Hi,
El Viernes 18 Julio 2008ES 04:39:27 songbo_1220 escribió:
> hi, everyone!
> my english is very poor.
> i want to pause the TrackballManipulator several time for mouse to do other
> control thing, after the time, the TrackballManipulator continue, i see
> about the TrackballManipulator's correl
Hi Murray,
Does osgprecipitation work fine?
As for what might be missing from update in your case, well you have
the source code. BTW you can set your own UpdateVisitor if you wish
via viewer.setUpdateVisitor(mySubclassedFromUpdateVisitorObject);
Robert.
On Fri, Jul 18, 2008 at 2:23 AM, Murray
Hi Xiadong,
If you are updating StateSet/StateAttribute or Drawables/Geometry in
your update then you should mark their DataVariance to DYNAMIC so that
the draw traversal knows not to release the current frame till they
are all done.
Robert.
2008/7/18 Wu Xiaodong <[EMAIL PROTECTED]>:
>
> Hi.
>
>
Hi,
I'am trying to add a texture attribute to a existing stateSet. If I try to add
the attribute with setTextureAttributeAndModes the list size increased but the
Image I set is null.
How do I correctly add a texture attribute??
Thanks
Ming
___
Hi Ming,
What do you mean by the "image I set is null"?
If you want examples of how textures are set up have a look at the OSG
examples - just do a search for texture2D. For instance osggeometry
has a textured quad.
Robert.
On Fri, Jul 18, 2008 at 9:43 AM, ka Ming <[EMAIL PROTECTED]> wrote:
>
Hi Robert,
I read in a OSG file. After that I want to add new Textures to Objects. One
object can have more than one Texture. If I cannot add a new Texture.
Here is some Code:
osg::Texture2D* osg_texture = new osg::Texture2D;
osg_texture->setImage(tImg);
std::cerr<<"Texture "
OSG tries to construct an OpenGL context with stereo properties, but cannot
find any type of context that has this type of stereo available. This
indicates your Quadbuf stereo is not (correctly) enabled in the NVidia
driver. Did you enable the quadbuf in the Nvidia control panel, and do other
apps
Hi Ming,
The value is null, its 0, its a size, null terminology is used for
pointers. It simply means that the texture object hasn't been
allocated yet so it doesn't have a size. Only once the OpenGL texture
object is compiled by the graphics context will its size be set.
Robert.
On Fri, Jul 1
Hi Christian,
If you want others to try out what you are doing to help you then it'd
be worth starting with a working application rather than just a bunch
files. The code doesn't have main let along a build system.
The easiest way to pass on tests like this is to modify an existing
OSG example,
In my case, I added some new child-node to a group-node, then it crashed
some times;
Could the bug be fixed if i call
osg::Group::setDataVariance(
)?
thanks.
2008/7/18 Robert Osfield <[EMAIL PROTECTED]>:
> Hi Xiadong,
>
> If you are updating StateSet/StateAttribute or D
2008/7/18 Wu Xiaodong <[EMAIL PROTECTED]>:
> In my case, I added some new child-node to a group-node, then it crashed
> some times;
>
> Could the bug be fixed if i call osg::Group::setDataVariance ( )?
Setting DataVariance on the Group will have no effect, it only is
critical for StateSet and Draw
Hi Johan,
I have now written an osg_atof function and placed this in
src/osgDB/Field.cpp, this is now used in the Field::getFloat methods
that the .osg plugins uses. This new function always assumes that a
'.' is a decimal place.
Could you do an svn update and let me know if it works fine.
Chee
Hi,
I have been learning OSG Quick Start Guide and class documentation. I would
like share a demo application (version 0.1) using OSG and get some feedback.
http://code.google.com/p/algoanimation/
This application allows you to visualize different algorithms (example:
sorting) and data structure
You have the source code and you have the crash, so one way to find the
cause of the issue, is for you to debug the code, set some break points in
and around the functions of the crash as shown in your stack trace
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Beh
Hi Johan,
On Fri, Jul 18, 2008 at 12:07 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> I have now written an osg_atof function and placed this in
> src/osgDB/Field.cpp, this is now used in the Field::getFloat methods
> that the .osg plugins uses. This new function always assumes that a
> '.' is
Hello to all
I have a ClearNode in my scene to change the color of the sky, I might
add a light, clouds and how can I do?
