Hello,
I have looked src/osgViewer/GraphicsWindowX11.cpp and it helped to
localise my problem.
I printed the debug info with osg::notify in key points of the code
and got very interesting results. Here are key points and results:
case KeyPress:
{
if
Hi Moji,
The code looks OK, so I'd suspect an OpenGL driver error.
Could you try OSG-2.8.1 or OSG-2.9.x/svn/trunk as this has a fix in
Drawable::compileGLObjects() for the compilation of vertex arrays,
this fix affected ATI drivers that couldn't cope with putting VBO's
inside a display list.
Hi Rodrigo,
For a point of reference, I'm using a ATI 4760 card right now and all
the shadow techniques work fine. I'm using ATI's latest linux
drivers.
Robert.
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Hi,
thanks for the reply.
I have implemented all sorts of particle functionality (tris, lines, quads)
already therefore
I prefer to port the code (if possible) initially as is and enhence it further
after that.
Any idea how to get the modelview matrix?
Thanks
Dimi
- Original Message
Hi Vincent,
On Wed, May 20, 2009 at 7:57 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
If you think of any solution, I would be very interested to hear it.
It looks like you there are two viable solutions.
1) Don't use Windows :-)
2) Move the implementation of your singleton into a
Replying to myself ...
I've also tried the sample program attached to the previous email on
Linux and get the same problem, so this is not Windows-specific.
Any lights on this issue ?
Cheers
Thibault
On Mon, May 18, 2009 at 3:51 PM, Thibault Genessay tibog...@gmail.com wrote:
Hi all
There is
Hi ?
My previous email I wrote:
Hi Gammer? Maximum? Could you sign with your first name please so we
know how to address you, thanks.
Alas you still didn't sign your name... it's a small thing, but it
does make for more congenial communication so please could you sign
your post with your
On Wed, May 20, 2009 at 9:07 AM, dimi christop dimi_chris...@yahoo.com wrote:
thanks for the reply.
I have implemented all sorts of particle functionality (tris, lines, quads)
already therefore
I prefer to port the code (if possible) initially as is and enhence it
further after that.
Any
Hi Robert,
2009/5/20 Robert Osfield robert.osfi...@gmail.com
Hi Vincent,
On Wed, May 20, 2009 at 7:57 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
If you think of any solution, I would be very interested to hear it.
It looks like you there are two viable solutions.
1) Don't
Dear Robert,
Your suggestion has been very useful to me, i have now 60 fps with the
same point cloud. For the hole i am trying to test the driver above.
Thank you.
Best regards,
Jagovic
Hi Jago? Jagoc? Could you please sign with your first name so we
know how to address you correctly,
robertosfield wrote:
Hi Moji,
Could you try OSG-2.8.1 or OSG-2.9.x/svn/trunk as this has a fix in
Drawable::compileGLObjects() for the compilation of vertex arrays,
this fix affected ATI drivers that couldn't cope with putting VBO's
inside a display list. There is a chance that this might
Daniele,
The files you are loading have local lights in the scene. Thus the light
from one will effect the other object - this is the correct behaviour.
If you want to change the behavior you need to remove the lights from
your scene (or switch the export off in osgExp) and add a light
How can you reliably specify a 32 bit build on a 64 bit platform in
cmake? Have tried but can't find any flags. Sorry should post on cmake
forums.
Best Regards
Paul
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Hi Robert,
I was just wondering why there is no more a requestNodeFile method in
osgDB/DatabasePager taking only 5 parameters (setting options to NULL
directly). Is it normal or is it maybe a copy past error ?
Best regards,
--
Serge Lages
http://www.tharsis-software.com
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Hi Robert,
Robert Osfield wrote:
Hi All,
Just caught up with the overnight discussion of frustration with
NVidia's artificial restriction of stereo support in OpenGL.
Personally I think that NVidia is hurting OpenGL and the stereo
graphics
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Hello,
pe...@iinet.net.au wrote:
well i heard that previously nvidia was
adding new formats as a matter of course as they were developed, but
im told now nvidia will only include a display format for diff display
technology if the manufacturer of
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Jason Daly wrote:
Pierre Bourdin (gmail) wrote:
Quad stereo is working well on my thinkpad T42p with a FireGL.
That's not too surprising. The FireGL is AMD/ATi's pro workstation
card, so one would expect the features to be similar to
Hi Roman,
I can't see what the problem is from the screenshot I'm afraid, can you explain?
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev
Sent: 20 May 2009 13:10
To:
Hi,
Fire up cmake . and specify in the compile and linking options the -m32 flag.
