Hi Sergey
Im afraid I dont have an answer, but I can back up your observations.
We are using two cameras for our application one for a standard view the
other for an IR targeting POD. The two cameras are looking in opposite
directions and have different lodscales.
I have also notised that the
Dimitrios Filiagos dfili...@yahoo.com wrote:
One other thing what is the functionality of _isDirty and buid() in Jean
Claudes code ? It will save me a lot of time.
isDirty forces a rebuild of the data structures and build() does the actual
construction of the surface. Your original code
Hi,
I'm new to the OSG and just starting out with some simple examples.
The osgViewer::Viewer by default displays in full screen mode. But in my
application I want it to be a smaller window by default. How do I do that?
I found the event handler WindowSizeHandler which has the facility to
Hi,
Ash Pat wrote:
Hi,
I'm new to the OSG and just starting out with some simple examples.
The osgViewer::Viewer by default displays in full screen mode. But in my
application I want it to be a smaller window by default. How do I do that?
I found the event handler WindowSizeHandler which
Hi there,
I've seen somewhere in the list somebody had some success with using the
GraphicsWindowCarbon within bare Carbon. Now I am trying the same with
wxWidgets 2.8.10 and it seems not to work as expected (corrupted Window
background). Did somebody on the list had some success and can
Hi Robert,
What results do you get with the bug fixes I've just checked in?
I've just updated and now I get a single corrupted image flashed onto
the screen and then a segfault.
$ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi
image-s()640 image-t()=480 aspectRatio=1
Hi,
J.P. Delport wrote:
Hi,
Ash Pat wrote:
Hi,
I'm new to the OSG and just starting out with some simple examples.
The osgViewer::Viewer by default displays in full screen mode. But in
my application I want it to be a smaller window by default. How do I
do that?
I found the event handler
Hi,
amazing news - i do own an ATI 4850 - I will try to update my drivers or
consider to swap to another graphics card. Are you able to test this example
with an ati card?
Were you able to use CLAMP_TO_BORDER too?
Thank you!
Greetings,
Johannes
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Hi Vincent,
On Tue, Oct 6, 2009 at 5:19 PM, Vincent Gadoury vgado...@humancad.com wrote:
It seems there is a glitch with the new osgManipulator event handling and
the TrackballManipulator. In the osgmanipulator example, if you keep ctrl or
'a' pressed when you rotate the trackball using the
Pankaj, Jan, J-S,
I've now added a RELEASE_ONLY_BUILD option to the CMakeLists which removes
the need for debug libraries. This is now committed to the osgOcean trunk.
In visual studio this removes the debug projects from the build menu.
Note: CMake will still look for the debug versions and list
Hi Nathan,
Thanks for the example. I can reproduce the picking problems using:
osgpick singletree.osg
So thumbs up there. As to the cause, it's almost certainly a bug in
the computation of the matrix that should be positioning the
billboard, or the lack of coordination of point at which the
Hi Randolf,
On Wed, Oct 7, 2009 at 1:32 AM, Randolph Fritz rfritz...@gmail.com wrote:
One question: the osgViewerGLUT example
holds the reference to its osgViewer::GraphicsWindow in an
osg::observer_ptr, rather than an osg::ref_ptr. What's the reasoning
behind that?
I don't recall the code,
Hi All osg Users
I'm using a visitor to obtain all Statsets in a graph. But the visitor dose not
collects all statsets, why?
Code im using is simply this:
class GetStatsetsVissitor : public osg::NodeVisitor
{
public:
HI Sergey and Ralf,
I haven't seen this behavior in the DatabasePager before, and it might
not be directly related to the DatabasePager at all. The
DatabasePager itself doesn't actually know anything about cameras, it
just handles requests made to it from the cull traversals. The code
for
Hi J.P,
On Wed, Oct 7, 2009 at 7:59 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Debug build still did not provide a nice backtrace, but I've followed the
crash to
void TextureRectangle::applyTexImage_subload in TextureRectangle.cpp
At the line:
dataPtr = reinterpret_castunsigned
Hi Ragnar,
On 7/10/09 10:48 AM, Ragnar Hammarqvist wrote:
I'm using a visitor to obtain all Statsets in a graph. But the visitor dose not
collects all statsets, why?
Code im using is simply this:
...
void apply(osg::Noden)
{
if(n.getStateSet())
{
Hi Robert
Unfortunatly I cant upgrade to trunk without a considerable effort, so that
wont happen right now. But the texture pools looks really interesting with
regards to large paged terrains.
I doubt if its a driver thing directly, as Im able to run osgviewer on the
same dataset without
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Wed, Oct 7, 2009 at 7:59 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Debug build still did not provide a nice backtrace, but I've followed the
crash to
void TextureRectangle::applyTexImage_subload in TextureRectangle.cpp
At the line:
dataPtr =
Hi Ralf.
