I build *everything* from source. I use Python scripts to automate the
process too. It's relatively straightforward to setup and is very
reliable. Fully automated. I can call one Python script that will
check out all source code, compile all OSG and project specific
dependencies, compile OSG, compi
I have a question as to what is allowed and/or what's a good/bad
practice with respect to modifying the scenegraph at runtime from
within an update callback. We're using one of the newer versions of
OSG. 2.9.4 I believe. Our osgViewer is setup for single-threaded
operation.
Take a look at the atta
Slightly off-topic for this mailing list but here goes. For the
Windows users out there, those of you that are using or know of
developers using VS2008 - any comments? Problems, benefits, pros/cons?
My project is using VS2005 and has been for a while now but I'm
considering switching to VS2008. In
On Fri, Feb 6, 2009 at 1:41 PM, Roger James wrote:
> Robert Osfield wrote:
>
> Hi Roger,
> Sorry to hear it's still broke. I'm not the original author of
> version additions, just the integrator. Would it be possible for you
> to tweak the version support now checked in and get it working.
> Che
Hello everyone - I'm experiencing a crash using the latest nVidia
driver when I bring up the stats window and am wondering if anyone
else is experiencing the same problem. My hardware is a Dell
Workstation using a nVidia FX4600 card. I'm convinced the issue is
related to the driver upgrade. I was r
I've attached a small demo app that illustrates an issue I've
discovered (known?) with AutoTransform nodes and small feature
culling. Briefly summarized, if I add a custom AutoTransform node (see
code for trivial example) to the scenegraph just under the root node
everything seems fine, with or wit
Can someone explain why the code below consistently produces text that
is half the height specified? If I render this text, take a screenshot
and measure the height of the text "ABC" in a paint program it will
measure up as approximately 64 pixels tall for a character size /
resolution of 128. I ch
;
> __
> Gordon Tomlinson
>
> [EMAIL PROTECTED]
> IM: [EMAIL PROTECTED]
> www.vis-sim.com www.gordontomlinson.com
> __________
>
> -Original Message-
> From:
Running latest version of OSG in SVN, calling glGetString(...) from
main render loop (single threaded osgViewer). Like this:
while(viewer.done() == false)
{
viewer.frame();
char* extensions = (char*)glGetString(GL_EXTENSIONS);
}
extensions is always NULL. Am I doing something wron
Hi guys - I'm using render to texture in one of my apps and I'm
experiencing alpha blending issues. Here's what I have: simple RTT
(render to texture) with two quads. Each quad has as a background an
opaque black background (24-bit BMP). In front of that is a small
(doesn't cover the entire backgro
Can you make a small and simple prototype that *reliably* reproduces
the problem? You have a better chance of getting help that way.
On Sun, Jul 27, 2008 at 2:50 AM, GMD GammerMaxyandex.ru
<[EMAIL PROTECTED]> wrote:
> Some offers of OSG 2.6.0( problems with new version).
> Let's wait with OSG 2.6.
I have a class that derives from osg::Referenced. This class contains
a pointer to a block of compressed data. What I'd like to do is
"automatically" decompress the block of data when the reference count
exceeds a threshold (in this case anything higher than 1). Also, when
the reference count is <=
http://www.remograph.com/
On Thu, Jun 26, 2008 at 9:53 AM, Judie <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Can 3D Studio Max import osg, apply texture and export it back to osg?
> If not then is there another modeling software that can? I am having
> problems generating texture coordinates for a model
to be offset by.
>
> Cheers,
> Robert.
>
> On Sun, Jun 22, 2008 at 1:28 AM, sherman wilcox
> <[EMAIL PROTECTED]> wrote:
>> I have nodes (models, text, etc.) that are positioned in XYZ
>> coordinates that I wish to offset in screen space. My question is
>> what
In the olden days when I'd have a texture that wasn't power of 2 I'd
use a POT (power of two) texture, update the parts of the texture that
I was interested in and fix-up the texture coordinates accordingly.
