20:20, Andy Skinner wrote:
> So, to be clear, we'll leave it as is?
>
I am happy to merge this particular one, but if there are more, then just
how many places, ever single modification is a step up in code bloat for
dodgy warnings sake.
Robert
__
29 matches
Mail list logo