Ismail Pazarbasi wrote:
small correction, if you don't misunderstand; that will not decrease
reference count, since ptr is void* and has no connection whatsoever
with pointee (osg::Referenced). In following case:
osg::ref_ptr pnode = new osg::Node;
void* ptr = pnode;
ptr = NULL;
(this is what I
I've tried posting this a couple of times, and it disappears. It went through
yesterday as
a reply to a test post, so I'm going to try again with the proper subject.
I'm looking to add extra visual realism to surfaces using shaders. Grass,
gravel and
dirt are some of the obvious candidates, but
Xin Chen wrote:
Hi,
I'm new to OSG. I use the following code to load my model, which is successful. How can I access the vertices and faces of the model? Thank you.
nNode = osgDB::readNodeFile("D:/Livingroom.3DS");
Access them for what purpose?
When your model is loaded, a scene
The osgviewer app that comes with OSG works in Windows. Also, the
bundled examples include an MFC based viewer called osgviewerMFC.
Cory
Clay, Bruce wrote:
I have tried all of the
ones except for osgWin32Demo (the
link is nonresponsive) in the windowing Toolkit section and can
Hi,
I want to position something (let's say a building) to a terrain.
Currently I'm getting the Z value for the building doing this with an
osgUtil::IntersectVisitor and that works fine for static terrains. When
I run on a paging terrain (like one from osgEarth) and I position the
building, I
Hi, Chris,
I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the
technique (though I've never implemented it). I wouldn't think it would
be terribly hard to translate the HLSL code to GLSL, would it?
In any case there's a gamedev.net article on it (with HLSL .fx file
provi
2009/5/28 Xin Chen :
> Hi,
>
> I'm new to OSG. I use the following code to load my model, which is
> successful. How can I access the vertices and faces of the model? Thank you.
>
> nNode = osgDB::readNodeFile("D:/Livingroom.3DS");
>
>
>
>
>
> Thank you!
>
> Cheers,
> xinchen
>
> -
2009/5/28 Clay, Bruce :
> I have tried all of the ones except for osgWin32Demo (the link is
> nonresponsive) in the windowing Toolkit section and can not get them to
> compile with the current version of OSG for various reasons. One uses a
> CameraManipulator which doe4s not seem to be in the curr
Jason Daly wrote:
> Xin Chen wrote:
>
> > Hi,
> >
> > I'm new to OSG. I use the following code to load my model, which is
> > successful. How can I access the vertices and faces of the model? Thank
> > you.
> >
> > nNode = osgDB::readNodeFile("D:/Livingroom.3DS");
> >
> >
>
> Access them
ismailp wrote:
> 2009/5/28 Xin Chen <>:
>
> > Hi,
> >
> > I'm new to OSG. I use the following code to load my model, which is
> > successful. How can I access the vertices and faces of the model? Thank
> > you.
> >
> > nNode = osgDB::readNodeFile("D:/Livingroom.3DS");
> >
> >
> >
> >
Xin Chen wrote:
Thank you for the reply. I do need the vertices and faces. My
application is to load CAD model and simulate the projection (X-ray image) of
the model according to the materials. So the ability to access individual
vertices are important for my application. Any easy ways
2009/5/28 Xin Chen :
> Hello Ismail,
>
> Thanks for your reply. I did look at the source code to load .stl
> models. I found that there are _vertices and _normal variables in the source
> code. That's why I'm asking if there is a way to access those parameters. Any
> idea or sample code? T
Jason Daly wrote:
If you really do need to get at the low-level data, you can use the
NodeVisitor method I described previously. You'll need to create a
class that inherits from osg::NodeVisitor and overrides the
apply(Geometry *) method to perform whatever operations you need on each
Geometr
brettwiesner wrote:
> I want to position something (let's say a building) to a terrain.
