th the original copyright notice. I always keep the
original copyright intact.
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never a need for one thread to wait for another thread to finish its IO operations.
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Is it my proper understanding that I provide
two points x,y,z (beginning and end) for HAT? Even doing this gives some
very strange results... Is there a very basic example out there to
achieve this? Is it a trivial problem?
Regards
Paul
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t the time I hit 'send'. But yes,
you're correct: the NodeVisitor has the NodePath that got you to where you are,
so just stepping through that path would tell you whether or not any ancestor
nodes are Switch objects, then you'd do the same test I described.
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N)
{
}
2) Is there an easy way for an update callback to find out if its node is on
or off - similar to how a callback can use ComputeWorldToLocal, for example, to
get the accumulated transforms.
Typecast the parent as a Switch, then ask the Switch if 'this' is on or off...?
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nts. What additional functionality do you hope to achieve by using
FBX bones? Hardware skinning?
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l used for the whole group.
For analysis purposes, I suggest using the normals pseudoloader:
> osgviewer dumptruck.osg.normals
Hope that helps,
-Paul
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hole in the line geometry when you disabled the depth test,
then that indicates it is not the depth buffer that's causing the problem. Your
earlier suspicion that it is somehow clipping is probably right.
-Paul
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re well-documented in the Quick Start Guide.
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Well, that disables the depth test, but disabling the depth test versus setting
the test to ALWAYS should be the same net effect as far as this particular test
is concerned.
-Paul
David Glenn wrote:
O.K. Paul!
Just for clarification:
When you ask "setting the depth test to GL_A
Try commenting out the zero color mask on the phantom globe to see if it "clips"
in the same way as your lines. If the phantom globe doesn't appear to clip, then
try setting the depth test to GL_ALWAYS on the lines (as I advised previously)
to see if that makes them appear.
e case. Set
the depth test to GL_ALWAYS for the lines and see if they appear on top of the
terrain.
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Phil Fugue wrote:
Paul Martz wrote:
Have you considered setting BlendColor at the parent Group node and using one of
the blend function parameters that use constant color?
-Paul
Thanks for your response.
No I havent considered this. I dont understand how it will accomplish what I
It was posted here two weeks ago. Search the archives for the thread "osg
course: oct 5-7, seattle, wa".
-Paul
David Glenn wrote:
Greetings!
I found out through the Khronos web site that there is going to be an Open
Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Ku
Have you considered setting BlendColor at the parent Group node and using one of
the blend function parameters that use constant color?
-Paul
Phil Fugue wrote:
Hi,
I'm still fairly new to OSG and finding my way around. I have a little problem
that I need done very quickly, so
Hi Sanat -- I posted to osgBullet-users with a possible fix for your osgBullet
crash, but didn't see a reply from you. Did my suggestion resolve the issue you
were encountering?
-Paul
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sfully or who may have experienced any similar problems.
Thank you
Sincerely,
Sanat
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You might need to explicitly ask for alpha when you create the context. Grep for
DisplaySettings / read through its header.
-Paul
Dženan Zukić wrote:
Hi,
I am using the following code to save contents of the framebuffer into a file:
[code]vis->getCamera()->setClearColor(osg::Vec
orm it to world space. (I know, I know... but he
DID post this question to a 3D graphics group :-) .)
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can't do any coding from home at the moment though.
Paul
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ave a feeling I'm missing some kind of
transformation between computing the pixelSize and relating that to the
measurements made on the screen.
Paul
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ze() to correspond to the
length of the billboard's diagonal as measured on the screen?
Can anyone explain to me the relationship between the pixel size returned from
the pixelSize() function and the on-screen pixel size (ie. of the billboard) in
this instance?
Many thanks
Paul
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ething can "unify" the DOF) or if I have to change the code to check what is the
current displayed model and then catch the correct DOF.
I think you always want to change both Transforms so that when you switch from
one LOD to the other, both models are transformed the
Thanks for the reply Paul, Turns out my billboarding calculations in the
vertex shader were screwing everything up. Works fine now.
Regards
On 08/03/2010 11:32 PM, Paul Martz wrote:
> Paul Pocock wrote:
>> Hi,
>>
>> Are there any caveats to be mindful of when trying to im
7;ll be difficult to provide further
assistance. Please include this information when you post to the osgWorks Google
Group.
-Paul
Axel Spirtaat wrote:
For precise, i add the result of make command:
Code:
Scanning dependencies of target osgwTools
[ 3%] Building CXX object
src/
Paul Pocock wrote:
Hi,
Are there any caveats to be mindful of when trying to implement
instancing using VBO's?
