Hi jesper,
You could in the start of your program call
osgDB::Registry::instance()-getLibraryPathList().push_front(your dlls
path). In that case it doesn't depend on environment settings.
Guy.
Thank you for your answers.
I have actually found
Hi Steven,
Two things, first, in the code you entered there are 5 values you set
in vec4... so maybe it's a mistake in the email, and maybe in the shader
code.
Second, to have alpha values between 0-1 you don't need MRT.
Guy.
danielh wrote:
Try attaching a texture to the COLOR_BUFFER0
Hi Peter,
I had something similar in my program. For me it happened when the
object where VERY FAR from the camera in the orthographic projection.
There were some distances that the objects disappeared and at even
greater distances it reappeared.
I think it have to be something with the
Hi Andres,
If there are different geometries you could use uniforms else you could
use attributes to set the class id.
If you plan to use different map textures on the same geometry (the more
general solution) than use Robert's advice :-)
Can you describe what are distx and disty?
Hello Ben,
I have the same question as well.
I personally using the AdapterWidget with Qt.
The only diffrence i found is that AdapterWidget is derived from GLWidget
and the other
from QWidget.
The former one is more concrete than the latter one i guess, GLwidget is
using the OpenGL framework.
Yeah, quesion 40Can I use OSG within an existing Renderer engine just is
what I need.
Thanks for helping.
And I need another advice:
as I understand whole OSG architecture, I must to render my dynamic scene in
such way (in addition to question #40):
1) set callbacks functions to each Geode
Hi Carlos
You have to donwload ffmpeg and build the plugin by setting up the right
parameters in cmake. then osg will build the ffmpeg plugin as well as the
other 3rd party plugins will be build.
adrian
2009/3/18 Carlos Sanches ces...@gmail.com
Hi Robert.
I m seeing that my
Hi Raqin,
To enable/disabe modes in OSG you use:
stateset-setMode(GLenum, osg::StateAttribute::ON/OFF);
In you case you probably want to disable back face culling.
stateset-setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
Robert.
2009/3/18 Ruqin Zhang ruzh...@gmail.com
Yes, the openGL
HI Fabien,
See the osgautocapture for example of how to do this.
Robert.
On Wed, Mar 18, 2009 at 5:34 PM, Fabien Dachicourt d...@spaceyes.fr wrote:
Hi all,
To make a snapshot i would need to wait for all pagedlod loading before
drawing,
The databasepager getRequestsInProgress() works well
Hi Jason,
This change would be appropriate. Although we might want to review the eye
point management, and perhaps eye + view points as potentially they aren't
the same. An stack for eye/viewpoint point might be need as well to cope
with internal camera nodes.
Robert.
2009/3/18 Jason Beverage
Hi John,
This does sounds like a CMake bug. I wonder if reverting to old version of
CMake might help.
Robert.
On Wed, Mar 18, 2009 at 8:17 PM, john casu j...@chiraldynamics.com wrote:
Robert,
I put debugging messages in FindFreeType.cmake, and the behavior is as
expected within that cmake
HI Sajjad,
2009/3/18 ami guru dosto.wa...@gmail.com
Is there any class or interface in OSG that can query and print out the
supported extensions within the OpenGL driver ?
There isn't a single method that returns a list of all supported extensions,
but there are various methods for getting
Hi John
I'm catching up with the list and just saw this. I'm not a mac user
but I recently made a submission in the Find3rdPartyDependencies.cmake
and freetype area that is in the osg-2.8 branch (not 2.8.0). As I
understand you have 2.8.0?
If you want to try it out I've attached the file
Hi Sajjad,
I don't have to time to teach you everything you need to know to do your
job, you'll need to go look at online docs on OpenGL, and looks through the
OSG examples and online docs, and review the OSG archives.
Robert.
2009/3/19 ami guru dosto.wa...@gmail.com
Hello Robert,
Thanks
Hello Ivan,
What is the difference betwen the AdapterWidget and QOSGWidget.
I found one to be the subclass of GLWidget and the other is QWidget.
Which one is better ?
