was actually more appropriate.
Any thoughts, and should this be filed as a bug?
Thanks,
Peter Amstutz
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not familiar with the GraphicsWindowWin32.cpp.
Hopefully others with experience of working with
GraphicsWindowWin32.cpp window inheritance can chip in.
Robert.
On Wed, Mar 4, 2009 at 6:03 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
First off, for reference I am using osg 2.6.1, but I
That sounds like the right thing to do. I'll give that a try.
Stephan Huber wrote:
Hi Peter,
Another idea would be to extend GraphicsWindowWin32::WindowData to add a
flag or something similar, so GraphicsWindowWin32 can query this flag an
decide if it's allowed to call
entry with no problems:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol
Thanks!
Jason
On Wed, Mar 4, 2009 at 3:14 PM, Peter Amstutz
peter.amst...@tseboston.com mailto:peter.amst...@tseboston.com wrote:
That sounds like the right thing to do
I have a similar problem to the one described here, although with
Windows Forms rather than WPF. Whenever my application renders a
tooltip which overlaps the OSG window, the tooltip gets cut off on the
next OSG frame. I've spent hours trying to find any information about
how to work around
I'm not sure I entirely understand what you're trying to accomplish, but
perhaps you want to look into using a stencil buffer and/or pixel shader
to control what gets rendered?
Guy wrote:
Hello,
I'm trying to merge two sub-graphs to the same image. It doesn't work
so well, so I'll try
Robert Osfield wrote:
Hi Peter, Benoit et,
On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz
peter.amst...@tseboston.com mailto:peter.amst...@tseboston.com wrote:
The way I handled this in my application was to create multiple
instances of osgViewer::Viewer with a separate camera
I am having a puzzling problem that I hope someone might have some
insight on what is happening:
My application renders a terrain using a top-down, orthographic view,
and places various icons (simple flat meshes mostly) to represent
simulation agents (soldiers and vehicles). One of our
If you're just interested in the vertices and not the mesh, you can look
at osg::Geode, get the list of osg::Drawables, cast to osg::Geometry,
then call osg::Geometry::getVertexArray().
Or you can use osg::TriangleFunctor to iterate over the triangles that
make up the mesh, this provides you
It's not erratic, it's pretty strongly correlated to the projection
matrix settings (determining the zoom level), camera distance and size
of the icon.
I looked at the icon model, from inspecting the .osg file (converted
from .ive with osgconv) it appears that the relevant state settings are:
be
motivated to add support for this to OSG if no one else has done so already.
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not have much time to do this myself but I could offer some
hints and perform testing if you choose to implement it.
Ok, I will take a look at it.
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I'm trying to enable 4x multisampling in my application. When running
on systems with decent video drivers this is a simple matter of setting
traits-sampleBuffers when I create the graphics window and it just
works. Unfortunately in testing I've run into a system with an
integrated Intel
I am loading an OpenFlight file using osgDB and I need to do some
additional processing based on the specific record types, specifically
terrain and roads. From looking at the OpenFlight loader in osg 2.6, it
seems that this information is read by OSG (there is a flag indicating
terrain and
Something I just came across, trying to figure out why my line-of-sight
tests were not using KdTrees:
Would I be correct in thinking that osgUtil::IntersectVisitor is the
old and deprecated way of doing intersection tests, and
osgUtil::IntersectionVisitor is the new way to do it? Is there a
A couple of other questions related to intersection performance:
1) The current KdTree implementation is just for sorting triangle
geometry at node leaves. Perhaps it would be useful to to have a KdTree
organize the scene graph nodes themselves, based on bounding volumes?
Or are bounding
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
So the answer IMHO would be that in any case, you will want to try and
build a good scene graph (both for culling performance and
intersection performance). Whether you want to make a global kd-tree
for the whole scene will depend on how dynamic
Osfield wrote:
HI Peter,
On Fri, Apr 24, 2009 at 6:14 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
Would I be correct in thinking that osgUtil::IntersectVisitor is the old
and deprecated way of doing intersection tests, and
osgUtil::IntersectionVisitor is the new way to do
Hi Robert,
I have seen this problem (in my case manifested by having the road draw
on top of buildings (!) next to the road) in OSG 2.6 so I am glad to
know it is a bug in the OpenFlight loader.
