Hi all.
I have a question why Node::traverse(NodeVisitor) doesn't called with
NodeVisitor of type UPDATE_VISITOR?
I have a class derived from Geode and I remoulded function
traverse(NodeVisitor) for some update operations:
void MyClass::traverse(osg::NodeVisitor nv)
{
if
Hi Валерa,
As in my case, I always do just call setNumChildrenRequiringUpdateTraversal(1)
somewhere during the initialization phase and this do force using update
traversals.
Just call it in the constructor of your MyClass class and this is fine.
Best regards,
Art (Артём)
--- Валерий Быков
HI Valary,
The update and event traversals both have use a mechanism that stops
traversal when no children of a node contain
any nodes that requiring traversing. This feature is key to maintain
good performance on very large databases, without
it the update/event traversals would take dozens of
Opps...
2008/5/19 Robert Osfield [EMAIL PROTECTED]:
For an example of this have a look at the implementation of the Switch
node - src/osg/Switch.cpp.
I'm meant to write osg::Sequence, rather than Switch, so you'll want to look
at src/osg/Sequence.cpp.
Robert.
Adrian Egli OpenSceneGraph (3D) wrote on Sunday 18 May 2008:
ready to check in. please test
Hi Adrian,
I downloaded OSG 2.4.0 and replaced the 3 files:
osgshadow.cpp
ParallelSplitShadowMap
ParallelSplitShadowMap.cpp
by what you provided. In short, it doesn't work for me :-(
The ShadowTexture
Hi Valery,
Geode's are meant to be leaf nodes, so are no intended to have
children other than drawables - which is why traverse() isn't
appropriate in this case.
If you do want to customize behaviour then could implement override
the Geode::accept() method, this is called before the
Zoltán wrote on Monday 19 May 2008:
Adrian Egli wrote on Sunday 18 May 2008:
ready to check in. please test
The ShadowTexture (--st) is the only shadow technique
that works on my system (Linux openSuSE 10.3, ATI-X300
with proprietary fglrx driver), but this worked the same
with 2.3.4 (svn)
Adrian Egli OpenSceneGraph (3D) wrote on Monday 19 May 2008:
please retest
test with:
export OSG_Window=
osgshadow --pssm --SingleThreaded
same... I'll try with another Linux. Will take some time
bye
Zoltán
2008/5/19 Zoltán [EMAIL PROTECTED]:
Adrian Egli wrote on Sunday 18 May
Luigi, here's my delayed reply to OSG/Python wrapping:
Your questions:
1) opinions on which route to go for wrapping, (know there are wrappers
based on introspection, I' ve tried to use them but found few examples)
gAs a python user (and a bit maintainer) of osgswig I am biased towards the
From: Robert Osfield robert.osfield at gmail.com
Date: Fri Jan 25 01:47:48 PST 2008
Hi Stephane,
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as
Hi Paul,
On Mon, May 19, 2008 at 12:51 PM, [EMAIL PROTECTED] wrote:
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with
Hi,
When creating globes with VPB one can use the option -v (vertical
multiplier) to set permanent vertical exaggeration for the generated
model. However, in our software solution the user must be able to set
vertical exaggeration from the GUI (i.e. dynamically alter vertical
exaggeration).
@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
__ Information from ESET NOD32 Antivirus, version of virus signature database 3108 (20080519) __
The message was checked by ESET NOD32 Antivirus.
http://www.eset.com
When using vpb or osgdem and using the --layer options, I expected the
layers to be assigned to different texture units. However when I
generate the terrain the layers seem to be blended 50/50 and stored as
one texture. Is this a bug or am I not understanding what osgdem is
referring to as a
Oops. My shader wasn't being loaded properly, fixed that and now the
layers are behaving as expected.
Ken.
-Original Message-
When using vpb or osgdem and using the --layer options, I expected the
layers to be assigned to different texture units. However when I
generate the terrain
I know this problem has been posted some times, but i can´t find a solution
right now i have a HUD which it´s made by rendering the subgraph of a camera
node.
these are the main lines to set the hud camera
hud_camera-setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
this version isn't working, well. so the last version is working. you have
an issue with suse linux. they don't really support glsl shaders. !
2008/5/19 Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
please retest
test with:
export OSG_Window=
osgshadow --pssm --SingleThreaded
i
Hi, using the default camera mouse controls. Left click and drag
rotates the camera, but you can kinda throw the camera if you drag and
release quickly. Can I get some advice on how to prevent that? I guess
can anyone tell me which GUIEventHandler does the viewer default
to...is it Trackball?
Hi John,
VPB builds purely static databases that are stored on disk to be later
loaded by the runtime that visualizes it. Since you want to vary the
vertical exaggeration at runtime then the solution will have to be
entirely on the OSG side, VPB actually has little to do with the
actual
On Mon, May 19, 2008 at 3:01 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
As you know, I'm current doing volume rendering work. Currently I've done a
GPU voxelization using FBO but the sawtooth of the images greatly affects
the result. So I'm very expecting FBO with anti-aliasing and
Hi Matthew,
If you release the mouse button while moving the mouse then the
Trackball and TerrainManipulators will interpret this as a throw. So
users find this really natural, others find it awkward to get used to.
