Hi,
paul1...@yahoo.com wrote:
Thanks JP for the response but I'm not sure I understand..
I want frames 0 to 14 (and 16-30, 32-46, etc) to be done as fast as
possible and not wait on VSYNC. I only want the rendering of the 15th
frame (and 31, 47, etc) to wait on VSYNC.
I'm not 100% sure how
Hello,
first, thank you for your help Jean and Jason. Jean this is nearly what
I want. But with getDataPointer I get a Vec3 pointer. But I want a
pointer to the vertex component x, y and z.
A example, I create a vertex array and pass float pointer. The pointer
point to the values. In the
Hi Martin,
On 10/09/09 8:54 AM, Martin Großer wrote:
//... init geometry (geom) and vertex array (vertices)
float x = 1;
float y = 1;
float* ptrX = x; // pointer to x value
float* ptrY = y; // pointer to y value
vertices-push_back( osg::Vec3(0,0,0.0) );
vertices-push_back( osg::Vec3(ptrX,
Hi Jason,
I'm not a Windows developer so have had to sit on the sidelines on helping
out with this one as I don't have the expertise to dive in, good to hear
you've resolve problem, hopefully this help others. W.r.t CMake GUI not
updating the CMakeLists.txt, this is normal and correct, when you
Hi,
yeah. I found my geometry center as ( 0.04,0.075,0.0). So first I do the
rotation of 90 degree about z-axis and then translating my geometry to 0 by
subtracting the aboive center values.
Again I m getting my geometry is translated and half of the geometry is off
the view. Have a look at
Hi,
I´m using OSG-2.7.8
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Hi Brad,
Does it happen in state.applyMode( GL_SCISSOR_TEST ) call inside
RenderStage::drawImplementation method ? I saw such errors when RenderStage
buffer (FBO/PBuffer) initialization went wrong. It just happens that
GL_SCISSOR_TEST is first mode that is applied after RenderStage buffer
Hello,
I think it is inefficient when I have to change the values everytime.
Because I must traverse all vertex points for every frame and the module
that calculate the x and y values is independent of osg.
Thanks for your help.
Martin
Am 10.09.2009 10:00, schrieb Ulrich Hertlein:
Hi
Hello,
Sorry for this dumb question, but somehow I cant find the answer in the
archives or I am just searching for the wrong thing.
Anyway, I want to transform my coordinates with a Matrix.
I have a matrixTransform (lets call it T) and I need to multiply that with a
MatrixTransform (lets call
Hi Akilan;
Matrix multiplaction is not commutative. If you change the order of matrix
as a result the accumulated matrix will behave different as you anticipated.
So order of matrix multiplexing is Scale, Rotate and lastly Translate. So in
multiplexting operation order of them as follows;
Hi all,
Does the depth test has an effect over osg::Text ?
I have disabled the depth test on a node with*
setMode ( GL_DEPTH_TEST, osg::StateAttribute::OFF );*
In my understanding with depth test disabled, the last thing drawed will be
over all other.
But i want to draw 2D labels constitued
Hi,
I changed the order of matrix manipulations and put everything in a single
transformation only.
But the result I m getting is same. The geometry is going out of view. I dont
understand the problem. Pls anyone correct me.
Thank you!
Cheers,
Akilan
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Hi Martin,
On 10/09/09 11:25 AM, Martin Großer wrote:
I think it is inefficient when I have to change the values everytime.
Because I must traverse all vertex points for every frame and the module
that calculate the x and y values is independent of osg.
I understand your problem; if you don't
Hi,
http://faculty.nps.edu/jasullivan/osgTutorials/osgParticleHelper.htm
http://faculty.nps.edu/jasullivan/osgTutorials/Download/psHelper.cpp
2009/9/10 Iban Arriola ezku...@hotmail.com
Hi,
I´m using OSG-2.7.8
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In my current example I have 128 X 128 vectors. And now I change the
value every frame and it is OK for my prototype. But I would like a
general solution to visualize a vector field.
And a osg vector expand to set pointers? Is it a bad idea?
Cheers,
Martin
Am 10.09.2009 13:10, schrieb
Hello,
while loading osgShadow with osgLua (which uses osgIntrospection and
osgWrappers):
script-enable(osgShadow);
I get a segfault. This happens in 2.8.2 as in trunk. While I didn't properly
investigate this, I should still mention for those interested that the crash
can be avoided by
On 10/09/09 2:00 PM, Martin Großer wrote:
And a osg vector expand to set pointers? Is it a bad idea?
The problem there is that there's no way to pass these separate arrays to OpenGL in an
efficient manner.
