When do you anticipate a final release fo OSG-2.8?
Ed
Robert Osfield wrote:
Hi All,
Are we good to go on OSG-2.8-rc2?
Robert.
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I need to read a file which is based on a subset of the ACAD 7.2 Facet
File format. Has anyone written a plugin to do so?
Ed
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names, I don't see the problem... does every user have to be
identified?
Ed
Art Tevs wrote:
rosme wrote:
Would it be an idea if mail2forum generates an HTML e-mail similar to a forum
response?
--
Roland
It wouldn't be a big problem, however I am not sure if people, who are like
names, I don't see the problem... does every user have to be
identified?
Ed
Art Tevs wrote:
rosme wrote:
Would it be an idea if mail2forum generates an HTML e-mail similar to a forum
response?
--
Roland
It wouldn't be a big problem, however I am not sure if people, who are like
an error ocurred reading the file type of thing.
Ed
Ben Axelrod wrote:
I am trying to use osgconv to convert a number of .wrl files to .obj
format. But the resulting .obj file does not look right at all in
osgviewer. (See box.png). Also attached, the original input file
box.wrl
to CompositeViewer later?
Ed
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If I want to use wxWidgets with OSG, do I need a particular version of
wxWidgets?
Ed
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to CompositeViewer later?
Ed
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.
Ed
Robert Osfield wrote:
Hi Ed,
I wrote about this exact topic a couple of weeks back, so go have look
through the archives on this discussion.
The short story is that I moving between the two is not difficult, and
I'd start with the easier of the two viewers's - osgViewer::Viewer but
learn a bit
draw traversals? Are there examples of this?
Also under what situations would I want to use cull and update traversals?
Examples of these?
Ed
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Are there examples for doing these techniques?
Ed
Robert Osfield wrote:
You can add your own sync code
if you want into camera initial/pre,post and final callbacks, and no
matter what threading model these will be called.
You can also add
Rendering operations into the GraphicsContext's
I am working on porting my raw/native/whatever-you-want-to-call-it
OpenGL application to OSG. In my application, if I load multiple
objects of the same type, I reuse the VBO created for the original
object. Is this something I can do in OSG?
Ed
(new
MyCameraPostDrawCallback());
Right now all I am trying to accomplish is to get the callback made but
that doesn't happen so I must have omitted something. Can someone
provide some direction?
Ed
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and still hold a solid 60Hz on a modern machine. My requirement
is to be able to render in excess of 1000 Hz. I have achieved more than
double this with somewhat simple scenes in my current app. Am I
expecting too much from OSG?
Ed
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Ok. That's a fair enough answer. I assumed that if I, with my mediocre
skills, could get the results I did, then OSG should be able to beat it,
or at least match it. Also, there is much more I need to do on my app,
and it will be difficult without using something like OSG.
Ed
Jean
I can only say that I am writing an app that will interface with a
system that requires a frame rate in excess of 1000Hz. Not trying to be
difficult, I just can't give any more details for various reasons.
Ed
Robert Osfield wrote:
Hi Ed,
Could you explain why you need 1000 Hz? I don't
Hard real-time is a requirement.
Ed
Argentieri, John-P63223 wrote:
Are you working for those cyborgs with their faster-than-human robot
eyes again? Trying to turn GPU's into incendiary agents?
But seriously, if it doesn't have to be rendered in real-time, you can
use libavcodec to write OSG
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in excess of 10's of kilohertz.
Likewise, I cant discuss details, other than we
are not available, as least not that I know of, for use with our
realtime kernel.
Ed
Jan Ciger wrote:
Hi Ed,
I can only say that I am writing an app that will interface with a
system that requires a frame rate in excess of 1000Hz. Not trying to be
difficult, I just can't give any more
Not haptic.
Ed
Jason Daly wrote:
Jan Ciger wrote:
Guys, just out of sheer curiosity - what kind of HW is needed to
generate such
framerates? If you cannot talk about specifics, at least a ballpark
idea would
be cool to know.
Sounds like a haptic device to me. Realistic haptics require
Jan,
Do you mean what kind of GPU is need to generate these framerates? Or
what kind of HW is requiring that we produce these frame rates?
Ed
Jan Ciger wrote:
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another
Busted. ;)
Ed
Jeremy Moles wrote:
On Thu, 2008-11-13 at 14:42 -0600, Ed wrote:
Not haptic.
Ed
Well, I personally think you're building a virtual super intelligence
singularity, and I would like to be the first to say woot, Linux.
:)
Jason Daly wrote:
Jan Ciger wrote
, you were, I bleieve, still seeing a black screen
even though MyGraphicsWindowWin32 ::swapBuffersImplementation() was
being called. Did you get this working to your sastisfaction? What
were the associated gotchas?
