Hi,
In a drawable cull callback, I have found that State::getModelViewMatrix() and
State::getProjectionMatrix() are different from the matrices returned by
Camera::getViewMatrix() and Camera::getProjectionMatrix().
I actually can't perform world to screen space coordinate conversion using
Hi Fred,
- Fred Smith a écrit :
Hi,
In a drawable cull callback, I have found that
State::getModelViewMatrix() and State::getProjectionMatrix() are
different from the matrices returned by Camera::getViewMatrix() and
Camera::getProjectionMatrix().
I actually can't perform world to
On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith osgfo...@tevs.eu wrote:
Hi,
In a drawable cull callback, I have found that State::getModelViewMatrix()
and State::getProjectionMatrix() are different from the matrices returned by
Camera::getViewMatrix() and Camera::getProjectionMatrix().
Very
Hi,
*harrumph* emmm, what is the difference? :)
Thank you!
Cheers,
Torben
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Hi Kurt,
On Thu, Dec 2, 2010 at 6:09 AM, Cracj Kurt couple...@mail.ru wrote:
Surface , for example z= sin(x)sin(y).
I see only one solution. Calculate the value of a formula written into the
matrix and show the shape. But may exist complete class or method...
There are many solutions, but
Hi Fred,
On Thu, Dec 2, 2010 at 8:18 AM, Fred Smith osgfo...@tevs.eu wrote:
In a drawable cull callback, I have found that State::getModelViewMatrix()
and State::getProjectionMatrix() are different from the matrices returned by
Camera::getViewMatrix() and Camera::getProjectionMatrix().
I
Hello Jean-Sébastien,
Thanks for your reply,
Skylark wrote:
Hello Oliver,
Hmmm, seems you are tripping over something else on your hardware... I
just remembered you had mentioned in another post that setting the
threading model to SingleThreaded didn't work for you either, but in my
Tim Moore wrote:
On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith () wrote:
Hi,
In a drawable cull callback, I have found that State::getModelViewMatrix()
and State::getProjectionMatrix() are different from the matrices returned
by Camera::getViewMatrix() and
Hi Frad,
On Thu, Dec 2, 2010 at 9:18 AM, Fred Smith osgfo...@tevs.eu wrote:
Anyway, I understand from your messages that one simple way to do it is the
following:
- cast NodeVisitor to CullVisitor (this was the bit I wasn't looking at. I am
now assuming this is OK to do this, eg. this will
On 2/12/10 15:13 , Mike Wozniewski wrote:
On 2/12/10 12:49 , Mike Wozniewski wrote:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
51MlibosgAnimation.a
116MlibosgDB.a
34MlibosgFX.a
75MlibosgGA.a
67MlibosgManipulator.a
75MlibosgParticle.a
25M
Hi,
Am 02.12.10 03:54, schrieb Chris 'Xenon' Hanson:
I don't know if you can static link on iOS, or how you would go about doing
it.
For now static linking is the only way on IOS. So the lib sizes do not
matter, as only needed code get linked into the app. And: most of the
time I am only
Hi All,
I have now checked in the removal of the makeCurrentImplememtation()
from the PixelBufferWin32.cpp's realizeImplementation() method, rather
the go for the earlier suggestion of adding a releaseContext().
I asked J-S to test this out the removal of the
makeCurrentImplementation(), using
Hi,
I am not 100% sure what this example does and how it should perform!
I am noticing a lot of flickering of the 1d texture applied?
Will send some screen shots if no else can reproduce?
Regards
Martin Naylor.
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On 2/12/10 21:03 , Martin Naylor wrote:
I am not 100% sure what this example does and how it should perform!
I am noticing a lot of flickering of the 1d texture applied?
Will send some screen shots if no else can reproduce?
The example is cycling between OBJECT_LINEAR and EYE_LINEAR texgen
Hi Ulrich,
Cheers that makes sense...
Regards
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 02 December 2010 10:17
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Hello,
a little question or hint about the expression SEPERATE_WINDOW in the
osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be
correct. I have noticed that and I thought I post it here.
Cheers
Martin
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Hi Martin,
2010/12/2 Martin Großer grosser.mar...@gmx.de:
a little question or hint about the expression SEPERATE_WINDOW in the
osg::Camera. It is not so important, but I guess SEPARATE_WINDOW would be
correct. I have noticed that and I thought I post it here.
