[osg-users] set up OSG
i need help in correctly configure the OSG to work with VS2008 can any one please help me ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem installing and running Open scene graph
Hello iam a new user to OSG i tried to install it under win XP SP3 with MS visual studio 2008 : i used the steps in the site : http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio follower or combined with the steps in the text OsgInstallationOnWindows.rar: except for the step : - C/C++ -> Language -> Enable Run-Time Type Info -> Yes (/GR) i replace it with the step : - C/C++ -> Language -> Enable Run-Time Type Info -> Yes now i tried to run the file OSGviewer application . it is compiling and linking with no problem but when i run it it throw an exception at the following line : arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName()); i tried other examples but they all give me exceptions can any one please help me . thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Need Simple Example
Hello : ia trying to load a 3ds modle and navigate or "drive through it " i can notfollow the exact steps can any one send me a simple program that create a new scene graph and display it in one window thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] channel view
> Hello > > i need to change the channel view for my scene > also i want to attach a node to the view point can any one > send me the needed functions or code ? > > also i was wonder is there a programing guid or man pages > explain the functions built in the OSG > > thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] upper view
I need to change my chnnel or camera view for an upper view i tried to to use : osg::Matrix lookAt; lookAt.makeLookAt(osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 0.0f)); viewer.getCamera()->setViewMatrix(lookAt); but the program crashed i tried to use : viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.getCameraManipulator()->setHomePosition(osg::Vec3d(0.0,-5.0,0.0),osg::Vec3d(0.0,0.0,0.0),osg::Vec3d(0.0,0.0,1.0)); but nothing happened can any one help me ?? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] change the view point level
iam running viewer when i use the drive mode i need to change the view point level and angle . is there a function for this ??? thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Transfer object
Hello : i need to make object transfere with my current view point ? so i think i need a function to get the current view point and add it to a translate matrix is this possible ?? what function or lib can i use ? thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] current View Point
i need the function to get the current view point ?? can any one help me? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] current View Point
hi : iam creating a program that have two windows one i make a drive in it and the other is like a map i want to put indecator in the 2nd window that indicate my current position in the first one i used the following code but nothing happend: // Projection and ModelView matrices osg::Matrixd proj; osg::Matrixd mv; ... proj = cameraL->getProjectionMatrix(); mv = cameraL->getViewMatrix(); // Create parent MatrixTransform to transform the view volume by // the inverse ModelView matrix. osg::MatrixTransform* mt = new osg::MatrixTransform; mt->setMatrix( osg::Matrixd::inverse( mv ) ); mt->addChild( loadedMode35 ); Mainroot->addChild(mt); ... can some one tell me where iam going wrong ?? tahnks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] current View Point
i have two viewers and put the scene in groups one for the whole scene and one for the pointer i want to move: osg::Group* root = new osg::Group; // groupp have all other objects osg::Group* Mainroot = new osg::Group; // the whole scene Mainroot->addChild(root); osgViewer::Viewer viewer; osgViewer::Viewer viewer1; //set left camera for left view osg::ref_ptr cameraL = new osg::Camera; ... // add the matrix transformation osg::MatrixTransform* mt = new osg::MatrixTransform; mt->setMatrix( cameraL->getViewMatrix() ); mt->addChild( loadedMode35 ); Mainroot->addChild(mt); viewer.setCameraManipulator( keyswitchManipulatorL.get() ); //set right camera for the right view osg::ref_ptr cameraR = new osg::Camera; viewer1.setCameraManipulator( keyswitchManipulatorR.get() ); //load data for each viewer viewer.setSceneData( root); viewer1.setSceneData( Mainroot); //run the viewer while( !viewer.done() ) { // fire off the cull and draw traversals of the scene. viewer.frame(); viewer1.frame(); } now the object i used did not move what is the problem ?? --- On Wed, 12/17/08, Vincent Bourdier