Hi all,
for those interested in instruction order issues, these videos might be
interesting (search google video):
* Herb Sutter - Machine Architecture: Things Your Programming Language
Never Told You
* IA Memory Ordering
There is quite a bit of work going into the next C++ standard to
Hi Have been trying to ubsubscribe for a while, I have no idea what any of you
are talking about and the inbox is always full! please help!
Andree
Stay connected to the people that matter most with a smarter inbox. Take
a look
Andree,
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--
Roland
--
Read this topic online
HI Carlos,
Our plugin doesn't contain any inflateInit_ or inflate method of any kind,
so the missing sybmol must be coming from ffmpeg itself. I haven't see this
error myself when building from various versions of ffmpeg so perhaps it's
version 0.5 that has gone astray.
Have a look in ffmpeg
Hi,
First I would like to correct previous post, claiming Blueberry3D is a core
library and cant be used as it is.
Blueberry3D is a commercial off the shelf product with 3 main modules for
REAL-TIME simulation.
The Blueberry3D Editor, the Blueberry3D Real-Time Environment with SDK and the
Hi Matins,
Slight variations of the pixel colour may come about due to GDAL
interpolating data, interpolation done with VPB, or the edge boundary
equalization. The small variation you are seeing might simply be down to
this, it's not something at this stage I'd even flag up as a problem. It
2009/3/19 Andy Skinner andy.skin...@mathworks.com
This seems to work, too. I haven’t done what I’d call a thorough
qualification, but I’m happy.
Thanks for the testing. Next Monday I'll tag the 2.8.1-rc1 and do another
call for testing. Hopefully be the end of next week we can roll 2.8.1
Hi Loic,
Great little discussion :-)
2009/3/19 Simon Loic simon1l...@gmail.com
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
HI Roman,
Is i the UpdateSensoeHMDOperation that is at fault? Put your own timing
stats into your code and see how long this is tacking to run, my guess is
that it's cost will be rather sporadic - if this is the case then you need
to change the way you manage this code, such as by creating an
Martin Beckett wrote:
Following OpenGL3 I'm not holding my breath for a standard developed by Khronos.
It was actually developed by Apple, who submitted it to the Khronos
Group (although they probably fiddled with the original spec, of course).
The bit about OpenCL not just being for GPUs
On Fri, Mar 20, 2009 at 4:57 AM, Martin Beckett m...@mgbeckett.com wrote:
Following OpenGL3 I'm not holding my breath for a standard developed by
Khronos.
The bit about OpenCL not just being for GPUs but also for CPUs and Cell
worries me - it sounds like a 'grand plan' - it supports
HI Ben,
On Fri, Mar 20, 2009 at 9:48 AM, Ben ben.poul...@gmail.com wrote:
Hi,
if I have understood , I must design my application with a CompositeViewer
in order to use two scene, each in it's own view.
I have a 3D classic view and a map vue.
How can I display only one at once using
Hi, Ben,
I use something like
camera0-setNodeMask(0X);
camera1-setNodeMask(0);
to enable camera0 but disable camera1.
I hope it helps.
Yun
On Fri, Mar 20, 2009 at 10:48 AM, Ben ben.poul...@gmail.com wrote:
Hi,
if I have understood , I must design my
HI Roman,
2009/3/20 Roman Grigoriev grigor...@gosniias.ru
Hi Robert!
As you’ve seen in my operation thread I simply write to stdout simple
message: update and nothing more.
But framerate lags unpredictable.
Maybe there is good example or readme how to use operationthread
Thanx in
Hi,
is there an obvious way to know which element a node is composed of
(dots, lines, triangles, quads, polygons,) and iterate over them in a loop?
In an attempt to answer my question, I would say no.
Since a node can be 1 or more models of possibly different
characteristics, I would probably
Hi guys,
I want to use OpenGL to render the interface, but use OSG to render in a
region. And in this region I use OSG manipulator, but in the rest of the
interface I use others. I don't know if it is possible, if it is, how to do?
Thanks in advance.
--
Cheers,
Yun
ok , now i m using svn version of ffmpeg.
bow the example runs but the message still apear
I put the the lines in main function of my program::
std::string libName = osgDB::Registry::instance()-
createLibraryNameForExtension(ffmpeg);
osgDB::Registry::instance()-loadLibrary(libName);
but looks
Thanx Robert!
Working with threads a little bit unfamiliar to me.
Could you please point me to some examples how to use YieldCurrentThread()
Thanx in advance
Bye
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Hi,
I have a osgFX that needs to apply two pass technique.
