Hi,
J.P. Delport wrote:
Hi,
Jean-Sébastien Guay wrote:
Hi Ulrich,
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning:: Picked up error in TriangleIntersect
(-1.79068
Hi,
I think you are exhausting the memory on your video card, not the memory
on the PC. You are probably sending too many textures to GPU.
jp
Vincent Bourdier wrote:
Hi all,
My problem with my application is with the long-term execution :
After 10 or 20 min of execution, I have this
Hi Ralph,
if you can make a small OT vs OpenMP test app that people can run on a
variety of Linux flavours, maybe something will jump out. E.g. how
standard is the pthread lib in RHEL5.2?
jp
Ralph R. Peters wrote:
Hi Robert all,
I did the simple thing to test if the call
Hi,
Steven Saunderson wrote:
- From: John Vidar Larring at 2008-10-30 21:42-
Hi Steven,
Here is a snipplet of code from the osgautocapture example that I just
sent to osg-submissions (if my email got through?), provided as is. I
hope it might be of help:
Hi John,
Thanks for the
Hi ?,
as Robert suggested, print out some values of the matrices to make sure
that they are valid and that the multiplication order you are using is
correct.
OSG has functions for printing matrix values to screen, see / search for
osg/io_utils.
jp
GMD GammerMaxyandex.ru wrote:
G'Day. I
Hi,
I remember some segfault problems I had at some stage, but it was on
Debian Lenny 32-bit and had something to do with the compiler/optims.
Could you try one of the following (just a hunch):
first clean out all local libs (OSG and OpenThreads)
1) try g++-4.2
2) run ccmake, press t to
Hi,
can you force single threaded osgviewer and see if it still is a problem?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader.
The texture image is saved to file by a postdraw callback, so I can look
at it. I'm doing something wrong because
Hi,
any reason why you have RGBA texture, but RGB in callback?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader.
The texture image is saved to file by a postdraw callback, so I can look
at it. I'm doing something wrong because the texture
] För J.P. Delport
Skickat: den 7 november 2008 08:22
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi,
any reason why you have RGBA texture, but RGB in callback?
jp
Engvall Åsa wrote:
Hi!
I want to render the scene to a texture and use the texture in a shader
yet, but if the camera is allocating X11
resources it sounds like its using a pbuffer rather than an FBO. Are
you using FBOs? Does you hardware/drivers support FBO?
Robert.
On Fri, Nov 7, 2008 at 12:40 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Hi all,
a colleague of mine is trying to implement
]
mailto:[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED]] För J.P. Delport
Skickat: den 7 november 2008 09:42
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Render to texture problem
Hi,
is your RTT camera the child of anything? I'm just guessing
Hi all,
a colleague of mine is trying to implement an image processing algorithm
that requires many RTT cameras (+-150).
His algorithm runs on his Windows machine, but fails under Linux (I'm
quite sad about it :) with some of the following errors:
--8--
Got an X11ErrorHandling call
Hi,
maybe have a look at this:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
you don't have to worry about the cluster stuff, just run vpbmaster
without the --machines option.
jp
Alejandro Aguilar Sierra wrote:
Hi Robert:
I will build one but I need
Hi,
Robert Osfield wrote:
Hi J.P,
On Mon, Nov 10, 2008 at 6:56 AM, J.P. Delport [EMAIL PROTECTED] wrote:
if anyone has some spare time, please execute the attached test app under
Linux. I am still unsure if our problems are related to NVidia driver, Linux
distribution, ...
I haven't had
Hi all,
if anyone has some spare time, please execute the attached test app
under Linux. I am still unsure if our problems are related to NVidia
driver, Linux distribution, ...
thanks
jp
J.P. Delport wrote:
Hi all,
a colleague of mine is trying to implement an image processing algorithm
J.P. Delport escribió:
Hi all,
if anyone has some spare time, please execute the attached test app
under Linux. I am still unsure if our problems are related to NVidia
driver, Linux distribution, ...
thanks
jp
J.P. Delport wrote:
Hi all,
a colleague of mine is trying to implement an image
Hi Robert,
thanks for looking into this.
