Hi Robert,
It'd be interesting to find out the overlap - to do so we'd need to match up
osg-users subscribers to the forum. I can provide the subscriber list to
osg-users if you want to do a comparison.
I am also interesting to know how much overlap there is. However it is better
not
Hi Robert, Paul
This also matches with my expectation, that all new users will probably start
to use the forum.
OK, maybe I was little bit too hasty writing this (I am breaking hte rules
stated out for the forum use ;) ). What I mean is that most of the new users
(please Note, I say
Hi Paul,
...now, if only messages from the forum would thread properly... ;) ;) ;)
Do you have the same issue with In-Reply-To Header in the mails sent from the
forum? Hmm, I took a look into the message sent for this thread and it seems
that the header is there, so threading should be
like to have the CMake files
changed or if you have found a way how, then I would like to know it too ;)
Thank you again.
Cheers,
art
Art Tevs
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Hi Oleg,
thank you for you nice investigations about the 64Bit support of cuda example.
In deed current version of nvcc, doesn't support vs2008 and I like that you
found what is going on there.
Unfortunately I do not have any 64Bit testing possibilities, hence, I am not
sure how to test if
Hi all,
I've added a new functionality to the forum - RSS feeds. This allows you (even
if you are not registered on the forum) to subscribe to the rss or atomic feed
which are generated by new topics. You can subscribe here
http://forum.openscenegraph.org/smartfeed_url.php.
You can either
Hi Ivan,
I've looked into the messages of the last week. There were only 5 Topics about
Qt and only 3 of them were written by forum users, the rest was written by
mailing list users. Hence, I am not sure if there is now enough interest to
open a new subforum (mails from list users wouldn't be
Hi,
corrected. There was some database error, I had to restart it. Check it out.
Cheers,
art
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Hi Robert,
I've registered for you, you should recieve an activation mail. Please change
the password as soon as you activated your account. If you would like to have
different name, then let me know, I change it. As soon as you have activated
this, I will give you admin/moderator rights, so
Hi Paul,
hmm, yes it seems there are no In-Reply-To header tag, when a message is sent
through the forum. But I has never recieved any threading issue with the
message, since my mail client is able to thread them by the subject. You are
first who raised this issue ;), maybe your mail client
Hi Robert,
yes, it seems that mailman can deliver emails if only the Sender header tag
matches. However I am not sure if this is a good way, since this technique is
commonly used by spammers. So if you have some filters running on the mailman
side, then I would like to ask you to configure
Hi Robert,
yes, I am talking about the filters. It is so, that this new feature use the
Sender: email header tag, which is widely used by spammers, to hide the real
sender address. Hence, I was littel bit afraid if there could be some issues
with this. However it seems that all thins goes
Hi, Слава
have you already took a look in to the OSG Faq, can be found here
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm
It is pretty old, but maybe there are some usefull information for you.
I've attached some part of my code, which uses OSG without the viewer.run()
method. I know
Hi Robert, all.
I think adding another approval system to let users approve that they have to
follow some kind of etiquette wouldn't have big success. Users would just
click on Yes, I agree as soon as they see that button. Hence, I am not sure
if this is needed at all.
However checking the
Hi folks,
ok, I took a look into email header standards and it seems there exists a
solution for our purpose. I could specify in the from header users realname and
users real email adress. Although the email will still be sent from
osgfo...@tevs.eu, using the Sender: tag in the header.
Hi Robert, all
I wasn't thinking of this, rather I just meant for a group of maintainers,
like yourself and I and others regular contributors to act as the approval
system. We'd recieve a post saying that someone has asked to be subscribed
and when approve/disapprove/or make approval
Sorry guys, I am just testing some functionality. Hence please ignore this
message.
Cheers,
art
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test continues...