On the second pass I need to apply one or more shaders one or more
times. (controlled by the user parameters)
I looked at the osgFX::Scribe which covers the osgFX creation.
For the shaders I looked at the code from osgshaders.
Now my
Hi guys,
inflateInit_ sounds very much like an API entry point in zlib.
Tanguy
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday 20 March 2009 08:55
To: OpenSceneGraph Users
Subject: Re: [osg-users]
yeah
here *
http://refspecs.freestandards.org/LSB_3.0.0/LSB-Core-generic/LSB-Core-generic/zlib-inflateinit.html
*
On Fri, Mar 20, 2009 at 9:47 AM, Tanguy Fautre tang...@aristechnologies.com
wrote:
Hi guys,
inflateInit_ sounds very much like an API entry point in zlib.
Tanguy
Thanx Robert!
I works fine
Here is my class if it will be useful for someone.
lass UpdateMissileOperation : public osg::Operation
{
public:
UpdateMissileOperation():
Operation(UpdateMissileOperation, true)
{
}
virtual void operator
Hi Robert,
Robert Osfield wrote:
I have never seen problems like yours when using
OperationThread/Operatons, but on a second review I see that your
OpenThread never sleeps, it just churns away as effectively a spin
lock on the CPU. If your machine doesn't have sufficient cores to
handle a
Well, from reading Technique.cpp I'm able to guess that I have to re-implement
the traverse traverse method.
The best idea seems to be just copy paste the
Technique::traverse_implementation and for each pass implement a specific
behavior.
For what I want, apply the same shader(s) several
Hi Carlos,
What happens when you run:
osgmovie -e ffmpeg a_video.mpg
Is it still reporting that it can't load the plugin?
I suspect that you are still hitting against the plugin not loading
correctly. The inflatInit method is still being reported as not found and
this function is from zlib
Hi Roman,
You really need to learn how to investigate stuff on your own, I can provide
pointers of but it's down to you do learn stuff and to code stuff, you can't
expect others to walk you through it. In the case of YieldCurrentThead
it's a single line of code that Yields the Current Thread,
Hi,
In the application I am working on, I am trying to create a smooth
(transition) animation on the vertices inside an object.
Example:
I have included an illustration to make my problem a bit more clear. The
current scene contains one geode with a geometry attached.
The geometry is filled
Hi Robert!
Sorry to disturb you with my simple question
A lot of things to do in a short period time.
Thanx again
Bye
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, March 20, 2009 4:34 PM
Hi Robert!
Another user reported this, but my nightly build also exhibits the same problem.
Details here: http://www.cdash.org/CDashPublic/viewBuildError.php?buildid=14829
As we don't really need wrappers, this is just for your information in
case you missed it.
--
Csaba
I try to use nodemask but doesn't work.
Id do this :
Code:
osgViewer::CompositeViewer viewer;
osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded;
osgViewer::View* vue2D = new osgViewer::View;
osgViewer::View* vue3D = new osgViewer::View;
viewer.addView(vue2D);
I remember the first time I heard about the double-checked locking
problem five years ago or more and then wasting an afternoon trying to
understand what the heck was going on. I was never the same again.
I sometimes long for those halcyon days when the universe was a simpler
place. :)
When I build OSG (latest svn) with Xcode (generated by Cmake), I've
noticed some problems when compiling with the Debug configuration. I'm
trying to fix these, but if anybody has some clue how to force Cmake to
work better, please chime in.
1. I submitted a patch (not yet committed) that will use
Hi,
I'm writing a simple nodevisitor to compute the lightmap of a given node. This
nodevisitor treats transforms and geodes specially, so that each vertex in the
geometry is multiplied with the most recent transform matrix in order to obtain
world coordinates. So far the above code works well
Paul Melis wrote:
Can Hosgor wrote:
I'm writing a simple nodevisitor to compute the lightmap of a given
node. This nodevisitor treats transforms and geodes specially, so
that each vertex in the geometry is multiplied with the most recent
transform matrix in order to obtain world coordinates.
:(
ok.
I downloaded, compiled and instaled zlib-1.2.3
built ffmpeg from svn again with new zlib installed
in osg i changed the directories of zlib to the new zlib in ccmake
cmakelist.txt
in OpenSceneGraph-2.9.1 directory:
./configure
make clean
make
the example was built again but .
running
Can Hosgor wrote:
I'm writing a simple nodevisitor to compute the lightmap of a given node. This nodevisitor treats transforms and geodes specially, so that each vertex in the geometry is multiplied with the most recent transform matrix in order to obtain world coordinates. So far the above code
Hi ben,
where did you put your code? I put them in the updatecallback function,
that's why mine will change every frame.
