Hi,
see here:
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/24544
Also, the gmane interface is the best way to search the archives.
http://news.gmane.org/gmane.comp.graphics.openscenegraph.user
rgds
jp
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Robert,
I
Hi Forest,
The StateSetManipuilator has nothing to do with window specific code,
it pure C++, so is unlikely to be directly related to the problem you
are seeing. More likely is that there is another problem that is
lurking all the time. I know this doesn't help much, but hopefully
should
Hi Guys,
The gap between draw dispatch (the yellow bar) and draw GPU (the
orange bar) is by its nature variable. The reason is it so variable
is that I have to estimate the begining of the draw GPU as the OpenGL
GPU stats extension only provide elapsed time, they don't provide any
details on
Dear All,
Is there an obvious way of aligning the contents of the Vec4Array to 16 byte
boundaries? Can I also guarantee that each std::vector entry will be
contiguous in memory? i.e. I would like to make sure that array[0].x(),
array[1].x() etc. are all on consecutive 16 byte boundaries.
(I'm
Hello all,
know anyone a nice tutorial for multitexturing? I would like ADD, SUB or MULT
textures. And what is the right way? The osg::TexEnv or the osg::BlendFunc?
And I have another question. I have a object with a red material and when I set
a texture the material color and the texture
Hi David
On Tue, Jul 8, 2008 at 11:57 AM, David Spilling
[EMAIL PROTECTED] wrote:
Dear All,
Can I also guarantee that each std::vector entry will be
contiguous in memory?
Yes, provided that your compiler follows the C++ standard. See
Hi,
I'm compiling OSG in MACOSX 10.5. I have compiled Artoolkit and
OpenSceneGraph sitting the frameworks and plugings in /Library/
Frameworks and /Library/Applicca/Plugins.
I tried to compile OSG but i have 2 error: framework not found
osgProducer. I have search this framework
Hello all,
now I know it. I must use the osg::TexEnv and it works fine.
Know somebody whether the texture parameterisation is implement in
openscenegraph (Planar-Mapping, Spherical-Mapping,...)?
Cheers,
Martin
Original-Nachricht
Datum: Tue, 08 Jul 2008 13:09:42 +0200
Von:
As long as the compiler follows the C++ spec , stl vectors should be
contiguous memory
But note vec4 could be either a vec4f or vec4d so will only be 16 bytes if
it expands to vec4f
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Tuesday, July 08,
Hi Gordon, Thibault,
Thanks for the replies regarding the contiguity of the memory in a
std::vector. That at least solves half of the problem.
Use yourvector[0] to get a float* pointer to the beginning of the
array.
How do I define the vec4array so that yourvector[0] is absolutely aligned,
Hi,
On Tuesday 08 July 2008 11:57, David Spilling wrote:
Is there an obvious way of aligning the contents of the Vec4Array to 16
byte boundaries? Can I also guarantee that each std::vector entry will be
contiguous in memory? i.e. I would like to make sure that array[0].x(),
array[1].x() etc.
Hi J-S --
Another thing for you to keep in mind... osgTDS only deforms terrain if the
terrain data is stored in an osg::Geometry. Other Drawable types, such as
Heightfields, are not currently supported.
-Paul
___
osg-users mailing list
Hi I was following some tutorials from the Quick Start Guide when I found some
pretty strange behavior (I assume its a BUG) when saving .osg files.
Below is a code snipped which
1) Creates a Group, puts a osg::Material on it and sets its flag to OVERRIDE. I
set the material diffuse to red.
2)
All,
I've been OSGing for long enough that perhaps I shouldn't be quite so
surprised, but I'm still always a bit amazed about the ready availability of
support:
Q: I need to defroogle my impfusculator. Can I do this in OSG?
A: Yes - see examples/defroogleFusculator.cpp.
(Although perhaps its an
Look at osg::Depth and osg::Depth::ALWAYS
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Fuesz, Matthew [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 07/08/2008 11:11AM
Subject: Re: [osg-users] how to disable zbuffer
Hi David,
You just need to disable GL_DEPTH_TEST for the desired object(s).
or
stateSet-setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS),
osg::StateAttribute::ON);
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hello,
El Martes 08 Julio 2008ES 17:18:44 Jean-Sébastien Guay escribió:
You just need to disable GL_DEPTH_TEST for the desired object(s).
or
stateSet-setAttributeAndModes(new osg::Depth(osg::Depth::ALWAYS),
osg::StateAttribute::ON);
I think it is important to say that disabling
Hello all,
I'm on Unbuntu 8.04, and I have problem with osgviewerQT (osg 2.5.0) and qt
4.4.0 when loading osg file.
