Hi,
we have used it with OSMesa to get float colour channels.
jp
Jonathan Richard wrote:
> Hi, did someone try to run open scene graph with Mesa instead of
> opengl? Is it working? Or is it possible to use 16 bits color channel
> with opengl instead of 8 bits color channel? Thanks
>
> Jo
>
Henri, did you try JUST turning off the light for those lines?
what you wrote about the color-material seems ok, it means that in the
pipeline OpenGL will take the glColor value and use it as the emission in
it's light equations. But if you turn off the light, the pipeline use
glColor. so it's pre
Do you read the texture data from the card each frame to a buffer in the CPU
memory? (using image->readFromCurrentTexture(), and I think that also
attaching image to the camera color buffer have the same affect)
If u do, check the frame rate without that piece of code.
If you don't do that, then ma
Hi Robert,
in my application I have the scene graph in some variable, and a camera in
another variable, then I attach it to viewer, in multi-document window.
After I close the window, the scene graph & the camera are still alive.
The next time I want to attach them to a new window I get OpenGL err
Hello Nelson,
> I'm still new to all this. All I found on emissive color is the following:
>
> glMaterial Default Parameters
> GL_EMISSION (0.0, 0.0, 0.0, 1.0) emissive color of material
The OpenSceneGraph is a rather thin wrapper of OpenGL, so in most
cases the OpenGL documentation will be us
David,
I have an intel mac powerbook. i built using qmake. i created this
pro file:
--
TEMPLATE = app
TARGET =
DEPENDPATH += .
INCLUDEPATH += .
# Input
SOURCES += osgviewerQT.cpp
QT += opengl
DEFINES = USE_QT4
mac {
LIBS = -framework OpenThreads -framework osg -framework os
Thank you Jean,
I'm still new to all this. All I found on emissive color is the following:
glMaterial Default Parameters
GL_EMISSION (0.0, 0.0, 0.0, 1.0) emissive color of material
Is this what you had in mind:
osg::StateSet* state = geode->getOrCreateStateSet();
state ->set
Hey, Robert,
It looks like there's still a problem with the current setup. The
Thread object itself can get deleted before the pthread actually gets
to the lock (which, I guess is what you just added). While it looks
like this doesn't cause a crash, the problem is evidenced by valgrind
(reports
Hello Nelson,
> I'm drawing osg::PrimitiveSet::LINES deep inside my node architecture.
> The lines come up the right color, but depending on the camera position,
> the line tends to turn black. I would like the line color to stay
> constant regardless of the camera position.
If you want a const
I'm not sure if this is the source but it's a possible issue anyway:
Neither detach() nor join() are called on the thread, and it looks
like threads are created in the joinable state. The thread package
has to allocate some resources to the thread that are not
automatically cleaned up when the th
Yup - builds fine, and it resolved the crash in my system as well.
Thanks for taking care of it!!
AC
On 9/24/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Adam,
>
> I have recreated the crash, and have applied a fix to
> OpenThreads::Thread to resolve it. The fix involved added a Mutex to
I'm drawing osg::PrimitiveSet::LINES deep inside my node architecture.
The lines come up the right color, but depending on the camera position,
the line tends to turn black. I would like the line color to stay
constant regardless of the camera position.
>From doing some research it seems like
Hi All,
I've just tagged the weekly dev release. Links as usual can be found
on the DeveloperReleases page:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
* OpenSceneGraph-2.1.12, released on 24th September 2007. Main
changes this week were the addition of basic
Sorry for the really slow reply ...
What you are seeing is 'surface acne' from self-shadowing, hard to fix
with simple shadow maps. Things to try, polygon offset values, bias
values, and soft-shadows ( also playing with the culling of front/back
faces for the shadow pass might fix some issues)
Mi
Thanks for the feedback, ScopedLock now added and checked in.
On 9/24/07, Andy Skinner <[EMAIL PROTECTED]> wrote:
> SVN built fine for me on our picky solaris build, but I had the same windows
> problem that J-S did.
>
> andy
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL
> I still don't understand how a 2.3Mb (uncompressed) dae file plus
0.3Mb of
> jpeg data ends up as a 20Mbyte ive file!
Hello
Don't know how you're going about getting it in to .ive, but doing
artwork in 3dsMax and exporting using osgexp I can give some information
you might find useful.
