Hi,
2008/12/12 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Vincent,
Sorry to make an update, but no one use osgManipulator ?
I use osgManipulator extensively, but as Robert said we all have work to
do. I'll test your code in a few minutes, but please keep in mind that some
of
Hi all,
Almost everything is in the title... I just can't find info on enumerating
supported (full) screen resolutions. Do you have an idea?
I guess I can try switching to all usual resolutions and see if they are
supported or not, but that's really too slow and too ugly.
Thanks!
Sukender
PVLE
Does it also work with os/x linux and also javascript supported ?
/adrian
2008/12/13 Andreas Goebel a-goe...@gmx.de
Hi,
as the plugin started to work after using SetDllDir, this made me
confident that I could package it not to require the additional download of
the MSRedist.
I have now
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which lives in a
ref_ptr).
Ulrich Hertlein schrieb:
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which
OSG its self does not really care about screen resolutions it either runs
full screen or in a window(s),
it does not it's self set or change the physical screen resolution (that I'm
aware of).
I think you will have to implement this yourself...
In the destructor of the node/nodes perhaps
Thats where I would place a break point
Capture the magic of Christmas this year see http://www.capturethemagic.com
Hi Eron,
I'm not a windows developer so can only comment in general. My
thought is that it could well be an issue with the windowing systems
addition of the shadow not playing well with double of the OpenGL
window with the drivers you are using. I kinda doubt there there will
be an option we
Hi Adrian,
It's windows only right now. I haven' used it as I'm using Linux but
I doubt that it does support javascript as this would require some
kind of publishing of interface to the viewer which I didn't spot on
review of the code.
Robert.
On Mon, Dec 15, 2008 at 8:35 AM, Adrian Egli
Hi Sukender,
There isn't an API for querying all supported resolutions, just an API
for getting the current screen resolution and setting the screen
resolution. See osg::WindowingSystemInterface object that provides
glue between the OSG and the underlying implementations of the
windowing system
Robert Osfield schrieb:
Hi Adrian,
It's windows only right now. I haven' used it as I'm using Linux but
I doubt that it does support javascript as this would require some
kind of publishing of interface to the viewer which I didn't spot on
review of the code.
Robert.
Right.
As my son is
Adrian Egli OpenSceneGraph (3D) schrieb:
Does it also work with os/x linux and also javascript supported ?
/adrian
Not yet.
I took a look over the weekend on the part of porting to linux. It
should be just some easy changes to the plugin code, but the mozilla
developper pages are a bit
Hi List
I have been fighting a studdering problem in my application for a while, my
best guess at the moment is tht the problem is relatet to paging of large
terrains.
We are using a large terrain build using virtual planet builder.
To test the behavior of this model i load it in osgviewer and
More info about the bug :
When setting the scene data, the commandManager built maps :
_draggerConstraintMap = [0]()
_draggerSelectionMap = [2]() //ok, I set 2 draggers
While runing, when I click to dragg a dragger, the application crashes in
commandManager-addSelectionsToCommand
VS debugger
Hi Sukender,
On Mon, Dec 15, 2008 at 1:14 PM, Sukender suky0...@free.fr wrote:
Agreed. This is what I thought *after* posting :) I'll try to do my best
(since my Linux machine is not useable at this time).
I just have one little question: for methods variants that I won't implement
(=
Hi Ralf,
what is the Vertical sync setting for your video card/application?
It should be On if you don't want database pager thread to affect framerate.
Best,
Marcin
Ralf Stokholm pisze:
Hi List
I have been fighting a studdering problem in my application for a
while, my best guess at the
Hi Fred,
On Mon, Dec 15, 2008 at 1:58 PM, Fred phr...@gmail.com wrote:
Bascially the problem isn't on the OSG side, all I can do is clean up the
OSG for
redundant includes, you'll need to fix the real problem at your end.
Thanks Robert.
I've copied this to someone more familiar with
Hi Ralf,
On Mon, Dec 15, 2008 at 1:02 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
It just so happens I'm currently working on making the new scheme the
default setting for the DatabasePager. The next dev release will have
this in place.
