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
G
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
_
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
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
_
just an FYI, that does not turn the light off, its still on and you
paying the cost of it being applied to all the geom in the scene
attached to that view
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textr
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
see
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
I have to agree with JS on most of this.
This is not an OSG issue it's a tool issue, so no OSG should not have to be
changed for this
I personally like Visual Studio and the capabilities it provides, it is a great
overall, great debugging tool and also great with multiple processes and
threadi
FYI
I can say the 181.22 vista 64 bit totally screwed my system with
complete BSD's
9800 GX2's , had to roll back the whole OS to 180.48
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
___
Looks cool.
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is not a functio
No in straight OSG/OGL
No Lighting = No Material
You probably could do this with in a shader but you would have to replicate the
full fixed pipeline calculation of lighting,materials, textures , fogs etc (
which you have to do anyway )
Gordon
___
Do a search of the mail archive this problem with false leaks in MFC has
been discussed exhaustively with various methods shown on how to work
around the MFC bugs that produce false leaks
Gordon
__
Gordon Tomlinson
Product Manager 3D
Ema
How about trying to search the mail list to see previous questions on
this
Or looking at the documentation on the OSG web site
http://www.openscenegraph.org/projects/osg/wiki/Support/Porting
Gordon
__
Gordon Tomlinson
Product Ma
.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Thursday, January 29, 2009 11:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Re How to deduce texture size
As I said without knowing the real-world size of the texture, that's it
what each pixel represents 1cm, 1m, 5m, 30m e
As I said without knowing the real-world size of the texture, that's it
what each pixel represents 1cm, 1m, 5m, 30m etc you cannot do this as
you would be scaling against what ? Just because it texture is 512x512
pixels means nothing unless you know what each pixel represents in rela
world sizes fo
Are you linking against the correct versions of the Freetype and libpng
libraires, have you built the 64 bit versions of these 3rdparty plugin
requirements have they been built with the same buld setting such as /MD /MDd
etc...
Gordon
_
t an expert, but the only approach I
can think is to double the geometry so to have both faces, but it would
be really a waste (not to mention performace problems that may
arise..and other unexpected visualization problems I cannot think of..)
Regards.
Alessandro
On Mon, Jan 26, 2009 at 1:37 PM,
your triangles all need to be wound the same way (anticlockwise by
default for OSG & Opengl), whether or not your normal's are correct
The easiest fix would be to ensure that your modeling package sets up
correct normal's before you get to OSG
Assuming your triangles are wound the same way ( if
M.J. please see this page on submissions
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol
Things submitted to this list will typically not get acted upon
Gordon
__
Gordon Tomlinson
Product Manager 3D
Emai
Very cool Glenn
.
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is n
HI
We had similar problems here when we joined the corporate network ,
every ting goes through a autoproxy.textron.com:8080 which kills access
to things like SVN
The way we solved this was by getting setting the proxy in SVN to the
real ip address of the proxy server rather than this dang java
au
with doing this at a pixel level? I wouldn't think so
> since the shader is pretty "thin"...
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
>
Whoops wrong control key
Steve place your details here
http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
Steve
Stick your details here
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defe
With the Shader approach you still typically use a 1d texture, but can
have good control of what color a pixel gets and you can place palettes
in the texture etc.. Works well
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlin
simplest way would be to use a pixel shader
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
Thanks Martin
As I was saying before my fingers hit the wrong keys
As good article on this is http://www.ics.com/files/docs/Qt_LGPL.pdf
If I get QT and VS integration when 4.5 is release under LGPL I'll be a
very happy bunny :)
Gordon
Good article on this
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is not
Could be good and hope it is when QT 4.5 is released
But right now its seems little confusing as they say current commercial
licenses will still be enforce and continue
See http://www.qtsoftware.com/downloads ( which is the current make-up)
So unless 3 & 4 from that list get a green tick with 4
No need to apologies,
the terminology of many things like these can have several different
names, like on my diagram based of good old Performer and Vega names
things differently to OSG :)
at least we guessed right ;)
Gordon
__
Gordon
OSG Defaults to what call a Perspective projection
see osg::Camera::setProjectionMatrixAsPerspective
Look around the example for Orthographic ( this is you parallel
projection )
see osg::Camera::setProjectionMatrixAsOrtho( . )
http://www.vis-sim.com/imgdp/vp_chanprojections_01.jpg
sysmm
Hi
You can do this with a simple NodeVistor, that collect pointers in a
array to yout Switch Nodes and Transfrom(DOF) nodes
See something like http://www.vis-sim.com/osg/code/osgcode_bbox1.htm or
http://www.vis-sim.com/osg/code/osgcode_color1.htm
Add case for the swithc and transform nodes etc..