In
Hello Robert,
The rest of SVN OSG built well except for Wrapper osgViewer. Here's the error:
84>G:\OpenSceneGraph-SVN\OpenSceneGraph\include\osgIntrospection/InstanceCreator(129)
: error C2248: 'osgViewer::Scene::Scene' : cannot access protected member
declared in class
'osgViewer::Scene'
Th
SVN built fine for me on our picky solaris build, but I had the same windows
problem that J-S did.
andy
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, September 24, 2007 10:39 AM
To: osg-users@lists.openscenegraph.org
eh... sorry, you're right. I meant as long as the resolution is fixed
you won't need to interpolate...
> What do you mean with screen-sized hdr?
> If I have the same resolution? I have a fixed resolution if it is the
> question... :s
>
> thanks for your answer
>
>
--
Joachim E. Vollrath
Un
What do you mean with screen-sized hdr?
If I have the same resolution? I have a fixed resolution if it is the
question... :s
thanks for your answer
2007/9/24, Joachim E. Vollrath <[EMAIL PROTECTED]>:
>
> Hello,
>
> actually, your 6800 shouldn't be able to do linear interpolation on 32
> bit floa
I'm getting the right dll files, and the right .pdb files.
Do the .pdb files specify the location of the source? Relative to what?
I'm getting the dlls from one place (I copied them there), but am
getting the pdb files and trying to get the source from another spot.
Is there an issue where all th
Hello,
actually, your 6800 shouldn't be able to do linear interpolation on 32
bit floats textures... I think the cards from the GeForce 8 series were
the first to do interpolation on 32 bit floats.
If you're doing screen-sized hdr you won't need interpolation anyway.
Have you got an up-to-date
Usually, VS will prompt you for a file location if it cannot find a file. It
sounds like your DLLs are being loaded from the correct place, but just in
case, make certain that the DLLs you just recently built match the ones that
are being loaded. It's been my experience that PDB files can be
I have a leak but i don't know if it's justified or if it's a known
issue, i googled a little on internet, and i did not find anything.
So i ask on the mailing before searching deeper.
For information i call the cancel method at the end of my program.
==18164== 152 bytes in 1 blocks are definite
Create a water shader using OpenGL shader. There are plenty of examples. Look
in the OpenGL shading language book.
_
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of liuxizuo
Sent: Sunday, September 23, 2007 2:44 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-
Has anyone had to do anything tricky to see OSG source code while
debugging their application?
I've been able to compile OSG debug, and to put the .pdb files where
Visual Studio can see them. If I stop in my code, I can see OSG symbols
on the stack trace. But I can't see the source code.
I've a
Hello Robert,
> I have just made a bug fix to OpenThreads that I've tested and it
> compiles fine under pthreads, but as the bug will have existed in
> win32 and sproc I have rolled the same fix into these implementations
> as well, but since I dont' have these platforms to test I may have
> broke
Hi Guy,
Have a look at the osgprerender example. You shouldn't need to set
anything related to the render cache is this is managed internally.
Robert.
On 9/24/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
>
> OK, I got over it but I'm not sure that was the best way.
> What I did was to set
Hi Adam,
I have recreated the crash, and have applied a fix to
OpenThreads::Thread to resolve it. The fix involved added a Mutex to
Thread which is used to prevent the startThread and destructor running
in parallel. This certainly resolves the crash under Linux for my
tests. I have rolled exact
Hi Guys,
I have just made a bug fix to OpenThreads that I've tested and it
compiles fine under pthreads, but as the bug will have existed in
win32 and sproc I have rolled the same fix into these implementations
as well, but since I dont' have these platforms to test I may have
broken the build...
I'm using a GeForce 6800, and I used a linear interpolation.. but I have
tried with a nearest interpolation and the result is the same :s
2007/9/24, [EMAIL PROTECTED] <[EMAIL PROTECTED]>:
>
> I experienced similar result when I read the float data from the texture
> using 32 bit, but only renderi
OK, I got over it but I'm not sure that was the best way.
What I did was to set the camera rendering cache (for the related contextID) to
NULL, so the next time the cull visitor applied on the camera, it recreated the
FBO. Any other ideas?
thanks,
Guy.
- Original Message -
From: [EM
hi,Robert Osfield
I test the svn version of osg.
The 64*64 dds image writing problem was not modified.
The attach is the image write by osgDB::writeImageFile and compressed by winrar.
lilinx 2009
09 24
C__003.rar
De
Compile fine on gentoo dual core 2
Thread model: posix
gcc version 4.1.2 (Gentoo 4.1.2 p1.0.1)
build fine, not really tested
Adam Coates wrote:
> I started out with a recent SVN copy of 2.1.11; just updated it (got
> rev. 7640 of OpenThreads, and I think that was it...) Builds fine...