> Currently I'm getting the Z value for the building doing this with an
> osgUtil::IntersectVisitor and that works fine for static terrains. When
> I run on a paging terrain (like one from osgEarth) and I positi
Xin Chen wrote:
>Thanks for your reply. I did look at the source code to load .stl
> models. I found that there are _vertices and _normal variables in the source
> code. That's why I'm asking if there is a way to access those parameters. Any
> idea or sample code? Thank you.
I think
Jason Daly wrote:
> I went to the Siggraph 2005 sketch, so I'm somewhat familiar with the
> technique (though I've never implemented it). I wouldn't think it would
> be terribly hard to translate the HLSL code to GLSL, would it?
> In any case there's a gamedev.net article on it (with HLSL .fx file
Thank you for your help. Doesn't crash anymore. Solved.
Cheers,
Jonas
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Just to kind of sum up what has been said here...
To get the vertices and other vertex attributes, you use get* methods in the
Geometry class. See the Geometry header file.
There could be dozens, possibly thousands of Geometry objects in your scene
graph. You use a NodeVisitor to walk your scene
There is an osgSim::ElevationSlice that might be useful here, because it is
smart about paged databases and will go to the highest LOD to get the
elevation values.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
___
osg-us
I've tried the following which seems to work pretty well for moving models
on the paging terrain surface. Perhaps you can leverage this to do what you
need.
double MissionFunctions::GetHeightOnTerrain(double lat, double lon)
{
double X,Y,Z;
double maxElevation = 13000.0 / 3.281; //
Brett,
Installing a ReadCallback on your IntersectionVisitor will allow it to
traverse PagedLODs so you can intersect with the highest LOD. Look at
osgSim::HeightAboveTerrain for a demonstration of the technique.
If you don't like that approach, you could install an
osgDB::Registry::ReadCallback,
Hi all
Accept my apology for such a simple question. I want to display two coincident
points at (0,0,0). I use code like this:
int main()
{
osgViewer::Viewer viewer;
osg::ref_ptr root (new osg::Group);
osg::ref_ptr geode (new osg::Geode());
osg::ref_ptr geometry (new osg::Geomet
You are correct that it has something to do with BoundingBox. The
BoundingBox around a single point (or two coincident points, in this case)
has zero volume, so either the CullVisitor is discarding it, or the auto
compute of near far is computing two coincident planes and everything is
clipped. Eit
Hello All,
I have noticed that for the past little while the plugins are compiled to
their own directory with the version number. I am not quite sure why this
is beneficial, it seems like you would always want the plugins compiled with
the version of OSG you have compiled, and it seems that havin
Hello Rick,
I have noticed that for the past little while the plugins are compiled
to their own directory with the version number. I am not quite sure why
this is beneficial, it seems like you would always want the plugins
compiled with the version of OSG you have compiled, and it seems that
> Incidentally, this has been discussed a lot in the past, so searching the
> archives would have turned up all this info
You don't have to be on this list very long to see the same question pop up
multiple times. I'm guilty of it myself. :-)
-Paul
_
Hi Paul,
You don't have to be on this list very long to see the same question pop up
multiple times. I'm guilty of it myself. :-)
Sure, but I prefer to remind people that the archives exist, while at
the same time giving answers to their questions, rather than "let it
slide". I figure it's m
"
Then just copy the right version of the OSG DLLs into your app's bin
directory (with its executable) and the osgPlugins-VERSION directory
there too (with the plugins inside the directory).
..somepath/bin/myapp.exe
..somepath/bin/osg.dll
..somepath/bin/
..somepath/bin/osgPlugins-x.y.z/osgdb_fre
Hi James,
Again with the black background and black text in your message... very
hard to read. I thought you'd fixed this? :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.
Hi Edurardo,
Eduardo Alberto Hernández Muñoz schrieb:
> I'm trying to integrate bullet with osg; the problem comes with
> bullet's debug drawing.
>
> Bullet has an abstract class, with drawing functions to be implemented
> by the user.