Any explanation?
Regards
Sajjad
-- Forwarded message --
From: Iván Cuevas okd...@gmail.com
Date:
Hi guys,
I was looking for an osg manipulator fitted for walkthrough in architectural
environments. I found that the best ones were UFO, Drive and Flight. Though,
I was not really convinced by any of them as there is no direct control on
the speed but only on the acceleration. Thus, it is hard to
Hi Sajjad,
The warnigs are because I'm rendering in a QWidget out of the paint event.
These warnings doesn't appear if you render in a QGLWidget, but the
CompositeViewer framework with multiple OSG views in different widgets and
multi-threaded does no render properly (at least for me [Crying or
Hi,
FYI, there was a posting of a (presumably similar) WASD type manipulater by
Viggo Løvli back in August 08 - seach the archives for How to write a
camera manipulator...
David
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Hi Simon,
I coded a kind of human-view code which is typically what you want, but in a
form that may not fit exactly what you need. It is a matrix getter, that is
to say a class that only update the view matrix (inputs are grabbed from
another class). Think about it as a delegate manipulator
Hello Robert,
Thanks for the hint.
But i did not understand the idea of Current OpenGL context
And the class that you specified requires a context id to instantiate
GL2Extensions object.
Any more reference into that matter would be of great help
Regards
Sajjad
-- Forwarded message
Hi all,
Qt is becoming more and more popular and looks like some people are working
integrating OSG in this GUI framework.
What about to have a specific forum for Qt in the 3rd party section?
Best regards,
Iván.
--
Read this topic online here:
HI Carlos,
You'll need to install the headers for ffmpeg and the device library.
Robet.
2009/3/19 Carlos Sanches ces...@gmail.com
Hi Adrian !
ok, I have the ffmpeg installed . I use it to convert my movies.
Now I m seeing in ccmake configure list . but have some options that I dont
know
I am working with windows, no problem there, but here my settings.
Variable Name: FFMPEG_LIBAVCODEC_INCLUDE_DIRS
Description: Path to a file.
Current Value: F:/dev/ffmpeg/SDK/include/LIBAVCODEC
New Value (Enter to keep current value):
Variable Name: FFMPEG_LIBAVCODEC_LIBRARIES
Description: Path
Hi Adrian !
ok, I have the ffmpeg installed . I use it to convert my movies.
Now I m seeing in ccmake configure list . but have some options that I dont
know what I have to put there.
the options are :
FFMPEG_LIBAVCODEC_INCLUDE_DIRS
/usr/include
FFMPEG_LIBAVCODEC_LIBRARIES
Hi Robert,
I was looking through CullVisitor and trying to get my head around the
difference between the eye point and the viewpoint. Is the viewpoint stack
is used to deal with internal camera nodes then? Then the eye point is
the main camera's position while the view point would be used for
Guy, Good Catch. Unfortunately that is just a typo in the post. My actual
shader only writes out 4 values.
I do need to pass values along the alpha channel outside of 0-1. But even if I
restrict myself to values from 0-1 I still get the incorrect data passed down
to the image.
Any other
Hi Jason,
2009/3/19 Jason Beverage jasonbever...@gmail.com
Hi Robert,
I was looking through CullVisitor and trying to get my head around the
difference between the eye point and the viewpoint. Is the viewpoint stack
is used to deal with internal camera nodes then? Then the eye point is
Thanks Sukender
I will try agagin.
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I noticed something else that is interesting...
When I use the following shader code:
gl_FragColor = vec4(vVertPos.xyz , 1);
(where vVertPos.xyz is the calculated 3D position)
I get an accurate point cloud of the 3D points that matches up with the
geometry of the scene perfectly.
When I use
Thanks guys,
indeed the wasd manipulator does pretty much the same things as mine.
Although I'm not interested in changing my manipulator. I was just pointing
out that this kind of manipulators are missing in the osg core. Basically if
the wasd manipulator had been integrated in osgGA, I wouldn't
I am having a little bit of an issue with some of my files. I have a
database that is in FLT format. I can load it into my program, and it
takes a while, but when I query the height at a given x,y location, I
get the proper values.
