Look in the source YOU HAVE IT,
do a simple search for files with the word 'Manipulator' in the name or
used with in
See the examples theres over 140 of them out the box with OSG in
[OpenSceneGraph]\examples\
Look on the osg web site ( www.openscenegraph.org ) there are many more
examples link
HI
I'm looking to start add support for CityGML and other OGC parts in the
coming months,
Sadly if we do this it will be in house and no open source (Sorry) , our
company is does not allows at this time, to contribute things like this
open source projects.
One reason of the last couple of years
I have seen the several times in Outlook
1) If you use a reading opening the message up many times makes the
text appear
2) Sometime is a color theme problem were the text becomes invisible
selecting all and and the Format-Style-Normal show the text
3) Outlook or other reader has issues with
We also build every thing including all third party and all their dependenacies
from source both 32 bit and 64 bit.
in the end it simply makes life easier
From: osg-users-boun...@lists.openscenegraph.org on behalf of sherman wilcox
Sent: Sat 8/29/2009 12:49
Have you tried ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
Same Graphics card/chip and same driver release Number ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
And don't forget HLA :)
(http://en.wikipedia.org/wiki/High_Level_Architecture_(simulation)) as
this has depreicated DIS for many :)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
I would suggest what I would in this case which is Step into the code
and look at the triangles as they are tested etc and then you can see
what's happening rather than play 50 guesses
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email
Interesting paper
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
Colli
On 32 bit windows your limited to around 1.83gb of addressable memory space
with tricks and version you can get this up to around 2.2-3gb of addressable
space
(On linux you can get a wee bit more around 3gb)
If the files you have are many then you can use a paging system to load them in
I believe you need to Invert the result to see vaules you are expecting
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControl
From: osg-users-boun...@lists.openscenegraph.org on behalf of Kris Dale
Sent: Fri 8/21/2009 2:00 PM
To:
You will need to write your own motion controller / Model / Manipulator
See OpenSceneGraph\include\osgGA and OpenSceneGraph\src\osgGA
There are several Manipulators there that will show you how you can
write your own to do exactly what you want and need
Gordon
Product Manager 3d
err one way you could put a break point in the reference pointer class
where the ref count gets increased
you can make this a conditional with some like if the THIS pointer = the
address of the object your looking at etc
Gordon
Product Manager 3d
This does work
I use this all the time, its basic debugging technique to me
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Does it work in Firefox if you use the IE Tab, plug-in for firefox ?, I
have found this to be very useful and works for most things I have tried
that typically need IE
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @
OSG its self has over 140 examples, plus applications like OsgViewer ,
there are many more examples on the web, there are more tutorials on web
and on the OSG Web site these will give you over 200 working examples
and tutorials on how to use/ learn OSG. There's several FAQ's out on the
web as well
Like ALL scene graphs out there the OSG uses an approximation ( for
Scenegraph performance reasons) to produce a bounding sphere that is
ensured to encompass all its children but not necessarily tightly, and
this is fine for 99% of bounding sphere usage in a scene graph
If you want a tight and
This is how it is in OSG and all other Scene graphs I have ever worked with
and I have work with most
Without meaning to sound rude, I would say
Get used to it in OSG as it not likely to change in how's its done
Gordon
Product Manager 3d
Try gDEBugger from Graphics remedy
http://www.gremedy.com/
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
One way might be something along the lines of
1) use the boudingspehere of PAT to see if you point is with in the
bounding sphere if its not then stop/bail ( you will have to transform
the sphere by the pat transforms etc)
2) Iterate over each drawables boundling box ( transfromed by applying
This is not really a OSG question
this is a how to use/setup Visual Studio question
I would suggest reading up on how to use Visual studio to create C++
based projects also a simple step to see things are correct to build
one of the OSG example programs and copy the vs project files setting
Tools from terrex/presagis
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
Use a bigger source image or perhaps vector based format like svg
Or get to up to speed on how to use fractals to resize imagery such as
how this produict does
http://www.ononesoftware.com/products/genuine_fractals.php
But if you start with too little information then you always going to
What's this QA thing you talk of :-)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
Hi Chris
We for one use vec arrays out side these, it would be nice to have OSG
support all the typically POD types :).
