Hi Robert,
On Monday 06 November 2006 18:10, Robert Osfield wrote:
It appears to me that the length of the run length encoding is wrong.
That change limits that to the min of the value from the file and the
remaining line length. May be this is suficient?
I have just added some debug
Hi Mathias,
On 11/7/06, Mathias Froehlich [EMAIL PROTECTED] wrote:
It would be interresting to see if lines beyond that line in question are
shifted by some amount?
With you workaround in place the textures look fine. It is the right
hand pixels that are being dropped.
I cannot see any
Robert Osfield wrote:
Hi Tony,
Have you tried non NVidia cards?
Its a long shot, but there is known problems with NVidia under Windows
due to a driver bug. See earlier email about vrjuggler.
Hi Robert,
I checked over the mailing list and saw some of the references to
driver bugs, so I
Robert,
On Tuesday 07 November 2006 10:27, Robert Osfield wrote:
Ok. If you have an other fix for that. I would like to test that on our
rgb files.
I have pondered on adding the a check later, but there is two seperate
loops later in the code, which would make it better to do the
Hi.
Is culling enabled by default? If not, how to enable it? I dont want some geode to be rendered if it is behing camera...
Thanks
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Hi Mathias,
On 11/7/06, Mathias Froehlich [EMAIL PROTECTED] wrote:
As told earlier, I don't know what is *right*. But others can read them.
I also doubt that there is an official iso standard for RGB files, true?
Oh I can't comment on that, I all can rember is its was a kinda a
dafacto
Hi Tony,
On 11/7/06, Tony Glover [EMAIL PROTECTED] wrote:
I checked over the mailing list and saw some of the references to
driver bugs, so I tried a range of nVidia drivers to see if that made a
difference, but alas no.
I checked out the latest CVS from last Friday, so I assume that the
Hi Ivan,
Culling is enabled by default. Its one of the core reasons for the
OSG's existance.
Robert.
On 11/7/06, Ivan Bolčina [EMAIL PROTECTED] wrote:
Hi.
Is culling enabled by default? If not, how to enable it? I dont want some
geode to be rendered if it is behing camera...
Thanks
Hi Robert,
I'm currently trawling through the fox developer forums to see if
there are any similar instances there, just to see if it is a
visual/swapbuffer type thing. I have also just downloaded the nvidia
performance kit, so I'll see what that tells me.
Thanks,
Tony.
Hi Tony,
On 11/7/06, Tony Glover [EMAIL PROTECTED] wrote:
I'm currently trawling through the fox developer forums to see if
there are any similar instances there, just to see if it is a
visual/swapbuffer type thing. I have also just downloaded the nvidia
performance kit, so I'll see what
Hi Mathias,
I have just checked in your workaround with a tweak to support
multi-byte colour channels. I don't have any such files to test
against so I can only hope that its correct. I works fine for your
sun.rgba and fine for all the OSG's own .rgb's. A cvs update will get
this fix.
Could
Robert Osfield wrote:
Try change the window size to see if it has an effect on performance.
I tried that and it makes no difference.
I seem to have tracked it down to swapbuffers taking a long time to
execute, I'll keep delving.
Thanks,
Tony.
___
Hi,
On Tuesday 07 November 2006 13:06, Robert Osfield wrote:
I have just checked in your workaround with a tweak to support
multi-byte colour channels. I don't have any such files to test
against so I can only hope that its correct. I works fine for your
sun.rgba and fine for all the OSG's
Tony,
Make sure that you are using the NVidia accelerated OpenGL driver. If you
are developing under Linux, then there is a chance that you are inadvertently
using Mesa, and that could be slower. You can check which versions of libraries
you are using with ldd. Under Windows, a program called
Hello,
I am in the proccess of converting some Inventor files to any of the next
formats: flt, obj, stl.
The problem is that when I run osgconv on them e.g.
obj
no obj file is created. The same happens with stl. If I try flt,
osgconv chasis.iv chasis.flt
a zero-sized file called chasis.flt
Roger James wrote:
It fixes the file name but I still don't get any textures. I cannot see
where my material_effect-sampler is referenced.
It would properly be referenced by diffuse or one of the others (eg
ambient, specular, etc.). They are defined by either a color or a
texture. For your
Hi Mathias,
On 11/7/06, Mathias Froehlich [EMAIL PROTECTED] wrote:
There is much left to do. But I am on the way ...
The next thing that needs to be done is an updated ac3d Loader. I will come
back when it is ready for your comments : ).
I'm not the expert on ac3d, so hopefully Geof Michel
Eric Sokolowsky wrote:
Tony,
Make sure that you are using the NVidia accelerated OpenGL driver. If you
are developing under Linux, then there is a chance that you are
inadvertently
using Mesa, and that could be slower. You can check which versions of
libraries
you are using with ldd. Under
Hi Alberto,
The OSG doesn't support writing to .flt, it should be reporting an error
I have just tried osgconv cow.osg cow.flt and like you I get a zero
length file the lack of error being reported from the .flt plugin is
certainly the problem.
