Hi Alexandre,
You missed attaching the file.
Robert.
On Mon, Jan 26, 2009 at 8:29 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi osg-users,
I recently have found something weird about adding slave camera to
osgViewer::View when managing my own lightning.
I'm using OSG SVN version.
Hi robert,
Oops sorry ;-)
2009/1/26 Robert Osfield robert.osfi...@gmail.com
Hi Alexandre,
You missed attaching the file.
Robert.
On Mon, Jan 26, 2009 at 8:29 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi osg-users,
I recently have found something weird about adding slave
Hi Jason,
On Mon, Jan 26, 2009 at 3:56 AM, Jason Beverage jasonbever...@gmail.com wrote:
I just committed a fix to osgearth that removes the segfault at the end of
the seeding. Works fine for me now in Ubuntu.
Seg fault is gone now, thanks :-)
I can now run
osgearth_seed
Hi Robert,
for each slave camera, osg overwrites the projection matrix (each frame).
what happends when i have a slave with w=1,h=1 and a second w=2,h=1 -the
aspection ratio should be different, but i get wrong output. i believe that
the aspect ratio
gets overwritten with the master cams, this is
Hi Glenn and Jason,
I've been browsing through the various sample .earth files, it really
is very cool how easy it is to plugin and play.
I have seen a couple of tile errors when browsing though, with the
following error reported on the command line:
TIFF loader: Error opening file
Also if
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Robert Osfield wrote:
Hi Jan,
The FHS docs talk about /usr/lib64 for 64bit, but in all it's
discussion of /usr/local it only discusses /usr/local/lib there is
absolutely no mention of /use/local/lib64. So rather than ambiguous
it just doesn't
Hi Robert:
I have two ways of performing the displacement:
-- time = nv-getFrameStamp()-getSimulationTime();
mT.makeTranslate( vehSpeed*time, 0., 0. );
-- mT.makeTranslate( dist, 0., 0. );
dist=dist+avgTime*vehSpeed; // avgTime is the average time per callback
In the first case jumps
Hi Guy,
AFAIK this should work. Could you reduce that problem to a small example
program so we could actually review the code?
Cheers,
Tanguy
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Wallis
Sent:
Hello,
I just tried to do something in osg that produces different behavior
depending on which platform I compile it on. I realize it's an ugly
thing to do, but I set up a global variable v that is of type osg::Vec3
and then made it an array of size 12:
osg::Vec3 v[12];
If I compile the
hi Guy,
are you perhaps using multiple threads on a multi core machine? then it
might be a cache coherence problem. You'd need to declare your shared
data as volatile:
volatile osg::Vec3 v[12];
regards Ralph
Guy Wallis schrieb:
Hello,
I just tried to do something in osg that produces
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Jason Beverage wrote:
Hi Robert and Jan,
I just committed a fix to osgearth that removes the segfault at the end
of the seeding. Works fine for me now in Ubuntu.
Now it seems to work fine :)
Thanks a lot.
Jan
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Guy Wallis wrote:
Hello,
I just tried to do something in osg that produces different behavior
depending on which platform I compile it on. I realize it’s an ugly
thing to do, but I set up a global variable v that is of type osg::Vec3
and then
Hi,
I've been using VC90 with OSG 2.7.8 for several weeks now, and I've
noticed several warnings at compile time using these 3rd Party libraries
(http://www.openscenegraph.org/projects/osg/wiki/Community/People/Mattia
sHelsing).
Libtiff.lib seems to be incorrectly linked with the debug CRT.
Sometimes my application has to load models that have normals not always
oriented in the same coherent way, so it is not always possible to say that
a surface is oriented in a way or in another and my renderings do not look
correct.
I'd like to fix this problem in some way...so I was thinking
hi all,
quaternion multiplication is a non-commutative operator, i've changed
the source code and documentation accordingly.
best regards,
ir. m.j.baars
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or
M.J. please see this page on submissions
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol
Things submitted to this list will typically not get acted upon
Gordon
__
Gordon Tomlinson
Product Manager 3D
your triangles all need to be wound the same way (anticlockwise by
default for OSG Opengl), whether or not your normal's are correct
The easiest fix would be to ensure that your modeling package sets up
correct normal's before you get to OSG
Assuming your triangles are wound the same way ( if
osg-us...@artel-tech.com wrote:
hi all,
quaternion multiplication is a non-commutative operator, i've changed
the source code and documentation accordingly.
Good catch, but I wonder why you made the constructors and
multiplication operator non-inline?
Paul
Hi Jason ,
Thanks, after SVN update the problem is resolved.
