Hi,
Anyone?
Thank you!
Cheers,
Joan
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Hi Maurizio,
Maurizio Lodo schrieb:
Hi,
Thanks Peter for your very helpful reply. I have sorted that issue thank to
your pointers.
Now I have only one more question then I promise I won't bother you anymore. It
seems that when I generate my model using the simple geometries I created and
Hi Terry,
On Sun, Oct 18, 2009 at 11:12 PM, Terry Welsh mogu...@gmail.com wrote:
I'm working on and OSG/SDL application. Resizing the window in Linux
works fine, but resizing it in Windows causes the app to lose all its
OpenGL objects. Is there a recommended way to re-initialize all
OpenGL
The reason you get no update callback in the .osg file is that
osganimationnode uses a custom callback, AnimtkUpdateCallback, that the
.osg writer doesn't know about.
From the OpenSceneGraph-Data .osg files that have animation (such as
robot.osg), it looks like
Cedric Pinson wrote:
Hi pp,
What is the function setupAnimtkNode ? and which version of
OpenSceneGraph are you using ?
Hi Cedric, we always use the current stable release, currently osg 2.8.2.
I am also referring the example osganimationnode from this version, so I
am using class
So, as promised here's the code to strip textures and UV coords from geometry.
It saves me about 700 mb at runtime, which makes me happy :o
Code:
class StripTexturesVisitor : public osg::NodeVisitor
{
public:
StripTexturesVisitor()
:
Hi,
I actually use 2 osg::viewer embedded in a Qt window, when i enable the
sync to vblanc in nvidia-setting my 2 viewers work's to 30 fps while my
refresh rate is 60 htz. (and 3 viewers work's to 20fps ...)
Did anybody already experiment this issue ?
Maybe it's a driver bug, i use osg 2.8.0
Hi Chris,
thx for your answer and your trick ! :)
but it is the same for me...
struct TheEnd
{
~TheEnd()
{
_CrtDumpMemoryLeaks();
}
};
TheEnd theEnd;
int _tmain(int argc, _TCHAR* argv[])
{
osg::ref_ptr osg::Group gr;
return 0;
}
Detected memory
Hi Sebastien,
Hmmm, just looking my code again and realized I didn't actually perform the
check directly. I delay the leak check until nearer termination using
_CrtSetDbgFlag. e.g.:
Code:
~TheEnd() { _CrtSetDbgFlag(_CRTDBG_LEAK_CHECK_DF); }
Seems to work ok for me in VS2005.
Cheers,
Hi,
Recently we've implemented a model of a building with moving doors by adding
osgSim::DOFTransform nodes for the doors (the geometry added as child of the
DOFTransform). While this works quite well, there's an issue I've had with
enabling the animation to open the door.
When
Hi Arun.
rehmanrulz wrote:
...I can gladly help testing on a 64bit machine from my end.
OsgCuda seems to compile when I linked to the 32bit cudart.lib library. But I
get a lot of errors when compiling the examples provided.
List of errors for osgTexDemo.
...
At the moment we are
There have been a number of posts about the reasons why MFC falsely
reporting memory leaks. These leaks can be seen when the osgviewerMFC
example exits. I wasted a few hours trying to get rid of them, none of
the suggested solutions worked for me. What did work, which I have
posted here in case it
Hi,
I've used an osg::Polytope to test whether a given convex volume was
colliding against a BoundingBox. Unfortunately it wouldn't work. I've
tracked the problem down to Plane::intersect().
/** intersection test between plane and bounding sphere.
return 1 if the bs is
Hi Ulrich,
Ulrich Hertlein wrote:
On 16/10/09 6:37 PM, Cory Riddell wrote:
Ulrich Hertlein wrote:
...
Yes, CPUs usually have their own caches and data can be different in
the different caches. However, this isn't what synchronization is
solving. This problem (cache coherency) is handled
I am trying to find a way to overlay some boundary lines defined in a shapefile
across an existing terrain. I would like to support the ability to load
shapefiles at runtime instead of generating a terrain file with the boundary
lines with something like osgGIS.
I have looked at the
On Mon, Oct 19, 2009 at 11:29:32AM +, Linares Antonin wrote:
Hi,
I actually use 2 osg::viewer embedded in a Qt window, when i enable the
sync to vblanc in nvidia-setting my 2 viewers work's to 30 fps while my
refresh rate is 60 htz. (and 3 viewers work's to 20fps ...)
Did anybody
Hi Tanguy,
What makes you think its wrong ? I think its very smart code which does only
whats really neccessary. _lowerBBCorner and _upperBBCorner are not constant
and in fact are relative and precalculated based on plane orientation.
Depending on the plane orientation its possible to know
p...@graphics.cs.uni-sb.de wrote on Monday, October 19, 2009 3:14 AM:
The reason you get no update callback in the .osg file is that
osganimationnode uses a custom callback, AnimtkUpdateCallback, that
the
.osg writer doesn't know about.
From the OpenSceneGraph-Data .osg files that have
Hi Peter,
pp wrote:
Hi Cedric and thx for fast answer.
I replied in the forum already, but waiting for approval.
...
Wonder why your message was still not approved? Peter, please change your
profile according to our forum rules.
