Hi Robert,
My current code instances a new one each cull traverse. I wonder if that means
I get a sizeof(osgUtil::RenderBin) memory leak each cull-traverse?
Anyway, I am going to try to multi-buffer it.
I should be able to count the number of cull-traverse calls I get for each
update tranve
hi!Thank you for your answer!
I try it as you say,
but not right also,i think because Texture Coord output of osgExp is not
right,they are between 0 and 1,it should be 0 to 3.
i change it , it is OK!, so it is the really reason.
I must change osgExp scource code,and recompile it? how to do it?
Thanks for the tips Robert. I'll give them a shot.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday, July 24, 2008 10:03 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Shapefiles & Coordinate System Conversions
Hi Greg,
Thanks Robert,
Here is the Producer config file I am using:
***
Camera "Camera-1"
{
RenderSurface "Window-1"
{
Visual { SetSimple }
Screen 0;
WindowRect 0 30 426 341;
Border on;
Hi Denis,
I followed your advice. Everything works well. Thanks a lot for
clarifying those things and for your help.
Glad I could help,
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hello Jean-Sebastien,
I followed your advice. Everything works well. Thanks a lot for
clarifying those things and for your help.
Denis
On Jul 23, 2008, at 4:58 AM, Jean-Sébastien Guay wrote:
Hello Denis,
When I added vertex shader, the object was not shadowed properly
(with the same exa
Hi Steffen,
To find out what extensions the OSG is seeing enable verbose debugging via:
export OSG_NOTIFY_LEVEL=DEBUG
osgviewer cow.osg
Then it'll list, among lots of other stuff, the extensions supported.
Robert.
On Thu, Jul 24, 2008 at 5:59 PM, Steffen Kim <[EMAIL PROTECTED]> wrote:
>
Thanks for the note, I've added in both a return true and a return false ;-)
On Thu, Jul 24, 2008 at 3:27 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> Hi Robert -- This change appears to have introduced a build problem on VS
> 2005...
>
> PluginQuery.cpp
> c:\osgdev\osg\applications\osgconv\pluginq
Hi Greg,
It sounds like you are on track.
At tip for geospatial data - With the .shp plugin in SVN head, and
2.5.x dev series the plugin supports loaded the geometry as doubles
rather than the default of floats. You can enable this by using the
ReaderWriter::Options object passed in with your r
Hi,
I've got another problem with using OpenGL-code in connection with
OpenSceneGraph.
I have an OpenGL-API that I use in my OSG-application. This API won't work when
there are some required OpenGl-extensions missing. Instead it will list the
missing extensions.
In my application it does just
On Thu, Jul 24, 2008 at 3:08 PM, Viggo Løvli <[EMAIL PROTECTED]> wrote:
> The only thing that annoy me now is the call to new().
> Creating one bin as a member variable in my class and using it instead of
> the call to new cause the system to crash. Double buffering I guess.
> So maybe I can fix th
Hello all,
I am brand new to OSG and I am still wading through all the information and
examples learning as much as I can. I am working on my latest exercise in
which I am overylaying a shapefile onto a terrain database that I have. The
shapefile consists of bodies of water (lakes) in Califor
Hi Robert -- This change appears to have introduced a build problem on VS
2005...
PluginQuery.cpp
c:\osgdev\osg\applications\osgconv\pluginquery.cpp(149) : error C4716:
'osgDB::outputPluginDetails' : must return a value
Not sure whether you need this to return true or false, so I'll let you
submi
Hi Robert,
I have changed the code a bit.
Now I create my statset (_myPreCreatedStateSet) at class construction.
I no longer clone bin 10.
I now only do this inside the inner check:
if( binList.find(10) != binList.end() )
{
binList[9] = new
Hello,
I am always using VS 2008 (which is 9.0)
I have read about that problem, the manifest is included, everything is
compiled on the same machine with the same VS Version.
BUT I found a weird solution to this on this page ->
http://forums.msdn.microsoft.com/en-US/vcgeneral/thread/3f2869ca-2c0
Hello Robert,
ref_ptr::release() is a specialist helper method with does an
unref_noDelete on the referenced object - it deliberately doesn't
delete the object that it's unrefecing. This functionality is
required for functions that use ref_ptr<> locally but then have to
pass a C* point of the o
Also make sure in your projects that the manifests are being embedded the
doe need to be imbedded
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore
Sent: Thursday, July 24, 2008 8:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Freetype Plu
Are you using Visual Studio 2005 ?
