you can try adding an osg::Switch as a parent of your model and deactivate the
subgraph containing your model using a custom UpdateCallback
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I have the same problem on windows server 2008, with version 2.8.0.
If you could resolve it, please tell me how!
A lot of thanks in advance!
Alex.
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Dear OSGlers,
as most of you are aware Visual Studio 2008 Microsoft has introduced a
few new shudderbars before one can actually get an application deployed
on a non-Visual Studio machine.
The problem I have:
plain OSG 2.8.1 Release build copied over - I added the manifest+DLLs
from my VS
Hi everyone,
I've tried osgspotlight example and it works fine. I've generated
*only*seven texture coordinates by using osg::TexGen and rendered the
spotlight
effects by fragment shader. But, I want to render multiple spotlight effects
in my scene (for example 20 spotlight effects).
*
void
Hi Gordon Tomlinson,
Thanks for you link and books. Infact, I have read them, so I can build some
simple scene graphes like box, sphere... using push_back to put data into
expected position manually. However, when i work with a real 2D image and its
distance, there are so many pixel that i can
Hi Nicolas,
keep us updated on your osg4j project, sounds nice. Osgswig can use
some of doxygen's code parsing XML metadata by converting it into
code comments. In terms of parsing headers automatically, I think
GCC-XML does a good job (see the cableSWIG project).
Gerwin
On Fri, May 1, 2009 at
Hi all,
Finally i find where is the lighting problem, it's the specular
computation. Here's the change i made in the main vertex shader:
void DirectionalLight(in int
i,\n
in vec3
normal,
Do you set OSG_LIBRARY_PATH on target machine?
2009/5/4 Hartmut Seichter li...@technotecture.com
Dear OSGlers,
as most of you are aware Visual Studio 2008 Microsoft has introduced a few
new shudderbars before one can actually get an application deployed on a
non-Visual Studio machine.
I resolve my problem in this way:
while(!(viewer.done))
{
//code that modify structure
viewer.(frame);
}
Thanks a lot.
Ignazio
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Hi Matthias, Alexandra
Your problems seems very odd so I'm gonna need some more info. If you
solved it already ignore my questions but please pass your solution to
Alexandra.
Do the files that cmake complains about actually exist?
Are you building in-source or out-of-source?
I'm thinking you
Hi,
the Class(vpb::ThreadPool)is not VPB_EXPORT .
In my application ,I can't use it.
why not specify this class is VPB_EXPORT?
Thank you.
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Hi Everybody !!
I'm a beginner of OpenSceneGraph, but i have some experience in 3DSMax as a
modeller.
Now i'm using the OSG exporter for export the model in OSG format, but i can't
export DOF nodes.
My question is : how I can export DOF nodes from 3DSMax to OSG format correctly
?
I insert
The VC 2008 redist and manifest may have to be put separately into
plugins directory.
A word of warning though: memory allocated by a plugin may not be
freed by the main application because the VC runtime is loaded into
memory twice.
It may be safer to install the VC 2008 redist from the
[quote=Mattias Helsing]Hi Matthias, Alexandra
Your problems seems very odd so I'm gonna need some more info. If you
solved it already ignore my questions but please pass your solution to
Alexandra.
Do the files that cmake complains about actually exist?
Are you building in-source or
Hi Don,
There's a significant new clue here. Two of my three systems that crash
with
osgviewerQT --QOSGWidget cow.osg
are multi-processor systems. The third is a very fast single core Xenon.
All they systems where there's no crash are single processor systems.
Is anyone else able to run
Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a
decent OpenGL driver).
I did as you suggested and it works very well. Mostly.
If I resize the window and make it wide and short, my background
gradient
Hello Zhi Yuan,
What
I want to do is that I want to draw the model once at the first
frame,during the other frames,I just keep the model drawn at the frist
frame(do not redraw the model ).
First of all, one of the basic principles of real-time rendering is that
you actually want the scene to
Hi Duong,
I can't really so how others can help you give just fragments of what
you are trying to do. You don't explain what type of data you are
working with, and it's not possible to guess what it might be given
the little fragments of disconnected information your provided.
The best we can
Hi Klaus,
I don't know Equalizer and am haven't yet learnt enough about
osgWidget's implementation to tell you about the potential for using
it with multiple views.However, in principle I would say it should
be possible, but may well require some refactoring of osgWidget.
Over the coming
Actually the new feature, where the moderators has first to approve the very
first post of any new member should already keep the bad guys away. This
feature is already in action, since couple of days, as I have posted previously.