I see your email is from our Saarland University, so on
Hi Wojtek,
You make a very pertinent remark about _lowerBBCorner and _upperBBCorner
being pre-calculated. I must admit I missed that fact.
I've reviewed carefully OSG code and mine, and just realized we use
opposite convention for the plane orientation (osg::Polytope expects the
plane to
Hi folks,
I need to render a subgraph multiple times per frame. So, not the way how
osg::Sequence work, where it renders a subgraph for specified amount of frames,
but I want to render the same subgraph several times during one frame.
The graph will look for example like this one:
root
|
I have created an example for the memory growth problem.
If you have a chance can you please run it with the following command arguments
:
-3, where is your database main txp file.
It creates 3 views. In order to trigger the memory growth problem.
First get closer to the terrain
Hi Art,
Of course the amount of repeats should be changeable during run time, hence simple multiple copy of group A will not work.
Make a subclass of osg::Group which has an overridden traverse() method,
which is like this:
void traverse(osg::NodeVisitor nv)
{
for (unsigned int i = 0;
Multi Parents should work ?
you can change state etc on each parent if needed
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Hi Art,
The suggestions from JS and Gordon are both pretty reasonable ways to
tackle this problem. The only thing I'd add is that a variation of
JS's solution would be to use a cull callback attached to a Group node
that does the repeated traverse for you without the need to subclass
from
The problem is now resolved.
I have many tabs displaying the same scene graph in my application. One
of the tab had a broken (NaN) projection matrix because of a nice window
resize to a [0,0] dimension on creation (thanks Qt!) I was using a
second tab with a second osgViewer, without caring
I tried with 2.8.0 and 2.8.2, and it's the same story. Run,
osgCompositeViewerd cow.osg --stereo QUAD_BUFFER
It fails to run in stereo and produces the messages in my original post:
viewerd.exe cow.osg --stereo QUAD_BUFFER
Warning: Could not find plugin to read objects from file QUAD_BUFFER.
Hi guys,
thanks for the tipps. I also was thinking about overriding the traverse method
as JS said. So in deed this is what I need. A simpler thing would be also,
what Robert proposed, just to write own traverser.
However, in my case I will also have a circular dependency in the graph. So
Robert Osfield wrote:
Hi Shinna,
I'm a bit perplexed why you actually need a timer in the way you want.
The OSG provides a FrameStamp on each new frame that provides the
frame number and simulation time - this is sufficient for most
animation work.
It sounds like Shiina is looking for an
Hi,
i thought i could use the buildin variabled to save some uniforms. But i did'nt
realize that they were limited.
Well..
i tried to use uniform arrays but with very little sucess:
I create my Uniform:
ref_ptrUniform matrixArrayUniform = new
Uniform(Uniform::FLOAT_MAT4,matrices,10);
Hi Jonathan,
I tried with 2.8.0 and 2.8.2, and it's the same story. Run,
osgCompositeViewerd cow.osg --stereo QUAD_BUFFER
It fails to run in stereo and produces the messages in my original post:
viewerd.exe cow.osg --stereo QUAD_BUFFER
Warning: Could not find plugin to read objects from file
Hi all,
I would like to generate a shadow map before the real scene draw, in
order to alter it (add 3rd parties objects shadows in it) before
applying the shadow map to the 'real' world.
The context is that osg is called inside a custom 3D engine, so a post
prerender callback won't be enough.
Thanks Jean-Sebastian,
You were right about the application not recognizing the QUAD_BUFFER argument.
The problem is that the quad buffered stereo still doesn't work. I still get
the warning about an OpenGL error:
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Hi Jonathan,
I still get the warning about an OpenGL error:
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
That warning could be caused by something else, I wouldn't put too much
stake into it being related to your problem. It's such a general warning
that it's
Hi Frederic,
Are you familiar with the osgViewer/osg::Camera RTT capabilities?
They are very flexible now, you can render subgraphs under an scene
graph RTT osg::Camera as a pre rendering stage then switch it off for
subsequent frames. Have a look at the osgprerender,
osgprerendercubemap
Thanks Robert,
Rendering to texture is ok, it works fine.
What I need is to completely split the rendering (pre and others) in 2
very own calls (or find a way to do the same)
To explain the context / my need, here is a little documented 'code' :
myOwn3DEngine* aCustom3DEngine;
osgViewer*
Art Tevs wrote:
P.S. The solution is practicaly for implementing iterative image processing
algorithms with osgPPU for example.
I've been thinking about the same issue, rendering a subgraph repeatedly
with different texture input and FBO setup output, for purposes of depth
peeling.
Hi,
Wojciech Lewandowski wrote:
Hi again Johannes,
I hate to say that, ( don't think I enjoy doing it), but it seems to work on
NVidia (at least those above GF 8x00) and I am really surprised it does not
work for you especially when you have advance gpu supporting
GL_EXT_gpu_shader4
Hi all,
I need to open a wrl model with OpenSceneGraph, but it doesn't have
the right plug-in to do the job. I try to search on internet and find
this discussion:
http://forum.openscenegraph.org/viewtopic.php?t=3576
(about a month ago). I try to follow the instruction mentioned there
but am not
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