Hi, our lab get a new stereo projector connects to two video outputs on one
Quadro FX 5500. Does OpenSceneGraph support such stereo display? I used to
do stereo display using two machine and now I have no idea how to do it
using one single video card. Any information will be appreciated.
Yanling
_
Hi Robert and all:
Thanks for Robert's support and his kind help in process.
This Chinese mirror have spent more time for his surface looks like the
English official website. I use the Trac and almost all the images and chart's
come from openscenegraph.org, the datebase is a very import
Hi Paul,
> NVIDIA drivers have a control for default texture clamping. I know this used
> to default to the CLAMP_TO_EDGE, and if you wanted OpenGL spec-compliant
> behavior, you had to manually change it to CLAMP_TO_BORDER.
Thanks for the details! I'm always impressed at how difficult it seems t
NVIDIA drivers have a control for default texture clamping. I know this used
to default to the CLAMP_TO_EDGE, and if you wanted OpenGL spec-compliant
behavior, you had to manually change it to CLAMP_TO_BORDER.
I wonder if this is the cause of the black lines issue? CLAMP_TO_BORDER with
full 0 to 1
Hi Jeremy,
> Actually, rev59. :)
Yep, that did it. Results seem to be the same as yours too, obviously.
I'll try to keep in touch with your latest developments and inform you if there
are other problems. In the mean time, I'll try and use it in a few little
tests.
Again, good work!
J-S
--
Hello,
I was wondering if someone could give me some sample use cases for both
osgViewer::Viewer and osgViewer::CompositeViewer, at a high level.
I understand that Viewer "is a" View whereas CompositeViewer "has a" list of
Views, so in general, if we only have one view, CompositeViewer will only
Try loading each of the 18 models separately and see which models decrease
your FPS the most. Then study those models closer to see the cause.
Press the 'S' key twice in osgviewer and look at how much time is spent
culling, drawing, and updating.
Some possible causes
1. Too many triangles.
2.
Hi Jin,
Try compressing the scene's texture via:
osgconv --compress mymodel.fmt mymodel.ive
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Hi GuiYe,
All the cull settings that you've being doing with SceneView in 1.2
can now be done directly with osg::Camera as it subclasses from
osg::CullSettings. For the most part you just need to rewrite the
code to do stuff like:
viewer.getCamera()->setComputeNearFarMode(..);
Robert.
2008/
On Jan 16, 2008 2:51 PM, Jean-Sebastien Guay
<[EMAIL PROTECTED]> wrote:
> Just updated OSG from SVN to get the changes to osgTerrain::GeometryTechnique,
> recompiled, and regenerated the terrain, and it's fixed. No more black lines.
> Thanks Robert.
Good to hear.
> I don't think there are any oth
Hi,
I went deeply in debug into my code, and I discovered that the problem
is in OSG v.2.2.
Actually it returns the object with the shortest node path among those
in the intersection vector.
Was it a known bug?
Thanks in advance
Gianluca
-Original Message-
From: [EMAIL PROTECTED]
[mailto
Hi Brian,
Thanks for your reply.
I have tried osgviewer, the problem also exist. Actually, I can not find any
essential difference in database loading process between osgviewer and my MFC
application.
I think the essence of my problem is that I do not know how to use scene
optimization techni
On Wed, 2008-01-16 at 12:25 -0500, Jean-Sebastien Guay wrote:
> Hi Jeremy,
>
> > At any
> > rate, I'll either apply your patch or rethink my method of iteration
> > after lunch and get that fixed up.
>
> No problem.
>
> > PREEMPTIVE STRIKE! Huzzah!
>
> Hehehe :-)
>
> > osghudframe.png:
> > os
Hello,robert!
I use the code to load the nodes from the commandline arguments. Just like
these(a example of osgWater today I receive):
#include "WaterPlane.h"
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#incl
Hi adegli,
Thanks for your reply.
My ive-format models are exported from 3dsmax with osgExp plugin.
Yes, I get the whole database loaded into memory. Actually, after loading the
whole database, my harddisk works busily, I think maybe this is because my
application use up all the memory. Then,
Hi Jin,
Also try running osgviewer.exe loading your model. If you see a large
improvement in your FPS, it means you have something wrong with your MFC
code.
Brian
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Hello Jeremy,
> I'll fix the iterator issue and then make some screenshots next.
Ok, fixed. It's a bit sad that I have to use the indices instead of iterators,
but in MS's C++ runtime, an assert is generated whenever you try to increment
an iterator past the end of the vector.
_Myt& operator
Hello Jeremy,
> Okay, changes are all merged!
Looks good, except for one thing: I mentioned that -DOSG_LIBRARY should only be
set for the lib, not for the examples (it's related to the
_declspec(dllimport)/_declspec(dllexport) stuff in OSG's include/osg/Export
header). So in the diff attached, I
On Wed, 2008-01-16 at 10:18 -0500, Jean-Sebastien Guay wrote:
> Hello Jeremy,
>
> > Still trying to figure out what's happening for the other problem.
