Hello,
I was amazed to see the development OSG has made, the
last version i used it was 2.3.4. Coming to the topic, i wanted to know how
a scenegraph was being linked to a kd-tree for finding out intersections. I
am thinking of an application which needs querying of spatial
Hello
What's the purpose of BorderWidth property in osg::HeightField? I
looking throught code but can't find any deal this it. What is it for?
Thanks
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Tugkan,
On Wed, Sep 3, 2008 at 9:56 AM, Tugkan Calapoglu [EMAIL PROTECTED] wrote:
I am porting an application from OSG0.99 to latest SVN version.
Wow, climb aboard the time machine :-)
I have two
questions (both for CullThreadPerCameraDrawThreadPerContext mode):
1- Is it safe to make
Hi Martin,
I can't really guess as to whether there is bug in your code, or the
OSG as there is to little provided code context to know what is going
in in your app. Try modifying an example like osgcompositeviewer to
do what you are after and see if that works, if it doesn't then send
this in
Hello,
I think the problem is the following line:
Camera3-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
When I use RELATIVE_RF the stereo mode works fine.
But I don't know why?!
Is it impossible to use ABSOLUTE_RF and a stereo view?
Cheers,
Martin
-Ursprüngliche Nachricht-
Von:
Hi Matthias,
I've just quickly gone through the page you mention and it looks fine.
As for what convention people use - well it all depends on what your
background is, as to whether you view a vector as a column or a row,
as also the pre/post multiplication. With the osg vectors are a row,
and
On Wed, Sep 3, 2008 at 7:27 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
In your defense, however, I'm not able to actually get any test code for
Extensions working at all. Some of the examples create Extensions
objects (osgvertexprogram, osgmultitexture), but they never return a
valid
Hi Alan,
The sounds very much like a bug where the pause code is being broken
by changes in the multiplier. Have a look at the
AnimationPathCallback implementation to see if you can spot what might
amiss.
Which version of the OSG are you looking at?
Robert.
On Wed, Sep 3, 2008 at 7:46 PM,
Ok, try it.
But I think the problem is that I set the ReferenceFrame to ABSOLUTE_RF.
I do it because I would like a static camera. When I use RELATIVE_RF, I can
move the camera with my mouse. Or is this a mistake, when I set the
ReferenceFrame?
Martin
-Ursprüngliche Nachricht-
Von:
Hi there!
I tried out to run the 2.6 source release on my MacBook Pro (Leopard 10.5.4)
And run into some issues but it seems that I resolved them in the process
and I want to share my experience in order to help others in a similar
situation.
First:
1. The provided Xcode project is out of
HI Michael,
There are notes on the virtualplanetbuidler.osgforge.osg front page
that describes with versions of the VPB work with which versions of
OSG. As always the VPB svn trunk works against the OSG svn trunk,
not OSG 2.6.
Robert.
On Thu, Sep 4, 2008 at 4:00 AM, Michael W. Hall [EMAIL
HI Maruti,
Lots was discussed on osg-users about the KdTree implementation in the
OSG when I intergrated the functionality, so have a look through the
osg-users archives in June and July. The quick answer is that
KdTree's hang off Drawables, and when do intersection testing first
coarsed
Hi Korolyov, or Ilia? (it's best to sign your emails so we know what
your first name is)
On Thu, Sep 4, 2008 at 9:26 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
What's the purpose of BorderWidth property in osg::HeightField? I
looking throught code but can't find any deal this it. What is it
Hi Alan and Robert,
Robert Osfield wrote:
The sounds very much like a bug where the pause code is being broken
by changes in the multiplier. Have a look at the
AnimationPathCallback implementation to see if you can spot what might
amiss.
I believe this behaviour is due to the way the
Hi Martin,
Stereo doesn't work for ABSOLTE_RF as the adjustment to the projection
matrix and view matrix required for the left/right eye offsets will be
discarded. Basically HUD's don't work in stereo (there is no such
thing as a stereo orthographic view) - you need to position you image
plane
Hi Filip,
I'm afraid the OSX side is still a bit in flux, do to a range of
reasons - not all under our control. Apple themselves have thrown a
couple of spanners in the works when moving from 10.4.x to 10.5.x,
Xcode have provided not be forward/backwards compatible so the Xcode
projects can't
Hi again, wanted to add that the template xcode OSG Application needs to
be updated. (and changed if you want it to work right now)
Since I tried the CMake route that creates regular .so files and headers in
/usr/local instead of creating mac os frameworks the template need to be
changed by
Thanks for your reply Robert!
I know of the issues of the Mac and understand the situation. That is one of
the reasons I write to this list: To share my experiences and hopefully help
some other people.
