Hi Michael,
As Paul suggests, download and read the QuickStartGuide. There are
also tutorials on the OSG websites.
I'd also recommending use OSG-2.2 as the book is based on 2.x, and the
build CMake system should be able to handle KDevelop.
Exceptions should be on unless you turn them off with
Robert Osfield wrote:
Hi Ralf,
Thanks for the clarification, I'm afraid my trip meant not following
threads too closely.
I've reviewed the code and the if (!array-getVertex..()) line is
wrong, and Ulrich pointed to the correct implementation.
I've fixed the relevant code and checked it
And also I found good information that helped me figure this out in the
OSG Quick Start Guide and the OSG Reference Manual that I recently
purchased. Good job Paul... Every OSG'er should get themselves a copy
(even seasoned developers like me who have been using OSG for a number
of years).
Bob.
That's what I tried, based on what Paul said, and it seems to be working
well. Thanks...
Is there a #define for the highest number renderbin ?, or a safe
number to use?
Bob.
--
Vican, Justin E. wrote:
Hi Bob,
I've done this by deriving an osg::Drawable class, and
Hi all,I just downloaded the new Version 2.2.0 of OpenScenGraph. All libraries and examples (after fixing a syntax error in file examples/osgtext/osgtext.cpp) let successfully build on my x86 GNU/Linux machine. But almost examples only show a blank screen now.Env. OSG_FILE_PATH and
Gerrick,
If you can tolerate a few more questions...
Your UpdateTextureCallback class derives from
osg::Texture*D::SubloadCallback, is that correct?
What does your call to setSubloadCallback() look like? Thanks.
Ken.
Right. I'm not sure when the subload callback is actually
Hi, Trying to do something simple and getting a poor framerate. I'm sure it's
just something I don't know about OSG and need to learn, perhaps you folks can
help. Basically, imagine a camera positioned above a grid with anywhere from
100 to 5000 quads of similar size shuffling around on the
Hi Mike,
I'd recommend setting the master camera's projection matrix so it
fills one side of the cube, then have the slave cameras just rotate
from this.
Have a look at how the View::setUpViewFor3DSphericalDisplay method is
set up. You won't need use render to texture of course or the final
Hi Bob,
I've done this by deriving an osg::Drawable class, and overriding the
drawImplementation method to call my OGL code. I then stick this
drawable in a osg::Geode and insert into the scenegraph. This approach
has worked equally well with hand coded legacy OGL code and with code
generated by
Thanks for the info. I downloaded the guide and I was running version
1.2. I just downloaded OSG 2.2 and I am in the process of installing
it.
Again thanks and I am pretty sure I will have more questions as time
goes on. Are the books mentioned on the site Paul gave me available in
books
Robert Osfield wrote:
Hi Christian,
On 10/19/07, Christian Muschick [EMAIL PROTECTED] wrote:
Sorry to bother you again, but did you take a look at the other lines of
code I pointed out? I think the same problem exists there.
line 1123:
if (!array-getVertexBufferObject()) vbo =
Is there a good example of texture subloading in OSG? I have a large
image and just want to replace small tiles of the texture. Can anyone
give me a few starting pointers?
Ken.
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osg-users mailing list
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Hi Garrett
A xine/Quicktime plugin is provide to read movie in OSG scene
Take a look to osgmovie examples.
But don't know any plugin to make a movie from an OSG Scene
David
2007/10/19, Garrett Potts [EMAIL PROTECTED]:
Hello All:
I have been perusing the source and examples and I was
Hi Shadhidar,
On 10/19/07, Sashidhar Guntury [EMAIL PROTECTED] wrote:
Oops, I forgot to mention that I'm not removing (i.e deleting)
view variable. I actually tried that but since the destructor is protected,
it would not work.
To delete just set all the ref_ptrView to 0 and
Hi!
I'm using the latest version of OSG (2.2) and yeah, the view is
defined as a global variable.
These are the global variables I have defined.
osg::BoundingBox* bb;
osgViewer::CompositeViewer viewer;
osgViewer::View* topView;
osg::ref_ptrosg::GraphicsContext gc;
Hi. You can download it from subversion repository with the following
command:
svn checkout http://www.openscenegraph.org/svn/Producer/osgProducer/trunk
osgProducer
Panagiotis Papadakos
On Fri, 19 Oct 2007, aurora restivo wrote:
Hi!
I need last release (source code) of
Hi Sashidhar,
Which version of the OSG are you using? I did some work in the 2.1.x
series to help make adding/removing views a bit more robust.
You call of viewer.frame() is something that you should drop as the
event handler you've written will be called from within frame, so you
are in effect
It has thread-safe support for multiple contexts as of v1.2.0.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 19 October 2007 09:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] glew and graphics contexts
Hi Wills,
On
Hi Wills,
On 10/19/07, Wills Alan [EMAIL PROTECTED] wrote:
Thanks for the reply. To answer your question, glew is being used by a
3rd-party library which I can't modify and which I'm integrating with my OSG
stuff so I have to accommmodate it.
Does GLEW support multiple graphics contexts?
Hi Robert,
Thanks for the reply. To answer your question, glew is being used by a
3rd-party library which I can't modify and which I'm integrating with my OSG
stuff so I have to accommmodate it.
