see
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress
regards Ralph
Tran Thanh Hiep schrieb:
thank! Robert Osfild
yes, i want create a progress bar. can you help me?
*/Robert Osfield
[EMAIL PROTECTED]/* wrote:
On Tue, Mar 4, 2008 at 6:58 AM, Tran
Vincent Bourdier schrieb:
I've located my problem, and this time I don't know why it doesn't
change anything...
osg::Matrixf MR = osg::Matrixf::identity();
MR.rotate(angle*osg::PI/180.0, rotaxis);
rotate is a static member which gives the rotation matrix as a result.
Either use MR =
You mix up memory allocated with malloc/calloc/realloc and those with
new / delete:
the guilty lines are:
unsigned char* data = (unsigned char*)calloc(size,
sizeof(unsigned char));
opposed to
image-setImage(_x, _y, 1, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE,
data,
hi Rahul,
did you take care of the inverse effect of distance and pixel size?
An object far away (large distance) has a small pixel size on screen. So
you perhaps have to reorder your LOD range.
regards Ralph
Rahul Jain schrieb:
Hi Paul,
Thanks for the answer and sorry for being so
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all windows USERS, did it work for you, and on which hardware
http://webaddon3d.assoftware.ch/AE/PSSM_SHADOW_TEST_OpenSceneGraph_WIN32.rar
WinXP SP2 NVIDIA FX5700:
I can see shadows, in the first test as red or green ones, the other
ones as
the shadow border should be. The chess
scene is entirely black.
For your 4th scene there are no ive files cannes.ive and bati.ive in
your rar file?
regards Ralph
Ralph Kern schrieb:
Adrian Egli OpenSceneGraph (3D) schrieb:
did you used demo.bat ?
yes... and I can see in the command window
Adrian Egli OpenSceneGraph (3D) schrieb:
Hi all,
i still come around with some changes. :-) now the near - far clip plane
are more optimized, but i hope it's shows still correct shadows for all
of your test cases.
Its updated with latest PSSM version (from this morning,MEZ)
Hi Luc,
you could try to patch the plugin to set the locale to C before
reading and restore afterwards.
But you might be careful to threading issues, because setlocale() is
working on a per process basis.
regards Ralph
Frauciel Luc schrieb:
Hi,
This summer, a problem have been spotted and
Jean-Sébastien Guay schrieb:
Hi Vincent,
Or perhaps your ground is a very very large sphere where no part of the
sphere can be culled away, so the far plane is actually behind the Earth
(which is very far away relatively to the distance between the airplane
and the ground)...
J-S
I
Robert Osfield schrieb:
Hi Guys,
I've been done a few basic benchmarks today and was stunned to find
far lower performance than on my older and slower quad core system,
the cull and draw traversals being far longer. I've traced the
problem back to cmake's release build options being blank
Andreas Goebel schrieb:
Any idea how I could trick the osg to make it find the plugins? The
problem is that I can run the plugin in firefox only, it´s hard to debug
there.
a simple trick, when I have to debug embedded dll's, is:
- use _CrtDbgBreak() in your startup code. It'll pop up the
Andreas Goebel schrieb:
Simon Hammett schrieb:
On windows you can call GetModuleFileName which retrieves the fully
qualified path to the dll/exe
in which the calling function resides.
Sadly no, it returns the path to firefox.exe, already tried that.
Did you look for the current
Simon Hammett schrieb:
The only way I can think of that GetModuleFileName would fail is if
people start moving code around in memory. Seems unlikely firefox
would do that.
It does not fail, but his plugin source code does not know it's instance
handle, because DllMain() is deeply buried in
Simon Hammett schrieb:
If you pass a null handle to GetModuleFileName it uses the return address
on the stack to work out which dll the calling function is in.
It should always work for any function linked in an exe or dll.