-m32 specifies that the exe and libs should be 32 bit.
Dimi
- Original Message
From: Internode paul.ta...@internode.on.net
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday,
Hi Robert,
For a point of reference, I'm using a ATI 4760 card right now and all
the shadow techniques work fine. I'm using ATI's latest linux
drivers.
Did we ever do anything about the texture coordinate inversion in ATI
drivers on our side? If not it would mean that it was fixed in the
Hi Serge,
On Wed, May 20, 2009 at 1:01 PM, Serge Lages serge.la...@gmail.com wrote:
I was just wondering why there is no more a requestNodeFile method in
osgDB/DatabasePager taking only 5 parameters (setting options to NULL
directly). Is it normal or is it maybe a copy past error ?
The
Hi JS,
On Wed, May 20, 2009 at 2:18 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Did we ever do anything about the texture coordinate inversion in ATI
drivers on our side? If not it would mean that it was fixed in the driver,
which would indeed be great.
I recall you sending
Hi Robert,
I recall you sending such a hack last year, but I don't think I merged
it. I can't see any ATI or Radeon references in osgShadow.
OK, good news then, less hacks is better code :-)
J-S
--
__
Jean-Sebastien Guay
Thanks for the clarification Robert !
On Wed, May 20, 2009 at 3:34 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Serge,
On Wed, May 20, 2009 at 1:01 PM, Serge Lages serge.la...@gmail.com
wrote:
I was just wondering why there is no more a requestNodeFile method in
On Wed, May 20, 2009 at 2:52 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
I recall you sending such a hack last year, but I don't think I merged
it. I can't see any ATI or Radeon references in osgShadow.
OK, good news then, less hacks is better code :-)
And
Hi Robert,
And that's why I'm typically so resistant to platform
specific/hardware/driver specific hacks. Driver quality comes and
goes but we have to live with our code forever!
Well, we can always change it back... With a check for driver version so
it still works for those who haven't
Hi Jan,
I think I'll have agree to differ on the topic of topic quality of
Open Source OpenGL drivers. Fully featured and good quality drivers
take time to develop. It took us a long time to get the OSG feature
competitive with proprietary scene graphs, but now... well most
proprietary scene
Robert Osfield wrote on Wednesday, May 20, 2009 8:34 AM:
On Wed, May 20, 2009 at 1:01 PM, Serge Lages serge.la...@gmail.com
wrote:
I was just wondering why there is no more a requestNodeFile method in
osgDB/DatabasePager taking only 5 parameters (setting options to NULL
directly). Is it normal
I just saw that the open-source Nouveau driver
(http://nouveau.freedesktop.org/wiki/) is now the default NVidia driver
in Fedora 11. I'm not saying most user's won't replace it with the
mainstream NVidia driver, but it does show that Nouveau is far enough
along for a major distribution to
Hi,
It makes sense now, your python version used with blender is too old.
I dont know about macos soft, but could you check if you can use an up
to date version of python ?
Cheers,
Cedric
On Wed, 2009-05-20 at 18:53 +0200, Rafa Gaitan wrote:
Hi Cedric,
I'm getting also problems with the
Hi,
Hi I´m trying to change my particle systems life time in run-time. To do that,
I started making a function setUp called once and a function update called
every frame. Inside the setUp function I create the particle system: I set the
shape, life time, size, mass, initial speed and so on.
Hi again
I tried OSG 2.9.4 and nothing changed, I got the same Access Violation Error.
Regards,
Moji the Great
--- On Wed, 5/20/09, Mojtaba Fathi modjta...@yahoo.com wrote:
From: Mojtaba Fathi modjta...@yahoo.com
Subject: Re: [osg-users] problem with Drawable and glCallList (sample program
ATI drivers that couldn't cope with putting VBO's inside a display list.
^
Robert -- Does OSG really try to store VBOs in a display list, or did you
mean vertex arrays inside a display list? Storing VBOs in a display list
would be redundant,
Hi Paul,
On Wed, May 20, 2009 at 4:41 PM, Paul Martz pma...@skew-matrix.com wrote:
ATI drivers that couldn't cope with putting VBO's inside a display list.
^
Robert -- Does OSG really try to store VBOs in a display list, or did you
mean vertex
Thanks for pointing me in the right direction. The example helped me to
understand how to go about changing the stateset properties but it lead me
to another problem. I am restricted to using osg 2.2 which means I can not
follow the same method. So I want to create my own animation path callback
Le mercredi 20 mai 2009 à 14:18 +0200, Jan Ciger a écrit :
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Jason Daly wrote:
Pierre Bourdin (gmail) wrote:
Quad stereo is working well on my thinkpad T42p with a FireGL.