I'm using a static tri stored in a VBO - however I'm facing massive
bottlenecks in the frag shader - with obvious fillrate
issues dragging my frames down drastically.
andle that for
me shouldn't it?
Regards
Paul
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k for you?
osg::Matrix osg::computeLocalToWorld(const NodePath& nodePath, bool
ignoreCameras)
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deed, Mesh Records are the problem.)
-Paul
Per Fahlberg wrote:
Hi Macher,
The model loads fine for me in Remo 3D 2.0.1 and the only issue is that
we by default flip the dds textures, to correct this there is a checkbox
in the texture palette, under the Edit menu, that can be unchecked. By
Hi All,
I've been trying out geometry instancing however am experiencing OpenGL
errors. I'm using NV 8800GTX with
latest 256.35 Linux drivers so it should work. I am thinking it is my
set up. I have set up everything correctly
as per osgdrawinstanced example so i'm thinking it is the way I'm
passi
't see a Post Cull callback nor do I see a PreDraw Callback that is
actually before all the Drawing takes place.
I'm using OSG 2.8.3.
Any help would be appreciated.
Thanks,
Paul P.
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portion of the scene graph is
being rendered twice. Once in SceneView and another time in RenderStage
Am I missing something?
Paul P.
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(sphere radius, box
extents, etc) you can store that information as UserData on the Geometry objects.
-Paul
Fred Smith wrote:
Hi,
setUseVertexBufferObjects(true) has no effect for me with the code below:
Code:
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(
Hi all -- Has anyone successfully built OSG v2.8.3 with VS 2010? Back when we
did 2.8.3 release testing, I vaguely recall some people reporting (successful)
build results using VS 2010, but just wanted to make sure this actually works.
Thanks.
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Nitin Rangari wrote:
Hi All,
i have very simple question i want to know What is
setRenderBinDetails
when its use..
I recommend you search the archives for "render bin" or "setRenderBinDetails".
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robertosfield wrote:
> On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo <> wrote:
>
> > I understand discrete math but I'm still confused.
> >
> > Shouldn't intersections just retrieve the hit polygons so why should this
> > be a mathematical calcul
I understand discrete math but I'm still confused.
Shouldn't intersections just retrieve the hit polygons so why should this be a
mathematical calculation? Also, I'd expect a "double" to be able to represent
a "0.0" value without loss of precision.
Paul P.
I have a two (triangle) polygon scene with a z value of 0 for all vertices.
When I use osgpick on this scene, it reports the z coordinate as being a
relatively small number 7.5e-5 but NOT zero. Why doesn't this report a value of
0.0?
Thanks,
Paul P.
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(and creates it if it doesn't already exist, of course), and a post-draw
callback that unbinds the buffer and processes the contents. Any children of the
camera will then "draw" into the transform feedback buffer.
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os::out |
std::ios::binary);
unsigned int size = image->getTotalSizeInBytesIncludingMipmaps();
fout.write( (char*)image->data(), size );
// Check
if ( fout.fail() )
std::cout<<"Failed to write image->data"< Hi Paul,
>
> On 23/06/1
Size,4, GL_RGBA,
GL_UNSIGNED_BYTE,data, osg::Image::USE_NEW_DELETE);
Can anyone see anything I'm doing wrong? Either Writing or Reading?
Best Regards
Paul
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mately (0, 0,
0) to (1, 1, 1). With the transformation you've specified, the model will
subtend less that one pixel of screen space.
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for 2.8.3, so I'd think you'd
get the same build results as with 2.8.2, presuming you're using the same
version of the dependency as you use for 2.8.2. Is this the case? Is it broke
the same way for 2.8.2?
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h
Prakhar Jain wrote:
I wish to do a Render to Texture in which I have set the render target for the camera to be an osg image.
Is there a way by which I can know if the prerender pass has finished or not ?.
Attach a post-draw callback to the Camera. See the Camera header file.
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abled and depth test enabled. Then they will interact in z correctly
with other objects in your scene. This will result in some visual artifacts due
to incorrect ordering of the point sprites, of course, but perhaps your users
will tolerate that.
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elds of billboard grass. Try a search
for grass rendering algorithms. They all seem to have their own back-to-front
sorting solution. Might be good to mine them for ideas.
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Simple question...
How does the osgDB::Registry instance get deleted? I'm using OSG 2.8.3 and I'm
not following how the osgDB::Registry destructor is being called.
I create and destroy my viewer several times without exiting my executable.
Thanks,
Paul P.
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object
position every 1/100 of a second. What should I implement to refresh the
object position correctly? I mean, the synchronization is my basic problem.