In general I find the Mac environment to be great for my productivity so I
prefer to develop
Hi Filip,
On Thu, Sep 4, 2008 at 11:14 AM, Filip Wänström
[EMAIL PROTECTED] wrote:
Since I tried the CMake route that creates regular .so files and headers in
/usr/local instead of creating mac os frameworks the template need to be
changed by removing all the framework linkings. In addition,
Hi J-S
Thanks for you reply.
On Wed, Sep 3, 2008 at 6:26 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Vijay,
I expect the bounding sphere to coincide with actual spherical object,
I haven't looked at the code specifically, but I think this is the
assumption which turns out to be
Filip Wänström schrieb:
1. There is not much documentation (The biggest problem is that a lot of
documentation is contradictory or just to old). So it's trial and error (and
patience).
I am sorry, that the xcode-project didn't work for you -- I am
maintaining it in my spare time.
Thank you Paul for your inputs.
On Wed, Sep 3, 2008 at 11:24 PM, Paul Martz [EMAIL PROTECTED] wrote:
I haven't looked at the code specifically, but I think this
is the assumption which turns out to be false. The Drawables
have bounding boxes, and then the Geodes containing them have
bounding
Hi Robert,
I've just quickly gone through the page you mention and it looks fine.
It does? To me it does not, tho maybe I get the intention of the mentioned
paragraph wrong.
On the page is stated that one should load a column-major-matrix with
glLoadMatrixf(). And then there's this example
Hi Fangqin,
This is case where A picture is worth a thousand words, so could you
post a picture of the scene with the buildings far away to illustrate
the issue. It could be lack mip-mapping or could be a driver bug, it
could just the LOD settings on your database are inappropriate... in
short
Filip Wänström wrote:
Hi there!
I tried out to run the 2.6 source release on my MacBook Pro (Leopard
10.5.4) And run into some issues but it seems that I resolved them in
the process and I want to share my experience in order to help others
in a similar situation.
First:
1. The provided
On 9/4/08, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Filip,
On Thu, Sep 4, 2008 at 11:14 AM, Filip Wänström
[EMAIL PROTECTED] wrote:
Since I tried the CMake route that creates regular .so files and headers
in
/usr/local instead of creating mac os frameworks the template need to be
changed
Stephan,
I'm absolutely not in to here to point fingers etc. I just wanted to share
my experience when trying to build on the Mac for the first time in a long
long time (last time I tried all mac was X11 and the osg version was 0.9 or
so). I'm not interested so much in explanations (even though
Filip Wänström wrote:
Hi again, wanted to add that the template xcode OSG Application
needs to be updated. (and changed if you want it to work right now)
Since I tried the CMake route that creates regular .so files and
headers in /usr/local instead of creating mac os frameworks the
template
Hello Vijay,
Also after calling getBound, Drawable objects returning a BoundingBox
(instead of BoundingSphere) object is just a design decision, right?
Is there anything that prevents us in having a BoundingSphere for
Drawable objects?
The bounding volumes OSG maintains in every Node and
Great, then I know that I have a working path and in the future it gets even
better. :)
Since I haven't used OSG for a few years (1.2 was the last thing I tried in
2006 I think) I have some catching up to do. And at that time I had to use
Windows. This time around I hope I can use a Mac instead.
On 4 Sep 2008, at 14:34, Eric Sokolowsky wrote:
Yes, for now, the cmake project does not create OSG frameworks.
We're working on this. Creating dylibs works fine. These dylibs can
be installed on a developer's system or embedded into an
application. Since most of the example programs
Thanks, Robert
Ilia
В Чтв, 04/09/2008 в 10:33 +0100, Robert Osfield пишет:
Hi Korolyov, or Ilia? (it's best to sign your emails so we know what
your first name is)
On Thu, Sep 4, 2008 at 9:26 AM, Korolyov Ilia [EMAIL PROTECTED] wrote:
What's the purpose of BorderWidth property in
hi all,
Now I have two files, earth.osga and city.ive .
The first file use GEOGCS WGS 84 CoordinateSystem and the second file use
PROJCS UTM Zone CoordinateSystem ,I add them both into the scene.But i only
can see the scene of the first file,that is the earth.No matter how i
HI Forest,
You make no mention of how you position the city model into the whole
earth model. The way I'd tackle this would be to compute the
transform from your projection coordinates to ECEF using a
MatrixTransform, this would retain the cities local origin for good
precision. If the city
Hi All,
I have 30 textures for
*causticshttp://www.dualheights.se/caustics/CausticsAnim1.avi
*. I want to make a underwater effect so have to alpha blend texture to
terrain surface which was created with VirtualPlanetBuilder.
My question is, how should I animate these textures on the terrain?
