OSG provides some preset uniforms for doing this sort of thing.
See this link for a very useful GLSL cheat sheet with some OSG specific
stuff on it:
http://www.opengl.org/sdk/libs/OpenSceneGraph/glsl_quickref.pdf
I think osg_ViewMatrix and/or osg_ViewMatrixInverse could be what you
are lookin
On 5/30/07, Bryan Berg <[EMAIL PROTECTED]> wrote:
How do I build the 1.9 binaries ?
For the 1.9.x dev series there are only binaries for debian, but not
for other platforms, in the run up to 2.0 we should start to test
binaries.
Apparently this is needed to run 'simple' app from QSG (Quick St
Hi Chris,
I don't know what the issue is. Is this paging system in any way
related to the standard OSG paging support via PagedLOD and
DatabasePager? These load balance for you, both in managing the about
of OpenGL objects download as well as removing expired subgraphs.
Robert.
On 5/31/07, Ch
Hi Paul,
You need to re-red my post from yesterday evening explaining how users
can work at different levels of granulatity. The crux is that user
can if he wishes set the view matrix after the update traversal, its
not normal for this to happen, but its perfectly doable and reasonable
thing to
Hi J.P.
Must admit I haven't used trylock in the OSG which is possibly why we
haven't hit upon this issue before.
The behavior between Linux and Windows absolutely should the same as
far as we can make it. The linux implementation also is the one that
is correct and appropriate to use as the re
On 5/31/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
Since I didn't get any replies the first time around, I'd like to
offer a possible solution.
What if the main visualization app sent queries (TCP/IP, IPC, etc.) to
another process which performed all the intersection tests.
Admittedly, this i
On 5/31/07, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Thoughts...comments?
It would be interesting to know how compact one can make the intersect
app. Can one get away without an openGL context? Can one drop all
cull/draw related updates? If you find answers to these I'm sure others
will be inter
Hi,
Robert Osfield wrote:
> Hi J.P.
>
> Must admit I haven't used trylock in the OSG which is possibly why we
> haven't hit upon this issue before.
The same actually happens with lock() on win32 with
USE_CRITICAL_SECTION. I just used trylock() in the example to show the
return value problem.
cu
Hi,
I have two questions concerning closing a window which uses the
Producer::RenderSurface.
1. I wrote a class which has a camera, a rendersurface and a render
context. Its task is to display images which will be drawn to the render
context by using glDrawPixels.
I set it up like this:
os
> Thanks for the info. I had just about come to the conclusion that was what
> I
> would have to do. I think it can wait till tomorrow now, it has been a
> long
> day!
>
> Roger
>
>
I anyone is interested the quick fix I found was.
1. Download Mike's 3rd part binaries and stick them the direc
Good question... I am also interested on having good build reports.
A long time ago I worked on a batch system using NANT (
http://nant.sourceforge.net/) and I was able to know a lot of things about
the build, but I really don't remember how...
If I found some time I will try to look further to th
Hi Oliver,
These are pure Producer question, so based asked on the Producer-users
mailing list.
Robert.
On 5/31/07, Oliver Kutter <[EMAIL PROTECTED]> wrote:
Hi,
I have two questions concerning closing a window which uses the
Producer::RenderSurface.
1. I wrote a class which has a camera,
ok, thanks,
ehhmm, can you tell me, where to find and where to subscribe to this
mailing list? I can't find it with google and there is no link on the
producer's page.
regards,
Oliver
Robert Osfield schrieb:
Hi Oliver,
These are pure Producer question, so based asked on the Producer-users
http://www.andesengineering.com/mailman/listinfo/producer-users
El Jueves 31 Mayo 2007, Oliver Kutter escribió:
> ok, thanks,
>
> ehhmm, can you tell me, where to find and where to subscribe to this
> mailing list? I can't find it with google and there is no link on the
> producer's page.
>
> rega
El Jueves 31 Mayo 2007, Oliver Kutter escribió:
> 2. What is the best way to delete ref_ptr objects?
