to have independent
view matrices but use the same viewpoint and the parent Camera for LOD calcs.
The osgShadow NodeKit uses this in it's implementations so have a look the
source code entries for setReferenceFrame in it for examples.
Robert.
On 7 June 2012 22:09, Pecoraro, Alexander N
Hi,
I'm wondering if someone can suggest an elegant solution to the problem of
trying to voxelize some triangle based geometry. The general algorithm is to
render the scene from multiple different camera view points and then use the
resulting color and depth buffer from each render pass to
What is the proper way to switch the osg::Program that an osg::StateSet is
using? Is the StateSet's update callback the only way to do it? I tried doing
it in the Camera's post draw callback, but I still get a segfault from the
render thread that is still using the old osg::Program.
Thanks.
I'm trying to draw some translucent colored triangles on top of some textured
triangles and the triangle color does not appear to be working consistently.
I'm setting the osg::Geometry color array and its binding to
BIND_PER_PRIMITIVE_SET and adding one color to the array per primitive set.
What is the best way to have multiple windows with different views of the same
scene graph? I took a look at the composite viewer example, but it has
different views of the same scene graph with a single window. So not quite what
I want.
Thanks.
Alex
I was trying to use osg::Image::readImageFromCurrentTexture() to read back a
texture from the GPU. The glGetTexImage() call was failing because it was using
an invalid pixel format. The pixel format that it uses comes from calling
osg::Image::computePixelFormat() with the internal format of the
I can't figure out why the shader embedded in the attached file doesn't work
without the hard coded position and scale variables. I'm trying to write a
hardware instancing shader that uses glDrawElementsInstancedEXT() to draw
multiple instances of a box where the position and scale of the box
Seems other people have had the same issue as me:
http://forum.openscenegraph.org/viewtopic.php?t=7287
Are there any plans to address the issue in an upcoming release?
Alex
From: Pecoraro, Alexander N
Sent: Wednesday, October 26, 2011 2:17 PM
To: OpenSceneGraph Users
Subject: RE: EXTERNAL: Re
, Pecoraro, Alexander N wrote:
Any idea what I'm doing wrong?
Have you tried looking at the osgdrawinstanced example to see how your code
differs from functioning code?
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com
Is it possible to embed an external reference to a shader file with any of the
osg file formats (.osg, .ive, .osgt, .osgx, etc)?
Looking at the plugin code it appears that the only attribute of the shader
that gets written is the shader source code, but just wanted to be sure I
wasn't missing
In OSG version 3.0.1, if I don't explicitly attach a shader to my scene graph
does it fall back on the fixed function pipeline or is a fixed function
pipeline equivalent shader generated for it?
Thanks.
Alex
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osg-users mailing list
I noticed that in the osgb format the database path of the ProxyNode is no
longer determined at runtime. This is different than the ive format, which if
you don't set the database path it will determine the database path by using
the osgDB::Options' database path list. This was nice because it
Is there some easy function on the osg::Camera (or some other osg class) that
I can call to compute the 2d screen position of a 3d point? I couldn't find one
when looking through the documentation, but I figured I would ask just in case
I am missing it.
Thanks.
Alex
, this question has already been addressed...
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus=
59966
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro,
Alexander N
Is there a way to set the threading mode so that the draw thread does not run
until after the update traversal is done?
Thanks.
Alex
___
osg-users mailing list
osg-users@lists.openscenegraph.org
I think there is a bug in the osg reader/writer for PagedLOD nodes. If you set
the LOD::CenterMode to USE_BOUNDING_SPHERE_CENTER then it doesn't get written
to the output .osg file because the writer ignores its value unless it is set
to USER_DEFINED_CENTER, in which case it just writes out the
Is it fair to say that the Draw time in the OSG stats measures the time needed
to sort and call the display lists of the Geometry nodes obtained by the Cull
stage and make the other frame rendering related OpenGL calls? And GPU time is
the time that the GPU spends rendering the geometry
Is the function osgDB::readNodeFile thread safe?
I seem to remember in previous versions of the OSG API that the
osgDB::DatabasePager would use a mutex to prevent threading issues when calling
readNodeFile(), but in 2.8.0 it doesn't seem to do that anymore.