On Thu, 2008-09-04 at 10:22 +0100, Robert Osfield wrote:
On Wed, Sep 3, 2008 at 7:27 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
In your defense, however, I'm not able to actually get any test code for
Extensions working at all. Some of the examples create Extensions
objects
Hi Forest,
The CoordinateSystemNode only communicates the CS of the underlying scene
graph. Nothing in OSG actually reprojects the coordinates. You need to use
something like GDAL/OGR to do that. (see:
http://www.gdal.org/ogr/osr_tutorial.html)
You will need to either a) rebuild your city file
Hi Umit,
I'd use a Texture3D to animate through the images (see osgtexture3D
for an example), or if you don't need blending ImageSequence would
work on a Texture2D (see osgimagesequence for an example).
Texture2DArray is also possible, but it's only supported on latest
hardwares/drivers.
Robert.
HI Matthias,
On Thu, Sep 4, 2008 at 12:36 PM, Matthias Bindernagel
[EMAIL PROTECTED] wrote:
On the page is stated that one should load a column-major-matrix with
glLoadMatrixf(). And then there's this example given:
| cosA -sinA 00 |
| sinA cosA 00 |
| 0010
Hi Marmut,
Comments interspersed below.
On Tue, Sep 2, 2008 at 10:44 PM, Hartmut Seichter
[EMAIL PROTECTED] wrote:
- documentation, there are numerous additions recently and in the past like
osgWidgets or osgManipulators which are very interesting but not as
interesting to reverse document
Hi,
Here a patch to add a packet in client side (pokerexplain.py). This
packet translate the player bet and player amount into chips stack unit.
Like bet2pot, or player2bet packet. So now each poker_player_chips sent
to the client is accompagned with a poker_client_player_chips.
The patch add
oops sorry bad mailing list
Cedric Pinson wrote:
Hi,
Here a patch to add a packet in client side (pokerexplain.py). This
packet translate the player bet and player amount into chips stack
unit. Like bet2pot, or player2bet packet. So now each
poker_player_chips sent to the client is
Thanks for pointing out , i looked into the discussion and i think the
current setupd with kd-trees wont help me with my idea. Can anyone point me
to some tool/project which creates just the kd-tree ( near to optimal )
given a 3d scene . Any help would be appreciated.
Thanks
Maruti Borker
IIIT
I'm getting a segmentation fault when running the osgmultiplerendertargets
example using OSG 2.6 under Linux.The call stack says its in
RenderStage::runCameraSetUp. My OSG isn't currently compiled debug. Am I doing
something wrong? Do I need command line arguments?
Paul P
Hi Ulrich and Robert,
I agree with you Ulrich. I have been looking at the getAnimationTime
method which uses an absolute time calculation instead of a relative
delta time approach. I am working on adding a _prevTime instance
variable to the operator() method to save the _latestTime from the
Robert Osfield wrote:
Hi Hannes,
On Fri, Aug 29, 2008 at 8:27 PM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
someone from the project came up with this question:
the project being?? Your own project?
http://sourceforge.net/projects/csp
http://csp.sourceforge.net/
The Combat Simulator
Hi all,
While compiling my application with OSG2.6 I am getting following
linking error *undefined reference to
`OpenThreads::Atomic::operator--()*. The same application is linked
properly with OSG2.4. Since i am not using Atomic operation in my
application, i am not able to find the
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
Dear all:
To play AVI from within OSG, I wrote a simple app. that plays (or should
play) AVI files in OSG. The app. proceeds frame by frame displaying the
AVI contents on a quad inside OSG.
My problem is that only the first frame is generated and shown on the
quad. As soon as the app. steps
Hi,
I also had strange experience on Mac OS X (10.5) MacBook Pro
when I ran an OSG application (specificially osgShadow), my MBP
rebooted. I just suspect Video card of my MBP (ATI Radeon).
Anyone who has similar experience with me or can explain why?
Cheers,
Dongpyo
On 9/4/08, James Turner
Hello, I'm trying to use osgviewer to display some models created in
Blender, and use animated textures (MPEG4 movies or even animated GIFs) on
those models.
I've read through the archives and found mention of replacing the texture
file name in the .osg file with the name of the movie that's
Hi Janusz,
Janusz wrote:
To play AVI from within OSG, I wrote a simple app. that plays (or should
play) AVI files in OSG. The app. proceeds frame by frame displaying the
AVI contents on a quad inside OSG.
My problem is that only the first frame is generated and shown on the
quad. As soon as
Hello all:
I want to create some char fireworks such as osgCool.osg.Who could tell
me how to do or have any examples?
Any help shall be appreciated.
Best wishes.
2008-09-05
xuyuanzhen1
___
osg-users mailing list
Hi Robert /List
Would an option to use a shapefile containing ie. water bodies or borders to
set the transparency of a terrain layer be feaseble?
For my application it would be nice to use border vector data to eleminate
data from one dataset and blend into another.
It should also be relatively
54 matches
Mail list logo