This doesn't solve your problem though... you
On 11/7/06, Tony Glover [EMAIL PROTECTED] wrote:
I'm developing under windows and am using the latest drivers. I can
switch between osg 1.0 and 1.2 and see the slowdown, and both apps are
using the same drivers.
I might be worth running a GL debug capture on 1.0 and 1.2 and
comparing the
Robert Osfield wrote:
On 11/7/06, Tony Glover [EMAIL PROTECTED] wrote:
I'm developing under windows and am using the latest drivers. I can
switch between osg 1.0 and 1.2 and see the slowdown, and both apps are
using the same drivers.
I might be worth running a GL debug capture on 1.0 and
Hi Robert,
I tried what you suggested and I'm sorry to say it didn't seem to work. A bit
more back ground for you
I have a 3DS model that's been loaded, and I essentially want to change the
colours that are on the geometries of the model to be something else. Is there
anything further
The if statement should be
if ( phong-getDiffuse() == NULL )
Andy,
Thanks, that all seems to work now. I also made some changes to the way in
which the extra colour element on the phong texture element was read an
written. There were two problems there; first on output the casting of the
Hi Neil,
I'd recommend writing the file out to .osg and having a look through
it, look for Material and ColorArray definitation. Get familiar with
where the color settings are. Also read up on glMaterial, as this is
what underpins osg::Material. The relationship between glMaterial and
Hi Robert,
Thank you for your fast reply.
No, I am not specifically targetting at .flt files. Any of the formats that I
mentioned will do, too ( obj, stl). I focused on the flt format because this
is only one that got written to disk, however with 0 size. The other formats
I tried
osgconv
Hi Alberto,
On 11/7/06, Alberto Luaces [EMAIL PROTECTED] wrote:
No, I am not specifically targetting at .flt files. Any of the formats that I
mentioned will do, too ( obj, stl). I focused on the flt format because this
is only one that got written to disk, however with 0 size. The other formats
Hi,
On Tuesday 07 November 2006 14:11, Robert Osfield wrote:
I'm not the expert on ac3d, so hopefully Geof Michel the author can
review and chip in.
Is he still around here?
In summary we have many people reporting performance problems with osg
compared to plib especially under win32.
Hi Robert,
On Monday 06 November 2006 18:10, Robert Osfield wrote:
The question is what to do about it. Do you know the history of this
file? Is there some export tool that is being used that is creating
doggy .rgbs?
He told me now that he used gimp(!) for that ...
Greetings
HI Mathias,
On 11/7/06, Mathias Froehlich [EMAIL PROTECTED] wrote:
Is he still around here?
Geoff occassionally pops up now and then, not sure he's on osg-uers
right now :-)
Anyway,
do you have any methods to do OpenGL profiling?
Can I find out what parts of the scenegraph are more
Thank you very much Robert, now I understand. I will go through the COLLADA
route.
Alberto.
El Martes, 7 de Noviembre de 2006 15:32, Robert Osfield escribió:
Hi Alberto,
On 11/7/06, Alberto Luaces [EMAIL PROTECTED] wrote:
No, I am not specifically targetting at .flt files. Any of the
Hi,does osg::AnimationPath interpolate between 2 point?Thank'sBen
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On 11/7/06, Benoît Poulard [EMAIL PROTECTED] wrote:
Hi,
does osg::AnimationPath interpolate between 2 point?
Yes.
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I Hope that's
500 transforms should **NOT* kill things though
500 transforms is nothing on today's processors
Best Regards
Gordon
__
Gordon Tomlinson
Email : gordon.tomlinson @ overwatch.com
YIM/AIM: Gordon3dBrit
MSN IM :
On 11/7/06, Gordon Tomlinson [EMAIL PROTECTED] wrote:
I Hope that's
500 transforms should **NOT* kill things though
500 transforms is nothing on today's processors
Errh yep, another classic bobbo typo :-)
500 transforms should not cause a serious bottleneck. It might not be
the most
Hi Everyone,
My group is updating our OSG project, and we want to bring
it up to date with the best version of OSG to date. So, should we use what is currently
CVS or just release 1.2? We know there have been some changes to the library since
September, but we arent sure of the risk vs.
On 11/7/06, Alberto Luaces [EMAIL PROTECTED] wrote:
Thank you very much Robert, now I understand. I will go through the COLLADA
route.
I have applied some improvements to the osgconv reporting of failed
writing of files, and did a bug fix to the OpenFlight plugin so it
doesn't erroneously
Hello,
I am trying to build the COLLADA plugin for OSG. I have downloaded the COLLADA
DOM at Sourceforge,
COLLADA_1.4.1_DOM_1.1.0.zip
I have succesfully built it. However, only static libraries are created (.a).