You can get this type message if you have VS2005 installed but not the
VS2005 SP! patch
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore
Sent: Thursday, July 24, 2008 8:42 AM
To: OpenSceneGraph Users
Subject:
I got the following output for the freetype dll, which is somehow confusing:
'05. Text.exe': Loaded 'osgPlugins-2.4.0\osgdb_freetyped.dll', Symbols
loaded.
LDR: LdrpWalkImportDescriptor() failed to probe
osgPlugins-2.4.0\osgdb_freetyped.dll for its manifest, ntstatus 0xc0150002
'05. Text.exe':
Hi
I am trying to set the object transparency from 1.0 -> 0.0 and vice versa;
but when I start changing the alpha of the material the object becomes dark.
I have changed the material parameters but without success; when I look in
the loaded model (for example cow.osg) for material, the material
I have already read about cmakes problem when it comes to freetype, but I
checked my osgPlugins-2.4.0 folder, there is a osg_freetyped.dll in it.
Whilte trying to load a file, I get the "Warning: Could not find plugin to
read objects from file ..."
I recompiled osg_freetyped.dll and also a free
On Thu, Jul 24, 2008 at 1:05 PM, David _ <[EMAIL PROTECTED]> wrote:
> i guess i spoke too fast. I get transparency no, but it´s not exactly what i
> want
>
> how do i know what kind of FBO i´m using???
You need to spend a bit more time studying the osgprerender* examples,
this will help you.
The
i guess i spoke too fast. I get transparency no, but it´s not exactly what i
want
how do i know what kind of FBO i´m using???
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 24 Jul 2008 14:00:56 +0200
Subject: Re: [osg-users] Render to texture and ClearColor
ok
ok, i solved it with this instruction
camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
don´t know what it exactly does, but it´s working now as i want it to.
An explanation of what this isntruction do will be welcome
thanks
> Date: Thu, 24 Jul 2008 12:53:07 +0100
>
Dous you FBO have an alpha channel
On Thu, Jul 24, 2008 at 12:42 PM, David _ <[EMAIL PROTECTED]> wrote:
> Hi
>
> i´m currently rendering to a texture using a slave camera
>
> my problem is that i can´t set the clear color to alpha. Each time the slave
> camera renders a new frame i get a nice
Hi Viggo,
You could possible experiment with reuse the bin rather than cloning
it. Inserting a two bins for bin 9 and 10, then have the original
transparent bin nested within them. I can't recall the exact details
but I think I've tried a trick like this in the past. This would also
allow you to
Hi
i´m currently rendering to a texture using a slave camera
my problem is that i can´t set the clear color to alpha. Each time the slave
camera renders a new frame i get a nice blue background instead of the
transparent background i´m looking for
i´ve tried with values of 0.0, 0.5 add 1.0 fo
Hi Robert,
I followed your advice added the code into the traverse function of my root
node.
Much of the code could now be removed, and I got rid of the "0..1 loop"-hack
that I had to do earlier.
I think the new code looks very good. Do you see anything you would do
differently?
The new
Hi All,
I have just added some further options into osgconv, --format and
--plugin, which allow you to query the details on a specific plugin
i.e.
osgconv --format obj
Will report:
Plugin osgPlugins-2.5.6/osgdb_obj.so
{
ReaderWriter : Wavefront OBJ Reader
{
extensions : .obj
Hi Ümit
Thanks for you suggestion. There are several scene models in our application
and they are large. So we have to release them when we start a new scene.
Thanks again.
Kind Regards,
Su Hu
2008/7/24 Ümit Uzun <[EMAIL PROTECTED]>:
> Hi Su,
>
> I think you shoul use Switch node to change th
Hi Robert,
I set ref_ptr<> to null. It works well. Thanks a lot.
Best Regards,
Su Hu
2008/7/24 Robert Osfield <[EMAIL PROTECTED]>:
> Hi Su,
>
> You shouldn't be called ref_ptr.release() in this context, you should
> be just setting the ref_ptr<> to null.