It would makes a few thing more straight forward for us
So we would be greatful
Gordon
Product Manager 3d
__
Gordon
http://www.google.com/search?q=procedural+texturing
http://en.wikipedia.org/wiki/Procedural_texture
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Have you removed the Motion models that the ogs viewer creates by
default ,
if not then this is overriding any changes you make
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Have a look at gDEBugger from Graphicremedy http://www.gremedy.com/
A very good and useful program
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Which part don't you fully understand ?
the fact the your BS center is moving or the NAN ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
we write our own
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
From:
FYI: if you search the OSG mail archives the reasons have been
discussed in detail before this
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
FYI
A little of topic but thought that some folks on this list might find
this interesting
http://www.falconview.org/trac/FalconView
http://www.falconview.org/trac/FalconView
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email :
Are you Visual Studio 2005 ? If so have you installed SP1 ,
This can also happen if your mixing 2005 and 2008 DLL's
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
That's correct mixing dll's built with different version of VS in this
case 2005/2008 is not recommend and cause the issue you are seeing
You need to have the dll's/libs all build with the same compiler version
Gordon
Product Manager 3d
A simple Google would get you
http://msdn.microsoft.com/en-us/library/abx4dbyh.aspx
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Using env vars:
set OSG_SCREEN=1
osgviewer cow.osg
Will open it up on screen 1.
Using command line:
osgviewer cow.osg --screen 1
In windowed mode:
set OSG_WINDOW=100 100 500 500
osgviewer cow.osg
osgviewer cow.osg --window 100 100 500 500
Or just use a osgViewer .view config file
See http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
The values in the Zbuffer is 1.0 to 0.0 ( all realworld values are
transformed in to this ) but it is NOT linear
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email :
Generically speaking changing the nodes masks is fine its up to you and
how your program is using them with-in the confines of how culling,
rendering uses them etc.
So no I would says it is not bad practice and is perfectly valid to do
Gordon
Product Manager 3d
1)
How long is a piece of string ?
This will be different for many reason such as graphics card, drivers,
memory, screen size, buffers, type of geometry , number shaders,
textures your using etc
You really have to experiment to get the best size for your target
hardware and environment
2)
Hi
Were having problems with textures that are non power of 2 or power 2 if
we use m_texture-setResizeNonPowerOfTwoHint(false);
we get no texture
The engineer who spotted this says this post
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg15206.
html
Nodes are derived from Object which is refcounted thus the destructor is
not directly accessible
You can use
node-unref();
Node = NULL;
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
whether it's been fixed
or not.
Robert.
On Mon, Jun 1, 2009 at 2:39 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
Hi
Were having problems with textures that are non power of 2 or power 2
if we use m_texture-setResizeNonPowerOfTwoHint(false);
we get no texture
This is a old problem of all scenegraphs try a searching on halos for
performer and Vega
try here http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi I know
I have discussed this many time there
( you don't have to be member to search there)
Gordon
Product Manager 3d
Also make sure you multi-sampling turned on, this show up much more when
multi-sampling is off
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Did you build or install one of the required 3rd Part libraries fro the
Inventor plug-in ?
( see OSG281\src\osgPlugins\Inventor\README.txt)
Also did increase the OSG Notify level to debug to see what OSG may be
telling you about the issue ?
