Hi Bob, hi Robert,
Robert Osfield wrote:
The code was written under the assumption that filenames wouldn't have
spaces... to handle this one would need to add an extra method into
the parser to get from a specified position to the end of the line,
and do the stripping or extraneous spaces that
Hi Anyone,
I need to fix this ASAP. I am using OSG 2.4+ with old Producer Config
files. OSG creates slave cameras for my multiple window configuration (one
for each). The resulting settings are not quite like specified in my
configuration file. Field of Views are mostly OK, but it is altering the
Hi there,
I just realized the introduction of osg::Image::update(osg::NodeVisitor*)
which is awsome (kindof - for now it just breaks the whole thing),
especially for osgART (http://osgart.org) ... I was wondering what your
plans are with the implementation as the osgimagesequence is probably
I tried adjusting the point size using osg::Point but it still had no effect.
By the way these points are actually osg::PointSprites if that makes any
difference.
I queried OpenGL using glGetFloatv to find out the range of supported point
sizes on the machine and it returned 0.0 to 64. I
Hi,
We are currently using OSG 2.2 in our projects. I just moved to GCC 4.3
and am getting compile errors related to the stricter include rules that
release implements. I have seen some traffic in the archives discussing
a possible fix in the 2.3 development series. Did these fixes make it
Hi Lenny,
I have refactored the OverlayNode usage of OverlayData, so that it's
now possible to subclass OverlayData as it now uses a ref_ptr<> rather
than an OveralyData directly, and the getOverlayData and OverlayData
struct are now in protected rather than private space.
This change did screw u
Hi Bob,
The code was written under the assumption that filenames wouldn't have
spaces... to handle this one would need to add an extra method into
the parser to get from a specified position to the end of the line,
and do the stripping or extraneous spaces that you mentioned. Feel
free to dive i
Hi Crezy,
osg::Point is the best way to control point size in the OSG.
Robert.
On Wed, Jul 23, 2008 at 8:11 PM, Crezy Elmo <[EMAIL PROTECTED]> wrote:
> I used to be able to change the size of GL_POINTS in my application both
> from within a vertex shader and also using glPointSize(float f) in a
hi all,
i recently was working with some .obj files (and associated .mtl
files) and ran into the problem where the loader would truncate only
the last component of a filename containing spaces. so, for example,
in the .mtl file would be an entry like:
map_Kd my texture name.jpg
which is
Hi Ümit,
I'm glad I could help. The tool I used was osgdot, a program by Paul Melis.
See its thread at
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-November/004350.html
It is is currently hosted in the Mike Weiblen's osgtoy repository :
http://lists.openscenegrap
I used to be able to change the size of GL_POINTS in my application both from
within a vertex shader and also using glPointSize(float f) in a Drawable. I
recently upgraded to the latest OpenSceneGraph and now no matter what I do tthe
point size always seems to default to 1.0.
Anyone have an
Hi Alberto,
Thanks for reply. Yes, it doesn't show my expected structure. I have to
traverse and reorganize all nodes with nodevisitor. And I have another
question about extracting the model in graph. What application do you use
for extracting the model graph as a image or any document like
graphi
Hi,
you can use osg::Texture::getTextureObject and then
osg::Texture::TextureObject._id
Alberto
El Miércoles 23 Julio 2008ES 16:58:25 Steffen Kim escribió:
> Hi,
>
> I cannot find the correct function to get the OpenGL texture-id of an
> osg::Texture2D.
>
> I have several textures in OSG that I
On Wed, Jul 23, 2008 at 3:34 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Looks like uninitialized variables in the constructor to me:
>
>PolygonMode(Face face,Mode mode) { setMode(face,mode); }
>
> If you specify FRONT in the constructor, the back mode never gets
> initialized. You should f
Hi,
I cannot find the correct function to get the OpenGL texture-id of an
osg::Texture2D.
I have several textures in OSG that I want to use as input for a library that
needs the textures as GLuint.
How do I get my OSG-textures in there?
And how can I create an osg::Texture2D out of the GLuin
Looks like uninitialized variables in the constructor to me:
PolygonMode(Face face,Mode mode) { setMode(face,mode); }
If you specify FRONT in the constructor, the back mode never gets
initialized. You should fix this and post your change to osg-submissions.
-Paul
>
> Hello,
>
> I a
Hi Robert,
That sounds interesting. I hope it can solve my problem in a much better way.
I am looking at the camera class and so far assuming that I need to use the
setPreDrawCallback function. Looks to me like RenderStage calls this after
culling has been done.
My day is ending now, will
Hi Viggo,
I think you are on totally wrong take w.r.t trying to track changes in
the scene graph, for what is effectively just a custom transparent
renderbin setup, and has little to do with the scene itself.