Thanks,
Alan.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Robert Osfield schrieb:
On 10/19/07, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Hello Christian,
Quoting Christian Muschick [EMAIL PROTECTED]:
My last request concerning this question didn't get any reply, so let me
try this reformulated version:
...
osg::Array* array = *vitr;
Thanks for the positive feedback on the books. A Ref Man for v2.2 is in the
works.
I'd say MAXINT is your best bet for the last RenderBin.
Another thing to keep in mind is that multiple cameras could render to the
same window. If there's a second camera, even setting MAXINT on a bin in the
first
Thanks for the response. If you don't mind could you answer a couple
more questions?
What triggers the callbacks? How/where is the new data to be subloaded
associated with the callback function?
Thanks.
Hi Ken,
Basically you just need to setup a TextureSubloadCallback for your
specific
Hi Robert,
My own PSSM code and osgshadow both exhibit this problem. The code
you wrote that makes shadow cameras measure LOD distances from the
main camera's position works fine... until you introduce a LOD scale
on the main camera. The shadow cameras keep using a LOD scale of 1.0
instead of
Hi Ken,
Basically you just need to setup a TextureSubloadCallback for your specific
type of texture(1D,2D,3D).
This allows you to override the load and subload methods that you would
encounter in gl. Then set the
subloadcallback to your texture using:
Hi Garret, Hi David,
I ran into the same issue a few months ago. The solution I ended up
with was frame grabbing during each cycle. Afterwards, I strung the
frames back together into MOV/AVI/MPG movies with FFMPEG. It works, but
it will probably drop your frame rate significantly. I was able
Hi Christian,
I've done a check through the code and changed where I think there are
issues - 4 more beyond the one I fixed earlier. I've checked these
changes in.
The changes I've made can be seen on the Tracs revision log:
Hi Christian,
On 10/19/07, Christian Muschick [EMAIL PROTECTED] wrote:
Sorry to bother you again, but did you take a look at the other lines of
code I pointed out? I think the same problem exists there.
line 1123:
if (!array-getVertexBufferObject()) vbo = array-getVertexBufferObject();
Hi Ralf,
Thanks for the clarification, I'm afraid my trip meant not following
threads too closely.
I've reviewed the code and the if (!array-getVertex..()) line is
wrong, and Ulrich pointed to the correct implementation.
I've fixed the relevant code and checked it into SVN.
Robert.
On
Hi,
maybe try
#include assert.h
in the ConvertToInventor.cpp file
jp
rck jobs wrote:
Hello,
I'm installing OpenSceneGraph-2.2 under my Debian Sarge (Pentium III -
i386) server and I'm having a compilation error on file
ConvertToInventor.cpp .
I was reading the mailing list and i
Hi Paul,
You understanding of stats is spot on. GPU is simple the Graphics
Process Units time to complete the frame.
The writing out to file when pressing 'o' is no longer supported as
osgViewer doesn't hardwire this in like osgProducer did.
osgProducer::Viewer was an everything and the kitchen
Hi Faraz,
W.r.t continous (frame driven) vs events driven, the OSG can do both,
as its up to your app to call Viewer::frame() (unless you use the high
level Viewer::run to run the frame loop). The main problem with
going event driven is that animations won't update continously and any
database
Hello y'all:
Thank you for the feedback. I will look into the FFMPEG source and
see what we can do.
Thank you again
Take care
Garrett
On Oct 19, 2007, at 11:19 AM, Vican, Justin E. wrote:
Hi Garret, Hi David,
I ran into the same issue a few months ago. The solution I ended
up with
Hi All,
I'm struggling to understand how to properly offset a slave in
osgViewer, and still have the perspectives line up for tiled and
CAVE-like displays.
For example, I have one OSG window to render the left corner of a
CAVE. The window has 2 cameras: The left camera has a viewport that
So the solution to the transparency sorting problem is simply to separate
the objects with transparency and those without? In example, I have a
opaque building with transparent windows in one single object, so I need to
make the windows a separate object before exporting?
[ ]´s
2007/10/18,
Faraz Ravi schrieb:
1. Does OSG have any internal dependencies on a continuous
rendering loop?
For a static scene in a CAD environment, the answer is 'no'. Continuous
rendering is needed for the immersion effect for VR systems, so for a
smooth animation or smooth camera movements. For
i did like this at OSG version 1x (this gets a correct frustum)
Producer::Camera* camera = new Producer::Camera();
// Set frustum
camera-setLensFrustum(left, right, bottom, top, ch.frustum.nearClipping,
ch.frustum.farClipping);
// Set projection rectangle
camera-setProjectionRectangle(
HI Johan,
What is the high level viewer set up? Is this the master camera you
are setting? Do you have slaves?
Could the resize of the window be a factor here, I note that you are
turning off the LensAutoAspect in Producer, not doing the equivilant
on the OSG side i.e.
Yes.
At least those kind of problems appearing on a dababase exported using OSGExp
is solved by a clear segregation of transparent(semi-transparent) faces from
opaque ones.
--
Christophe Médard
Société OKTAL (http://www.oktal.fr)
2 impasse Boudeville
31100 Toulouse (France)
Tél. : (+33) 5 62
On 10/19/07, Terry Welsh [EMAIL PROTECTED] wrote:
Hi Robert,
My own PSSM code and osgshadow both exhibit this problem. The code
you wrote that makes shadow cameras measure LOD distances from the
main camera's position works fine... until you introduce a LOD scale
on the main camera. The
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