>
> Problem figured out. It was once again an issue of linking release libs with a
> debug executable (which is bad(tm) on Windows). I added in th
Hello Jeremy,
> Still trying to figure out what's happening for the other problem.
Problem figured out. It was once again an issue of linking release libs with a
debug executable (which is bad(tm) on Windows). I added in the modifications to
the CMake files to be able to compile with a 'd' suffix
Hi all,
I apologize in advance for the "wordy" post!
I've recently ventured down the path of learning about the use of PBO's in
GL. I've come to
the conclusion that we could probably use this functionality in some of our
texture-based pipelines.
Anyway, I've run into an issue when trying to use th
On Wed, 2008-01-16 at 09:05 -0500, Jean-Sebastien Guay wrote:
> Hi again,
>
> > > OpenSceneGraph HUD Library 0.1.4 (pre-alpha)
> >
> > OK, I'll check that out tomorrow.
>
> This seems to be caused by the stringstream not holding on to the result of
> its
> str() method. The version was fine in
Okay, changes are all merged! Thanks a ton! There's really nothing more
rewarding to a fledgling developer than having proof that other people
are looking at your code. :)
On Wed, 2008-01-16 at 08:44 -0500, Jean-Sebastien Guay wrote:
> Hello Jeremy,
>
> > > Is there any way you could send me the
Hello Robert,
> I've been comparing the texture setup up code in both VPB and
> osgTerrain and found that VPB uses CLAMP_TO_EDGE while
> osgTerrain::GeometryTechnique itself just used defaults. I've changed
> osgTerrain::GeometryTechnqiue to use CLAMP_TO_EDGE, testing under
> linux doesn't show a
It's the "osghudlabel" example currently in osgHUD.
http://osghud.googlecode.com
I'm putting in some changes now from Jean-Sebastian Guay that make it
compile a bit cleaner on Windows. I believe you're using Windows if I'm
not mistaken, so these changes to osgHUD will certainly help 'ya
there. :)
This was all on our end. I still had a previous SVN version in the
place I should have had our checked-in version, and it confused the
integration. I'm all set now.
I was pleased to not have to make any changes for Solaris.
thanks,
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailt
Hi Adrian,
On Jan 16, 2008 2:26 PM, Adrian Egli <[EMAIL PROTECTED]> wrote:
> greate to get a world wide community, but there's also a danger if you have
> a english, chinese,... website. the best is to share all the documents,
> informations globally and not in a local language. unfortunattely it'
Hi all,
greate to get a world wide community, but there's also a danger if you have
a english, chinese,... website. the best is to share all the documents,
informations globally and not in a local language. unfortunattely it's
allways english, but it's life. i would prefer swiss german :-) . no,
Hi Ke Li,
I'm neither the author or project lead of the OsgDotNet wrappers so
can't answer questions on release schedule of this project. As I
don't work under Windows and haven't used the OsgDotNet so I can't
provide any direct assistance with your questions I'm afraid.
Robert.
On Jan 15, 2008
Hi Jin,
quit hard to say what exactly going wrong or not. you just mention the size
of the database, but nothing about the structure of it. 1.15GB is a huge
database if you have to hold the hole in your local memory. the ive is more
or less a memory dump, when you like to open a file it gets hole
Hi,
I have written a viewer on Window XP using MFC based on osviewerMFC example
code. I add eighteen IVE-format models(about 1.15GB on harddisk) as children
node to the scene's root group node, then, the rendering process gives a sharp
slowdown and the FPS decrease to less than 1.0 . Could any
Hi Yang ShiXing et al,
For everyone else's benefit, Yang and myself have been exchanging
emails over the past few days of his and he's colleague plans to
create a Chinese language mirror of the openscenegraph.org website.
I'm supportive of this effort, and requested we start up a discussion
here
Hi again,
> > OpenSceneGraph HUD Library 0.1.4 (pre-alpha)
>
> OK, I'll check that out tomorrow.
This seems to be caused by the stringstream not holding on to the result of its
str() method. The version was fine in osgHUDGetVersion(), but once it returned,
the memory was a jumble of illegible cha
On Jan 16, 2008 1:12 PM, Jean-Christophe Lombardo
<[EMAIL PROTECTED]> wrote:
> Just to go a little further on this black contour problem:
> I've transfered my scene generated on linux side to windows, and the
> black contour appears...
>
> Is there any difference in the default texture parameters b
Hello Jeremy,
> > Is there any way you could send me the output of "svn diff" so I can see
> > what was necessary?
>
> Sure, I'll do that when I get back to my desk tomorrow morning.
Here it is. I haven't yet started working on the std::bad_alloc I'm getting,
will get back to you on that later.
Hello all:
Openscenegraph.org's Chinese mirror will be run after the new year.
It will include most of the official www.openscenegraph.org's content , some
articles in Chinese, tutorials notes in Chinese.