Just wondering because I'm working
Is there something similar to the polygon simplifier (osgUtil::Simplifier) but
for texture images? I'm using the simplifier to generate a reduced version of
some geometry, but I would also like it to have that geometry reference lower
resolution versions of the textures.
Thanks.
Alex
Oh nice, I think perhaps the scaleImage() function of the Texture2D class will
work for me.
Alex
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro,
Alexander N
Sent: Thursday, July 02
I'm running on Redhat Linux:
$ uname -a
Linux cavs 2.6.18-92.1.22.el5PAE #1 SMP Fri Dec 5 09:58:49 EST 2008 i686 i686
i386 GNU/Linux
My video card is an NVIDIA GeForce 9600 GT, here is some driver information
from my X log:
NVIDIA GLX Module 173.14.12 Thu Jul 17 18:36:35 PDT 2008
NVIDIA
Is there a different or better way to test for anti-aliasing support than to
just call osg::DisplaySettings::instance()-setNumMultiSamples() repeatedly
with smaller and smaller values, which doesn't seem to work for me anyway (so
hopefully the answer is yes). I tried to have it set the number
Is there any support for the use of OpenGL overlays in OSG?
Thanks.
Alex
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
I was wondering if there was an easy way (i.e. some osgText function) to
make a backdrop quad that sits behind an osgText in 3d world space in
order to make something like a road sign with the word STOP on it. I
looked through the osgText documentation, but didn't see anything
obvious, but I
multi-threaded.
Robert.
On Tue, Feb 17, 2009 at 10:47 PM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
I noticed that there is an environment variable
OSG_COMPIlE_CONTEXTS=OFF/ON
that, Enable/disable the use a backgrouind compile contexts and
threads. I
was wondering
I think it would be nice if the processor chosen for the draw thread by
the osgViewer was somehow configurable instead of it just defaulting to
starting at processor number 1 and going up from there. I, like Todd,
seem to have found that running the draw thread on my second processor
(on any of
I noticed that there is an environment variable
OSG_COMPIlE_CONTEXTS=OFF/ON that, Enable/disable the use a backgrouind
compile contexts and threads. I was wondering if this particular
functionality is only used in conjuction with the database pager. In
other words, if my database does not have any
has a
visitor that can help set the DataVaraince to either STATIC or
DYNAMIC, but will only override it if the value is currently
UNSPECIFIED.
Robert.
On Thu, Feb 12, 2009 at 12:17 AM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
Hi again,
Might I suggest you examine the actual
, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
To get my viewer to work in multithread mode I had to make sure that all
updates to the scene graph were happening in an update callback. I also had
to set all my osgText objects to use draw callbacks and put mutexes on the
string's that were
correctly to allow the frames to overlap the most without endangering
thread safety.
Robert.
On Wed, Feb 11, 2009 at 1:03 AM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
I followed the instructions in the previous email and I was able to
get
the 2.6.1 API to build with atomic ref
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Wednesday, February 11, 2009 4:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Cull time doubled?
Hi again,
Might I suggest you
I followed the instructions in the previous email and I was able to get
the 2.6.1 API to build with atomic ref counting on my Enterprise Redhat
box. This change caused a 33% improvement in my culling time and an 8%
improvement in my draw time when in cull thread per context mode. In
single
part is more costly than the draw part.
I hope this can help to see what is wrong for Alex and for me.
On Tue, Feb 10, 2009 at 7:54 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
Mathias Fröhlich wrote:
Hi,
On Monday 09 February 2009 23:54, Pecoraro, Alexander N wrote:
On Linux
.
Robert.
On Fri, Feb 6, 2009 at 12:28 AM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
I've recently upgraded an old 3d viewer that was using OSG API version
1.2
to version 2.6.1. Oddly enough some databases that I was using with
the old
viewer actually perform worse with the new
cases the cull, draw and GPU times are
all very long. I'd suspect that the scene graph might not be well
balanced and could probably be done far more efficiently. Without
knowing the database I wouldn't be able to say exactly what.
Robert.
On Mon, Feb 9, 2009 at 10:54 PM, Pecoraro, Alexander N
:
__sync_bool_compare_and_swap_4
__sync_add_and_fetch_4
__sync_sub_and_fetch_4
Any idea why this happened?
Thanks.
