>>> I've a cylinder, and while showing the scene, I want to change the
>>> size (height) of the cylinder.
>>> I tried it that way, but only the first call of setting the height is
>>> a success (so the height of the cylinder stays at 0.1):
>> ...
>> Is this the normal way to do so, or is this i
Hi Guys
I want to have multiple cameras in one scene ( having same context ) and
all cameras rendering in seperate or same render surface.
so does composit viewer supports this and is there any config file like
for camera configuration as osgProducer have?
thanks
Santosh
_
Hi Robert
On 10/24/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> I don't know about the WxWidgets issue, but the ascii loading issue is
> a known issue, attempts have been made at fixing it, but alas its a
> bit more awkward than one at first would expect - its related to the
> C/C++ libs chan
Wojtek,
This worked beautifully, with one very minor exception: The correct
preprocessor definition is "DOM_DYNAMIC" (see reference below):
http://www.collada.org/mediawiki/index.php/DOM_guide:_Setting_up#Linking_with_the_dynamic_COLLADA_DOM_library
Thank you so much for this!
Brandon Hamm
Sim
Is antialising or point/line/polygon smoothing supported in OSG?
I did not find any implementation for ANTIALIS StateAttribute type in the
code. Can anyone tell me know how to do it? Call gl functions before the draw
traversal in the main loop? Thanks.
yi
___
Hi Patrick,
Quoting Patrick Maier <[EMAIL PROTECTED]>:
> >> I've a cylinder, and while showing the scene, I want to change the size
> >> (height) of the cylinder.
> >> I tried it that way, but only the first call of setting the height is a
> >> success (so the height of the cylinder stays at 0.1):
Hello again,
>> We received this error message whenever our thread tried to update the state
>> of a node while the drawing thread was trying to render it. Adding a mutex
>> solved our issue.
>
> Hmmm, I'm doing this in the update traversal, so I should be ok on
> that front... But maybe I'll test
Hello Joel,
> We received this error message whenever our thread tried to update the state
> of a node while the drawing thread was trying to render it. Adding a mutex
> solved our issue.
Hmmm, I'm doing this in the update traversal, so I should be ok on
that front... But maybe I'll test it out
Hello Chuck,
> This was Robert's response to a similar situation:
Yes, that was the message I was looking for. Thanks!
J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/
---
Hello Michael,
> I think calling the following might be what you are looking for to
> narrow down the source of your error.
>
>pState->setCheckForGLErrors
> (osg::State::CheckForGLErrors::ONCE_PER_ATTRIBUTE)
>
> where pState is a pointer to the osg::State.
Yep, that sounds like it should do t
Classification: UNCLASSIFIED
Caveats: NONE
We received this error message whenever our thread tried to update the state
of a node while the drawing thread was trying to render it. Adding a mutex
solved our issue.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Hi Jean, Ugh, the code that I pasted was just tainted with something I was
trying. I have indeed tried that code with GL_TEXTURE_2D in every place where
it ought to be and get the same result: a blank, white square with no texture.
Am I using the osg::Image->data() function incorrectly?
Th
2007/10/24, sherman wilcox <[EMAIL PROTECTED]>:
> Hey guys, I've got a few questions related to getting 3DS models to
> display properly in OSG. I'm not a modeller myself, I write software,
> but I'm working with a modeller trying to get some of their work into
> my app.
>
> The objective I'm tryin
I found a small error in calculating the x mouse location after resizing the
render window in the osgViewerMFC example. I've traced this back in the
debugger to osgViewer::Viewer::eventTraversal(). Line 550 in this file has
the correct value:
float x = event->getX();
However, the calculations i
This was Robert's response to a similar situation:
--->
Its likely that some OpenGL state you are setting isn't supported on
your hardware. The big question is what OpenGL features are causing
this problem. You could enable finer grained checking for OpenGL errros
via osg::State::setCheckForGLEr
Hi,
Maybe this problem has been solved since but in 2.2.0, all plugins names
have been small capped, leaving osgdb_osgfX.so with a capitalized X.
I found that one while upgrading a packaging script.
Antoine
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Hi Jose,
I don't know about the WxWidgets issue, but the ascii loading issue is
a known issue, attempts have been made at fixing it, but alas its a
bit more awkward than one at first would expect - its related to the
C/C++ libs changing the way they treat . in numbers. The upshot is
that we'll pr
Hi J-S,
I think calling the following might be what you are looking for to
narrow down the source of your error.
pState->setCheckForGLErrors
(osg::State::CheckForGLErrors::ONCE_PER_ATTRIBUTE)
where pState is a pointer to the osg::State.
Hope this helps,
Mike
Jean-Sébastien Guay wrote:
> H
We we're getting a lot of this error message as well. In our case, it turned
out we were telling opengl to draw a line with a width of 0.
- Original Message
From: Jean-Sébastien Guay <[EMAIL PROTECTED]>
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, October 24, 2007 2:59:44 PM
Hello Robert,
I remember you mentioning a way (in OSG) to find out the source of the message
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
sometime in the past, but can't find the post just now. I recall it
having to do with setting something in a stateset to get expl
Hi All,
Thank you both for trying , I've discovered something unusual...
when I run osgviewerWX with my default locale (LANG=es_ES.UTF-8) I get
the binary cow but no crash. If I set LANG to "C" or unset LANG then
it starts crashing (and sometimes it works, when it does I can see
the cow properly
Excellent information for the interim...I'll try it out on my windows
box sometime today.
