Robert Osfield wrote:
> Hi Ralf,
>
> Thanks for the clarification, I'm afraid my trip meant not following
> threads too closely.
>
> I've reviewed the code and the if (!array->getVertex..()) line is
> wrong, and Ulrich pointed to the correct implementation.
>
> I've fixed the relevant code and c
And also I found good information that helped me figure this out in the
OSG Quick Start Guide and the OSG Reference Manual that I recently
purchased. Good job Paul... Every OSG'er should get themselves a copy
(even seasoned developers like me who have been using OSG for a number
of years).
Bob.
That's what I tried, based on what Paul said, and it seems to be working
well. Thanks...
Is there a #define for the "highest number renderbin" ?, or a safe
number to use?
Bob.
--
Vican, Justin E. wrote:
>
> Hi Bob,
> I've done this by deriving an osg::Drawable class, and o
Hi all,I just downloaded the new Version 2.2.0 of OpenScenGraph. All libraries and examples (after fixing a syntax error in file examples/osgtext/osgtext.cpp) let successfully build on my x86 GNU/Linux machine. But almost examples only show a blank screen now.Env. OSG_FILE_PATH and LD_LIBRARY_PATH
Gerrick,
If you can tolerate a few more questions...
Your UpdateTextureCallback class derives from
osg::Texture*D::SubloadCallback, is that correct?
What does your call to setSubloadCallback() look like? Thanks.
Ken.
Right. I'm not sure when the subload callback is actually triggered
Hi, Trying to do something simple and getting a poor framerate. I'm sure it's
just something I don't know about OSG and need to learn, perhaps you folks can
help. Basically, imagine a camera positioned above a grid with anywhere from
100 to 5000 quads of similar size shuffling around on the 2
Hi Mike,
I'd recommend setting the master camera's projection matrix so it
fills one side of the cube, then have the slave cameras just rotate
from this.
Have a look at how the View::setUpViewFor3DSphericalDisplay method is
set up. You won't need use render to texture of course or the final
slav
Hi Bob,
I've done this by deriving an osg::Drawable class, and overriding the
drawImplementation method to call my OGL code. I then stick this
drawable in a osg::Geode and insert into the scenegraph. This approach
has worked equally well with hand coded legacy OGL code and with code
generated by
Hi!
As a matter of fact, I would want the view to come back by
pressing some other key and that can be done using the setNodeMask()
function. thanks a lot...
Bye!
Sashidhar
On 10/19/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> Hi Shadhidar,
>
> On 10/19/07, Sashidhar Guntury <[EM
Thanks for the info. I downloaded the guide and I was running version
1.2. I just downloaded OSG 2.2 and I am in the process of installing
it.
Again thanks and I am pretty sure I will have more questions as time
goes on. Are the books mentioned on the site Paul gave me available in
books stor
2. would work, and a variant on that is to derive your own Drawable and
override drawImplementation() to issue your OpenGL calls. Again, you'd have
to assign a max render bin number to the Drawable's StateSet.
-Paul
>
> I have some 3rd party OGL code that needs to draw (add some 2D/3D
> decor
Robert Osfield wrote:
> Hi Christian,
>
> On 10/19/07, Christian Muschick <[EMAIL PROTECTED]> wrote:
>> Sorry to bother you again, but did you take a look at the other lines of
>> code I pointed out? I think the same problem exists there.
>>
>> line 1123:
>> if (!array->getVertexBufferObject()) vb
Is there a good example of texture subloading in OSG? I have a large
image and just want to replace small tiles of the texture. Can anyone
give me a few starting pointers?
Ken.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://list
Hi Garrett
A xine/Quicktime plugin is provide to read movie in OSG scene
Take a look to osgmovie examples.
But don't know any plugin to make a movie from an OSG Scene
David
2007/10/19, Garrett Potts <[EMAIL PROTECTED]>:
>
> Hello All:
>
> I have been perusing the source and examples and I
I have some 3rd party OGL code that needs to draw (add some 2D/3D
decorations) directly to the framebuffer after everything else is drawn
(i.e. right before swapBuffers).