On Wed, Oct 7, 2009 at 10:33 AM, Ralf Stokholm alfma...@arenalogic.com wrote:
I was wondering if somthing in the database pager is preventing the release
like a copy of a refptr or similar?
I believe this would be very unlikely. There is no special handling
of multiple view points,
Hi J.P.,
What hardware and OS are you testing on right now?
On Wed, Oct 7, 2009 at 10:36 AM, J.P. Delport jpdelp...@csir.co.za wrote:
It's normal for pbo-getOffset() to return a 0, and correct to pass
this to glTexSubImage2D, but only if a PBO is bound, if it isn't then
it will result in a
Hi all,
I'm currently looking at a way to simplify a big IVE file. (850Mbytes)
To make some test, I open the file, get all the geodes with a visitor,
simplify their geometries with osg Simplifier and write the new file.
But, when I put the simplification sample ratio to 0.1 and 0.3
Hi,
you 're right now I understand why I had some crashes from time to time
Thanks!
Cheers,
Dimitrios
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Hi,
It's normal for pbo-getOffset() to return a 0, and correct to pass
this to glTexSubImage2D, but only if a PBO is bound, if it isn't then
it will result in a seg fault. Perhaps there is some mistake in the
code that isn't binding the PBO when it should.
OK, I'll try to check this too.
Johannes,
We tested on ATI 4890. Vista 64 bit. Catalyst 9.9. Clamp to edge works.
Clamp to border does not. Problems with dual monitors but it does not count
here, I guess.
Wojtek
- Original Message -
From: Johannes SchA1th acco...@jotschi.de
To:
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Ulrich,
Thanx. This realy did the trick.
Regards Ragnar
-Ursprungligt meddelande-
Från: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] För Ulrich Hertlein
Skickat: den 7 oktober 2009 11:11
Till: OpenSceneGraph Users
Ämne: Re: [osg-users]
Hi J.P,
On Wed, Oct 7, 2009 at 11:26 AM, J.P. Delport jpdelp...@csir.co.za wrote:
just some more comments...
I've compared code for
Texture::applyTexImage2D_subload
vs
TextureRectangle::applyTexImage_subload
in the former the result of pbo-getOffset() is never used.
If in
Hi,
one more question. Did clamp to border work on nvidia chips?
Wojciech Lewandowski wrote:
We tested on ATI 4890. Vista 64 bit. Catalyst 9.9. Clamp to edge works.
Clamp to border does not.
Any idea why clamp to border does not work with ATI 4890?
Greetings
Johannes
--
Hi All,
I have just posted an update to the wiki page dedicated to the OpenGL-ES port:
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
Please feel free to critique/ask questions/volunteer your assistance :-)
Cheers,
Robert.
___
Yes, one of the pictures was showing this: I changed the border color to
pink to make it more clear. In fact I also checked mixed mode CLAMP_TO_EDGE
on S coord, and CLAMP_TO_BORDER on T coord and it also works on NVidia.
Cheers,
Wojtek
- Original Message -
From: Johannes SchA1th
Hi Robert,
Robert Osfield wrote:
Hi J.P.,
What hardware and OS are you testing on right now?
Debian 32-bit, Nvidia driver.
On Wed, Oct 7, 2009 at 10:36 AM, J.P. Delport jpdelp...@csir.co.za wrote:
It's normal for pbo-getOffset() to return a 0, and correct to pass
this to glTexSubImage2D,
robertosfield wrote:
As to the cause, it's almost certainly a bug in
the computation of the matrix that should be positioning the
billboard, or the lack of coordination of point at which the billboard
should be rotated about. It's almost certainly not a precision
issue.
I'm afraid I'm
Hi Robert,
like the subject says, there's an endless loop in 'osg::ClipNode::computeBound'.
Here is a part of the gdb backtrace.
#23 0x2b85733d44fc in osg::ClipNode::computeBound (this=0x29679c0)
at /soft/os/openscenegraph/sc.iViz-OSG/OpenSce
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Wed, Oct 7, 2009 at 11:26 AM, J.P. Delport jpdelp...@csir.co.za wrote:
just some more comments...
I've compared code for
Texture::applyTexImage2D_subload
vs
TextureRectangle::applyTexImage_subload
in the former the result of pbo-getOffset() is
Hi Robert,
sorry, I haven't been aware, that it's not the same ClipNode object in
the backtrace.
I have a scenegraph with three ClipNodes. And two of these are calling
computeBound on each other ().