>
> _camera.release()
> or
> _camera.unref()
> or another way, which I don't know yet?
Can't you just let the ref_ptr go out of scope?
___
osg-users mail
Sherman
In my terrain model (2GB) I had to produce accurate height data when
needed for various purposes and decided the simplest (and most accurate)
was to retain a height grid (a simple 2D matrix that is a lot smaller
than the terrain model) and interpolate directly from it and not do
inter
I don't know! _camera is a member variable. What happens to it when I
destroy the object? Is the reference counter automatically decreased and
_camera automatically deleted?
Alberto Luaces schrieb:
El Jueves 31 Mayo 2007, Oliver Kutter escribió:
2. What is the best way to delete ref_ptr ob
El Jueves 31 Mayo 2007, Oliver Kutter escribió:
> I don't know! _camera is a member variable. What happens to it when I
> destroy the object? Is the reference counter automatically decreased and
> _camera automatically deleted?
Yes, if it is a member variable, when the object is destroyed, _camer
Hi,
I'm in the process of integrating OSG into a gui toolkit. I'm using a
composite viewer and
can see my sample geometry on the window canvas. Howerver, the rendered
geometry is
distorted in the y direction of the window. Can anyone tell me what I
have missed in my
toolkit integration. The follo
The paging and rendering system are our own, the paging system uses a
seperate thread to load the terrain and create the drawables. I know the
threading isn't the issue as this problem was around before the threading
was put in. The renderer is just a brute force terrain renderer at the
moment, on
Could you provide a screenshot illustrating the distortion?
W.r.t othographic projection, see include/osg/Camera header for its
setProjectionMatrxiAsOrtho2D. Also see the example osghud.
Robert.
On 5/31/07, Johannes Brunen <[EMAIL PROTECTED]> wrote:
Hi,
I'm in the process of integrating OSG
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Hash: SHA1
Chris Ferrer wrote:
> The paging and rendering system are our own, the paging system uses a
> seperate thread to load the terrain and create the drawables. I know the
> threading isn't the issue as this problem was around before the
> threading was put
Hi Robert,
after some experimentations I found that the distortion has its origin
in the rectangle of the embedding window. If I create the window
with aspect ratio 1, then the distortion is gone. On the other side,
when I create the window with an aspect ratio unequal to 1 and
create the viewpor
Hi Chris,
The OSG has already solved all these problems, you just need to use
the built in DatabasePager. You can implement procedural terrain
generation via your own custom pseudo plugin and let it generate all
the geometry for you. Use PagedLOD to specifying the tiles to
generate via its file
Hi Johannes,
You should set up the projection matrix appropriate for the original
viewport dimensions that you set it up for, and subsequent resizes
after that will have the appropriate aspect ratios.
Robert.
On 5/31/07, Johannes Brunen <[EMAIL PROTECTED]> wrote:
Hi Robert,
after some experim
ok, I let the reference pointer do his thing, and now it works and my
window problem is also solved. I didn't do anything to the member
variables and the window and its border disappeared, but the used memory
increases about 2MB, everytime I delete a window. Hmmm!
Alberto Luaces schrieb:
El J
Hello,
I am still new to osg. I want to move the lightsource with keyboard
inputs. I already read the tutorials for the keyboard inputs, but i
won't work. I have created a osg::lightsource *ls and a callback. I set
the position with ls->getLight()->setposition(...). I have attached the
callba
Hi all,
it's me again with a supposably simple question but I'm not only interested
in a solution but in the backround and the suggested way as well.
Situation: on my Gentoo-machine I download, 'cmake...', 'make' and 'make
install' OpenSceneGraph and everything works.
On an Ubuntu-machine I do t
Yep, the CRITICAL_SECTION code was my change. There were bugs reported in
the old code, and moving to CRITICAL_SECTION seemed like a wonderful
simplification. I admit I didn't read the OpenThreads documentation, so was
not aware that a thread should block itself in this case. CRITICAL_SECTION
doesn
Hello,
Most OpenGL 2.0 drivers support NPOT textures as Texture2Ds (without
using TextureRectangle ARB extensions) as per the OpenGL 2.0 spec. Yet
OpenSceneGraph still resized an NPOT texture to power of two
dimensions when used in a Texture2D, even when OpenGL 2.0 is present.
