Hi Robert,
2009/12/19 Robert Osfield robert.osfi...@gmail.com:
Hi Wang,
Wow, that was a quick turn around. I've begun a code review, and so
far am impressed as how much code you've been able to share between
the binary + ascii implementations. I do wonder about the performance
impact on
Hi Dat,
On Sun, Dec 20, 2009 at 8:26 PM, Nguyen Tien Dat tienda...@gmail.com wrote:
Dear all,
Could you tell me a way to get the average frame rate after, for
example, 1 minute of running?
The OSG itself doesn't give you this but it gives you all the tools to
do it. You have an osg::Timer
Hi Nick,
I'm no windows programmers, but vaguely recall a restriction on events
and the main thread, osgViewer has code built in to cope with this,
but don't recall any issues with loading a viewer from a dll.
The best platform for handling really flexible window creation is the
oldest one we
Hi Brett,
ShapeDrawable does not support multi-texturing. ShapeDrawable is just
a very quick and dirty way to visualize primitive shapes, it isn't
meant to be a powerful and flexible class. If you need fine control
of texture coords then you'll need to create the geometry yourself
using
Hi Guys
I doubt your problem is directly related to DLL use. We have a code at the
company where allmost all OSG stuff including osgViewer creation is loaded
as dynamic DLL plugins. Its built with VS 2008 Express. All works correctly
and we see no problem with window focus or similar things.
Greetings,
I would like to create some qt-based scene edit components beginning with a
scenegraph explorer (a tree widget which lists the scenegraph objects). Can
anyone provide some advice for how to create a tree data model of an existing
scenegraph for use in a QTreeView?
P.S. I'm moving
Hi Paul,
On Wed, Dec 16, 2009 at 6:57 PM, Paul Martz pma...@skew-matrix.com wrote:
As you know, I have a private nodekit that uses the .osgb extension. In
order to avoid collisions with the upcoming new OSG binary format, I've
added a static initializer to the nodekit to force load my .osgb
Hi,
I am not a QT expert but has done this in the past with MFC. You simply
create nodevisitior that will traverse the scene and create your tree items
Nick
http://www.linkedin.com/in/tnick
On Fri, Dec 18, 2009 at 11:32 PM, Jason Bellone jbell...@unog.ch wrote:
Greetings,
I would like to
Hi Wojtek,
the same setup I have here, all in dll. Not working though, windows7. I had
to do some hacks with the win32 messaging to make it work
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Mon, Dec 21, 2009 at 11:49 AM, Wojciech Lewandowski
lewandow...@ai.com.pl
Hi Stephen,
I am using Darwin Video Streamer instead of QuickTime. I think both should
work fine. I created a playlist and started streaming. Using QuickTime i can
view the stream by accessing the URL
(rtsp://127.0.0.1/sample.sdphttp://127.0.0.1/mystream.sdp
).
However, i am not able to use
Le Sat, 19 Dec 2009 22:06:00 +0100, Danny Lesnik danny...@walla.co.il a écrit:
Hi,
I created scene in 3D studio max and set up appropriate light.
When I'm loading this 3DS in the OSG I don't have these lights enabled.
I tried to turn on the lights on these specific node however it did not
Hi,
I dont know if it can help but i did a stream in ogg format maybe it can
help you for test
http://stream.pok.me/stream.ogg
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On
Hi,
At first, sorry for my english. I'm trying to do a cluster with vpb and I'm
trying to do the example used in VirtualBuilderPlanet UsageExamples web, but I
don't find --machines option, so I can't do that.
I'm using OSG 9.2.6 and VPB 0.9.11. I tryed to use OSG 8.2.0 and VPB 0.9.10.
How I
There is a long list of sites at http://www.lodbook.com/models/
Not all of the sites are still valid such as 3Dcafe which has been in
maintenance mode since August or Avalon that don't reply at all. Some
of the links have free models and others cost a lot of money
A lot of the models are in
Hello,
Do we have OpenGL B-spline support in OSG already? Or do we still need to
subclass drawable like osgTeapot example?
