Hi John,
I haven't tried GL3 yet - this work was done by Paul Martz, but I did
the GLES work which served as ground work for the GL3 support so I'll
have bash at an answer:
On Mon, Nov 23, 2009 at 10:58 PM, John Price wrote:
> My nVidia graphics driver supports GL 3.2. So I enabled OSG_GL3_AVAIL
hi, all
I want to move write cache file from databasepager.cpp to curl. Maybe it is better.
for example: There are some files on server:
1.ive image1.dds image2.dds. Image1.dds and image2.dds were used by 1.ive.
when downloading, 1.ive is ok, ima
Hi Peter,
In order to be able to write your callback in .osg file you have to
declare method to write it. see in
src/osgPlugins/osgAnimation/ReaderWriter.cpp
If you dont declare those method, osg will not be able to read/write
your class because it does not know them.
Cheers,
Cedric
--
+33 659
Hi all,
I've run into the classic "missing textures" problem when stopping and
restarting a compositeviewer multiple times in the same app. From
previous threads on this problem it seems to be context cleanup/GL
object cleanup that does not get done properly, but I'm just using the
normal Com
Hi Priyank,
see the answers below:
"Priyank Jain" writes:
> Hi,
>
> I just started using openScenegraph and it has been pretty smooth for me till
> now. I am making a simple racquet-ball game for my VR class (using a CAVE
> system). I have some basic questions to ask..
>
> 1. What coordinate s
Hi,
now i tested it with the old command manager
but it didnt work
is there a bug in GridConstraint?
I need a snapping to given points
Can anybody help me?
Code:
osgManipulator::GridConstraint *con = new osgManipulator::GridConstraint( *root
, osg::Vec3(0,0,0), osg::Vec3(1.1,1.1,1.1 ) ) ;
Hi Paul,
On Mon, Nov 23, 2009 at 8:35 PM, wrote:
> Any help would be appreciated.
>
> How do I get a valid graphics context in a Pre Draw Callback so I can call
> glXQueryFrameCountNV()?
You will always have a valid graphics context during a initial, pre or
post or final draw callback as they
Hi Ivan,
Please us the osgmove that comes with the version of the OSG you are
compiling against.
Robert.
On Tue, Nov 24, 2009 at 5:45 AM, Ivan Salguero wrote:
> Hi,
> I tried compile osgmovie and I have problems with that classes because i have
> 3 errors say me getFrameRate isn't member of os
Hi,
I just started using openScenegraph and it has been pretty smooth for me till
now. I am making a simple racquet-ball game for my VR class (using a CAVE
system). I have some basic questions to ask..
1. What coordinate system does OSG follow ?
Right handed, I presume ? Also, x points to East
HI Janna,
On Mon, Nov 23, 2009 at 3:05 PM, Janna Terde wrote:
> The other goal is to make an interactive editing of the height field so we
> can change the layout of the terrain on fly. However when I used Height Field
> class and alternated the values of the height with setHeight() functionali
Erik, Tian et al.
I committed some changes to the trunk last night that allow
transparencies, and thus particle systems to work with the glare and
depth of field effects
(http://code.google.com/p/osgocean/source/detail?r=183). If you could
test this functionality I would be grateful, it works fine
HI Wojtek,
On Mon, Nov 23, 2009 at 5:22 PM, Wojciech Lewandowski
wrote:
> Our case is following: We mostly have to update camera position and some
> objects around camera. And ocassionaly we reposition a camera to new
> location in the world. We are doing our intersections in update traversal. I
Hi Tian,
Last night I committed the changes that permit alpha tranparencies to
be used in conjunction with the glare and depth of field effects. This
required the use of multiple render targets (
http://code.google.com/p/osgocean/source/detail?r=183 ) and some
changes to some of the shaders.
It l
Hi Xlll? Lilinx? Could you please sign with your name so we don't
have to guess who we are addressing.
On Tue, Nov 24, 2009 at 10:01 AM, xll wrote:
> hi, all
>
> I want to move write cache file from databasepager.cpp to curl.
> Maybe it is better.
The DatabasePager now uses osgDB::FileC
Hi J.P,
The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.
Robert.