I am not a friend of using a lot of anti-spam things like
On Mon, May 4, 2009 at 12:23 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
http://www.openscenegraph.org/projects/osg
Produces:
(lots of debug info that we probably shouldn't print to j random user)
OperationalError: database is locked
I presume there much have been an admin tasks
On Mon, May 4, 2009 at 3:08 PM, Cory Riddell c...@codeware.com wrote:
Thanks Robert and Paul. I just assumed that a direct GDI call would be
faster, but when I think about it, that can't be true (assuming a decent
OpenGL driver).
I did as you suggested and it works very well. Mostly.
If I
Hi Ufuk,
The OSG checks for support of extensions such as vertex buffer
objects, and will osg::State is one class that does this, so if you
are isVertexBufferObjectSupported() is returning false then
wait for it there is very good chance that your OpenGL
driver/hardware doesn't
On Mon, May 4, 2009 at 3:11 PM, Guy g...@dvp.co.il wrote:
What about rewriting some distorted code when posting a message, I think
I saw it once on some forum?
The forum subscription already has this feature.
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Hi folks,
I just want to fresh up this topic. I have experimented with the webcam and a
video server, and it worked. So there will be definitively some kind of
broadcasting of the meetings/conference to the www. And as in the another
thread of Jean-Sebastian about ffmpeg-streams, we could even
Hi Art,
And as in the another thread of Jean-Sebastian about ffmpeg-streams, we could
even stream to osgmovie directly ;) Of course, only if the plugin run well.
Heh, I'll send an update about that in a few minutes :-)
J-S
--
__
What about rewriting some distorted code when posting a message, I think
I saw it once on some forum?
Guy.
--
Robert, yes, it happens that spammers just do register on forums to post
something there. Mailing lists doesn't look that attractive as forums,
therefor there are human
Hi all -- As I've mentioned before, the only way to ever become truly
proficient at 3D graphics programming in OSG is to first have a firm grasp
of OpenGL. Well, here's your opportunity to make this happen.
Bob Kuehne and I have teamed with 3D and multimedia expert Alan Millman to
form Tech Soup,
There are 3 ways to get data in to OSG
1: You load or extract the data manually and create the appropriate
geometry that you require as can be seen in several examples I pointed you
to or in the format loaders
2: Your data is in a format that has an OSG format reader plug-in and you
can use
On Mon, May 4, 2009 at 12:26 PM, Ma Yunqiang mayunqiang_...@163.com wrote:
the Class(vpb::ThreadPool)is not VPB_EXPORT .
In my application ,I can't use it.
why not specify this class is VPB_EXPORT?
VirtualPlanetBuilder main dev platform is unix, and the vpb library
isn't typically used by 3rd
Hi Alex,
The complete error logs didn't come through. Could you repost.
You should *not* need to move packaging into src.
Where are you telling cmake to find the sources? i.e. what does it say
next to Where is the source code: in cmake-gui or CMake
(CMakeSetup)?
Mattias
On 5/4/09, Alexandra
Hello all OSG users,
We will be at ITEC in Brussels the 12/5 - 14/5 in booth B132.
Come and have a closer look at our new version of Blueberry3D.
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Hi,i am trying to make a terrain editor.
here i wanted to implement my own drawImplementation of geometry but i could
not get manage.
i always get state.isVertexBufferObjectSupported() as false... when i ignore
this false, i got another problems..
i think my problem is this
Sadly the bots get around this quite easily these days,
I managed to stop most at vis-sim, with manual activation, email
verification, image numbers, instructions not to fill any field but name and
email etc,
I get a about 1 a week now that gets as far as me having to activate it, but
at one
Hi,
we are thinking about using osgWidgets for our project, but we don't know if it
possible under our conditions. We are using a tool for parallel rendering
(Equalizer) and all of the render clients have a own osgViewer::Viewer object,
which is used to render only a part of the complete
Again,
Please don't care of my previous message, i'm wrong.
Some part of my terrain database use pure glColor(), so the shader miss
compute this part of database.
Sorry all.
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Hi,
I want to change the perspective of a slave camera but I can't seem to make it
work (so far). I tried changing the master camera but that affects ALL slave
cameras which is not what I want to do. Is there a way to change the
perspective view of a single slave camera? Do I need to switch
[quote=Mattias Helsing]Hi Alex,
The complete error logs didn't come through. Could you repost.
You should *not* need to move packaging into src.
Where are you telling cmake to find the sources? i.e. what does it say
next to Where is the source code: in cmake-gui or CMake
(CMakeSetup)?