wrote: > From: Vincent Bourdier > Subject: Re: [osg-users] current View Point > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" > > Date: Wednesday, December 17, 2008, 2:46 AM > Hi, > > Please, make replies to your posts ! do not make a new > thread each time ... > If you reply to your post, we will have all the mailing > history of this > question, and we can see the evolution of the problem. > > Next, just with this code, we cannot see what the problem > is. > Tell us what is good in your code, what you want to do with > this code... > > For your problem : maybe it works, but you need a callback > or a loop to see > the matrix changing in real-time... Not easy to understand > this little peace > of code without more explanations. > > Regards, >Vincent. > > 2008/12/16 olfat ibrahim > > > hi : > > > > iam creating a program that have two windows one i > make a drive in it and > > the other is like a map i want to put indecator in the > 2nd window that > > indicate my current position in the first one > > > > i used the following code but nothing happend: > > > > > > // Projection and ModelView matrices > >osg::Matrixd proj; > >osg::Matrixd mv; > > ... > > proj = cameraL->getProjectionMatrix(); > > > > mv = cameraL->getViewMatrix(); > >// Create parent MatrixTransform to > transform the view > > volume by > >// the inverse ModelView matrix. > >osg::MatrixTransform* mt = new > osg::MatrixTransform; > >mt->setMatrix( > osg::Matrixd::inverse( mv ) ); > >mt->addChild( loadedMode35 ); > >Mainroot->addChild(mt); > > > > ... > > > > > > can some one tell me where iam going wrong ?? > > > > > > tahnks > > > > > > > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] current View Point
sorry for much truble but i looked and found two ways can not understand how they work the first way is to use call back : so i added to the code : class UpdateCallback : public osg::NodeCallback { virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { std::cout<<"update callback - pre traverse"<setUpdateCallback(new UpdateCallback()); but it made no changes. the second way : i added to the code : // Given a Camera, create a wireframe representation of its // view frustum. Create a default representation if camera==NULL. osg::Node* makeFrustumFromCamera( osg::Camera* camera ) { osg::Node* loadedMode35 ; loadedMode35 = osgDB::readNodeFile("red.3DS"); // Projection and ModelView matrices osg::Matrixd proj; osg::Matrixd mv; if (camera) { proj = camera->getProjectionMatrix(); mv = camera->getViewMatrix(); } else { // Create some kind of reasonable default Projection matrix. proj.makePerspective( 30., 1., 1., 10. ); // leave mv as identity } // Get near and far from the Projection matrix. const double near = proj(3,2) / (proj(2,2)-1.0); const double far = proj(3,2) / (1.0+proj(2,2)); // Get the sides of the near plane. const double nLeft = near * (proj(2,0)-1.0) / proj(0,0); const double nRight = near * (1.0+proj(2,0)) / proj(0,0); const double nTop = near * (1.0+proj(2,1)) / proj(1,1); const double nBottom = near * (proj(2,1)-1.0) / proj(1,1); // Get the sides of the far plane. const double fLeft = far * (proj(2,0)-1.0) / proj(0,0); const double fRight = far * (1.0+proj(2,0)) / proj(0,0); const double fTop = far * (1.0+proj(2,1)) / proj(1,1); const double fBottom = far * (proj(2,1)-1.0) / proj(1,1); // Create parent MatrixTransform to transform the view volume by // the inverse ModelView matrix. osg::MatrixTransform* mt = new osg::MatrixTransform; mt->setMatrix( osg::Matrixd::inverse( mv ) ); mt->addChild( loadedMode35 ); return mt; } and i was suppose to change the loop to : while (!viewer.done()) { // Update the wireframe frustum root->removeChild( 0, 1 ); root->insertChild( 0, makeFrustumFromCamera( viewer.getView( 0 )->getCamera() ) ); viewer.frame(); } but i was not sure what is this suppose to do ?? also i did not find "viewer.getView" function or equivelant to it is there some way to help me fix or understand one of the two previous ways or is there a way to directly update the node positon from the camira position in the loop like using : osg::NodeCallback* nc = new osg::AnimationPathCallback( ),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees()); transform->setUpdateCallback(nc); or transform(x,y,z) rotate (h,p,r); and get it directly from the current camera position matrix ? please help --- On Wed, 12/17/08, Vincent Bourdier wrote: > From: Vincent Bourdier > Subject: Re: [osg-users] current View Point > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" > > Date: Wednesday, December 17, 2008, 3:09 AM > Each frame, you have to update your matrix. For the moment > you set it, next > you frame() the viewer, nothing