>
> ref_ptr::release() is a specialist
Hi Viggo,
I'd do this trick using a CullCallback on the topmost node of sub
graph that you won't to repeat rather than a pre draw callback. The
CullVisitor keeps track of the current RenderStage.
Robert.
On Thu, Jul 24, 2008 at 10:53 AM, Viggo Løvli <[EMAIL PROTECTED]> wrote:
> Hi Robert :-D
>
Hi Su,
You shouldn't be called ref_ptr.release() in this context, you should
be just setting the ref_ptr<> to null.
ref_ptr::release() is a specialist helper method with does an
unref_noDelete on the referenced object - it deliberately doesn't
delete the object that it's unrefecing. This functio
Hi Joseanibal,
Could you provide a Producer .cfg that you are having problem with.
Could you also please specify which versions of the OSG you've tried.
Robert.
On Thu, Jul 24, 2008 at 3:43 AM, Joseanibal Colon Ramos
<[EMAIL PROTECTED]> wrote:
> Hi Anyone,
>
> I need to fix this ASAP. I am using
Hi Hartmut,
On Thu, Jul 24, 2008 at 3:10 AM, Hartmut Seichter
<[EMAIL PROTECTED]> wrote:
> I just realized the introduction of osg::Image::update(osg::NodeVisitor*)
>
> which is awsome (kindof - for now it just breaks the whole thing),
What do mean "just breaks the whole thing"? Could you be ver
Hi Will,
Could you try out the svn trunk or one of the 2.5.5 release, as this
will have the most compile fixes in it. We'll be releasing the stable
2.6 very soon, so what is in SVN is very close to stable state. If
things don't compile perfectly under gcc 4.3 then please just send the
errors to
Hi Robert :-D
Thanx a lot for pointing in the right direction!!!
I can now enforce render-bin 10 to be rendered twice each frame with the needed
stateset changes. No node-mask stuff is needed. This is a completely
stand-alone fix :-)
This is what I did:
Camera is set up with a callback:
This was mentioned a while ago, search the forum for "Problems with
osgViewer and ActiveX", there was a chap that was trying to do it in IE
so I presume you could get some relevant info from him.
Regards,
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Hi all.
I need to release loaded model and reload other model. I did as follow:
osgViewer::ViewerViewer;
osg::ref_ptr root = new osg::Group;
osg::ref_ptr ModelRoot = new osg::Group;
osg::ref_ptr loadedModel;
...
Viewer.setSceneData(root.get());
root->addChild(ModelRoot.get());
..
Hi Rahul,
I have no idea about this operation but It is amazing think:) If you can get
success please notify us.
Good Luck.
Umit UZUN
2008/7/24 Rahul Jain <[EMAIL PROTECTED]>:
> Hi all ,
> I want to write a plugin so that i can embed my OSG application in
> Firefox browser. Have any one tried
Hi there,
Firstly thanks for useful replies. I know, this programmatic operation is
clumsy but I don't know any way to reorganize my 3d model structure. So I am
trying to handle my model's components and then I will write the created
scene in osg format. Then I can traverse the scene easily.
I su
Hi all ,
I want to write a plugin so that i can embed my OSG application in
Firefox browser. Have any one tried this before ? Please suggest me
some pointers to start with .
cheers
RJ
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http:/
If I understand your problem correctly, the general approach would be to
compute the coordinate system matrix local to a group prior to a move (with
computeWorldToLocal) - call it A - then to move the node, recompute the
coordinate system in the new location - call this B - and apply the correct
ma
I had something possibly similar a while ago - search the archives for "GLSL
Shaders and Points (repost)", or go to
http://osgcvs.no-ip.com/osgarchiver/archives/July2005/0003.html
It might be related to what you are doing.
David
___
osg-users mailing li
El Jueves 24 Julio 2008ES 09:39:40 Vincent Bourdier escribió:
> If you want your node to stay a the same place, you will need to add it in
> an other place, or you will have to move it first at the opposed
> transformation of your matrixtransform nodes, and after that add it to
> them...
...or lea
Hi,
When you put a node under a matrixTransform, this node will be deplaced and
transformed depending on the MatrixTransform. This behavior is totaly
adapted to the scene graph.
If you want your node to stay a the same place, you will need to add it in
an other place, or you will have to move it
46 matches
Mail list logo