.bz2
This is the .osga file:
ftp://ftp.palomino3d.org/sim/palomino_data_terrain_20080206.tar.bz2
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Jim Brooks
jimblist -at- gmail
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ud0.png) failed, file
not found in archive
A kludge was to disable caching then everything just worked:
RefPtr options = new
osgDB::ReaderWriter::Options();
options->setObjectCacheHint( osgDB::ReaderWriter::Options::CACHE_NONE );
return osgDB::readNodeFile( pathname, options );
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Jim B
I need to write a visitor that finds the transform node
corresponding to the "pivot point" of a 3D model
(eg the center of a wheel of a car model).
Problem is that the visitor finds a Group node
not a matrix/transform node (from an .ac file).
Not sure if OSG is optimizing away some transform node
A visitor can be used to apply specific shaders to the parts of a model.
If names were given to parts of the model by the modeling program,
the visitor can look for substrings "_shader_metal", "window", etc,
using osg::Object::getName().
A better way is if modeling programs could output .osg forma
Yes, you're right.
A good OSG coding habit is to just always assign to osg::ref_ptr.
>Is it true that if I declare a pointer as follows:
>
>osg::Group* test = new osg::Group;
>
>I would have a memory leak since I can not call a delete on "test"
>object pointer?
>
>So, this is the reason why I sh
>Is it at all possible to leave out features in the sake of library size?
Yes, using cmake, extra modules/plugins can be omitted.
I don't think there is a "reduce memory at expense of performance"
run-time setting
if you mean that too (?).
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Had compile errors on FreeBSD 8.
Fixed with these two lines:
src/OpenThreads/pthreads/CMakLists.txt
IF(HAVE_PTHREAD_SETAFFINITY_NP)
> IF(NOT CMAKE_SYSTEM_NAME MATCHES "FreeBSD") #---fix---
ADD_DEFINITIONS(-DHAVE_PTHREAD_SETAFFINITY_NP)
> ENDIF(NOT CMAKE_SYSTEM_NAME MATCHES "FreeBSD") #--
> > Is there some lock/unlock mechanism in OSG or I is it happening by magic?
>
>This is done through the method Object::setDataVariance(), setting it to
>STATIC or DYNAMIC. In your case, you should mark that object DYNAMIC in
>order to prevent OSG accesing it while you are modifying the mesh.
Not
> > Is there some lock/unlock mechanism in OSG or I is it happening by magic?
>
>This is done through the method Object::setDataVariance(), setting it to
>STATIC or DYNAMIC. In your case, you should mark that object DYNAMIC in
>order to prevent OSG accesing it while you are modifying the mesh.
Not
>Does any one know that how to run OSG on iPhone(Mobile Device)?
Is iPhone capable of running a moderately complex OSG program?
The thing has limited RAM and persistent memory
...it can't hold too many 3D models, etc.
(Reminds me of trying to write a program for a VIC-20).
__
Trying to save an osg::Image as a .jpg file malfunctions.
Either false is returned or .jpg file has weird colors.
But .png format works ok.
osg::ref_ptr image = mTextureObject->getImage();
//osgDB::writeImageFile( *image, "file.jpg" );
osgDB::writeImageFile( *image, "file.png" );
Tried OSG 2.8.1
>multiple threads try to write to it a ostream they contend
>for a mutex that Microsoft have used to implement ref counting.
If the mutex is really in std::cout (not std::ostream) (???),
a possible workaround might be indirection thru
a custom C++ streambuf class that uses printf() (???).
board)
the culling will be way-too coarse and slower.
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ildren.
And even if you add more per-node locks, that creates potential for deadlocks.
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Hi Robert,
Yes, running the Optimizer::TextureVisitor
solved this problem, thanks!
>It could be that your databases have the UnrefImageAfterApply enabled
>on them which is causing the loaded database to release imagery. You
>can run the Optimizer::TextureVisitor to change the value back, just
>h
to disk any more.