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Hi folks,
I have changed now the forum's scripts slightly to remove the default email
adress osgfo...@tevs.eu from the mails sent by the forum users. Now all posts
which are forwarded to the mailing lists will use user's email adress in the
From: header tag. This is a default behavior and can
Hi folks,
this is a reminder of the running poll about next osgUserMeeting. Current
results are:
Paris, France [ 7 ]
Marseile, France[ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic [ 1 ]
Genova, Italy [ 1 ]
Brussel, Belgium[ 2 ]
Zuerich,
Hi folks,
I've setted up a Rule-page http://forum.openscenegraph.org/rules.php
describing the etiquette of forum/mailing list use. I have also setted up
anything which is needed to disable users with non-valid realnames. Users could
now be deactivated, so that they can not post anything, but
Hi Robert, Paul.
Ok, let me first answer Roberts questions and then coming to Paul's.
@Robert:
Yes, I was also afraid if forum becames more wide used, so that the community
might became more anonymized then by using mailing list. I noticed same
behaviour on any forum. Users are just very lazy
Hi Roland,
yes I can do some adjustments, however the current setup is the most one can
take out of the current situtation, I think.
Users are forced to write a real name. Email is sent as: From: Real Name
osgfo...@tevs.eu or if user do change its profile, then it can also be From:
Real Name
rosme wrote:
Would it be an idea if mail2forum generates an HTML e-mail similar to a forum
response?
--
Roland
It wouldn't be a big problem, however I am not sure if people, who are like to
use mailing list only, would be happy about that. I think that even some part
of the community
Thrall, Bryan wrote:
It looks like the forum supports signatures; could you just assign a
default signature based on the user's given Real Name and email? You
can't force them to give their actual Real Name, but I imagine most
people wouldn't lie on that, even if they don't use their Real
Hi Martin,
this is not a bug this is a feature ;)
The default phpBB2 forum software doesn't allow to add a new file type with no
extensions to allowed type of attachments The only way to overcome this issue
is to use the workaround proposed by Roland. However non-forum users could not
follow
Hi Salvatore ?
take a look into this thread: Streaming of high resolution images
(http://forum.openscenegraph.org/viewtopic.php?t=1630)
You could find more info there.
cheers,
art
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Hi Sukender,
yes a full supported IRC chat system will be a better choise. As soon as I find
one which covers our needs, I will integrate this. However until that this kind
of a simple instant messaging can be used.
cheers
Sukender wrote:
Thanks Art... Good start. However, I think the IRC
Hi folks,
There is now a possibility to use the IRC chat directly from the forum's
webpage. You do not need extra client or any Java applets.
The chat is connected to the official OpenSceneGraph channel on the
irc.freenode.net, so you are free of choice what to use for chatting. You can
Hi folks,
ok, this is jus a reminder about the voting for the next osg meeting in europe.
If you would like to join, but don't want to register on the forum, just let me
know, I will vote for you (of course tell me for what you are voting).
cheers,
art
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Hi folks,
I've installed a new feature on the forum: Shoutbox. The shoutbox represents a
small and very simple kind of chat system. It is neither connected to any of
the IRC channels nor to the mailing lists.
The shouts can be used by every user to type some messages directly on the
index
Hi Stephan,
there currently no unit exists, which copies the content of the texture into an
image in a faster way. However looking on the example of UnitOutCapture is the
way to go, as you did.
Currently the implementation of UnitOutCapture does use the simple
readImageFromCurrentTexture
Hi Ulrich,
Ulrich Hertlein wrote:
Why would you read from disk into a RAM disk, then read from RAM disk into,
err, RAM
again? Instead of reading straight from disk into your RAM cache?
...
Set up a read thread that reads the images into RAM buffers and upload the
images from the
Hi Robert,
as to the Firefox there exists a joke:
Why do you have MS Internet Explorer bundled with Windows?
In order to download Mozilla Firefox!