Yun
2009/3/20 Ben ben.poul...@gmail.com
benbao wrote:
I try to use nodemask but doesn't work.
Id do this :
Code:
osgViewer::CompositeViewer viewer;
Yes I would much prefer a cross platform well supported API than be forced to
buy NVidia (and have to tell my customers to).
But at the moment a lot of the OSG demos do not render properly on any other
cards (at least on Windows) just because of the poor OpenGL drivers - so I'm
not holding my
My application checks for the existence of some OpenGL extensions before
allowing ShadowMap to be turned on. So far, I have been using this test:
if (GL_EXT_framebuffer_object
(GL_ARB_fragment_program || GL_EXT_fragment_program)
(GL_ARB_fragment_program_shadow ||
Hi Csaba,
Thanks for the note. I'm now reproduce the build error at my end and
working on a fix.
Robert.
On Fri, Mar 20, 2009 at 2:47 PM, Csaba Halász csaba.hal...@gmail.comwrote:
Hi Robert!
Another user reported this, but my nightly build also exhibits the same
problem.
Details here:
HI Carlos,
As I don't see any of these problems, I'm afraid there isn't much I can do
apart from make suggestions for you to try out. Right now it looks like
you'll need to add the zlib library into the build of other ffmpeg or our
plugin.
Robert.
2009/3/20 Carlos Sanches ces...@gmail.com
:(
nobody had the same thing?
On Fri, Mar 20, 2009 at 12:20 PM, Lingyun Yu lingyun.yu...@gmail.comwrote:
Hi guys,
I want to use OpenGL to render the interface, but use OSG to render in a
region. And in this region I use OSG manipulator, but in the rest of the
interface I use others. I don't
Hi Yun,
Have a look through the osg-users archives, there has been plenty discussed
about OpenGL/OSG integration. It's a bit tricky due to state management, so
if you can I'd recommend just using OSG all the way as it'll lead to better
performance and an easier life alround.
Robert.
2009/3/20
Hi all,
Some background first:
I've upgraded my code from 2.4 to 2.8.
I have a queue of ParticleEffects contained by osg::PositionAttitudeTransform's
that get moved around. So whoever was the last effect to move, gets put into a
new position and reset to look as if it's a totally new
Hi all!
I was wondering can someone give me a few hints on what
to look for in VPB in sense of its functionality. I not sure for
instance what happens when you push a image file trough osgdem. From
what i see as a result it seems that heightmap image and texture get
fragmented and put into
I have noticed a very strange issue regarding VRML file rendering. This issue
happens in OSG viewer version 2.6, with openVRML version 0.14.3.
Please view the two attached vrml files and observe very different shading on
the 2 cubes. The only difference between the files is that in
Hi,
what is the official preprocessor macro to define the OSX platform? It seems
to me that only __APPLE__ is used. Therefore, there is no distinction between
Cocoa and Carbon?
Thank you.
Hartwig
--
Read this topic online here:
Hi Carlos,
On 21/3/09 3:17 AM, Carlos Sanches wrote:
the example was built again but .
running example with ./osgmovie -e ffmpeg video.avi or .mpg
the movie runs but the same error apears.
Warning: dynamic library
'/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so' exists, but an error
Hi,
I did successfully build OSG2.8, but neither the 'bin' directory or the
'share/OpenSceneGraph/bin' directory has the executable 'osgdem'. I have been
looking at various posts that talk about using osgdem to load .dem files, but I
don't seem to find it.
I do have 'gdal' installed and built
Hi Vijay,
OSGDEM is part of the VirtualPlanetBuilder project.
You can find it here
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
OSGDEM will generate .IVE files from your .dem/.dt files. After you have
.IVE files you can use OSGVIEWER to view them.
Good Luck
- Mark
Hello all,
I'd like to report a build error I encountered on Windows using CMake
2.4 and default CMAKE_INSTALL_PREFIX. The default value for the install
prefix is C:/Program Files/OpenSceneGraph (without the quotes). The
space in the path appears to confuse CMake when generating the project
Hi all,
In our application, hundreds of human animated models should be loaded into
scene. We use ms3d format models.
Now we do it as follow:
1. load models
2. create a osg::Geode and add it to scene
3. add a osg::Drawable to this Geode
4. add a osg::NodeCallback to this Geode
5. calculate and
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