Hi Andrew,
Andrew Cunningham schrieb:
I have noticed that the osgUtil::LineSegmentIntersector will record two
possible primitiveIndex's for each QUAD.
For example, if you have a single QUAD you will get a primitiveIndex of 0 or 1
depending on where you are picking ( i.e which triangle)
The
Hi John,
Since StateSet uses ref_ptr<> internally for all StateAttribute, and
merge doesn't create anything on the heap - it just copies then it's
pretty unlikely there is a memory leak.
Far more likely is that the tool you are using for tracking memory
leaks is faulty. Could you please explain
Hi Melchior,
Added the unmapped/modified key to the GUIEventAdapter is something
we've discussed in the past. The unmodifed would have to be assigned
in addition to the existing modified key, as just dropping the mapping
would break exisiting applications, not doing the mapping would also
require
HI Wyatt,
Have a look at the osgdistortion example as it doesn't exactly what
you are talking about.
Robert.
On Thu, Jun 4, 2009 at 12:36 AM, Wyatt Earp wrote:
> I want to render my scene to a texture using an FBO, then I want to take
> that texture as input for another render pass, where I wil
Hi Su Hu,
On Thu, Jun 4, 2009 at 2:01 AM, su hu wrote:
> There are lots of transparent objects/nodes in my scene. I need to place
> them in the depth sorted bin. How can I find out these transparent nodes
> quickly? Thanks a lot.
I'm afraid you don't provide enough context to your question so
Miguel,
I am not sure whats the problem. Shadows on the ground look ok. So the
matrices must be ok as well. All I can notice is improper self shadowing on
soldier models. If this is the case then look at following thread:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg26683.
Maybe I should have described the patch a little more, even though it's
rather short.
Initialization
--
Define an array _lastKey[] in which every physical key is mapped to a
keySym. All entries are initialized to -1, which means that the key
is not pressed. Array size is 256 on X11 (o
Hi,
> Added the unmapped/modified key to the GUIEventAdapter is something
> we've discussed in the past.
That would allow applications to work around that OSG *bug*. But IMHO
that's clearly a bug.
> The unmodifed would have to be assigned in addition to the existing
> modified key, as just dro
Here's another illustration of what the patch does. The first part
is what the added code in KeyPress does, the second part is what
the code in KeyRelease does.
press '3' (with autorepetition), press shift, release '3', release 'shift':
key: 51, shift: 0, pressed: 1
key: 51, shift: 0, pres
Hi Melchoir,
Thanks for the extra explanations, this is really useful.
I'm in two minds if I'd would classify this issue as a bug, and I'm in
two minds about your suggested remedy. The code is it stands right
now doesn't enforce a matching of presses and releases, it just the
way it works. It's
Hello,
When I close a scene and re-open it again without closing the
application, all the textures have disappeared and only white rectangles
are visible.
An warning is logged by OSG: "Warning: detected opengl error 'invalid
value' after RenderBin::draw(,)"
All resources are freed when
* Robert Osfield -- Thursday 04 June 2009:
> I'm in two minds if I'd would classify this issue as a bug, and I'm in
> two minds about your suggested remedy. The code is it stands right
> now doesn't enforce a matching of presses and releases, it just the
> way it works. It's a bug if your assume
Yes I have installed ARToolKit and OSG already.
What I need to know is how to use the file: osgART_2.0_RC3
It has no file extention and I am not sure how to use it with CMake as you
suggested. Can you please elaborate on how to use CMake with it?
I have tried doing it the same way as I installe
Hi Christophe,
You can't use setUnRefImageDataAfterApply(true) and expect textures to
remain valid between open and closing and then reopening graphics
contexts as the texture will have no imagery to reapply when required.
Robert.
On Thu, Jun 4, 2009 at 10:18 AM, Herreman, Christophe
wrote:
> H
Thanks internetscooter I'll check it out :)
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Hi Melchior,
On Thu, Jun 4, 2009 at 10:43 AM, Melchior FRANZ
wrote:
> Making the physcial key number available in the event structure would
> allow us to fix our problem in FlightGear, though I think the bug
> is in OSG and should be fixed there.
I don't think calling it bug clarifies anything,
Hi Robert,
I must admit I used a pretty simplistic method. While running my app I run
"top" in another window and look at the process' virtual memory size.
When running without the merge the virtual memory size never changes. When
running with the merge, the size steadily increases. After abo
Hi,
John Kelso wrote:
Hi Robert,
I must admit I used a pretty simplistic method. While running my app
I run
"top" in another window and look at the process' virtual memory size.
When running without the merge the virtual memory size never changes.
When
running with the merge, the size st
Hi,
* Robert Osfield -- Thursday 04 June 2009:
> I don't think calling it bug clarifies anything, [...]