I can't work out what your
Hello Robert,
no no I don't have a question. SEPARATE_WINDOW is misspelt in osg::Camera. I
had use that and the compiler said something like SEPARATE_WINDOW is not
found because in osg it is misspelt -- SEPERATE_WINDOW. Maybe it is not so
important, but I want to let you know that. That's all.
Thanks a lot, guys!
Yesterday i though i'd go mad, it was like hitting the head against a wall..
But yes, i checked out the current subversion tomorrow morning and managed to
write an image successfully under Windows with osgscreencapture.
Now it should be (hopefully) trivial to use it in my
OK, the problem was with the bug in the Windows implementation of the
PixelBuffer implementation.
Checked out the latest version from SVN trunk (development one) and got
osgscreencapture working under Windows.
Will use it now in my project.
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Hi,
I'm rendering a scene to texture and display it later on on an orthoquad with
an orthocam.., now I want to manipulate the rtt cam (obviously not the
orthocam) with a trackball manipulator.
Could anybody point me to a tutorial or give me some addvise on where to start
here!?
Thank you!
Hi all,
I'm using osg 2.8.3 and I experience a program crash when closing the program.
It happens after I used 3ds export function which dynamically loads the
corresponding library.
The crash is in the destructor of RegisterReaderWriterProxy when calling
Hi Tim and Robert,
I just want to give you a feedback. I AM VERY, VERY LUCKY
You took me on the right path.
Thanks for your great support.
- Werner -
Am Mittwoch, 24. November 2010, 17:13:09 schrieb Robert Osfield:
Hi Werner,
On Wed, Nov 24, 2010 at 3:02 PM, Werner Modenbach
HI Thomas,
The osgdistortion example sets up a render to texture slave camera
that renders the scene along with inheriting the view matrix from the
master Camera or the view, it uses a relative reference frame to
achieve this. A second slave camera is used to a that has an absolure
reference
Hi Jasper,
There is chance that the issue comes from a fix to a bug rather than
introduction of a bug, with your original code working around the bug.
Removing the workaround could well just fix things. The reason why I
suggest that is that I recall merging fixes to the way the projection
Hi Werner,
additionally to the solutions to your rendering purpose, you can pimp up 32bit
windows to support 3GB Adressspace per process ( in reality it is alittle bit
less) via the /3GB switch in the boot.ini:
http://msdn.microsoft.com/en-us/library/bb613473%28VS.85%29.aspx
Cheers,
Torben
Hi,
ok, I found the trick. I must set the output depth to the number of output
textures: setOutputDepth(3);
Vince
...
Thank you!
Cheers,
Vincent
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Hi Thomas,
On Wed, Dec 1, 2010 at 11:10 PM, Thomas Hogarth
thomas.hoga...@gmail.com wrote:
I did want to raise one issue with the Texture objects being released from
my NPOT subloadcallback, this is also effecting osgArt so I know others will
be looking for a fix. If you check out this post
Hi Robert, thank you very much for your answer. It led me to implement at
rather hacky (in my mind at least solution).
Instead of :
double r = (double)m_OSGView.aspect_ratio*t;
I now use:
double r = (double)m_OSGView.aspect_ratio*(double)m_OSGView.aspect_ratio*t /
mOSG-getOriginalAspect();
Hi,
i've an issue with my application. How kind of unit is used by osg for length?
Can i configure it?
Moreover, between lighting techniques supported by osg, is there also a global
one?
Thank you!
Cheers,
Axel
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Hi Axel,
As far as I know is OSG as well as OpenGL unit less. You can render your model
in cm as well as in km.
Cheers,
Torben
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Hi Jasper,
I don't understand the details of what you are attempting to do, but
the OSG directly supports resizing the projection matrix to keep the
aspect ratio of the scene the same even when you resize the window.
There are also controls in osg::Camera for controlling this. You
shouldn't need
Hi Torben,
thanks for your answer. I imagined it, but when i loaded the cow model in my
scene, the model was bigger than my room (that is, 8x5x3), so I've had this
doubt :-)
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Hi Axel,
- Axel Spirtaat a écrit :
Hi Torben,
thanks for your answer. I imagined it, but when i loaded the cow model
in my scene, the model was bigger than my room (that is, 8x5x3), so
I've had this doubt :-)
So the right question is : In what unit is the cow ? and the room ?