The new defaults are now checked in to
Hi Robert,
I've found a way to get it working by slightly modifying CullStack.cpp
and by also changing my cull callback. When pushing the CullingSet in
CullStack I have added updating the cull mask in the new CullingSet. I
needed to change both the cull visitors culling mode and the current
Hi Robert
Thanks for the swift answer.
Will investigate some more and maby check out the new pager options once we
get past our delivery in two days :-)
Marcin
How would not enabling vsync affect the pager?
again framerate is not a problem its the extremely long frames we are seeing
from time
Hi Ralf,
On Mon, Dec 15, 2008 at 2:28 PM, Ralf Stokholm alfma...@arenalogic.com wrote:
Will investigate some more and maby check out the new pager options once we
get past our delivery in two days :-)
The new DatabasePager may well be the solution to your problem. You
could grab just the
if (TheNode.get() ){
osg::Node::ParentList parents = TheNode-getParents();
for(osg::Node::ParentList::iterator pitr=parents.begin();
pitr!=parents.end();
++pitr)
{
(*pitr)-removeChild(TheNode.get());
}
}
And then remove the
Hi Per,
I've just done a quick review of your changes and it does feel balanced to me.
Is CullVisitor checking the current setting of
SmallFeatureCullingPixelSize() from the current CullingSet or
CullStack? If so then you own callback should be setting current
CullingSet rather than the
Robert, one quick clarification: does the new max-PagedLOD scheme work in
conjunction with expiry settings, or are they mutually exclusive techniques?
I have not studied the new code yet.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Mon, Dec 15, 2008 at 9:40
Hi,
we are having the same issues here and I think the problem is related to
multithreading.
One solution may be to sync your drawing thread to the drawing of
windows or to sync the swap operation in double buffered mode.
I don't know if that helps, it's just a guess.
Richard
On Sat, Dec 13, 2008 at 7:39 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
2008/12/12 Alejandro Segovia aseg...@gmail.com
Hi OSG-users,
I've noticed calling viewer-frame() seems to be changing my left, right,
bottom, top, z near and z far clipping planes when I set the
Hi Robert,
I've traced the problem down now and it seems the culling mode that the
CullVisitor uses is correct but the one in the CullingSet is incorrect.
This is due to the CullingSet being updated in
CullStack::pushProjectionMatrix which is called early on in culling, and
when I change the
Hi all,
I'm about to post a little improvement on the refdoc generation. It
includes an update of the doc/doxyfile.cmake template and an install
target for the generated documentation. The latter will enable
packaging openscenegraph-doc. I have some questions though:
1 I have updated and worked
Hi Sekender,
On Mon, Dec 15, 2008 at 12:51 PM, Sukender suky0...@free.fr wrote:
Well, this is what I expected. Does this sounds interesting for OSG to have a
portable WindowingSystemInterface::getSupportedScreenResolutions(const
ScreenIdentifier , std::vectorosg::Vec2 resolutions)? Maybe
Hi all
On 12/15/08, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Mattias,
On Mon, Dec 15, 2008 at 1:35 PM, Mattias Helsing helsin...@gmail.com
wrote:
I'm about to post a little improvement on the refdoc generation. It
includes an update of the doc/doxyfile.cmake template and an install
I've just looked at include/osgDB/FieldReader in svn/trunk and it
doesn't use strcasecmp, it does include string.h so perhaps this is
which is introducing the conflict. The OSG code is perfectly legal
so I can only guess that something else is happening in
Cal3D/osgCal/Delta3D code to
Hi Laurent,
On Mon, Dec 15, 2008 at 10:18 AM, Laurent Di Cesare
laurent.dices...@masagroup.net wrote:
In my application, rain inside buildings is problematic if people enter the
buildings (which they weren't supposed to do until recently). A clip plane
method might work better than a
No it's not multi threading. My single threaded non OSG apps do the same,
and that's with my OpenGl rendering code called in response to WM_PAINT.
