Another problem is, that nodes which are currently not connected to the
sceneview/camera won't release their GL objects.
Richard
On 9/17/07, Rafa Gaitan <[EMAIL PROTECTED]> wrote:
> > viewer.getSceneData()->releaseGLObjects(); // or getCamera()...
> >
> viewer.getCamera()->getGraphicsContext()->
Hi Robert,
I looked over the OverlayNode implementation and recognized that it seems that
a shader is missing at line 1094 in OverlayNode.cpp (latest SVN version), when
the overlay perspective vertex shader can't be found at
"shaders/overlay_perspective_main.vert".
At all other shaders there i
Hi Mike,
When I try to generate the wrappers using the SVN versions of osgDotNet and
OpenSceneGraph I get "Caught exception: no undefined type was present during
augmented types creation!".
Any ideas?
Thanks,
Jason
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zarrandreas wrote:
> Hi,
>
> I render depth buffer to the image, but values I have there are between
> [0.0, 1.0].
>
> How can I get real z-depth?
>
This page explains a simple conversion pretty well:
http://www.cs.unc.edu/~hoff/techrep/openglz.html
--"J"
___
I plan to use the new osgDotNet wrappers. I'm
concerned about how complete they are though and how
quickly any problems with them will be fixed.
--- Christophe Medard <[EMAIL PROTECTED]>
wrote:
> We are, for a use from C# projects.
> The fact is that some accessor functions are lacking
> of som
Hey,
I just recently retested part of my application, which uses
osg::TextureRectangle and osg::ImageStream to display video, after
having upgraded to 2.0, and Ive run into issues. I got past the update
failure bug after seeing this post:
http://groups.google.com/group/osg-users/browse_thre
so, if i just do this to asign a new texture to an object
stateset.get()->setTextureAttributeAndModes(1, new_texture.get()
,osg::StateAttribute::ON);
in case that there is already a number one texture will the OSG free the
previous texture and it´s image before replacing it with the new one???
Hi Garrett,
I vaguely recall a fix related to osgText in this area, but perhaps
its not the exact problem you are looking at. There is a chance that
its fixed though so try out the SVN or 2.1.x series.
Robert.
On 9/18/07, Garrett Potts <[EMAIL PROTECTED]> wrote:
> Hello All:
>
> When you enable
Hi Tommes,
You are probably best just to stick a LightSource in the scene. See
the osglight example.
Robert.
On 9/18/07, Tommes <[EMAIL PROTECTED]> wrote:
> I am using OSG 1.2 and an osgProducer::Viewer, set up with the
> HEAD_LIGHT_SOURCE and the SKY_LIGHT_SOURCE. In generell I am happy
> with
Hi David,
The OSG uses ref_ptr<> that should ensure that no memory leaks occur,
but.. this does seem assume they your own application is using them -
if you code fragment it does which is good practice. Another
possibility w.r.t memory leaks is a false positive - VS's memory
tracking tool is bug
Zach,
There actually is no border... there is a clearnode to clear the entire screen.
The 'border' is just render surface with only the clear node (no cameras with
a view to the scene) rendering to it.
-Joe
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTE
I am using OSG 1.2 and an osgProducer::Viewer, set up with the
HEAD_LIGHT_SOURCE and the SKY_LIGHT_SOURCE. In generell I am happy
with these two light sources, but I would like to change some values
somewhat (e.g. the ambient color). How can I access these attributes?
Thanks in advance.
\Tommes
__
Hi
we´re using right now a lot of pagelod nodes and sometimes we generate some new
textures and put them over these nodes so they have the original texture in
texture id number 0 and the new one in number 1
we want to delete the number one texture, not the original one, so it can be
replaced
Hi Jason and Christophe,
Operator overloading is a known deficiency. But it's unlikely to be resolved
in an automated fashion in the near future due to extensive changes necessary
in osgIntrospection.