Just ran it on Core2 Duo 2GB machine, GeForce 8800GT 256MB driver
177.67, Debian Sid.
I had to add a bit more fbo's before a crash, but maybe it's cos the
machine is slower.
With some smaller (32x32) sizes I even managed a X crash and restart.
Hi,
I've been experimenting with rendering for hardware consumption as well,
but this was around 200Hz target rate.
If I may ask, what GPU's and drivers are you using? I've fiddled with
Xenomai Linux kernels and binary NVidia driver, but have had mixed
results. The binary driver has some
Hi,
see the following page where I did something similar for the Blue Marble
NG tiff files.
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
You can use gdal_translate.
e.g.
gdal_translate -of GTiff -a_srs +proj=latlong +datum=WGS84 -a_ullr
-180 90 -90
Hi,
ran it under Linux Nvidia 177.82.
First time freeze on adding 3rd extra view
2nd time freeze on adding 5th
3rd time freeze on adding 7th
4th time freeze on adding 4th
backtrace on last:
thread 0:
#0 0xb8022424 in __kernel_vsyscall ()
#1 0xb7732025 in pthread_cond_wait@@GLIBC_2.3.2 ()
Hi J-S,
I've just upgraded OSG on two Linux machines to latest svn and I can
still reproduce the hang with your example. I need to add around 8-12
new windows.
The one machine is a dual-core laptop with GeForce Go 7400. The other is
a quad-core desktop with a GTX280. Both are running Debian
Hi,
sorry I did not read all the details, but can you try using glFragData
instead of glFragColor to output from shaders. Also attach COLOR_BUFFER0
and up for using FBOs. You might be having problems with clipping 0..1.
jp
[EMAIL PROTECTED] wrote:
Hi all,
Really no one for tone mapping ?
Hi,
Jean-Sébastien Guay wrote:
Hi Robert,
OpenGL version string: 2.1.1 NVIDIA 100.14.19
Intel Quad core, Kubuntu 7.10.
Hmmm, seems older than what JP and Csaba reported? Or am I reading the
numbers wrong?
Yes, it's older. Website says 100.14.19 = Sept 2007. Think I'll have to
downgrade
Hi,
what operating system are you running on?
Kramer, Robert W wrote:
I have a very large imagery set (~1 million files). When running
VirtualPlanetBuilder 0.9.9, I am limited to about 482 -t imagery files
for a given vpbmaster command before I get ERROR 4: Failed to open file
Robert Osfield wrote:
On Fri, Nov 21, 2008 at 10:22 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Can one just tack -O compression onto the back of the vpbmaster command
line, or is the process more involved?
Just tack it on the osgdem/vpbmaster line.
thanks, I'll try it soon.
Then wait
Robert Osfield wrote:
On Fri, Nov 21, 2008 at 10:52 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Then wait for full moon
and carry out a dance to the moon god covered in goose feathers.
Already did this when I tried to convince our cluster to boot ;)
Did it work?
No, it turned out Debian
Hi Robert,
Robert Osfield wrote:
To enable the .ive compression you'll need to add an extra
ReaderWriter::Options string using the -O compression to hint to the
.ive plugin to use zlib compression. Later on I'll refine the command
line options in VPB so that all the compression options are
Robert Osfield wrote:
On Fri, Nov 21, 2008 at 10:22 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Can one just tack -O compression onto the back of the vpbmaster command
line, or is the process more involved?
Just tack it on the osgdem/vpbmaster line.
Just to clarify, after reading the source
Hi,
Chris Denham wrote:
Hi Mike,
I hadn't heard of CUDA, sounds interesting. Though shame it requires
Nvidia hardware.