On Tue, Nov 24, 2009 at 9:17 AM, J.P. Delport wrote:
> Hi all,
>
> I've run into the classic "missing te
Hi Matthias,
I'm afraid I don't understand, nor have personally tested this part of
osgManipulator. What you are seeing could well be a bug.
Unfortunately the original author of osgManipulator is no longer
active on osg-users so probably isn't around to ask.
Could you recreate the problem with o
Hi Kim:
It is really my honor to test the new Version.
The follow links are my test effect on my own computer:
1.We can see that: the sharp white around the boat is still there, although the
around water looks transparent.
http://storage.openlab.net.cn/forums/2009-11-24/1981569/boat.JPG
Hi Emmanuel, Robert,
I think most of the points have already been covered by you two guys, so I
won't come back on them.
I'll however pick up on the fact that OSG is using a very old TriStripper
release (1.00 Beta 5). I'd heavily recommend updating to 1.10 B5. Compared to
1.00 B5, there have b
Hi Kim:
This errors occurs on the computer in my office. I think the card is a little
old:(
Beacause it is night here, I will do what you advised tomorrow morning.
Thank you!
Cheers,
MT
Kim Bale wrote:
> Hi Tian,
>
> Last night I committed the changes that permit alpha tranparencies to
> b
Hi Kim:
No, I am not.
But the model was under a pisitionAttitudeNode, and I just make the model -1
meter down. Does it matter?
When go near the model, the reflection will be more and more cmoplete and looks
like many triangle reflections combined together.
The picture is as follow link:
Hi Tanguy,
Thanks for chipping in. Could you point me at the latest rev your
tri-stripper code.
One thing we will need to do is report your tri-stripping code to all
the compilers/platform that the OSG users put it through, as we've had
to merge quite a few build fixes over the years. For the Op
Thank you very much Robert for this reply!
here is the whole code
ive modified the method addDraggerToScene
Code:
/* OpenSceneGraph example, osgmanipulator.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (
Hi Robert,
Robert Osfield wrote:
Hi J.P,
The typical problem is that the scene graph has been set up to unref
texture images after apply so when it comes to reloading the texture
images there aren't the to download.
should this still happen when I'm completely reloading a scene after the
vie
Good idea, as expected, it works perfectly. But I'm curious, do you know why
old my approach does not work? (calculate frame time, is it because of threads?)
Thanks.
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Hi Matthias,
Could you provide the modified file as an attachment rather than
inline as the later breaks the indentation/word wrap.
Cheers,
Robert.
On Tue, Nov 24, 2009 at 12:29 PM, Matthias Asselborn
wrote:
> Thank you very much Robert for this reply!
>
> here is the whole code
> ive modified
Hi J.P.
I'm still knee deep in merging submissions so can't yet go off
reviewing user code. In principle it is possible to mange open and
closing viewers. I can point you in the right direction but have to
let you get on with it otherwise.
Robert.
On Tue, Nov 24, 2009 at 12:32 PM, J.P. Delport
HI Wojtek,
The crucial part you don't talk about is the performance constraints.
Can you pause a frame for hundreds of milliseseconds while the
required high res tiles are pulled in off disk? Or are you trying to
stick with a solid 60Hz? Loading any tiles in the update phase is not
possible if
Hi
If you have not done so I would recommend grabbing the PDF from
http://www.osgbooks.com/ especially
http://www.osgbooks.com/books/osg_qs.html they are free in PDF form, the
Quick start guide will answer many of the basic newbie questions
Also check out the over 140+ examples that come with O
Hi,
Robert Osfield wrote:
Hi J.P.
I'm still knee deep in merging submissions so can't yet go off
reviewing user code. In principle it is possible to mange open and
closing viewers. I can point you in the right direction but have to
let you get on with it otherwise.
I understand, I'll try se
Hi Wojtek,
On Tue, Nov 24, 2009 at 1:33 PM, Wojciech Lewandowski
wrote:
>> When I get on to reviewing the multiple viewpoint issue with
>> DatabasePager I'll have a think about the consequences of users
>> caching subgraphs.
>
> Thank You. Does it mean I should try to prepare the proposed submiss
Hello Thomas,
i only have set ->setDataVariance(osg::Object::DYNAMIC); to the geode, now i
also have set it to the shapeDrawable. Should i apply it only to the shapeDrawable
or to both?