Either I view nothing (for osgcool.osg), or a strange degraded model without light, without texture, with not all faces
(for cow.osg).
It works with osgviewer and it works
If you just disable depth testing, or make the fragments always pass depth
testing via ALWAYS, you still don't get the effect that the object is always
visible, do you? It presumably will depend on its position in the scenegraph
and the relative order of drawing. That's why HUDs are often done in
It sounds like you are looking for glTexGen, which is wrapped in OSG
by the osg::TexGen class.
Message: 3
Date: Tue, 08 Jul 2008 14:04:22 +0200
From: Martin Gro?er [EMAIL PROTECTED]
Subject: Re: [osg-users] Multitextures and Blending Modes
To: OpenSceneGraph Users
I think it is important to say that disabling GL_DEPTH_TEST
as Matthew said disables all writings to the depth buffer
whereas using GL_ALWAYS as depth function, as Jean-Sébastien
and Brian said, doesn't. Using one or the other way depends
on the specific need for passing the test.
Hi Judd,
The MixinVector did initially have allocator support, but I had to
remove it because it was causing compile problems under one of our
supported platforms. Arggg
Robert.
On Tue, Jul 8, 2008 at 2:34 PM, Judd Tracy [EMAIL PROTECTED] wrote:
You could use a STL allocator that would
H Johan,
Could you send a screen shot of the problem?
Robert.
On Tue, Jul 8, 2008 at 5:02 PM, Johan Nouvel
[EMAIL PROTECTED] wrote:
Hello all,
I'm on Unbuntu 8.04, and I have problem with osgviewerQT (osg 2.5.0) and qt
4.4.0 when loading osg file.
Either I view nothing (for osgcool.osg),
Hi Todd,
On Tue, Jul 8, 2008 at 6:03 PM, Todd J. Furlong [EMAIL PROTECTED] wrote:
Not sure if this is related, but...
When timing an OpenGL application, we always make sure to do a glFinish()
before recording the time at the end of a draw. The glFinish waits for the
OpenGL commands in the
Hi,
I have been trying out osg with wxwidgets, specifically playing with the
osgViewerWX sample, and was wondering if it is possible
to somehow maintain rendering whilst the wxFrame is resized. At the moment
when the wxFrame is made bigger the rendering area
is not redrawn until the next idle
Hi,
I have been trying out osg with wxwidgets, specifically playing with the
osgViewerWX sample, and was wondering if it is possible
to somehow maintain rendering whilst the wxFrame is resized. At the moment
when the wxFrame is made bigger the rendering area
is not redrawn until the next idle
I believe it depends on where you call frame().
You can create a separate thread that will call frame() on its own timer
and will continue to render as wxWidgets is resizing. I havnt tested
this but it should work. The wx gui will not continue to render but the
OSG parts should.
I've done
Hi All
I am on windows xp and I am using osg 2.4.0 and qt 3.3.8
I use the GraphicsWindowEmbedded to set the graphicsContext.
I have a crash in osg::getGLVersionNumber() when I try to draw my
SceneView.
My GL_VERSION variable seems not to be set.
Have you any idea what I am doing
Hello all,
While trying to debug the hangs in Cygwin I've run up on an something I
don't understand about OSG and not sure if it is a compile issue or an
operator issue.
If I use osgconv or osgviewer in this manner:
osgconv cow.osg brian.osg
or
osgconv cow.osg brian.ive
or
osgviewer cow.osg
On Mon, Jul 7, 2008 at 5:16 PM, [EMAIL PROTECTED] wrote:
...
You would have thought that a 1.2 compiler would be able to compile all
earlier version of the language but they decided to implement it such you
must tell the compile your using 1.2 of the language.
the rationale is that the
Hi,
James Dickson wrote:
I have been trying out osg with wxwidgets, specifically playing with the
osgViewerWX sample, and was wondering if it is possible
to somehow maintain rendering whilst the wxFrame is resized. At the
moment when the wxFrame is made bigger the rendering area
is not redrawn
Hi,
I have a related question; it seems that my textures are scaled as they
are loaded, for example if I move the camera, I get messages like:
8)
Scaling image 'D:\DOTSModels\kmz\images\texture0.JPG' from (1600,1200) to (1024,
1024)
Is there an easy way to cause all textures to be loaded and
Luis Miguel Granado wrote:
Gracias por la respuesta,
Encontré el proyecto, pero no viene creado un fichero de Xcode para
compilarlo en MACOSX.
Este proyecto no tiene CMake? Si lo tiene, puedes generar Xcode.
¿Sabes como compilar osgProducer para MACOSX?
Lo siento, no.
Ciao!
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