Nowadays I'm more inclined to use NPOT (non-power of two) or texture
rectangles. Problem is
I have nodes (models, text, etc.) that are positioned in XYZ
coordinates that I wish to offset in screen space. My question is
what's the best/fastest way to do this. An example follows. I have a
piece of text that acts as a label for a point on a sphere. In this
case that sphere is an osg ellipsoi
To add to what Luigi saidhere's my command line:
cmake -DWIN32_USE_MP=ON
-DGDAL_INCLUDE_DIR:PATH="%rootdir%\3rdparty\gdal\include"
-DGDAL_LIBRARY:PATH="%rootdir%\3rdparty\gdal\lib\gdal_i.lib"
-DCURL_LIBRARY_DEBUG:PATH="%rootdir%\3rdparty\curl\lib\debug\curllib.lib"
-DCURL_LIBRARY:PATH="%rootdi
Visual Studio 2005 ... "Project Properties" => "Configuration
Properties" => "Debugging" => "Environment" ... add OSG_SCREEN=0
Another way is to add _putenv("OSG_SCREEN=0") in your code
On Mon, Apr 21, 2008 at 4:49 AM, Roger James
<[EMAIL PROTECTED]> wrote:
>
>
>
> How do I stop osgViewer from us
Compiled on Vista x64. Built ny internal application against this
release candidate and all seems to be working fine.
On Fri, Apr 18, 2008 at 12:12 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi All,
>
> Many thanks for the build testing and assistance on getting bugs
> characterised and fixed
singing assemblies etc the
> > timing again would often be off and the process could fail ( not
> > always )
> >
> > This could be just our environment and ClearCase and maybe network
> > issues etc.
> >
> > Seems for others things work fine
> >
>
d along ..
>
> Regards
> Gordon
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of sherman
> wilcox
> Sent: Wednesday, April 09, 2008 4:34 PM
> To: OpenSceneGraph Users
> Subject: [osg-users] faster builds on
This is sort of off-topic but I'm sure interesting to the community
none the less. I was on the phone with a fellow OSG developer earlier
today complaining how slow the builds are on Windows and how I have
this quad core sitting here not being fully utilized by my compiler.
He touted how his Mac co
ng conventions/ static vs shared libs/ macro defintions /
> dependencies etc) so the best is to look for prebuild libs on the net. I
> hope they will be easier to find today.
>
> Cheers,
> Wojtek
>
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PRO
Anyone had any success getting CMake to construct x64 OSG build
targets in one of the 64bit flavors of Windows? I'm using Vista64 but
I'd imagine XP64 is the same. We have a developer investigating this
but I thought I'd ping the list to see if anyone else is doing this.
___
I couldn't tell from reading your post - but if you're not compiling
the OSG yourself (IE...running a binary distribution), grab one of the
developer snapshots and compile that.
On Mon, Mar 17, 2008 at 4:39 PM, <[EMAIL PROTECTED]> wrote:
> Hello All,
>
> I have been working with Phil Tessier on s
I second the C++/CLI recommendation. It allows you to mix .NET and
native C++ code very easily. Works quite well.
On Fri, Mar 14, 2008 at 6:36 PM, <[EMAIL PROTECTED]> wrote:
> Hello All,
>
> We are using OsgDotNet and noticed a couple of things we would like to ask
> about.
>
> 1. We noticed th
> scene to fixed-function.
>
> Without it, the problem seems that fixed-function default isn't enforced
> til a cull traversal, so there's this hole that the scene can accidently
> be affected by a leaking osg::Program binding.
>
> I'll be submitting a real fix rsn.
>
lican Mapping : http://pelicanmapping.com : 703-652-4791
>
>
>
> On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]> wrote:
> > Ok - so it sounds as if using C# with OSG is bad idea. Sounds possible
> > - just painful. On the plus side I hear (on occasion) g
have use
> C++/CLI to integrate OSG and .NET, very well, you should try it. But the
> plain will be the much lower compile speed due to lots of inline code of
> OSG.
>
>
> sherman wilcox wrote:
> > I've read a few posts and I'm a bit fuzzy on the subject. I have an
>
mew - Didn't realize there was a potential shader connection till a
tad later. Anyway, I spent more time on this yesterday and managed to
build a sample app that is much smaller and less complicated than the
app I originally found the problem in. There's a bit of propriety code
in this sample app -
I've read a few posts and I'm a bit fuzzy on the subject. I have an
OSG app wrapped up in a C++ library. Now I need a UI. I can attach
this and drive this libarary from a console app, MFC GUI, or even the
standard Windows API, etc. - All in C++. However, I'm considering
using C#. I've heard lots of
Is strange. I'm using all OSG code. Is possible I've found some odd
OSG bug - but I think is more likely that I'm doing something that's
not intended and am experiencing a side effect. I'm going to spend a
bit of time and see if I can simplify this problem down to a trivial
example.
