Anyone has experience something similar?
J.
Hi all,
I want to do an RTT of the current camera to do some PostProcesses on it
(using shaders). When the geometry is textured, everything works ok, but
when i use non-textured objects, the objects renders in black. I tryed
the code in osgprerender
Hello Robert,
did you look at my previous post with subject
"Camera Statistics cause crash in
CullThreadPerCameraDrawThreadPerContext mode"
Could that be a similar problem.
I have that issue with small non paged datasets though.
And it is rather easy to reproduce.
Uwe
Robert Osfield schrieb:
--- On Fri, 23/1/09, Robert Osfield wrote:
> I would very much like for us to get the OSG binaries
> sorted out for
> this OSG-2.8, both for platforms like Windows and OSX, and
> for linux,
> in particular knocking on the Linux distro doors to get
> OSG-2.8 in the
> up coming linux releases.
>
>
Hi Ruqin,
You could disable the depth test on the subgraph that rendered the dragger.
Robert.
On Mon, Jan 26, 2009 at 11:47 PM, Ruqin Zhang wrote:
> Hi,
>
> I got an issue about osgManipulator::dragger. When I set up a dragger,
> sometime it just hide (totally or partially) inside the selected
Hi Pavel,
The RefererenceFrame in Transform is widely used and does work robust
with ABSOLTE_RF - this is how most users with do HUDs (Camera is a
subclass from Transform.)
Just becuase the view matrix is identity doesn't mean that any
subgraph underneath will be visible, far from it, the subgrap
Hi Uwe,
Could send me the small .ive file that you've used to reproduce this problem.
Could you also try reproducing the problem at your, but please don't
do an svn update quite yet as last night I checked in a fix for the
threading issues in Camera sets query - the one that your crash point
sugg
Hi Paul,
On Tue, Jan 27, 2009 at 8:57 AM, Paul Fotheringham wrote:
> I'm currently teaching myself how to build rpms. Would that be of any use for
> you?
It would. There is a message of Mattias, on the thread about
LIB_POSTFIX, which mentions how to create rpms using CPack, so this
would be a g
Hi Ruqin,
I had the same problem with Draggers, and the solution was to put the
dragger object in the scenegraph below a post render camera.
This works well for me as I can now also drag the selected object when it is
behind other objects in the scene. To do this you may need a version of OSG
l
Hi Joseba,
have you took a look into osgPPU? This can do exactly what you are looking for.
art
--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=5222#5222
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Hi to all,
I'm facing some problems to build the osgdb_freetype and osgdb_png plugin in
64bits.
I built the osg solution in 64bits without problem with visual studio 2005.
The examples worked fine.
Below are the errors i get when building these two plugins.
I'm looking forward for a solution.
--- On Tue, 27/1/09, Robert Osfield wrote:
> From: Robert Osfield
> Subject: Re: [osg-users] Development plan for imminent stable OSG-2.8
> To: osg_u...@yahoo.co.uk, "OpenSceneGraph Users"
>
> Date: Tuesday, 27 January, 2009, 9:24 AM
> Hi Paul,
>
> On Tue, Jan 27, 2009 at 8:57 AM, Paul Fother
Does your shader code take into account you have no texture on the non
textured nodes.
One possible issue that I have seen before
I presume in your shader code you get and use the texture's rgb, but if you
get this on a non textured fragment you will get Zero so if you doing a
multiplication in
Hi Morne,
I'm rather perplexed that it didn't just work. The clear of the
graphics context/window should be done before everything else runs,
the construction order should have no effect on this as it's a feature
hard-wired into GraphicsContext. Is there a chance that you've
disabled the clear of
Not intentionally, no. I added
pCamera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
to the camera attached to the view just to make sure, but it didn't
change anything. It sounds like a bug then, I will try and recreate
it in a simple example.