Hi
HI Guy,
By default the slave camera's view and projection matrices are set up
each from by multiplying the master camera's view matrix by and the
slave's view offset matrix, and the master cameras projection matrix
by the slaves projection offset matrix respectively. To set the
projection matrix
Hi Art,
Thanks for the reminder !
On Mon, May 4, 2009 at 5:21 PM, Art Tevs arti_t...@yahoo.de wrote:
@Serge:
Do you know now more about the new office of your company?
Yeah we've been accepted to this new office, so it's OK, we'll move during
June. We'll have a meeting room with
Hmm. Sorry, I missed that you stated: and I already copied the files
into the plugins directory as well
Would it help to add the osg Plugins directory to the PATH variable?
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Hi JS,
I think I have exactly the same problem you are having.
I have an application that opens/closes a osg viewer. When I close the osg
viewer, everything gets deleted, even the viewer. However, when I open the
viewer the second time, some of the textures do not appear. This seems to be
I should have looked at the osg::view code before posting the message.
Now that I set the camera as ABSOLTE_REF, the camera manipulators don't work
(as I feared). I tried deciphering the code, but I can't locate were the mouse
movements (for example in trackballmanipulator) is being applied to
Simon,
I am having a similar issue on RHEL 5.3. I can build collada-dom and
the OSG DAE plugin, but I get the same runtime error about boost
filesystem. I'm not aware of having multiple versions of boost on my
system, but it seems that I probably do. I will be interested to hear
if/how
I'm confused about the code that does the resize in GraphicsContext.cpp
(part is pasted below).
In my case, my background camera is a slave camera with an absolute
reference frame.
So, it isn't going to be caught in the if statement on line 7 and will
fall through to the else. In this block,
Hi Serge,
Serge Lages wrote:
Yeah we've been accepted to this new office, so it's OK, we'll move during
June. We'll have a meeting room with approximatively 20 to 30 seats and a LCD
screen (42), and maybe a projector if we ask for it.
So I think that there is no problem for us to host
Thanks J-S,
Updating the driver fixed the problem on two systems. I don't have access
to the third system yet, but it's likely that a new driver will fix that one
too. It's not always practical to install new software on other peoples
systems.
I own you at least 2 beers. I went to school
I ran into the same issue on an OpenSuSE 10.2 x86_64 system when working with
Stable Release 2.8.0 of osg. In case it's of help to anyone, I can offer that
the following workaround helped me past the problem:
Despite /opt/gnome/lib64 being in my system's ld.so.conf, the link step
apparently
Hi Don,
Updating the driver fixed the problem on two systems. I don't have access
to the third system yet, but it's likely that a new driver will fix that
one
too. It's not always practical to install new software on other peoples
systems.
Yeah, I know. That's one of the problems with
Ok, somehow this all looks too familiar with a problem I had earlier
with the MacOS X build of OSG 2.8.x
(http://forum.openscenegraph.org/viewtopic.php?p=10151#10151)
... so the output looks like this with the viewer crashing when it tries
to load the osgdb_lwo.dll (replicable with any
OK, Got it. In version 2.8.0, in the BoundingSphere header file there is this
code at the bottom:
#ifdef OSG_USE_FLOAT_BOUNDINGSPHERE
typedef BoundingSpheref BoundingSphere;
#else
typedef BoundingSphered BoundingSphere;
#endif
OSG 2.8.0 ships built with float (rather
These should be defined in the osg/Config header, so if you app #includes
it, you should get the right definitions (assuming you include the same
header that OSG was built with).
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From:
Hi Paul,
I have never used composite viewer but I checked osgcompositeviewer example.
Your example code looks suspicious because you add osgViewer::Viewer
instances instead of osgViewer::Views . If it does not help then at least
post a call stack trace. Or run your example in Visual Studio
I changed the if statement on line 7 into a nested if and now things
are working for me. I changed lines 7-9 to:
if (slave)
{
if (camera-getReferenceFrame()==osg::Transform::RELATIVE_RF)
{
switch(view-getCamera()-getProjectionResizePolicy())
and now everything is working correctly
Hello,
I've been playing with code very similar to the osgspotlight example.
Basically I'm using a TexGen Node to project a texture on to some terrain.
The issue I'm having is that the texture coordinates being generated map the
look vector to the lower left pixel of the texture rather than
Hi Robert,
Sorry. Its my fault. I have too many boost version and got confused. After
compiled everything again using the same boost version, it is working now. It
appeared the error message was due to my mistake in compiling OpenSceneGraph
against collada-dom dynamic library compiled with
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