Hi, I was wondering if anyone would be able to point me in the right direction
as to how to add support to load custom file types not currently supported by
OSG. I've been looking for a while and haven't turned much up that appears to
be of use.
Thank you!
Cheers,
Peter
--
Hi Peter
I have no personal experience with this, but from my understanding the most
correct pattern would be to add a new plugin for your file type. Take a look
at the way other files are handled either images like bmp's or models.
Brgs.
Ralf Stokholm
On 18 March 2010 09:06, Peter Bear
Hi Farshid,
Yesterday afternoon I checked in the disabling of this debug timing
info. The timing info was for tracking the effects of various changes
to the way that the DatabasePager managed PagedLOD and node paths, it
was the mutex locks that the DatabasePager acquires that are the
potential
Hi Farshid,
An interesting result. I'm afraid I can't recall the reason for the
change, it will have been done quite a while ago. subversion's
revisions might be able to unearth why sizeAdjustment is now 1- but
it's pretty likely it was an attempt to improve one aspect of
rendering so if we
HI Matrin Wang Rui
On Thu, Mar 18, 2010 at 3:15 AM, Wang Rui wangra...@gmail.com wrote:
Hi Martins,
I have no experience in Mac. But it seems that type definition of
GLint changes to some other types in your system. In most other cases,
we have:
typedef int GLint;
in the gl.h header.
Hi Peter,
There over 70 plugins in src/osgPlugins/ that illustrate how to create
a reader/writers, I would recommend having a look at simple one like
src/osgPlugins/rgb or bmp.
You needn't implement it as a plugin though, you can write your own
ReaderWrtier directly in your application, all you
Hi,
On Wednesday 17 March 2010, Farshid Lashkari wrote:
I'm in the process of porting our application from OSG 1.2 to 2.9. One
major issue that immediately stood out was the quality of osgText. All the
letters seem to be cut off by one pixel along the edges. There has been a
lot of changes
Hi,
Morphological Antialiasing (MLAA) is a Post Processing technique. you could
try with osgPPU.
ie can this methodology be performed in milliseconds? :
Like other Post Processing technique, it's depend of your shader complexity
and your output resolution.
An example :
Hi
Im not sure if this is the last time it was changed, but inspecting the log
it was changed a revision 6602 from
unsigned int sizeAdjustment = 0; // was 1.
to
unsigned int sizeAdjustment = 1;
With the following comment: *Reorganised the managment of margins around
glyphs so that is done
Hi Ralf,
On Thu, Mar 18, 2010 at 9:22 AM, Ralf Stokholm alfma...@arenalogic.com wrote:
Im not sure if this is the last time it was changed, but inspecting the log
it was changed a revision 6602 from
Thanks for the detective work. From Tracs the changes are:
Hi folks,
I would like to post my solution to the problem of rendering to a texture
independently on the framerate of the viewer, the code is attached.
My solution is to derived a Viewer from osgViewer::Viewer, added a custom
offScreenRender() function mimicking frame() and
Hi Paul -- Confirming: Inventor plugin works very well. However, I found
out that FindInventor.cmake is very poor and very old - it is not
capable to find new version of required libraries for the plugin,
particularly Coin3. Attaching new version that may be already included
in OSG 2.9.6.
Dear All,
I find during the passed several day, I received less emails than before.
Is there any problem?
Regards
2010-03-18
ijustfu
发件人: Georg Martius
发送时间: 2010-03-18 18:36:23
收件人: osg-users@lists.openscenegraph.org
抄送:
主题: [?? Probable Spam] Re: [osg-users] Render to
Wang Rui,
Looking at gl.h under the different SDK's here are the typedefs:
10.4 : long
10.5 : int
10.6 : int
So I'm not sure what that means in terms of being able to support
different types with the serializer.
Martins
On 3/17/2010 11:15 PM, Wang Rui wrote:
Hi Martins,
I
Okay, first off, what I wish to do I know I can do with FBO and off-screen
rendering but at the moment it is not how I wish to conduct my execution. In
standard OGL what I wish to do is easy. So how do I translate it to OSG?
Consider the following:
(1) I wish to render my scene (with my root
j...@dudell:/data$ osgviewerd cube.iv
osgDB::ReaderWriterIV::readNode() Reading file cube.iv
osgDB::ReaderWriterIV::readNode() File cube.iv loaded successfully.
j...@dudell:/data$
I see no problem with the model - it is loads and renders without any
problem on my OSG 2.8.2 and Coin 3
John
Hi Adrian,
Since I don't have control over when things are rendered I guess it would be
easier to create a second camera which renders after the first one (setting the
ClearMask) and having my second scene for the second camera.