Thanks,
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HI
#include osgViewer/Viewer
#include osgViewer/CompositeViewer
#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator
#include osgDB/ReadFile
#include osgDB/ReadFile
#include osgUtil/Optimizer
#include osg/CoordinateSystemNode
#include osg/PositionAttitudeTransform
If the tree control you're referring to is like most 2D UI tree
controls, then each node can have only one parent. This is not the
case in OSG, nodes can have multiple parents. So you'll need to figure
out a way to represent this.
Paul Martz
Skew Matrix Software LLC
Hi,
i need some help to solve a problem. I tried to get the Vertexdata from my
geometry. The geometry is loaded by an osg file.
here the file:
[code]
MatrixTransform {
DataVariance DYNAMIC
name Scene Root
nodeMask 0xff
cullingActive TRUE
StateSet {
UniqueID StateSet_0
Hi try lesson18 from,
the tutorial examples form Leandro Motta Baros. The whole tutorial series is on
the site on the Tutorials section.
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/LMBs_OSG_Examples.zip
In short he uses the TriangleFunctor class to let osg give
Hi All,
Thanks for all the very useful links. Delta3D's site has been the
most useful so far... but I've only really started scratching the
surface.
On Mon, Dec 21, 2009 at 2:14 PM, Clay, Bruce bc...@ball.com wrote:
A lot of the models are in MAX format but I did not find as OSG plugin to
bump...
I've managed to insert DOFTransform nodes into my model but the geometry under
these nodes are not being drawn even though the drawable update callbacks are
definitely being called...
The weird thing is, if I replace the DOFTransform with a simple
MatrixTransform, the geometry renders
Hi,
In previous post robert told me that in order to load file from URL I need to
compile against libcurl plugin.
Does it mean that I need to recompile OSG with this plugin or do I need to add
reference to Visual Studio of these libs?
Could anybody clarify and help me with this issue?
Thank
Hi!
Ok. I can convert these models into a format OSG. There is a need?
http://cde.tsogu.ru/3d_scenes/
http://cde.tsogu.ru/lybrery/
http://cde.tsogu.ru/3d_vneshnee/
http://cde.tsogu.ru/3D_upravlenie/
http://cde.tsogu.ru/3d_mebel/
http://cde.tsogu.ru/3d_equipment/
http://cde.tsogu.ru/3d_indicator/
Hi Maxim;
If you have time could you look at
http://www.delta3d.org/article.php?story=20050720155458456topic=tutorials
Resource Creation section to conform some rules to make much general
conversion. Maybe it can help while conversion.
Regards.
Ümit Uzun
2009/12/21 Maxim Gammer
This is off tech topic, :-), but I watched the movie in 3d and ... WOW
. what they have done there is CG we can dream off .. A must see
thing !
Nick
http://www.linkedin.com/in/tnick
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I don't believe there is support for OpenGL evaluators in OSG, but you
could easily do a recursive grep on the source to see for yourself.
OpenGL evaluators have been removed from the OpenGL spec as of v3.1. The
modern way to do this would be with a geometry shader.
Paul Martz
Skew Matrix
Cedric, Martin, et al.
I'm glad the null-returning QPaintEngine function seems to work for you.
Unfortunately, I don't really have any other suggestions for testing
it to determine whether or not you should label the fix acceptable.
This is a question each project team must answer for
That's good to hear because I'm going to see it with my boys in the next day
or two.
I heard that if the synthetic actors work out, George Lucas will consider
finishing the Star Wars saga (episodes 7,8 9)...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
I second that :)
Sent from my Verizon Wireless BlackBerry
-Original Message-
From: Trajce Nikolov nikolov.tra...@gmail.com
Date: Mon, 21 Dec 2009 19:17:18
To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Subject: [osg-users] Avatar
Hi,
are you using osgdem or the vpbmaster programm?