Sorry, Simon, you are wrong:
Quote from MSDN GetModuleFileName():
Andreas Goebel schrieb:
Otherwise if you can't get the DLL instance of your plugin to pass to
GetModuleFileName(), you can try another trick:
HINSTANCE handle =LoadLibrary( name of your plugin dll here );
if (handle)
{
GetModuleFileName(handle, filename, sizeof(filename));
Hi Andreas,
worked well on my XP SP 3 System with Firefox 3.0. But the lower 3 panes
start empty.
On my Vista system I was stopped because of the installed Firefox 2.0.18
which is declared not to be supported by your plugin package. Guess it
would work if minVersion in install.rdf is set to 2.0
sorry, wrong statement,
I made a mistake during rezipping. It installs on ff2, but gives 6 blue
windows without geometry. Unluckily no cygwin installed on the Vista
machine so I cannot tell now what the problem is.
regards Ralph
Ralph Kern schrieb:
Andreas Goebel schrieb:
Hi Ralph,
Ralph
Hi Andreas,
now all 6 models show on my XP SP3 machine. But I'd guess it's more to
do you now include osgSim and osgTerrain in your package.
Good progress.
regards Ralph
Andreas Goebel schrieb:
Hi,
I have changed a little bit in the xpi and in the plugin itself. It now
not only adds the
hi Andreas,
and more wonderful news:
I repackaged your xpi with minVersion set to 2.0 and it runs and
displays all 6 models on
- Vista 32 Bit with FF 2.0.0.18
- Vista 64 Bit with FF 2.0.0.17
Es geht voran!
regards Ralph
Andreas Goebel schrieb:
Hi,
I have changed a little bit in the xpi
Adrian Egli OpenSceneGraph (3D) schrieb:
Does it also work with os/x linux and also javascript supported ?
/adrian
Not yet.
I took a look over the weekend on the part of porting to linux. It
should be just some easy changes to the plugin code, but the mozilla
developper pages are a bit
Hi Andreas,
I'm making some progress in the linux port. I already can see the models
on your page, but only if I start firefox with LD_LIBRARY_PATH set to
the plugin directory.
Now I need to search for some hack to port your library search path
extensions to linux. This is not easy, because the
program. It cannot be manipulated later.
any more ideas?
regards Ralph
Ralph Kern schrieb:
Hi Andreas,
I'm making some progress in the linux port. I already can see the models
on your page, but only if I start firefox with LD_LIBRARY_PATH set to
the plugin directory.
Now I need to search
Hi Andreas,
your proposal is what I have already done:
The current shutdown is:
void nsPluginInstance::shut()
{
#ifdef _WIN32
subclass it back
SubclassWindow(mhWnd, lpOldProc);
#endif
mThread-cancel();
while (mThread-isRunning())
sleep(1);
Hi Robert,
I tried now to use the standard installed OpenSceneGraph (Ubuntu 8.10
has osg 2.4.0-1.1). But I find the appropriate include files in the
Ubuntu packages.
I'll try otherway round to install the svn version to see if it works
with standard paths.
regards Ralph
Robert Osfield schrieb:
-isInitialized() (pNPWindow-window != NULL))
return plugin-SetWindow(pNPWindow);
// this should not happen, nothing to do
if((pNPWindow-window == NULL) !plugin-isInitialized())
return plugin-SetWindow(pNPWindow);
return rv;
}
regards Ralph
Ralph Kern schrieb:
Hi Andreas
Hi Alexandre,
I haven't dug in deeply in your problem, but I guess it stems from the
following remark from the CreateThread() documentation:
A thread that uses functions from the C run-time libraries should use the
beginthread and endthread C run-time functions for thread management rather
hi Guy,
are you perhaps using multiple threads on a multi core machine? then it
might be a cache coherence problem. You'd need to declare your shared
data as volatile:
volatile osg::Vec3 v[12];
regards Ralph
Guy Wallis schrieb:
Hello,
I just tried to do something in osg that produces
Hi Malcom,
perhaps there's an manifest in your folder? For example, your app is
xxx.exe, the manifest is xxx.exe.manifest. It's a MS way to specify
which DLL versions to load with the app.
