Hi everyone,
I'm now developing rendering software and need RTT and multi-pass
rendering. A box in scene contains volume data to render.
Here is volume rendering process:
Pass 1: Render Scene with box front face render, to textureFront.
Pass 2: Render Scene with box back face render, to textureBack
I suggest you use C++/CLI technology in VC++2005. It works fine~
[EMAIL PROTECTED] wrote:
Hello All,
We are using
OsgDotNet and noticed a couple of things we would like to ask about.
1. We
noticed that the quat multiply is not exported in .NET. We saw that
this was because of
Hi Seppo,
Actually, It could be. But I don't know any example like your description. So
you have to specify an related osg examples. For example you can get a mouse
coordinates from osghanglide example. In that example terrain model was rotated
by mouse directions. And the second part of your
Hello All,
We are using OsgDotNet and noticed a couple of things we would like to ask
about.
1. We noticed that the quat multiply is not exported in .NET. We saw that
this was because of the OsgIntrospection not properly exporting some of the
overloaded operators, so there are probably other on
Hi,
How can I create a game-like moving? This means, that I can use mouse to
look around and move with arrow keys - forward arrow key moving to direction
I am looking with mouse. From the example files I found only one kind of
movement, and not this kind at all..
Thanks in advance!
Seppo
Hi guys,
iam a final year computer science student and i want
to do a project on Simulation of the faculty's
building resources. Iam interested in simulating the
resources available at the faculty(labs and
classrooms) to find out if they could handle a larger
number of students or in case new cours
Dear all,
I'm trying to obtain the model matrix, the view matrix, the projection matrix
and the window matrix. I used the following piece of code in my pick event
handler.
protected unsafe bool pick(OsgGA.GUIEventAdapter ea, OsgViewer.Viewer viewer)
{
..
picker = new
OsgUtil.LineS
On Fri, Mar 14, 2008 at 7:43 PM, Jean-Sebastien Guay
<[EMAIL PROTECTED]> wrote:
> One thing I'd really like to see before a stable release is done is to
> make sure any osgShadow weirdness is behind us, that it behaves
> predictably at least in --sm mode, if not --pssm as well (which looks
> ha
Robert Osfield writes:
>
> On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce <[EMAIL PROTECTED]> wrote:
> > Robert:
> > Since parts of OSG uses GDAL and GDAL is about ready to
> issue a stable
> > release, would it be a good idea to time the OSG release
> shortly after
> > GDAL release?
>
> I do
Hi Paul
Thanks, found the issue on not being able to step in was a config script
failure on my part.
We don't use paths at all this is a No no for apps, using paths to find
binaries can be very bad under dumb old windows. so were are not allowed
to do it
_
From: [EMAIL PROTECTED
Hi again Robert,
> Both these projects are nearing the point that I could probably do
> OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
> are pretty near feature complete enough to go with a stable release,
> so its really about making sure they are robust enough and compile
Hello Robert,
> Both these projects are nearing the point that I could probably do
> OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
> are pretty near feature complete enough to go with a stable release,
> so its really about making sure they are robust enough and compile
> p
Hi Gordon --
I'm not having the issue you describe. I do the following, and VS is always
able to find the OSG symbol information and step through the code:
1) Build OSG
2) Right click on INSTALL and select Build. This copies OSG runtime into
C:\Program Files\OpenSceneGraph (headers, libs, and D
Hi Paul
I have noticed issues like this recently. it does not seem you can make
Cmake distinguish between release and debug here, its causing use grief as
we try to migrate to 2.3.x
maybe there is a way to do this but I don't know enough about Cmake etc...
I'm having basic issue of even steppi
GDAL version 1.5.1 testing is underway. RC3 was just cut so I would
assume it will release soon.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 2:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSce
On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce <[EMAIL PROTECTED]> wrote:
> Robert:
> Since parts of OSG uses GDAL and GDAL is about ready to issue a stable
> release, would it be a good idea to time the OSG release shortly after
> GDAL release?
I don't have a problem with going first, it'd make
Robert:
Since parts of OSG uses GDAL and GDAL is about ready to issue a stable
release, would it be a good idea to time the OSG release shortly after
GDAL release?
Bruce
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March
For some time now, I've been unable to load the Debug JPEG plugin
osgdb_jpegd.dll. The Release build works just fine. Because I'm on Windows,
I had assumed this was some runtime library / PATH issue
Today, this finally bugged me enough to investigate it.