I didn't call it a "bug" to clarify anything, but because the current
behaviour is without any doubt broken. Maybe I should have used the
MS euphemism "issue" instead. :-)
Your examples use t
Hi,
Shayne
My code is more or less like yours, but I'm not using the Composite viewer. I'm
not sure why it doesn't work.
Hi Wojtek Lewandowski
Your solution worked for me too.
Thank you both for your time!
Cheers,
Cristina
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From my perspective, if I were writing a game control scheme, I'd want
all downs and all ups with raw key codes. 'a' down, left-shift down, 'a'
up, left-shift up.
Just because application X is using the keys to type human words doesn't
mean that application Y has any relationship between shift
Hi Melchior,
On Thursday 04 June 2009, Melchior FRANZ wrote:
[...]
May be we need to track these up/down event pairs in *flightgear*.
... if an application needs these synthetic events, exactly this application
should synthesize these events?
You cannot expect that this special usage pattern of
hi,
perhaps some input from the MS Windows event API: They differentiate
between key press and release events (WM_KEYDOWN/WM_KEYUP) using
"virtual key codes" and "typed character" events (WM_CHAR) which is the
UTF-16 code of a typo generated because of some key press.
The virtual key codes includ
HI Mathias,
2009/6/4 Mathias Fröhlich :
>
> Hi Melchior,
>
> On Thursday 04 June 2009, Melchior FRANZ wrote:
> [...]
>
> May be we need to track these up/down event pairs in *flightgear*.
> ... if an application needs these synthetic events, exactly this application
> should synthesize these event
Hey,
* Mathias Fröhlich -- Thursday 04 June 2009:
> May be we need to track these up/down event pairs in *flightgear*.
We can't ATM, because we don't have the keycodes! That's why I started the
thread in the first place! And my assumption was that it's better fixed
once in OSG, than in every sing
HI Ralf,
Thanks for the info. Just to be clear on language and actions could
you clarify the following.
By virtual key codes do you mean the raw keycodes? I.e. whether you
press 'a' or have shift pressed to get 'A' you still get 'a'?Or
are the WM_CHAR the raw keycodes?
W.r.t key presses/ke
su hu wrote:
Hi
All transparent nodes should be found out and set to TRANSPARENT_BIN
one bye one. Nodes should be small enough.
But there are lots of transparent nodes in scene. How to find out
those transparent nodes quickly? Thanks for your help.
I can't think of a reason why you'd need
Hi Robert,
here are the pointers to the MS docu:
virtual key codes:
http://msdn.microsoft.com/en-us/library/ms927178.aspx
MS explanation for their term "virtual key code":
http://msdn.microsoft.com/en-us/library/ms927175.aspx
Reference for WM_KEYDOWN (has also links to WM_KEYUP and WM_CHAR in
Hi,
I do a little UP of my question ...
Thanks :-)
Regards,
Vincent.
2009/6/3 Vincent Bourdier
> Hi all,
>
> I'm looking at a way to set some geodes with transparency level.
>
> This is the problem : these geodes share a stateSet with a lot of other
> geodes, so I cannot just set transparen
Hi Ralf,
Thanks for the links and explanation, this makes is clearer.
So what I can read from this is they the virtual key codes mapped to
physical events, and the printable characters are akin to state.
Robert.
On Thu, Jun 4, 2009 at 3:33 PM, Ralph Kern wrote:
> Hi Robert,
>
> here are the po
Hi Folks,
Have you considered some kind of layered approach? Maybe an immediate
interface to the physical keycodes, sending events for every _key_ press
and release. Another layer could then use the windowing-system mappings
to convert these events to _character_ press/release events.
If this s
Hi Colin,
On Thu, Jun 4, 2009 at 4:25 PM, Colin Steinberg
wrote:
> Have you considered some kind of layered approach? Maybe an immediate
> interface to the physical keycodes, sending events for every _key_ press
> and release. Another layer could then use the windowing-system mappings
> to conv
Hi,
We use nodemasks in our scenegraph to do things like figure out what can
be picked, what can be shadowed, etc. When we load data most of the time
the nodes come in with masks of 0x. Occasionally we get an .ive
or .osg file that has some other value set in the nodemask. We are going
Generically speaking changing the nodes masks is fine its up to you and
how your program is using them with-in the confines of how culling,
rendering uses them etc.
So no I would says it is not bad practice and is perfectly valid to do
Gordon
Product Manager 3d
__
Wojciech Lewandowski writes:
>
> Miguel,
>
> I am not sure whats the problem. Shadows on the ground look ok. So the
> matrices must be ok as well. All I can notice is improper self shadowing on
> soldier models. If this is the case then look at following thread:
> http://www.mail-archive.com/
Thanks!