#185 0x2ad784e294fc in osg::ClipNode::computeBound (this=0x1fe4ac0) at
As I said before:
multisampling is not a feature of osgPPU it is rendering related. The patch I
submited previously, has been included into osg. Hence multisampling should
work now. The HDR example can be easy rewritten to support multisampling as
described before in this thread.
cheers,
art
Hi Daniel,
On Wed, Oct 7, 2009 at 1:40 PM, Daniel Trstenjak
daniel.trsten...@science-computing.de wrote:
sorry, I haven't been aware, that it's not the same ClipNode object in
the backtrace.
I have a scenegraph with three ClipNodes. And two of these are calling
computeBound on each other ().
Hi Robert,
It really sounds like you've created a loop into scene graph where a
node has a parent amongst it's children. Recursion is not supported
in the OSG so you need to avoid this type of circular scene graph
setup.
Yeah. Currently I'm looking at our code which handles the
Hi,
i need to make a SAR radar with OSG, and I don't know from where to begin.
Has somebody an idea or an example of the way that I can use ?
thank's
Ben
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Hi,
Currently the rendering is handled by a thread which calls
while(!viewer.done)
{
viewer.frame);
}
but in the software there can be up to 3 viewers active at one time, all
running a seperate thread to render, this is a CPU hog and ideally i want to
only update the viewer if the scene has
Firstly your question is so open ended that your not going to get great help
We handle the data but I'm unable to discuss what we do with it unfortunately
If you do know the basics of OSG I would recommend you first learn that before
proceeding (see the Quick start guide, you'll find a link
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sorry for my previous mail, I have make a wrong manipulation.
I have an application made with OSG, this app simulate a fligh's cockpit.
I need to add a radar view as SAR radar in the main view.
I thought use multi post process render with some shader effects.
I have a terrain that is loaded from
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Nathan Monteleone wrote:
I do have a conceptual question (for anyone) that's going to affect the fix:
when doing intersection tests, should billboards point align to the start point
of the intersector, or toward the eyepoint?
Seems like it depends on the case -- if you're doing a pick based
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Adam Heppenstall wrote:
Hi,
Currently the rendering is handled by a thread which calls
while(!viewer.done)
{
viewer.frame);
}
but in the software there can be up to 3 viewers active at one time, all running a seperate thread to render, this is a CPU hog and ideally i want to only update the
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osg
Hi Robert,
Robert Osfield wrote:
Hi Vincent,
On Tue, Oct 6, 2009 at 5:19 PM, Vincent Gadoury vgado...@humancad.com wrote:
It seems there is a glitch with the new osgManipulator event handling and
the TrackballManipulator. In the osgmanipulator example, if you keep ctrl or
'a' pressed when
Hello,
I am happy to see that others have the same problem, which means I am not crazy
:-). I am going to try to port my application to trunk verstion of the OSG and
to see if this issue was solved.
Cheers,
sergey
--
Read this topic online here:
1. Fixed the typo in the subject. (now - not)
2. I discovered that if I remove the material setting at the geode
level, the material set in my osgText::Text instance takes effect.
I'm still confused.
Cory
Cory Riddell wrote:
Can somebody please take a look at the attached osg file. If
Hi Kim,
Kim Bale kcb...@googlemail.com wrote:
Pankaj, Jan, J-S,
I've now added a RELEASE_ONLY_BUILD option to the CMakeLists which removes
the need for debug libraries. This is now committed to the osgOcean trunk.
In visual studio this removes the debug projects from the build menu.
On 2009-10-07, Robert Osfield robert.osfi...@gmail.com wrote:
On Wed, Oct 7, 2009 at 1:32 AM, Randolph Fritz rfritz...@gmail.com wrote:
One question: the osgViewerGLUT example
holds the reference to its osgViewer::GraphicsWindow in an
osg::observer_ptr, rather than an osg::ref_ptr. What's
Hello all,
I'm currently seeing a really weird problem with a shader on a Radeon
HD 4350 card (both with drivers dating from July and with the most
recent drivers dating 9/9/2009). The shader is rather convoluted, but
the problem seems centered around code similar to this:
float light =
Hi,
here's the code for normal interpolation I promised
osg::Vec3f OceanTile::normBiLinearInterp(float x, float y ) const{
float dx = x / _spacing;
float dy = y / _spacing;
unsigned int ix = dx;
unsigned int iy = dy;
dx -= ix;
dy -= iy;
osg::Vec3f s00 =
Hi again! :)
So it's just a problem with OSG in general it seems. I've tried building and
linking in many different ways, all end in segfaults when trying to get the
name of a node. I haven't tried much else because that's a pretty basic first
step.
The attached code also segfaults on OSX and
I'm not sure if this is correct, but it seems that my text was picking
up a material setting from some parent node. It was rendering the text
with the diffuse color from the material.