The way you should tackle it is to customize the rendering backend so
that the bins you
On Wed, Jul 23, 2008 at 1:47 PM, J.P. Delport <[EMAIL PROTECTED]> wrote:
> I must say that the new vpb with --terrain is a _lot_ faster than the old
> osgdem used to be. One can now generate quite a bit of data over a weekend
> :)
--terrain switches the build to output osgTerrain::TerrainTile, tha
Hi Peter,
This is the problem I am trying to solve:
---
Two partly transparent polygons intersect each other. Example: A tree created
from two quads. The tree has many pixels that is completely opaque, and many
pixels that is semi visible (transparent) a
Hello,
I am testing some Code and trying to look at some Wireframe Models, I use
the following line of code, first using FRONT_AND_BACK PolygonMode
osg::PolygonMode * pm = new
osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
That works, both sides are rendered as
Hi Viggo,
This is only a suggestion (you may have other reasons). To avoid the human
error as you called it, meaning that if someone forgets to call the reformat
code...
then you should have a method that 3rd party code/humans must use when
adding to your scene, for example
void CMySceneManagerTh
Hello Denis,
When I added vertex shader, the object was not shadowed properly
(with the same exact fragment shader). I suspect I'm doing something
wrong with the texture coordinates in a vertex shader. I looked in
ShadowMap.cpp, it has only fragment shaders. Do you know where can I
find defau
Hey,
That is indeed the issue. It appears that each of the members that we
used to access have been moved into the private struct OverlayData,
which only has private access. The getOverlayData(...) function looked
almost like a solution, but, it too is private.
As for the useage, I am not compl
Hi,
Robert Osfield wrote:
Hi J.P.
Many thanks for putting this guide, sure saves me some time and will
help others.
In terms of the work flow, there are couple of things that VPB can
help out with.
As you note, vpbmaster doesn't like, or actually does not permit
building on databases where th
I got the mail from Robert 3 times :-)
V> From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> Date: Wed,
23 Jul 2008 08:28:20 -0400> Subject: Re: [osg-users] Is this a too dirty hack?>
> Has Max head room entered the OSG ;)> > Your email is repeating ;) ,at least
for me> > -O
Hi Robert,
Oh, I would probably be willing to go through fire to ensure that nobody can
break the system :-)
I am a great fan of writing modules that is as independent of other modules as
possible. This also means that I do not want to make future modules dependent
on current modules either
Hi J.P.
Many thanks for putting this guide, sure saves me some time and will
help others.
In terms of the work flow, there are couple of things that VPB can
help out with.
As you note, vpbmaster doesn't like, or actually does not permit
building on databases where the source data is in different
Has Max head room entered the OSG ;)
Your email is repeating ;) ,at least for me
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, July 23, 2008 8:02 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Is this a too dirty ha
Hi Viggo,
Do you really have to go through all this hassle? Can't you just
catch changes to the scene graph as they are being made by your app?
The only part of the OSG which which would add nodes to the scene
graph is the DatabasePager, and you can catch all loads from this via
a Registry::ReadF
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Rahul Jain wrote:
> Hi All ,
> I am trying to place some characters (cal3D) on a terrain I created
> using VPB at a particular location on the terrain using the code shown
> below. But when i run my program i do not see any thing, using mouse
> (track
Looks like an interesting project
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David _
Sent: Wednesday, July 23, 2008 7:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] projects using OSG that appear on the web
Hi, i´ve seen that there are some proje
Hi, i´ve seen that there are some projects that use OSG, announced on the OSG
website
we´ve been working in a project for a year right now and we´re interested in
showing it to as much people as we can.
my boss asked me if it was possible to link our project from the OSG website,
so that´s
Try a search of the mail list archive or through google (1st hit)
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-
December/005306.html
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Javier
Taibo
Sent: Wednesday, July 23,
Hi all,
I have a problem in a situation that seem quite common.
I have an IntersectVisitor traversing a scene with LOD nodes. The LOD
ranges are not overlapped. The problem is that intersections are only
detected with one of the LOD children, not neccesarily the visible one.
There must b
Hi,
the example should hopefully be complete now.
You should be able to get to the example using the front VPB page
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki
or the Usage Examples page
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/UsageExamples
enjoy
j
I am doing it because I want to be able to set node-masks on nodes that is
added to the scene-graph after I have initialized my scene. I am trying to
avoid having to specialize the code where we add to the tree. I want the code
module that set node-masks to be completely standalone.