It's something to do with the back buffer swap overwriting the screen
without being properly synchronised with GDI but I've never had time to
Hi Glenn,
On Mon, Dec 15, 2008 at 3:07 PM, Glenn Waldron gwald...@gmail.com wrote:
Robert, one quick clarification: does the new max-PagedLOD scheme work in
conjunction with expiry settings, or are they mutually exclusive techniques?
I have not studied the new code yet.
The new
Hi Ralf,
Frame drops like this are very likely down to either the OS's virtual
memory being utilized or memory down on the GPU hitting a limit. I
would had thought that frame drops are unlikely to down to the
database pager itself, although it's management of memory may well be
exacerbating the
Hi Robert,
- Robert Osfield a écrit :
Hi Fred Jefferson,
On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier
fredlis...@free.fr wrote:
I have a patch to PrecipitationEffect that seems to work. I'll
submit it
to osg-submissions
I've just done a review of these changes and don't
I have other raw OpenGL programs that do not exhibit this problem. I figure
it has something to do with either how OSG sets up the window, the wgl
context, or how drawing is performed. Unfortunately, I haven't been able to
identify what is causing the problem.
- Eron
-Original Message-
Robert Osfield wrote :
Hi Fred Jefferson,
On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier fredlis...@free.fr wrote:
I have a patch to PrecipitationEffect that seems to work. I'll submit it
to osg-submissions
I've just done a review of these changes and don't feel that there are
Hi Mattias,
On Mon, Dec 15, 2008 at 1:35 PM, Mattias Helsing helsin...@gmail.com wrote:
I'm about to post a little improvement on the refdoc generation. It
includes an update of the doc/doxyfile.cmake template and an install
target for the generated documentation. The latter will enable
Hi Vincent,
I'm afraid I'd not yet have an ideas what might be amiss. What you do
is to set the viewer threading to SingleThreaded just to see if this
might be threading issue.
Robert.
On Mon, Dec 15, 2008 at 9:55 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
More info about the bug
Robert is quite correct; it's nothing to do with OSG.
(nor your driver version)
My raw OpenGl programs have the same problem
and so do quite a few other none OSG programs.
I've never been bothered enough to investigate myself though.
A quick dirty solution is just to disable screen updates when
Hi Roger,
I tested this code with a few models of the Collada test bank and not
all examples work like before. I did not take a look at the specific
code paths that these examples used.
Maybe it is wise that we set up a regression data set specifically
targeted at transparency.
--
Roland
Hi all :)
I am actually building an application which builds tree or any kind of
plants.
So for a tree we have the trunk and branches which are composed by
little elements that we called metamers. Each metamers are linked with
others.
My first shot with OSG was to create a recursive
Hi Robert and Gordon,
Well, this is what I expected. Does this sounds interesting for OSG to have a
portable WindowingSystemInterface::getSupportedScreenResolutions(const
ScreenIdentifier , std::vectorosg::Vec2 resolutions)? Maybe I'll start
looking for Win32 and then Linux implementation.
Hi Mattias,
2 The current generated refdocs doesn't include OpenThreads. Should
there be a separate documentation for openthreads or should it be made
part of OpenScenGraphReferenceDocs?
I vote for part of OpenScenGraphReferenceDocs.
Reason: OpenThreads is distributed with OpenScenGraph, so
Hi Benoit,
There is a merge geometry operation embedded in src/osgUtil/Optimizer.cpp.
Robert.
On Mon, Dec 15, 2008 at 10:28 AM, Benoît Bayol benoit.ba...@gmail.com wrote:
Hi all :)
I am actually building an application which builds tree or any kind of
plants.
So for a tree we have the trunk
Hi Per,
It sounds like you'll need to directly manipulator or push new
settings on the stack in CullVisitor.
Robert.
On Mon, Dec 15, 2008 at 10:12 AM, Per Fahlberg pe...@remograph.com wrote:
Hi Robert,
I've traced the problem down now and it seems the culling mode that the
CullVisitor uses
Smeenk, R.J.M. (Roland) wrote:
Hi Roger,
I tested this code with a few
models of the Collada test bank and not all examples work like before.