more. Matrix will no update > itself. > > To update it, do it in the viewer loop (after/before > frame()), or create a > new nodeCallback. Have a look on nodeCallback to see how to > use it. > > Regards, >Vincent. > > 2008/12/17 olfat ibrahim > > > i have two viewers and put the scene in groups one for > the whole scene and > > one for the pointer i want to move: > > > > osg::Group* root = new osg::Group; // groupp have all > other objects > >osg::Group* Mainroot = new osg::Group; // the > whole scene > >Mainroot->addChild(root); > > > > osgViewer::Viewer viewer; > > osgViewer::Viewer viewer1; > > > > //set left camera for left view > > osg::ref_ptr cameraL = new > osg::Camera; > > ... > > // add the matrix transformation > > osg::MatrixTransform* mt = new osg::MatrixTransform; > > mt->setMatrix( > cameraL->getViewMatrix() ); > > mt->addChild( loadedMode35 ); > >Mainroot->addChild(mt); > > > > viewer.setCameraManipulator( > keyswitchManipulatorL.get() ); > > > > //set right camera for the right view > > osg::ref_ptr cameraR = new > osg::Camera; > > > > viewer1.setCameraManipulator( > keyswitchManipulatorR.get() ); > > > > > > > > //load data for each viewer > > viewer.setSceneData( root); > > viewer1.setSceneData( Mainroot); > > > > > > //run the vie
[osg-users] my current position
--- On Wed, 12/17/08, olfat ibrahim wrote: > From: olfat ibrahim > Subject: my current position > To: "OSG" > Date: Wednesday, December 17, 2008, 9:01 AM > i am using keyswitchManipulator : > > i need to print my current location while iam driving in > the scene : > > i tried the functions : > > keyswitchManipulatorL->getMatrix() > viewer.getCamera()->getViewMatrixAsLookAt(eye, center, > up) > cameraL->getViewMatrixAsLookAt(eye, center, up) > > all of those does not get me my moving statuse . > i need my x,y,z and h,p,r current position ; > > is there a function should i call to get me what i need ? > > thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] my current position
thanks again for your help : but i have another problem : while( !viewer.done() || !viewer1.done() ) { viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up); cout << "eye2 " << eye.x() << " " << eye.y() << " " << eye.z() << endl; cout << "center " << center.x() << " " << center.y() << " " << center.z() << endl; cout << "up " << up.x() << " " << up.y() << " " << up.z() << endl; osg::Matrixd m(viewer.getCamera()->getViewMatrix()); mt->setMatrix(osg::Matrix::translate(eye.x(),eye.y(),eye.z())* osg::Matrix::rotate(m.getRotate().inverse())); i tried m.getRotate().inverse() and m.getRotate() they rotate the object but i the wrong way they flip it does any one have recomendations ?? --- On Wed, 12/17/08, Vincent Bourdier wrote: > From: Vincent Bourdier > Subject: Re: [osg-users] my current position > To: olfat_ibra...@yahoo.com > Date: Wednesday, December 17, 2008, 9:58 AM > You can do it using different things: > > * You get eye, center, up . With theses vector, you can > compute the front, > up, side vectors of the camera, an so compute the rotation. > (eye is camera position, center is the point the camera > look at) > > * You can get the matrix from the manipulator, and > getRotation from it. You > will have the quaternion representing the rotation. (or > rotation inverse, I > don't remember) > > * you can get the matrix from manipulator, and use > getFrontVector(...), > getSidevector() and getUpVector() from it. After that, just > compute the > rotation. > > Vincent. > > > 2008/12/17 olfat ibrahim > > > you were right thank you very much > > now i need to get the H P R > > > > by H P R i mean the rotation arround x ,y , z axis . > > > > > > i tried the three functions in the following mannare : > > > > osg::Vec3f eye; > >osg::Vec3f center; > >osg::Vec3f up; > > > >osg::Vec3f eye1; > >osg::Vec3f center1; > >osg::Vec3f up1; > > > >osg::Vec3f position; > >osg::Matrixd > m(keyswitchManipulatorL->getCoordinateFrame(position)); > > > >while( !viewer.done() || !viewer1.done() ) > >{ > >cameraL->getViewMatrixAsLookAt(eye1, > center1, up1); > > > viewer.getCamera()->getViewMatrixAsLookAt(eye, center, > up); > >osg::Matrixd > > > m(keyswitchManipulatorL->getCoordinateFrame(position)); > > // cout << position.x << > position.y << position.z << endl; > >cout << "eye " << > position.x() << " " << position.y() > << " " > > << position.z() << endl; > > > >cout << "eye " << > eye.x() << " " << eye.y() << > " " << > > eye.z() << endl; > >cout << "center " > << center.x() << " " << > center.y() << " " > > << center.z() << endl; > >cout << "up " << > up.x() << " " << up.y() << > " " << up.z() << > > endl; > > > > > > cout << "eye " << > eye1.x() << " " << eye1.y() << > " " << > > eye1.z() << endl; > >cout << "center " > << center1.x() << " " << > center1.y() << " > > " << center1.z() << endl; > >cout << "up " << > up1.x() << " " << up1.y() << > " " << up1.z() > > << endl; > >// fire off the cull and draw traversals of the > scene. > >viewer.frame(); > >} > > > > can any ong give me ideas ?? > > > > > > --- On Wed, 12/17/08, Vincent Bourdier > wrote: > > > > > From: Vincent Bourdier > > > > Subject: Re: [osg-users] my current position > > > To: olfat_ibra...@yahoo.com, "OpenSceneGraph > Users" < > > osg-users@lists.openscenegraph.org> > > > Date: Wednes