Ed
Jean-Sébastien Guay wrote:
Hi Ed,
Thanks for clarifying, your situation
finish my first cup of coffee... :) Seriously, I don't know,
and I don't keep up to much with what's going on in the OSG development
circles, but I must say, I am curious.
Ed
Robert Osfield wrote:
For a bit of fun see if you can explain the attached screenshot...
If if you get that right your
I may sound ignorant by asking this, but it won't be the first time,
so... What are the uses of this capability?
Ed
Robert Osfield wrote:
Wow, didn't long for guess that were right on the money ;-)
The screenshot was from me running a new OSG example checked in
svn/trunk, the command line
data
back out
I tried this:
numElements = v2da-getNumElements();
for(int nElement = 0; nElement numElements; nElement++) {
osg::Vec2d dataPoint = v2da-getDataPointer()[nElement];
}
but get a compile error.
Ed
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is the correct way to retrieve my data from Vec2dArray?
Ed
Ed wrote:
I am trying to use osg::Vec2dArray as follows...
osg::ref_ptrosg::Vec2dArray v2da = new osg::Vec2dArray;
v2da-push_back( osg::Vec2d(1.0, 2.0) );
v2da-push_back( osg::Vec2d(3.0, 4.0) );
v2da-push_back( osg::Vec2d(5.0, 6.0) );
which I
probably a dumb question...but...
If I have a Vec3f, and I want to rotate it, do I use
osg::Matrixf::rotate?
Ed
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. Is there such a class?
Ed
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-push_back(currentDataPoint);
}
myData.push_back(currentDataArray);
}
Ed
christophe loustaunau wrote:
Hi Ed,
Maybe you could use std::vectorosg::Vec3Array myArray .
Regards.
On Thu, Nov 20, 2008 at 7:46 PM, Ed [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
I need
hallucinating?
Ed
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and driver?
Ed
Tomlinson, Gordon wrote:
Run osgviewer with you favorite models and cycle through the stats
options ( the 's' key ) you will see some GPU stats
Gordon
Product Manager 3d
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the osgDB::readNodeFile I crash with a Segmentation
fault (core dumped). So now I'm just left frustrated because I can't figure out
whats going wrong. Anybody know what I might be doing wrong?
...
Thank you!
Cheers,
Ed[/quote]
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Paul Martz wrote:
If you export OSG_NOTIFY_LEVEL=DEBUG_FP, OSG will display the paths it is
searching in its attempt to locate the OpenFlight plugin.
-Paul
Thanks for that trick, it is quite useful. Earlier in the day I was cursing the
fact that I didn't know how to see what directories
Paul Martz wrote:
I believe you have a version problem on your hand. Do you have multiple
versions of OSG on your system?
It is true that I've tried multiple versions of OSG. I began by building 2.8.3
from source myself. After getting these errors I decided to try 2.9.9 which was
built by
robertosfield wrote:
I believe few users have as many problems with getting models to load
under unix as you have... I suspect you are trying to make things
more complicated than they really should be, seemingly trying you best
to break the OSG, rather than just let it gone with what it's
robertosfield wrote:
Now the OSG does have a proper install script and if
you use it will place all the libraries and plugins in all the correct
directories
I still haven't solved this problem but I am perhaps a step closer so in the
interest of keeping this thread up to date I'll fill you
Paul Martz wrote:
You should be able to see in your Notify output, it's clear that OSG isn't
including your OSG bin directory in its search path. If I recall from your
OP,
that path is something like:
ThirdParty/Linux.x86_64.gcc4.4/OpenSceneGraph-2.8.3/bin
If this directory is not in
Paul Martz and robertosfield, thanks for your help.
In addition to OSG my application has another third party dependency, for the
sake of anonymity lets just call it PAIN_IN_THE_REAR. As the name implies
PAIN_IN_THE_REAR is absolutely awful and has been a reliable source of head
aches for
::LineSegmentIntersector::Intersections intersections =
lineSegmentIntersector-getIntersections();
if(intersections.size() 0)
{
const osg::Vec3d intersectionPoint =
intersections.begin()-getLocalIntersectPoint();
}
Thank you!
Cheers,
Ed[/code]
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Hi all,
I'm trying to animate a 3d model without predefined animations
to be specific, I downloaded a 3d model (called Female from bonyface) and
converted it to FBX
I'm getting from an external source some face dots location.
I'd like to move the female model's corresponding dots accordingly.
Hi,
Thanks!
I actually figured it out eventually when I waited my post in the forum to get
approved.
But I encountered more problems which are now described in a different post.
manipulate a 3d face model through code (not pre-defined animation)
Hi,
I think I also encountered this or a similar problem after the main program was
trying to exit
eventually I ended up with a shutdown method containing the following
Code:
if(!viewer-done())
{
viewer-setDone(true);
}
// avoid circular
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