I did not take a look at the specific code paths that these examples
used.
Maybe it is wise that we set up
a regression data set
Hi Fred Jefferson,
On Sun, Dec 14, 2008 at 10:49 AM, Frederic Bouvier fredlis...@free.fr wrote:
I have a patch to PrecipitationEffect that seems to work. I'll submit it
to osg-submissions
I've just done a review of these changes and don't feel that there are
mostr straightforward and
Hi Robert,
I get it I think!
To solve the problem, I set my CommandManager ref_ptr as a private member in
my class which launch the frame loop.
That is to say the dragger-setCommandManager(...) method is not
sufficient... and the commandManager instance is lost when leaving the block
where is
Hi Robert,
I'm using version 2.6.0.
Mark
Robert Osfield wrote:
Hi Mark,
Thanks for the test code. What version of the OSG are you using?
Robert.
On Thu, Dec 11, 2008 at 10:17 PM, Mark Sciabica msciab...@itracs.com wrote:
Hi Robert,
I was testing how osg handled changing a texture's
Hi Robert,
(I'm replying again for the benefit of those with threaded mail readers,
and so this thread won't be forgotten...)
I'm using osg version 2.6.0.
Mark
Robert Osfield wrote:
HI Mark,
I've previous used the ability of resizing images and it did have it
working. I did require a bug
Hi Robert,
Agreed. This is what I thought *after* posting :) I'll try to do my best (since
my Linux machine is not useable at this time).
I just have one little question: for methods variants that I won't implement (=
Carbon, since I won't be able to test), may I throw a Not implemented yet
Hi Hartmut,
How do you try to load osgLua? from lua itself?
Cheers,
Jose-Lus.
On Sun, Dec 14, 2008 at 10:25 PM, Hartmut Seichter
li...@technotecture.com wrote:
Hi there,
I am trying to combine the power of osgLua and osgSWIG in a new project (no
I am not mad :)) ... However, I
Hi All,
A month of so back I developed a new expiry scheme for DatabasePager
that works to ensure that number of PagedLOD in memory at any one time
does not exceed a specified target maximum number of PagedLOD. The
new scheme allows the number of PagedLOD in memory to raise until it
hits the
Hi Mark,
I've just re-read the thread I'm I do know that I've done some work on
the management of contexts front but I can't recall if this was prior
to 2.6.0 or after.
I'm a bit overload with prep for 2.8 right nowso could you have a look
at the svn/tunk or 2.7.7 version of the OSG to see that
Hi Mark,
I don't recall any bug fixes on this topic. The Texture code should
in theory reallocate when the sizes changes, and I'm sure I've
previously added code to do this. Perhaps the awkward usage of the
OSG is what is causing the a crack to appear in the algorithm used.
I must say that
Is it possible to create a 360 degree field of view with OSG, like you see in
this link:
http://www.ptgrey.com/products/spherical.asp
Andrey
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Robert,
I'm unfamiliar with CompositeViewer so I set up my example using the
objects I am familiar with. After examining CompositeViewer, it looks
like it has the same problem but would be more difficult to set up a
simple sample.
All that is needed to reproduce the problem is two
Hi Robert,
seems that using a MatrixTransform node with a scale matrix set to
(x_scale, 0., z_scale) instead of (x_scale, 1., y_scale) gave the Picker
a tough time.
Thanks for the hint :)
Lukas
On Sat, Dec 13, 2008 at 10:16:53AM +, Robert Osfield wrote:
Hi Lukas,
It is possible to pick
Hi Andrey,
Do you mean like this:
osgviewer cow.osg --3d-sd
We stands for 3d spherical display ;-)
What this viewer configuration does set up 6 slave camera to render
the 6 faces of a cube map, then renders this cube map texture in a
final slave Camera that acts a full window HUD using a mesh
Hi Mark,
I've been reviewing the Texture2D.cpp and Texture.cpp code and it
looks like it will try to rescale only the fly the incoming image,
using gluScaleImge, if it's different from the original image size.
