Hi Patrick,
In addition, you can try to look at .osg generated by code of your own
(osgDB::writeNodeFile()).
You also may try to create a model using a modeler (say Blender) and export it
into a .osg, or use osgconv to convert an existing model to .osg, that would
give you more examples.
I think it's right in the middle of moving from Xcode based projects to
cmake build system, which currently generates dylibs instead of frameworks
(I may not be up to date, checked a couple of weeks ago, moving target).
Once you get a successful build in cmake, with proper build flags, you
Hello,
Although I've thrown together a few small client/server programs, I haven't
really developed a large-scale project involving networking. My current
project is an MMO/FPS hybrid with a fast movement system similar to Quake 3,
Warsow, HL2:CTF, etc. Bullet Physics have already been
Hi Dusten,
Well I won't really help, but I just want to say that I'm working on a
OSG+ODE+TNL integration and I'm interested in the same fileds. I already began
the integration but that's in an early state.
What kind of networking lib are you using? Some (like TNL, Raknet, and more)
have been
I'm trying to set the projection matrix by the camera,
just before calling a camera-frame.
But, as soon as frame returns, the projection matrix
is changed in the left and right clipping planes.
Since the redraw is called as a consequence of a resize event,
and the viewport is updated consequently,
Hello Jean-Sébastien,
it no big deal for me, coding around OpenSceneGraph is my hobby ...
... to keep a bit on track and good for my brain.
A made some other code to select geometry objects within a box.
The scenario is that I place 1.000 cows.osg (transform + scale) in a world cube
of
Hi Gianluca,
By default the OSG automatically updates the projection matrix when
window is resized, but you can disable this using the Camera method:
enum ProjectionResizePolicy
{
FIXED, /** Keep the projection matrix fixed, despite
window resizes.*/
I forgot to say that I'm still using Producer::Camera
(I would like to update to OSG 2.x, but I cannot do it soon),
and I couldn't find such a function.
Is there something similar that I can try?
Thanks a lot.
Gianluca
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hello,
I'm having some trouble trying to set some slave cameras, acting as HUDs. I
have written a small program showing how I'm setting the graph. When running
with 2.4.0, none of the slave views are shown. When compiling against SVN,
the two are shown, but a crash happens when pressing 's'
Solution suggestion: StateSetSwitchNode
Motivation: - I need to render with different shader-programs and
state-sets, on the same geometry, during one tick.- Example of when I need
this is explained in the EXAMPLE section below.
I hope from this e-mail to get feedback:- Is this
Yes, the crash a known issue.
As a quick workaround we might add switching to a singlethreaded
threadingmodel automatically in the StatsHandler when activating the
scene statistics.
--
Roland
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Ach, I've had a couple hectic days and forgot to answer until now. Thank
you (and Robert both), that was it and I overlooked it. I've managed to
replicate this behaviour converting from sketchup to osg file formats
through obj and collada, so I guess the problem might be on either end.
I'll
Hi J-S,
I've just upgraded OSG on two Linux machines to latest svn and I can
still reproduce the hang with your example. I need to add around 8-12
new windows.
The one machine is a dual-core laptop with GeForce Go 7400. The other is
a quad-core desktop with a GTX280. Both are running Debian
Viggo,
I guess I must be missing something, because I'm not sure why you can't just
use a combination of a switch node with several children, each of which is
parent to the (same) scenegraph. Then each child can have its own shaders
and state, which the switch selects between.
If you are trying
Hi Viggo,
One thing I have considered in the path is to have an osg::Layer node
which is a group that has a StateSet per child, this does sound kinda
similar to what you are after. You can implement this without any
custom nodes just be arranging Group/Switch and StateSet's as required
- its
Alberto,
When compiling against SVN,
the two are shown, but a crash happens when pressing 's' several times
I think (someone correct me if I'm wrong) that this is a known issue, and
something to do with the thread safety of the stats handler, and/or NVIDIA
drivers.
If the former is still the
There are good articles @ valvesoftware about this:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
http://developer.valvesoftware.com/wiki/Lag_Compensation
--
The truth is out there. Usually in header files.
