Hi all,
has any body used eclipse with osg. I tried using cmake but eclipse being an
IDE and not a compiler, I failed to get a breakthrough. I will be very
grateful to get guidance on this.
Thanx,
Felix
On 8/23/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
Yesterday I did testing on
Hi
I use eclipse under Linux.
First you have the cmakeed http://www.cthing.com/CMakeEd.asp plugin to
write your CMakeLists.txt.
Then execute cmake ./path/of/your/project
Then Menu - Project - C/C++ Make Project, set your path, target ...
Then Control + B and Build !!!
Cheers
David
Under WinXP, compilation ok, one small problem on osgconv, not a ble to
compress textures
osgconvd.exe --compressed cow.osg cow.ive
Failed to create pbuffer, failing back to normal graphics window.
Error: Unable to create graphis context - cannot run compression
Data written to 'cow.ive'.
HI Frashid,
Which version of the OSG are you using? The getRotate has gone through
many incarnations and quite a few months back that was a big round of
interations that settled on what is current in SVN - which meant
effectively reverting back to an older implementation.
Robert.
On 8/23/07,
Hi,
I am using many different WinXP-Systems with OSG2.0, all having two
monitors and different NVIDIA cards.
Everything is fine but when I drag the OSG window to the other screen,
many systems produce the following error:
Error: [Screen #0] GraphicsWindowWin32::swapBuffersImplementation()
Hi Julian,
I don't have any direct answers, the best I can do is speculate, so here goes...
First up, two different graphics cards have two physcially different
blocks on memory and associated state that the drivers have to keep in
sync.
Seocnd, when graphics applications like the open up they
Hi,
I am trying to visualize an intensity volume cube
(512*512*512*float) with some modifications to osgvolume project. I
plan to use shaders to test different parameters and shader code.
Because it is a huge volume file (~500MB), loading time is around 40
seconds... Anyway, what I want to do is
Hi Robert,
Thank you very much for your detailed answer!
But I am not sure if I discribed the problem in the right way...
In one single system is only one NVIDIA card with two displays attached.
So I guess the memory thing isn't that weird...
To your solutions:
I do not want to disable the
Hi Julian,
I have had similar problems on a project i've been working on, not involving
OSG though. The solution to our problem was the following:
Open up the display properties, select the nvidia tab.
Choose performance quality settings.
Next to view:, change to advanced settings.
Locate
Robert,
Here we are again!
Firstly, Farshid is right, even up to OSG 2.1.7. It looks like the more
elegant code I submitted way back in the thread numerical precision error
of 26/07/06 does break for this case. In particular :
-1 0 0
0 0 -1
0 -1 0
should give a quat of
Hi,
How can I change the stereo eye distance at runtime?, I've tryed
changes the display settings
osg::DisplaySettings::instance()-setEyeSeparation(current_eye_separation);
but it did not work, what is the correct way to do it,
thanks
Ryven
___
I am getting the following error while running osgvolume.exe with
--shader parameter.
Adding #version 110 on top of the vertex shader code resolves the
error. But what about fragment shader problems...
I am using OSG_RELEASE.2.1.5 with NVIDIA 8800GTS card
glLinkProgram FAILED
Program
Hi,
I just got one of those SpaceNavigators from Siggraph and I thought it could be so nice to use it as an input device on OSG so... I've been looking for some low level calls in the OSG source code to have a hint where to start but it was useless, so can someone please give me a quick
Hi Pedro,
You needn't integrate the new device in an OSG centric way at all, you
can just poll the device yourself in your main loop and then do what
you want with it.
Potentially you could integrate it on an OSG centric way to make use
of the existing manipulators, and I've done this in the
Hi Mustafa,
You could simply load all the shaders into different statesets and then
switch between the state sets
(using osg::Node-setStateSet() I think ) at runtime. Then you don't have
to worry about adding/removing programs.
This is what we do for switching between different lighting models
Hi All,
I have just simplified the thread priority management in the
DatabasePager and added stats support to the DatabasePager, as well as
use of this to the osgViewer::StatsHandler. An svn update will get
these changes.
The four new methods added to DatabasePager are:
/** Get the
Hello Robert, hello at all
This is a topic posted a few weeks ago. I want to render several views (up
to 90 views) within one frame and combine the results in a single
RenderSurface or OSG window for instance. (the purpose is to generate
multiperspective images)
Robert recommended me to use OSG
Anyone using 3D Max 9 has been suffering with crashes when using the
openscenegraph commands? Like trying to create a sequence helper, crashes
Max 3 out of 4 tries. Same for creating billboards and other items.