Right now there isn't any options built into the these manipulators
for
Hello all,
I'm trying to use osgGA::NodeTrackerManipulator to try to get a camera to
follow a node as it moves around the scene, with very little success. After
setting up the manipulator and setting the node it has to track, I get a
segmentation fault when I call the getInverseMatrix method on
Hi Robert,
I was looking through the GDAL plugin and saw the DatasetLayer class and was
wondering what it is intended for. I'm looking through the code and can't
get my head around it.
I was trying to think of a way to have VPB generate a paged database that
simply references the orginal imagey
Hi Alejandro,
I haven't heard of NodeTrackManipulator sef faulting before, so this
is a new one, I'd guess it would most likely be a usage issue, but
perhaps you have uncovered a bug in the manipulator.
First thing to test would be to run the osgsimulation example to see
if that runs stable.
Hello,
for my flight simulator in R-C mode, I have a panorama
scenery (a 6-faced cube with images) and the aircraft
flying inside. The faces are far away and the pilot is
always in the centre.
The ground is a horizontal plane at z=0, but I have no
visual altitude reference, and a shadow
Mike,
Run with osgviewer, the glsl example works.
The problem with that example is that it creates new geometry and
doesn't reuse it.
My model has two parents (MatrixTransforms), A B. These parents share
the same shader, but have different statesets.
A has a stateset setting a new uniform
Hi Robert, thanks for you quick reply :)
I ran the osgsimulation example not only did it run fine, but also gave me
an idea of what I was doing wrong. I was calling setNode instead of
setTrackNode, so the manipulator was trying to track an invalid node and
that caused the segfault.
Perhaps a
Hi All,
Perhaps OSG users are already doing this,
or are considering.
The purpose of this email is to throw this possibility out there, and
to get feedback from OSG users who might find such an means of
distribution useful. There are members of the community far better
placed to actual go
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Markus Hein wrote:
classic Live-CD remastering sounds for me like a time consuming and
unflexible approach, but it could work.
I do not see why inflexible - there are actually automated tools for
this today. Boot the image, change what you
On Mon, May 19, 2008 at 8:23 PM, Alejandro Segovia
[EMAIL PROTECTED] wrote:
Any ideas?
No ideas.
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Jan,
Jan Ciger schrieb:
classic Live-CD remastering sounds for me like a time consuming and
unflexible approach, but it could work.
I do not see why inflexible - there are actually automated tools for
this today. Boot the image, change what you need and have the scripts
build you
Hello List,
I'm having a hard time using PSSM (or anything besides ShadowTexture for
that matter) to add shadows to my scene.
I've got some initialization code inspired in the osgshadow example, which
seems to work fine when I pass the --NVidea parameter, but when I try the
very same technique
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Markus Hein wrote:
Remastereing an existing Live-CD works good if it contains the current
packages and if you only want to create ONE conrete ISO for your needs,
but if you want to create daily ISO's than I'm afraid you will not save
much time.
Markus Hein wrote on Monday 19 May 2008:
Mandriva has a good Live distro, even running from a
USB stick. Another tiny one I am using from a USB key
is RIPLinux. I didn't try to remaster that one, though.
Mandriva-Live detects your 3D Hardware, is downloading
installing the right driver
Hi Jan,
Then I think we are not speaking about the same thing. Of course, if I
was to rebuild isos daily, I would look for something else. However,
that is not the issue for me - the whole point of making a live CD is to
give it away at conferences or to students and such. That doesn't mean
it
Zoltán schrieb:
yes. I just did that (Mandriva 2008.spring) I don't know if
they download it or if they cache the drivers locally on
the CD, but you boot the LiveCD and you have 3D (OK, it's
quite long to boot). And when you install you still have
3D.
I'll try OSG ASAP
bye
Zoltán
Hi,
Trying to use CMake with Windows SDK for Windows Server 2008 on a
Vista 64 bit box.
Running into the 'NMAKE fatal error: U1065: invalid option j' issue.
Have property CMAKE_MAKE_PROGRAM=C:\Program Files (x86)\Microsoft
Visual Studio 9.0\VC\bin\nmake.exe where it is located.
Have the LIB
On Mon, May 19, 2008 at 6:03 PM, Alejandro Segovia [EMAIL PROTECTED]
wrote:
Hello List,
I'm having a hard time using PSSM (or anything besides ShadowTexture for
that matter) to add shadows to my scene.
I've got some initialization code inspired in the osgshadow example, which
seems to work
Hi Mike,
I have a simple repro of this problem. See the attached .osg file.
It's a super simple shader that colors an object blue or red depending
on a bool uniform. The default state on the parent group sets this
uniform to 0, then one of the children overrides it with 1. You'd
expect to see
To all,
It turns out that I was able to compile and link 2.4 and 2.5 , but
when I went to run none of the plug ins that depended on the 3rd party
libraries were able to load. Looking at the libs using depends made it
look like they would load, and finally I tried using LoadLibraryEx()
and found a
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Markus Hein wrote:
Hi Zoltan,
this is good news for me. Probably we all using nvidia adapters under
linux. Has someone tried if Mandriva 2008.spring with fglrx .. ?
I am running the Powerpack edition (not the live CD) and there is no
Hi,
I have a problem with the OpenSceneGraph particle system.
I read tutorial 17 from the NPS Tutorials by Jason Sullivan (
http://faculty.nps.edu/jasullivan/osgTutorials/osgParticle.htm) and the
new summary about loading particle systems from a file (
42 matches
Mail list logo