Tomlinson, Gordon wrote:
Generically speaking changing the nodes masks is fine its up to you and
how your program is using them with-in the confines of how culling,
rendering uses them etc.
So no I would says it is not bad practice and is perfectly valid to do
Gordon
Product Manager 3
Hi,
Just validating some assumptions about the database pager...
1) Is paging in single threaded mode blocking? If OSG is in single
threaded mode, will the pager load data and stop rendering or will it
load in another thread anyway?
2) If OSG is running in multithreaded mode will the pager load
Hi again,
As a stab in the dark to try and fix my memory leak I decided to try using
the latest OSG release.
After downloading 2.8.1 and typing cmake, I got this error:
"The end of a CMakeLists file was reached with an IF statement that was not
closed properly. Within the directory:
/usr/lo
Ok. Thanks. Not sure I understand the concept of cameras and master/slave
stuff as well as I should... I searched the forum and mailing list
archives, but didn't come up with anything yet, but then again, searching on
something like "camera master slave" produces tons of hits. Any
documentation
Hi Brett
1&2) As far as I know the database pager is multithreaded regardless if osg
is running multi or single threaded. Osg threading is related to threading
of the cull and draw traversals.
3) How does the pager decide when to page something in?
My understanding is that this is based on the cul
Hi John,
On 4/6/09 7:24 PM, John Kelso wrote:
After downloading 2.8.1 and typing cmake, I got this error:
"The end of a CMakeLists file was reached with an IF statement that was not
closed properly. Within the directory:
/usr/local/HEV-beta/apps/osg/osg-2.8.1/OpenSceneGraph/applications/osgvers
In my field of finite elements, mixtures of QUADS and TRIS are the rule , not
the exception.
Anyway, the workaround is for me to always use a PolyTope intersector, even if
it is only 1 pixel square...
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Ulrich Hertlein wrote:
> Hi John,
>
> On 4/6/09 7:24 PM, John Kelso wrote:
>> After downloading 2.8.1 and typing cmake, I got this error:
>>
>> "The end of a CMakeLists file was reached with an IF statement that
>> was not
>> closed properly. Within the directory:
>> /usr/local/HEV-beta/apps/osg/os
Thanks!
Ralf Stokholm wrote:
Hi Brett
1&2) As far as I know the database pager is multithreaded regardless
if osg is running multi or single threaded. Osg threading is related
to threading of the cull and draw traversals.
3) How does the pager decide when to page something in?
My understand
Hi james,
regarding your last post, did you mean that you also tried to extract angles
from a rotation with the website's "matrixToEuler" or a similar approach, but
you encountered problems that were depended on your current
camera-orientation?
i think the same happened to me: i wanted to ge
Hi Brett -- The "SingleThreaded" threading model is one of osgViewer's
threading models and is completely internal to osgViewer. It does not affect
the osgDB library. The DatabasePager's threading is orthogonal to
osgViewer's threading models used for rendering.
Paul Martz
Skew Matrix Software LLC
Hi,
Might be simple one but I am not getting into it..
I get the following errors (and many more but I guess these few lines
describe the problem enough) when building Plugins vrml:
1>Compiling...
1>ReaderWriterVRML2.cpp
1>C:\ohj\openvrml-0.17.12\src\libopenvrml\openvrml/basetypes.h(38) : error
Hi,
cmake 2.4-patch 8, that came with CentOS release 5.3.
Our systems have been upgraded since my last OSG build, so I'll see if
there's any relationship. If I get stuck I'll mail again.
Should I see if our system guy can install a newer cmake?
Thanks again,
John
On Thu, 4 Jun 2009, Paul Me
John Kelso wrote:
> Hi,
>
> cmake 2.4-patch 8, that came with CentOS release 5.3.
>
> Our systems have been upgraded since my last OSG build, so I'll see if
> there's any relationship. If I get stuck I'll mail again.
>
> Should I see if our system guy can install a newer cmake?
First, try this:
I
Paul Melis wrote:
> John Kelso wrote:
>
>> Hi,
>>
>> cmake 2.4-patch 8, that came with CentOS release 5.3.
>>
>> Our systems have been upgraded since my last OSG build, so I'll see if
>> there's any relationship. If I get stuck I'll mail again.
>>
>> Should I see if our system guy can install a
Try this:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg26683.html
Wojtek
--
From: "Michael Guerrero"
Sent: Thursday, June 04, 2009 6:22 PM
To:
Subject: Re: [osg-users]How to apply LISPSM shadows to a scene
withdifferentshad
Paul Melis wrote:
> Paul Melis wrote:
>
>> John Kelso wrote:
>>
>>
>>> Hi,
>>>
>>> cmake 2.4-patch 8, that came with CentOS release 5.3.