I ended up turning GL_LIGHTING off for my osgText::Text node and now
the text is being rendered with the
2009/10/7 Chip Collier pho...@gmail.com:
Hi again! :)
So it's just a problem with OSG in general it seems. I've tried building and
linking in many different ways, all end in segfaults when trying to get the
name of a node. I haven't tried much else because that's a pretty basic first
Dimitrios Filiagos dfili...@yahoo.com wrote:
Hi,
here's the code for normal interpolation I promised
Cool, this looks good. Jean-Se, Kim, could we get these things merged in,
please?
Right now I am maintaining my own patch based on Dimitrios's code, but this is
really useful.
Of
Hi Jan, Kim,
However, I think you should make this type of a build the default. That will
simplify the life of everyone who is not actively developing osgOcean, merely
using it as a dependency. OSG itself has a release build as a default as well
and one has to explicitly enable debug if it is
Hi Jan, Dimitrios,
Cool, this looks good. Jean-Se, Kim, could we get these things merged in,
please?
Right now I am maintaining my own patch based on Dimitrios's code, but this is
really useful.
Of course, the function needs to be exposed in the higher-level classes too,
so that we can
Don Dakin wrote:
hi Donald,
[...]
When I try to load
osgEphemerisModel::EphemerisModel {
Latitude 38.4765
Longitude -122.493
SkyDomeRadius 10
}
in an .osg file I always get
no data loaded..
[...]
Post generated by Mail2Forum
The DLL osgdb_osgEphemeris.dll
Hi,
Chip Collier schrieb:
Hi again! :)
So it's just a problem with OSG in general it seems. I've tried building and
linking in many different ways, all end in segfaults when trying to get the
name of a node. I haven't tried much else because that's a pretty basic first
step.
The
Hi Hartmut,
Hartmut Seichter schrieb:
I've seen somewhere in the list somebody had some success with using the
GraphicsWindowCarbon within bare Carbon. Now I am trying the same with
wxWidgets 2.8.10 and it seems not to work as expected (corrupted Window
background). Did somebody on the list
Hi,
Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
Send us the whole files of what you need and I'll have a look for sure.
I'm not the one who needs this so I don't want to start guessing in
which classes you need access to this...
J-S
I need it in the following two:
Hi Jan, Dimitrios,
On the face of it this all looks good, but I'll take some time to review and
test the code at the weekend, but as J-S says could you send the whole files
where the changes are made as it makes my life a lot easier to test.
Of course, the function needs to be exposed in the
That's awesome to hear!
Big thing for me is that I require the 10.6 SDK for OpenCL support so I'm
trying to use the toolchain that supports this.
If I grab information from the node other than the name such as the className
I'll get a classname for each node in the scene.
If I just do nothing
J-S, Jan,
I'll have a look at how this is done in the OSG CMakelists, For the OSG,
CMake has always defaulted to a debugrelease build configuration under
windows, I just presumed that was the norm.
Whilst we're on the issue, is a default release build standard behaviour for
MacOS as well?
Dear OSGlers,
is there a obvious way to tell osgViewer (Cocoa version of recent trunk)
to leave the menubar alone? I guess the code is still experimental - so
would it be possible to add this functionality? Attached a screenshot that
shows the result of combining wxOSX (Cocoa) and a standard
Kim Bale kcb...@googlemail.com wrote:
Jan - I'm not sure what is meant by get to it from the viewer here?
I am accessing the code like this within my viewer's main loop:
// osgOcean::OceanTechnique *ocean;
float height = ocean-getSeaHeightAt(pos.x(), pos.y());
...
Therefore the function
Hi Hartmut,
li...@technotecture.com schrieb:
is there a obvious way to tell osgViewer (Cocoa version of recent trunk)
to leave the menubar alone? I guess the code is still experimental - so
would it be possible to add this functionality? Attached a screenshot that
shows the result of
Hi,
Ok well, I built the latest OpenSceneGraph from the svn repo with cmake (so no
frameworks just dylibs) and it works fine. :) I did have to modify a couple of
files to get it to build though:
In the osgdb_lwo plugin the ID4 struct needed it's array renamed from id to ID
to avoid a keyword
Thanks Stephan, for the explanation - I will see if I can make this work
with wxWidgets trunk.
Cheers,
H
On Thu, 08 Oct 2009 01:06:31 +0200, Stephan Huber
ratzf...@digitalmind.de
wrote:
Hi Hartmut,
li...@technotecture.com schrieb:
is there a obvious way to tell osgViewer (Cocoa version
Hi,
I have tried to run that example you suggested but the output.txt is empty
after runing the example as ...
osgviewer cow.osg output.txt 21
the example ran well i mean there was no problems as the cow.osg was loaded
properly
and i was able to see it in the osgViewer
On 2009-10-07, Randolph Fritz rfritz...@gmail.com wrote:
More details at
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-June/029500.html
I have now confirmed that, just as Mike Wozniewski found in June, this
problem occurs on Macintosh (MacBook Pro, Mac OS
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