Hi,
I just did some debugging of the resize events:
KeyDown 102
Resized 1920 1174
Resized 800 600
KeyDown 102
Resized 808 634
Resized 800 600
Resized 1920 1200
KeyDown 102
Resized 1920 1174
Resized 800 600
KeyDown 102
Resized 808 634
Resized 800 600
Resized 1920
Hi Andreas,
We have managed to compile a functional version for Maya 8.5, though we
have not tried for version 7. We have also fixed up the multexturing
export and are gradually adding some functionality as we need it.
I have found this plug in not overly reliable for exporting large
Hi Paul
Thanks for help, it was in the material data !
For the people who wants to change color or 3DS exported models, just get
your node and get the geometry's material to change it.
Regards,
Vincent.
2008/10/3 Paul Speed [EMAIL PROTECTED]
I'm by no means an expert in this area but you
On Sat, Oct 4, 2008 at 9:40 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Thanks,
I will try to fix these. As soon as possible.
Wojtek's fixes are now checked in ;-)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi James,
The osg::PositionAttitudeTransform has a PivotPoint member that
defaults to 0,0,0 (in the local coords of the subgraph) which you can
set to anywhere on your object. The subgraph is then scaled/rotated
about this PivotPoint before being placed as is final Position. See
Hi Justin,
The Help and StatsHandlers will just be grabbing the first window and
applying themselves to this. To support individual placement we'll
need to add extra controls to these Handlers. You are welcome to dive
in a make the required modifications, and post the results of course
:-)
Hi Stephan,
Thankfully it's back online once more. I wonder if the machine is
being upgrade or perhaps suffering from hardware failure or attacks.
Perhaps Jose will know a little more.
Robert.
On Sun, Oct 5, 2008 at 2:01 PM, Stephan Huber [EMAIL PROTECTED] wrote:
Hi all,
OpenSceneGraph.org
Adrian,
I am afraid I don't understand what you want to do. Could you provide bit more
explicit explanation ? At higher level of abstraction using LispSM with PSSM
should be possible but I am not that familiar with PSSM implementations to
judge whether it is easy or difficult task to merge two
Kim C Bale wrote:
Ive just started to make the move to OSG2.6
from 2.4
and Im having issues compiling the collada plugin.
Am I right to understand that OSG2.6 uses DOM
2.1?
Ive downloaded and compiled the new version of
the
collada DOM and added the relevant paths
Hi Robert,
We've been having network issues for a long time, but thankfully it
is not a flaw on our server is a whole-campus issue. It is very common
to lose network with all the building work, power cut off, and so on.
Sorry for that but I can barely do nothing about it :P
Cheers,
Jose L.
Ok, I will try to exclude some bricks when I am in a tunnel for testing, thank
you Robert.
-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Robert Osfield
Envoyé : lundi 6 octobre 2008 12:08
À : OpenSceneGraph Users
Objet : Re: [osg-users]
Yes you the later dom
__
Gordon Tomlinson
mailto:[EMAIL PROTECTED] [EMAIL PROTECTED]
IM: mailto:[EMAIL PROTECTED] [EMAIL PROTECTED]
http://www.vis-sim.com/ www.vis-sim.com
http://www.gordontomlinson.com/ www.gordontomlinson.com
Robert Osfield wrote:
On Mon, Oct 6, 2008 at 12:22 PM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
The mode is flipping between both sizes correctly , however the resize
event itself reports some kind of in between configurations.
What do you mean by reporting? Nothing is printed out
Hi, Doug,
just the trunk version from here:
svn co http://svn.tevs.eu/osgPPU/trunk osgPPU
Cheers,
art
--- Doug McCorkle [EMAIL PROTECTED] schrieb am Mo, 6.10.2008:
Von: Doug McCorkle [EMAIL PROTECTED]
Betreff: Re: [osg-users] osgPPU new version to tag
An: OpenSceneGraph Users
Hi Richard,
I've just tried osviewer cow.osg, then pressing 'f' in sequence and it
stays the same size. I'm working with KDE.
Perhaps others can do this test and provide some feedback so we can
see if there is pattern to the behaviour.
Robert.
On Mon, Oct 6, 2008 at 7:22 AM, Schmidt, Richard
Robert,
The Help and StatsHandlers will just be grabbing the first window and
applying themselves to this. To support individual placement we'll
need to add extra controls to these Handlers. You are welcome to dive
in a make the required modifications, and post the results of course
Thanks
Robert Osfield wrote:
On Sat, Oct 4, 2008 at 9:40 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Thanks,
I will try to fix these. As soon as possible.
Wojtek's fixes are now checked in ;-)
___
osg-users mailing list
On Mon, Oct 6, 2008 at 9:39 AM, Robert Osfield [EMAIL PROTECTED] wrote:
I've just tried osviewer cow.osg, then pressing 'f' in sequence and it
stays the same size.