What was in my mind when I said part of a shader was the idea that
maybe there was a way to have a function in a shader that was only
executed once per frame to setup
Hi Robert,
$ dpkg -S gdal.h
libgdal1-dev: /usr/include/gdal/gdal.h
$ ls /usr/include/gdal.h
ls: /usr/include/gdal.h: No such file or directory
This is on Debian Sid (unstable). The version of libgdal1-dev is 1.4.1-6+b3.
regards
jp
Robert Osfield wrote:
Hi J.P,
On 8/7/07, J.P. Delport
Hi,
as far as I know the getRotate function assumes an orthogonal matrix (at
least when returning a quat). You can find a few threads of discussion
regarding the getRotate function if you search the lists.
Also have a look at the workings and code of:
osgunittests quat
there the getRotate
Hi,
on Linux you might want to have a look at an app called instanbul.
cheers
jp
Sashidhar Guntury wrote:
Hi!
I have written a peice of code and now I want to make a video
of the rendering. How do I do it? I tried taking screenshots and
combining them all to make a video but
Hi Robert/others,
while stepping through some of my code in a debugger I stumbled across
the following in include/osgUtil/CullVisitor. (It can easily be found by
searching for zn;)
In both functions clampProjectionMatrix for Matrixf/d:
if (result)
{
znear = zn;
zfar = zn;
return
Hi all,
David Spilling wrote:
Robert,
Here we are again!
Firstly, Farshid is right, even up to OSG 2.1.7. It looks like the more
elegant code I submitted way back in the thread numerical precision
error of 26/07/06 does break for this case. In particular :
-1 0 0
0 0 -1
0 -1 0
Hi,
I had a similar problem some time ago, a quad strip would disappear if
the initial point was outside the camera FOV.
Try -dirtyBound() on the geometry node you add data to.
jp
[EMAIL PROTECTED] wrote:
I have set up a earth globe view where I have a trajectory line that
trails out
Hi,
as far as I know its not supported in current version of OSG, there is
no call to glDrawBuffers (as opposed to glDrawBuffer) which is needed
for MRT.
I have a version of RenderStage.cpp that I modified to allow MRT for one
of our projects, but its a hack and I still need to properly
Hi,
I am successfully using 2xoverlaynodes for overlays onto a large terrain
database. The overlays are dynamic (i.e. can change per frame). The
texture coord generation of overlaynode/texgennode are essential, as it
makes the overlay follow the terrain.
The users of the app are creating
some advanced texture paging techniques.
Robert.
On 9/18/07, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
I am successfully using 2xoverlaynodes for overlays onto a large terrain
database. The overlays are dynamic (i.e. can change per frame). The
texture coord generation of overlaynode
of OverlayNode?
On 9/18/07, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
the source high-res imagery of the terrain is about 4degx4deg and blue
marble data for the rest of the globe. The things they want to overlay
are simple lines and filled polygons (so render to texture/textures
should be OK
? If not do you know another toolkit that can be use
instead of glut? Thanks
Jo
On 9/25/07, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
we have used it with OSMesa to get float colour channels.
jp
Jonathan Richard wrote:
Hi, did someone try to run open scene graph with Mesa instead
Hi,
I am attaching an old email below that I think addressed some of the
same issues you are having.
Also attached is a code snippet of a modified manipulator base class I use.
regards
jp
Code:
---8--
/** get by distance, rotation, center. */
virtual void
Thanks,
glad I asked :)
regards
jp
Robert Osfield wrote:
On 9/18/07, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
no, I have not looked at the new modes. The app was ported from OSG pre
1.0, so it just uses the default in the newest OSG.
Is there an overview of the new modes or should I use
Hi,
we use ssh tunnels with svnserve for a private repo. It is OK to manage
if you don't have too many users. The only port open on the server is
then ssh (22). You can use keypairs for auth then. Users must have
something to set up the tunnel, ssh (linux), putty (win), ??? mac.
jp
Adrian
Hi,
as far as I know any client can work with this. You point the client at
your local end of the tunnel.
e.g. svn co svn://localhost/repo
jp
Adrian Egli wrote:
And how can i check out it? tigris.subversion client for explorer works
with this settings?