Alex
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Monday, February 09, 2009 3:41 PM
and GPU times are
all very long. I'd suspect that the scene graph might not be well
balanced and could probably be done far more efficiently. Without
knowing the database I wouldn't be able to say exactly what.
Robert.
On Mon, Feb 9, 2009 at 10:54 PM, Pecoraro, Alexander N
alexander.n.pecor
What version of Linux/GCC/processor that supports the built-in atomic
functions?
Thanks.
Alex
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Monday, February 09, 2009 5:19
I've recently upgraded an old 3d viewer that was using OSG API version
1.2 to version 2.6.1. Oddly enough some databases that I was using with
the old viewer actually perform worse with the new version of the API.
For some reason the cull time on these databases is 1.5 to 2 times
higher on version
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Tuesday, February 03, 2009 5:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] When is right time to update text on the screen
I seem to have fixed the problem by setting
Is there a proper time to make changes to an osgText object's text? I
seem to be having a problem where if I update some text in an update
callback function it causes a segfault when I'm running the viewer in
multi-threaded mode, but not in single threaded mode. I'm guessing
because the text
also support https, there is a chance this might work for
you.
Robert.
On Tue, Jan 27, 2009 at 11:53 PM, Pecoraro, Alexander N
alexander.n.pecor...@lmco.com wrote:
I noticed a bug in the 2.6.0 version of the API with the viewer config
file
reader plugin. I can't access the latest developer
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Tuesday, February 03, 2009 4:26 PM
To: OpenSceneGraph Users
Subject: [osg-users] When is right time to update text on the screen
I noticed a bug in the 2.6.0 version of the API with the viewer config
file reader plugin. I can't access the latest developer source code
right now so I can't verify that the bug still exists in the 2.7 version
of the API, but I've attached the config file that I used to reproduce
the problem.
I can't checkout that url from svn either.
I also can't get to the main website.
Alex
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt
Fair
Sent: Friday, January 16, 2009 11:49 AM
To: OpenSceneGraph
I take that back - I can get to the website now. It is just really slow.
Alex
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Pecoraro, Alexander N
Sent: Friday, January 16, 2009 11:50 AM
about
what they assume is current state. It's possible but it's quite a bit
of work.
Robert.
On Sat, Sep 20, 2008 at 12:42 AM, Pecoraro, Alexander N
[EMAIL PROTECTED] wrote:
I want to create a VertexBufferObject that is shared by several
Geometry
nodes so that the number of calls to glBindBuffer
I want to create a VertexBufferObject that is shared by several Geometry
nodes so that the number of calls to glBindBuffer() are decreased, but I
noticed that on lines 1561 - 1567 of Geometry.cpp there is some code
that automatically unbinds the vertex buffer object effectively forcing
each
Is it possible to write osgFX::BumpMapping nodes to an ive file? I
noticed in OSG 2.4 and 2.5 there seems to be some code for writing it to
.osg, but not .ive. I also noticed that in the OSG trunk on SVN there
appears to be some code for writing it to ive, but I was hoping to be
able to use a
It seems a little misleading or a bug that Texture2D::getNumImages()
always returns 1 even if the _image member variable is NULL. Shouldn't
it return 0 if the _image member is NULL?
I know it seems odd to have a Texture2D with a NULL _image, but I took a
look at the ive reader and it appears
Sorry, I just noticed that I forgot to put a subject line on my first
email, so I am resending it.
I think there is a bug in the osgUtil::Optimizer::CombineLODVisitor - at
line 1530 of Optimizer.cpp it does a dynamic_cast on and osg::Node* to
osg::LOD* and then at line 1563 it calls getChild(i)
What version of the OSG API and the VPB do I need to use in order to
take advantage of the new osgTerrain functionality and optimizations?
Thanks.
Alex
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, March 26, 2008 2:13
I am trying to write a NodeVisitor class that does something to
osgTerrain::TerrainTile nodes, but for some reason it never enters my
apply(TerrainTile tile) function. It just seems to fall back into the
apply(Group group) of the base NodeVisitor class. Finally I just gave
up and overrided the
I was wondering if anyone could offer me a suggestion on how to force a
clear of the depth buffer in the middle of a rendering pass. I have a 3d
model that I want to show up right in front of the viewer and always be
on top. I used a absolute reference frame transform node and an
orthographic
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