Sorry, I didn't make things clear. I meant to say it does toggle
fullscreen down into a small window size, but the toggling down
Hi Wojtek,
the idea of PSSM is to split the view frustum into n-parts. then for each of
such sub volume (frustum) we have to render one shadow map and apply the
shadow for such a volume. or in other words, we like to get one texture
(shadow map) for one sub-frustum starting at near (plane : split
Hi.
i think that the svn is not working. When i try to checkout (svn co
http://svn.tevs.eu/osgPPU/trunk osgPPU) i get the following response
vn: PROPFIND request failed on '/osgPPU/trunk'
svn: PROPFIND of '/osgPPU/trunk': 400 Bad request: request method denied (
http://svn.tevs.eu)
Thanks
Thanks, Robert
Roger, I have modified the code so that it explicitly uses Matrixd in
problermatic cases. So in practice there are no compilation errors, but shadows
are still computed using doubles. I would not risk using float Matrices
internally because I saw how vulnerable was
Hi all
The osgShadow lib becomes a really nice shadow toolkit, thanks all to work
out on different shadow technics. As we all understand is that the PSSM
would be one of the most
robust shadowing technic for large terrain, now we should be able to merge
the lispsm with the pssm idea:
would it be
Robert,
Could you please switch to using a CompositeViewer with multiple
Views, rather than multiple Viewers, as you usage model is intended to
be supported by CompositeViewer, you are much more likely to find
success/stability when using the OSG in the way it's intended.
I took your advice
Hi Matthieu,
Switching the effect off under terrain is not straight forward as the
effect is achieved by creating a repeating regular grid of bricks of
particles. Each brick is actually just a single geometry that the
shader uses coord data to position in its final place. This technique
I've just started to make the move to OSG2.6 from 2.4 and I'm having
issues compiling the collada plugin.
Am I right to understand that OSG2.6 uses DOM 2.1?
I've downloaded and compiled the new version of the collada DOM and
added the relevant paths to CMake (seen below) but I still get
Wojciech,
I have been using float matrices for entirely historical reasons. It is
probably time that I moved with the times and used doubles! By the way
it looks like Roberts merge has missed some of your changes as I still
get errors. I have posted on osg-submissions about this.
Roger
* Robert Osfield -- Wednesday 01 October 2008:
Is there are particular combination of usage that reveals
the bug?
No. Just happened sometimes during FlightGear startup. I haven't
seen it now since a few days. I hadn't invested much time in
finding the cause, as I was busy with other stuff, and
Hi all,
I just noticed something that made me laugh. It seems like the
osgUtil::Optimizer is very effective in combining similar statesets...
If you start the osgmanipulator example with no arguments, it creates a
default scene with a bunch of objects with manipulators on them. If you
then
Hi J-S,
This bug suggests that either the osg::Material's are updated
dynamically and the osg::Material aren't set to be DYNAMIC, or that
the relevant part of the osgUtil::Optimizer is not recognizing these
Material's as being independent.
As a separate issue running osgmanipulator with no
Hi osg-users,
I would have know if it was possible to avoid to write some node in a scene
when calling osgDB::writeNodeFile on the current scene.
Let's assume I got a group of nodes and I wand to save this group on disk
without saving some chosen nodes from the group. But I don't want to modify
Hi,
When writing out .ive files, textures are inlined by default. If a model
references another model via a proxy node and the other model is written
out as an .ive file then it's texture is inlined. Is that inlined
texture loaded into memory multiple times if the model is referenced
Hi all,
I wanted to see what the graph for a file looked like, and I remembered
the osgdot tool that Paul Melis had made. I got it off Mike's osgtoy
SVN, and I quickly did a few modifications which I'd like to
recontribute. Mike, would you care to integrate my changes?
* Uses second command
Roger,
Tanks for testing. I am at my company where we use older release. So I will be
able to test when back home.
Wojtek
- Original Message -
From: Roger James
To: OpenSceneGraph Users
Sent: Monday, October 06, 2008 2:54 PM
Subject: Re: [osg-users] Compile errors in SVN
Hi Robert,
This bug suggests that either the osg::Material's are updated
dynamically and the osg::Material aren't set to be DYNAMIC, or that
the relevant part of the osgUtil::Optimizer is not recognizing these
Material's as being independent.
I'll try flagging the materials as DYNAMIC.
As a
Hi Adrian,
I bet you based your current PSSM on osgShadow::ShadowMap code.
osgShadow::StandardShadowMap is functional equivalent of osgShadow::ShadowMap.
Its associated osgShadow::StandardShadowMap::ViewData object cull method
performs similar steps to osgShadow::ShadowMap::cull. The
Jean-Sébastien Guay wrote on Monday, October 06, 2008 9:37 AM:
Hi all,
I wanted to see what the graph for a file looked like, and I remembered
the osgdot tool that Paul Melis had made. I got it off Mike's osgtoy
SVN, and I quickly did a few modifications which I'd like to
recontribute.
Hi,
I wonder if observer_ptrs are threadsafe? Especially when going from
observer_ptr to ref_ptr like done multiple times in the database pager.
Richard
Richard Schmidt
System Designer
EADS Deutschland GmbH
Organisationseinheit (SDGE1)
EADS Deutschland GmbH
Registered Office:
Will give it a new try.