Now, i have taken this file and converted it using the
Geoff wrote:
I am having a little bit of an issue with some of my files. I have a
database that is in FLT format. I can load it into my program, and it
takes a while, but when I query the height at a given x,y location, I
get the proper values.
Now, i have taken this file and converted it using
I suppose you are writing the data in a texture with gl_FragColor = vec4(...,
depth).
What exactly are you doing with the data that you write afterwards, or how do
you actually obtain your point cloud?
If for example you take the position vec4(..., depth) (which is a world space
position?) and
Just a note for those of us who have been bitten by double check locking
issues in Java, this technique is highly dependent on the threading and
data architecture in use. There are subtle issues between when a thread
commits its local state and the possibility for the compiler to reorder
So far the alpha channel is completely ignored beyond the shader. I set each
vertex of the point cloud based off the r,g,b channels of the image buffer.
Before I add the vertex to the point cloud the r,g,b channels of the image
already seem to be scaled. I check this by logging the image
HI Loic,
The manipulator certainly isn't pointless - as the fact that others have
written something similar shows it's a common need, so getting something
like it checked into the core OSG makes sense. I would suggest finding a
more generic name rather than DoomLikeManipulator. Perhaps
Hi everybody,
I have to develop an OSG application with timer trigger. Each object (ie.
Geode) into my scene have to launch a timer when there are displayed (ie. in
front of the camera, visible, showed or whatever you call it). When the timer
is done, object have to trigger a function. My
Here is my shader code in its entirety.
Code:
//Shaders
const char VertexShaderSrc[] =
varying vec4 vVertPos;
attribute vec4 gl_MultiTexCoord0;
uniform mat4 osg_ViewMatrixInverse;
uniform vec3 worldOffset; //offset from world origin
void main(void)
{
Adrien Mazaud wrote on Thursday, March 19, 2009 11:59 AM:
I have to develop an OSG application with timer trigger. Each object
(ie.
Geode) into my scene have to launch a timer when there are displayed
(ie. in
front of the camera, visible, showed or whatever you call it). When
the timer
is
For the alpha channel look here:
http://forum.openscenegraph.org/viewtopic.php?t=1776
I posted the solution to my problem (similar to yours) at the end of the thread.
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Hi all,
IMHO, FirstPersonManipulator should suit any first person cameras ; and a
doom-like one is only a subset of a FPS manipulator. Think about Descent
game, where you could go in any direction in space (no gravity to say where is
the up direction). Doom-like has a fixed up vector that may
AFAIK you play as a human in Descent ;)
Essentially it's to give the effect of walking/running, so how about
WalkManipulator?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March
Ok , I did it .
now I m trying to run de example:
osgmovie -e ffmpeg
this error occours
Warning: dynamic library '/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so'
exists, but an error occurred while trying to open it:
/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so: undefined symbol:
my ffmpeg version
FFmpeg version 0.5, Copyright (c) 2000-2009 Fabrice Bellard, et al.
configuration:
libavutil 49.15. 0 / 49.15. 0
libavcodec52.20. 0 / 52.20. 0
libavformat 52.31. 0 / 52.31. 0
libavdevice 52. 1. 0 / 52. 1. 0
built on Mar 19 2009 12:47:35, gcc: 4.2.4
I compiled svn with cmake 2.6.3 on OSX without difficulty, in a clean
directory, using all of the default settings, so I cannot confirm the
existence of this bug.
-Eric
On Mon, Mar 16, 2009 at 9:19 PM, john casu osgfo...@tevs.eu wrote:
I'm trying to build the latest svn version of OSG 2.8.0
Robert,
Thanks. Using -e with appropriate options did exactly what I wanted,
except for a slight error on the edges of the created images. If i
overlay the created image tiles from the highest resolution level on top
of the original source imagery, they are pixel to pixel exact except for
a
This seems to work, too. I haven't done what I'd call a thorough
qualification, but I'm happy.
thanks,
andy
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Wednesday, March 18, 2009 12:39 PM
To:
Hi Ivan,
I've looked into the messages of the last week. There were only 5 Topics about
Qt and only 3 of them were written by forum users, the rest was written by
mailing list users. Hence, I am not sure if there is now enough interest to
open a new subforum (mails from list users wouldn't be
Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the header
:
The camera control is done via keyboard arrows concerning the position and
via mouse draging concerning the orientation.