>>>
>>> Our systems have been upgraded since my last OSG build, so I'll see if
>>> there's any relationship. If I get stuck I'll mail again.
>>>
>>> S
John Kelso wrote:
> Hi,
>
> cmake 2.4-patch 8, that came with CentOS release 5.3.
>
> Our systems have been upgraded since my last OSG build, so I'll see if
> there's any relationship. If I get stuck I'll mail again.
>
> Should I see if our system guy can install a newer cmake?
One thing cmake 2.6
> regarding your last post, did you mean that you also tried to extract
angles from a rotation with the website's "matrixToEuler" or a similar
approach, but you encountered problems that were depended on your current
camera-orientation?
It was quat to Euler
http://www.euclideanspace.com/maths/ge
Hi Robert,
I just converted my flt file to an osg, and I started to have the same problem
as before. My image pointer is NULL.
If I load the flt file the image pointer is OK, if I load the osg file the
image pointer is NULL.
Any idea why? I used osgconv to convert the file.
Thank you!
Cheers,
Hi,
I guess I figure it out. The osgconv runs the optimizer, so I set the
OSG_OPTIMIZER environment variable to OFF and now it works.
Thank you!
Cheers,
Cristina
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Hi james,
thanks for the quick reply, now everything is clear.
Best regards,
Christian
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I've just discovered a potential solution for the initialization order for
static objects. You can use the "depends_on"-pattern to let your classes
inherit their dependencies.
http://www.entropygames.net/index.php?option=com_content&view=article&id=52
I don't know the OSG code enough in detail
Hi Rick,
> I even gave you a batch file that would do some of that
automatically, and it's easy to supplement that with a couple more
commands that will do it all automatically (see below).
You did? Maybe I missed it. Could you please send it again? This does
not look nearly as hard as I
Hi James,
In short... I do not want to challenge the current workflow of either
paradigms, but rather describe how both are well-defined, and maybe
there are others out there who would like to see how we are doing it,
when/if we offer a submission.
Thanks for explaining where you're coming f
There is one direction that I am tempted to pursue... my initial post was
that we cannot run OSG using the plugin folder structure as is. When I saw
your initial post I manually copied over to the directory structure you said
where the plugin folder is in the same path as the bin. The problem is
Hi,
I am very new to computer graphics and OSG/OpenGL. I need to figure out how to
write a simple textured rectangle to a .tif file. I've found many examples of
this but some are so complicated I can't understand them.
Here is the code I have so far, when I run it I can see a single rectangle
Hi again,
I made the change in CMakeLists.txt and cmake was happy. It still bombs when
building- it's in the dicom plugin.
We have installed:
rpm -q InsightToolkit
InsightToolkit-2.8.1-5.fc6.i386
There's a large number of repetitious errors., included below.
Any ideas?
Many thanks,
John
Hi,
I would like to render an image to a scene that is later used for image
processing. I am hoping to have the image in memory as an 24 bit RBG image.
Is this possible without drawing it to the screen and taking a screen shot?
Can I render without using the graphics card (it is a very simpl
Vinay Shah writes:
>
> Hi,
>
> I would like to render an image to a scene that is later used for image
processing. I am hoping to have the image
> in memory as an 24 bit RBG image.
>
> Is this possible without drawing it to the screen and taking a screen shot?
>
> Can I render without usin
Hi,
The examples are fullscreen. Strangely, they span multiple monitors, instead of
simply using the primary monitor. Perhaps there are some launch arguments I
need.
Running from Xcode causes problems, like missing resources, for example with
the osgforest.app:
Code:
Creating terrain...Warni
I am working in windows is this a problem?
Could someone please post the osgART 2.0 zip I don't think I have the right
file. It doesn't have a CMakeLists.txt or anything - just a file without any
exstension named: osgART_2.0_RC3
That is all :(
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Never mind I just realised the file within the zip that has no extension can be
unpacked again.
Would help if this file had an extension to avoid confussion and wasted time!
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Hi,
I'm looking into simulating glass shattering effect e.g.
http://blog.wolfire.com/2009/05/detailed-physics-effects/, any advices?
Thank you!
Cheers,
Tim
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Hi,
I have two groups of terrain data with geotiff format. One has common
vertical orthographic projected elevation data and image, while the other is a
part of the first group, and with a higher resolution, furthermore, its
elevation data and image are gradient orthographic projected data th
Hi Amanda,
On 26/5/09 5:39 PM, Amanda Henn wrote:
I am very new to computer graphics and OSG/OpenGL. I need to figure out how to
write a
simple textured rectangle to a .tif file. I've found many examples of this but
some
are so complicated I can't understand them.
What do you mean by 'writ
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