Having two separate arrays for X/Y is pretty much worst case, even having them
Yes, the I had the same idea with the shader. I try it. This is the best
idea, maybe.
Cheers,
Martin
Am 10.09.2009 14:44, schrieb Ulrich Hertlein:
On 10/09/09 2:00 PM, Martin Großer wrote:
And a osg vector expand to set pointers? Is it a bad idea?
The problem there is that there's no way
Hi Iban,
Simply putting a Transform node above your model should cause all particles to
move with the Transform. Perhaps you are doing something other than simply
placing a Transform node above your model. Are particles emitted by the
ModularEmitter being put under a geode that is not under
Hi,
I have only just installed OSG and got everything configured and the demo
programs running.
I have been going through the tutorials on openscenegraph.org and I am
currently stuck on the pyramid texture tutorial:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Textures
Hi,
I am generating MSVC project files using CMake which works fine in most cases
but sometimes I have problems.
Right now I am experiencing some troubles generating the project for the png
plugin -- I downloaded the 3rdparty package which seems to contain all
necessary libraries, also I set
Hi Per,
Great example, thanks for taking the time to post this.
Ok I created a class SmallFeatureCullExcluder (inherits NodeCallBack) and
added the code you put in the () operator. I also changed the mask to
cullingSet.setCullingMask(cullingSetMask
~osg::CullSettings::SMALL_FEATURE_CULLING);
David Goering wrote:
Hello,
Sorry for this dumb question, but somehow I cant find the answer in the
archives or I am just searching for the wrong thing.
Anyway, I want to transform my coordinates with a Matrix.
I have a matrixTransform (lets call it T) and I need to multiply that with a
Hellos, I am having some trouble with osgconv. This is my first time doing
anything with OSG. I am trying to use it to convert some .flts, with the
textures, into something 3D Studo Max can read and then edit.
Below is some of what I have been trying.
C:\OpenSceneGraph-2.8.2\binosgconv
Harold Comere wrote:
Hi all,
Does the depth test has an effect over osg::Text ?
I have disabled the depth test on a node with/
setMode ( GL_DEPTH_TEST, osg::StateAttribute::OFF );/
In my understanding with depth test disabled, the last thing drawed
will be over all other.
But i want to
Hi Travis? Friedrich? Could you sign with the name you wish to be addressed
as (i.e. your first name) so that we know how to address you, thanks.
On Thu, Sep 10, 2009 at 4:38 PM, Travis Friedrich draznarz...@gmail.comwrote:
Hellos, I am having some trouble with osgconv. This is my first time
Joe Abreu wrote:
The image does exist, but I also know the offending fragment is the
getOptions(). It returns NULL.
I don't think this is the problem. It should be fine to pass NULL for
the ReaderWriter::Options. Try setting the notify level to DEBUG (set
OSGNOTIFYLEVEL=DEBUG). This
Travis Friedrich wrote:
Hellos, I am having some trouble with osgconv. This is my first time doing
anything with OSG. I am trying to use it to convert some .flts, with the
textures, into something 3D Studo Max can read and then edit.
Below is some of what I have been trying.
Hi,
Where can I find a list of all the current supported writable formats?
Thank you!
Cheers,
Travis
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Wojtek,
Thanks. Yes I think this is along the lines of what I'm seeing. It is the
glScissor within RenderStage::drawImplementation. I am not using
osg::Scissor or any sort of Stencil buffering.
According to the Man page:
Travis Friedrich wrote on Thursday, September 10, 2009 11:31 AM:
Where can I find a list of all the current supported writable formats?
Use 'osgconv --formats' and look for writeNode or writeObject in the
features list.
--
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
Hi all -- Does anyone know of an OpenGL extension to GL 2.x that adds
the clip distance feature found in GL 3 / GLSL 1.30? It does not appear
to be in ARB_gpu_shader4...
Thanks.
--
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Hey, thanks for the reply.
So it is better to use Matrix than MatrixTransform good to know.
Now if someone could give me an example or explain how the different rotation
functions work that would be great, Ive searched arround, but somehow nothing
seemed to work. (Id turn X,Y and Z into 0 ? )
Thanks for the reply Robert. I guess CMakeLists.txt overrides anything
set within the CMake GUI. Another developer that I work with tried to
do the same thing on a different machine and ran into the identical
issue so I do not believe it was some missing setup step (unless we
happened to
One more thing in case anyone else tries to build Plugins dicom on
Windows Vista (and likely other versions of Windows):
We commented out the following line in ReaderWriterDICOM.cpp
#define HAVE_CONFIG_H
otherwise osconfig.h tries to include cfunix.h on windows machines
Jason
Jason Jerald
Hi Brad,
Both names are OK. Wojtek is for friends. Wojciech is what I have in my id.