Thanks in advance
Miriam
___
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osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cg
Hi,
El Viernes 18 Julio 2008ES 15:50:05 Miriam D'Elia escribió:
> Hello to all
> I have a ClearNode in my scene to change the color of the sky, I might
> add a light, clouds and how can I do?
> Thanks in advance
> Miriam
You basically have to use a skydome to mimic the sky. See what is a skydome
Hello,
I am using VS2008 and OSG 2.5.2, compiled from source (included plugins) now
I am trying to load a simple image with some code:
osgDB::readImageFile("test.jpg");
osgDB::readImageFile("test.png");
osgDB::readImageFile("test.tga");
None of those work, I always get the message "Warning: Co
Hello Ariasgore,
I am using VS2008 and OSG 2.5.2, compiled from source (included plugins)
Did you also compile the 3rdParty dependencies from source? There is
currently no package of precompiled dependencies for VS2008, and it
could be that using the precompiled 3rdParty dependencies for VS2
This sure was a tough one. It's a weird hack.
To make osgshaderterrain example work on Radeon cards with VTF support,
you have to add something like this to the vertex shader code:
uniform sampler2D baseTexture;
...
vec4 dummy_lookup = texture2D(baseTexture, texcoord);
Also I get some que
Do you have the location of the missing Dll's in your path ? The location
needs to be...
Or place all the DLL's in the same directory as your applications exe..
See my posts on my forums about Dll search orders under windows
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14
-Original Mes
Hi Alfe,
Is there a reason why you are running single threaded? This would the
obvious improvement you could make.
Robert.
On Fri, Jul 18, 2008 at 4:54 PM, Alf Inge Iversen <[EMAIL PROTECTED]> wrote:
> Bob Balfour wrote:
>
>> Why is the GPU now being delayed so much after
>> Draw?? It's almost
Hello,
I rebuild everything using the mentioned osghelp article, got 185 Warnings
about missing pdb files, but no errors.
I added the environment paths, checked them (are they important while
compiling osg from source???)
copied the plugin folder to my output folder, copied all dlls in to out
Hi all,
Is there a way to use custom shaders with osgShadow? I’m using 2.5
version of osg. I have a shader that computes a procedural texture,
which is applied to an object. I wanted to use osgShadow::ShadowMap
to get shadow applied to the same object, but I cannot find a way to
pass the
HI,
you shouldn't be moving your plugins around like you state. Osg should be
able to find them.
Peter
On Fri, Jul 18, 2008 at 7:33 PM, Ariasgore <[EMAIL PROTECTED]> wrote:
> Hello,
>
> I rebuild everything using the mentioned osghelp article, got 185 Warnings
> about missing pdb files, but no
Hello,
you shouldn't be moving your plugins around like you state. Osg should be
able to find them.
I know, but they are now co-located in three different areas and still not
found ...
Greetings
--
From: "Peter Wraae Marino" <[EMAIL PROTECTED]
Hi Robert,
We just recently (three weeks ago) upgraded our software to OSG 2.4, and in 2.2
we was not able to get the multithreading work properly. There will still be
some time untill we release the new version to our customers as the release has
to be synchronized with some other modules.
Ho
Hello Denis,
Is there a way to use custom shaders with osgShadow?
Yes, if you're using osgShadow::ShadowMap :
osgShadow::ShadowMap::clearShaderList();
osgShadow::ShadowMap::addShader(fragmentShader.get());
osgShadow::ShadowMap::addShader(vertexShader.get());
Check src/osgShadow/ShadowMap.cpp
Hello Ariasgore,
This is not a linking error that must be fixed in the project, am i
right? This is a missing dll as i suppose...
You didn't say if you compiled the 3rdParty dependencies yourself or
not. If you didn't do that, then stop trying other things and do that.
It will eliminate the
Hello, all:
I have an object in my scene that I need to render to at least one
pixel. It's generally a fairly small object (in a 3-D scene). It
renders fine up close. I need to force it to render to something (at
least one pixel) regardless of its distance from the camera.
I have thought of ar
Hi Alfe,
Multi-threading is really out of scope of this thread so I suggest you
start up a thread about this particular topic. Also please specify
viewer usage/OS version/OSG version/hardware available etc.
Robert.
On Fri, Jul 18, 2008 at 7:08 PM, Alf Inge Iversen <[EMAIL PROTECTED]> wrote:
> Hi
Hi Philip,
Have a look at osg::AutoTransform, if this does't fit then just roll
your own cull callback to do the job, or write your own custom
Transform node.
Robert.