OK, I know I am getting off topic here, but I couldn't stop thinking on that
joke when reading your post ;)
cheers
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Hi Ken,
as I told before, the problem is that whenever you use multisampling the
current osg setup do copy the buffers by converting the internal formats. This
is a wrong behaviour. I've already submitted a patch to solve the issue, so be
patient until Robert do apply it. If you do not use
Hi Raymond,
actually you are right. I've added the option I want to join, I do not care
about the city. So, I hope this will give us a better overview how many
peoples would like to join.
cheers,
art
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Hi Ken, Stephan,
as I supposed the code for copying the content of the multisampled framebuffer
object into the usual fbo doesn't perform well in osg. The problem is that in
osgUtil::RenderStage::drawInner() method the proper fbo isn't bound before
doing a blit operation. Or at least it does
oh, I forgott, I've tested the code in the simple viewer example. However if
one do add the line:
camera-attach(osg::Camera::COLOR_BUFFER, texture, 0, 0, false, 4, 4);
in the HDR example, there will be no HDR anymore :(. I suppose that there is
still some misconfiguration of the multisampled
Hi Jose,
hmm, I have never recieved your answer to Robert's mail ;( Hence, I though
you've overseen it. Sorry, then.
OK, I saw the blog feature and yes it works now. Good, thank you.
Best regards,
art
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Hi all,
you can even stream from a RAM disk, which will increase the performance as
well. An external application could stream from the hdd to the ram disk in
parallel to your application. For a multicore cpu this shouldn't be a big
problem. So you will use the ram disk as a cache for your
Hi Stephan,
hmm, you are pointing an interesting feature, which I could take into account
to implement for the next stable version.
However I am wonder if a multisampling capability has to be supported on the
osgPPU side or just on the OSG side. As for me, a multisampling/supersampling
is a
Hi Stephan,
from my knowledge RenderBuffer is nothing else than a logical buffer which
can't be read in a shader programm or somewhere else. If you want to read
values from the renderbuffers you have to copy them first into a texture.
Hence, I am not really clear, how this should be helpful
Hi David, all,
here is the current overview about the voting:
Paris, France [ 5 ]
Marseile, France [ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic [ 1 ]
Genova, Italy [ 0 ]
Brussel, Belgium [ 2 ]
Zuerich, Switzerland [ 1 ]
Luxembourg, Luxembourg [ 1 ]
Munich, Germany [ 0 ]
Frankfurt Am
Hi Ken, Stephan,
I will take a look tomorrow on this, to find out why this doesn't work. Now I
am confused why current setup isn't able to get data also from multisampled
buffers. The content of them should be copied to a texture anyway, by the osg,
I think. However, I am not sure.
cheers,
Hi Ken, Roland,
would it add more problems if you use 2 cameras (one with postprocessing and
another one without) and just switch between those 2 cameras? There exists
osg::Switch-node which can do this for you. However I haven't tried to switch
cameras, but I think it should work too.
Hi Vincent,
ok, without shaders this would be easier to implement, however the running time
would be just bad. Yes, if you just modify the alpha component of every pixel
and then write this image to a .png file, you should get the transparent colors
as you want.
You can even do the following:
Hi Vincent,
you have to set alpha to 0.0 for transparent pixels. Check if your RTT texture
has the right format. In my case setting setClearColor(osg::Vec4(0., 0., 0.,
0.)); on the rendering camera always works.
Check if there are no slave camera which can overwrite the settings. Check also
Hi Vincent,
ah ok, you are not using RTT features. I would suggest to do so, because
otherwise pixel which are outside of your viewport are undefined (in most case
you will get the window boundaries too ;). With glReadPixels it can happen htat
you even capture the mouse pointer, which is
Hi folks,
i've just tagged v0.4 of osgPPU (post processing NodeKit for OpenSceneGraph).
The new version does support:
- full support for osg 2.8
- New Modules:
-- UnitInOutModule processing units can now be loaded from .so/.dll modules
-- UnitCamera - bring additional cameras into the
Sorry guys, I again push up this topic.
There is currently some right/access problems on the trac page. Registered
users are not able to add CommunityNews or to do anything with the Blog.