[ ]´s
André Tomasi
___
osg-users mailing
Hi Tobias,
If you are generating 90 views all within on frame then you have 90
cull traversals and 90 draw traversals, unless you scene is very
simple I would expect performance to be poor and will be particularly
CPU limited.
What CompositeViewer provides is not so much performance improvement
In our application, we are seeing CullVisitor::getCalculatedNearPlane()
return negative values.
We're using OSG version 1.1, but in looking at 2.0, I don't see anything
which would preclude the near plane from going negative. Should we be
clamping the near to a small positive number, or is
Hi,
What OS are you targeting?
For Linux, I'm in the process of integrating SpacePilot and
SpaceExplorer (I'm told SpaceNavigator uses the same protocol) into
VRPN, then those devices will be accessible as all the other VRPN input
devices using my osgVRPN nodekit. I'm using the Linux input
Hi Mike -- Have you had any experience with integrating a data glove device
into VRPN?
-Paul
Hi,
What OS are you targeting?
For Linux, I'm in the process of integrating SpacePilot and
SpaceExplorer (I'm told SpaceNavigator uses the same
protocol) into VRPN, then those devices
Hi Paul,
Not personally, but VRPN already supports several glove devices, and the
trackers associated with them (eg I've successfully used their existing
Polhemus support)
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
-Original Message-
Thanks for your answer Robert.
The images I want to render are not bigger than normal images captured with
a single camera. But in my special case I use several cameras (beginning
from 16 up to 90) that render each only a small vertical strip of the scene.
The width of each strip depends on the
Hi Robert,
i did the first test and it's seems working. Over this weekend i will try to
do some tests on single core systems. monday i will post next information on
this topics.
/adegli
2007/8/24, Robert Osfield [EMAIL PROTECTED]:
On 8/24/07, Robert Osfield [EMAIL PROTECTED] wrote:
I am
Hi Christophe,
I am not aware of any bugs with setting TexMat on multiple textures.
Are you setting the tex mat on each texture unit separately?
Robert.
On 8/24/07, Christophe Medard [EMAIL PROTECTED] wrote:
Hi all,
Working with version 2.0.0 of the API, I'm trying to set a texturation
On 8/24/07, Robert Osfield [EMAIL PROTECTED] wrote:
Which version of the OSG are you using? The getRotate has gone through
many incarnations and quite a few months back that was a big round of
interations that settled on what is current in SVN - which meant
effectively reverting back to an
(Apologies for hijacking this thread...)
I'm exploring ways to add a 5DT Ultra 14 to an OSG-based app.
http://www.5dt.com/products/pdataglove14.html
Can you provide me a list of supported devices or point me to a Web site
with such info?
-Paul
Hi Paul,
Not personally, but VRPN already
On 8/24/07, David Spilling [EMAIL PROTECTED] wrote:
Secondly, the Mk1 implementation, still in the code, gets this case right.
Can I tentatively suggest we revert to the Mk1 case? AFAIK we only went to
Mk2 because the code looked neater, and didn't seem to break our tests.
Hi David,
Thanks
Hi Tobias,
What you are doing is very very very specialist. You explanation does
help. The OSG does support multiple cameras very well, but you usage
model is extreme, and very atypical. A general purpose viewer class
will not perform well for you usage model, I don't see this as a
weakness of
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Hash: SHA1
André Rocha Tomasi wrote:
Anyone using 3D Max 9 has been suffering with crashes when using the
openscenegraph commands? Like trying to create a sequence helper, crashes
Max 3 out of 4 tries. Same for creating billboards and other items.
[ ]´s
I just copied all NPS tutorials into the Wiki.
There's a number of things that still need editing:
-Conversion to OSG2.0
-Addition of source zip files
-Addition of screenshots
-Addition of links to related stuff (Api reference, examples and User
guides)
Robert, I read in the Wiki that it is
Hi Dieter,
Did you ever find a solution to your problem? I'm not seeing the same
issue, but I'm trying to track down an issue in osgDotNet related to a crash
when a particle system is contained under a Transform node and I'm hoping
that this is related.
Thanks,
Jason
On 8/15/07, Robert
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