You can use AnimationPath and AnimationPathCallback for this task.
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http
t its code
and see how it performs the same task.
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My guess is that LightModel is part of default OSG state, and you're not setting
it up the same way as OSG's viewers. But this is just a guess. You'd need to dig
in the code.
-Paul
Zachary Hilbun wrote:
Hi,
I'm writing a small test program (source below) that is
penGL before you
can use OSG wisely. The OSG Quick Start Guide has a "recommended reading" list
near the front, which should be a good start.
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cial compiler
options?
While I'm at it, how do I see exactly what compiler flags are used by OSG for
their plugins (using "make -n" I see calls to cmake but not the exact compiler
options).
I'm using OSG 2.8.3 on a Linux machine.
Thanks,
Paul P.
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Ku Krapox wrote:
@ Paul : I've read your QSG, and found lots of useful information, thanks
again! In particular I've learnt by heart the part on memory management. :P
But the problem is, I'm doing everything right... All my objects are now in
ref_ptr and I still have memory leak
ery
leaf of my graph?
Thanks for any advice! :)
I'd advise you to read the OSG Quick Start Guide.
http://stores.lulu.com/store.php?fGroupID=2076
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hat's applied to the
wheel texture coordinates.
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Dženan Zukić wrote:
Can anyone provide pointers?
You could try posting to osgWorks google group, or look at osgBullet (which uses
osgWorks)...
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Luca Colombari wrote:
Hi Paul,
Features like:
- osgVolume::Volume
- osgVolume::Image Layer
-
are not recognized.
Right, currently not recognized or used by the FLT plugin.
So one way could be to try mapping osgVolume object to FLT records by knowing
the OpenFlight format and how write
reating physics
collision shapes for complex objects (which is what it was intended for).
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obvious but, you appear to be overriding the visible bit
to mean both visible and pickable. But you already have a pickable bit. So
there's no reason to override the visible bit for pickability. Use the visible
bit for visibility, and the pickable bit for pickability, and it should work
fi
John Galt wrote:
Hi Paul,
I only plan on detecting intersections between a PATNode and other Nodes.
I do not intend to write code for a "reaction to a collision", I want the intersection to happen and only want to know which objects are intersecting.
Do you suggest I still use
?
I would use a library designed for collision detection (and rigid body dynamics)
such as Bullet. I maintain a toolkit for Bullet and OSG apps:
osgbullet.googlecode.com.
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Luca Colombari wrote:
Attachments:
http://forum.openscenegraph.org//files/osg_output1_127.osg
The FLT plugin doesn't have a dependency on the osgVolume nodekit. You'll have
to figure out how to map osgVolume objects to FLT records. Good luck with that.
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features in the exporter.
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le works and the second doesn't.
It could be the case that your first OSG file, output.osg, uses features of OSG
that aren't supported in FLT. I don't have enough information to say for sure.
You just need to investigate and debug.
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toring
texture image date within the .flt file.
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Alberto Luaces wrote:
how could I have missed this! Thank you for the tips :)
OSG is big. :-)
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The bounding volume (sphere or box) is also displayed graphically as line
geometry around the model.
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ou need to attach it for the z test. Leave the depth test enabled with the same
depth function, but set the depth write mask to false. Then it will test against
the depth buffer.
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rendered scene texture with the
blurred glow map.
All these Cameras adds a lot of overhead on the CPU side, but the only way to
reduce that would be to derive custom RenderStage classes, something most OSG
developers choose not to do. osgPPU offers an alternative and might be worth
considerin
Nicholas Vidovich wrote:
Hi Paul --
I didn't mean to imply that the technique wasn't viable --
due to my errors and lack of experience I was unable
to correctly implement instanced rendering by passing
the data in a floating point texture.
OK. Yeah, it's definitely possible.
ering where position and orientation are passed as
elements of a floating point texture. This works fine.
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e what you think you need to change in
osgPPU 0.4 to make it compatible with OSG 2.8.3.
Thanks.
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Interesting.
http://www.wired.com/gadgetlab/2010/04/unlimited-detail-3-d-graphics/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+wired%2Findex+%28Wired%3A+Index+3+%28Top+Stories+2%29%29&utm_content=Google+Feedfetcher
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possible, and a worthy goal, but (in my opinion) it is entirely
optional and not required for you to do so, because you already have a tagged
osgPPU release that is compatible with OSG 2.8.x.
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Art
can comment on version compatibility?
(A compatibility matrix might be useful, sort of like what I have done with
osgBullet:
http://code.google.com/p/osgbullet/wiki/CompatibilityMatrix
)
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my use of the C preprocessor for OSG compatibility is very infrequent and is
not a problem in itself. However, testing on different versions can be a burden
to external project managers, and that's a decision you have to make.