Cheers,
Morne
On Tue, Jan 27, 2
Hi All,
I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8. The page can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution
If have have bugs that exist in svn trunk + 2.7.x then please added
them into this pag
Hello again Robert,
I modified the osgcompositeviewer example and setClearMask() works as
expected when creating a new graphics context with proper traits, etc.
I suspect my problem comes from using the graphics context created by
osgViewer::GraphicsWindowEmbedded (this is the graphics context I
Hi Robert,
why making the life harder than it already is :) I mean making Wiki for Bug
resolutions, which can be done with the Ticket system as well. I think using
tickets will be an easier way than using the wiki. You only have to connect the
ticket system with the mailing list and acitvate it
Hello Ruqin,
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 ful
HI Morne,
Ahh the missing bit of the jigsaw - that fact that you are using
GraphicWindowEmbedded is key. The GraphicsContext::swapBuffers() is
normally what does the swap buffers and then calls
GraphicsContext::clear(), with GraphicsWindowEmbedded::swapBuffers()
it's a non op, because there is no
Are you linking against the correct versions of the Freetype and libpng
libraires, have you built the 64 bit versions of these 3rdparty plugin
requirements have they been built with the same buld setting such as /MD /MDd
etc...
Gordon
_
Hi Art,
I must admit I'm not familiar with the Ticket system. I use Tracs in
a very basic way. Perhaps it's time to learn...
I am rather wary of using instigating a bug tracking system as
sometimes they can be misused for feature request, and can create a
barrier in direct communication. I got
Hi Robert,
As I expected, the problem lies with using a GraphicsWindowEmbedded.
I was able to reproduce the bug in oagviewerQt by adding
viewerWindow->getGraphicsWindow()->setClearColor(osg::Vec4f(0.0f,1.0f,0.0f,1.0f));
viewerWindow->getGraphicsWindow()->setClearMask(
GL_COLOR_BU
Hi Morné,
I suspect my problem comes from using the graphics context created by
osgViewer::GraphicsWindowEmbedded (this is the graphics context I pass
to my cameras) in our Qt app.
You really shouldn't be using GraphicsWindowEmbedded even in a Qt app.
This is constraining you to single thread
Hi Robert,
I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8. The page can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution
Just wondering, I noticed you placed the osgShadow circular reference
issue in
Hi Robert, J-S
As always, thanks again for the help, it is greatly appreciated.
I was able to solve this issue by calling
void VOSGTiledViewer::paintGL()
{
getGraphicsWindow()->setClearMask( GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT );
getGraphicsWindow()->clear();
getGraphicsWindow()->set
Robert Osfield wrote:
I must admit I'm not familiar with the Ticket system. I use Tracs in
a very basic way. Perhaps it's time to learn...
I don't think there is much difference between Trac's "tickets" and what
you find in a regular (bug) tracking system, such as Bugzilla or Roundup.
The a
Hi Morne,
Thanks for the example. This isn't a bug though, it's a limitation of
using GraphicsWindowEmbedded, just like you can't use
GraphicsWindowEmbedded for doing multi-threading or using it with
multiple windows, or having pbuffers used in the scene.
GraphicsWindowEmbedded is very limiting,
Hi Robert,
Just wondering, I noticed you placed the osgShadow circular reference
issue in the "Recently Fixed bugs" category, but the fix has not been
checked in yet.
Sorry about that, just got your other message.
J-S
--
__
Jean-Sebastien G
Hi JS,
On Tue, Jan 27, 2009 at 2:05 PM, Jean-Sébastien Guay
wrote:
> Just wondering, I noticed you placed the osgShadow circular reference issue
> in the "Recently Fixed bugs" category, but the fix has not been checked in
> yet. Should it be moved back to "Should resolve" until you've had time to
Thanks for the answer, but the original scene doesn´t have any shader
attached. I only use shaders as a full-screen postprocess (after doing a
RTT).
I still dont know whats the difference from the osgPrerender example
which shows correctly for the same scene...
J.