I looked at osgdb_jpegd.dll the old depe
Hi All,
Details on the new release (rather short on detail, you'll need to
look at the ChangeLog which is pretty full if you want all the
details):
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
* OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
include
Yes Paul is correct the process is not going to be lossless at the is time
BTW that's the whole point of why all the big Modeling and Cad packages have
adopted COLLADA to help in stopping the loosy transfers between packages
etc..
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hi All,
I've just merged another fix so could users please do one last svn
update just to double check that we haven't broken anything more and
that all build errors are now fixed.
Thanks,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegrap
On Fri, Mar 14, 2008 at 2:03 PM, Tony Horrobin
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> I think you forgot to commit osgGA/StateSetManipulator because it's
> complaining about the clone() not being declared.
>
> However, when I add the declaration it compiles and the texture toggle
> works a
Thanks for the fix, Robert. My mistake on that.
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Robert Osfield
> Sent: Friday, March 14, 2008 5:12 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Testing of SVN version please
>
Hi Robert,
I think you forgot to commit osgGA/StateSetManipulator because it's
complaining about the clone() not being declared.
However, when I add the declaration it compiles and the texture toggle
works as expected.
Cheers,
-Tony
___
osg-users m
> I have an OSG scene. My client needs to load this into
> Creator to do some additional work on it. Once he has
> finished his work, he exports to FLT from Creator, and runs
> osgconv to convert it to an IVE file.
You might already be aware of this but model conversion round trips can be
lossy
On Fri, Mar 14, 2008 at 1:49 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> I didn't do the update, but I did the same thing you did, and it
> compiled for me. So I'm set. I was just about to send you my file.
Great. So... it looks like we are ready :-)
Thanks to everybody who's put time a
I didn't do the update, but I did the same thing you did, and it
compiled for me. So I'm set. I was just about to send you my file.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 9:44 AM
To: OpenSceneGra
On Fri, 2008-03-14 at 20:12 +1300, Gert van Maren wrote:
> Hi Robert,
>
> Looks like it. I have to go back to 97.XX driver to get rid of the crash
> but now I get other issues -> BSOD occasionally.
Is it osgWidget causing the BSOD, or just other things with that driver
version? If I could trac
On Thu, 2008-03-13 at 21:30 -0400, Leontyev, Sergey wrote:
> I downloaded osgWidget and ran sample programs, I liked it a lot.
> I would like to use it for the project I will be working on.
> The first version of the software used OSG1.2 + CEGUI. It worked fine
> after some workarounds, but I was
Hi Andy,
On Fri, Mar 14, 2008 at 1:30 PM, Andy Skinner
<[EMAIL PROTECTED]> wrote:
> I've just seen a compile error in osgviewerWX.cpp on OSX, complaining
> that cout is not a member of std. I'll get back to you about it as soon
> as I can.
To try and fix this I've added an include to
osgviewe
look at Remo3d http://www.remograph.com/ it can import .osg files directly
as its written using OSG as its rendering engine and can write to OpenFlight
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, March 14, 2008 9:17
I've just seen a compile error in osgviewerWX.cpp on OSX, complaining
that cout is not a member of std. I'll get back to you about it as soon
as I can.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 8:34
Hi,
I'm now developing rendering software and need RTT and multi-pass
rendering. A box in scene contains volume data to render.
Here is volume rendering process:
Pass 1: Render Scene with box front face render, to textureFront.
Pass 2: Render Scene with box back face render, to textureBack.
Pass 3
Hi Robert and Gordon,
Many thanks for the responses.
I think I failed to make my problem clear. Sorry.
I have an OSG scene. My client needs to load this into Creator to do some
additional work on it. Once he has finished his work, he exports to FLT from
Creator, and runs osgconv to convert it
Hi Tony et al,
On Fri, Mar 14, 2008 at 11:36 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> While I wait for feedback on the OSX I'll ponder on this issue so more
> to see if I can come up with quick solution, but it may well be
> something that requires more extensive changes beyond
> StateS
What model format are the files your client is using in ?
As a pointed out before if your clients models are in any industry standard
then you can use Poltytrans or Deep exploration to convert them to Creators
Openflight format see www.okino.com www.righthemisphere.com
If you have files just in a
Creator 3.x
Can open
Open flight (versions back to 14.2)
OBJ (wavefront and x-plane )
DXF ( older versions of DXF )
3ds ( studio not max )
KML
STL
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM :
I'm compiling on OSX right now, too, if you want to hold off for a bit.
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, March 14, 2008 7:12 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Testing of SVN version pleas
Hi Tony,
Thanks for the feedback.