From what you describe, yes, that's exactly how you would do
Hi All,
I've been reviewing the texcoord maths in Font.cpp and Text.cpp and
believe that the sizeAdjustment should actually be 0.0, and the we
need to also add CLAMP_TO_EDGE. I have been testing using the
osgfont example and this change results in better looking text, inline
with Farshid's
Hi everyone,
We were just doing some performance testing when we noticed that increasing the
image quality in the NVidia control panel (adding anisotropic filtering,
anti-aliasing and multi-sampling) makes the time spent in the 'Draw' section
increase greatly. This wasn't something we were
Hi Rick,
The way that OpenGL drivers work is that there is an OpenGL FIFO per
graphics context, your application fills the FIFO with data and OpenGL
tokens, and then the driver sucks the tail of the FIFO in batches and
fires it off GPU. This fifo decouples the application thread from the
GPU, so
Guy, I have tried this code snippet, too, and I am not getting any results.
None. No changes in the look of my model or a constructed pyramid. Could you
perhaps tell me what I am missing?
I have attached my blend app, which is a direct copy of the blendequation app
from the OSG website. I
Hello,
OSG is a great product and I hope I can tap into the great support you folks
offer!
I have an Intel Core 2 Duo processor, and I'm running OSG 2.8.2 on Windows
XP. And I have VSync turned off, by the way.
When I run osgviewerd.exe (debug) I notice that the stats reported are very
erratic.
On 3/18/2010 2:06 AM, Peter Bear wrote:
Hi, I was wondering if anyone would be able to point me in the right
direction as to how to add support to load custom file types not currently
supported by OSG. I've been looking for a while and haven't turned much up
that appears to be of use.
Hi, could someone tell me where the culling takes place if
multithreading is set to DrawThreadPerContext? I can't seem to trace
it in the code. It seems like it should happen in the runOperations
function of GraphicsContext when it goes through the camera list, but
it seems like that just calls
Hi J-S --
It seems like the objects would only be invisible if blending is on. If
blending is off, then the alpha would essentially be ignored and
everything would be visible. I know osgviewer doesn't enable blending,
and I suspect osganimationviewer doesn't either. That means blending
must
Hi Jesse,
I'll let others reply specifically about the threading, but I wanted to
react to one part of your post:
When I run osgviewerd.exe (debug) I notice that the stats reported are
very erratic.
Never do any performance testing in debug, especially using Visual C++!
An erratic frame
I have use vs 2008 to compile OSG and VPB from latest SVN , everything is
OK.
But When I use mingw gcc 3.4.4, OSG is OK, VPB has some link error. Many
thanks!
error message:
-*- mode: compilation; default-directory:
e:/code/OpenSceneGraph/build_vpb_mingw/src/vpb/ -*-
Compilation
Rick,
The draw/gpu time is going up because you're making it do more work. Google is
your friend, look up the terms to get a basic understanding what they are.
Brian
From: rick.apple...@altenpts.nl
Date: Thu, 18 Mar 2010 15:18:07 +
To: osg-users@lists.openscenegraph.org
Subject:
Hi Dan,
When you use DrawThreadPerContext the viewers main frame loop does the
culling for the viewers cameras.
Robert.
On Thu, Mar 18, 2010 at 4:10 PM, Dan R nice...@gmail.com wrote:
Hi, could someone tell me where the culling takes place if
multithreading is set to DrawThreadPerContext? I
Thanks for testing, John. Good catch. I just merged r11033 from trunk,
so the FindInventor.cmake should now be up to date on the 2.8 branch.
-Paul
PCJohn wrote:
Hi Paul -- Confirming: Inventor plugin works very well. However, I found
out that FindInventor.cmake is very poor and very old -
Hi J-S,
Never do any performance testing in debug, especially using Visual
C++! An erratic frame rate and stats is exactly what I have come to
expect in debug. Visual C++ and its iterator and other debugging
facilities really get in the way and make the stats useless.
If you get the
HI Zou wan,
OSG and VPB compile just fine with gcc just fine under Linux and other
OS's, my guess there is a bug in Mingw's implementation of gcc.