The another issue i just came across is that images with single
band(Gray) can not be loaded. Looking at the code of
ReaderWriterGDAL.cpp it seems that the image with the single band are
not handled. Is it intentional or its just
Hi,
could you also please read through the following two threads:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/21003/
and
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/33099/
and let us know if your fix addresses any of the issues raised by
Richard
While trying osgEarth (great work by the way), I find a OSG problem.
osgEarth works correctly with osgviewer but not with our own viewer.
After some investigations with the debugger, it was because we are
loading a png file before loading the earth file.
And then when osgEarth try to load distant
Hi Jan,
On Mon, Jan 26, 2009 at 10:46 AM, Jan Ciger jan.ci...@gmail.com wrote:
Strictly speaking, you can put the libraries wherever you want, it will
work with sufficient changes to the system config. However, it is good
to stay with the conventions others are using - it prevents a lot of
Hi Alfonso,
I still find it curious that your timer is so erratic, the problems
that you are having certainly aren't something that lots of people
have problems with, yet the task of moving objects around is very
common indeed.
Robert.
On Mon, Jan 26, 2009 at 11:02 AM, Alfonso Callejo Goena
J-S Robert - with regard to C4251:
As J-S has noted, C4251 is often generated for STL usage; in particular, C4251
is often errorneously generated for STL usage in *private* members or
functions. STL usage in *public* members or functions in a DLL-exported class
is problematic (as would be
Hi Fabien,
Which version of the OSG are you testing osgEarth against?
Robert.
On Mon, Jan 26, 2009 at 1:29 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
While trying osgEarth (great work by the way), I find a OSG problem.
osgEarth works correctly with osgviewer but not
Hi Sukkender,
I found something interesting in last svn update in soundmanager.cpp :
try {
// Cache miss, load the file:
/*std::string new_path = osgDB::findDataFile(path);
if (new_path.empty()) {
osg::notify(osg::INFO)
Sorry Robert,
I should precise in detail my problem. Each slave gets updated each frame.
osg54-osgd.dll!osg::View::updateSlave(unsigned int i=0) Line 154C++
osg54-osgd.dll!osg::View::updateSlaves() Line 144 + 0xc bytesC++
osg54-osgViewerd.dll!osgViewer::Viewer::updateTraversal() Line
Hello Tanguay,
First complaint so far about my vc90 zip and I must say that I've been
expecting it ;-)
I'll have a look as soon as I can. This week hopefully.
cheers
Mattias
On 1/26/09, Tanguy Fautre tang...@aristechnologies.com wrote:
Hi,
I've been using VC90 with OSG 2.7.8 for several
Hi Alexandre,
I *DO* call osgAL::SoundManager::instance()-getSample() in my app and it
works perfectly... since the code is not commented! Which revision do you use?
Revisions 70 and 71 ( https://osgal.svn.sourceforge.net/svnroot/osgal ) work
perfectly for me.
Sukender
PVLE - Lightweight
Hi Adrian,
Does the master camera have a graphics context associated with it? If
so perhaps you could re-arrange things so that the master camera has
no graphics context, and the only slaves have graphics contexts, this
way local slave changes wouldn't affect other slaves.
Robert.
On Mon, Jan
I live on the bleeding edge, i am using the trunk revision 9521.
Fabien
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: lundi 26 janvier 2009 14:46
To: OpenSceneGraph Users
Subject:
Hi Robert,
Glad to hear that things are working well for you!
The osgearth_seed application simply runs through a series of tile keys and
tries to load them through the cache defined in the .earth file. If no
cache is defined in the .earth file, then there really isn't anything for
Hi Robert, Alfonso,
I still find it curious that your timer is so erratic, the problems
that you are having certainly aren't something that lots of people
have problems with, yet the task of moving objects around is very
common indeed.
One thing to check, on Windows XP systems with dual-core
Hi Matthew,
The best approach to working with C4251 is to selectively disable it around
class declarations which produce such false warnings. In some cases, C4251 may
expose an actual problem in a DLL interface, and thus it should not be globally
supressed, in general.
Well, I think in
Hi All,
What is the best mechanism to create the characters to be used with
osgAnimation ?
cheers
RJ
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Hi Robert,
On Mon, Jan 26, 2009 at 5:38 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn and Jason,
I've been browsing through the various sample .earth files, it really
is very cool how easy it is to plugin and play.
Thanks:) We hoped to make writing new plugins as easy as
Hi Rahul,
Happy to hear that the GDAL plugin is working for you now.
The GDAL plugin is currently in its infancy, so it doesn't have support for
anything other than RGB and RGBA datasets right now. It shouldn't be too
difficult to add support for single channel raster images like the current
Hi,
I have one GPU and two screens configured independentlay from each other
(Dual view). Nvidia driver 181.20. In Manage 3D settings under
Multi-display/mixed-GPU acceleration I have tried both
1: Single GPU multiple display performance mode and 2: Multiple display
performance mode in
Hi John,
For both modes I get two windows, however, for the first mode the cow
does not appear on the second screen. When the second window is moved to
the first screen, the cow appears, and disappear when moved to
the second screen again. Is this behavior as intended ?