When I try to make the plugin, the linker stops and gives an error about
that:
Hi Chase,
Having people use the CVS version of the OSG is good for the project
as it allows us to get feedback on new API's, implementations and
detect bugs before they make it into a final dot release.
However, the CVS might not always compile, and bugs may come and go,
so to make the best of
Hi Robert,
I think that I may have got to the bottom of it.
I've got the trial version of gDEBugger that comes with the nVidia
performance kit so I can look at all the gl calls that are happening.
Essentially I have a node callback that generates geometry on each call
and then renders it.
Hi
I have a problem with the Producer::TackBall
When I use my own function LookAtSelection (code below), I get the focus
at the center point of the screen, but then the trackball doesn't work as I want,
because it doesn't rotate around the new center point.
I've been many days trying to solve
Dear all,
Jan Wurster wrote:
Maybe somebody on this list has experienced similar issues?
On a sidenote - I've just installed a slightly dated ATI firegl thingy
with amd/ati's current proprietary driver release - and everything's
well ;) Actually, the performance is kind of nice as well.
Thanks Robert
2006/11/7, Robert Osfield [EMAIL PROTECTED]:
Hi Ivan,Culling is enabled by default.Its one of the core reasons fortheOSG's existance.
Robert.On 11/7/06, Ivan Bolčina [EMAIL PROTECTED] wrote: Hi. Is culling enabled by default? If not, how to enable it? I dont want some
geode to be
Hi.
I would like to implement Wing Commander style communication TV. I would animate a character using cal project and render it to a texture and then display that texture on some rectangle. Is this the right way to do it? (I am using delta3d libraries)
Secondly, is it possible to render Flash
On Tue, 2006-11-07 at 18:05 +0100, Alberto Luaces wrote:
Hello,
I am trying to build the COLLADA plugin for OSG. I have downloaded the
COLLADA
DOM at Sourceforge,
COLLADA_1.4.1_DOM_1.1.0.zip
I have succesfully built it. However, only static libraries are created (.a).
When I try
Hi Miguel,
Could you subscribe to Producer-users for these questions? We
will try to leave the OSG folks alone with Producer problems.
(http://openscenegraph.net/mailman/listinfo/Producer-users),
The reason you are getting identical behavior is that you are setting
the matrix directly on the
Hi Robert,
I've tracked down what my problem was. The 3DS files had materials, which were
translated to materials on the drawables of the geods. I'm altering the
material now to achieve what I needed to.
Many thanks for the help.
Regards
Neil.
Hi,
Today I tried to create an earth model with terrain relief using
osgdem and Blue Marble images.
Here is the steps:
http://earthobservatory.nasa.gov/Newsroom/BlueMarble/BlueMarble_monthlies.html
Download 'topographic shading' image, split it to 2048x2048 west.png and
2048x2048 east.png
Hi Tony,
The policy on display lits hasn't changed since 1.0. The code itself
should be identical too.
Could there be an uninitialized variable in your code?
Robert.
On 11/7/06, Tony Glover [EMAIL PROTECTED] wrote:
Hi Robert,
I think that I may have got to the bottom of it.
I've got the
HI Jan,
I'm using NVidia's 2.0.2 NVIDIA 87.62 under Suse 10.0 64 bit. I run
multi-threaded, multiple-graphics card every day without problems. I
have Althon64 X2 and 2 7800GTs.
I haven't tried changing drivers at all recently. The compiler is:
gcc --version
gcc (GCC) 4.0.2 20050901
Hi Ivan,
On 11/7/06, Ivan Bolčina [EMAIL PROTECTED] wrote:
I would like to implement Wing Commander style communication TV. I would
animate a character using cal project and render it to a texture and then
display that texture on some rectangle. Is this the right way to do it? (I
am using
Hi Toshiyuki,
On 11/7/06, Toshiyuki TAKAHEI [EMAIL PROTECTED] wrote:
osgdem --bluemarble-west -t west.tif --bluemarble-east -t east.tif \
--whole-globe -d topo.tif --geocentric -v 1.0 -l 5 -o earth.ive
Not works properly. I got a high resolution textured globe model
without any height
I just released a library/test app that renders Web browser content to memory/textures and with a
little tweaking, it supports playback of Flash (non-interactive yet though - that's in progress). It
uses the same codebase as Firefox 2.0.
I've been meaning to grab the OSG SDK and make an OSG
Robert Osfield wrote:
Hi Tony,
The policy on display lits hasn't changed since 1.0. The code itself
should be identical too.
Could there be an uninitialized variable in your code?
Hi Robert,
I've now fixed it. I was clearing down the geometry on each callback
via a call to
Hi
I'm still a bit of a newbie at the whole graphics industry, but I'm
trying to integrate OSG with is multiple window capability using
Producer with the terrain generation of VTP (vtterrain).
1) Is this a possibility and are there any examples of the combination
of both applications?
The main
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