___
Robert Osfield wrote:
Hi JS,
On Tue, Jan 27, 2009 at 2:05 PM, Jean-Sébastien Guay
wrote:
Just wondering, I noticed you placed the osgShadow circular reference issue
in the "Recently Fixed bugs" category, but the fix has not been checked in
yet. Should it be moved back to "Should resolve" un
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Mattias Helsing wrote:
> I'm also sure rpm's have a way of modifying the system too but with
> rpm's I'm currently at zero. (It is possible to generate rpm's as our
> cpack support goes today, e.g. "cpack -G RPM --config
> CPackSource-libopenscenegraph
Hi Paul,
On Tue, Jan 27, 2009 at 2:08 PM, Paul Melis wrote:
>> I am rather wary of using instigating a bug tracking system as
>> sometimes they can be misused for feature request, and can create a
>> barrier in direct communication. I got burned by bug tracking systems
>> in the past, where is c
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Robert Osfield wrote:
> Hi Art,
>
> I must admit I'm not familiar with the Ticket system. I use Tracs in
> a very basic way. Perhaps it's time to learn...
>
> I am rather wary of using instigating a bug tracking system as
> sometimes they can be
Hi Paul,
I added the revision numbers for the fixed bugs. Trac at its finest :)
Yep, very nice :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Robert Osfield wrote:
Hi All,
I've just updated the BugResolution page on the wiki for the work on
getting ready for 2.8. The page can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/BugResolution
If have have bugs that exist in svn trunk + 2.7.x then please
On Mon, 2009-01-26 at 19:12 -0800, Ryan Morris wrote:
> 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
There are exactly 1,323,
On Tue, Jan 27, 2009 at 2:37 PM, Paul Melis wrote:
> I added a small issue where the statistics are not shown in a very readable
> way.
I noted these problems when I was refactoring the internals to fix the
threading issues. Fixing the sizes of the rectangles is trivial.
Extra labels are needed
Hi Robert,
Robert Osfield wrote:
>
> My experiences were from nearly 10 years ago now.. But issues are the
> same. Fixing bugs is very much a social activity, in as much as it's
> the fixing bugs almost always requires a two way dialogue between the
> people able to reproduce the bug and those
Hi, Robert,
Thanks for the link. I'd like to go and have a try.
2009/1/25 Robert Osfield
> Hi Hesicong,
>
> osgVolume doesn't directly load or require any particular file
> format,so you can use it with an 3D osg::Image data that you have.
>
> The OSG's dicom plugin can generate such 3D osg::Ima
Hi Ruqin,
Just wanted to add to this as Robert and JS suggested switching off the
depth test for the dragger.
I have actually tried that and found the results "less than ideal" for the
normal dragger geometries.
The problem is that the parts of the dragger geometries may not render
correctly ov
I'm attempt to develop a Multiple Render Target (MRT) program and have a few
questions..
First, I see this in the osgstereomatch example:
Two textures are needed, because shaders cannot read and write to the same
texture during calculation. One texture is used as input and the other as
output.
Guys, please stop pontificating about bug tracking/ticketing etc.
Leave this type of long winded discussion until after we've got
OSG-2.8 out the door. Learning and introducing new schemes is not
what you do when you have an immenient release, instead you get on
with job of testing and debugging a
On Tue, 2009-01-27 at 15:16 +, Art Tevs wrote:
> Hi Robert,
>
>
> Robert Osfield wrote:
> >
> > My experiences were from nearly 10 years ago now.. But issues are the
> > same. Fixing bugs is very much a social activity, in as much as it's
> > the fixing bugs almost always requires a two wa
Hi Guys,
I'd like to wrap up this thread with some concrete actions.
First up, change the /usr/local/lib postfix for 64bit builds looks
like it will be of little overall benefit, so I'll stick with the
existing scheme.
Second, our make install isn't suggest anything about the need to add
the ins
Hi Jeremy,
On Tue, Jan 27, 2009 at 3:40 PM, Jeremy Moles wrote:
> I'm confused by this thread somewhat--what exactly is going on? Is OSG
> adopting some external management software for bug tracking and what
> not, or are we discussing the possibility thereof?
