Hi,
I'm using osgUtil::LinesegmentIntersector to pick objects from my scene.
It works all fine except Geode containing line geometry (with LineWidth
stateset). But, I want to pick somes thick lines, how can I do?
Thanks in advance!
Aude
Créez votre adresse électronique [EMAIL PROTECTED]
Hi Aude,
a.lagnier schrieb:
Hi,
I'm using osgUtil::LinesegmentIntersector to pick objects from my scene.
It works all fine except Geode containing line geometry (with LineWidth
stateset). But, I want to pick somes thick lines, how can I do?
LinesegementIntersector cannot pick lines (or
Hi JS,
On Thu, Nov 20, 2008 at 7:12 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
As we don't know whether this is the cause of the problem yet, I've
modified J-S's osgviewer.cpp to do the resize. Could users who've
seen problems try this version out, if this works then we have
workaround
Hi Paul P.
You will have to debug this on your own I'm afraid, this type of issue
is not something one can resolve without seeing it first hand.
The best I can do is recommend that look into the using DataVariance
set to DYNAMIC on all StateSet and Drawable that you have in your
scene. This is
Hi John,
You'll need to duplicate your vertices to be able to have different
tex coordinates as osg::Geometry only support per vertex bindings for
tex coordinates.
For performance it's a false economy to vertex indices or per
primitive bindings as they drop the OSG down on to OpenGL slow paths.
HI Michael,
Does you two views move together, i.e. they look different
directions but as the viewpoint moves around both projector outputs
should update relative to this? If this is the case they you have one
View but with two slave Cameras each with a project and view offset
from the View's
Hi Robert,
On Fri, Nov 21, 2008 at 2:07 AM, Kramer, Robert W
[EMAIL PROTECTED] wrote:
I have a very large imagery set (~1 million files). When running
VirtualPlanetBuilder 0.9.9, I am limited to about 482 -t imagery files
for a given vpbmaster command before I get ERROR 4: Failed to open
Robert Osfield wrote:
On Fri, Nov 21, 2008 at 10:22 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Can one just tack -O compression onto the back of the vpbmaster command
line, or is the process more involved?
Just tack it on the osgdem/vpbmaster line.
thanks, I'll try it soon.
Then wait for
On Fri, Nov 21, 2008 at 10:52 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Then wait for full moon
and carry out a dance to the moon god covered in goose feathers.
Already did this when I tried to convince our cluster to boot ;)
Did it work?
If so it might be worth collecting all these proven
Robert Osfield wrote:
On Fri, Nov 21, 2008 at 10:52 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Then wait for full moon
and carry out a dance to the moon god covered in goose feathers.
Already did this when I tried to convince our cluster to boot ;)
Did it work?
No, it turned out Debian and
Hi,
i have encountered some similiar problems with multithreading (and the
datavariance stuff).
One thing I have considered is changing the design of osg::Statesets and
osg::StateAttribute to immutable classes. So once the stuff is created
you can only change it by cloning it. At least for those
On Fri, Nov 21, 2008 at 10:22 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Can one just tack -O compression onto the back of the vpbmaster command
line, or is the process more involved?
Just tack it on the osgdem/vpbmaster line. Then wait for full moon
and carry out a dance to the moon god
Hi Robert,
Robert Osfield wrote:
To enable the .ive compression you'll need to add an extra
ReaderWriter::Options string using the -O compression to hint to the
.ive plugin to use zlib compression. Later on I'll refine the command
line options in VPB so that all the compression options are
Robert Osfield wrote:
On Fri, Nov 21, 2008 at 10:22 AM, J.P. Delport [EMAIL PROTECTED] wrote:
Can one just tack -O compression onto the back of the vpbmaster command
line, or is the process more involved?
Just tack it on the osgdem/vpbmaster line.
Just to clarify, after reading the source,
Hi Robert,
The most general approach is the best, and the performance differences will
almost certainly be negligible between your suggest SwitchStateSetNode and
my suggest Layer node with nodemask. Feel free to implement both and test
them against each other w.r.t cull traversal time
Hi Viggo,
I really can't comment without the actual problem and solutions in
front of me, it's just too complex a topic to accumulate a whole
thread and then generate in my head what the possible code and scene
graph you have going on at your side.
One thing I can say is that the number of nodes
Hi Users,
We have a strange error (perhaps bug)..
when we have a geode that has a setUpdateCallback and that geode
is a child of a slave camera then the callback is never called.