The solution for now is ad-hoc support on a per-type basis, added to the
generator. I
On Sep 18, 2007, at 10:35 AM, Phil Heslop wrote:
> Hi,
>
> I am finding it hard to get info on using OSG with VR Juggler. I
> am in
> the initial stages of setting the system up and simply want a model to
> rotate so I can check sync-ing between my displays, but I can't see
> anywhere in the c
Hi Christoffer,
Here is a simple control that uses TAO to display an OSG window that I've
used for testing.
Thanks!
Jason
On 9/18/07, Christoffer Markusson <[EMAIL PROTECTED]> wrote:
>
> I'm using OSG together with C# in Visual Studio 2005 using the osgDotNet
> wrappers.
>
> Is there an easy w
Hi Christophe,
Its good to hear you're using the new wrappers. I believe the operator
overloading was something that Mike was taking a look at.
Thanks!
Jason
On 9/18/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
>
> We are, for a use from C# projects.
> The fact is that some accessor funct
I'm using OSG together with C# in Visual Studio 2005 using the osgDotNet
wrappers.
Is there an easy way to integrate and display an OSG window in a Windows
Form? Does anyone have example code?
Christoffer
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Hi,
I am finding it hard to get info on using OSG with VR Juggler. I am in
the initial stages of setting the system up and simply want a model to
rotate so I can check sync-ing between my displays, but I can't see
anywhere in the code to get an update time without seemingly to get it
from a wand
Trackball and view questionHi,
The trackballManipulator recomputes the home position (should be called home
positions in fact since there are three of them) when the scene is set on the
osgViewer if you don't call
TrackballManipulator::setAutoComputeHomePosition(false).
The View Matrix you'll
Sure, I'll try that now.
In the meantime, I just build sockinet.i, and it does have two versions
of herror in it. The first one does not have throw() in it. I _think_
it is saying that it came from /usr/include/netdb.h. That has herror
defined as:
extern void herror (__const char *__str) __THRO
Hi everyone,
I'm just curious to see how many people are currently using or are
interested in using the new osgDotNet wrappers with their applications? My
company is currently using our own custom .NET wrappers for OSG but we're
interested in transitioning to Mike's wrappers and I wanted to get a
HI Andy,
If the throw needs to be conditional then this is probably what needs
to be done. Putting up with a warning is far better than breaking the
build so it might be best to just remove it right now.
I do actually wonder why herror() is there at all. The function is
not used anywhere in the
Has anyone ever had this compile error on windows xp using .net2003?
HapticChess bool __thiscall osg::ArgumentParser::errors(enum
osg::ArgumentParser::ErrorSeverity)const "
([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z)
Referenced in main.obj
Loaded osgd.lib(osgd.dll)
Fou
Hello everyone,
I am using a SimpleViewer. I set up a post draw callback on its main camera. In
it
I read the camera eye, center, and up vectors. Initially, this give me (0, 0,
0),
(0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives me a
particular view of my scene.
N
David Callu added the throw() as a warning fix.
Could it be that this needs to be conditional? He needed it under Linux
because it was producing a warning.
But in my Solaris build, there is (somewhere) a definition that doesn't
include that throw, and I can't build anymore.
andy
Hi Arnaud,
I'm afraid I like others are very busy so if you can help by providing
a modified osgviewerQT that we can easily compile and reproduce the
problem then this will really help. Just post source to the osg-users
list.
Cheers,
Robert.
On 9/18/07, arnaud houegbelo <[EMAIL PROTECTED]> wrot
Hi Robert,
I saw your answer about my problem "OpenSceneGraph with Qt multiple windowing
problem'. Many thanks for the reply. Can I send you an archive with source code
to test it? Or if you want, I think it's simple for you to test it, you can
take your osgViewerQT exemple and display many wi
On 9/18/07, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Hi,
>
> no, I have not looked at the new modes. The app was ported from OSG pre
> 1.0, so it just uses the default in the newest OSG.
>
> Is there an overview of the new modes or should I use the source?
Read the header file for OverlayNode, it
Hi,
no, I have not looked at the new modes. The app was ported from OSG pre
1.0, so it just uses the default in the newest OSG.
Is there an overview of the new modes or should I use the source?