___
osg-users
HI Alberto,
You would be best to put the viewer.realize() till after all the camera setup.
Robert.
On Wed, Nov 19, 2008 at 12:33 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
Hello,
I'm having some trouble trying to set some slave cameras, acting as HUDs. I
have written a small program
On Wed, 2008-11-19 at 10:55 +, Simon Hammett wrote:
There are good articles @ valvesoftware about this:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
http://developer.valvesoftware.com/wiki/Lag_Compensation
I love Valve. Both of these articles are great. :)
Hi Serge,
Currently using FFmpeg to play movies is not complicated, just take a
look at the others custom ImageStreams and apply it with FFmpeg
functions.
Care to elaborate?
Regards,
Chris
--
Centre for Advanced Software Technology Limited is a limited company registered
in England and
Well, at least this crash was triggered by the new StatsHandler not standing
with a null SceneData pointer. When applying some scene, the crash
disappears.
Regards,
Alberto
El Miércoles 19 Noviembre 2008ES 14:33:46 Smeenk, R.J.M. (Roland) escribió:
Yes, the crash a known issue.
As a quick
Hi all,
I am trying to create a textured object made of several geometries using
different textures but the same vertex array, and I failed to apply textures.
Here is what I do : the object is an extruded building.
I have the footprint of the building - a polygon made of n cartographic points (
Thanks Simon,
I think you are right. In my application, the member pointers causing the
problem are really 'users' rather than 'owners'.
One of my objectives is to protect myself from my own programming, and so
avoiding raw pointers and moving into a style of programming that is more
like Java
Hi Robert and David,
The Switch node:
==
I looked at the Switch node but came to a conclusion that I should not use it.
Using it would work if I do a cull-callback on it and set the switch position
during cull-traverse. The switch position need to be changed according to which
Maybe somebody on this list can save me from reinventing the wheel...
I'm looking to get a better understanding of performance issues related to
uniforms.
How much overhead is there in having a uniform? If there only a performance
hit if the uniform changes values or every frame. What if I
Hi ,
I am trying to figure out how to integrate osgPPU with a project called MPV (an
opensource CIGI viewer). I have had a look at other osgPPU and RTT examples
but I wonder about one thing. Can I use a osg::CameraNode instead of a
osg::Camera with the osgPPU? Or does it absolutely require a
Hi Paul,
2008/11/19 [EMAIL PROTECTED]
Maybe somebody on this list can save me from reinventing the wheel...
I'm looking to get a better understanding of performance issues related to
uniforms.
How much overhead is there in having a uniform? If there only a
performance hit if the uniform
I have a number of different models in OSG format that all use the same
texture.
What I want to avoid is having duplicate textures loaded onto the
graphics card when I load these separate models. In previous programs I
have achieved this using a Texture Manager that manages all texture
Paul,
From my perspective :
How much overhead is there in having a uniform?
GLSL? Not much.
If there only a performance hit if the uniform changes values or every
frame. What if I change the Uniform in OSG to exactly the same value it
already has, would there be a performance hit?
I
Hi Vincent,
I'm not sure I understand... do you mean your blue sky sphere appears partially
white because of lighting? If yes, try disabling specular components (on both
light and sphere material if needed), this may be that white spot. Or did you
set light colors components 1?
And as far that
--- Patrick Castonguay [EMAIL PROTECTED] schrieb am Mi, 19.11.2008:
Von: Patrick Castonguay [EMAIL PROTECTED]
Betreff: [osg-users] osgPPU
An: osg-users@lists.openscenegraph.org
Datum: Mittwoch, 19. November 2008, 16:14
Hi ,
I am trying to figure out how to integrate osgPPU with a
Hi Kim,
You may just use the osgDB::Registry cache. That's automatic :)
For instance, set the cache by writing:
osgDB::ReaderWriter::Options* rwoptions = new
osgDB::ReaderWriter::Options;
rwoptions-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);
Hi Vincent,
If you don't want lighting to affect your skysphere, you should turn it off.
skysphere-getOrCreateStateSet-setMode( GL_LIGHTING,
osg::StateAttribute::OFF );
To make it transparent, you need to enable a blend function, as well as tell
OSG to put it in the transparent bin so that it
Hi David,
You are right there is much uniform variables can be changed in every frame
but these all Built-in variables. I think this difference can change the
state of your tenet.