[osg-users] synchronize two view windows
hello : i need to synchronize two view windows . i created two views and one key switch Manipulator i want as i walk in one window my view synchronized in the other window with solaly differ view. this is my try but it is drive in the first view but no moves happened in the second view : while( !viewer.done() || !viewer1.done() ) { viewer.getCamera()->getViewMatrixAsLookAt(eye, center, up); viewer1.getCamera()->setViewMatrixAsLookAt(eye, center, up); viewer.frame(); viewer1.frame(); } what iam doing wrong ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Stereo Problem
Hello Iam running my program with the option --stereo and the stereo seems to work fine in the screen but i can not get my nvidia glass to start working with it can any one help me ? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
iam Sorry iam Olfat : i had an account on OSG but i cannot remember it. any way my graphic card is Nvidia 96-- GT and my glasses Nvidia 3d Vision. --- On Tue, 5/12/09, Robert Osfield wrote: From: Robert Osfield Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim wrote: > Hello > > Iam running my program with the option --stereo and the stereo seems to work > fine in the screen but i can not get my nvidia glass to start working with > it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Also i wanted to clarify that when i tried to use the command line : osgviewer cow.osg --stereo QUAD_BUFFER it gives me the following : Warning: Could not find plugin to read objects from file "QUAD_BUFFER". Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel for mat found based on traits specified GraphicsWindow has not been created successfully. Viewer::realize() - failed to set up any windows --- On Tue, 5/12/09, Robert Osfield wrote: From: Robert Osfield Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" Date: Tuesday, May 12, 2009, 4:54 AM Hi Ibrahim? Olfat? Could you sign with your first name so we know how to address you, thanks, On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim wrote: > Hello > > Iam running my program with the option --stereo and the stereo seems to work > fine in the screen but i can not get my nvidia glass to start working with > it can any one help me ? By default the OSG will use anaglyphic stereo when you enable stereo, but it also supports a range of other stereo options. For shutter glasses you'll probably just need to request quad buffer stereo via: osgviewer cow.osg --stereo QUAD_BUFFER For more command line details run osgviewer --help And via env vars: osgviewer --help-env Programatically you can enable stereo via osg::DisplaySettings (the above command line options and env vars just set it.) See the osgstreoimage example for an example of programmatically enabling stereo. There is a big but... and that's does you graphics card/OpenGL driver support quad buffer stereo. I can't answer this as you've provide no info w.r.t hardware/drivers you are using. For NVidia it's just their Quadro line that supports quad buffer stereo. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
Hello i got into Nvidia website and downloaded the last driver version for my glasses. the glassess still not filling my application but it is now give only the following error. Warning: Could not find plugin to read objects from file "QUAD_BUFFER". u saing that it is not working with openGL so any one have any recommendations for me. thanks --- On Tue, 5/12/09, Robert Osfield wrote: From: Robert Osfield Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" Date: Tuesday, May 12, 2009, 6:27 AM Hi Olfat, The errors you are getting are due to lack of QUAD_BUFFER stereo support in the driver. This is pretty poor considering that you've got the NVidia 3D glasses. Perhaps the NVidia drivers only provide a hack for 3d support in 3rd party apps, as they do for games. I would be worth contacting NVidia about it as frankly selling hardware but not supporting quad buffer stereo in the drivers is just plain incompetent/fraudulent. Robert. On Tue, May 12, 2009 at 10:52 AM, olfat ibrahim wrote: > > Also