/adegli
2007/10/3, J.P. Delport
Hi,
wrt question 1:
you could look at Mesa (www.mesa3d.org) and use their OSMesa
(off-screen) library. It is a software-only (obviously slow compared to
hardware) OpenGL 2.1 implementation and works well with OSG. This will
allow you to render to main memory in the PC.
jp
Williams
Hi,
maybe try
#include assert.h
in the ConvertToInventor.cpp file
jp
rck jobs wrote:
Hello,
I'm installing OpenSceneGraph-2.2 under my Debian Sarge (Pentium III -
i386) server and I'm having a compilation error on file
ConvertToInventor.cpp .
I was reading the mailing list and i
Hi,
below is 'n snippet that I use that works. Only diff seems the call to
gstate-setMode(GL_FOG, osg::StateAttribute::ON);
cheers
jp
---8---
// Fog
//float fog_density = 9.85e-5;
float fog_density = g_config-getDouble(fog, density, 0.0);
osg::Vec4d fog_colour =
Hi,
where the guide talks about .lib it is about when you want to compile
your own programs that use the OSG.
I don't use Windows, but it sounds like you just need the .dll files to
be either in the PATH like Robert said, or you could just make a
directory where you put all the .exe and .dll
Hi,
try this:
in groups.google.com
search for this:
osg-users ralph kern screenshot
in google.com
osg-users Taking a screenshot with
cheers
jp
maruti borker wrote:
Can anbody point me to the older mails atleast :(
Waiting in anticipation
On Nov 28, 2007 3:06 PM, maruti borker [EMAIL
Hi,
I've also had cases with characters clipped, sometimes not even on the
same edge. There has been a discussion about this quite some time ago,
maybe you can find it if you search for my name, and I remember some
other people also proposed solutions.
What worked for me was to set the
Hi,
Robert Osfield wrote:
The view dependent overlay codes are similar in concept to view
dependent shadow map algorithms like perspective shadow maps, the
papers of this topic will give you an overview but won't be enough to
guide you through the details. One the OSG side it has to contend
Hi,
could we get support for multiple render targets (MRT) integrated into
2.4? I know some people are using hacky patches for this. Some patches
have been submitted, but they have to be reworked.
I can help with this if needed.
regards
jp
Robert Osfield wrote:
Hi All,
After a two month
Hi,
John Donovan wrote:
Robert Osfield wrote:
If we can get a clean set of patches to support MRT then I'm for
reviewing/merging them :-)
Mea culpa... I implemented JP's hack into my source and it worked for what I
needed it for. Then I submitted a half-baked patch which Robert was right
Hi,
you could prob use some python scripts. Thy work nicely cross-platform too.
Here's a teaser, google for some of the modules/functions.
cheers
jp
#!/usr/bin/env python
import glob, os, sys
file_pattern = '*.3ds'
search_pattern = '.oldname.'
replace_pattern = '.newname.'
if __name__ ==
Hi,
see osghud and osggeometry examples for simple drawing. You could then
conceptually draw whatever you want on your 2d image by using a
different z-value/layer.
jp
JumboVision - Peter De Santis wrote:
Thanks Robert,
what if i want to draw lines on the ortho2d screen, things like a
Hi,
try this modified code and compare with the unchanged example. You can
use ABSOLUTE_RF as well, you will just need to rotate the matrix for the
viewer's default camera. Or change the default camera to be in your
coord system.
From the transform callback you can see that the default view
Hi,
Peter DeSantis wrote:
Hi
thanks for that i got that to work,
but i dont understand why the bellow option where i adjust the viewer
camera directly does not work as well ?
It only seems to work if i set them as nodes and add as childs. Why is
that ?
It seems to me to be doing
Hi,
when did you install libglu1-mesa-dev, before starting to compile OSG or
only after you got the error?