I have read OrangeBook and Randi Rost ( GLSL GURU :) ) advices using uniform
variables if you rarely update and in
Hi,
Making a new king of skymap, I have this problem : the light source, closer
to the skymap (sphere with blue material only), make it render white,
because of the lighting...
I want to obtain the same thing without this white area...
I need to manage opacity of this sphere, so Lighting ON
Yes, I have a partially white sphere. I cannot set specular OFF, I need it
for others nodes in the scene. I cannot modify light in fact.
So I need to change skymap parameters.
Yes, set the material of your sky sphere to have no specular component.
If I put lighting OFF, the opacity do not
Splendid. Thank you.
Kim.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sukender
Sent: 19 November 2008 15:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Management
Hi Kim,
You may just use the osgDB::Registry cache. That's automatic :)
sorry, last mail without my text ;( here again:
-
No it is not required to have a camera a or cameranode attached to somewhere in
the osgPPU (if yes, then let me know, I will change it ;)
However it is absolutely required to have a starting Texture, it could be a
Texture2D of your screen
Hi,
Yes, I have a partially white sphere. I cannot set specular OFF, I need it
for others nodes in the scene. I cannot modify light in fact.
So I need to change skymap parameters.
If I put lighting OFF, the opacity do not seems to work...
How can I combine : no ligthing area visible on skymap
Hi,
El Miércoles 19 Noviembre 2008ES 14:08:14 Robert Osfield escribió:
HI Alberto,
You would be best to put the viewer.realize() till after all the camera
setup.
Robert.
Putting viewer.realize() just before viewer.run() makes the slave views not
showing on 2.4 nor SVN. I have to return to
.osg/.ive are not intended to be supported by any software other than
OpenSceneGraph itself, so there is no formal spec per se. If you want to
create a .osg file, the best way to do it is to write code that builds a
scene graph, then call writeNodeFile() to dump it to .osg. You can then
tweak it
Try to assign a signle color and BIND_OVERALL-it to the sphere. Change then the
transparency dynamically, and tell me what happens!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 17:32:52 +0100, Vincent Bourdier [EMAIL PROTECTED] a
Umit,
Sorry to be picky, but:
Firstly, uniform variables are intented to using in rarely changing values,
and attributes is used while needing frequently changing values.
Not quite. Lots of the fixed-function uniforms - which are deprecated
under GL3 - potentially change every frame (
Hi Alberto,
On Wed, Nov 19, 2008 at 2:42 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
Well, at least this crash was triggered by the new StatsHandler not standing
with a null SceneData pointer. When applying some scene, the crash
disappears.
This is clearly a bug. Which version of the OSG are
Hi guys,
Karl Karsten schrieb:
Hello Jean-Sébastien,
it no big deal for me, coding around OpenSceneGraph is my hobby ...
... to keep a bit on track and good for my brain.
A made some other code to select geometry objects within a box.
The scenario is that I place 1.000 cows.osg (transform +
Hi Robert,
El Miércoles 19 Noviembre 2008ES 17:51:44 Robert Osfield escribió:
Hi Alberto,
On Wed, Nov 19, 2008 at 2:42 PM, Alberto Luaces [EMAIL PROTECTED] wrote:
Well, at least this crash was triggered by the new StatsHandler not
standing with a null SceneData pointer. When applying some
Hi,
2008/11/19 Sukender [EMAIL PROTECTED]
Yes, I have a partially white sphere. I cannot set specular OFF, I need
it
for others nodes in the scene. I cannot modify light in fact.
So I need to change skymap parameters.