Maximum texture size is dictated by your graphics card and driver and OpenGL
OSG place no limit on the texture size
You can query opengl in ghe draw context to get the size supported by your
card, see any good opengl book on how to do that
From: osg-users-bou
How about looking at one of the 120+examples provided with OSG
\\examples\
Also see
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examp
les
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
http://www.openscenegraph.org/projects/osg/wiki/Support/Programmin
Why not just use the Collada/KML route that's what Collada has been
design for moving 3d between different 3d applications
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
Have you installed the correct Microsoft re-distributables on all the machines
that match VS2005/VC8 and SP1 ?
And are all the machines at the same windows patch level ?
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @
Look at the example code see how textures are applied using state and
state sets
Then load a texture you want see examples code
Then you need to find the state sets on your geometry ( see sample code
)
And replace the texture on the states that need to be changed
Most of this is covering ex
I just found osgDB::SharedStateManager ...
Is there any chance to use it to clone the stateset ? or it is just an
optimizer ?
thanks,
Vincent.
2008/12/9 Tomlinson, Gordon <[EMAIL PROTECTED]>
I believe you answered your own question :)
I believe you answered your own question :)
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-
Did you have a look at the examples in the the OSG examples directory
many of the examples show how to create geometry and meshes
e.g. \OSG270\examples\osggeometry\osggeometry.cpp
A search of the OSG mail archinve may help as well
Gordon
_
Pete
Have a search of the OSG mailing archives, there has been a lot of
discussion on this in the past and how folks were building static
version of the libs ( most problems are with the dynamically load dlls'
for file format readers etc ) also be aware may 3rdparty licences don't
allow static lin
Is the latest MAC :), looks like they improved a few things :)
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W)
d exceed it's capabilities and performance by a long way.
Robert.
On Thu, Dec 4, 2008 at 3:04 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> nVidia Quadro4 700XGL 64 MB AGP Video Card
>
> General Features:
> nVidia Quadro4 700XGL chipset
> 64 MB DDR SDRAM
> AGP interface
xPaletteManager
Hi Gordon,
On Wed, Dec 3, 2008 at 8:01 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> To be honest OGL 3.0 is not on my horizon right now ( I know its there
> )
>
> A lot of our customers are on base line machines with 7 year old cards
> such as NVIDIA Qua
Rather than asking Robert to implement this function you could implent
it your self as you have the source and contribute it back to the OSG
source and community for which we would all be grateful
Gordon
__
Gordon Tomlinson
Product Manag
E or . . . . .
:)
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is no
To be honest OGL 3.0 is not on my horizon right now ( I know its there )
A lot of our customers are on base line machines with 7 year old cards
such as NVIDIA Quadro4 700 XGL
OpenGl 2.1 and 256mb is a luxury :)
Gordon
__
Gordon Tomlinson
tainly doable.
Robert.
On Wed, Dec 3, 2008 at 4:19 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> Hi Robert
>
> Short answer is yes we get acceptable rates (through hard work :))
> using geometries with indexed array's,
>
> Basically we have a terrain handling syst
Osfield
Sent: Wednesday, December 03, 2008 10:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager
Hi Gordon,
On Wed, Dec 3, 2008 at 3:25 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> Not using display list our data is too dyn
Sent: Wednesday, December 03, 2008 10:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] flt-exporter: Index
outofrangeinVertexPaletteManager
Hi Gordon,
On Wed, Dec 3, 2008 at 2:18 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> I know in our case we use vertex index arrays out of
To NOT render a node and all its children simply set is Node mask to 0x0
to stop it being drawn, and set it 0xFFF and any value that results
in true when locial AND'ed cameras mask
As to alsway being drawn
1) Turn OSG culling of on the node
2) Place the node and its children in a render bin
Hi Robert
I know in our case we use vertex index arrays out of need, we have so much
vertex data and have to share that
many times that in our use cases we simply cannot have duplicate data , we
simply cannot afford the memory bloat
this would cause
While understand for many using osg::DrawEl
Dang that's a lot faster than Windoze ...