-Fred
Hi again, you are naturally quite right. I did a search for osg camera aspect
ratio, and it turned out that there was a change in 2.8.0 regarding ABSOLUTE_RF
for slave cameras. Setting this for my slave camera which is displaying the
view fixed the problem completely (as far as I can tell). It
On 10-12-02 4:53 AM, Ulrich Hertlein wrote:
On 2/12/10 15:13 , Mike Wozniewski wrote:
On 2/12/10 12:49 , Mike Wozniewski wrote:
$ du -hs *.a
328KlibOpenThreads.a
240Mlibosg.a
51MlibosgAnimation.a
116MlibosgDB.a
34MlibosgFX.a
75MlibosgGA.a
67M
Hi Axel,
for each Model/Obejct in the scene you have to use the same unit, otherwise the
models/obejts won't fit together as expected.
If this is not the case, you could use a transform node (scene-transform-cow)
and use its scale function to scale the object fitting in your screen.
Cheers,
Hello Oliver,
but I think the difference between our two systems is the osg version. I will
try to get the current osg trunk to work. In the mean time, could you test out
your altered pbuffertest.cpp with the offical 2.8.3 libs (VS2005) to verify if
this is the problem? You can find them
Hello Mike:
I have not tried to build the iphone OS port but it appears in your cut and
paste you have the Active configuration as Debug as seen with the link path
.Debug-iphoneos/osg.build/osg-generated-files.hmap. What are the Active
configuration targets available and if a Release
Hi,
I have successfully build the current svn trunk version:
-Just before Robert checked in the Bugfix:
As before with 2.8.3 I get
Code:
PixelBufferWin32::makeCurrentImplementation, wglMakeCurrent error: Die angeforde
rte Ressource wird bereits verwendet.
Frame : 0
Test completed!!!
Now I
Hello Oliver,
With the pbuffer active, my WindowCaptureCallback is not called anymore. I used
osgscreencapture to create an image grabber derived from WindowCaptureCallback
but it looks like I have to use another approach with pbuffer (as done in the
example code). I was curious if I could
Once again, thanks to everyone who has offered help. I ended up setting
breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't
seem to hit any of them.
This is running on WindowsXP/NVidia gtx260 (drivers 6.14.12.5721) if that
makes a difference. I know when I run stuff on
http://www.easy-share.com/1913167873/qtgui_170.zip
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Hi Keith,
I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.
Robert.
On Thu, Dec 2, 2010 at 4:30 PM, Keith Parkins kpark...@cs.rochester.edu wrote:
Once again, thanks to everyone
Hi Robert,
I don't know if this is relevant, but for all performance testing you
should use an optimized build, debug builds, especially using VS
totally destroy performance.
He could still be using an optimized build and setting breakpoints, as
debug information settings are separate from
Hi J-S,
Great! You solved my problems before they appeared ;), I will try to get it to
work in 2.8.3. Thank you!
Cheers,
Oliver
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Hi Oliver,
Great! You solved my problems before they appeared ;), I will try to get it to
work in 2.8.3. Thank you!
Hah, I'm just happy because it proves that what I wanted to do is not so
weird as it appeared to be when I did it :-)
Glad I could help,
J-S
--
Hi J-S and Robert,
I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in the
next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug
On 10-12-02 10:43 AM, Garrett Potts wrote:
Hello Mike:
I have not tried to build the iphone OS port but it appears in your cut and
paste you have the Active configuration as Debug as seen with the link path
.Debug-iphoneos/osg.build/osg-generated-files.hmap.
Hi Garrett,
Yeah, sorry;
On Thu, Dec 2, 2010 at 5:30 PM, Keith Parkins kpark...@cs.rochester.eduwrote:
Once again, thanks to everyone who has offered help. I ended up setting
breakpoints on the five glBegin calls in Geometry.cpp, yet my code doesn't
seem to hit any of them.
Actually, I meant setting a breakpoint in
Hi Keith,
I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next day with my results. I'm hoping this is it because the one
difference between osgviewer and my app is that I am using debug libs.
Ah, so
Hi,
I have written a Plugin for Firefox. The Plugin realizes a osgViewer within a
QApplication.
Now when I start Firefox and open about#058;plugins, firefox fails loading the
plugin with the message (translated in English):
Code:
Shared to initialize shared library . [libosgViewer.so.55:
J-S and Robert, You rule!