Yes, set the material of your sky sphere to have no specular
Thanks Paul,
Yes, I found the code in osgPlugins/osg, and don't worry I don't
intend on building a large codebase. This is just a hack for now. My
intention is to use the osgswig Python wrappers to access OSG more
directly. But for now I'm content to fiddle with .osg files in order
to understand
Hi Patrick,
For clarity osg::CameraNode is osg::Camera, it's just the old OSG-1.x
name for the same class. In OSG-2.x osg::Camera takes on more
functionality w.r.t RTT and viewers, but it's still just CameraNode
plus extras.
Robert.
On Wed, Nov 19, 2008 at 3:14 PM, Patrick Castonguay
[EMAIL
Hi JP,
Thanks for testing again. I've had a few other reports for Linux and
Windows, some can repro others can't, so I'm trying to get hardware
details and driver versions to see if it could be dependent of these
factors. Thanks for providing them.
Not sure why Robert can't reproduce the
Hello Karl,
This is very, very fast, 1sec for 1.000 cows.
But some nodes could be outside the selectionBoundingBox, because the box of
the node has an intersection with the SelectionBoundingBox and not the node
itself.
Yes, that's a classic optimization. I haven't looked at the code (that's
Hi Peter,
- Any idea to speed up this procedure?
Combine your two approaches: First check the planes of your
Polytope against the bounding volumes of your nodes.
Do not use intersect but check if the volume is
properly on the inner side of the plane. If this
test passes for all planes you
Hi Robert,
I have just written a CmakeModules/FindXUL.cmake script and converted
the osgbrowser example across to use instead of relying upon
pkg-config. I have also attempted a clean up of the platform specific
parts to the build and the source code so fingers crossed osgbrowser
should be in
No, as I said, material is for lighting only. Loog at OpenGL references.
For instance http://www.falloutsoftware.com/tutorials/gl/gl8.htm . It reads:
In OpenGL, by assigning a material property to an object (defined by RGB color
format), you are theoretically assigning the color which is
Hi J-S,
On Wed, Nov 19, 2008 at 7:00 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
One question, out of curiosity, does the new script use pkg-config if
available? It's convenient on Linux I would think, to fill out a bunch of
settings in one fell swoop...
It works the same on all
Hi,
I think I have made a little bit of progress on my integration of osgPPU with
the MPV IG but I am running into a un-handled exception...
I am still quite a newbie (but eager to learn) with RTT and OSG so excuse my
ignorance...
Some of the problem is, I believe, related to the fact that the
With ref to my previous email I had my description of the scenegraph a little
miss leading. It should look like this;
RttRootNode (not really used other than to keep things organized)
ViewportNode (used to set the different wiew on the world)
RootNode (world containing
Hi Partick,
This screams out for MPV being ported to use osgViewer. It shouldn't
be too difficult to port as osgViewer is far more capable a 3D
windowing support than anything that you can do in SDL. With SDL you
loose threading and support for pbuffers, and support for pbuffers is
something
Hi Guys,
I'm now wrapping my first pass at browser support in the OSG by moving
the LLMozLib/LibXUL implementation in the osgbrowser example off into
a plugin. The work moving the code was pretty straight forward as
I've always had this change in mind, but now I've moved on to
debugging the
Hi Patrick
So if understand correctly, I could pass a texture (for
each frame) or just have the camera attached to the PPU
processor... Is that correct?
Yes, you could just attach a texture (which is updated somewhere externally)
into the osgPPU and work on it. You will need then something
On Wed, 2008-11-19 at 20:51 +, Robert Osfield wrote:
Hi Guys,
I'm now wrapping my first pass at browser support in the OSG by moving
the LLMozLib/LibXUL implementation in the osgbrowser example off into
a plugin. The work moving the code was pretty straight forward as
I've always had
Hi,
Some of the problem is, I believe, related to the fact that
the MPV uses the osgSDL library, not sure!!! (could it be
possible that osgSDL cannot handle the kind of information
and processing that osgPPU generates?)
osgPPU does only generate some textures and use shaders in between,
Jeremy Moles wrote:
I've always been under the impression that gtk_init() has to be called
first before any fuction that begins with gtk_*, have you tried moving
it as the first call instead of disable_setlocale?
