You may also want to verify that the environment variable __GL_SYNC_TO_VBLANK
is not set. For certain graphics cards/drivers, this variable allows you to
control the frame rate. If this variable is set to any non-zero value, the
application settings will be overridden, and the frame rate will
Hi Yefei,
I can't offer any insight into the multi-cpu issue, but I think the
environment variable OSG_THREADING is the one that you want to use.
-Justin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yefei
He
Sent: Thursday, May 29, 2008 6:18 PM
To: OSG
Hi John,
I don't know what else you are trying to do, but as far as screen
capturing goes, it is supported by the composite viewer. It is not
explicitly supported by the osgViewer:CompositeViewer class, but it can
be done through a derived osg::Camera::DrawCallback. The callback can
be added to
Vican,
Justin E.
Sent: Wednesday, June 18, 2008 4:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgViewer Custom Graphics Operations
Hi John,
I don't know what else you are trying to do, but as far as screen
capturing goes, it is supported by the composite viewer. It is not
explicitly
Hi Carlos,
As Robert mentioned, there has been a lot of discussion about this topic
recently. I posted a camera callback code update to the
osgcompositeviewer example a few days ago (attached). It should do the
trick for you.
As far as stringing the frames together into a movie, in the past I
Hi Alan,
On a related topic, I have noticed that setting the track node to a
model with variable geometry (i.e. a model with a particle emitter)
causes the focus point to jump around a lot. I generally insert my
loaded models into PositionAttitudeTransform nodes, and focus the node
tracker on the
Hi Jeremy, J-S, Robert,
I just updated to the latest and greatest (r8597), and the new osgWidget code
is throwing the following errors when I try to compile:
64Bit Linux, RHEL4, gcc3.4.6
src/osgWidget/Window.cpp: In member function `bool
osgWidget::Window::EmbeddedWindow::setWindow(osgWidget::W
n svn update will provide
this change. Could you test this out.
Thanks,
Robert.
On Tue, Jul 15, 2008 at 8:49 PM, Vican, Justin E. <[EMAIL PROTECTED]> wrote:
> Hi Jeremy, J-S, Robert,
> I just updated to the latest and greatest (r8597), and the new osgWidget code
> is throwing
Hi All,
I get the same warnings (64Bit Linux, RHEL 4, gcc3.4.6).
-Justin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mario
Valle
Sent: Thursday, July 17, 2008 3:12 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Two warnings in osgWidget
Hi Alberto,
What part of osgEphemeris are you having trouble building. Is it the
MakeMoonImages directory? If so, I have a (hacked) version working with
OSG2.2. It should work with 2.4. It should allow you to build the library and
the plugin without the Producer dependency. Would this be he
Hi Robert,
Builds without error on the following systems:
-64 bit RedHat EL4, gcc/g++ 3.4.6
-32 bit RedHat EL4, gcc/g++ 3.4.6
-IRIX 6.5, cc/CC 7.4.2m
Thorough testing will take a while, but no problems found so far.
-Justin
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTEC
Hi Phil,
The easiest way to do this is to add a camera draw callback to the
camera. I've attached a simple example (based on osgcompositeviewer
example). You can also reference some of the discussions of this topic
in the user group archive.
http://lists.openscenegraph.org/htdig.cgi/osg-users-ope
Hi All,
Is anybody else having "issues" with the online doxygen API
documentation? When I go to the "Alphabetical List" tab inside of the
"Classes" tab, all of the links are screwed up. For example, clicking
on the "AlphaFunc" class is a dead link, and the "Quat" class link sends
me to the "osg:
Error in online doxygen documentation
Hi Justin,
I can't confirm your problems. AlphaFunc and Quat links just work fine.
Perhaps a cache problem on your browser side.
regrds Ralph
Vican, Justin E. schrieb:
> Hi All,
>
> Is anybody else having “issues” with the online doxygen A
Hi Louis,
Is the "shaderprogram" variable an osg::ref_ptr or is it a
osg::Program*? If it is not an osg::ref_ptr, the
reference count is going to zero in the removeAttribute method, and the
object is being deleted. I had the same issue a while back.
Hope this helps,
Justin
-Original Message
Hi Louis,
When you pass the osg::Program* to the StateSet, the StateSet object holds on
to it as an osg::ref_ptr. When you call removeAttribute, that
ref_ptr de-references the program. Because you are keeping a pointer to the
program and not a ref_ptr to the program, the reference count in the
Hi Sergio,
I noticed a similar issue when porting to OSG2.6. I think the issue is in the
optimizer. Are you optimizing your scene? If not, read no further.
For some reason the FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS flag
messes up transform nodes in loaded models (particularly
I have also noticed problems with updating osgText::Text objects in the
wrong stage of traversal. I think this has something to do with
threading. Are you crashing in the osgText::Text::computePositions()?
I dealt with this issue about 3 months ago, and I was able to resolve it
by moving the text
ndler.
Hi justin,
Cheers for the heads up but changing the data variance seems to have
solved it.
It's odd though because it was working fine as it was, but just recently
started crashing..
K.
From: [EMAIL PROTECTED] on behalf of Vican,
Justin E
past six months,
and the how DataVariance is used to avoid crash overlapping overlaps.
