18363,592
> Visual Studio 15.9.19
> CMake 3.15.5
> Regards, Laurens.
>
>
> On Wed, Jan 15, 2020 at 2:24 PM Robert Osfield
> wrote:
>
>>
>> On Wednesday, 15 January 2020 13:15:27 UTC, Paul Leopard wrote:
>>>
>>> My comment was made with regard to 3.
ary 2020 18:45:28 UTC, Paul Leopard wrote:
>>
>> Using my 3.6-4 procedure, no visual studio files are generated by the
>> cmake system
>>
>> >mkdir release_build
>> >cd release_build
>> >cmake ../ -DCMAKE_INSTALL_PREFIX=../ -DCMAKE_BUILD_TYPE=Rele
Using my 3.6-4 procedure, no visual studio files are generated by the cmake
system
>mkdir release_build
>cd release_build
>cmake ../ -DCMAKE_INSTALL_PREFIX=../ -DCMAKE_BUILD_TYPE=Release
No .sln, no .vcxproj is generated
On Tue, Jan 14, 2020 at 10:54 AM Robert Osfield
wrote:
> Hi All,
>
> I h
Hi,
Well I tried the demo and like it but I can’t afford the $2000 sticker price.
Any other ideas?
I’m looking for a scene graph editor, not really concerned with modeling
capabilities
Thank you!
Cheers,
Paul
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Hi,
Thank you! I will try it.
Cheers,
Paul
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Hi,
Sorry for the delay ... That worked perfectly
Thank you!
Cheers,
Paul
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Hi,
I’ve seen a lot of ten year old info on OSGEdit and I assume that it is now
defunct since the git hub is dormant. However, the pics I’ve seen of it look
pretty cool. Are there any active projects around that do the same thing? Looks
like it would be a good tool for prototyping scene graphs
Hi,
I’ve seen a lot of ten year old info on OSGEdit and I assume that it is now
defunct since the git hub is dormant. However, the pics I’ve seen of it look
pretty cool. Are there any active projects around that do the same thing? Looks
like it would be a good tool for prototyping scene graphs
Hi,
What would be the best approach to solve the following problem where I need one
node to be updated through a callback to face another node? I understand how to
get a node to face the screen with a billboard but that's not the problem
here...
Here is the problem:
I've got a satellite node
kcbale wrote:
> Hi Paul,
>
>
> I wrote the library, I recently had a similar request so I added those files
> to git and a contributor was kind enough to update the cmake files to point
> to them. If you have any problems drop me an email at () and I’ll do my best
> to assist.
>
> Cheers,
I managed to find it, here's the URL if anyone else has issues ...
https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/osgocean/osgOcean-Resources-1.0.1.rar[/url]
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Hi,
I'm looking for the model/texture resources that are used by the osgocean demo.
This includes the model boat.3ds and its associated textures. The github repo
has a link to them and that link is invalid
(http://osgocean.googlecode.com/files/osgOcean-Resources-1.0.rar)
Perhaps someone has th
Thanks Robert
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Old thread but still a good question. I'd like to know this myself
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Ok thanks for the response
Regards,
P
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osg-us
Trying to map a simple, uniform texture onto an osg::Shape instance and not
finding a way to get a hold on the underlying osg::Geometry so I can call
setTexCoordArray(...) on it ...
How would I do so?
example code :
osg::ref_ptr rShape = new osg::Sphere( center, radius );
osg::ref_ptr rDrawabl
Works perfectly, thanks!
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Just for info ... I've used the following to gain access to drawables within a
3D model :
Code:
struct GeodeInfo
{
GeodeInfo() : m_drawable( 0 ) {}
std::string m_geodeName;
osg::Drawable* m_drawable;
}; // end struct GeodeInfo
struct InfoVi
Hi,
I have a need to load 3D model files from disk (using osg::readNodeFile(string)
), orient them, then preserve that orientation regardless of the camera
position/orientation. Essentially this is billboarding a 3D model.
osg::Billboard ( Derived from osg::Geode) has a method:
void addDrawable
The GL_RGB32F_ARB was a dangler ... I tried all sorts of options for that
parameter. GL_LUMINANCE16F_ARB doesn't work
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Hi,
I've been trying to map a 32 bit float texture onto a quad for a while without
success. Below is my code, can anyone tell me what I am doing wrong? This code
opens a float32 image file, reads it into an array, creates an osg::Image with
the array data, creates an osg::Texture2D with the ima
I built OSG 3.2.0 (windows) from the command line in release and debug modes as
follows:
Code:
cd %OSG%
mkdir debug_build
cd debug_build
cmake ../ -DCMAKE_BUILD_TYPE=Debug -DCMAKE_INSTALL_PREFIX=../ -G "NMake
Makefiles"
nmake
nmake install
cd ..
mkdir release_build
cd release_build
cmake ../ -D
So you see the same effect on Linux? Did you try it on Windows?
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Here is the code : http://www.3rdm.biz/files/OSG_DelaunayTest.cpp
Or cut and paste :
Code:
#include
#include
#include
#include
#include
#include
#include
using namespace std;
//
// Genera
Ok, I will. Right now the code uses some of our own libraries and including
them would not be feasible. I will try to create a version that does not use
our libs and post it soon ... Thanks
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I'm using the Delaunay class to triangulate some polygonal data. I am seeing
some aberrations when using the Linux version and those issues do not show up
on the Windows version. I am using self-built 64 bit versions of OSG 3.0.1 on
each platform. A colleague is using pre-built binary 64 bit ver
Thanks for the quick reply Robert. I'm experimenting with this info to see how
it all works
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I've been experimenting with PagedLOD for use in loading/unloading terrain
tiles in my application. I need my tiles to be unloaded/removed from the scene
graph when they are outside of the field of view. Apparently PagedLOD works off
the range from the eyepoint only and does not page out tiles t
Yes, I see it thanks. Lots of options printed ... missed it
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Is it possible to pass an instance of Options to a plugin while being used from
osgviewer?