>
> AC
>
I experienced similar result when I read the float data from the texture using
32 bit, but only rendering to 32 bit shouldn't decrease the FR that much. What
card do u use and what interpolation do u set for the texture? (I think u must
use NEAREST with GL_RGBA32F_ARB).
- Original Message
Hi jim,
2007/9/24, James E. Hopper <[EMAIL PROTECTED]>:
>
> David/Robert,
>
> i am on mac. must be a mac issue.
probably.
Other mac-user, have you the same problem?
i have the same problem with the
> MDI demo that someone else on the list had posted.
MDI demo work well for me.
Which Qt4
Hi all,
I'm trying HDRR. My application (osg v1.2) turn in real time (>60fps) using
FBO with texture 16bits (GL_RGBA16F_ARB), but when I try with FBO
32bits(GL_RGBA32F_ARB) my frame rate is null. Is it normal loosing almost
all performances? :s
There is a minimal hardware configuration to do HDR32?
Hi Lilinx,
There have been recently bug fixes to the dds plugin, I cannot say if
they will have any affect on the problem you see, but there is a good
chance that it will. Could you try the SVN version of the OSG?
Robert
On 9/24/07, Lilinx <[EMAIL PROTECTED]> wrote:
> hi,all
> I use osg
hi,all
I use osgconv.exe convert some models to ive format. The images are
compressed to dds format and include in the ivefile.
I then vistor the ive file and write some images in dds format to the hard
disk.I found that 64*64 pixels image cannot display
with "osgviewer --image xxx.dds" a
Hi,
How do I enforce a camera to recreate FBO attached to the color buffer?
thanks,
Guy.
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David/Robert,
i am on mac. must be a mac issue. i have the same problem with the
MDI demo that someone else on the list had posted.
best jim
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I started out with a recent SVN copy of 2.1.11; just updated it (got
rev. 7640 of OpenThreads, and I think that was it...) Builds fine...
AC
On 9/24/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> I'm preparing to tag the 2.1.12 dev release. Could users svn users do
> and update an
hi,all
I want to use multithread to read many small file , I test the following code,
but it seen as if some bugs in it.
help me! thanks!
class ReadNodeFileThread:public OpenThreads::Thread
{
public:
ReadNodeFileThread(void){
_fileName = "";
_loadOptions =
It is a "feature" of Microsoft Visual Studio...
In this case it is harmless, but annoying.
Ciao!
mario
Robert Osfield wrote:
> HI Adrian,
>
> This warning looks bogus to me, as the code is valid - the first
> iterator is within the scope of a for loop, so should not have any
> af
HI Adrian,
This warning looks bogus to me, as the code is valid - the first
iterator is within the scope of a for loop, so should not have any
affect on any later use of another variable declared after the for
loop. The compiler in this instance is issuing a warning on the
assumption that the dev
Registry.cpp(572) : warning C4288: nonstandard extension used : 'itr' : loop
control variable declared in the for-loop is used outside the for-loop
scope; it conflicts with the declaration in the outer scope
Registry.cpp(571) : definition of 'itr' used
Registry.cpp(564) : definition
Hi All,
I'm preparing to tag the 2.1.12 dev release. Could users svn users do
and update and let me know how the build looks so I can fix any build
issues before tagging.
Thanks,
Robert.
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htt
On 9/24/07, David Callu <[EMAIL PROTECTED]> wrote:
> I test it 3 day ago under Linux fedora and all work fine.
> Which platform do you work under ?
Just tried osgviewerQT just now and it works for me too.
Robert.
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HI Ariel,
If you set up both contexts to share texture objects/display lists
then it should be possible to render to texture in one context and
then reuse in the second. When setting up the windows the
GraphicsContext::Traits::shareContext pointer can be set on the second
window. Sharing of cont
Hi Gert,
Thanks for the stack trace, this is very useful. It indicates a
problem with a lack of thread safe reference counting in
ReaderWriter::Options, so I've added this into the set up of
ReaderWriter and ReaderWriter::Options and checked it in.
In your code are you dynamically setting up tex
Hi James
I test it 3 day ago under Linux fedora and all work fine.
Which platform do you work under ?
David
2007/9/24, James E. Hopper <[EMAIL PROTECTED]>:
>
> Hi,
>
> i built osgviewerQT from a checkout this am from svn. It builds fine
> for qt4 (didnt try qt3). However, while it will displ
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