Data variance only has an effect on subclasses of osg::Drawable and on
osg::StateSet (at run time - it ha
Hi Robert,
it seems to be something broken on context destruction with the new
texture pool. The orphaned list does not seem to be cleared properly. A
texture is used from the orphaned list even though the context it
belonged to had been destroyed earlier.
When libosg is compiled with
#defi
Hi J.P.,
Can anyone confirm the missing textures? Any hints as to what else needs
to be done to make sure everything is cleared/flushed correctly?
We've been doing something similar to this for a while now and it's
worked for us, what I'm wondering is whether the recent changes to
texture bu
Hi.
I have the example but, with this example I can`t open any kind
of OSG files. There may have been some problems on the example.
That`s why I`m finding a new example of MFC OSGViewer which
can be builded.
Thank you for your reply. :D
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Hi J-S,
Jean-Sébastien Guay wrote:
Hi J.P.,
Can anyone confirm the missing textures? Any hints as to what else
needs to be done to make sure everything is cleared/flushed correctly?
We've been doing something similar to this for a while now and it's
worked for us, what I'm wondering is whet
Hi again,
I haven't had a chance to check your code yet, give me a few minutes and
I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to the texture pool as I
thought, thoug
Hello J.P.,
I see it's a good thing this thread got my attention! I have similar missing
texture issues in another application that creates and deletes window contexts
applied to viewer slaves (also created and deleted dynamically). Here's the way
we create our textures:
osg::ref_ptr
Hi,
My first actual post here:). Just started to learn OSG and I have a scene that
I load into OSG and everything runs fine. But after loading the scene the 2nd
time the textures won't load. Everything is white.
Please let me know if you need more info.
Anyone else experienced this problem or s
Hi J-S,
Jean-Sébastien Guay wrote:
Hi again,
I haven't had a chance to check your code yet, give me a few minutes
and I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to
Hello Aydin,
See current thread "CompositeViewer context cleanup and missing textures" for
real-time solution!
Cheers,
Frederic Drolet, M. Sc.
Computing Solutions and Experimentations | Solutions informatiques et
expérimentations
Systems of Systems | Systèmes de systèmes
DRDC Valcartier | RDDC
Hi Robert,
http://users.telenet.be/tfautre/softdev/tristripper/
The latest revision is 1.10, Beta 5 (09/06/2005). Don't let the Beta
name scare you, it's actually probably the most stable release due to
several bug fixes.
http://users.telenet.be/tfautre/softdev/tristripper/tristripper-1.1.0-be
ta
Hi,
Wow that is what I call a fast reply:)
Thanks and checking out immediately
...
Thank you!
Cheers,
Aydin
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o
Hi Frederic,
Since we don't have direct access to the textures, we can't make the call to
setUnRefImageDataAfterApply(). Would there be another way?
You can run a visitor to get to the textures and turn this setting off.
You can either make your own, or use osgUtil::Optimizer::TextureVisitor
Hi Frederic,
Drolet, Frederic wrote:
Hello J.P.,
I see it's a good thing this thread got my attention! I have similar
missing texture issues in another application that creates and
deletes window contexts applied to viewer slaves (also created and
deleted dynamically). Here's the way we create
Hi J-S,
J.P. Delport wrote:
Hi J-S,
Jean-Sébastien Guay wrote:
Hi again,
I haven't had a chance to check your code yet, give me a few minutes
and I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems
Hi Tanguy,
On Tue, Nov 24, 2009 at 2:55 PM, Tanguy Fautre
wrote:
> http://users.telenet.be/tfautre/softdev/tristripper/
Thanks the link and explanation.
> After a quick look at the header, I've noticed protections against
> min/max macros that will cause a hard failure when those are detected
>
Hi J.P,
On Tue, Nov 24, 2009 at 3:32 PM, J.P. Delport wrote:
> Latest SVN indeed works as expected. I must have been using a dud version
> from somewhere in svn land.
>
> Sorry for the noise folks... move right along... nothing to see here...
Does this mean that there isn't a bug to look into?