If only after, try recompiling from scratch.
jp
Eduardo Gutiérrez Sanmartín wrote:
Hi!
I'm trying to compile OSG-2.3.3 in Ubuntu 7.10 and I get some errors of
the type undefined
Hi,
does the osgviewerGTK example work?
jp
Natasha Westland wrote:
Hello,
I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on CentOS) and
was hoping to tap into this wealth of knowledge
after failing miserably poking around the source code and attempting to
retrofit the example
Hi,
Akilan Thangamani wrote:
Hi,
I understand that this problem has already been discussed . But as I was not
able
to understand clearly I post my simple camera rotation problem., I written a
code
osg::refosg::Camera g_camera=new osg:::camera;
Hi,
Akilan Thangamani wrote:
Hi,
Actually, I would like to simulate a navigation control for north
orientation as available in google earth. I wanted to rotate the
control along the X-axis(+/-) that will get reflected on geocentric
virtual earth. I set the camera to the geometry(navigation
Hi,
also have a look at what
osgViewer::WindowSizeHandler
does in e.g. osgviewer, you can switch between full screen and windowed.
jp
Clay, Bruce wrote:
Thanks Jason, I’ll dig down that path
Bruce
*From:*
Hi,
Brett Thomas Lee wrote:
Hi,
Thank you! very much.I also have an another question.What is attach in
mPreRenderCamera-attach(osg::Camera::COLOR_BUFFER,img.get()); code.If I attach an image to color buffer whenever I update the camera scene does
the image gets automatically updated??or Do
Hi,
Akilan Thangamani wrote:
Hi,
Yes. I changed the way I was doing. I set geometry under a matrix transform
node and trying to rotate the geometry 90 degree over Z-axis. It s getting
translated too. I want to know how much unit I have to translate it back and
If I want to rotate on
camera in the scene graph?
I hope this makes sense.
Paul P.
- Original Message From: J.P. Delport jpdelp...@csir.co.za
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent:
Wednesday, August 19, 2009 3:22:04 AM Subject: Re: [osg-users]
Temporal Averaging
Hi,
paul1
Hi J-S,
Jean-Sébastien Guay wrote:
Hi Paul P. and JP,
SHORT FORM of my original question: If I can have a shared scene
graph attached to multiple camera, how do I update my scene graph
(i.e. change a MatrixTransform) such that different scenes are drawn
for each camera?
I don't think you
Hi J-S,
Jean-Sébastien Guay wrote:
Hi JP,
is it possible to let OSG render a bunch of FBO cameras without the
main camera rendering and calling swapbuffers? If so, how do I disable
the main camera for a few OSG frame() calls?
You can have a whole bunch of prerender RTT cameras in you scene
Hi,
single window or multiple?
jp
Ragnar Hammarqvist wrote:
Hi All
Im a bit confused on how to implement multiple views in osg.
My problem is the following.
Im limited to use wxWidget as GUI (and GL Traight)?
In my GUI I want several (one to at least eight) camera views looking on almost
Hi,
if you mean you drew something in the XY plane, then you need to rotate
around Y to get the YZ. Y is common.
Some google search terms for you:
right hand rule
right handed coordinate system
I don't want to be blunt, but you will have to start understanding these
rotations/tranformations
Hammarqvist wrote:
Multiple windows.
-Ursprungligt meddelande-
Från: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] För J.P. Delport
Skickat: den 11 september 2009 14:58
Till: OpenSceneGraph Users
Ämne: Re: [osg-users] Confusion regarding multiple
Hi,
I don't think the frustum is calculated per se. Have a look at how
NodeTrackerManipulator.cpp (and others) uses setHomePosition(). I think
a certain camera FOV is assumed and then distance from the object is
adjusted so that the bounding sphere fits into the FOV.
jp
Johannes Schüth
Hi,
Johannes Schüth wrote:
Hi,
Yes, the computeHomePosition calculates a position and set's it. In my case i'm
not able to change the camera positon at all because it is fixed.