This is also valid for drawables update callbacks
anyone?
--
Regards,
Peter Wraae Marino
www.osghelp.com -
Hi Robert,
I really can't comment without the actual problem and solutions in front of
me, it's just too complex a topic to accumulate a whole thread and then
generate in my head what the possible code and scene graph you have going on
at your side. One thing I can say is that the
Hi Adrian,
*Interesting links about SSAO :*
* http://rgba.scenesp.org/iq/computer/articles/ssao/ssao.htm
http://meshula.net/wordpress/?p=145
http://ati.amd.com/developer/SIGGRAPH08/Chapter05-Filion-StarCraftII.pdf*
*Others Similar technique :*
*
Hi Robert,
After an update this morning, I'm getting a linker error in the
osgbrowser example:
32osgbrowser.obj : error LNK2019: unresolved external symbol public:
static class osg::ref_ptrclass osgWidget::BrowserManager __cdecl
osgWidget::BrowserManager::instance(void)
([EMAIL
2008/11/21 Wojciech Lewandowski [EMAIL PROTECTED]:
Hi, Guys
Some middle step solution could be CMake define which would activate warning
disable in osg\Export. Would this be acceptable ?
What do other OSG windows developers think ?
Sounds good to me.
Though perhaps we should go whole hog
Hi Viggo,
Thanks for the explanation. I don't think your needs are particular
different from most who are writing games/simulators with the OSG.
While large scenes LOD's is crucial, and for massive scenes Paging is
also crucial. The OSG supports both so should scale to larger scenes.
The other
Hi JS,
Sorry about this, it's simply that I missed adding a OSGWIDGET_EXPORT
in front of the class declarations. I've now added these could do an
svn update.
Robert.
On Fri, Nov 21, 2008 at 3:49 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Robert,
After an update this morning, I'm
Hi Robert,
Explicit casts could remove some of the warnings. But those related to
template exports could be hard to fix without using pragmas.
I suspect that osg/Config is perhaps the only OSG header modified by CMake.
So its probably the only place where these pragmas or (define activating
Hi,
I have a simple example that shows that if you run a viewer, tear it
down and run it again, textures are missing. (winXP, 2.6.0). It appears
that resources such as Textures and DisplayLists are leaking and
corrupting runs.
The attached example simply creates a viewer and loads the
Hi Brett,
The Viewer does it best to deallocate and clean up all buffers on the
scene graphs that it knows about, but your code is hidding the scene
graph from it by removing them from the view's scene graph so these
removed elements do go throw the OpenGL clean up process.
If you really want to
Hi sorry for the newbie question...
I am trying to merge to apps that use different libraries... One uses osgSDL::
and the other, which needs to be integrated with the first, uses osg::. where
I am having trouble is setting a camera to do RTT. I have a osgSDL::Viewport
to for which I want a
Hi Robert,
Do you get that error on exit? The comments on the code around the place it
fails under windows suggests there are threading issues to do with deleting
the PixelBuffers, and setting single threaded mode on the viewer made the
problem go away.
But in any case, I think you are
Hi Partick,
A dynamic_castosg::Viewport*(vp) will return 0 if the object vp is
not an osg::Viewport or vp doesn't subclass from osg::Viewport. I
knowing about osgSDL so I can't comment on how osgSDL::Viewport is
implemented. This a basic C++ that you really should look at C++
texts for
Hi Robert,
Sorry about this, it's simply that I missed adding a OSGWIDGET_EXPORT
in front of the class declarations. I've now added these could do an
svn update.
Yep, that did the trick for building. I've yet to test it though.
J-S
--
__
Hello All,
With the osgviewerWX example, i can only view 3D models that are stored in osg
file format. When invoked with an obj or stl file, (for instance
http://orion.math.iastate.edu/burkardt/data/obj/cube.obj),
osgviewer displays only a blank (blue) screen.
If obj or stl files are converted
On Fri, 2008-11-21 at 16:06 +, Robert Osfield wrote:
Hi JS,
Sorry about this, it's simply that I missed adding a OSGWIDGET_EXPORT
in front of the class declarations. I've now added these could do an
svn update.
I just did quick look at the osgWidget/Browser object you've added; if
you
Is there any method or class in OSG that extracts heading, pitch, and roll
angles from a rotation matrix?
I've searched and haven't seen anything. I just want to make sure there
isn't anything out there before I embark on writing my own.
Thanks in advance,
-Shayne
smime.p7s
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