And the other normal debug technique did you step in to
Hi
Olle, hasd to ask, as its scary how many folks don't even try to a basic thing
like trying it first :(
I have not worked directly with Lightwave for a long know, so I'm not user if
the format has evolved,
I don't remember see any major submissions for the format [ but that's no
Multi-texturing is one of the traditional and straight forward ways to
do that
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
I don't know with out looking at the code but
Did you try a model with those attributes to see if it works that would
be the quickest test?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
I hazard a a guess that that one reason you might be failing is the
card does not support the texture/ FBO size you trying to use ( never
assume always as the card what it supports )
// Must be called in an OGL context ( i.e. the draw thread)
GLint maxTextureSize;
glGetIntegerv(
The OSG provides some basic motion models or Manipulators which are
found
OSG281\src\osgGA
OSG281\Include\osgGA
If none of these are to you liking them you can simply create you own
using one of these as a template ( see OSG281\examples\osgmanipulator
)
First thing I tend to do with any new
FYI
QUAD Buffer stereo is only supported on the NVIDIA's Pro range the Quadro FX
cards, they do not support this on consumer cards
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
see http://blogs.msdn.com/seshadripv/archive/2005/10/30/486985.aspx
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Nice work
Sadly for us the fact it has GPL dependencies makes it not something we
could use at this time
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Err we have a wiki do we not ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
We already pull in XML parser dependencies any way
If you use GDAL your going to need Xercess, Collada uses either Libxm2
or tinyxml , so for me we already have these in one form or another
I don't really care which one should be adopted but I really don't think
we should be writing our own
See this http://www.vis-sim.com/osg/osg_faq_1.htm#f32 FAQ it might be
relevant
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Part of the issue with plugins like the Collada one may be that it
provides some required libs such boost, libxml2 etc which proably need
to point to your own built versions as there is no info on how these are
built. The problem atic one I'm finding as I go to full 64 bit support
is the pcre and
Might be a red herring as its likely to be the clamping issue
But recently I had noted several programs had issues with png when
sizing, in that they count pixel 0 to n for png, rather than 1 to n as
they do for other formats , so if you sized an image at 1024x1024 for
png you actually go
I have seen this as well .
I say 'THE WORD' :),
a fix for this would be welcome
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Well Visual Studio is actually a very accomplished IDE
The issue is mainly the compiler and linker and the stupid things MS do in the
name of security etc, and if you want you can actually plug-in in other
compilers and linkers like Intel's etc...
Another tip for running inside of the
The best bet any of can give you is that your code is probably the
problem
But as you don't show the code your usingwho knows
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Prus
Tomlinson, Gordon pisze:
HI All
I posting this for one of my folks who's is having some erratic results
when using a long vertical line segment and the standard
osgUtil::LineSegmentIntersector
Basically when he sets a line segment up with end X,Y
Run osgviewer with you favorite models and cycle through the stats
options ( the 's' key ) you will see some GPU stats
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
HI All
I posting this for one of my folks who's is having some erratic results
when using a long vertical line segment and the standard
osgUtil::LineSegmentIntersector
Basically when he sets a line segment up with end X,Y, 100 and
start X,Y, -100 , occasionally we fail to get a hit
Nice animation
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
PS: I can't apply the shader directly on Node1 obviously.
Why is this obvious ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
As they say in my part of the world 'Suck it and See'
Meaning try it, run the examples, look at code, look at what it doe, look at
the command line parameters, search the mail archives for discussions on VPB,
check the web site for hints, tips, faqs etc
Gordon
Product Manager 3d
Are you sure that the larger geode is perfectly symmetrical to the
smaller geode and that the center will be same as smaller geode ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
see
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Make sure that the OSG DLL's and plugin DLL's are in your PATH
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original
Did you not see the notice on this list early that the Server would be
down today ?
Yes the server is down for a few hours for some maintenance
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Look through the examples in the OSG src and also look through the
tuorials on the Web site, you will find code that's shows you how to do
this
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Again
They died the day they killed their logo and changed name, the head had
gone but the tale took some time to catch up
Found memorys though of great hunking Iron and I loved Irix..
Gordon
Product Manager 3d
__
Gordon Tomlinson
Have a look through the Picking code and examples this shows you how to
transform the 2d window coordinates ( in this case were the mouse is,
but the principle is the same) into 3d scene coordinates
Once you have the coordinates then straight forward to draw a line or
any thing your want ,
We
The code I suggested you look is still pretty relevant you just have to
work the algorithms around a bit
Do a google on glUnProject and glProject, this is not a new topic :)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson
I would recommend reading the following to get I idea of what OSG has to
offer, as it has a LOT to offer
NEWS.txt in the source root direcotry
OSG Quick Start Guide ( pdf version is free )
http://www.osgbooks.com/books/osg_qs.html
OSG Reference Manual ( pdf version is free )
Please do a search of the mailng list archives ,
the topics of retrieving a camera translation XYZ and orienation HPR
has been covered extensively and numerous times
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @
FYI
push_back() on an pre-reserved() vector/container should not be a
performance issue.