Robert, you know that already. However, it seems that Jose Luis overseen this
thread.
Robert, could you
Hi Vincent,
from your code, I do not see what could be wrong there. Maybe try no to copy
the image, but to change the given image directly. However, maybe I oversee
something...
Is your returned result or just don't have valid data in it? Try to play with
the for-loop, so to just create the
The venue isn't known yet, this is what the poll is for.
I thought just to make some announcement that there is a poll where users can
vote for the city where they would like to have next meeting/conference. As end
time for the poll, I propose 01.04.2009. We could then extend the deadline if
Hi, if you openup forum's topic, you will see that. Here again the link:
http://forum.openscenegraph.org/viewtopic.php?t=1304
cheers
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Hi Robert,
Blog: So currently there are no blogs. However, there is also no possibility to
add a new blog (no add blog or similar button ther. Yes, I am logged in). I
suppose, you have first to allow registered users to be able to post to the
blog system. You should find it under
Hi Miguelle, Rafa,
I didn't included Valencia/Spain into the poll, because the city doesn't lie
centralized in europe. If you take a look onto the europe map and on the chosen
cities, you could see, that cities are chosen to be more or less in the
geographical center of the europe. In this
Hi all,
the idea about a video conference sounds nice. I am not sure, which techniques
are currently exists there to make it possible, but we could try to find out. I
think, if we find enough people for a face-to-face meeting, we could include a
video conference into the conference program. Of
Hi Robert,
Robert Osfield wrote:
Hi Art,
I've just added the forum subdomain to openscenegraph.org, directing
it to 78.46.220.153. All I get for this IP addres is a page saying
It works!.
Have I missed something?
No, you don't! If you can see It works!, then it means that the
Hi Robert,
ok, forum is now active also on this subdomain. You can now make an
announcement, that this forum is also accessible through
forum.openscenegraph.org, if you like ;) (please use [forum] as prefix of your
mail, this would move the announcement into the correct subforum ;) )
Wiki
://blog.openscenegraph.org/
Robert, Art Tevs and not Art Trevs ;)
cheers
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http
sorry to peeve you, however not really fixed, it should be Art Tevs's because
of the genitive case ;-)
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Hi all,
there is currently only 7 votes now and they are all spread out over the
europe. Hence, don't be shy and vote for the next osg meeting in europe ;)!!!
Best regards,
art
P.S. From now on, I will post frequently (once a week) about the polling of the
next user meeting. So that nobody
Hi Ben,
it is a usual behaviour of shadow map algorithms. The problem is in the
projection computation, which is done, when projecting the shadow map texture
into the scene. I do not exactly know, how OSG handles this issue, but here you
can find more general information on this:[url]
Wow, Paul.
Do you really think we need one forum more ;) ? There were already couple of
times a discussion about a forum use and the result of that discussion was,
that only mailing list will survive (ok, as long as Robert happy with using
list only ;) ). So, there is now a forum, which offers
Hi all,
Robert Osfield wrote:
One of the items on my TODO list is to set up a
forum.openscenegraph.org subdomain, and have this point to Art's
forum. It might be that as some point Art might be happy to move the
forum to the new virtual server. Now we have complete control of the
server
Hi Joseba,
sorry, I had no time to look into the problem. In my case, getStateSet returns
NULL, which means, if you call getOrCreateStateSet there will be new stateset
created. This means, that I do not have any texture attached to the StateSet,
which somehow strange, because you said that you
Martin Beckett wrote:
I can certainly think of a dozen questions which are more community type
answers than strictly programming. eg.
Whats the best way to handle something like a grid which is part of the
scenegraph but not part of the model?
Do I store things like switch/PAT nodes in
Hi Joseba,
in your code you do this:
Code:
osg::ref_ptrosg::Texture2D tex = dynamic_castosg::Texture2D*(
ss-getTextureAttribute( 0, osg::StateAttribute::TEXTURE ) );
hence you assume that your texture is bound to the stateset of the geode's
drawable. However this is not true in all cases,
Hi Joseba, Jean,
no the shader seems to be ok (or do you have changed it after submitting the
message?).