It's just ended up being another me
Robert Osfield wrote:
On Tue, Jan 27, 2009 at 2:37 PM, Paul Melis wrote:
I added a small issue where the statistics are not shown in a very readable
way.
I noted these problems when I was refactoring the internals to fix the
threading issues. Fixing the sizes of the rectangles is tri
On Tue, 2009-01-27 at 15:51 +, Robert Osfield wrote:
> Hi Jeremy,
>
> On Tue, Jan 27, 2009 at 3:40 PM, Jeremy Moles wrote:
> > I'm confused by this thread somewhat--what exactly is going on? Is OSG
> > adopting some external management software for bug tracking and what
> > not, or are we dis
Hi Jeremy,
On Tue, Jan 27, 2009 at 4:00 PM, Jeremy Moles wrote:
> I get about 1000 lines worth of warnings when I build OSG with:
>
>-W -Wall
>
> ...which is troublesome, because it prevents me from using those
> arguments in my own projects because of the warnings in OSG headers. I'd
> l
Has anyone used the Anti-Grain library in OpenSceneGraph? I would like to get
a better looking text display than the osgText node kit does.
http://www.antigrain.com/index.html
Thanks, Kurt
_
Windows Live™ Hotmail®…more than jus
Hi Alexande,
FYI, I'm now looking at this issue. It does look like a bug, I
haven't characterised the problem yet though...
Robert.
On Mon, Jan 26, 2009 at 4:42 PM, Alexandre Amalric
wrote:
> Hi Robert,
>
> thank you for according some time to this case, it's very important to me to
> understa
On Tue, 2009-01-27 at 11:06 -0500, Kurt Sierens wrote:
> Has anyone used the Anti-Grain library in OpenSceneGraph? I would
> like to get a better looking text display than the osgText node kit
> does.
If you're using Linux, you need to help me with osgPango. :) I have this
same goal, and you can
Thank you guys! I tried the idea of turning off the depth test. It works ok
but not perfect. Just as Chris mentioned, there is some rendering problem of
the dragger geometries. Anyone has idea of solving this problem? Thanks
again!
Ruqin
On Tue, Jan 27, 2009 at 9:20 AM, Chris Denham wrote:
> Hi
Have you tried my earlier suggestion?i.e. adding a post render camera
just above the dragger.
Can be a bit fiddly to manage the scenegraph, so might be worth trying any
other ideas first.
But I can give you some code snippets if you want to try it.
Chris.
- Original Message -
From
Hi,
Windows Vista 32Bit
Geforce 8600M with NVIDIA notebook beta drivers
Intel Core 2
Visual Studio 2008 SP1 Express
Built OK, with some mutterings about 'cannot generate assignment operator', but
I think we already touched on that one.
Ubuntu 8.04 32Bit
Linux 2.6.23.14
GeForce 8800GTS
Intel Cor
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Robert Osfield wrote:
> Hi Guys,
>
> I'd like to wrap up this thread with some concrete actions.
>
> Second, our make install isn't suggest anything about the need to add
> the installed library directory to LD_LIBRARY (and other platform
> specific
Sure, I'd like to try it. Thanks!
Ruqin
On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham wrote:
> Have you tried my earlier suggestion?i.e. adding a post render camera
> just above the dragger.
> Can be a bit fiddly to manage the scenegraph, so might be worth trying any
> other ideas first.
Hi Alexandre,
I have some intial finding w.r.t the lighting turning off in the scene
when you use:
view->setLightingMode(osg::View::NO_LIGHT);
The reason why this unlights the scene, is because the scene graph
setup lacks any enabling of GL_LIGHTING, and it was only visible
because when Light
Hi Tony,
Could you send me the warnings, as I and others can't do anything
about unless we know where they are and what is causing them.
Robert.