That's not too surprising. The FireGL is AMD/ATi's pro
Hi Moji,
On Wed, May 20, 2009 at 4:27 PM, Mojtaba Fathi modjta...@yahoo.com wrote:
I tried OSG 2.9.4 and nothing changed, I got the same Access Violation
Error.
I think we are probably looking at a driver bug. Could you try other
machines/drivers to see if there is pattern to it.
Does the
I tried OSG 2.9.4 and nothing changed, I got the same Access Violation
Error.
I think we are probably looking at a driver bug. Could you try
other machines/drivers to see if there is pattern to it.
Yes. Also, I'd like the OP to tell us that he's tried other OSG apps and
examples, and
Hi Bryan,
On Wed, May 20, 2009 at 3:57 PM, Thrall, Bryan
bryan.thr...@flightsafety.com wrote:
Should NodeVisitor::DatabaseRequestHandler::requestNodeFile still have
the options argument default to 0 (requestNodeFile(..., const
osg::Referenced* options=0))?
Yes this is correct and as intended.
Anybody can help ?
I only need to know when a movie is in the last frame.
On Thu, May 14, 2009 at 9:28 AM, Carlos Sanches ces...@gmail.com wrote:
Hi all !
I need to know if a movie that I m playing arrived in his end to do some
action.
But I dont have a status END for example. I m playing
you see in the middle of the picture there is flat surface so there is no waves
there. and all surface is like a chess board with waves and without
if you want I can send a screenshot with textures.
--
Read this topic online here:
Hi Robert
I think we are probably looking at a driver bug. Could you try other
machines/drivers to see if there is pattern to it.
I think so, I ran the program on a Virtual PC client running Windows 2000 and
everything was fine.
I'm not sure this signature will come across well across the
hi!
im my code:
bool BaseParticleObject::setParticleSetLifeTime(float value)
{
ptemplate-setLifeTime((double)value);
ps-setDefaultParticleTemplate(*ptemplate);
return true;
}
//
//osgParticle::Particle* ptemplate;
//osg::ref_ptrosgParticle::ParticleSystem ps;
2009/5/20
Hi all,
Apologies if the answer to this question should be self-evident, but
I'm having some trouble implementing a solution for pausing,
restarting, resetting and detecting the end of animations contained in
a subgraph read in via osgDB.
Basically, I have some models with animations
Hi community,
i have a bunch of categorized roof-types. out of a handful of different
textures (small dimensioned), i want to assign - depending on the rooftype, a
texture per roof. the roofs are not ordered per rooftype, and i hardly expect a
roof to have the same texture assigned like the
Hi,
I am trying to implement a mechanism by which selected objects in my scene are
highlighted. Searching the forum I found a reference to the Outline effect (an
implementation of osgFX::Effect) on Ulrich Hertlein's web site
(http://www.sandbox.de/osg/), and I have attempted to integrate it
What kinds of potential issues are you concerned with? Performance at
creation time? It sounds like you have very few, very small textures, so I
don't know why this would be a concern.
OSG already sorts by state at runtime...
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303
Were getting closer, though I am sure its not the Python version at
least not on Ubuntu. Attached the console output (from the Ubuntu
machine): seems only Jansen.osg could be exported (there is an .osg file
and it loads) - the others had the same issue. Btw. the export took ages
(as in ~10
hi paul, thanks for the reply
Paul Martz wrote:
OSG already sorts by state at runtime...
this is i wanted to know. (i wasn't sure if the optimizer is responsible for
things like that)
best regards,
christian
--
Read this topic online here:
Alexandre Amalric wrote:
Hi osg-users,
I've read this post with interest because I need also to add order
independant transparency to my osg-based application. Until now I'm
using a triple pass rendering based on previous post from Viggo
(osgForest glitch fix or something like that) to get
There seems to be a problem with the destruction order for the static
objects in OpenSceneGraph. At program termination when executing in debug
mode, I get a mutex lock error in the destructor for
s_renderBinPrototypeList (osgUtil/RenderBin.cpp line 44). This error is
caused by the static
Thanks Dimi, I had done that - unfortunately by default ccmake loads all
the 64 bit libs by default, it would be better I think if you could
specify a flag like --Build-32bit so it will search for 32 bit libs
(if installed) on a 64 bit machine. Would be good if it could set the
LIB_POSTFIX to
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