What would be the best way to do this:
1. add a call in Viewbase.cpp to call the 3rd party draw() method right
before swapBuff
Hi Shadhidar,
On 10/19/07, Sashidhar Guntury <[EMAIL PROTECTED]> wrote:
> Oops, I forgot to mention that I'm not removing (i.e deleting)
> view variable. I actually tried that but since the destructor is protected,
> it would not work.
To delete just set all the ref_ptr to 0 and it'
Hi!
Oops, I forgot to mention that I'm not removing (i.e deleting)
view variable. I actually tried that but since the destructor is protected,
it would not work.
thanks!
Bye
On 10/19/07, Sashidhar Guntury <[EMAIL PROTECTED]> wrote:
>
> Hi!
>
> I'm using th
Hello All:
I have been perusing the source and examples and I was wondering if
there was a way to output movies in an OSG Scene. I know there are
pbuffers and you can probably latch on to pbuffer generation after
each framing and then couple to a movie generation library but I see
that th
Hi!
I'm using the latest version of OSG (2.2) and yeah, the view is
defined as a global variable.
These are the global variables I have defined.
osg::BoundingBox* bb;
osgViewer::CompositeViewer viewer;
osgViewer::View* topView;
osg::ref_ptr gc;
osg::ref_ptr traits;
to
Hi. You can download it from subversion repository with the following
command:
svn checkout http://www.openscenegraph.org/svn/Producer/osgProducer/trunk
osgProducer
Panagiotis Papadakos
On Fri, 19 Oct 2007, aurora restivo wrote:
> Hi!
>
> I need last release (source code) of osgProd
Hi!
I need last release (source code) of osgProducer, because I can't find
the link for download.
Please help me!
Aurora
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegrap
Hi Sashidhar,
Which version of the OSG are you using? I did some work in the 2.1.x
series to help make adding/removing views a bit more robust.
You call of viewer.frame() is something that you should drop as the
event handler you've written will be called from within frame, so you
are in effect
It has thread-safe support for multiple contexts as of v1.2.0.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 19 October 2007 09:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] glew and graphics contexts
Hi Wills,
On 10/19/07,
Hi!
I'm using the composite viewer, to make a program wherein there
are two views of the entire scene. The main view is spread across the screen
while the other view lies in a corner. I want the the smaller view to
disappear when I click on it (left click.) My handle function is --
bo
Hi Wills,
On 10/19/07, Wills Alan <[EMAIL PROTECTED]> wrote:
> Thanks for the reply. To answer your question, glew is being used by a
> 3rd-party library which I can't modify and which I'm integrating with my OSG
> stuff so I have to accommmodate it.
Does GLEW support multiple graphics contexts
Hi Robert,
Thanks for the reply. To answer your question, glew is being used by a
3rd-party library which I can't modify and which I'm integrating with my OSG
stuff so I have to accommmodate it.
Thanks,
Alan.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behal
Thanks for the positive feedback on the books. A Ref Man for v2.2 is in the
works.
I'd say MAXINT is your best bet for the last RenderBin.
Another thing to keep in mind is that multiple cameras could render to the
same window. If there's a second camera, even setting MAXINT on a bin in the
first
Thanks for the response. If you don't mind could you answer a couple
more questions?
What triggers the callbacks? How/where is the new data to be subloaded
associated with the callback function?
Thanks.
Hi Ken,
Basically you just need to setup a TextureSubloadCallback for your
specific
Hi Ken,
The callback is called on every frame, the callback is then
responsible for check to see if the subload is required. At least
that's what I remember, its about 5 years since I wrote or used the
code :-)
Robert.