On Tue, Jan 27, 2009 at 5:07 PM, Tony Horrobin
wrote:
> Hi,
>
> Windows Vista 32Bit
> Geforce 8600M with NVIDIA notebook beta drivers
> Intel Core 2
>
Hi Robert,
The Windows warnings are caused by having const references but not declaring
the copy/assignment private. I think a load of these had been fixed recently.
Under Linux, an example would be:
In file included from osgal/examples/osgalocclude/osgalocclude.cpp:43:
include/osgViewer/Viewe
Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
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Jean-Sebastien, Robert and all,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the timer
problems are solved.
Thank you,
Alfonso
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Hi Alfonso,
I'm afraid I already have the KB896256 patch installed because I have
Windows XP sp3. I will try to update the nvidia drivers to see if the
timer problems are solved.
Hmmm, it was just a guess anyways. I have never really seen timer
inaccuracies of the order you describe... I'm a
Hi Tony,
I don't need an explanation, I need the actual warnings generated.
Please just copy the output to a file and post it.
Thanks,
Robert.
On Tue, Jan 27, 2009 at 6:13 PM, Tony Horrobin
wrote:
> Hi Robert,
>
> The Windows warnings are caused by having const references but not declaring
> t
Thank you all for suggestions, I'll try them as soon as possible and will
let you know.
Regards.
Alessandro
On Mon, Jan 26, 2009 at 5:42 PM, Paul Martz wrote:
> 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 Op
Hi Alexandre,
On Tue, Jan 27, 2009 at 5:29 PM, Robert Osfield
wrote:
> Now, the question for me is why adding the slave fixes things, and why
> without the slave the defaults are having an effect. It looks like an
> order of initialisation issue - i.e. the master camera and it's
> Renderer intia
Hi Peter,
On 1/27/09, pe...@jumbovision.com.au wrote:
> 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.
There is a set of prebuilt binaries here:
http://www.openscenegraph.org/proj
Hi Chris, can I have a look of the chunk of code you mentioned? Thanks a
lot!
Ruqin
On Tue, Jan 27, 2009 at 11:04 AM, Chris Denham wrote:
> Have you tried my earlier suggestion?i.e. adding a post render camera
> just above the dragger.
> Can be a bit fiddly to manage the scenegraph, so mig
Jeremy,
I was looking at your osgPango node kit and would actually love to use it, but
what else would be required? We are ported to Windows and will also need to
support Mac, not Linux or Unix at this point. We are pretty fussy about the
entire user experience and the current osgText impl
I noticed a bug in the 2.6.0 version of the API with the viewer config
file reader plugin. I can't access the latest developer source code
right now so I can't verify that the bug still exists in the 2.7 version
of the API, but I've attached the config file that I used to reproduce
the problem. The
On Tue, 2009-01-27 at 18:33 -0500, Kurt Sierens wrote:
> Jeremy,
>
> I was looking at your osgPango node kit and would actually love to use
> it, but what else would be required? We are ported to Windows and
> will also need to support Mac, not Linux or Unix at this point. We
> are pretty fus
Hello Robert,
Could send me the small .ive file that you've used to reproduce this problem.
Could you also try reproducing the problem at your, but please don't
do an svn update quite yet as last night I checked in a fix for the
threading issues in Camera sets query - the one that your crash poi
Hi all,
I have added some cpack support documentation to
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
While editing I removed Roberts draft since they got outdated in the
process. Much of it (like dependency hints) were reused and lives on.
Teh page is currently not very
Haha, as soon as I posted this I knew that was going to be the response.
I know there are several ways to do armatures in blender, my basic
test process has been this:
1) create a long box
2) subdivide a bunch of times
3) create a vertex group
4) create the armature (2 bones)
5) add an armature mod
Hi Paul,
paul1...@yahoo.com wrote:
I'm attempt to develop a Multiple Render Target (MRT) program and
have a few questions..
First, I see this in the osgstereomatch example: Two textures are
needed, because shaders cannot read and write to the same texture
during calculation. One texture is used
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