Mutiple language mirror maybe needed in many countys as openscenegraph more
> Did anyone have any ideas on this? Is there any additional information I
> can provide that may be helpful?
>
> > Hello all! Working on creating a fancy osgHUD::Label example, and I had
> > a question about using alpha blending with osgText::Text.
Is the code anywhere I can look at? Is this in s
Just to go a little further on this black contour problem:
I've transfered my scene generated on linux side to windows, and the
black contour appears...
Is there any difference in the default texture parameters between linux
and windows ?
Thanks
jcl
*
2008/1/16 GuiYe <[EMAIL PROTECTED]>:
>
>
>
> Hello,robert!
> I want to use the code:
>
>
> >osgProducer::Viewer::SceneHandlerList::iterator sh_it =
> > viewer.getSceneHandlerList().begin();
> >osgProducer::OsgSceneHandler* sh =sh_it->get();
>
>
> to load the nodes from the commandline
Hello,robert!
I want to use the code:
>osgProducer::Viewer::SceneHandlerList::iterator sh_it =
> viewer.getSceneHandlerList().begin();
>osgProducer::OsgSceneHandler* sh =sh_it->get();
to load the nodes from the commandline arguments.
What should I do ?
Thank you~~~
For tests, you may derive your ShadowMap from osgShadow::ShadowMap, override
init and cull methods. In this way you will be able to check if init was
called. Of course I have not tested it but the code should look more or less
like this:
#include
class MyShadowMap: public osgShadow::ShadowMap {
Hi,
you could prob use some python scripts. Thy work nicely cross-platform too.
Here's a teaser, google for some of the modules/functions.
cheers
jp
#!/usr/bin/env python
import glob, os, sys
file_pattern = '*.3ds'
search_pattern = '.oldname.'
replace_pattern = '.newname.'
if __name__ == "__
On Jan 16, 2008 11:38 AM, Felix Bwire <[EMAIL PROTECTED]> wrote:
> I mean a biological network dataset, or it could be an internet dataset.
What do you mean by a biological network dataset, or even an
internet dataset???
Could you please start trying to be precise on what on earth your are
I mean a biological network dataset, or it could be an internet dataset. It
is in 3D. So far the one I have data which is in .gdf format.
On Jan 16, 2008 1:23 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
> On Jan 16, 2008 10:10 AM, Felix Bwire <[EMAIL PROTECTED]> wrote:
> > What I mean is that I
On Jan 16, 2008 10:10 AM, Felix Bwire <[EMAIL PROTECTED]> wrote:
> What I mean is that I have a network dataset.
What do you mean by a network dataset?
Local network? Internet?
Imagery? Terrain? 3D models? What formats
>I believe it first has to be
> stored in the osg database before it
> If crash happens, its probably in some function on
> Stack called as result
> of from ShadowMap::cull. I bet getDataVariance is
> called with stateset being
> NULL ? Right ?
Hi, sorry for the late feedback on your new
suggestions. I pretty much do it like in your code
(sm->init after attachin
What I mean is that I have a network dataset. I believe it first has to be
stored in the osg database before it can be dispalyed in osg. Or is there
any other way I can be able to load this into osg. The main aim is that I
want to be able to display this dataset in osg and make use of the
functiona
Hi GuiYei,
The osgViewer doesn't have an OsgSceneHandler and their isn't an equivalent.
Perhaps you could provide a bit of information about what you were
doing with the OsgSceneHandler then we might be able to suggest how to
replace this code.
Robert.
2008/1/16 GuiYe <[EMAIL PROTECTED]>:
>
>
Hello~~
I once wrote some in OpenSceneGraph1.2.Now I use OpenSceneGraph2.2,I want to
rewrite it.But I can't find some functions to replace some code:
osgProducer::Viewer::SceneHandlerList::iterator sh_it =
viewer.getSceneHandlerList().begin();
osgProducer::OsgSceneHandler* sh
Hi,
I have exactly the same black tile border problem on windows side with
my own data set.
On linux side it seems ok.
jcl
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Hi J-S,
On Jan 16, 2008 12:11 AM, Jean-Sebastien Guay
<[EMAIL PROTECTED]> wrote:
> > Yes, the gaps between tiles of different levels is usual right now.
> > The --terrain feature is very new to VPB, its not yet productive ready
> > so one would expect little items to not work 100%. It'll be worki
Hi Paul,
On Jan 16, 2008 4:26 AM, Paul Pocock <[EMAIL PROTECTED]> wrote:
> I have a number of objects I would like to convert to .ive and was
> wondering if there is a way to do batch processing with osgconv?
osgconv doesn't have support for batch processing. But... unix
scripts are very good at
On Jan 16, 2008 1:16 AM, Charles Han <[EMAIL PROTECTED]> wrote:
> What i have done so far is to create a myCameraPreDrawCallback which extends
> from Drawcallback. In this class i override the operator to create a
> GLObjectsVisitor. Also, when the callback is constructed i keep a reference
> to th
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