I don't personally use Windows, perhaps others might have some
experience with using gcc and Mingw and VPB/OSG. If not I'd suggest
trying to update
Hi all,
I have been checking out osgAnimation in the past few days, and one
thing that hasn't been clear to me is whether it supports animation
mixing or blending, and how. For example, if a character goes from
standing to walking, then walking to running, can I set it up so that
the
Hi Jesse,
On Thu, Mar 18, 2010 at 4:36 PM, Jesse Stimpson
jesse.stimp...@gmail.com wrote:
You're correct. We never will be shipping debug binaries. However, it's come
to the point where the debug performance is hindering our development. My
colleague with the quad core desktop sees ~3 fps, and
Hi Paul,
It seems like the objects would only be invisible if blending is on. If
blending is off, then the alpha would essentially be ignored and
everything would be visible. I know osgviewer doesn't enable blending,
and I suspect osganimationviewer doesn't either. That means blending
must be
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Hi Jean Sebastien,
On 03/18/10 17:40, Jean-Sébastien Guay wrote:
Hi all,
I have been checking out osgAnimation in the past few days, and
one thing that hasn't been clear to me is whether it supports
animation mixing or blending, and how. For
Hi Robert,
Thanks for the response.
We'll if VisualStudio's debug performance is too bad to develop with
routinely avoid using debug unless you actually need to do debugging,
or pick a better compiler or see if you can tweak compiler options to
avoid the pitfalls of VisualStudio.
I do
Hi,
Lucie , VE Suite is an Application built on vrJuggler as platform . It is
something like end user software .
...
Thank you!
Cheers,
Rohit
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25819#25819
Hi,Todd
Thanks for your reply . I have vr juggler configured on my cluster . And I also
have OpenSceneGraph. But I am not perfectly able to run examples in the
vrJuggler kit.
I am trying to develop a simple scene using OSG and vrJuggler to run on cluster
. Can you send a sample code for
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On 03/18/10 17:40, Jean-Sébastien Guay wrote:
Hi all,
I have been checking out osgAnimation in the past few days, and
one thing that hasn't been clear to me is whether it supports
animation mixing or blending, and how. For example, if a character
ted morris wrote:
yeah, looked through that one a while ago. I was hoping there will be
an osgpolytopeintersection demo out there with
some of these ideas.
I think the OSG Quick Start Guide uses a PolytopeIntersector to
demonstrate picking. Not exactly what you're trying to do, but it at
I'm hoping that someone can help me with a weird problem I'm having with an
openflight terrain I have.
It seems that when I mesh my terrain (with Multigen Creator 2.5.1) I can't see
it anyore. Note that the problem only occurs when I disable lighting (i.e
GL_LIGHTING). However, when I
Hi Robert,
I just tried the latest changes and the text looks good. Thanks!
Cheers,
Farshid
On Thu, Mar 18, 2010 at 7:42 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi All,
I've been reviewing the texcoord maths in Font.cpp and Text.cpp and
believe that the sizeAdjustment should
Hi,
Thanks for responding.
I've kept looking into it, and now it actually appears that my problem is that
the 64 bit osgdb_freetype plugin won't compile for me with the default CMake
setup. I get about 20 linker errors on that one. And I've verified that that's
why I crash, i'm missing that
Jean-Sébastien Guay wrote:
Hi all,
I have been checking out osgAnimation in the past few days, and one
thing that hasn't been clear to me is whether it supports animation
mixing or blending, and how. For example, if a character goes from
standing to walking, then walking to running, can I
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On 2010-03-17 19:42, Yanling Liu wrote:
Hello,
When using the osgSim::ScalarBar on a linux machine, I keep getting
warning messages like Warning: font file fonts/arial.ttf not found.
Is there a way to turn off such warning message? After all
Hi Jason,
Thanks for answering. As I said I'm looking into osgAnimation, the goal
is to see if it would fit our needs to do some basic character
animation. Our needs will probably grow with time, of course, which is
why I want to see if the content-creation pipeline would work for us and
Hello Rohit,
As Todd noted before, if you have questions about VR Juggler I would
recommend asking them on the VR Juggler list. Also, if you have
questions about VE-Suite I would recommend asking them on the VE-Suite
list.
Doug
On Mar 18, 2010, at 12:41 PM, Rohit Vijay Bapat wrote:
Jean-Sébastien Guay wrote:
What do you use? Your own code?
Yeah, we were doing this work before osgAnimation and the collada plugin
in OSG existed. We also had some existing framework for animation
(using Cal3D characters), so we just worked the new functionality into
our existing
Hi J-S,
I looked at the model you linked to and all the TransparencyFactor values
are 1, which according to the documentation in kfbxsurfacelambert.h means
totally transparent - the model has been incorrectly exported.