Under debug in visual studio, if you are storing anything other than a
pointer, then a push_back etc will still incure a 'new and a copy' and
this can get expensive if your doing a lot of them,
under
OpenSceneGraph-Data-2.8.0\Configuration\
See
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
configuration files, these aren't compatible with OSG-1.x/Producer .cfg.
For the later you have to look at the Producer distribution.
Robert.
On Thu, Mar 26, 2009 at 1:41 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
OpenSceneGraph-Data-2.8.0\Configuration\
See
If you tell me the coordinate of infinity I'll tell you how to the draw
that line
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
We handle card discrepancies like texture size, number of units etc, by
querying the the cards cabalilties and setting up our limits in our
programs from them.
( now some dang cards can tell out right lies about what they support
and drop to s/w mode at times but thats another story )
Gordon
Use osgconv to convert yur MultgenCreator files
osgconv myfile.flt myfile.ive
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
This will in most likely be an issue with your integrated graphics chip
and driver set and not directly OSG issue
I would recommend that you upgrade your drivers if they are available ,
this may help it may not as integrated chips while improving still fall
way behind in Opengl capabliltyy than
Just follow the instructions here, I know it works as I did this
yesterday
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific
s/VisualStudio/VisualStudioPlugins
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email :
Read this page
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
You do not show how you set the color and material on the triangles
If this is not specified then you will pickup what ever the last color
and/or material that was used by Opengl
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email :
Yes!
Simple Answer :)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
That's nice :)
what are we to do with those totally out of context dimensions ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Typically it can be yes,
Search the archives/FAQs/ on small feature culling as well, as by
default OSG automatically adjust the near and far plans , you may want
to turn this off , that is if you want to controll the near and far
plans
Gordon
Product Manager 3d
Pump Vincents Vec's in and just replace fasterSqrt SQRT func and square
with SQR func
inline double const
getDistance( double const start[3], double const end[3] ) {
double dist = fasterSqrt( rv3d::square( start[0] - end[0] ) +
square( start[1] - end[1] ) +
Its red of course :]
Ducks and runs for cover ,
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, March 05, 2009 3:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Its likely to another osg/3rd party lib that is incorrectly linked or
set up not to link its dependencies thus causing any thing uses it to
have to link with the missing libs etc..
We use the feature 'Linker: Link Library Dependencies:NO' all the time,
this can really help in not pulling wrong
Hi Kim
Not much help:
I have seen the same message occasionally when updating text ( not had crashes)
But have no been able to track down issue that may causing subload message yet
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
An interesting take on the future of OpenGL seeing we are in the middle
of what to do about Opengl 3.0 thought it might be off interest
http://www.tomshardware.com/reviews/opengl-directx,2019.html
this was from an old friend now at ILM
http://www.davidlenihan.com/2008/12/opengl_rip.html
and you'll see that they aren't
grasping some of the basics of what is happening in the wider industry. Dig
below the marketing blurbs and you'll see some wider industry trends are far
more important to our future.
Robert.
On Tue, Feb 24, 2009 at 4:20 PM, Tomlinson, Gordon
gtomlin
Hi Andrew
To get this fix as a candidate inclusion in OSG see
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
We looked at it but as U3d is more or less a dead format not being
actively developed (unless something changed recently) we skipped it
We are going direct to the PDF format as the U3d is only an intermediate
file fromat in this case any way
Which is a publish format etc
Gordon
Back face culling ONLY works for triangles/polygons it does not work for
points or lines/wireframe
Its not the normal you supply its more than that and is driver specific,
as you can be per-vert normal, over all triangle, overall geom can be
used
Gordon
One reason for not statically linking for many 3rd party libs this would
break their licensing terms
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
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