Since the setting
Hi Jason Fabien,
I'm introducing Jason into discussion in the hope that he'll have some
ideas about what is going wrong as Jason's recently made changes to
Registry.cpp that affect the handling of http file references.
Jason's also one of the authors of osgEarth too so doubly relevant :-)
I
Problem is that the models that come to my application are already prepared
by people that do not (and unfortunately won't) think about normals issues,
so maybe the best thing to do would be to really render both front and back
faces, I'm not an expert, but the only approach I can think is to
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Robert Osfield wrote:
Well many other projects are using /usr/local/lib for 64bit libs, I'm
afraid from my experience that it's more prevalent than installing
locally compiled libraries in /usr/local/lib64. Much as you may
infer that
HI Alexandre,
I can't find the code you are referring to in the osglight.cpp you provided.
I'm afraid I really don't understand what you are trying to achieve,
and what is happening that is wrong. Given this there is nothing I
can do till you provide a clear example code and a better
Hum sorry Robert to bother you, but i look at the changes from Jason :
he fix the bug!
OpenSceneGraph evolves too fast for me :) Next time i will check the
really last version of the trunk.
Fabien
-Original Message-
From: Robert Osfield [mailto:robert.osfi...@gmail.com]
Sent: lundi 26
For sure the best thing to do would be to process the incoming data as
suggested. However, you might be able to get OpenGL to do what you want
by setting all material properties for both sides of the polygon and
enabling two sided lighting. Something like this.
osg::ref_ptr osg::LightModel
J-S, I think you might have mistaken the Single GPU with Single Display.
In any case, I do remember this feature working prior to 181.20. This seems to
be a driver related bug, as I too am having the same problem. I'm sure NVidia
already knows of the problem, but it wouldn't hurt to send them
Hi Jan,
On Mon, Jan 26, 2009 at 3:28 PM, Jan Ciger jan.ci...@gmail.com wrote:
You are not taking into account that 64bit systems are far less
prevalent than 32bit ones, even though most machines sold in the last
two years are capable of running 64bit code. So your assertion does not
really
Glenn Waldron wrote:
Announcing osgEarth, a new open source toolkit that enables on-demand
terrain generation in OpenSceneGraph applications.
osgEarth brings web-based geospatial visualization to OSG. It it built
on the osgTerrain library, and operates in a manner similar to the
technology
Hi Robert,
I'm sorry If my explanation wasn't clear enough but it seems to be to be a
serious issue so I will take more time to make myself clear.
In the file osgLight.cpp previously attached there is a piece of code in
main function at line 397 to 400 :
HI Alexandre,
I read your explanation but am still am confused. Could you modify
the code so that you use a command line argument to add/remove the
code this will make it easy to test the two configuration without
recompile.
As for it being a serious issue, well it could well still be an
Hi osg-users,
Apparently latest osg SVN logo plugin isn't working.
I did make it work by replacing line :
osg::ref_ptrosg::Image image = osgDB::readRefImageFile( name.c_str() );
by line :
osg::Image* image = osgDB::readImageFile( name.c_str() );
in ReaderWriterLOGO.cpp like in osg 2.7.8
Hi Alexandre,
Could you explain how it's failing? I'd like to reproduce the problem
and fix it properly.
Robert.
On Mon, Jan 26, 2009 at 4:19 PM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi osg-users,
Apparently latest osg SVN logo plugin isn't working.
I did make it work by
Robert Osfield wrote:
It's curious one would create a /usr/local/lib64 and then not provide
a library path to it...
Can any RedHat/CentOS/Fedora users tell use what /etc/ld.so.conf and
/etc/ld.so.conf.d contain w.r.t pulling in /usr/local/lib?
No reference to /usr/local/lib on Fedora 6 or
Hi Morne,
This isn't a bug, rather a limitation of using camera's to clear the
background colour of the graphics context. If your camera's don't
cover the whole window then you have tell the GraphicsContext to do a
clear - something it doesn't do by default for efficiency reasons - as
the vast
Hi Fabien,
Have you now tested the latest svn/trunk?
Ribert.
On Mon, Jan 26, 2009 at 3:41 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
Hum sorry Robert to bother you, but i look at the changes from Jason :
he fix the bug!
OpenSceneGraph evolves too fast for me :) Next
Hi All,
I've been fixing bugs through today, and am presently refactoring the
Camera/View stats code so it avoids the threading problems that have
appeared since this code was introduced last year. I probably won't
complete this bug fixing round in time to get 2.7.9 out today, so I'll
go for it
Hi Alexandre,
Thanks for the updated example and screenshot, this makes it much
clearer. I'm fixing another bug right now, but once that is complete
I'll have another look at this example.