This isn't necessarily the right thing to happen in this case, but it
shouldn't
Hi Vincent,
Sorry I could not try out your example code before you found the
solution yourself... I was totally swamped. I'm glad you found the
solution though!
To solve the problem, I set my CommandManager ref_ptr as a private
member in my class which launch the frame loop.
...
So now
Hi,
2008/12/15 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Vincent,
Sorry I could not try out your example code before you found the solution
yourself... I was totally swamped. I'm glad you found the solution though!
To solve the problem, I set my CommandManager ref_ptr as a
No, not from Lua (or I guess a lua interpreter) itself - I have a
wxWidgets application which loads various plugins and one of them is a
based around osgLua - thus, lua_open etc pp should happen in that
context. On Windows and Mac this whole mechanism works fine - on Linux
the RTTI seems to
Hi Vincent,
On Mon, Dec 15, 2008 at 8:31 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
The disturbing thing, is that the Dragger set the commandManager in a
pointer (dragger-setcommandManager ) so we can assume that the command
manager is well stored in memory... but no !
Without the
Hi Robert,
2008/12/15 Robert Osfield robert.osfi...@gmail.com
Hi Vincent,
On Mon, Dec 15, 2008 at 8:31 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
The disturbing thing, is that the Dragger set the commandManager in a
pointer (dragger-setcommandManager ) so we can assume that
Hello, I have a quick question regarding adding a HUD to an
osgViewer::Viewer window.
I had been using the legacy osgUtil SceneView for a while and decided to
make a new app using the new viewer library to get used to it. I had no
problems until I tried to add a HUD camera and found nothing would
Hi Robert,
I downloaded the 2.7.7 developer release and the problem still exists.
If a GraphicsContext has a NULL state pointer, there's no reason for it
to call ReleaseGLObjects on its cameras since the cameras should no
longer have any GL objects for that context ID. (The context ID isn't
iam running viewer when i use the drive mode i need to change the view point
level and angle .
is there a function for this ???
thanks
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Curious. Could you provide a really stripped down program which
doesn't have dodgy menus? mfc / atl or raw win32, as I don't have
any other GUI toolkits setup.
I can make one out of my programs but you've already looked
at one wrong program so another wrong one isn't going to help...
2008/12/15
I get into a trouble using OSG. When I use vs2003 to compile my osg program,
the C1060: Out of heap space come out, but it will succeed in another computer!
I turn off the incremental linking, but the same problem happed! Is it the bug
of vs2003, or the incompatibility between OSG and VC. I
The issue seems like it may be with vsync.
When I setup my video card to enable vertical sync by default, the
problem is a lot less pronounced (arguably good enough not to worry
about). I'm guessing the programs that seemed to work were explicitly
enabling vertical sync.
I believe I've
OSG Community,
I'm experiencing a strange behavior when I do a setPosition on my
osg::Light. For one, I'm trying to create a sun like light and it doesn't
seem to work. but the real problem I'm having is that my viewer zooms way
out when I give my light a position like (0.0,0.0,100.0,1.0). Just an
This is not a bug in OSG or Visual Studio, it just a memory limitation of
your system and Visual studio
If you did a Google or searched MSDN for the error number C1060 you would
have found something similar to
1. Open the project's Property Pages dialog box. For details, see How to:
Hi Ryan,
If you want to create lighting model like sun, that's not important how far
away your sun model. I think you are creating a sphere for representing sun
model and you use same coordinate position for sun model and light source
position.
You can prefer allocate light source position far
Hi Ibrahim,
You should look DriverManipulator
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01309.htmland
MatrixManipulator
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01480.htmlclassification
document.
I think setHomePosition
Hi Robert,
Why --3d-sd option haven't documented yet ? I have already seen this feature
:) I wonder // FIXME: Uncomment these lines when the options have been
documented properly for viewer addCommandLineOptions would be uncommented
2.8 release!
Thanks. Regards.
2008/12/15 Robert Osfield
78 matches
Mail list logo