Why is this
Hello Roger,
It worked for me.
Great to see you got it to work the way you wanted. Happy coding,
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
Apparently my confusion stemmed from the fact that I thought we were
discussing a solution in the osgviewer application. This seemed like the
logical place to me, given that the analogous playback support is located in
the osgviewer app.
However, given that osgProducer had record support embedded,
On 5/31/07, Paul Martz <[EMAIL PROTECTED]> wrote:
Yep, the CRITICAL_SECTION code was my change. There were bugs reported in
the old code, and moving to CRITICAL_SECTION seemed like a wonderful
simplification. I admit I didn't read the OpenThreads documentation, so was
not aware that a thread shou
Hi J-S,
While OpenGL 2.0 drivers support NPOT, not all hardware supports it,
so you end up with a software fallback. Unfortunately in OpenGL there
is no mechanism for detecting when software rendering will be used -
its just happens to you, suddenly your framerate drops from 60hz down
to 1Hz.
T
Ok I tried to use a drawable cull callback. It seems to work but there
are several behaviour that I don't understand.
Is it normal that no backface seems to be culled? Even if I'm in
CLUSTER_CULLING mode.
What if I derived from ClusterCullingCallback instead of Drawable::CullCallback?
Is it nor
El Jueves 31 Mayo 2007, Oliver Kutter escribió:
> the used memory
> increases about 2MB, everytime I delete a window. Hmmm!
I'm not sure of what is happening. I also don't know if the operating system
marks a block of memory as free as soon as it is released in the program. If
your code is small
Hi Leonid,
osgIntrospection exposes sufficient information to create a fairly
complete language binding. It exposes the full set of OSG classes and
types, and all functions with the exception of operators and global
functions.
If you're just starting out with osgIntrospection, I'd also recommend
On 5/31/07, Paul Martz <[EMAIL PROTECTED]> wrote:
Apparently my confusion stemmed from the fact that I thought we were
discussing a solution in the osgviewer application. This seemed like the
logical place to me, given that the analogous playback support is located in
the osgviewer app.
However,
On Thu, 2007-05-31 at 15:02 +0100, Robert Osfield wrote:
> On 5/31/07, Paul Martz <[EMAIL PROTECTED]> wrote:
> > Apparently my confusion stemmed from the fact that I thought we were
> > discussing a solution in the osgviewer application. This seemed like the
> > logical place to me, given that the
Hi Michael & Robert,
I found the problem. Now everything works OK.
Is not necessary to switch off the display lists.
I didn't realize that the selected model wasn't loading correctly,
that was becasuse in this Developer Releases the plugin DLL's
are in different folders, so the .osg files didn't
Hello Robert,
When used with a node that has an osg::Program attached to its
StateSet, the current implementation of osgFX::Scribe draws the
wireframe using that osg::Program as well. The result is that the
wireframe is not in the constant color that was specified, but shaded
the same way
Miguel,
I'm very glad that it is working for you. Hopefully it will meet your
requirements or at least give you a jump start for your application.
Mike Hartman
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Miguel Martinez
Sent: Thursday, May 31, 2
On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
If you are willing to duplicate all the paged data then you could just
run a separate process in the background of the graphics app that
works entirely on its own scene graph, and has its own paging code.
Is it strictly necessary to duplicat
Hi Mike,
I noticed the same thing, except that if I let the build go long enough
it eventually spits out the compilation output. For some reason VS 2005
appears to be buffering the output with a fairly large buffer. I saw
one report of this being fixed in VS 2005 SP1, but I haven't had the
chanc
Hello Robert,
While OpenGL 2.0 drivers support NPOT, not all hardware supports it,
so you end up with a software fallback.