regards Ralph
Malcom Poiter schrieb:
Hello all,
I don't know if it's ok to post here this kind of
Cory Riddell schrieb:
What happens to osg::notify() messages when the application has no
console. For example, osgviewerMFC.exe. If you run it with
OSG_NOTIFY_LEVEL=DEBUG set, you still don't see any messages. Any idea
where they are going? Is there a way to specify a log file rather than
Hi Nicholas
Shadow volumes are a special case of CSG (Constructive solid geometry).
I guess you can find some ideas using the underlying technique of
stencil plane passes.
See
http://www.opengl.org/resources/code/samples/advanced/advanced97/notes/node11.html
regards Ralph
Nicholas Chan
Hi Robert,
did you think of 3DLabs ShaderGen?
http://www.opengl.org/news/comments/shadergen_fixed_functionality_opengl_shading_language_shader_generation_too/
It vanished from their website, but there's still a download from Mike
Weiblen: http://mew.cx/glsl/shadergen/
regards Ralph
Robert
hi Jean-Sebastian,
I guess you're looking for the discard statement in the fragment shader?
regards Ralph
Jean-Sébastien Guay schrieb:If not, then is there some other
way to kill a fragment we don't want to show up once we're at the
fragment shader stage? (I seem to recall there was a way,
yes, I also downloaded a fresh copy and checked it.
But you can tell use 7zip on windows to first decompress it and then you
can unpack the uncompressed .tar if you ignore the error message on
decompression.
regards Ralph
Paul Melis schrieb:
xh wrote:
Hi Justin,
I can't confirm your problems. AlphaFunc and Quat links just work fine.
Perhaps a cache problem on your browser side.
regrds Ralph
Vican, Justin E. schrieb:
Hi All,
Is anybody else having “issues” with the online doxygen API
documentation? When I go to the “Alphabetical List”
You should be aware that suppressing the debug output is by no means
sufficient to protect your shader sources.
Any decent OpenGL debugger library can protocol your shader sources from
your running application.
See http://www.gremedy.com/products.php as an example of an OpenGL
debugger.
Hi Jean-Sebastien,
a correct way for a world coordinate bounding box ist to set up the 8
corner vertices of the local bounding box using _min and _max. Transform
the 8 corners and make their min/max-bounding box.
regards Ralph
Jean-Sébastien Guay schrieb:
Hi all,
I was wondering, what's the
Just use Google Translate for it. It is able to give you a basic
english translation, which is not perfect but understandable.
regards Ralph
Andreas Goebel schrieb:
Hello Wang Rui,
if this is all code needed, it is quite simple. Very nice! Thank you for
posting this.
Unfortunately I do
Hi Markus,
you can find detailed information for almost any card at the OpenGL
hardware registry.
See http://www.delphi3d.net/hardware/listreports.php
regards Ralph
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James Dickson schrieb:
Fetching external item into 'OpenSceneGraph/include/OpenThreads'
svn: PROPFIND request failed on
'/svn/osg/OpenThreads/trunk/include/OpenThreads'
svn: PROPFIND of '/svn/osg/OpenThreads/trunk/include/OpenThreads': 301
Moved Permanently ( http://www.openscenegraph.com)
Lilinx schrieb:
hi, all
The platform: windows xp, vc 71
I want download file with .net plugin,and write to the disk before
osgDB::readfile.
but I find that the result is wrong. it is seen that some unwanted '0D' was
writen into the file.
why?
do you mean ASCII hex 0D? Then
Robert Osfield schrieb:
On 10/19/07, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Hello Christian,
Quoting Christian Muschick [EMAIL PROTECTED]:
My last request concerning this question didn't get any reply, so let me
try this reformulated version:
...
osg::Array* array = *vitr;
Faraz Ravi schrieb:
1. Does OSG have any internal dependencies on a continuous
rendering loop?