>
> By default this feature is off, but the osgUtil::Optimizer in it's
> default settings will enable it, so if you run the Optimzer this is
> probably the culprit. The DatabasePager also set up to enable this
> feature to help keep memory usage down.
>
>
I'm trying to "dump" the scene-graph.
osgDB::writeNodeFile() writes geometry/colors ok,
but (OSG 2.9.6) omits texture objects.
Eg, when running osgviewer on the dumped .osg file,
textures don't appear.
Is this behavior of writeNodeFile() intentional?
_
>I'm planning to put together a test app and would like to be able to
>add some new content to OpenSceneGraph-Data such as a vehicle and house(s).
www.flightgear.org
www.delta3d.org
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Got an arcane linker error after switching to MacPorts from Fink.
Had to change OSG's top-level CMakeLists.txt:
IF(UNIX)
# Not sure what this will do on Cygwin and Msys
# Also, remember OS X X11 is a user installed option so it may not exist.
FIND_PACKAGE(X11)
# Some Unicies n
FACE );
GL_CULL_FACE does back-face culling by VERTEX ORDER (without normal vectors).
Sorry, nevermind.
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This is very basic
This test-code snippet is supposed to create a simple square with a
normal vector (or vectors).
After rotating it around with the trackball manipulator, the square is
never culled.
Same behavior on OSG 2.6 and 2.8.
Also, having trouble with with a dome composed of squares c
Hi Robert,
Yes, it's resolved.
I saw the same keyboard fix already in the svn trunk.
>I believe this issue has already been tackled so could you please test
>svn/trunk and let me know.
>
>Also for future reference could you provide whole modified files
>rather than copy and paste entries as whole
#x27;;
> _extendedKeymap[XK_bracketleft ] = '[';
> _extendedKeymap[XK_bracketright ] = ']';
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Hi,
On OSG 2.8.2, square brackets [] and parentheses() return the same values.
OSG 2.8.1 returns different values as expected.
Confirmed using my program and osgkeyboard.
I'm using a USA keyboard on Debian 5 Lenny.
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Jim Brooks
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>When do I need a switch node if I have a nodemask?
>[..]
>Why - is there extra functionality from the switch, is there a limitation of
>the nodemask?
The difference is in traversal of nodes.
Switch nodes affect ALL traversals.
Node/cull masks affect certain kinds of traversals.
For example, i
>OK, but I'm talking about a pre-render pass to an FBO though. The FBO is
>attached to an RGBA texture, and we want to be able to store some data
>in the alpha channel... So we want what we write to gl_FragColor.a to
>make it into the texture directly. Is there a way to do that?
Never used FBO, bu
>I agree that whatever is put in gl_FragColor.a will not be the final
>alpha value in the framebuffer, but at least if we put gl_FragColor.a =
>0.0 then the current fragment shader's output color should be
>transparent, and so anything behind should be completely visible, right?
Not necessarily.
.
// activate blending to be able to write to gl_FragColor.a
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
..
No, this comment has a misunderstanding.
Writing to gl_FragColor.a in the fragment shader does work of course
but it isn't the final RGBA v
.
osg::ref_ptr mVertexs;
mDrawArray = new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,0);
// Modify vertex array (mVertexs is in app side).
mVertexs->push_back( vertex );
// Tell OSG geometry was modified.
mGeometry->setVertexArray( mVertexs.get() );
mGeometry->di
Found two different ways to tell OSG that vertexs were modified.
Maybe these are circumventions that aren't proper (?).
What is the "one right way"?
Call dirtyDisplayList() ?
ctor()
: mVertexs(new osg::Vec3Array),
mDrawArray(new osg::DrawArrays( osg::PrimitiveSet::POINTS,0,0))
{
}
>I am trying to move a vehicle on scene by means of an update callback. It
>should be a realistic simulation, and I want the vehicle to move, for
>instance, at a constant velocity of 5 m/s.