The hack
who care's if it dirty, if it works it works ;)
I'm still not sure why your doing this, this way, as you have to add all
your nodes to your scene, and if you add a simple addNodestoScene type
function that say does somehting like addNodestoScene (
osgDb::LoadNode("myfile.flt")) or similar the you
Hi,
I am on the quest to figure out when the node-tree is dirty.
I have found a way... But I do not know if this way is a too dirty hack to
actually use.
I have a class that inherit osg::Group.
I use this as the root of my scene-graph.
Each time someone add a node to the world, then the d
James
You can go to the to the Osg Wiki FAQ and add an entry to it. ( Search the
wiki for password details )
Also to look at another way there are, OSG cannot be responsible for what
users link in or pull in with headers
There are many instances of headers from other packages that have to be
inc
Thanks , Robert ,i will follow what you said :)
在2008-07-23 17:00:31,"Robert Osfield" <[EMAIL PROTECTED]> 写道:
>Hi Heishujing,
>
>If you think you have a bug fix could you please post the whole
>modified file to osg-submissions. You can subscribe to the list via:
>
> http://www.openscenegra
Hi RJ,
Cmake should automatically find libcul and build the curl plugin. If
it hasn't found it already, remove your CMakeCache.txt and then re-run
./configure.
Robert.
On Wed, Jul 23, 2008 at 10:18 AM, Rahul Jain <[EMAIL PROTECTED]> wrote:
> Hi all,
> I want to build curl plugin for OSG.2.5.5
On 23 Jul 2008, at 10:56, Robert Osfield wrote:
Can you not just avoid GLUT because it's crap for an proper
application development. Or just put the GLUT include last. I'm not
going to mess around with the core OSG to make up for deficiencies in
an API that is well passed it's sell by date.
Hi all,
I want to build curl plugin for OSG.2.5.5, but when i hit ccmake I do
not find any option to specify the curl include and libs. So the
question is how to build the curl plugin.
cheers
RJ
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osg-users@lists.openscenegraph.o
Thanks for sharing with the community J.P! Looking forward to see the
example page completed:)
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
Best Regards,
John Larring
J.P. Delport wrote:
Hi all,
I've managed to build a terrain database using vpb on a Lin
Hi Heishujing,
If you think you have a bug fix could you please post the whole
modified file to osg-submissions. You can subscribe to the list via:
http://www.openscenegraph.org/projects/osg/wiki/MailingLists
Also have a read through the notes on SubmissionsProtocol so you know
the best way
Hi Peter,
What you say is true in most cases. The 'simplest' way to do this would be to
tell my system that the node-tree need re-formatting each time we call OSG to
add children. That would require two calls each time, and also requre humans to
remember to implement both calls. This opens fo
Hi James,
Can you not just avoid GLUT because it's crap for an proper
application development. Or just put the GLUT include last. I'm not
going to mess around with the core OSG to make up for deficiencies in
an API that is well passed it's sell by date.
Robert.
On Wed, Jul 23, 2008 at 9:07 AM,
Hi Viggo,
On Wed, Jul 23, 2008 at 6:51 AM, Viggo Løvli <[EMAIL PROTECTED]> wrote:
> Is there any way to know whether or not the scene-graph has been modified?
The OSG has very localised mechanisms for tracking dirty state, such
as in osg::Image and osg::Array, but there isn't a general mechanism,
Hi Zhangqiang,
You best course is just to leave alone the --*-threads-ratio settings
from the command line. They are an experimental part of VPB.
Robert.
On Wed, Jul 23, 2008 at 3:23 AM, zhangqiang <[EMAIL PROTECTED]> wrote:
> Thank you for your advice!
> I have done according to your idea, the
Hi Phil,
For the distance from the eye point/view Try:
NodeVisitor::getDistanceEyePoint(Vec3)
NodeVisitor::getDistanceToViewPoint(Vec3)
ViewPoint and EyePoint are usually co-incident, but in some effects
like shadows the eye point could be a false one i.e. local to the
shadow, rather than
Thanks Andrew,
I am working on Linux, and osgCalViewer is just working fine. I will try
to use Delta3D it seems to me a better option too.
RJ
Andrew Lett wrote:
> Hello Rahul,
>
> I also gave osgCal2 (I believe 0.3.1) a try with both OSG2.0 and OSG2.4 - and
> I
> wasn't successful with either rel
Yes you are right. Code compiles fine in release-mode.
Greetings
Hagen
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Apologies if this is a FAQ or otherwise known, but, the following test
program fails to compile for me:
=
#include
#include
#include
int main(int argc, char** argv)
{
return 0;
}
=
I'm on Mac, change to or similar if require
Hi,
El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:
> hi!
>
> i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use
> osgViewer to look,texture is not right.
> it seem that repeat is not work! why?
>
> osgExp is not surport Texture UV repeat? how to make it?
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