Thanks
/Andreas
2008/10/6 Jon Newell [EMAIL PROTECTED]
Hi Andreas,
We have managed to compile a functional version for Maya 8.5, though we
have not tried for version 7. We have also fixed up the multexturing
export and are gradually adding some functionality as
Hi Bryan,
Another improvement I'd be interested in seeing applied is:
http://sourceforge.net/tracker/index.php?func=detailaid=1866010group_id=139833atid=744686
Yes, I saw that, I just wanted to keep the modifications small w.r.t.
Mike's version of osgdot.cpp in the osgtoy SVN. But I agree,
Hi Robert,
I'll try flagging the materials as DYNAMIC.
Well, flagging the osgManipulator::Dragger's stateSet as DYNAMIC did the
trick. Will send the fixed file to osg-submissions.
As for you not seeing anything when you start osgmanipulator without any
arguments, I have no idea what's
Hi Robert,
Well, flagging the osgManipulator::Dragger's stateSet as DYNAMIC did the
trick. Will send the fixed file to osg-submissions.
As promised on osg-users. The modification is in the base class so it
applies to all draggers.
J-S
--
Oops, sorry folks, wrong list.
Jean-Sébastien Guay wrote:
Hi Robert,
Well, flagging the osgManipulator::Dragger's stateSet as DYNAMIC did
the trick. Will send the fixed file to osg-submissions.
As promised on osg-users. The modification is in the base class so it
applies to all draggers.
Dear all osg users,
I meassure the distance of a ray (linesegment) from a given point (start
point of the ray) to the first intersection of this ray with any object
in the scene. Now I need more than one ray (up to 4000 rays) to simulate
a sensor. I have read that it could be done with a
I have a few questions about the way OSG handles depth maps, and how the
range of depth values relates to the near and far calculation done by OSG.
Firstly, just to confirm my understanding. I have assumed that the purpose
of OSG calculating nearfar values is so that depth map values will range
Hi Richard,
Could you be specific about what parts you are concerned about.
Waving an arm roughly about in some vague direction doesn't really
help anyone.
Robert.
On Mon, Oct 6, 2008 at 4:13 PM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
Hi,
I wonder if observer_ptrs are threadsafe?
Hi Roland,
You'll need to be a be more specific about the nature of your problem,
as this make a huge difference about what solutions you could possibly
pursue. For instance if you don't need any results on the CPU and you
want the results to be screen space then using shaders is a very good
way
Hi all,
* Fixed the casting pointer to unsigned int issue by using uintptr_t.
Hopefully this is supported by all compilers and works on 64 bit
machines, I don't have one to test on...
I had overlooked a few places where this was used. Now fixed.
J-S
--
Jean-Sébastien Guay wrote on Monday, October 06, 2008 10:19 AM:
Hi Bryan,
Another improvement I'd be interested in seeing applied is:
http://sourceforge.net/tracker/index.php?func=detailaid=1866010group_id=139833atid=744686
Yes, I saw that, I just wanted to keep the modifications small
Hi Bryan,
I just didn't want my patch to be forgotten, and thought this was a good
opportunity to bring it up :)
Don't worry, I often have trouble with my memory so I'm a big fan of
searching the archives, and I spotted your messages on that thread. It's
on my todo list :-)
J-S
--
Hey folks! Wanted to solicit some advice, if that's cool. :)
If you take a look at the osgPango site and browse to the bottom, there
is a video demonstrating usage with osgPango (a font/text library I'm
working on before diving back into osgWidget) and AnimTK (an animation
library by Cedric
A while ago I asked the list why the StateVisitor::Optimizer was not working
and why I had very poor optimizing results.
I was prompted by more experienced user to investigate the source myself
This is what I did and I found a few tricks which will make the optimizer work
very well.
This
On Mon, 2008-10-06 at 08:49 -0400, Jeremy Moles wrote:
Hey folks! Wanted to solicit some advice, if that's cool. :)
If you take a look at the osgPango site and browse to the bottom, there
is a video demonstrating usage with osgPango (a font/text library I'm
working on before diving back into
Dear OSG-Gurus,
I appreciate a lot the skills that offered me the graphics support wihth
OSG for the free flightgear flightsim I love so much. Thank you for your
excellent work!
But for months I always get the warning message after an approx. 15 min
flight in Console (DOS-Box, WIN(XP)).
Hi Ulrich,
Warning:: Picked up error in TriangleIntersect
(-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068
0.886959 -0.0813922)
(1.#QNAN, 1.#QNAN, 1.#QNAN)
Warning:: Picked up error in TriangleIntersect
(-1.79068 0.886959 -0.0813922, -1.78078 0.471588 -0.0661082, -1.78498
Hi
When i run my project exe int vs2005,that's ok, But when i run outer
it's not
correct! I function is render a scale a graphics boudary_width and
graphics ..
osg::Group * createGraph(osg::Vec3Array* points,osg::Vec4Array*
graph_color,osg::Vec4Array* boudary_color,int
Hi everyone,
I want to change a scalefactor in a vertex program dynamically.
The scalefactor is changed by the user via an InputHandler.
float scaleFactor= 1.0;
ShaderInputHandler* input= new ShaderInputHandler(scaleFactor);
//add handler to view ..
geometryStateSet-addUniform(new
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