Thanks again,
Brandon
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Wojciech Lewandowski
Sent: Wednesday, October 24, 2007 12:53 AM
To: OpenSceneGraph Users
Subj
Hello Adrian,
> i am working on a really general and fast implementation for reduce the
> number of triangles checked against a line in LineSegement Intersection
> Test.
> May question coming up while reviewing the OSG core implementation, i am not
> yet sure how and where i should implement this
(Additional bonus question: When both DISPLAY and OSG_SCREEN are set, which
one takes precedence? Not clear from the code, and I can't test it because I
can't get OSG to respond to DISPLAY at all.)
-Paul
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osg-users@lists.open
I understand DISPLAY is an X11 environment variable. However, the OSG code
for handling it doesn't appear to be X11-specific, se setting DISPLAY=0.1
should indicate screen 1, even on Windows. However, that's not the behavior
I'm seeing.
For example, do the following on any 2-head Windows box:
se
Hi Yanling,
The is a bug that clearly needs fixing. Until its fixed addding a
empty node to the scene may well work ok.
Robert.
On 10/24/07, Yanling Liu <[EMAIL PROTECTED]> wrote:
> Hello, don't know whether this has been reported or not.
>
> In OSG-2.2, osgViewer->frame() get access violation
Hello, don't know whether this has been reported or not.
In OSG-2.2, osgViewer->frame() get access violation if there is no data in
scene (didn't call setSceneData()). This doesn't happen in OSG-2.0. Do I
must give something to osgViewer, even an empty Geode, before I can call
osgViewer->frame()?
On 10/24/07, Sewell, Kenneth R Civ USAF AFRL/RYZW
<[EMAIL PROTECTED]> wrote:
> I thought OSG provided a call to glTexSubImage2D, similar to how it
> handles glTexSubImage3D. I've since figured out that I just have to use
> the regular OpenGL calls in the load and subload routines. So the
> subloa
Hi Santosh,
Well osgViewer::CompositeViewer is perfectly suited to handling
multiple cameras with different camera manipulators for each view.
osgProducer::Viewer is not at all suited to it as it has no concept of
multiple independent cameras.
I recommend that you update to 2.2 and at review the
I thought OSG provided a call to glTexSubImage2D, similar to how it
handles glTexSubImage3D. I've since figured out that I just have to use
the regular OpenGL calls in the load and subload routines. So the
subloading is working great now.
Ken.
No problem!
What do you mean by the "missing glTexS
Hi Guys
I am using osgProducer's viewer in my application.
I want to know how can we use different cameras in one viewer and can
switch on and off by hitting a key.
For Example:
I have two cameras and two render surface and I want to switch one
camera on and off.
if I hit the switching key one c
Hi Robert,
>> I've a cylinder, and while showing the scene, I want to change the size
>> (height) of the cylinder.
>> I tried it that way, but only the first call of setting the height is a
>> success (so the height of the cylinder stays at 0.1):
>After modifiying the shape call dirtyDisplayList()
No problem at all here.
Try to run it under valgrind, maybe it discovers something interesting.
Ciao!
mario
Jose Luis Hidalgo wrote:
> Hi All,
> I'm having problems with osgviewerWX on Linux, first I have to
> execute it with LANG="C" otherwise I end with a binary cow (This is a
> known
Hi Jose Luis,
no problems here about the binary cow nor crashes are showing:
$ set | grep LANG
LANG=es_ES.UTF-8
$ uname -a
Linux 2.6.22-2-amd64 #1 SMP Thu Aug 30 23:43:59 UTC 2007 x86_64 GNU/Linux
Debian Lenny, OSG from today's SVN. nvidia geforce 7600, (100.14.11)
Alberto
El Wednesday 24 Oc
Hi All,
I'm having problems with osgviewerWX on Linux, first I have to
execute it with LANG="C" otherwise I end with a binary cow (This is a
known issue, isn't it?). Anyway, I can live with it, but recently the
osgviewerWX works randomly, sometimes it opens, sometimes it doesn't
(this is far more
Hi Patrick,
After modifiying the shape call dirtyDisplayList() on the
ShapeDrawable to get it to recreate the display list that is passed to
OpenGL.
Robert.
On 10/23/07, Patrick Maier <[EMAIL PROTECTED]> wrote:
> Hi,
> I'm new to this list and to openscenegraph and I've a question regarding a
>
Hi,
I'm new to this list and to openscenegraph and I've a question regarding a
problem and I don't know how to solve it.
It should be really trivial, but I don't get it managed, and google or
other searches could not help me.
I've a cylinder, and while showing the scene, I want to change the s
Hi Paul,
You are mis-reading the View::setUpView* code, they all read the
display variable and then pass this on to the final GraphicsTraits
used to set up the windows.
The DISPLAY variable is an X11 variable for controlling where the
window will appear.
Robert.
On 10/24/07, Paul Martz <[EMAIL
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