I think you can query the driver to see if
ARB_texture_non_power_of_two is supported, and if it is, then don't do
the resize. This symbol will be defined by default if
On 5/31/07, Jonathan Richard <[EMAIL PROTECTED]> wrote:
Ok I tried to use a drawable cull callback. It seems to work but there
are several behaviour that I don't understand.
Is it normal that no backface seems to be culled? Even if I'm in
CLUSTER_CULLING mode.
What if I derived from ClusterCull
Jean-Sébastien Guay wrote:
Hello Robert,
While OpenGL 2.0 drivers support NPOT, not all hardware supports it,
so you end up with a software fallback.
I think you can query the driver to see if ARB_texture_non_power_of_two
is supported, and if it is, then don't do the resize. This symbol will
Hi J-S,
I don't believe its safe to just void the using of shaders, as the
shaders may well move the geometry around, or cull fragments so
disabling this could result in the wireframe being in the wrong place.
There isn't an easy solution this I'm afraid, shaders are easy to just
tweak a specifi
On 5/31/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> If you are willing to duplicate all the paged data then you could just
> run a separate process in the background of the graphics app that
> works entirely on its own scene graph, and has
Hi J-S,
Checking the extension isn't good enough a test, as OpenGL 2.0 needn't
support this extension, and it doesn't tell us whether its actually
hardware accelerated, it just is this available.
Robert.
On 5/31/07, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote:
Hello Robert,
> While OpenGL 2
On 5/31/07, Eric Sokolowsky <[EMAIL PROTECTED]> wrote:
Jean-Sébastien Guay wrote:
> Hello Robert,
>
>> While OpenGL 2.0 drivers support NPOT, not all hardware supports it,
>> so you end up with a software fallback.
>
> I think you can query the driver to see if ARB_texture_non_power_of_two
> is s
On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
On 5/31/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
> On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > If you are willing to duplicate all the paged data then you could just
> > run a separate process in the background of the graphi
Hi Robert,
I don't believe its safe to just void the using of shaders, as the
shaders may well move the geometry around, or cull fragments so
disabling this could result in the wireframe being in the wrong place.
You're right. Is there a more generic solution? Can an osg::Program be
made tha
Hi Sherman,
On 5/31/07, sherman wilcox <[EMAIL PROTECTED]> wrote:
Just to be clear, when I say sharing, I'm referring to sharing the
.ive files on disk and not sharing a single pager within the same
process, etc.
Sharing files on disk won't be an issue at all.
Consider the following scenario
Hello Robert,
Checking the extension isn't good enough a test, as OpenGL 2.0 needn't
support this extension, and it doesn't tell us whether its actually
hardware accelerated, it just is this available.
It's my understanding that the extension is defined by definition if
the driver is OpenGL
Hi All,
Today I've trying to get a GLSL program to generate tex coords in the
same way as non shader texgen works. I've read up the orange book on
the topic, and also searched the web for inspriation, and what I've
written look like should work, but it doesn't :-|
The vertex program I've kept s
This is a pointless discussion, its been hashed out several years ago
when the feature was introduced, the solution we have is the best we
could come up with - THERE ISN'T AN EASY SOLUTION.
On 5/31/07, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote:
Hello Robert,
> Checking the extension isn't g
osgcamera and osgmultiplecameras examples have no performance increase
with different threading models. Can anyone confirm similar results?
I'm running on a Windows XP system, with 2xIntel core Duo 2 processors
and 2xNvidia Quadro FX 3500 graphics cards with 4 monitors attached.
I have modifie
Quoting Robert Osfield <[EMAIL PROTECTED]>:
This is a pointless discussion, its been hashed out several years ago
when the feature was introduced, the solution we have is the best we
could come up with - THERE ISN'T AN EASY SOLUTION.
Several years ago OpenGL 2.0 wasn't as widespread as it is n
Hi,
suppose I'm loading two osg models, both using textures and define
them to be on the same texturing unit, will the system change one of
them, or every time one of them will be rendered the texture will be
replaced, or there will be an error and both will use the same
texture?
another question
I missed the first post on this thread.