I'm aware of the threading issue in osgGA::StateSetManipulator, its
easy to fix by setting the DataVariance of the StateSet it modifies to
DYNAMIC, but... this will effectively forces the main thread to wait
till the whole draw traversal is complete as the StateS
Hi Ulrich,
On Fri, Mar 14, 2008 at 11:06 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> I've seen reports of this type of problem before - definition of
> static values in headers, can't remember the exact times but its
> happened a couple of time in osg history. Fixes would be to move the
>
Hi Neil,
I don't know Creator myself either, but I would have thought that it
supports some of the export routes that the OSG has - COLLADA and .obj
are two there there is a chance it'd support. Perhaps others with
Creator itself will be able to answer it.
As mentioned in another thread recently
Yes !!!
thank you very much :-)
Vincent.
2008/3/14, Ralph Kern <[EMAIL PROTECTED]>:
>
> Vincent Bourdier schrieb:
>
> > I've located my problem, and this time I don't know why it doesn't
> > change anything...
> >
> >
> > osg::Matrixf MR = osg::Matrixf::identity();
> > MR.rotate(angle*osg::PI/18
Hi Ulrich,
I've seen reports of this type of problem before - definition of
static values in headers, can't remember the exact times but its
happened a couple of time in osg history. Fixes would be to move the
definition into the .cpp, to change to using #define or to use an
enum. I'll have a ba
Hi Robert,
Sorry for the noise. In part I couldn't remember what I'd asked before, but
also the emphasis of my request was slightly different in that, as I don't know
creator at all and don't even have the application, I don't know what other
formats it can take in. I do, however, have a client
Vincent Bourdier schrieb:
> I've located my problem, and this time I don't know why it doesn't
> change anything...
>
>
> osg::Matrixf MR = osg::Matrixf::identity();
> MR.rotate(angle*osg::PI/180.0, rotaxis);
>
rotate is a static member which gives the rotation matrix as a result.
Either use
I'm getting a build error for r7942 in osgPlugins/osgSim on MacOS X:
[ 41%] Built target osgdb_osgparticle
Linking CXX shared module ../../../lib/osgPlugins-2.3.5/osgdb_osgsim.so
/usr/libexec/gcc/i686-apple-darwin8/4.0.1/ld: Undefined symbols:
osgSim::ObjectRecordData::FLAT_SHADED
osgSim::ObjectRe
OpenSceneGraph compiles cleanly in the RelWithDebInfo configuration.
osgviewer cessnafire.osg
There is an issue with toggling textures ( it becomes unresponsive or
erratic after a while ) which is fixed by using --SingleThreaded
Ubuntu 7.10
Linux 2.6.23.14 #2 SMP Wed Jan 30 16:54:58 GMT 2008
O
I've located my problem, and this time I don't know why it doesn't change
anything...
osg::Matrixf MR = osg::Matrixf::identity();
MR.rotate(angle*osg::PI/180.0, rotaxis);
note :
rotaxis : 0.03, 0.006, -0.99
angle = 19.78
result :
MR = identity...
Is it me who make mistakes ? or there is a
Hi Sergey,
On Fri, Mar 14, 2008 at 1:30 AM, Leontyev, Sergey <[EMAIL PROTECTED]> wrote:
> I heard this library will be included before May 2008 and by that time it
> will it have some basic functionality:
> panels with buttons, and possibly some other GUI elements such as dropdown
> lists. Is this
Hi Will,
This isn't really a bug, rather just an implement decision that I made
on implementing the obersever_ptr<>. It is however inconsistent with
ref_ptr<>, which was originally like the oberserver_ptr<> but I
believe I probably relaxed this long ago when coming up against issues
of const ref_
Hi Paul,
On Thu, Mar 13, 2008 at 9:45 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Release build complete for VS 2005, WinXP.
>
> Tested osgdem and it runs well.
>
> I noticed it does leave large temporary files lying around after finishing
> the database: temporaryfile_ is left in the output di
Hi,
I'm not sure to understand you problem...
First of all, if you make a setScale(1,1,1) it is normal that nothing
changes...
After, your problem is not clear... you use a PAT for moving and scaling...
and you scale the object separately ?
Please be more precise... what does your scenegraph look
Hi,
You're right !! cross product is null ... I don't know why but now I know
where is the problem.
Thanks :)
Vincent.
2008/3/13, Vican, Justin E. <[EMAIL PROTECTED]>:
>
> What are the values of _NodeTranslation and_NodeTranslationStart? If
> that cross product returns a zero vector (0,0
Hi Robert,
Looks like it. I have to go back to 97.XX driver to get rid of the crash
but now I get other issues -> BSOD occasionally.
G
> Hi Gert,
> This is almost certainly a driver bug...
> If getting rid of spaces fixes the problem perhaps its the spaces
> rendering in with coincident vertic
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