For a static scene in a CAD environment, the answer is 'no'. Continuous
rendering is needed for the immersion effect for VR systems, so for a
smooth animation or smooth camera movements. For
());
But the values are still clamped to 1.0. Any idea to get around that?
regards Ralph
Ralph Kern schrieb:
hi folks,
I'm looking for some way to get unclamped floating point values out of a
render buffer. My goal is to produce HDRI images.
I can fetch the image as rgb byte pixels
John Donovan schrieb:
Ralph Kern wrote:
Hi,
I now managed to get true float values out of the render buffer by
specifying
image = new osg::Image;
image-allocateImage(width, height, 1, GL_RGB, GL_FLOAT);
image-setInternalTextureFormat(GL_RGB32F_ARB);
viewer-getCamera()-attach
Hi,
does anybody already got some of the new geometry shader extension
EXT_geometry_shader4 working with OSG?
see tutorial at http://appsrv.cse.cuhk.edu.hk/~ymxie/Geometry_Shader/
Seems it should be possible to implement it straight forward in the OSG
core.
Regards Ralph
Would the OSGPL/wxWindows Library License exception 2 allow to extend
the ive plugin without distributing the source of the modifications?
2. The exception is that you may use, copy, link, modify and distribute
under the user's own terms, binary object code versions of works based
on the
The nodeMask is checked against the cameras cullMask (see
osg::CullSettings::setCullMask()) . Any bit set in both masks will
result in the node been drawn.
Ralph
Emmanuel Roche schrieb:
hi again,
Just something about the nodemasks: suppose i want to stop drawing an
object, all the
Could you use a derived class without read/write support?
Ralph
Robert Osfield schrieb:
Hi Manu,
The .osg and .ive plugins don't have any support for switch off the
writing of specific nodes.
Robert.
On Nov 22, 2007 11:59 AM, Emmanuel Roche [EMAIL PROTECTED] wrote:
It's me again :-)
did you use osg::ref_ptr for your Manipulators? Otherwise they'll get
destroyed when overwritten.
regards Ralph
Stephane DUGUET schrieb:
Hello all,
I’m facing an issue with trackball manipulator.
I want to toggle successively between a trackball manipulator and a
tracker on 2 nodes.
, Ralph Kern
[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Hi,
does anybody already got some of the new geometry shader extension
EXT_geometry_shader4 working with OSG?
see tutorial at http://appsrv.cse.cuhk.edu.hk/~ymxie/Geometry_Shader/
Seems
Michele Bosi schrieb:
Hello,
I am using osgFX::Cartoon node to optionally draw some molecules using
cel-shading,
the problem is that osgFX::Cartoon makes everything look gray and the
color of the
objects seems to be lost, is that intentional or am I missing something?
All I do is to set
I guess you have to use a osg::Texture1D instead of osg:Texture2D
regards Ralph
Michele Bosi schrieb:
I setup a texture to the shader node but it doesn't seem to solve the
probem, here's how I setup my shader:
mOsgRoot = new osg::Group;
osgFX::Cartoon* toon = new osgFX::Cartoon;
What Gordon wants to tell you is that you just have to carefully clean
up the contents of your ponto vector also. Be careful not to erase
elements of a std::vector while iterating through.
regards Ralph
Renan Mendes schrieb:
Hi, Gordon.
I've looked up the doxygen documentation, and
I don't know if porting of OSG to OpenGL ES is really feasible, but at
last I can give you one hint:
You can easily replace GL_POLYGON mode by GL_TRIANGLE_FAN.
regards Ralph
Charles, Oliver schrieb:
Hello,
We try to port openscenegraph to a device where only opengl es is
available.
Does
hi Oliver,
GL_POLYGON mode is only for convex polygons, so GL_TRIANGLE_FAN is a
working replacement.