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I need to retain my texture information in a full 32 bit float format as my
textures store temperature values in high precision celsius units. I added a
parser to GDAL to load my terrain and texture datasets from their respective
file formats and that part is working just fine.
Looking over the
Excellent, thanks for the clarification Robert
Regards,
Paul
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So I have failed in getting the '--image-ext' option to work on osgdem. I have
tried changing the outfile format to ive, osgb, etc ... still it doesn't output
any individual image files. Here is the syntax I am using :
Code:
osgdem -d heightmap.tif -t texture.tif -l 3 -o test.ive --image-ext pn
Hi, I'm sort of new to vpb, having used it heavily for a few weeks now. Anyway,
I am trying to understand the vpbsizes utility and what it means. Below is the
output of the command 'vpbsizes --size 256 128', can anyone interpret these
numbers for me or point me to a reference that will explain i
Absolutely perfect.
Thanks so much!
Paul
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I want to query osgViewer to get the current camera position (Note: not the
home position). As I move around in a scene I want to know the current
coordinates of my eyepoint so that I can save it to a configuration file so
that the next time I run my app I can read that position and set it as th
Now I'm thinking that I need to just create an instance of RenderStage, make it
a member of my custom camera class, set it up with the frame buffer objects and
attachments, then use it by adding a post draw callback to my custom camera
class (derived from osg::Camera) ... Comments on this approa
I guess what I am asking is this ...
I have attached render buffers and textures to the two FrameBufferObject
instances m_ResolveFBO and m_RenderFBO ...
Now, how do I attach the two FrameBufferObject instances to a Camera's buffer
attachment map?
I see two Camera 'attach(...)' methods and neit
I'm almost there, just can't seem to figure out how to attach the
osg::FrameBufferObject instances to the camera in a way that they will be
recorded in the buffer attachment map. I've summarized the process below,
replacing some variables with uppercase descriptions of what they represent.
Anyo
Thanks for your help, I'll check into the Camera callback. I've dissected the
the osgfpdepth example already ... that's where I learned to do the floating
point depth buffer and the anti-aliasing setup for a frame buffer object. I'll
look into it again to see if I've missed something ...
I'm fa
I'm a little confused here … I’m working on an application and I think I’m
close to completing it but I have come to a point where I need some help.
First some background :
The application requires anti-aliasing of a scene and the subsequent creation
of floating point color and depth textures t
Chris Hanson wrote:
> And you can set them on the command-line with -O:
>
>
> -O Provide an option string to reader/writers used to load
> databases
>
That's exactly what I'm looking for, a way to specify options from the command
line. Thanks so much ... I searched and searched and just
Is there any way to set the options for plugins (osgDB::Options) when using
osgviewer?
Thanks,
Paul
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Will do with the logs, thanks.
I thought about the debugging trick but I don't have a debug build to walk
through. I suppose I'll go ahead and build one and get it working since I see
so many needs for this technique
Thanks,
Paul
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I'm having an issue with the plugin extension aliasing that i cannot seem to
correct. I want it to process files with 4 different extensions (.frad, .ftop,
.tplt, and .cdsc). I wrote a plugin CDSCReaderWriter with a constructor that
reports its ability to process such extensions as follows:
Co
Hi,
Has anyone found any good example code for attaching the camera to an animation
path? Unfortunately all of the example code I have found is very dated and due
to a deadline I am unable to go back and learn Producer and then how to port it
to osgGA. I'm trying to find some example code so I
I used NO_DELETE since memory management of the array was handled outside of
the image. When I copy the data to a new array and use USE_NEW_DELETE the seg
fault goes away ... Is there a bug in the NO_DELETE option or am I missing
something?
Thanks,
Paul
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I'm trying to use a float32 image for a texture in a plugin I have written. All
goes well with the setup (the plugin exits without error) but upon rendering I
get a seg fault. I initially wrote my code to load a BMP file for the texture
to verify that there were no issues unrelated to the textur
[quote="Paul Martz"]On 8/30/2011 8:30 AM, Paul Leopard wrote:
> And it appears Wang Rui's book contains plugin info in chapter 10.
> https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book
Perfect! That's what I was looking for
Thanks!
Paul
---
Hi,
My apologies if I have missed something but I have been searching for some good
reference material on the requirements for writing OSG plugins. Would someone
be so kind as to point me to some documentation that will detail the steps and
requirements for creating a plugin from scratch?
Than
Understood, Thanks for the help
Regards,
Paul
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Ok now I am making some progress. If I set the environment variable OSG_SCREEN
to 1 then the problem goes away and the pointer returns valid. Evidently this
is related to another problem that I've been having ... I have dual monitors
and OSG apps open up spanning both monitors with the left moni
I successfully built v3.0.1 last night and tried it this morning. Same issue
... Still a NULL pointer
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Thanks for the reply but it didn't fix anything ...
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I have some code I have inherited that was developed on Linux. I am trying to
get a Windows version of it to run but there is an inconsistency that I am
unable to explain. Perhaps someone here has seen this issue before ...
Anyway, the problem is that on Windows (OSG v2.9.9 and v3.0.0) I get a N
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