Re: [osg-users] osgOcean showing up black screen
Hey Kim, That did it. All I had to do was change which nullmasks I chose to use for my own things. Thanks for the quick reply! :-D -Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36847#36847 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgOcean showing up black screen
Hi, I am using osgocean in my scene and also using a cullmask on the camera. When I set the cullmask on the camera I get a black screen and can't see the scene at all. I've tried setting the nodemask of the osgocean node to the nodemask but this doesn't change anything. the ocean node renders fine when i don't have a cullmask set on the camera. Any idea why this is? I would very much like to use nodemasks for things like culling out certain nodes so I would appreciate the help. Thank you! Cheers, Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36845#36845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgQt: compile error in moc_QGraphicsViewAdapter.cxx
yeh, to solve this i just manually cut out the whole chunk, which was on my machine: Code: #if !defined(Q_MOC_OUTPUT_REVISION) #error "The header file 'QGraphicsViewAdapter' doesn't include ." #elif Q_MOC_OUTPUT_REVISION != 62 #error "This file was generated using the moc from 4.7.0. It" #error "cannot be used with the include files from this version of Qt." #error "(The moc has changed too much.)" #endif and simply replaced with: Code: #include I am also on a windows machine and tried deleting the generated files, rerunning Cmake, etc... without success. What I did worked however. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33789#33789 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection and threading problem
[quote="Skylark"]Hello Markus, > > You're in control of your application's main loop, so you can > synchronize things the way you want. You can set a mutex that will make > it safe to run intersections at given times, and then unlock the mutex > to let the viewer run its update and cull phases safely. Yes, this does make sense. I am using the delta3d game engine as well so maybe what I'm asking is if there is any general way the check if osg is currently in a state where it is unsafe to act upon the scene? For instance, Is there any mutex that belongs to osg that I can wait on ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30707#30707 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection and threading problem
Skylark wrote: > Hi Markus, > > > > I'm using osg 2.9.8 and trying to do intersection tests in a thread. The > > code is real straightforwards and works well when not threaded: > > > > [...] > > > > Is this a known issue? > > > > Err, you say what you want to do, that it works when not threaded, but > not what happens when you try to do it in a thread. Do you get crashes? > Do you get error messages? Do you get erroneous results? > > Without this info it's hard to help you out... > > I don't see why it wouldn't work /a priori/, unless your thread is > running while some other part of your app is modifying the scene graph. > That might invalidate iterators that the IntersectionVisitor is using or > things like that, which might lead to crashes. > > J-S > -- > __ > Jean-Sebastien Guay > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum Thanks for addressing this Skylark. Yes, the application crashes due to what I think you described (accessing the scene graph while it is being modified) I am using osgEarth and running threads concurrently that need to intersect with the surface of the earth model. Is there any thread-safe way to achieve this without running everything on the main thread? More generally, is there a way to ensure that you only traverse the scene graph's nodes when you're supposed to? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30698#30698 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] intersection and threading problem
Hey all, I'm using osg 2.9.8 and trying to do intersection tests in a thread. The code is real straightforwards and works well when not threaded: Code: osg::ref_ptr intersector = new osgUtil::LineSegmentIntersector(start, end); osgUtil::IntersectionVisitor visitor(intersector); visitor.setLODSelectionMode(osgUtil::IntersectionVisitor::LODSelectionMode::USE_HIGHEST_LEVEL_OF_DETAIL ); osgEarthNode->accept(visitor); if(intersector->containsIntersections()) { osgUtil::LineSegmentIntersector::Intersections::const_iterator firstHit = intersector->getIntersections().begin(); worldIntersectionPosition = firstHit->getWorldIntersectPoint(); worldIntersectionNormal = firstHit->getWorldIntersectNormal(); return true; } Is this a known issue? -Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30183#30183 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Warning: TexEnv::apply(State&) - not supported.
Hey Robert, Yes this worked, thanks! I guess it was caching my GL3 option afterall. -Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29614#29614 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Warning: TexEnv::apply(State&) - not supported.
Hey all, I'm using the latest trunk (2.9.8) and encountering problems rendering just about all of the examples and the ones that do display anything show up strangely. On the console I get the errors like: Code: Warning: gluTesselation not supported. Warning: gluTesselation not supported. Warning: gluTesselation not supported. Warning: Material::apply(State&) - not supported. Warning: Material::apply(State&) - not supported. Warning: TexEnv::apply(State&) - not supported.. I've tried building against opengl 1 & 2 alone after getting this compiling against opengl 3 and tried recompiling multiple times with and without the OSG_GLU_TESS_CALLBACK_TRIPLEDOT option enabled in cmake. I've even tried switching video cards and drivers from a Nvidia Quadro to an ATI HD4850 Radeon! To no avail... what is going on? -Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29606#29606 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.2 compile error...
Thanks Alberto! This helped. More specifically, disabling this option helped to allow osgUtil to build. (building osg 2.9.6) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21577#21577 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged
Hey, I would also like to add that I couldn't compile against OpenGL 3 without changing Plugins qt references to GL_BGRA_EXT to GL_BGRA. It seems GL_BGRA_EXT has been removed completely from the latest GL3.h header. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21444#21444 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgEarth - fade layers not working
I am using a Gigabyte HD4850 (which is really an ATI Radeon HD 4850) It turns out that perhaps I was mistaken in it not "working". It just is not working in the way that I thought it would. When I approach earth, the layers do indeed fade, but the behavior that I was expecting was that I could call fadelayernode to make a currently visible layer partially transparent without the need for the camera to move. Is this possible or is fadelayernode just a method by which we can set a certain LOD level to be a point at which we fade to another layer? Sorry for the mixup. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18529#18529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgEarth - fade layers not working
Hey all, I have a problem using osgEarthUtil::FadeLayerNode in osgearth_1.2_T2009-08-12 compiled against osg 2.8.2. I try using the following code: Code: osgEarthUtil::FadeLayerNode *fadeLayerNode = osgEarthUtil::FadeLayerNode(osgEarthNode->getMap()); for (unsigned int i = 1; i < numImageLayers; ++i) fadeLayerNode->setOpacity(i, 0.0f); Yet I can still see all the layers. I've also tried setting elevation update callbacks and that didnt help. I am just following the example of the included osgearth_fadelayers, but I notice that even in this example, when I set all layers to opacity 0.0f, I still can see them. Any ideas? :( -Markus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18415#18415 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org