On Fri, Jul 18, 2008 at 8:58 PM, Tessier, Philip <[EMAIL PROTECTED]> wrote:
> Hello, all:
>
> I have an object in my scene that I
Hello Philip,
I have thought of artificially moving it closer, or scaling it larger,
but I was wondering if there is, instead, some attribute I can give it
that says, "render me even if I'm small."
I imagine you mean that you don't want your node culled even if it's
very small. You can turn o
Hi,
the compiling part seems to be tricky for me, I tried to compile jpeg, got
the zip but since there is no vs project in there, I tried that by hand (and
reading the install doc) which was less than succesfull.
Pretty akward to get the 3rd party libs.
Greets
--
Hello Ariasgore,
Pretty akward to get the 3rd party libs.
Yes, that's true... I don't use VS2008 myself, nor does Mike Weiblen
(who maintains the VS2005 3rdParty binaries). You have a few options:
* If you have access to it, you could install VS2005 and use that for
your OSG-related develo
Hi,
I managed to get osg working under VS2008 with all the plugins (i can run
every example with no errors about plugins). Here is what I did, it may not
be any different from what you have already done:
Under the folder F:\Src\Osg I have:
3rdParty
OpenSceneGraph
OpenSceneGraph-data ->
http://www
Hi Robert / List
What is the status of VPB, it seams like not much has happened the last
quater?
What is the best version of VPB to use with osg 2.4?
At some point you mentioned that you would make a tutorial on the new master
builder any idea when this might appear.
Im sry if I sound impatient
Hi Robert,
The question I have is not about multithreading, but how to ensure
regular execution of the GPU. Fluctuating GPU execution is our problem,
which is closely related to the problem first described in this thread.
You mentioned multithreading as a possible solution, which I think is
not en
Thank you both.
I'm representing a laser beam which is aiming at the camera. As a preliminary
processing step, I'm rendering an image at the laser generator which shows it's
cross-section and grabbing that frame. Specialized software then computes the
"bloom" of that in the observer's eye. S
Hi Robert,
SVN @ r8631, WinXPsp2, vs2005sp1, cmake 2.4.8
I'm getting a load of unresolveds for osgGA during the link of osgWidget.
It appears that osgWidget is missing a dependency on osgGA; after
adding that, everything builds.
-- mew
On Thu, Jul 17, 2008 at 9:08 AM, Robert Osfield
<[EMAIL
Intending to finally get osgToy and osgVRPN building again with modern
OSG via CMake.
I've looked at several other independent nodekits/apps for guidance
(osggis, mpv, osgppu, vpb, etc) and they all have separate
CMakeModules directories and use slightly different versions of
FindOSG.cmake, appare
I am waiting VPB's new stable release impatiently too :)
Ümit UZUN
2008/7/18 Ralf Stokholm <[EMAIL PROTECTED]>:
> Hi Robert / List
>
> What is the status of VPB, it seams like not much has happened the last
> quater?
>
> What is the best version of VPB to use with osg 2.4?
>
> At some point you
Hello Philip,
I've implemented Jean-Sébastien's last suggestion,
"node->setCullingActive(false)" on the MatrixTransform whose child is the
image, but with no noticeable change. Does this setting affect a node's children as well?
I've checked my viewing frustrum, and zFar is set to 3.0*(the
Hello Ümit,
I am trying to effect the components of scene with green light. Although
green light could effected two of sphere, couldn't get success on the
terrain model. What can I do to effect the terrain with green light?
Your terrain's texture is probably being applied in GL_REPLACE mode,
On Fri, Jul 18, 2008 at 5:35 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:
> Intending to finally get osgToy and osgVRPN building again with modern
> OSG via CMake.
>
> I've looked at several other independent nodekits/apps for guidance
> (osggis, mpv, osgppu, vpb, etc) and they all have separate
>
Hi,
isnt there missing a
*setMode*( GL_LIGHT1, osg::StateAttribute::ON );
for your terrain group? (or did I miss something?)
Peter
http://osghelp.com
On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun <[EMAIL PROTECTED]> wrote:
> Hi All,
>
> I have an simple question about light the terrain model p
Hi,
have you created your own viewmatrix?
I assume the red text is just photoshopped in, right?
Peter
http://osghelp.com
On Fri, Jul 18, 2008 at 10:49 PM, James Dickson <[EMAIL PROTECTED]>
wrote:
> Hi,
>
> I am having an issue with osgText::Text in that the text appears flipped
> and backw
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