On Feb 13, 200
I've found a few clues this evening. Not sure why things are behaving
the way they are - I'm probably abusing the OSG in my overridden
traverse(...) function. My node has a shader attached. If I do NOT
attach that shader to the stateset, no problems. Read on
On Feb 12, 2008 3:40 PM, Paul Martz
Paul - thanks for the suggestions. I've found an older code tree of
mine from November 07 and everything seemed to work there. I'm
investigating.
On Feb 12, 2008 3:40 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> > I have a class that inherits from osg::Group. In this class
> > I'm overriding the tr
I have a class that inherits from osg::Group. In this class I'm
overriding the traverse function. It is written in such a way that the
CULL_VISITOR doesn't have an opportunity to call
osg::Group::traverse(nv). When I add this object to the scenegraph all
the nodes in my scene go black. Even if this
To toss my 2cents in you could also investigate the /LARGEADDRESSAWARE
switch. In addition, I'd recommend looking into a new heap manager.
I've had success with SmartHeap by MicroQuill.
Do you have to use MFC? MFC will fragment the heap a bit by loading
DLLs all over the place. To illustrate the i
In addition to the excellent advice from everyone else I would highly
recommend taking a linear algebra class (and any needed
pre-requisites) at your local university.
On Jan 6, 2008 6:27 AM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Hi everyone,
>
> Since I'm new on the whole computer graphi
Here's a link with a decent intro to osg reference pointers:
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html
On Dec 28, 2007 10:40 AM, Gordon Tomlinson <[EMAIL PROTECTED]> wrote:
>
> Assuming your not already using reference pointers
>
> OSG uses reference counting t
Lots of links to UI toolkits, is very dated but might lead to something useful:
http://www.geocities.com/SiliconValley/Vista/7184/guitool.html
On Dec 27, 2007 6:17 AM, maruti borker <[EMAIL PROTECTED]> wrote:
> Is there any external library which supports this ???
>
>
>
>
> On Dec 21, 2007 4:02
In the Inventor plugin there is:
#ifdef __linux
#include
#endif
#ifdef __APPLE__
#include
#endif
So, perhaps float.h in lieu of limits.h?
On Dec 24, 2007 6:01 PM, Rafa Gaitan <[EMAIL PROTECTED]> wrote:
> Hi Paul and Mike,
>
> The problem is the same in MacOSX, values.h is not
> found, however
http://osggis.org/
On Dec 23, 2007 1:16 AM, MingWei <[EMAIL PROTECTED]> wrote:
> Hi EveyOne!
>
> My Application needs to render vector like line or polygon with different
> color (transparent effect) on the surface the terrain. And the users can
> select to load or unload the vector layer.
>
> I h
You say it works on Linux but not Windowssame hardware I presume?
If so, that most definitely points to a driver issue. Assuming you're
running the latest driver, try dropping back to the previous one or
latest - 2. See if that helps. Could be something that was recently
broken OR it could be s
>
> However, I like the idea of a community-written "OSG Gems" book, and I don't
> want to underestimate the community's willingness to contribute. So, I'll
> give this some thought, look into other Gems-style books' business models,
> and see if I can find a way to make this work (time-wise, as an
Sounds like a driver issue. I have been running various flavors of OSG
on Vista x64 for months on different hardware configurations.
On Dec 19, 2007 6:24 AM, Franclin Foping <[EMAIL PROTECTED]> wrote:
> Hello Everybody,
> I am trying to run a simple code on Vista and it looks like I have got a
>
I have a recent need for this as well. Anyone done this yet?
On Oct 26, 2007 3:05 AM, Ralph Kern <[EMAIL PROTECTED]> wrote:
> Hi,
>
> does anybody already got some of the new geometry shader extension
> EXT_geometry_shader4 working with OSG?
>
> see tutorial at http://appsrv.cse.cuhk.edu.hk/~ymxie
p lDuagtianI ntpou trSead
torbejaemc:t:sr efarodmU Ifnitl(e) : "FCa:i\lWeidn
dtowos \rFeoadn tusn\stiigmneesd. titnft" .va
lue.
On Dec 14, 2007 2:13 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Sherman,
>
> On Dec 14, 2007 3:15 PM, sherman wilcox <[EMAIL PROTEC
t; stats collection to the osgText::Text/Font rendering methods as well
> as osg::Texture texture subloading.