Nevertheless, the problem is in the wrong stateset. If you take a look into
cow.osg, then you see, that the Geode with the name cow.osg has a stateset
with applied texture. However the
Could you post some small example here, showing your problem?
cheers,
art
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Hi folks,
I've offered my (part-time) help in maintaining the OSG site to Jose
Luis in the past, but he said since the server belonged to his school
they would be reluctant to let an outsider get access to one of their
servers. Perhaps when the server is moved to a virtual server, this
Hi Joseba,
Yes, I also think that osgPPU is a 'must have' in osg, however I am not the
maintainer of the osg code, hence I hope that osgPPU would not die in the
future or will not be replaced by something else in the main core, which would
be very ungente ;)
As to your error in the applied
HI,
I agree on that the next version will still be 2.x. Only if we really go for a
completly different API (with almost no backward compatibility), then we should
go to 3.x
The previous thread just collected some ideas about how to manage future
releases of osg 3.x The idea was to go away
Hi, Joseba
ok, there is now a new example called glow in the osgPPU svn. I have
implemented the first version of the glow. Hence just created a slave camera
and render only the thing, which I want to glow by the second camera. Then
apply gaussian blur on the output of the second camera and
Hi Rajesh,
it is not even guaranteed that the current delauney triangulator producing any
valid results at all. Couple of months ago, I have also tried it and nothing
usefull came out. However, then I changed my algorithm and didn't required the
triangulator at all.
The code wasn't touched
Hi Adrian,
for all 2D effects there exists already a pipeline with couple of examples
(gauss blurr, depth of field, hdr and so on), however you maybe have heard
about it already. Take a look into osgPPU.
I took a small look into the paper and saw that the main method is just to
combine N
Hi all,
Robert, yes, I also thought on something like a mini conference about OSG. This
still can be achieved during this potential user meeting in europe. I was
thinking on reserving small conference room in some nice place and let users
present their software/plugins/nodekits to the
Hi Jason,
you are welcome!
best regards,
art
Jason Beverage wrote:
Hi Art,
Thanks for your tip, it worked great! osgEarth now installs its plugins to
the osgPlugins-version directory.
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Hi Kim,
a while ago (maybe one year ago), I've submitted a patch to do so. There exists
now an osg plugin for .glsl files, which can load the shaders, hence
non-inlined support is possible. Evenmore, there is a possibility to enable
non-inlined shader support when writing .osg files. Take a
Hi neil,
neil.hughes wrote:
Question
==
I have a general triangle in 3D space, known coordinates, with known S,T
texture coordinates. Knowing only this information, is it possible to
calculate the size of the texture?
No, it isn't possible for general kind of uv-coordinates.
Hi Jason,
take a look into osgPPU's CMake files. There I use the output of osgversion to
find out the version number of the current osg. In this way you could determine
the version and install the plugin where you need them.
Best regards,
art
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Hi Jason,
sorry, so that you don't search long time before find the correct thing, just
take a look into OsgPPUMacroUtils.cmake in CMakeModules directory. The very
first macro is what you are looking for.
Then jus call this macro somehwerte from your main cmake file and evrything
will be fine
Hi folks,
last year in april there was a small user meeting in Paris for peoples
attending the training course. However I like the idea to meet us and to show
projects we are currently working on. Also having some more social activity
than just mailing list or forum would be also nice, I
Hi Joseba,
have you took a look into osgPPU? This can do exactly what you are looking for.