That was it. Don't link to debug libraries on Windows -K
On Thu, 2 Dec 2010, Jean-Sébastien Guay wrote:
Hi Keith,
I was using a debug build. I'm trying out a release build, but I am
swamped and trying to do a bunch of things. I'll get back sometime in
the next
Hello Keith,
That was it. Don't link to debug libraries on Windows -K
Well, not when testing performance, of course. When you want to do
actual debugging, you kind of have to (apart from in some specific cases).
Generalities like the above are most often wrong because so many
Hi Jean-Sebastien,
I included the changes in my 2.8.3 build and it is now working as I had
originally intended. I removed the mentioned one line in
osgViewer::PixelBufferWin32 and changed the code of my own ScreenCaptureHandler
derivative just like you did (use context and not windows).
So
Hi All,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated. I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.
Cheers,
Robert.
Hello Robert,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do would be greatly
appreciated. I'm heading offline now for the day, will catch with you
all tomorrow morning and if things still look good will tag in 2.9.10.
I'm in
On Wednesday 01 December 2010 15:23:04 Patrick Steffens wrote:
Hi,
I have written a Plugin for Firefox. The Plugin realizes a osgViewer within
a QApplication.
Now when I start Firefox and open about#058;plugins, firefox fails loading
the plugin with the message (translated in English):
I'd use a pixel shader for the effects. Pass in the texture that represents the
snow overlay and have the shader scale the alpha up and down as it accumulates.
Rain would be handled the same way but you'd have to come up with a way to make
the water droplets move around on the screen. That
Hi again Robert,
I'm in the process of building our simulator with OSG SVN trunk. I don't
expect any trouble. I'll let you know in the next few hours how it goes.
Just finished building, and ran a few scenarios to test, and everything
seems fine. I ran some pretty heavy scenarios and things
Okay... so the libraries need to have all of that (ie, all symbols), but
when the .app is created and dead code stripping is enabled, any
unneeded symbols are stripped away. This leaves me with an .app size of
around 15-20MB.
Thanks for everyone's help,
Mike
On 10-12-02 12:10 PM, Mike
The easy/cheating way is to calculate the luminance of each pixel, amplify it,
(color it green to fit the stereotype) then add electric noise.
This is easiest to do on a fragment shader.
Cheers,
Steven
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Hi all.
Im using OpenSceneGraph 2.8.3 under windows. Visual studio 2008.
However, this problem has been around for at least 2 years, so it existed in
previous versions too.
I have finally after two years? isolated the bug I reported quite a while
back:
I have a newby question to ask... so please be gentil
Let's say I have 2 cameras running in different draw threads. Each camera is
also associated with a different graphic context. If I load a 2D texture then
each context will have its own opengl texture object (created in the
Hi,
I'm using the latest osgExp version and I see a problem in user properties. Try
the following:
- create a sphere
- add some user properties to it
- export it with default settings: everything should be fine
- export it tagging the Flatten Static Transform on: the properties don't
show up.
I
Hi Robert,
Build and work well with mingw 5.1.6. Now I'm looking forward to the
2.9.10 release.
Cheers,
Wang Rui
2010/12/3 Robert Osfield robert.osfi...@gmail.com:
Hi All,
Thanks for the testing so far. I've merged a few build and bug fixes
through today so anymore testing you can do
Dear all,
I need to move an object along a line with the speed of 1m/s. The
object starts from stationary (0m/s). I use AnimationPath like this:
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath-setLoopMode(osg::AnimationPath::NO_LOOPING);
Hi,
I am trying to build a Qt application with multiple independent OSG scene
graphs, each of which in it's own tab in a QTabWidget. I am using the
osgViewer::Viewer (not osgViewer::CompositeViewer) version of the adapter
widget from the osgviewerQT example. Each tab has an instance of the
Thanks Steven .. good hint!
-Nick
On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote:
I'd use a pixel shader for the effects. Pass in the texture that represents
the snow overlay and have the shader scale the alpha up and down as it
accumulates.
Rain would be
On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote:
Generalities like the above are most often wrong because so many
exceptions exist... It always depends on the situation. You're the
developer, you make your decisions with hopefully as much information as
required to make the right ones.
One
On 12/02/2010 05:18 PM, Guy Volckaert wrote:
I have a newby question to ask... so please be gentil
Let's say I have 2 cameras running in different draw threads. Each camera is
also associated with a different graphic context. If I load a 2D texture then
each context will have its own
Hi Jason,
One of my favorite axioms:
All generalizations are false.
That's a good one, I'll have to remember it. :-)
J-S
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