Thanks for the pointer.
jp
Robert Osfield wrote:
> Are you using perspective view dependent mode of
Hi Arnaud,
My guess is the context ID's are overlapping for the separate windows,
resulting in sharing of texture objects and display lists. I'm not
sure though, as I haven't tried this type of thing with QT. Could you
modify the osgviewerQT example so that it creates windows/viewers in
the same
Hello,
I develop different 3D viewers with Qt and OpenSceneGraph. I use the osgViewer
exemple for Qt and It works fine. But I have a problem when I want to display
many 3D viewer at the same time in the same QApplication.. It seems that there
is an interaction between the different windows, bec
Alberto Luaces wrote:
> I didn't know about this, thanks for the clarification. Is the performance
> loss still noticeable after the primitive is compiled in a display list?
I only found out by reading the excellent OSGQSG (Quick Start Guide), but makes
sense now I think about it.
I'm not sure o
Are you using perspective view dependent mode of OverlayNode?
On 9/18/07, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Hi,
>
> the source high-res imagery of the terrain is about 4degx4deg and blue
> marble data for the rest of the globe. The things they want to overlay
> are simple lines and filled
El Tuesday 18 September 2007 11:55:42 John Donovan escribió:
> This is true, but OSG will fall back to using glBegin()/glEnd() to render
> the primitives, rather than using vertex arrays or display lists. Not a
> problem if you've got a few objects like this, but isn't the most efficient
> path whe
Alberto Luaces wrote:
> Hi,
>
> I think you can specify a normal per polygon using Geometry::setNormalBinding
> and the parameter BIND_PER_PRIMITIVE.
>
This is true, but OSG will fall back to using glBegin()/glEnd() to render the
primitives, rather than using vertex arrays or display lists. Not
Hi,
the source high-res imagery of the terrain is about 4degx4deg and blue
marble data for the rest of the globe. The things they want to overlay
are simple lines and filled polygons (so render to texture/textures
should be OK), but can now extend over say 500kmx500km. So when I use an
overlay
Hi,
I think you can specify a normal per polygon using Geometry::setNormalBinding
and the parameter BIND_PER_PRIMITIVE.
Alberto
El Tuesday 18 September 2007 11:15:07 Cervantes Pintor Pedro escribió:
> Hi,
>
>
> I'm constructing a geometric object by hand. The way I'm doing it, is
> vertex by ve
Cervantes Pintor Pedro wrote:
> Hi,
>
>
> I'm constructing a geometric object by hand. The way I'm doing it, is vertex
> by
> vertex and then polygon by polygon.
>
Hi Cervantes,
normals are really just a property of vertices, not faces. The way to get flat
faces with the fixed-function pipel
Hi,
I'm constructing a geometric object by hand. The way I'm doing it, is vertex by vertex and then polygon by polygon.
Something like:
---
osg::Geometry *myObject = new osg::Geometry;
osg::Vec3Array *vertex = new osg::Vec3Array;
osg::DrawElementsUInt quads = new osg::DrawElements
Hi J.P.
How big is the source imagery you users are wanting to use? If its
large be prepared to roll your sleeves up and start implementating
some advanced texture paging techniques.
Robert.
On 9/18/07, J.P. Delport <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I am successfully using 2xoverlaynodes for
Hi Adrian and Terry,
New shadow algorithms need to be implemented as a subclass from
osgShadow::ShadowTechnique for them to be considered for merging with
SVN. All the hooks required to implement advanced techniques are
available to the shadow techniques so it shouldn't cause any
significant probl
Hi Joe,
W.r.t XML, I have used libxml2 in Present3D, http://present3d.osgforge.osg.
Thanks to the new CMake build its now easy to make parts of the build
optional and only built when the dependencies are available so its no
longer so much of hassle for end users to add another external
dependency
Hi,
I am successfully using 2xoverlaynodes for overlays onto a large terrain
database. The overlays are dynamic (i.e. can change per frame). The
texture coord generation of overlaynode/texgennode are essential, as it
makes the overlay follow the terrain.
The users of the app are creating large
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