Hi,
I will try later with the latest svn.
I have an older version (8504) and your posted command line for
stereomatch works on Linux here:
The top right is white, but the top left shows the disparity image.
osgmultiplerendertargets without params should display a light yellow
square.
I
They seem unreachable a.t.m
Paul
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Hi,
I can also confirm svn via https seems down.
jp
Paul Melis wrote:
They seem unreachable a.t.m
Paul
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Hi Robert,
I managed to solve the problem, thanks a lot for pointing me in the right
direction!
I am using OSG version 2.6, and did see that in the destructor of the
CompositeViewer, there is a call to GraphicsContext::close() which flushes
the objects... But, as you said, I was removing some
and seems up now...
J.P. Delport wrote:
Hi,
I can also confirm svn via https seems down.
jp
Paul Melis wrote:
They seem unreachable a.t.m
Paul
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HI J.P,
Would you be willing for this example to be merged with the OSG as a
standard example?
Cheers,
Robert.
On Mon, Sep 29, 2008 at 7:56 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Hi,
the attached example shows a simple way to do this.
Also search the list for osgPPU.
jp
Lilinx
Hi Robert,
yes, that was the intention when I first made it. I have just not taken
time to clean it up and name it properly.
It is basically the game of life implemented in GPU with ping-pong
textures. It also illustrates only one possible ping-pong method (with
multiple cameras below
Hi,
just recompiled latest svn (8953) and stereomatch and
multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).
sorry I can't help on Windows. Anyone else?
jp
J.P. Delport wrote:
Hi,
I will try later with the latest svn.
I have an older version (8504) and your posted command line
Hi all,
I am currently facing a strange problem with the database pager :
- On an Intel QuadCore CPU with 2 NVidia GPUs (8800 GT), after some time
(several hours), the pager stops to load new nodes. The file request list
size continues to grow but no new nodes are added to the graph. And finally
I'm attempting to turn off the cursor using
osgViewer::Viewer::Windows windows;
_viewer-getWindows(windows);
for (osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr !=
windows.end();
Hi
I make a little UP because I go now a strange problem :
My Cullcallback seem to engender some other problems in my application. When
I put it, the application can crash or freeze, pretending sometimes not
enough memory (false, I've checked) or some other error messages with no
relation with
Hello:
As recommended in this forum, I installed both osg and vpb from svn
and I was able to reproduce the example with the Punget terrain.
Now I want to try it with planets, starting with the moon.
I started trying with these parameters --geocentric --spherical
--radius-equator 1735000 but I
Hi Vincent,
There isn't really any much of clue about what might be wrong from
your email, so you are probably going to have rely on your own skills
to track down what you've done wrong. The only hint I got from you
email was mention of a out of memory, which could suggest many things
including
Hi Alejandro,
The GDAL error that is produced suggests that you are trying to apply
a transform to the data when the data doesn't have an geocentric
infomation associated with it - which boils down to it can't transform
data when it doesn't know what coordinate system it's starting off in.
You
Hi all,
I admit I don't know what causes osgdem --terrain to take so little time
to generate the same terrain that would take hours without that option.
I suspect that's part of the answer to my question. But I'd like to know
a few of the details if possible.
I was wondering why, when I
Hi J-S,
The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.
At runtime there will typically many more triangles being rendered
with an --terrain
Ok,
So I've some question for you :
It is usefull to put a traverse() call in a cullcallback ? are there some
actions we can not put in a cullcallback ?
thanks,
Regards
Vincent
2008/9/29 Robert Osfield [EMAIL PROTECTED]
Hi Vincent,
There isn't really any much of clue about what might be
J.P. Delport wrote on Monday, September 29, 2008 4:17 AM:
Hi,
just recompiled latest svn (8953) and stereomatch and
multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).
sorry I can't help on Windows. Anyone else?
Thanks for checking. I'll try the latest NVidia driver release.
Hi,
While playing with the example osgtexture1d, I wasn't able to see the
changes from object linear to eye linear mode. I've run the example both on
linux and windows with latest svn version. I would have expected to see
bands of colours linked to the object in OBJECT_LINEAR and eye linked bands
Hi Robert,
The main speed up with using --terrain in the osgdem/vpbmaster build
is that the tile geometry doesn't need to simplified - it can just be
aquired from the source DEM's as grids and then output as grids.
[...]
The key thing to remember with --terrain databases is that since the
Hi all,
This is probably just a sign of my inexperience in using gdal and
GeoTiffs... I'm getting this error message when trying to convert a
GeoTiff to UTM (in meters):
gdalwarp -t_srs +proj=utm +zone=32 +datum=WGS84
oups .. forgotten
OSG svn rev 8956
David Callu
2008/9/29 David Callu [EMAIL PROTECTED]
Hi Mathieu
Same thing for me.
Fedora 8, kernel 2.6.26
gcc 4.1.3
driver NVidia 173.14.12
David Callu
2008/9/29 Mathieu MARACHE [EMAIL PROTECTED]
Hi,
While playing with the example
J-S, from the looks of the coords, your original file may have already been
in UTM to begin with. When you ran gdal_translate -a_srs WGS84 file.tif
file.wgs84.tif you assigned a WGS84 projection to what appears to be a UTM
tif file. Can you double-check this?