The same thing happened with DAE - Google Sketchup used to export models
with
Hi Jason,
I guess the nice thing about Collada being XML is that you can do diffs on it
:-)
Definitely. I'll have to revisit Collada I guess, in the past I've been
disappointed at how hard it was to get the plugin compiling and reading
files reliably.
How stable is the current Collada
How stable is the current Collada plugin in OSG?
It should be very robust now. I've got it displaying all the test models
from the https://collada.org/owl/ with the exception of the one that uses
morphing (AKA vertex blending).
Another issue is that some models assume that they will be rendered
Well Doug no offence but if there is something that concerns OSG as well as
vrJuggler what should one do ? I am not trying to start a new OSG+vrJuggler
forum here ! But have a problem that has haunted me for a month ..
If you kindly give an assurity that mailing list of vrJuggler would give
Jean-Sébastien Guay wrote:
Definitely. I'll have to revisit Collada I guess, in the past I've been
disappointed at how hard it was to get the plugin compiling and reading
files reliably.
Indeed. I actually talked with Robert a while ago about the possibility
of ditching the COLLADA DOM
Hi,
it seems that OpenThreads is not found while linking VPB. As a
workaround, you can try to specify that library in the linking options
of CMake.
--
Alberto
zouwan writes:
I have use vs 2008 to compile OSG and VPB from latest SVN , everything is OK.
But When I use mingw gcc 3.4.4, OSG is
Actually, it's only failing on the Atomic class. I'm thinking it's
finding OpenThreads fine, but the configuration of Atomic between OSG
and VPB is somehow ending up different (the rest of OSG finds it, but
VPB doesn't for some reason).
--J
Alberto Luaces wrote:
Hi,
it seems that
Hi Michael,
I looked at the model you linked to and all the TransparencyFactor
values are 1, which according to the documentation in
kfbxsurfacelambert.h means totally transparent - the model has been
incorrectly exported.
Geez, can't trust anyone anymore, not even Microsoft /sarcasm
On Mar 18, 2010, at 2:27 PM, Rohit Vijay Bapat wrote:
Well Doug no offence but if there is something that concerns OSG as
well as vrJuggler what should one do ? I am not trying to start a
new OSG+vrJuggler forum here ! But have a problem that has haunted
me for a month ..
If you kindly
On Mar 18, 2010, at 12:41 PM, Rohit Vijay Bapat wrote:
Hi,Todd
Thanks for your reply . I have vr juggler configured on my cluster .
And I also have OpenSceneGraph. But I am not perfectly able to run
examples in the vrJuggler kit.
I am trying to develop a simple scene using OSG and
Hi Michael,
Thanks a lot for your answers, I'm going to have a look at compiling and
trying the Collada plugin now. One possible stumbling point is that we
already use boost in our software, so the Collada plugin would have to
be built with the same version, but I guess it should work.
Hi Jason,
Indeed. I actually talked with Robert a while ago about the possibility
of ditching the COLLADA DOM in the dae plugin. When I was developing my
reader, I looked at the DOM briefly, and quickly decided to just parse
the XML myself. Effectively, I created my own DOM implementation. It
Hi,
Would someone please point me to an installation guide of osgPPU on Win XP, if
one exists? I can not find one on the website.
Plus, I am following the osg example of windows installation using cmake and
when compiling, the project cudakernel does not compile because it can not find
gl.h.
Thank you Yann.
Does anyone know how to install osgPPU on windows? I'm close but I am getting
errors that gl.h can not be found, yet I've installed OSG by following the osg
installation method given for windows xp.
I had to install cudatoolkit from nVida - I'm running on an nVidia card:
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On 03/18/2010 08:52 PM, Jean-Sébastien Guay wrote:
Hi Jason,
Indeed. I actually talked with Robert a while ago about the
possibility
of ditching the COLLADA DOM in the dae plugin. When I was
developing my
reader, I looked at the DOM briefly,
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On 03/18/2010 08:23 PM, Michael Platings wrote:
How stable is the current Collada plugin in OSG?
It should be very robust now. I've got it displaying all the test
models from the https://collada.org/owl/ with the exception of the
one that uses
Hi Cedric,
Sorry my first reply went to you directly...
I am not able to reproduce the crash on linux, even if i remove the
copy of the shaders directory in the current directory of examples.
I have updated my source tree to be synced with osg and osg-data, I
tried in debug and release to be
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