Hi Robert,
J.P. Delport wrote:
Hi Robert,
it seems to be something broken on context destruction with the new
texture pool. The orphaned list does not seem to be cleared properly. A
texture is used from the orphaned list even though the context it
belonged to had been destroyed earlier.
Wh
Hi J-P,
I'm using OSG 2.8.2 but not the latest SVN build (the sources available on the
website). I'm compiling the example with VS 2008. Maybe the crash is driver
related... We're using a nVidia GeForce GTX 280.
In our application, the crash occurs sporadically (seems to be a threading
issue)
Hi Frederic,
Some more fun in perspective! At least, I'll try the texture pool solution in
the latest SVN build to see if it helps.
I think that's what's most susceptible to work. Even stable releases can
have bugs. So I really suspect that you're hitting a bug that's fixed in
SVN. As I sai
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Tue, Nov 24, 2009 at 3:32 PM, J.P. Delport wrote:
Latest SVN indeed works as expected. I must have been using a dud version
from somewhere in svn land.
Sorry for the noise folks... move right along... nothing to see here...
Does this mean that th
Hi J-S,
Jean-Sébastien Guay wrote:
Hi again,
I haven't had a chance to check your code yet, give me a few minutes
and I'll check if there's anything amiss that I can see.
I'm sorry to say I can't repro here on Windows Vista, VC++ 2005 on SVN
head. But it seems that you've pinned it down to
Hi Robert,
I'll do these modifications and check them tonight when I'm back home.
To speed things up (and because we're going to backport OSG changes),
I'm not going to do a full release on TriStripper website yet; instead
I'll send you a zip containing the updated version.
Cheers,
Tanguy
---
On Tue, Nov 24, 2009 at 4:59 PM, Tanguy Fautre
wrote:
> I'll do these modifications and check them tonight when I'm back home.
> To speed things up (and because we're going to backport OSG changes),
> I'm not going to do a full release on TriStripper website yet; instead
> I'll send you a zip cont
Hi,
okay ;-)
Thank you!
Cheers,
Matthias
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Hi Sergey et. al,
I'm finally getting back ontop of my submissions backlog and will be
allotting time this week to investigating outstanding issues. The
DatabasePager issue being one of them. The first step for me is
recreating the issue so I've got your main.cpp example up and
compiling under m
Hi Robert,
Thank you again for taking the time to reply. Your assumptions were correct, I
had not turned off the other GL options.
I am planning to play with gl3 a little, there must be some advantages to using
it. But it also seems at first glance that one might be giving up some
optimization
Hi,
I've got a loaded model which is a child of the root.
the second child of the root node is a ortho2d projection, which i use for the
GUI. Now i've taken the example osgkeyboardmouse from the osg site and my
problem is that it only catches intersections with the loaded model. Not with
the Go
Hi John,
On Tue, Nov 24, 2009 at 5:28 PM, John Price wrote:
> I am planning to play with gl3 a little, there must be some advantages to
> using it.
I'll have to let Paul Martz dive in a qualify the advantages of GL3 as
he's the expert on it, I haven't even yet compiled against a GL3
driver...
Hi Kim,
Rendering osgParticles with osgOcean *kinda* works now with r183, except for
three issues I see:
1) It seems the alpha of the particles get's dropped when the particles are in
the reflection of the sun.
2) The particles themselves, seem to be darker than usual (like the polygon
color
Hi Thorsten,
Does the osgpick example work for you? It does picking on both the
HUD and the 3D model.
Robert.
On Tue, Nov 24, 2009 at 5:29 PM, Thorsten Werner wrote:
> Hi,
>
> I've got a loaded model which is a child of the root.
> the second child of the root node is a ortho2d projection, whi
Hi there,
Well, I ended up making it work !
As a matter of fact, it came to me all of a sudden that I could directly embed
the osganimation plugin source code into my project. And as the plugin is only
one single source file (ReaderWriter.cpp), it was not a big deal...
Anyways, all is working
Hi all,
I'm having fun learning about rotation about an arbitrary axis and it's not
working as I expected it to at all.
I am using the code from the Trackball manipulator to construct a "local"
origin at a point that is actually @ the edge of my earth sphere.
It goes like this:
osg::Vec3d Up(
Hi John -- What platform are you using? The current GL3 works only for
Win32 at this time. You are on the leading edge if you are trying this
out in OSG, first person besides me to do so, as far as I know. Expect
to run into issues.