In my application, I have had success with osg::PolygonOffset(1.0f,
4.0f) to push the terrain
Robert Osfield wrote:
If your data is stored in a flat group the osgUtil::Optimizer
spatialize groups visitor will be able to build a quad tree for you.
Oh excellent, just what I had in mind :-)
Thanks,
Peter
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Amstutz
Sent: Friday, April 24, 2009 11:38 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] determine record type from OpenFlight files?
Hmm, I never noticed the DescriptionList feature before -- I presume
DescriptionList gets saved to and loaded from .osg and .ive files? That
would
Is there a way to use an axis-aligned bounding box (AABB) for the coarse
bounding volume rather bounding spheres, for line segment
intersections? In my application my primary geometry is made up of
terrain tiles which are naturally axis aligned and buildings which tend
to be rectangular
Chris 'Xenon' Hanson wrote:
I think the reason for the bounding spheres is that it is a very
efficient-to-compute
formula -- many times more efficient than AABB.
Are you worried about intersection efficiency during cull phase, or during
intersection
testing, or where? Have you actually
Hi Robert,
This is ironic (so much so I initially read your email as being
sarcastic) since the original scene graph, SGI Inventor, was sensitive
to the ordering of nodes in the scene graph, and I always assumed that
rendering as depth first traversal was the default way to do it.
Getting
This is perhaps not a OSG bug specifically, but I thought I would ask
the community on the chance that someone has run into this problem and
has found a solution --
I have a multithreaded application where the OpenGL graphics window is
embedded in Windows Forms application. The main thread
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noticeable and
undesirable effect. How can I mitigate this problem?
[*] I had high hopes for PSSM based on reading about the technique but
so far neither osg 2.8.3 nor 2.9.10 produce correct results for me.
Thanks!
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the technique but
so far neither osg 2.8.3 nor 2.9.10 produce correct results for me.
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way to set up OSG to do this at the
leaf. Can anyone point me in the right direction?
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specializations for the various methods of partitioning the shadowed scene.
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with
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are much smaller and
load much faster.
Regards,
Peter
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] is in
every render pass zero (black). Is it possible to change that?
Cheers
Martin
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to
do transparently as osg lacks the necessary value changed hooks to
record the changes that occur in the scene graph from frame to frame.
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on how to return a T*
in ComponentContainer::findFirstMeta()?
Sukender
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cross-platform game engine - http://pvle.sourceforge.net/
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(v);
}
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mean you
preference goes to
function( someParam )
rather than
function( ValueSomeType(someParam) )
?
If so, yes. And that's of course easier to write and read.
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appropriate
method in DBProxy
- Make DBProxy also accept ValueT as an input, and convert it to
appropriate SQL/request/whatever
Thoughts?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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();
}
_container-setUserObject(this, i, obj);
}
/* etc */
- osg::Object also gains a couple of new methods:
osg::UserDataContainer* osg::Object::getUserDataContainer();
osg::Object::setUserDataContainer(osg::UserDataContainer*);
Does this seem reasonable?
- Peter
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as it enevitablly requires use of virtual functions
for data access, extra classes and public methods for these.
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design now (except for the comment above).
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a
UserDataContainer, in which case get/setUserValue() operate on the
object itself.
Arguably this is slightly inconsistent, but I think it is much more
useful and desirable behavior than manipulating the _userDataContainer
itself embedded in _userDataContainer.
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error LNK1120: 1 unresolved externals
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pretty darn awesome :-)
Robert.
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Studio 2009 on Windows 7 x64 (however OSG and my app
are compiled for x86) and with a Radeon HD 3400.
Does anyone have any idea what could be going on?
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