So it'd be worthing doing a search back through the archives.
I believe Paul might have mentioned it in the the Quick Start Guide.
Robert.
On Mon, Feb 25, 2008 at 3:55 PM, Vican, Justin E. <[
Hi All,
I'm having an interesting problem. I have a scene with some "world
space" objects (vehicles, terrain, stars ... etc) and some "screen
space" objects (HUD displays, dials, gauges, overlay text ... etc.) I
based the HUD part of my scene graph on the osghud example, so I have a
POST_RENDER
) <-
> postDrawCallbacks attached to each camera.
> \ /
> \ /
> osg::Group("SceenRootNode")
> / \
> /
have methods to find cooresponding state and view objects. I am
afraid Robert is the only one who can solve this issue.
Cheers,
Wojtek Lewandowski
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Vican,
Justin E.
Sent: Thursday, February 28, 2008 6:40
Hi Robert, Hi Wojtek,
I think the easiest solution is to pass the RenderInfo reference to the
osg::Camera::DrawCallback::operator() method along with the camera
reference. The original operator() method could even be left in place
if we're worried about breaking other things. By default, the new
Thanks Robert!
I'm updating as I type. From what we've discussed, I'm confident that
this will resolve all of my problems ... well maybe not all of them ...
at least the OSG related problems :)
Thanks Again,
Justin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Hi Robert,
Built and tested (64bit RH EWS 4/x86_64/nVidia 7900GTX). All works
correctly.
Only one little nit-picky thing to mention. For the sake of clarity, on
lines 355-357 of osghud.cpp, all instances of "pre" should be changed to
"post".
355SnapImage* preDrawCallback = new
SnapIm
What are the values of _NodeTranslation and_NodeTranslationStart? If
that cross product returns a zero vector (0,0,0), a NULL rotation will
be computed.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Thursday, March 13, 2008 12:55 PM
To: osg
Subject: [os
To build, you may also need to port the Producer calls in the
MakeMoonImages application. This app does some image scaling which uses
gluScaleImage which requires a valid context.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Wed
Hi Erlend,
You may need to set an appropriate bounding box/sphere for the custom
drawable ... otherwise it will get clipped out of the scene.
-Justin
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, April 11, 2008 11:20 AM
To: osg-users@lists.open
Hi Tom,
In your first example, you try to reset the address of an array. Change
your first example to:
osg::Image* depthBuffer = new osg::Image();
float* depthBufferRaw;
while(!viewer.done()) {
viewer.frame();
depthBuffer->readPixel(0, 0, width, height, GL_DEPTH_COMPONENT,
Gl_FLOAT);
depthBuff
Hi Robert, Hi Chuck,
I've recently implemented a very similar solution for generating videos
from my OSG application. We're using our stand-alone OSG based
application to render a 3D view of our simulations (6DOF HWIL vehicle
simulations). With past projects as with this one, we've frequently run
I am getting the exact same behavior (and the same warning). Are you
using Exceed/Exceed3D? I gave up solving this one a while ago and wrote
it off as an Exceed problem.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Wednesday, August 29, 20
/29/07, Vican, Justin E. <[EMAIL PROTECTED]> wrote:
> I am getting the exact same behavior (and the same warning). Are you
> using Exceed/Exceed3D? I gave up solving this one a while ago and
wrote
> it off as an Exceed problem.
>
> -Original Message-
> From: [EM
Hi Philip,
I had the exact same issue about a year ago. When I added the earth to
a scene, my vehicle disappeared. It has to do with OSG computing the
near/far clip planes. When it does this, the smaller object often falls
outside of the computed viewing frustum. Make sure that OSG is not
comp
Hi Bob,
I've done this by deriving an osg::Drawable class, and overriding the
drawImplementation method to call my OGL code. I then stick this
drawable in a osg::Geode and insert into the scenegraph. This approach
has worked equally well with hand coded legacy OGL code and with code
generated by
Hi Garret, Hi David,
I ran into the same issue a few months ago. The solution I ended up
with was frame grabbing during each cycle. Afterwards, I strung the
frames back together into MOV/AVI/MPG movies with FFMPEG. It works, but
it will probably drop your frame rate significantly. I was able t
Hi Santosh,
You can do this with node masks. Set the node mask for the HUD camera
to 0x1:
hudCamera->setNodeMask(0x0001);
Then set the cull mask for all cameras in viewer. For the camera in
which you want the HUD to display:
masterCamera->setCullMask(0xfffF);
For all other c
Hi Hans,
Which fog coordinates are you using (i.e. osg::Fog::FOG_COORDINATE -or-
osg::Fog::FRAGMENT_DEPTH)? The following snippet has worked for me.
osg::Fog* fog(new osg::Fog());
fog->setMode(osg::Fog::LINEAR);
fog->setFogCoordinateSource(osg::Fog::FRAGMENT_DEPTH);
fog->setDe
Hi Roman,
In order to draw OpenGL code in the scene graph, you need to derive a
class from the osg::Drawable class. Overload the
osg::Drawable::drawImplementation method and have it call the
VolumeClouds::Render method. You'll have to add any instance of this
class to an osg::Geode and insert tha
AY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
- Original Message -
From: "Vican, Justin E." <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Monday, December 03,
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