Am I correct in assuming that osgEphemeris and osgTDS build fine with OSG
v1.2, and that any problems are only encountered when trying to build them
with OSG post-1.2?
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Do
Hi Robert,
We have done this in our app and used the section of the code that you have
in the #else section
without problems *EXCEPT* we had to use *beta drivers* on linux (RHEL_4 at
the time) for a while. This was probably up until around Jan/Feb when nvidia
released new drivers. Now things are w
If the GPU is the gating factor then threading on the CPU will make
little difference.
On 5/31/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
osgcamera and osgmultiplecameras examples have no performance increase with
different threading models. Can anyone confirm similar results?
I'm runn
HI Gerrick,
I have only drivers so I'll go get the latest and hope that they don't
break anything else along the way.
Cheers,
Robert.
On 5/31/07, Gerrick Bivins <[EMAIL PROTECTED]> wrote:
Hi Robert,
We have done this in our app and used the section of the code that you have
in the #else sectio
here's what we're running:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 8800 Ultra/PCI/SSE2
OpenGL version string: 2.1.0 NVIDIA 97.55
On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
HI Gerrick,
I have only drivers so I'll go get the latest and hope that they
Hi Gerrick,
I just download and installed 2.1 / 97.55 and it fixes the tex gen
issues complete, I'm not going mad after all :-)
Thanks for you hint, saved me much work!!
Robert.
On 5/31/07, Gerrick Bivins <[EMAIL PROTECTED]> wrote:
here's what we're running:
OpenGL vendor string: NVIDIA Corpo
No prob!
;)
biv
On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Gerrick,
I just download and installed 2.1 / 97.55 and it fixes the tex gen
issues complete, I'm not going mad after all :-)
Thanks for you hint, saved me much work!!
Robert.
On 5/31/07, Gerrick Bivins <[EMAIL PROTECT
Robert Osfield wrote:
> Finally with testing the reading and writing of files in isolation try :
>
> osgconv cow.osg test.osg
Hmmm,
Robert I tried the above with OSG_NOTIFY_LEVEL set to DEBUG when I executed
osgconv did the work but then hung at the end like some of the other apps have
been
Hi Brian,
I wonder if something silly like stio support is being unloaded before
the plugins, or something equally as daft. We've seen this problem
under OSX a long while back and had to avoid doing
osg::notify(osg::NOTICE)<<"mess..." on several key destructors to
avoid problems. These problems
Ok. Thank you for your suggestions. I think osgIntrospection::Reflection and
osgLua are good starting points.
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osg-users mailing list
osg-users@openscenegraph.net
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/
I put this together during lunch today if anyone is interested in trying
it out (I'll submit formal files when it's done, Robert). Basically, it
tries to emulate the old osgProducer "camera animation" functionality
(which we've been discussing in another thread). It is a patch against
SVN as of a f
On Thu, 2007-05-31 at 15:11 -0600, Paul Martz wrote:
> Thanks, Jeremy. I appreciate your work on adding this capability back into
> OSG. My only comments are:
>
> * Use 'z' to start recording and 'Z' to stop and start playing back, like
> in the OSG 1.2 release.
> * Save the data to "saved_anima
Thanks, Jeremy. I appreciate your work on adding this capability back into
OSG. My only comments are:
* Use 'z' to start recording and 'Z' to stop and start playing back, like
in the OSG 1.2 release.
* Save the data to "saved_animation.path" like in the OSG 1.2 release.
I'm not trying to be a j
Hi,
So I finally realized that I needed to use cmake to build the latest
version of osg.
I've gone through the steps and think I at least did some stuff right but
I wasn't sure what to specify for the vrml include and library option.
Here's what I put.
libary:
Berg/Desktop/osg1.9.6/OpenSceneGr
So wait, what's the migration path for all the osgsimpleviewerFoo
examples. I don't want to rewrite everything (again).
On 5/29/07, Paul Martz wrote:
> > If I can I would like to replace SimpleViewer by Viewer
this week,
> > since I think that will just simplify life all round, the
QSG will
> >
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