Robert.
On Mon, Jan 26, 2009 at 4:32 PM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi Robert,
Hi Robert,
The image from the logo isn't displayed.
You can reproduce the error by launching osgViewer with osg64.logo data.
In drawImplementation function from ReaderWriterLOGO.cpp, at line 141, the
image we get back from logo vector is apparently corrupted :
for( p = logos[i].begin(); p !=
Hi Robert,
thank you for according some time to this case, it's very important to me to
understand what I'm doing wrong or if it's a bug from osg ;-)
Kind regards,
2009/1/26 Robert Osfield robert.osfi...@gmail.com
Hi Alexandre,
Thanks for the updated example and screenshot, this makes it
Yes, two sided lighting was what I was going to suggest, but you beat me to
it.
Note that two sided lighting is deprecated in OpenGL 3.0, so you should
consider looking for a shader-based solution instead. In the shader, if the
dot product of the normal and eye vector is negative, just negate it,
Thanks Alexandre, turns out that this old plugin wasn't using
ref_ptr internally when it should have been. I've fixed this and
checked it in to svn/trunk, osgviewer osg64.logo now works without any
errors.
On Mon, Jan 26, 2009 at 4:40 PM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi
Hi Robert,
Great !! As you said it's an old plugin but an usefull one ;-)
2009/1/26 Robert Osfield robert.osfi...@gmail.com
Thanks Alexandre, turns out that this old plugin wasn't using
ref_ptr internally when it should have been. I've fixed this and
checked it in to svn/trunk, osgviewer
Hi Sukender,
I updated my osgAL version with latest svn revision 71 and it works
perfectly, code isn't commented anymore.
I was maybe using an old svn update, my apologize ;-)
2009/1/26 Sukender suky0...@free.fr
Hi Alexandre,
I *DO* call osgAL::SoundManager::instance()-getSample() in my app
HI Jan,
To be clear, I'm not advocating installing to /usr/lib instead or
/usr/lib64, my suggestion only pertains to the possibility of using
/usr/local/lib rather than /usr/local/lib64 as the later isn't
supported out of the box. As it turns out Madriva and at least older
versions of
Hi All,
When I original merged the new camera/view stats code in testing on my
older machine I was able to see a crash when viewing large paged
databases with the on screen camera + view stats switched on, it used
to take a few minutes to see it, but it would eventually appear.
However, now I've
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Hi,
Robert Osfield wrote:
HI Jan,
So for the past half dozen emails you've been saying that
/usr/local/lib64 is the standard, but... there are also all these
other standards...
You were asking about /usr/local/lib vs. /usr/local/lib64, not
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Hi,
Robert Osfield wrote:
The question then is... how to we make it easier for these downstream
package maintainers.
I have also found this:
http://www.onlamp.com/pub/a/onlamp/2005/03/31/packaging.html
The article describes in more detail what I
Hi Jan,
On Mon, Jan 26, 2009 at 6:36 PM, Jan Ciger jan.ci...@gmail.com wrote:
I have also found this:
http://www.onlamp.com/pub/a/onlamp/2005/03/31/packaging.html
The article describes in more detail what I was talking about with
regards to making software easier to package. The guy is a
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Robert Osfield wrote:
Thanks for the link, it's a useful read.
You are welcome.
Perhaps we should have a README.txt, or a section for it in the
present README.txt, just for package maintainers. The alternative
would be to put a page(s) up
Hi Robert,
On Mon, Jan 26, 2009 at 8:58 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
Mostly I think we probably do reasonable well on the ready to package
front. We can always do better of course. I'm curious just how much
the new cpack work can help out in this direction.
At 'make
Hi,
I got an issue about osgManipulator::dragger. When I set up a dragger,
sometime it just hide (totally or partially) inside the selected object. So,
I am wondering if there is some sort of way that I could always force the
dragger rendered on top of the selected object to make it fully visible
By the way, thanks--this works very well.
Randolph
On Jan 20, 2009, at 10:58 PM, Gerwin de Haan wrote:
Randolph,
I suggest you take a look at the code in the other wx example:
osgviewerWX.py
btw, I updated the examples slightly according to your findings in
Hello
i was wondering if there were pprebuilt binaries available for
download for windows for use with VS2008 c++ for the latest released
versions of OSG.
I seem to only be able to find up to v2.4.
In addition is there any site/info that has examples for having osg
viewer running in a dotNET
Hoping someone can help me out here, I think I'm missing something in
Blender, I export my animations and I get
TransformVertexFunctor::UniqBoneSetVertexSet no bones found
when I load them. Any thoughts?
-Russ
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