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ing a configuration file. Do I assume correctly that you have a
configuration file per model?
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the
archives, I believe you'll find a post from me stating that the same version of
osgPPU that worked with 2.8.2 should also work with 2.8.3.
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t explicitly test if glGetQueryObjectiv is
supported...
I admit I didn't design this code to work on older hardware, nor have I tested
it on hardware without this capability. Please feel free to make any necessary
changes to that it at least behaves like a regular Group node
y interested in wrapping the OSG api in Java.
I want a way to use the Java Canvas as the source for the OGL context.
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installing 2.8.3? The so version is 65 for 2.8.3. 66 is the
so version number for 2.9.8. Did you try to do an svn switch that went awry? I
suggest you start from a clean source tree and delete your CMake cache.
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h
.cmake:41 (INCLUDE)
Any ideas?
I'd suggest you try to do the exact same kind of build and install with 2.8.2 or
svn trunk and see if the issue is specific to 2.8.3 or not.
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__
Robert,
Sure I'll take a look. Thanks.
Paul Gotzel
Robert Osfield wrote:
On Wed, Apr 14, 2010 at 3:24 PM, Paul Gotzel
wrote:
Robert,
Unfortunately, this causes another problem. Now when I do this:
It doesn't cause another other problems, the resize
looks directly at your model. So unless you've loaded
something else so show your model's relative position, such as axes.osg, then it
will appear to be in the same place.
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h. :-) I'll let you know how I get on. I could probably package up
something cleaner when things settle down.
Cheers,
Paul Gotzel
Torben Dannhauer wrote:
Hi Paul,
I'm working on extact the same issue! My plan was to finish my cluster implementation and then discuss with the co
Robert,
Unfortunately, this causes another problem. Now when I do this:
$ osgviewerd --run-on-demand --window 0 0 400 400 cow.osg
The window doesn't rerender on resize or repaint. I would expect that
a window resize would set a need to render flag. Thanks for you help.
Paul G
Torben,
I mainly want it for serialization/deseialization. I've tried the
serialization available in 2.9.7 and it works a treat! Now I just need
to implement a cross platform STL socket stream. Thanks for your help.
Cheers,
Paul
Torben Dannhauer wrote:
Hi Paul,
I intended t
tting.
I'm running the distributed 2.9.7 (debug) version of the osgviewer with
the following command:
$ osgviewerd --run-on-demand cow.osg
I also saw this with 2.8.2. I don't rotate the view or move the
mouse. Any thoughts? I'll try to debug it to see what logic is
actually usin
here is no difference. What gives?
Thanks,
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itr != geode.getDrawableList().end();
++itr) {
(*itr)->setUseVertexBufferObjects(true);
}
}
};
VBO vboMode;
root->traverse(vboMode);
This will convert your scene graph to use vbo's if the card supports
it.
Cheer
essed?)
structure that could then be rehydrated later. Ultimately, I want to
use this for cross process synchronization. Thoughts? Am I looking in
the wrong area? Could I use the osgDB in a similar way?
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ement BIND_PER_PRIMITIVE in OpenGL without using
glBegin/glEnd, which is widely recognized as OpenGL's oldest and least efficient
mechanism for specifying geometric data. BIND_PER_PRIMITIVESET should perform
well because there's a drawing command per PrimitiveSet.
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to see whether or not drawing commands are
being sent to OpenGL. If your breakpoint doesn't get hit, then you've narrowed
it down to an OSG issue. If the OpenGL drawing commands are getting issued, then
something about the OpenGL state machine is being misconfigured.
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update a texture or MatrixTransform (for a fixed bounding sphere)?
>
> Paul P.
Any help would be appreciated. I've been fighting with this for many weeks now
and getting nowhere.
I also have a real-time application (using RedHawk Linux) which is doing other
things besides OSG stuff. I tried to sh
p the good work.
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on to:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/SpreadingTheNews
Sheesh, forgot about that.
Yes, I'll echo Robert's plea for community help in pushing this out, and thanks
to everyone in advance.
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erent objects. The method
I've found is setColor on a ShapeDrawable but that means I need to
create many instances of this object.
Is there any way I can add the color in the scene graph (as a node)?
Thanks. :)[/img]
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http:
Robert Osfield wrote:
Hi Paul,
Congratulations on this release - the most advanced and stable OSG
release yet :-)
I understand how much effort goes into corralling everyone, reviewing
and merging fixes, doing testing - kudos.
It's a lot of work. I've been tracking my hours on thi
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