>
> I would suggest opening a different thread into investigations of
> these GPU stall issues, as it would seem so far the multi-threaded
> font crashes/bugs look resolved an
ink to
download. Oh, and be sure to pass the app an argument of --mt 5, where
5 is the number of test threads to launch, can be any reasonable
number.
On Dec 12, 2007 10:21 PM, sherman wilcox <[EMAIL PROTECTED]> wrote:
> I spent a bit of time this evening digging up the the code that
>
ec 11, 2007 11:31 PM, sherman wilcox <[EMAIL PROTECTED]> wrote:
> > I can still reliably reproduce the multithreaded osgText /
> > databasepager crash issue :)
>
> Could you explain how your recreate the crash, and the circumstances
> of the crash. It may be exactly th
I can still reliably reproduce the multithreaded osgText /
databasepager crash issue :)
On Dec 11, 2007 1:59 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Serge,
>
> How reliably can you recreate the crash?
>
> Does it happen with osgviewer or other OSG examples?
>
> Could you explain whats
Serge, not sure your issue is in any way related to this, but I
believe there is still an issue with osgText and
multi-threadingsearch for this post in the osg-users archives on
about Aug. 27, 2007:
[osg-users] Is text thread safe in 2.0.0?
On Dec 11, 2007 7:33 AM, Serge Lages <[EMAIL PROTE
I haev some of the same questions. My understanding is that to realize
benefit that all libraries should be re-compiled. The part I'm fuzzy
on is the "should be". What happens when you mix and match SCL
libraries with non-SCL is unknown to me. You should certainly see a
performance boost in debug b
e would
be much overhead incurred, but never hurts to ask.
On Nov 23, 2007 12:46 AM, Berg, Michael <[EMAIL PROTECTED]> wrote:
>
> sherman wilcox wrote:
> > I want to capture my OSG screen and dump it to a jpeg or png file. My
> > understanding is to attach a callback to the
I want to capture my OSG screen and dump it to a jpeg or png file. My
understanding is to attach a callback to the main osgViewer camera and
perform a osg::Image::readPixels(...) from within the callback. That
works in the simple case. But, if I have a basic HUD that is itself a
camera alongside ot
Good call Robert. makeCurrent() was/is failing.
So, what is the proper way to shut everything down? I can side-step
the issue by calling _viewer->getView(0)->setSceneData(0); ...this
has the side effect of not calling GraphicsContext::close(...), so I
avoid the crash...but this is obviously wron
I'm getting a crash in OpenSceneGraph/src/osg/program.cpp in the void
GL2Extensions::glDeleteShader(GLuint shader) const function on this
line:
((DeleteShaderProc)_glDeleteShader)(shader);
The crash occurs in the debugger (VS 2005). This is on Vista 64 using
a nVidia 8800 GTX w/latest drivers. I'
The most straightforward way is platform specific. Look for
SetWindowText and WM_SETICON
On Nov 16, 2007 6:49 AM, Robert Balfour <[EMAIL PROTECTED]> wrote:
> I'm using the osgViewer class on WinXP. Is there a straightforward way
> to set the application icon and text on the window titlebar? (or d
On Nov 16, 2007 8:33 AM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> The other thing you can do is try out an OS that can do
> multi-threading properly.
>
> Robert.
Yeah, like Windows Vista 64!
*jumps for cover*
kidding...kidding
___
osg-users mailing
Here's another link:
http://www.magrathea-engine.org/
On 10/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> On 10/31/07, Rahul Jain <[EMAIL PROTECTED]> wrote:
> > Hi all,
> > I want to integrate enviroment in my application, for example clouds and
> > sky. As far as my knowledge is concerned t
Hey guys, I've got a few questions related to getting 3DS models to
display properly in OSG. I'm not a modeller myself, I write software,
but I'm working with a modeller trying to get some of their work into
my app.
The objective I'm trying to reach is to import an animated, textured
model from 3d
> setting it up and see if it reproduce the problem, or perhaps send a
> small .osg file that reproduces the issue and then I can have a look
> at it. It might be that we need to have a code path in osgText for
> using double maths internally.
>
> Robert.
>
> On 10/16/07, s
I'm using osgText with the character size mode of
OBJECT_COORDS_WITH_MAXIMUM_SCREEN_SIZE_CAPPED_BY_FONT_HEIGHT. The text
is position on an ellipsoid model with ECEF coordinates. When the text
is smaller than the maximum font height I notice that the text is
somewhat wavy when I zoom in and out. Sor
Ummmthis looks suspicious. Same hardware yet different times on
the Windows platform? What about checked iterators under 2005? Are you
disabling those?