I'm sure that driver developers have spent a lot of time opti
Hi Tian,
Sorry about the late reply on this, I must have got distracted and
forgot to reply.
> But the model was under a pisitionAttitudeNode, and I just make the model -1
> meter down. Does it matter?
No that shouldn't matter, transforming the ocean surface itself may
cause problems though.
I
Yes, I think I resolved finding the 3rdparty dependencies. But for some
reason, the osgdb_xxx pluggins listed in the last e-mail:
osgdb_gz
osgdb_curl
osgdb_ive
osgdb_png
osgdb_tiff
osgdb_tiffd
dependencywalker shows that these pluggin dlls are still looking for
MSVCR80.DLL *and* MSVCR90.DLL
And
Hello,
When a node with VBO's enabled outlives the lifetime of it's renderer, I get
an access violation in GLBufferObjectSet::orphan when I try to destroy the
node. I tried to write down the scenario:
using namespace osg;
ref_ptr node(new Node);
ref_ptr geom(new osg::Geometry);
// ... fill geom
Hi Erik, Tian,
Thanks to you both for testing.
> 1.We can see that: the sharp white around the boat is still there, although
> the around water looks transparent.
Yes that's still an issue I didn't attempt to fix that one I'm
afraid.. it will need some thought.
> 3.The foams around the island
Robert Osfield wrote:
> Another possibility of how to tackle adding the proxy node would be to
> use the new support (in svn/trunk) in osgDB::Options for providing a
> custom ReadFileCallback. Using this you can override the way that
> objects are loaded. PagedLOD has now has a _databaseOptions f
Hi Chris and Robert,
Thank you very much for your replies!
For now I think I will postpone using VPB. I will have a lot of different types
of data and would need to see how to go around processing it into one standard.
Currently I am subdividing my height map into smaller ones and rendering
Janna Terde wrote:
> For now I think I will postpone using VPB. I will have a lot of different
> types of data and would need to see how to go around processing it into one
> standard.
VPB supports a lot of different data formats.
You're ignoring a solid and well-defined asset pipeline her
Hi,
Is there a way to disable culling for a geode. Essentially, I want the geode
render every frame - usefull for skyboxes and skydomes. I tried calling
setCullingActive(false) but that does not work.
The only way I was able to make it work, so far, is by setting the
Geometry::setInitialBound
All,
This is probably a silly question but what's the best way to do a "picture
in picture" using CompositeViewer?
Right now I have multiple views added to my viewer and I want to have
control as to which one gets rendered on top of the others in the main
viewer window.
Thanx,
-Shayne
Hi all!
osgViewer starts always in full screen mode. How can I tell it I would like a
window or windowed app?
Thanks a lot.
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view->setUpViewInWindow()...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I crea
Sorry...I had suggested doing it programmatically...:(
If you do "osgviewer --help-all", I'm sure it will show you how to do it
from the command line...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Beha
Wonderful!
Thanks a lot.
BTW, is there any way to automatically center that window? or get screen size
and window size? Just to let my window nicer. (from OSG, not from Win32 API)
Thanks Tueller.
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Hi Kim:
Oh, great!! That fix the problem!
Thank you for your quick work!
Cheers,
Tian
Kim Bale wrote:
> Hi Tian,
>
> Sorry about the late reply on this, I must have got distracted and
> forgot to reply.
>
>
> > But the model was under a pisitionAttitudeNode, and I just make the model
>
Hi Kim:
My graphics card is 'NVIDIA GeForce 7300 LE'.
The version number <= r181 could work normally on this card.
And since r182 to 185, the error emerged.
Cheers,
Tian
Kim Bale wrote:
> Hi Tian,
>
> Last night I committed the changes that permit alpha tranparencies to
> be used in conju
I have a scene that has some primitive shapes in it created with
ShapeDrawables. When i save the scene to a .obj file using
osgDB::writeNodeFile() the ShapeDrawables don't show up in the file, but the
floor plane i created with simple geometry does. If i save it to a .osg file
instead, then e
Hi,
how did you solve the problem of the compiler errors? I also still get them!
Thank you!
Cheers,
Hartwig
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