As far as I remember OpenGL does not change error flag until its read thorugh
glError. So its very probable that the error was set by an OpenGL function that
was invoked few calls before glScissor. glIntrcept
David Goering wrote:
Hey, thanks for the reply.
So it is better to use Matrix than MatrixTransform good to know.
Now if someone could give me an example or explain how the different rotation
functions work that would be great, Ive searched arround, but somehow nothing
seemed to work. (Id turn
Paul Martz wrote:
Hi all -- Does anyone know of an OpenGL extension to GL 2.x that adds
the clip distance feature found in GL 3 / GLSL 1.30? It does not appear
to be in ARB_gpu_shader4...
I can't find it in the registry anywhere. There's a mention of it in
NV_transform_feedback, but I
Hi,
I'm in the process of converting a DirectX program to OpenGL using OSG. It
would be a lot easier for me if I could use the .x file models from the
original program, but I seem to be having some trouble. When I try to load any
of my .x files, I get the following message:
DirectX Loader:
I have realised that it works fine if i select release build in VS 2005. So I
guess my problem technically must lie in the fact that I cannot get the debug
binaries to work:
openscenegraph-all-2.8.0-win32-x86-vc80sp1-Debug.tar.gz
I uncompressed these in exactly the same way that I have the
Thanks for digging and verifying my suspicion. Too bad; many features in
GL3 are available as extensions in GL2, which really eases the porting
effort. However, looks like clipping is just one of those cases where
the code has to change between versions.
Paul Martz
Skew Matrix Software LLC
Joe Abreu wrote:
Does anyone have any idea why I cannot get the debug versions to work.
This has been an extremely common theme on the list lately. If you just
search the archives for Debug you'll probably find your answer.
Quick tip: download Dependency Walker and run it on either the
Hi Joe,
If I correctly assume that you tried to run Debug from VS 2005 environment
then it must be pre SP1 VS 2005. Install Service Pack 1 for VS 2005 and you
should be fine.
Or... if you have VC SP1, this might be the recent Microsoft VC 2005 Redist
with ATL fixes update issue. Microsoft
A good tool to rescue you from DLHell is Dependency Walker:
http://www.dependencywalker.com/
If you open the EXE you're trying to run, it will often point out what DLLs
are not
present in the form/version it expects.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon
I have some code that creates OSG boxes and applies materials to the
geodes containing those boxes. It creates a flat scene graph (for now)
with an osg::Group root node and an osg::MatrixTransform attached to the
root node above each geode.
I've noticed a huge frame rate reduction when I
Hey,
thanks so much for the answer so far,
I think I understand everything and will play arround with it tomorrow.
In general I understand needing to use the inverse to go back to the source
coordinates, when needed. But I didnt think Id need the inverse for the actual
transformation.
I will
I've downloaded and run the Redistributable, tried DependecyWalker.exe
OSG example debug versions are missing:
MSVCP80D.dll
MSVCR80D.dll
and both the examples and my debug version of my program are missing:
EFSADU.dll
IESHIMS.sll
WER.dll
So obviously I need these DLL's. Are they just things I
Hi Paul P. and JP,
SHORT FORM of my original question: If I can have a shared scene
graph attached to multiple camera, how do I update my scene graph
(i.e. change a MatrixTransform) such that different scenes are drawn
for each camera?
I don't think you can easily do this in a single OSG
Hi JP,
is it possible to let OSG render a bunch of FBO cameras without the main
camera rendering and calling swapbuffers? If so, how do I disable the
main camera for a few OSG frame() calls?
You can have a whole bunch of prerender RTT cameras in you scene graph,
and they will all render
Hi Jason,
Right now I am experiencing some troubles generating the project for the png plugin -- I downloaded the 3rdparty package which seems to contain all necessary libraries, also I set the variables ACTUAL_3RDPARTY_DIR, PNG_INCLUDE_DIR, PNG_LIBRARY and PNG_LIBRARY_DIR, but CMake just
Hi J-S,
Jean-Sébastien Guay wrote:
Hi Paul P. and JP,
SHORT FORM of my original question: If I can have a shared scene
graph attached to multiple camera, how do I update my scene graph
(i.e. change a MatrixTransform) such that different scenes are drawn
for each camera?
I don't think you
Hi J-S,
Jean-Sébastien Guay wrote:
Hi JP,
is it possible to let OSG render a bunch of FBO cameras without the
main camera rendering and calling swapbuffers? If so, how do I disable
the main camera for a few OSG frame() calls?
You can have a whole bunch of prerender RTT cameras in you scene
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