I'm able to change the orientation and the fov (by the frustum).
bs = bounding sphere
You have the range (cam
Hi,
Sebastien Nerig wrote:
Hi Robert
Well, if I have asked something to this forum, this is because I have
already investigated and I have found no solutions by myself. I just
wanted to know if someone else has accountered this problem and if a
solution has been found - I think a forum is for
Hi,
Sebastien Nerig wrote:
Hi JP,
mm there is no reason, it is the version I have dowloaded when I started to
work with OSG.
I will try to get 2.8.8 and get back.
The fix I remembered had to do with geometry shaders, so its unrelated
to your problem.
Like Kim also said, I think the error
Hi,
J.P. Delport wrote:
Hi,
Sebastien Nerig wrote:
Hi JP, thanks for your answer.
The application is osgPrerender example from OSG 2.8 RC3, you surely
have already downloaded it. I didn't modify the application. I launch
it without any arguments, so the default render implementation is
FBO
Hi,
Sebastien Nerig wrote:
Yes I think it is due to GeForce 8 series drivers, but I would prefer
not to to downgrade my drivers. Well I guess I have no solutions
Sometimes a downgrade can actually be an upgrade :)
jp
thanks anyway Sebastien
-- Read this topic online
Hi,
Luc Claustres wrote:
Hi,
I've tested the patching capabilities of VPB and it seems to work almost good.
However I have a question related to min/max level specification.
I have generated a world at 500m resolution, specifying a max level of 16 (option :
-l 16). Then I patched a country
Hi,
josselin.pe...@lcpc.fr wrote:
Hi everyone,
I would like to use osg PPU to compute very accurate data, about ten
number behind the comma, to avoid numerical errors.
I don't think you will reach this with single precision floating point.
So I used 32 bits textures for the render to
Hi,
Miguel Lokida wrote:
Hi,
I have built a geometry in which I have defined vertices, faces,
normals per face and color per vertex.
Mixing per face/per vertex like this causes OSG to fall back to slow
OpenGL paths (glBegin and friends). Please try using normals and colours
per vertex.
Hi Kim,
Kim Cheung wrote:
Hi all,
I really appreciate all of the feedback.
Chris:
Yes, I tested osgviewer.exe in release-mode with the cow.osg model, and
the problem is always reproducible.
Does it happen with all threading modes for OSG?
jp
--
This message is subject to the CSIR's
Hi,
thanks Luc.
For others, Luc's instructions are here:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/PatchExisting
jp
Luc Claustres wrote:
Hi,
Done, everybody is welcome to complete.
Cheers,
Luc
--
Read this topic online here:
Hi Chris,
Chris 'Xenon' Hanson wrote:
Aside: The real work I've been doing is making osgconv recursive on VPB-type
databases
so that the scripting silliness of this procedure:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CompressExisting
is no longer needed.
Good
Hi,
BTW, did you place the high res images on a different layer when using vpb?
jp
J.P. Delport wrote:
Hi,
Alejandro Aguilar Sierra wrote:
Hello:
I have a terrain with two layers of texture, the first one is from
bluemarble and the other is a landsat image of much higher resolution.
I
Hi Robert,
Robert Osfield wrote:
A word of warning though, I have almost completely rewritten the way
that the backend that drives texture objects and buffer objects, even
when you don't enable the texture/buffer object pools, the code
managing the GL objects is still completely different. With
Have you tried manually using setTextureWeight?
Any hint?
you can just call setTextureWeight manually to get whatever mix of
textures you want. The example only shows one possible way to use it, where
the weight is coupled to height.
jp
--
This message is subject to the CSIR's copyright
it probably means that distances in the example
are not what is expected. Maybe print out some values for elevation in
ElevationLayerBlendingCallback and try to follow what it is doing.
jp
Regards,
-- A.