i wanted to clarify that when i tried to use the command line : > > osgviewer cow.osg --stereo QUAD_BUFFER > > it gives me the following : > > Warning: Could not find plugin to read objects from file "QUAD_BUFFER". > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel > for > mat found based on traits specified > GraphicsWindow has not been created successfully. > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel > for > mat found based on traits specified > GraphicsWindow has not been created successfully. > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel > for > mat found based on traits specified > GraphicsWindow has not been created successfully. > Viewer::realize() - failed to set up any windows > Error: [Screen #0] GraphicsWindowWin32::setPixelFormat() - No matching pixel > for > mat found based on traits specified > GraphicsWindow has not been created successfully. > Viewer::realize() - failed to set up any windows > > --- On Tue, 5/12/09, Robert Osfield wrote: > > From: Robert Osfield > Subject: Re: [osg-users] Stereo Problem > To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" > > Date: Tuesday, May 12, 2009, 4:54 AM > > Hi Ibrahim? Olfat? Could you sign with your first name so we know how > to address you, thanks, > > On Tue, May 12, 2009 at 9:45 AM, olfat ibrahim > wrote: >> Hello >> >> Iam running my program with the option --stereo and the stereo seems to > work >> fine in the screen but i can not get my nvidia glass to start working with >> it can any one help me ? > > By default the OSG will use anaglyphic stereo when you enable stereo, > but it also supports a range of other stereo options. For shutter > glasses you'll probably just need to request quad buffer stereo via: > > osgviewer cow.osg --stereo QUAD_BUFFER > > For more command line details run > > osgviewer --help > > And via env vars: > > osgviewer --help-env > > Programatically you can enable stereo via osg::DisplaySettings (the > above command line options and env vars just set it.) See the > osgstreoimage example for an example of programmatically enabling > stereo. > > There is a big but... and that's does you graphics card/OpenGL driver > support quad buffer stereo. I can't answer this as you've provide no > info w.r.t hardware/drivers you are using. For NVidia it's just their > Quadro line that supports quad buffer stereo. > > Robert. > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
i used exactly the line : osgviewerd cow.osg --stereo QUAD_BUFFER but it give me the previous worning and when the window opend the shutter did not sence it at all should i change the shutter or what ? --- On Tue, 5/12/09, Robert Osfield wrote: From: Robert Osfield Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" Date: Tuesday, May 12, 2009, 9:23 AM HI Olfat, On Tue, May 12, 2009 at 1:49 PM, olfat ibrahim wrote: > > Hello > > i got into Nvidia website and downloaded the last driver version for my > glasses. the glassess still not filling my application but it is now give > only the following error. > > Warning: Could not find plugin to read objects from file > "QUAD_BUFFER". > > u saing that it is not working with openGL so any one have any > recommendations for me. Exactly what command line are you using now? It sounds like you might have an error on the command line. Please have a look back over my earlier email. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo Problem
One final Q what is the glasses or HW type u recommend for the stereo display ? --- On Tue, 5/12/09, Robert Osfield wrote: From: Robert Osfield Subject: Re: [osg-users] Stereo Problem To: olfat_ibra...@yahoo.com, "OpenSceneGraph Users" Date: Tuesday, May 12, 2009, 10:05 AM Hi Olfat, On Tue, May 12, 2009 at 2:49 PM, olfat ibrahim wrote: > > i used exactly the line : > > osgviewerd cow.osg --stereo QUAD_BUFFER > > but it give me the previous worning and when the window opend the shutter > did not sence it at all I find it odd that you're getting a error relating to the parsing of QUAD_BUFFER command line string as a file name. I've tried to reproduce this error at my end with lots of different combinations but can't, the command line parser always works correctly. Others do use quad buffer stereo with the OSG successfully, but probably only with drivers that officially support it. As a sanity test, does osgviewer cow.osg work fine? Also try setting the stereo mode via the env var: set OSG_STEREO_MODE=QUAD_BUFFER osgviewer cow.osg --stereo Beyond the above there isn't anything I do to help any further. I don't have the hardware or OS to test against. If the above doesn't work go complain to Nvidia. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org