There are two modes : the horizontal and
Yes... But in a space ship! ;)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 19 Mar 2009 19:12:55 +0100, Michael Platings mplati...@pixelpower.com
a écrit:
AFAIK you play as a human in Descent ;)
Essentially it's to give the effect of
Hi Michael,
Havig both modes sounds a good idea. In that case, FirstPersonManipulator
seems fine for me. Just be sure to:
- allow the user to set which vector is considered to be up
- allow the user to set the minimum angle between dir and up (or else you
got rounding errors that cause ugly
Simon Loic wrote:
Glad to see that this manipulator generates interest.
Concerning the name, the manipulator is designed as explained in the
header :
The camera control is done via keyboard arrows concerning the
position and via mouse draging concerning the orientation.
There are two modes
And about the modes, I would prefer FREE and HORIZONTAL :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 19 Mar 2009 21:38:16 +0100, Sukender suky0...@free.fr a écrit:
Hi Michael,
Havig both modes sounds a good idea. In that case,
Sukender wrote:
And about the modes, I would prefer FREE and HORIZONTAL :)
My preference would be GROUNDED (as in, you stay on the ground) rather
than HORIZONTAL. To me HORIZONTAL kind of implies one-dimensional
motion.
I'm indifferent on FREE vs. GENERAL.
--J
Hi Robert -- I have a question about how the DrawElements* family of
PrimitiveSets handles the pointer to the indices.
In OpenGL, data is bound/copied at call time, so if I were writing a plain
ol' OpenGL app and calling glDrawElements, I'd pass in a pointer to my index
data, and when the call
Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint. Of
course, I had to post and show my ignorance first before I figured that out.
:-/
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
_
From:
Paul Martz wrote:
Ignore this post. The answer is: DrawElementsUInt is a VectorGLuint.
Of course, I had to post and show my ignorance first before I figured
that out. :-/
Good. For a minute there, I thought I was missing something. :-)
--J
___
Maybe when I will have finished to implement the GROUNDED/HORIZONTAL mode
you can give it a try and decide which name best fits. In my concern I
clearly incline towars grounded as the implementation I was about to propose
allows step over small obstacles like stairs.
If you have remarks on the
Hi Simon,
I thought the manipulator could behave like a flying human (= Horizontal mode
for movement, but nothing to keep on floor). Or is it a thrird mode?
1. FREE (= Descent, go any way, up vector changes).
2. FREE_UP_FIXED (= Flying human, up vector is fixed, but camera moves
anywhere)
3.
I don't know what the specific build issue is as I believe the local
FindFreeType.cmake module should be searched for first, but I thought I
would share some history.
Originally there was no FindFreeType.cmake module in CMake. I wrote the
original one for OpenSceneGraph and then submitted it to
Thanks for the pointer Paul. The points you raise do apply to C++ as
well, and it seems the consensus is that it is not possible to implement
the double-checked locking pattern in portable C++ safely.
See Scott Meyer's and Andrei Alexandrescu's paper here
fyi.. the command I used to grab the svn release was:
svn checkout http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
OpenSceneGraph
I'm pretty certain it's the latest, as installing it creates a
/usr/local/lib/osgPlugins-2.9.1 directory.
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thoughts?
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So, I went back to cmake and I realized that I didn't have a dynamic or static
library assigned. So I assigned the file libcollada15dom21.lib to the
COLLADA_DYNAMIC_LIBRARY variable. Everything compiled fine. But when I went to
use osgconv, it tells me that it couldn't find the file
You need to link the .lib in the cmake file but then the corresponding .dll
needs to be on the path.
You normally set environment variables in windows in control
panel-system-advanced-environment
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