What if you call gtk_init() in the main code before doing anything
that forces
Robert Osfield wrote:
set/export/setenv OSG_NOTIFY_LEVEL=DEBUG
osglauncher
Your right - I forgot about that setting. Even saw some in the code and forgot
what it was that would activate them - Brain blurp I guess.
Also it would be worth just trying the rest of the more conventional
I tried J-S's test on a couple of systems in my office and got it to hang on
several. I'm using OSG 2.6.0 and our drivers are far from bleeding edge (some
are several years old). I think I have coaxed additional nastyness from the
test by typing an 'm' to change the threading model after each
Hello Peter,
Combine your two approaches: First check the planes of your
Polytope against the bounding volumes of your nodes.
Do not use intersect but check if the volume is
properly on the inner side of the plane. If this
test passes for all planes you don't need to generate
all the
On Wed, Nov 19, 2008 at 10:42 PM, Don Leich [EMAIL PROTECTED] wrote:
pthread_cond_wait, FP=7fbfffd5a0
pthread_cond_wait, FP=7fbfffd5b0
OpenThreads::Condition::wait, FP=7fbfffd610
OpenThreads::BlockCount::block, FP=7fbfffd660
Hey Robert
Thanks for the reply. So I've been doing some testing and I'm not sure
exactly how I set this up. Here is some more info on my setup:
xorg.conf:
Section Device
Identifier Device0
Driver nvidia
VendorName NVIDIA Corporation
BoardName GeForce 8600
Hi all,
Really no one for tone mapping ?
Ok, maybe I have to give more informations. So here is how I'm doing
until today (sorry the length of the mail, but there is a lot of
informations ;-). Please, if you're interested by the subject and if
you have any suggestion, give answer !
- I
Hi people,
my call stacks show that all the waiting is going on because one of
the threads is stuck in makeCurrent:
#0 0x7f34b8b7a727 in sched_yield () from /lib/libc.so.6
#1 0x7f34b8385665 in ?? () from /usr/lib/libGLcore.so.1
#2 0x7f34b80a0d8a in ?? () from
I believe you simply have to offset the X and Y locations of your graphic
contexts and leave the screen identifier to 0. The width and height should
be 1024x768 for both contextes.
On Wed, Nov 19, 2008 at 7:09 PM, Michael [EMAIL PROTECTED]wrote:
Hey Robert
Thanks for the reply. So I've been
Hi Csaba,
my call stacks show that all the waiting is going on because one of
the threads is stuck in makeCurrent:
And it isn't a proper deadlock, more like a busy wait (single thread
is running at 100% cpu)
For the record, I am on linux, nvidia driver 177.80.
Yep, seems like that's the same
Hi all,
As noted in other threads, I'm currently working on an app that adds
views at runtime. As expected, this causes the views created after the
viewer has started running to have no textures on the models, because of
the osg::Texture::_unrefImageDataAfterApply default setting of true.
Hi,
sorry I did not read all the details, but can you try using glFragData
instead of glFragColor to output from shaders. Also attach COLOR_BUFFER0
and up for using FBOs. You might be having problems with clipping 0..1.
jp
[EMAIL PROTECTED] wrote:
Hi all,
Really no one for tone mapping ?
Quoting Jean-Sébastien Guay [EMAIL PROTECTED]:
Also, I've noticed the osg::Texture::_clientStorageHint, what does that do?
I'd guess that relates to GL_CLIENT_STORAGE_HINT_APPLE and such functionality.
It allows you to skip some copying of the image data on it's way through the
framework and
I've been pondering this Database pager. It only caches the image files into
memory to prevent loading during runtime doesn't it? Those are then used to
build textures on the card memory.
Is there anything to deal with loading textures onto the graphics card, dishing
out texture IDs rather
Okay, I've understand that, and I have to modify my function to set a node
transparent, accessing to the color data and modifying it...
Thanks a lot for your help :-)
Regards,
Vincent.
2008/11/19 Sukender [EMAIL PROTECTED]
No, as I said, material is for lighting only. Loog at OpenGL
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