On detecting HT try pinging an ex-colleague of mine Ted Yezek
Tyezek AT comcast DOT net
He is a low level genius and knows all the ins and out of finding info
out about the processor and what it can and cannot do/support etc
Gordon
I stand corrected :), ( sitting actually )
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-76
if you create a single drawable then yes OSG will try to draw them all
as this is
the granularity of OSG's cull test its tests bounding spheres for speed.
If you have multiple drawable's then OSG will draw every triangle of
each drawable that is partially in of fully in the frustum
The trick
See
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific
s/VisualStudio
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
I thought a push and pop pragma would work ( I use that in my code) ,
but that would be in the headers which Robert wants to avoid
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
My understanding is only the Quadro range of cards from NVidia support
quad buffer
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C):
Hit the wrong button Doh!, try this again:
Search the mailing list archive for OSG and you will find many
illuminating answers to this type of question
Basically Opengl only supports 8 active light sources thus OSG
supports only 8 active light sources
I would also recommend search ing
Search the mailing list archive will find many illuminating answers to
this type of question
Opengl only supports 8 active light sources thus OSG supports one 8
active light sources
Also search the Opengl sites for more enlightenment
Gordon
__
1) OSG announces challenge to Windows Exploder,Firefox Et-el, with
announcement of the new OSGBrowz web browsers development node kit
2) I thought it was '2 Turtle Doves' not 2 pdf documents in OSG
3) Was that a bottle of 12 year or 18 year single malt ;)
Gordon
___
The simplest way would be for you to write your own manipulator
Use can the DriveManipulator as a template and then restrict the input
and move as required etc
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch
Very cool Robert
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is not a fu
Pauk Martz's OpenGl Distilled
Red Book
Orange Book
Opengl Bible
As to OSG there are minimal books arounds but see www.osgbooks.com
As a general guide to scene graphs I still recommend SGI's Performer
Programmers Guide
http://www.sgi.com/products/software/performer/manuals.html 99% concepts
cr
Duplicate names are really a no no in OpenFlight files, so the exporter
should not really be writing duplicate node names as this breaks spec
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
Mipmaps would generally give you a 4/3 increase. before any compression
is applied
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (
See http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors for a
list of users who provide OSG services and paid technical support
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
_
I stand corrected , well sitting actually :)
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
"Self defence is not a function of learning
;<"no image";
view->setSceneData(logoGeode);
________
__
Tomlinson, Gordon ha scritto:
> Not enough information or detail in you post to allow people to really
> help you
>
> How are you applying the texture to t
On the animation front the Collada plug-in for OSG does not at this time
support animation
As to efficiency not sure what you mean, but as a file format Collada is not
about speed its about being an interchange format
Gordon
__
Gordon
Not enough information or detail in you post to allow people to really
help you
How are you applying the texture to the sphere ?
How are you setting up you texture coordinates on the sphere ?
Gordon
__
Gordon Tomlinson
Product Manager
Well did you read what 3rd Party packages it provides ?
Does it list Collada if it does then you should be ok if it does not then you
have provide..
The package only provides a subset of possible 3rd part additions for OSG its
aimed at the common prerequisites that most would need
Gordo
You will need to build the Collada 3rd party libraries and dependencies
www.collada.org
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
Hi
Get bounds is the local coordinates of the node.
So yes any scale in the tree above the node will need to be factored in
if you matrices that apply a scale above the node
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtom
As Paul mentions the is the age old Gimbal Lock problem
The quick answer to this is to build a quaternion and use that populate
the oration matrix
Or the really old nasty trick of limiting rotations to -89.5 thru +89.5
or so ...
Gordon
_
At this time nope, unless you want to write a loader to handle you case with
your models
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
First guess 'Are you doing this in process with a valid graphics
context'
Might help if you provided some basic info such as"
How are you scaling the image (code)
What version of osg
What OS
how big is the image
What type of image is it
Graphics card
etc.
have you tried debug the issue?
http://www.osgbooks.com/books/osg_qs.html
Also search for the Performer Programmers guide from SGI
http://www.sgi.com/products/software/performer/manuals.html
They give a more in depth oversight albeit with Performer in mind but the
principle map directly to OSG
Gordon
__
Yes you will have to use an external library like xerces or libxml2 etc
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265
Hi
We have used a Dynamic CLOD implementation in the past and it work quite
well on constrained datasets but at processing cost and does not scale
to larger datasets or dense data sets such as LIDAR based.