Glenn
On Mon, Sep 29, 2008 at 11:34
Hi Glenn,
J-S, from the looks of the coords, your original file may have already
been in UTM to begin with. When you ran gdal_translate -a_srs WGS84
file.tif file.wgs84.tif you assigned a WGS84 projection to what appears
to be a UTM tif file. Can you double-check this?
Hm, interesting, all
Thrall, Bryan wrote on Monday, September 29, 2008 10:06 AM:
J.P. Delport wrote on Monday, September 29, 2008 4:17 AM:
Hi,
just recompiled latest svn (8953) and stereomatch and
multiplerendertargets work OK. Linux NVidia 7400 Go (177.67).
sorry I can't help on Windows. Anyone else?
also see http://mew.cx/osg_glsl_july2005.pdf
cheers
-- mew
On Fri, Sep 19, 2008 at 3:22 AM, Filip R. Andersson
[EMAIL PROTECTED] wrote:
Hi all,
I would like to add shading effects to my application, which uses OSG, but
have never programmed GLSL or Cg before. Can anyone please guide me to
Hi Vincent,
You have to call traverse() in your callback, as node callbacks are in
effect traversal callbacks, if you don't include the traversal of the
subgraph nothing will happen, just make sure you don't traverse the
parent otherwise you'll end up with an infinite loop.
Robert.
On Mon, Sep
Hi J-S,
You need to decide what you want to do, but personally I'd recommend
using --terrain and then in your app decide how much detail you want,
you can make this user definable, provide reasonable defaults for
different classes of hardware 0 they key is it's under your control
and even after
Hi Mathieu,
EYE_LINEAR is only relative to the eye when you use a identiy modelview matrix.
Robert.
On Mon, Sep 29, 2008 at 4:06 PM, Mathieu MARACHE
[EMAIL PROTECTED] wrote:
Hi,
While playing with the example osgtexture1d, I wasn't able to see the
changes from object linear to eye linear
Paul,
Will this release include the FLT Export fix for
PositionAttitudeTransforms AND the FLT ExportOptions texture path
stripping option initialization in the constructor with
ReaderWriterOptions passed in?
Thanks,
John Argentieri
-Original Message-
From: [EMAIL PROTECTED]
J-S, if you know it is UTM 32N, you can assign that CS with something like
gdal_translate -a_srs +proj=utm +zone=32 +datum=WGS84 +units=m file.tif
file.utm32.tif
HTH. Glenn
On Mon, Sep 29, 2008 at 12:06 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Glenn,
J-S, from the looks of the
Paul,
Will this release include the FLT Export fix for
PositionAttitudeTransforms AND the FLT ExportOptions texture
path stripping option initialization in the constructor with
ReaderWriterOptions passed in?
Yes, both of those are included.
The other FLT fix we discussed (the
Hi Glenn,
J-S, if you know it is UTM 32N, you can assign that CS with something like
gdal_translate -a_srs +proj=utm +zone=32 +datum=WGS84 +units=m
file.tif file.utm32.tif
OK, thanks for the tip. Slowly learning these tools and file formats...
J-S
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Thanks! to Paul and the rest of the OSG devs for maintaining OSG as a
great package.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Monday, September 29, 2008 1:49 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] 2.6.1 RC1 tag
Hi all, Hi Wojtek,
I've been working on deploying the new LiSPSM in our simulators. While
fixing a totally unrelated problem today (when viewing from inside the
cockpit, the cockpit geometry was being clipped), I added some
parameters to control the nearFarRatio on a camera.
I have no idea
Hi J-S,
I guess its related to my computation of clamped projection matrix. I need
to compute this matrix myself as its not yet computed when I cull shadows.
It is computed at the end of whole traversal. I copied clamping code from
osgSim::OverlayNode. I guess that for this computation I may
Hi Adrian,
I will check it. Hopefully tomorrow (tuesday) Maybe I will be able to find
what is wrong.
Cheers,
Wojtek
[Wojciech Lewandowski] -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli
OpenSceneGraph (3D)
Sent: Saturday, September 27, 2008
Hi Art,
It works fine to switch between multiple processor, with or without
osg::Switch. It was my error too many threads in my application :D
Thanks
Alex
Hi Alexandre,
I have never tried to alternate osgppu's processors dynamicly while
rendering. I am not sure if it is a good idea at
I'm a little confused about the difference between AdapterWidget and QOSGWidget.
As far as I can see AdapterWidget derives from QGLwidget and so should
be a drop in replacement in any opengl sample.
But QOSGWidget is a QWidget and so can be used directly in a mainwindow.
Are there any other
Hi Martin,
AdapterWidget using GraphicsWindowEmbedded to enable osgViewer to
reuse an already create OpenGL context, this route is easy to
implement, but and it's a big but, it doesn't integrate any of the
high level context management that multi-threading or switching
between contexts requires -
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