> The main requirement is simply to render a line; however I
Hi Guy,
You don't say where you are adding your HUD camera's - to the graphics
window, to the viewer as a slave/separate view or embedded in the
scene graph. For the first two examples setting the data variance to
dynamic won't be sufficient as it's a high level objects that is being
removed - an
Hi,
I'm develping an application which does render the osgviewers output with the
equalizer (parallel rendering) framework.
I use
Code:
_window = viewer->setUpViewerAsEmbeddedInWindow(x,y,w,h);
to set up the viewer as embedded window and render the frame with
viewer->frame();
I managed to l
Hi,
On Thursday 28 May 2009, Robert Osfield wrote:
> You don't say where you are adding your HUD camera's - to the graphics
> window, to the viewer as a slave/separate view or embedded in the
> scene graph. For the first two examples setting the data variance to
> dynamic won't be sufficient as
Hi,
I'm a newbie on OpenSceneGraph. I have written an OpenGL program which do
computations in screen space. In my program, frame buffer objects (FBOs) with
multiple render targets (MRTs) are used.
My code looks like:
first pass:
render scene:
- use GLSL shaders
Hi,
have a look at the osgstereomatch example, there multipass and MRT are
used together. Also have a look at osgPPU and osgCompute which are
external to OSG.
For simple flip-flop FBO use you can look at osggameoflife
jp
Daniel Wirz wrote:
Hi,
I'm a newbie on OpenSceneGraph. I have writte
Hi Jonas,
It sounds like the OSG is doing clean up of the OpenGL context after
you've deleted the graphics context or release that context from the
thread that is doing the cleanup. I'm not familiar with the nut and
bolts of equalizer to can't comment on specifics, clearly you'll need
to take car
Depending on what graphics card you use, there could also be a driver problem.
I've had a lot of trouble with the Intel integrated graphics drivers
(945GM) on cleanup
of my application.
Christian
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Hi,
I wonder:
While using osgconv (for example on a .dae to .osg) is it possible to restrain
the type of the PrimitiveSet ?
Thank you!
Cheers,
Maxime
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_
Hi,
For anyone who would read this thread an d reproduce the same, don't.
It seems the DrawArrayLengths contains a single number representing in a way I
don't understand the primitives EVEN IF you can access the primitives the same
way than for a DrawElementsUthing.
Maxime
--
Hi,
Maxime BOUCHER wrote:
For anyone who would read this thread an d reproduce the same, don't.
It seems the DrawArrayLengths contains a single number representing in a way I
don't understand the primitives EVEN IF you can access the primitives the same
way than for a DrawElementsUthing.
It
You're right, it 's not that hard.
Actually, indices are stored in a "VertexIndices IntArray".
Whereas they are directly stored in the PrimitiveSet for a DrawElement.
If someone knows why there are these several types for PrimitiveSets, and
especially this difference between DrawArrayLengths and
Maxime BOUCHER wrote:
You're right, it 's not that hard.
Actually, indices are stored in a "VertexIndices IntArray".
Whereas they are directly stored in the PrimitiveSet for a DrawElement.
If someone knows why there are these several types for PrimitiveSets, and
especially this difference betwe
First, thank you for your fast answer...
@robert: This is what I also supposed. When I took once again a look at your
osgviewerGLUT demo I figured out that this demo closes the viewer with
Code:
if (viewer.valid()) viewer=0;
I did the same in my example and now everything works fine. But is
On Thu, May 28, 2009 at 4:00 PM, Jonas Walti wrote:
> First, thank you for your fast answer...
>
> @robert: This is what I also supposed. When I took once again a look at your
> osgviewerGLUT demo I figured out that this demo closes the viewer with
>
> Code:
> if (viewer.valid()) viewer=0;
>
>
>
Hi,
I wonder osg::ref_ptr<> is used anymore for automatic memory management. I
remember sometime ago I got an error from mishandling multiple inheritance, the
error printed on the screen was that the reference count of a node is some
non-sense number when the destructor of the node executes (so
Rabbi Robinson wrote:
Since I did not use osg::ref_ptr<> in that code and it looks like reference count is
kept somewhere in the node. My question is that if automatic memory management is used even
without osg::ref_ptr<>.