art
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Hi Robert,
why making the life harder than it already is :) I mean making Wiki for Bug
resolutions, which can be done with the Ticket system as well. I think using
tickets will be an easier way than using the wiki. You only have to connect the
ticket system with the mailing list and acitvate
Hi Robert,
Robert Osfield wrote:
My experiences were from nearly 10 years ago now.. But issues are the
same. Fixing bugs is very much a social activity, in as much as it's
the fixing bugs almost always requires a two way dialogue between the
people able to reproduce the bug and those
Hi Robert,
Ok, I understand what you means. However I do not understand what you means
with high level encapsulation of camera class. There exists an additional
shader class derived from osg::Program, which offers more functionality than a
usual osg::Program. Current osgPPU doesn't force you
Hi Robert,
Robert Osfield wrote:
When I talk about high level encapsulation I mean that it wrap
existing OSG features that would normally use a combination of
Camera's and shaders. While this might use and be compatible with
existing core features, conceptually the encapsulation take
Hi folks,
The community becames bigger and bigger and there are more and more
projects/nodekits which offers additional features to osg. And therefor I think
OSG 3.0 is the best time to refactor the whole nodekit maintaining structure.
Hence here are couple of ideas, how to do so.
In my
Hi Roland,
yes the mail wasn't answered, hence I didn't make any pressure on that. My
current release strategy is to release one osgPPU version for each osg stable
version. Hence as soon as 2.8 comes out, I will release osgPPU v0.4, which will
only be compatible with osg 2.8
However, of
Hi Markus,
yeah, there is indeed some special option to set when build Cuda. You have to
setup CUDA_BUILD_TYPE to Device instead of Emulation. Type in your build
directory ccmake and resetup the value. Or just call cmake
-DCUDA_BUILD_TYPE=Device. The problem is in the cuda compiler, as far as
Hi Markus.
In the mean time I have implemented several algorithms with CUDA and have now
more experience with it. CUDA has one big advantage over a GLSL calculations,
that it does support random access on the memory. Hence you can read from and
write to everywhere in the video memory, just as
Hi Alexandre,
Ok, I will then forget about that :)
Check the log output of (when OSG_NOTIFY_LEVEL=debug) of your app. Maybe you
will find more info there?!
cheers,
art
--- alexandre amyot murray alex.amyotmur...@gmail.com schrieb am Di,
20.1.2009:
Von: alexandre amyot murray
Hi Alexandre,
hmm, one of the main change between 0.2 and 0.3 was a deprecation of Shader
class. When you use them you will get a warning that they are deprecated and
ShaderAttribute has to be used. Maybe there are some print outs, which slowdone
your machine. Also I have tried to solve some
Hi Sukender,
Gratulations to the newly started project!
I had created a subforum (osgPhysics) on our forum. I've also connected the
[osgPhysics] tag with this forum. Hence we have a direct place where to post or
where to read the related questions ;)
Best regards,
art
--
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Hi Sukender,
when the forum becames official we could thing about realising your dream.
Users in the forum could be counted as members of the osg community. We could
offer, with simple addons to the forum, such kind of things as merchandising,
voting, project presentation with donation
Hi Jean,
oh, sorry, indeed there is a type, thanks. I have corrected this.
To the alert message: Yes, this is a mod I have installed to prevent forum
attacks. However sometimes it get false positives. I'll check it. Sorry for
that ;)
cheers
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Hi Roland,
have you took a look into README file ;) ?
The examples doesn't run because data could not be loaded. You have to include
the osgPPU/trunk into your OSG_FILE_PATH environment (or just copy all the
files from osgPPU/Data into the directory where you store all osg files). On
linux
Hi Serge,
I assume that Roland (author of this topic) wrote this message while being
unsubscribed from the mailing list. He tried this to see if messages got
forwarded to the ML if not subscribed there. It seems that the message doesn't
get to the ML but only to the Forum :)
Hence, yes, it
Hi,
ok, there is now a new category News, which is connected with osg-news mailing
list. I had make it
Cheers,
art
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sorry just submitted before written completely:
I made this forum read only, so that it does only reflects the mailing list.
Nobody except of Moderators can post messages there through the forum. I think
this is the way we want to have it. However messages could still be posted
through the
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