On Tue, Oct 6, 2009 at 9:21 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Have you tried
Hi Robert,
Robert Osfield wrote:
I will investigate what had gone a miss.
I have now tracked down the problem to a bug in the reassignment of
TextureObject to a new TextureObjectSet, this is now fixed along with
a couple of other bugs due to the unrefAfterApply not being disabled
when the
Hi,
Ash Pat wrote:
Hi,
I'm new to the OSG and just starting out with some simple examples.
The osgViewer::Viewer by default displays in full screen mode. But in my
application I want it to be a smaller window by default. How do I do that?
I found the event handler WindowSizeHandler which
Hi Robert,
What results do you get with the bug fixes I've just checked in?
I've just updated and now I get a single corrupted image flashed onto
the screen and then a segfault.
$ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi
image-s()640 image-t()=480 aspectRatio=1
Hi,
J.P. Delport wrote:
Hi,
Ash Pat wrote:
Hi,
I'm new to the OSG and just starting out with some simple examples.
The osgViewer::Viewer by default displays in full screen mode. But in
my application I want it to be a smaller window by default. How do I
do that?
I found the event handler
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Wed, Oct 7, 2009 at 7:59 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Debug build still did not provide a nice backtrace, but I've followed the
crash to
void TextureRectangle::applyTexImage_subload in TextureRectangle.cpp
At the line:
dataPtr
Hi,
It's normal for pbo-getOffset() to return a 0, and correct to pass
this to glTexSubImage2D, but only if a PBO is bound, if it isn't then
it will result in a seg fault. Perhaps there is some mistake in the
code that isn't binding the PBO when it should.
OK, I'll try to check this too.
Hi Robert,
Robert Osfield wrote:
Hi J.P.,
What hardware and OS are you testing on right now?
Debian 32-bit, Nvidia driver.
On Wed, Oct 7, 2009 at 10:36 AM, J.P. Delport jpdelp...@csir.co.za wrote:
It's normal for pbo-getOffset() to return a 0, and correct to pass
this to glTexSubImage2D
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Wed, Oct 7, 2009 at 11:26 AM, J.P. Delport jpdelp...@csir.co.za wrote:
just some more comments...
I've compared code for
Texture::applyTexImage2D_subload
vs
TextureRectangle::applyTexImage_subload
in the former the result of pbo-getOffset
Hi,
Cory Riddell wrote:
I'm not sure if this is correct, but it seems that my text was picking
up a material setting from some parent node. It was rendering the text
with the diffuse color from the material.
I ended up turning GL_LIGHTING off for my osgText::Text node and now the
text is
Hi,
have you tried the home() and setHome() functions?
jp
Shiina Ringo wrote:
Hi,
Here just a quetion confused me:
I have a KeySwitchMatrixManipulator , which served as a swithcer between 2 MatrixManipulator : a default Trackball and a MatrixManipulator that I defined(bounding to a object)
Hi,
also have a look at these old emails. It is still something I want to
add to the manipulators to enable smooth switching between them.
Basically, the internal state of the manipulator is not fully encoded in
the view matrix.
Hi,
also see here for inspiration:
http://forum.openscenegraph.org/viewtopic.php?t=3482
jp
Andrew Thompson wrote:
Hi there,
I'm using the ScreenCaptureHandler to capture a screenshot of the current view and save it to disk. I would ideally like to save at a specific resolution, say
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/49179/match=osgposter
J.P. Delport wrote:
Hi,
also see here for inspiration:
http://forum.openscenegraph.org/viewtopic.php?t=3482
jp
Andrew Thompson wrote:
Hi there,
I'm using the ScreenCaptureHandler to capture a screenshot
Hi,
you could also have a look at osg's AutoTransform that does it all for you.
jp
Alan Wills wrote:
Alan wrote:
Hi,
I'm trying to get the screen coordinates of an object in my scene. My aim is to then to overlay the object in the scene with various things in a hud-style orthographic
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