We are in the process of moving away from a dynamic clod implementation
to an a more tradi
The normal way to do this, is that you need to break the model in to component
pieces and have a geode for each piece you want to apply a different texture to
using the standard OSG state mechanism and you also have ensure you have the
correct texture coordinates etc.
Trying to have one lump of
this to the 'examples' to
demonstrate parent/child relationships between primitive objects.
Please tell me what else is needed to be added to the examples.
Attached is a picture of the arm along with the code.
Tomlinson, Gordon wrote:
Why should there be an example of this ?
As you have the source a simple search of the source would reveal this
to you
Also see the books and materials from Paul Martz and Bob Kuehne
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
How do you know that child 1 is a particle effect?
If it is not then your code will always fail,
you need to track the osgParticle instances so that you can delete them or
traverse the scene to find osgParticle nodes
Gordon
__
Gordon T
CTED] On Behalf Of FlySky
Sent: Wednesday, October 08, 2008 4:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] The Bug of osgparticleeffects??
The ParticleSystem also inherit from osg::Referenced.I think it can be
released automatically.It may be a bug!
在2008-10-09,"Tomlin
Are you removing effects from the scene ?
I believe you have to remove them from the scene when they have finished their
cycle, I don't believe they self destruct
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ ove
imer event occurs 30 times a second
{
renderScene() (calls the render function I quoted earlier)
}
On Wed, Oct 8, 2008 at 3:05 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
Were are you changing, adding, removing etc the text.
You need to ensure you ar
Were are you changing, adding, removing etc the text.
You need to ensure you are updating only in the APP thread ( not a gui
thread )
>From the snippet below, you need to do this in the Render function ( or
that thread ) or in the Update traversal
Gordon
__
Hint = Intersections
Try searching the mail archives on intersections, the wiki, the OSG
starter guides, the examples
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
This has been the problem and trade off since the inception of the
z-buffer :)
It will get a little better with when get OpenGL 3.0 out in the wild as
that has provision for a 32 bit Zbuffer which will extend the range 32
bit is still not great
Gordon
HI Y'all
(OSG 2.61)
My colleague has a problem he's trying to solve. In that once the cull
has gone through and done its stuff , we need to be able to post process
all the nodes that have passed the cull to be dispatched to the draw, we
cannot do this in the cull itself as we have to find detai
Display list are most likely on by default try this
drawable->setUseDisplayList( false ); or if your only doing once
dirty() the drawable
( http://www.vis-sim.com/osg/osg_faq_1.htm#f24 )
Gordon
__
Gordon Tomlinson
Product Manager
We generally use the Quadro's as our customer base is typically using
the pro card rather than the consumer/GeForce versions
The drivers in our experience on the Quadro's are much more robust but
their release cycle along with hardware is longer
But the only we you can get a handle on which may be
:)
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
"Self defence is not a function of lear
Behalf Of Paul Melis
Sent: Thursday, October 02, 2008 12:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Bounding Parallelepiped
Tomlinson, Gordon wrote:
> I disagree :)
>
> You need 8 vec3's to do that, you need the 4 corners of any 2 opposite
> sides of the bounding b
Yep mine example is quite OLD ;) bit like me Old and Crusty
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W):
I disagree :)
You need 8 vec3's to do that, you need the 4 corners of any 2 opposite sides of
the bounding box in order to have every side a different size
The osg::Bounding box only supplies 2 vec3's which effectively gives you 2
corner points and you cannot get the 8 corner points from 2,
Hi Matthieu
Unfortunately, OSG does not directly support what you want as osg'S
bounding box, is as you have seen is a axially aligned min/max LL/UR
But you could extend the example on my site
http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm to do
what you want, you will have to
ival"
- Master Tambo Tetsura
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Moliere
Sent: Wednesday, October 01, 2008 12:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] connected shapes demo...
On Wed, 2008-10-01 at 10:57 -0400, Tomli
Why should there be an example of this ?
You're the 1st person to this ask for particular exact usage, that I
have seen on this list.
As to examples of using just transforms there are many and they are also
covered in most of the tutorials online and into the Guide to OSG
written by Paul Martz
201 - 300 of 330 matches
Mail list logo