Checked iterators:
http://msdn2.microsoft.com/en-us/library/aa985965(VS.80).aspx
With checked iterators, you'd need to disable them for the O
> I'm using the pre-built Win32 version of OSG from the OSG website.
As a debug step, I'd suggest building from the source.
> I'm running a 64 bit machine on a 64 bit OS but generating 32 bit code with
> my compiler so this should be OK, right?
Yes, this is fine. I build 32-bit OSG apps on Vista
Yes, double check which runtime you're using.
"Project" => "Properties" => "C/C++" => "Code Generation" : Runtime Library
In most cases this should be Multi-threaded DLL (/MD) or
Multi-threaded Debug DLL (/MDd)
On 9/29/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Philip,
>
> The looks like
from an altitude of hundreds of thousands of meters down to
an altitude of dozens of meters, etc.
Thanks to all those that responded.
On 9/8/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
> I'm having a bit of trouble with mangled text if I zoom in to close.
> This text is on an
> So I'd like to debug a bit, but I'm not getting any symbols. I want to
> make sure I'm building the library correctly, and my filenames don't
> have "d" appended to them. Should they?
Yes, they should if you've built the debug version of the libraries. I
believe all the OSG lib files should ha
low OSG to
> accumulate the transformation and camera matrices in doubles and only
> convert to float the very last moment to increase precision. It is the same
> technique that osgdem uses when managing its tiles.
>
> Hope this help!
>
> Jason
>
>
> On 9/8/07, sherm
I'm having a bit of trouble with mangled text if I zoom in to close.
This text is on an osgDem generated ellispoid. In the attached
screenshots, the text appears correctly in text2.jpg. However, in
text3.jpg you'll see the problem. This only occurs if I zoom in really
close to the text. If I back o
added static Mutex directly
> into the DefaultFont::instance() method rather that add it the
> DefaultFont class. It should provide the same effect but keep things
> a little bit neater.
>
> I have also added a mutex into Font::GlphTexture to marshal the
> addGlyph and textu
e the same effect but keep things
> a little bit neater.
>
> I have also added a mutex into Font::GlphTexture to marshal the
> addGlyph and texture apply.
>
> Could you do an svn update and let me know how you get on,
>
> Cheers.
> Robert.
>
> On 9/2/07, sherman wilco
cmake 2.7 or cmake 2.4.7?
On 9/3/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> Its Monday! Its dev release day :-)
>
> Highlights:
> Lots of additions this week: Improved build configuration under Visual
> Studio with versioning of DLL's and dll's automatically placed in the
> bin di
historical problems with determining whether the feature is hardware
> accelerated or not, but you can enable by setting
>
> texture->setResizeNonPowerOfTwoHint(false);
>
> NPOT works on Nvidia 6 series onwards, not sure about the NVidia equivilant.
>
> Robert.
>
>
f bytes C++
msvcr80d.dll!_callthreadstartex() Line 348 + 0xf bytes C
msvcr80d.dll!_threadstartex(void * ptd=0x0174da48) Line 331 C
kernel32.dll!7c80b683()
[Frames below may be incorrect and/or missing, no symbols loaded for
kernel32.dll]
On 9/2/07, Robert Osfield <[EMAIL PROTECTED]> wrote
OSG doesn't support compressed textures when using texture rectangles, does it?
Earlier today I tried to load some DDS files using the
osg::TextureRectangledidn't work. Thought it was something I was
doing wrong so I started digging and ran across this comment in
texturerectangle.cpp:
// UH: i
If I run with --mt 1 it runs for a bithowever if I change that to --mt
10 it crashes immediately. Tried this on an old dual-proc and a new
quad-core system. Here's the stack from the quad-core:
> osgText.dll!osgText::Text::Text() Line 61 + 0x5 bytes C++
osgtest.exe!UpdateTextOperation::load
6()
On 8/30/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> On 8/30/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
> > An update...left the osgtext --mt demo running all night on both
> systems,
> > both had crashed by the time I got up this morning.
>
&
different problems more, and fix them all - if they are real problems
> rather than false positives. Doing such a complete purge will take
> some time though.
>
> Robert.
>
> On 8/30/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
> > I ran this on two different syst
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