>The callback function I have written has the following aspect:
If the frame-rate surges/stalls often, you
>So, when I want to use more lights I see only the first light.
>
>Thats the graph with two lights:
To render with multiple lights,
arrange the LightSource group nodes vertically:
root
|
V
lightSource 0
|
V
lightSource 1
|
V
geodes
_
>In order to solve this problem, I was thinking about creating an animation
>path (on the fly) from a previously stored orientation to current head
>orientation. Is this the correct way to proceed? Or there is some other
>technique to smooth the resulting camera movements?
osg::AnimationPath inter
> > ShadowMap does suffer from bad aliasing when the viewpoint is very
> > near the shadow.
> > The Orange book (GLSL shader) describes how to super-sample
> > the depth buffer to mitigate aliasing.
>
>Indeed, aliasing is a big problem with "vanilla" shadow mapping in
>almost all real-world cases.
ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.
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Or organize the scene graph into intersectable and non-intersectable groups
(faster intersection traversal).
osgUtil::IntersectionVisitor visitor( intersectorGroup.get() );
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>I could submit modifications to the osgshadow source code
>with appropriate comment paragraphs explaining how to use each class.
Sprinkling comments in the example code would help a lot.
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http
Yes, that's a pitfall and disadvantage of the Visitor pattern itself
when adding new node types.
The traversal is actually executing code compiled for
the base NodeVisitor (not your derived one) so your
"virtual void DerivedVisitor:apply(NewDerivedNode&)"
doesn't even exist in that context.
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IntersectionVisitor can be used for collision-detection.
But determining whether the collision is fatal or not
(safely sitting on runway vs. crash-dive)
then requires consulting a physics model.
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>2) There is some sort of state leakage (of my shader) issue
> between sibling nodes. If this is leakage - is it a bug or not?
If an app has a custom node that is altering OpenGL state outside of OSG,
then another custom node is needed, as a counterpart, to undo that
special state.
So those two no
This had me fooled.
The call stack seemed to indicate an Nvidia OpenGL bug
But it wasn't.
#2 0x28913b78 in abort () from /lib/libc.so.6
#3 0x2895bc6f in pthread_testcancel () from /lib/libpthread.so.2
#7 0x28a0314d in _nv07gl () from /usr/local/lib/libGL.so.1
#8 0x28a725e4 in ?? () from /u
>Could you provide a stack trace and a few more details about when and
>where this problems occurs i.e. which examples and data etc.
Hi Robert,
abort() was called in pthreads before main() was ever reached.
Happens on two different OSG programs (run fine on Linux/Mac/M$).
OSG 1.2 runs fine on the
Occurs on OSG 2.x on FreeBSD 6.2.
Definitely a FreeBSD-specific problem.
Already tried single-threading.
Fatal error 'Recurse on a private mutex.' at line 986
in file /usr/src/lib/libpthread/thread/thr_mutex.c (errno = 0)
Abort trap: 6
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Indeed, osgText looks horribly jagged on ATI Radeon 9xxx
but nice/smooth on Nvidia 55/76xx.
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My program crashed on exit every time, on Mac OS X only (OSG 2.2 DMG),
but works reliably on Mac without multi-threading.
export OSG_THREADING=SingleThreaded
mViewer->setThreadingModel( osgViewer::Viewer::SingleThreaded );
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>how would i flip it? i suspect i need to change the
>transform somehow:
>
>Transform {
> 360 0 0 0
> 0 180 0 0
> 0 0 1 0
You're on the right track, but the matrix elements
are unit float {0.0,..,1.0} values, not degrees.
These 3 rows are 3D unit vectors that
def
>I want to integrate enviroment in my application,
>for example clouds and sky. As far as my knowledge
>is concerned this is not possible in OSG
>currenly. Can someone tell me the alternatives.
OSG can be used to render a sky dome/box and clouds
(I've done it).
For cumulus clouds, used libnoise t
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