Short answer is yes.
The longer explanation is that almost all OSG
Hi,
Thanks, that explains it. Correct me if I am wrong. So to use it, just create
osg::ref_ptr<> and use it as regular pointer and the memory will be managed by
osg::ref_ptr<>.
In a simple case, I careate Node* node = osg::ref_ptr and, call void*
ptr = node. I suppose the reference count in no
Hi Rabbi,
Read this article:
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers
.html
> -Original Message-
> From: Rabbi Robinson [mailto:longa...@gmail.com]
> Sent: Thursday, May 28, 2009 11:10 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users]
Hi,
Sorry, 404
Thank you!
Cheers,
Rabbi
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Thanks for both replies, it sounds like Stephan's approach will work just dandy.
-Coz
> I've done this via a single geometry-instance, where I add the lines
> (add the vertices and colors to their respecting arrays, updating the
> primitivesets und dirty the displaylist & bound, setting the nodem
Hi Rabbi,
The URL wrapped around to the next line. Use the full URL.
> -Original Message-
> From: Rabbi Robinson [mailto:longa...@gmail.com]
> Sent: Thursday, May 28, 2009 11:20 AM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] osg::ref_ptr<> used anymore
>
> Hi,
I think you'd benefit from looking at some OSG examples (all of which use
ref_ptr) and reading the memory management section in the OSG Quick Start
Guide (http://stores.lulu.com/pmartz).
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
___
Hi,
I have put together a series of animations as separate activities for
training purposes. I need to somehow combine then into one application, the
load time is too long for me to be able to demonstrate them in a
professional manner otherwise. I am using osg 2.2 and I have not been able
to stop
I have tried all of the ones except for osgWin32Demo (the link is
nonresponsive) in the windowing Toolkit section and can not get them to
compile with the current version of OSG for various reasons. One uses a
CameraManipulator which doe4s not seem to be in the current build.
Another is looking fo
If you've written your application correctly, your animations are controlled
by the FrameStanp simulation time. You specify the current simulation time
as a parameter to osgViewer::Viewer::frame(). So, if you want the animation
to "stop", you just pass in the same value for each frame.
This works
Rabbi Robinson wrote:
Hi,
Thanks, that explains it. Correct me if I am wrong. So to use it, just create
osg::ref_ptr<> and use it as regular pointer and the memory will be managed by
osg::ref_ptr<>.
In a simple case, I careate Node* node = osg::ref_ptr and, call void* ptr = node. I suppose th
I can not get the osgGlut viewer to build either. The error list is
attached below. I am using Visual Studio 2005 and compiling against OSG
2.8.1, OpenThreads and Producer both pulled with svn today.
Several of the errors in this list come from STL
Any thoughts?
Bruce
Err
Hi Richard,
I have not yet come to compiling any example/sample code to check these
features out.
I stopped at trying with the simple example when it did not work. I could try
it with codeing it up but that would require more time. If there is no quick
answer to this working using osgviewer th
Hi,
I'm new to OSG. I use the following code to load my model, which is
successful. How can I access the vertices and faces of the model? Thank you.
nNode = osgDB::readNodeFile("D:/Livingroom.3DS");
Thank you!
Cheers,
xinchen
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I've implemented an OSG-based subclass of btDebugDraw. This is part of a
larger osgBullet library I'm developing that will aid in developing
applications that use both Bullet and OSG. I know this doesn't help you now,
but it will be open sourced in the future.
When I get a drawLine call, I just pu
2009/5/28 Jason Daly :
> Rabbi Robinson wrote:
[snip]
>> If later I call, ptr = NULL, it doesn't seem that there is anyway to tell
>> node to decrement the reference count in node.
>
> This will decrement the reference count in node. If the reference count
> goes to zero, it will be deleted.
>
> -
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