--machines is only available at vpbmaster, because this controls how many
osgdem threads are run.
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21743#21743
Thank you, i will try it.
Markus
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http://forum.openscenegraph.org/viewtopic.php?p=21744#21744
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From your description it sounds like an issue that occurs when the
camera moves very fast relative to the particle system, rather than
very slow. My only guess is that you've model units that aren't in
meters so the velocities are out.
Now i have also posted the 3 images to imageshack:
Hi,
I have try to create some 3d image using osg::image, and it seems that when you
create an image with width=height=depth the volume created is good, but when I
try to create an image with width!=hieght!= depth , when I fill the image with
unsigned char* data, the pixel is not at the right
Shayne,
Right, you use the same scenegraph on all machines.
The following should work on the master:
osgcluster -m cow.osg
and on the slave:
osgcluster -s cow.osg
I just tested this and if you want to viewports to match, you'll need
to tweak the fov and offset parameters. With
Hi there
is there a simple and good looking way to have water effects for the
sea? How do you implement this?
I don't know which way is the best, simple textures, normal mapping or
shaders? What I would like to see is the sun reflecting the rays on the
water ;-) Any help is welcome.
I
(w != h != d) should be no problem. If they are all powers of two, it
should definitely work fine. If they are not powers of two, then of
course you need to have support for the NPOT extension (or OpenGL
version = 2.0).
-Paul
Thomas Canipel wrote:
Hi,
I have try to create some 3d image
Hi Dominic;
As you know there is too much resource on the net. Some of them which I can
advice you to look,
http://habib.wikidot.com/
OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about
rendering ocean in simple and not comprehensive way.
http://www.vterrain.org/Water/
I
Martins,
Ok, I got what you suggested working...on the same machine.
Now, what if I want to do the same thing but instead have the master on one
machine and the slave on another different machine. In order to do this,
don't I need to specify the IP addr of the broadcaster somewhere? I notice
Hi,
I am trying to make a Qt4.x based application that uses osg. I followed the
code in examples/osgviewerQt; but am hitting an error in my qt test code:
GraphicsWindowCarbon::init could not create a valid pixelformat
However the example runs fine.
I've even tried copying QOSGWidget.cpp from
Just a follow up...I got it working on Windows. It was a mistake on my
part...operator error.
Thanks again for your help,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martins
Innus
Sent:
Hi,
I compiled the osgviewerQt example from the cmdline without using the osg
makefile.
The resulting application also spat out the same error
GraphicsWindowCarbon::init could not create a valid pixelformat
This simply means that its not the code, but some flag that I may be missing
with my
Hi Oren,
This mightn't be your problem, but for some reason the default scale for an
osgSim::DOFTransform is (0,0,0). This is what I usually forget when using it.
Cheers,
Brendan
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=21757#21757
Hi Ümit
thanks for the interesting links, but the habib tuturials are all for
direct x, right? And I don't see how I have to integrate with OSG (sorry
for the stupid questions, but I'm a beginer at all...).
I can't find the real worldz examples on the net, do you have the source?
Regards
I simply started from the TreeModel in
http://qt.nokia.com/doc/4.6/itemviews-simpletreemodel.html
I have a QTreeitem which contains a pointer to the parent QTreeItem and a list
of children and a osg::Node pointer to the actual scene node.
This slightly duplicates the structure of the osg::scene
Hi Dominic,
thanks for the interesting links, but the habib tuturials are all for
direct x, right? And I don't see how I have to integrate with OSG (sorry for
the stupid questions, but I'm a beginer at all...).
Yes right. But he has good understanding to achieve kind of water surface.
You can
Hi Manuel,
There is some developments to make a firefox plugin for OSG, we are
also working in this, and we want upload an example to OSG soon,m so
the best you can do it is search in the mail-list about firefox
plugin.
About java and OSG, we have also developed OSGVirtualPlanets
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