Concave forms are not handled by OpenGL, you have to convert them to
triangles beforehand using tesselators.
regards Ralph
Charles, Oliver schrieb:
@Ralph Kern:
Thank you for your support
Virginia Holmstrom schrieb:
This may be a newbie question, but why is there no double type in the
definition of array (pasted below)? How does one create geometry specified
with doubles if Geometry::setVertexArray can not accept doubles?
The OpenGL API (and quite all of the modern
Ralph Kern schrieb:
Virginia Holmstrom schrieb:
This may be a newbie question, but why is there no double type in the
definition of array (pasted below)? How does one create geometry specified
with doubles if Geometry::setVertexArray can not accept doubles?
The OpenGL API (and quite all
Wyatt Earp schrieb:
How would I
create/set the uniform struct?
You don't create/set the whole struct at once, but the individual
members of the struct. OpenGL recognizes struct members by the typical
dot notation name of struct.name of member.
regards Ralph
David Goering schrieb:
Hey,
I tried what you told me, here is the code:
osg::Matrix rot = rot.rotate(osg::DegreesToRadians(45.0),1.0,0.0,0.0);
osg::Matrix sca = sca.scale (1.0,1.0,1.0);
osg::Matrix m = rot * sca;
arTransform-setMatrix(m);
osg::Vec3f vec =
Wouter Boelen schrieb:
Hi,
I just got the dubious honour of becoming the poor sap who has to test the
viability of using OSG in an existing project. Trouble is, it's been written
in Borland C++ builder (and uses VCL,...). And the OSG source isn't fully
compatible with its quirks. To make
Hi Isabelle,
are you working under Windows or Linux or Mac?
if you are working under Windows, take care of linking with the right
set of libraries. If you are compiling with debugging info on, you must
link against the debug runtime libraries and use the debug versions of
the OSG libs and
Hi Danny,
you have to attach the image first and then draw the frame:
osg::ref_ptrosg::Image shot = new osg::Image();
shot-allocateImage(640, 480, 24, GL_RGB, GL_UNSIGNED_BYTE);
osg::ref_ptrosg::Camera camera = _viewer-getCamera();
camera-attach(osg::Camera::COLOR_BUFFER,
hi,
perhaps some input from the MS Windows event API: They differentiate
between key press and release events (WM_KEYDOWN/WM_KEYUP) using
virtual key codes and typed character events (WM_CHAR) which is the
UTF-16 code of a typo generated because of some key press.
The virtual key codes include
you
press 'a' or have shift pressed to get 'A' you still get 'a'?Or
are the WM_CHAR the raw keycodes?
W.r.t key presses/key releases. Are these just from the raw key
codes? Or the final modified character codes?
Robert.
On Thu, Jun 4, 2009 at 2:43 PM, Ralph Kern usene...@rk-se.de
hi Vincent,
Win32 has a 2GB limit on virtual adress space for any single process.
Microsoft decided for some reason to half down the available 4GB adress
space in 32 Bit.
There's some obscure workaround to up this limit to ~3GB, but it is only
working on some of the MS operationg systems. See
Bourdier schrieb:
Hi Ralf,
I'm already using the /3GB option, that's why I don't understand the
crash ...
Thanks.
Regards,
Vincent.
2009/6/8 Ralph Kern usene...@rk-se.de
mailto:usene...@rk-se.de
hi Vincent,
Win32 has a 2GB limit on virtual adress space for any single
Hi Otto,
do you also _disable_ all other pointers which might be set?
If for example texture pointer is set from other drawables, it surely
will crash when you overflow the current texture pointers size.
OpenGL state can be a beast...
regards Ralph
Am 15.03.2010 16:12, schrieb Otto Cologne:
Hi Chris,
why don't you just render the texture to another RTT / offscreen buffer
and read out the pixels... should be hardware accelerated
regards Ralph
Am 20.06.2011 10:53, schrieb Chris Denham:
Hi,
I have a question about extracting images from an IVE with compressed
textures.
I have a
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