On 10/19/07, Sewell, Kenneth R Civ USAF AFRL/RYZW
<[EMAIL PROTECTED]> wrote:
Hi Robert,
My own PSSM code and osgshadow both exhibit this problem. The code
you wrote that makes shadow cameras measure LOD distances from the
main camera's position works fine... until you introduce a LOD scale
on the main camera. The shadow cameras keep using a LOD scale of 1.0
instead of usi
Hi Ken,
Basically you just need to setup a TextureSubloadCallback for your specific
type of texture(1D,2D,3D).
This allows you to override the load and subload methods that you would
encounter in gl. Then set the
subloadcallback to your texture using:
Texture*D::setSubloadCallback(SubloadCallback*
Hi Garret, Hi David,
I ran into the same issue a few months ago. The solution I ended up
with was frame grabbing during each cycle. Afterwards, I strung the
frames back together into MOV/AVI/MPG movies with FFMPEG. It works, but
it will probably drop your frame rate significantly. I was able t
Hi Christian,
I've done a check through the code and changed where I think there are
issues - 4 more beyond the one I fixed earlier. I've checked these
changes in.
The changes I've made can be seen on the Tracs revision log:
http://www.openscenegraph.org/projects/osg/log/OpenSceneGraph/trunk/sr
Hi Christian,
On 10/19/07, Christian Muschick <[EMAIL PROTECTED]> wrote:
> Sorry to bother you again, but did you take a look at the other lines of
> code I pointed out? I think the same problem exists there.
>
> line 1123:
> if (!array->getVertexBufferObject()) vbo = array->getVertexBufferObject(
Hi Ralf,
Thanks for the clarification, I'm afraid my trip meant not following
threads too closely.
I've reviewed the code and the if (!array->getVertex..()) line is
wrong, and Ulrich pointed to the correct implementation.
I've fixed the relevant code and checked it into SVN.
Robert.
On 10/19/0
Hello y'all:
Thank you for the feedback. I will look into the FFMPEG source and
see what we can do.
Thank you again
Take care
Garrett
On Oct 19, 2007, at 11:19 AM, Vican, Justin E. wrote:
Hi Garret, Hi David,
I ran into the same issue a few months ago. The solution I ended
up with
Hi All,
I'm struggling to understand how to properly offset a slave in
osgViewer, and still have the perspectives line up for tiled and
CAVE-like displays.
For example, I have one OSG window to render the "left corner" of a
CAVE. The window has 2 cameras: The "left" camera has a viewport that
So the solution to the transparency sorting problem is simply to separate
the objects with transparency and those without? In example, I have a
opaque building with transparent windows in one single object, so I need to
make the windows a separate object before exporting?
[ ]´s
2007/10/18, Chris
i did like this at OSG version 1x (this gets a correct frustum)
Producer::Camera* camera = new Producer::Camera();
// Set frustum
camera->setLensFrustum(left, right, bottom, top, ch.frustum.nearClipping,
ch.frustum.farClipping);
// Set projection rectangle
camera->setProjectionRectangle(
HI Johan,
What is the high level viewer set up? Is this the master camera you
are setting? Do you have slaves?
Could the resize of the window be a factor here, I note that you are
turning off the LensAutoAspect in Producer, not doing the equivilant
on the OSG side i.e.
camera->setProjectionRes
Yes.
At least those kind of problems appearing on a dababase exported using OSGExp
is solved by a clear segregation of transparent(semi-transparent) faces from
opaque ones.
--
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62 1
On 10/19/07, Terry Welsh <[EMAIL PROTECTED]> wrote:
> Hi Robert,
> My own PSSM code and osgshadow both exhibit this problem. The code
> you wrote that makes shadow cameras measure LOD distances from the
> main camera's position works fine... until you introduce a LOD scale
> on the main camera. T
Right. I'm not sure when the subload callback is actually triggered but you
need a valid context so my first guess would be during the cull traversal
(anyone can correct me on this as I am just guessing). We derive our own
subloadCallback class that has a pointer to the texture
data (that's the _tm
43 matches
Mail list logo