Hi Roger,
I think I have it somewhere on my machine at work. Fortunately for me and
unfortunately for you, weekend has come and I may be able to get there and
send this on monday. Let me know if you are still interested.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailt
On Fri, Oct 10, 2008 at 6:27 PM, <[EMAIL PROTECTED]> wrote:
> Is OSG Website down? Can't get to it from desktop, laptop, blackberry
> nothing...
Yep it's down, both the website and svn. I've email Jose to see what
is up. Last time this happened he mentioned that his uni (which host
opensce
Hello Ed,
Is OSG Website down? Can't get to it from desktop, laptop,
blackberry nothing...
IIRC, they've been having power trouble in the facility that hosts the
OSG website's servers recently... Check the archives. It usually comes
back pretty quickly.
J-S
--
On Fri, 2008-10-10 at 19:04 +0200, Christian Heine wrote:
> Hi Jeremy,
>
> thanks for your fast reply.
>
> > You shouldn't have to manually set the texture coordinates like that if
> > you don't want; you could use ->setImage("...", true) with the right Y
> > setting in the WindowManager and it s
Is OSG Website down? Can't get to it from desktop, laptop,
blackberry nothing...
Ed
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Jeremy,
thanks for your fast reply.
> You shouldn't have to manually set the texture coordinates like that if
> you don't want; you could use ->setImage("...", true) with the right Y
> setting in the WindowManager and it should behave how you want. Either
> way is fine, though. :)
Yes i know,
Has anyone got a copy of the cvs head osgNV source they could either
point me at or send me. I have been trying for two days to log in to
cvs on sourceforge without any luck.
Roger
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http:
On Fri, 2008-10-10 at 17:58 +0200, Christian Heine wrote:
> Hi folks,
>
> I'm actually integrate osgWidget as GUI library in our engine. I know
> it's beta status, but it's pure OSG and we think a better solution
> than other third libraries like CEGUI.
>
> My first test are working well. Now i tr
Hi Goeff,
The special thing you need to do is be patient with learning new
stuff. The osgintersection example does lots of different tests, you
needn't do them all. All you probably need is an IntersectionVisitor
and LineSegmentIntersector.
Robert.
On Fri, Oct 10, 2008 at 4:48 PM, Geoff <[EMAI
Hi folks,
I'm actually integrate osgWidget as GUI library in our engine. I know
it's beta status, but it's pure OSG and we think a better solution
than other third libraries like CEGUI.
My first test are working well. Now i try to extend simple things,
i.e. add a mechanism to set textures for the
Ok, I am looking at the example, but since this is new to me, some of
it isn't exactly clear. It looks like it is running things a couple
times. When I run the project with my .FLT file, it doesn't give me
any intersections either. Is there something special I should be
doing?
Also, since there ap
I have dug down on this problem during the day.
The problem is that the code that checks if ATOMIC should use GCC BUILTIN fails.
I have traced this failure to the combination of the XEON processor and GCC
version.
But if I forces it to use GCC_BUILTINS and compiles OSG and my code with the
"-ma
Hi RJ and Mike,
In this case the bottleneck is almost certain the CPU being batched
bound by the large number of separate nodes and drawables, use of
LOD's won't help at all as won't cut down on the number of nodes and
drawables. To solve the bottleneck one will need to merge the
geometry data i
HiMike,
First of all you should analyze the bottleneck in your application,
osgViewer::StatsHandler will give you the time spent in each traversal.
>From the problem you are facing it seems you are draw limited(rendering
a lot number of triangles). One option will be to create LOD(level of
detail
Hi Mike,
As JS mentionds osg::ShapeDrawable is just intended for convenience,
it's not at all designed for performance so your performance issues
are nothing to be surprised by. I regret ever providing this
convenience in the OSG as ShapeDrawable is all too often used where it
shouldn't be.
In y
Hi Mike,
I have an OSG application where I am using osg::Shapedrawable(new
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes
and locations) for targets on a terrain. Prior to their introduction
into the scene, I am getting around 40 frames per second. After
introducing
I have an OSG application where I am using osg::Shapedrawable(new
osg::Sphere(...)) to represent errors ellipsoids (all have various sizes
and locations) for targets on a terrain. Prior to their introduction
into the scene, I am getting around 40 frames per second. After
introducing 1000 of the
Hi Geoff,
Have a look at the osgintersection example for the range of utils for
doing intersections.
Robert.
On Fri, Oct 10, 2008 at 2:55 PM, Geoff <[EMAIL PROTECTED]> wrote:
> Ok, how would I do the geometry queries without it? The only reason I
> am using the Viewer is because I was given this
Ok, how would I do the geometry queries without it? The only reason I
am using the Viewer is because I was given this project that does what
I need, just on the commandline for a single X,Y, whereas I need to do
it for a bunch of X,Y's in the same database.
Basically, for my project, I need to cre
Hi Geoff,
osgViewer::Viewer has a default constructor and will work just fine
without the command line arguments. In fact most of the OSG examples
don't use ArgumentParser at all. So just remove the ArgumentParser
bits and you'll get on just fine.
If all your need to do is geometry queries then
That's not nearly enough information to enable anyone to help.
Multi threaded apps can hang for any number of reasons.
You'll need to show callstack for each thread and give an other view of you
app design.
2008/10/10 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi all,
>
> Randomly my application free
Hi all,
Randomly my application freeze. I can have the stack state during the
freeze, and it seems to be in win32thread.cpp line 645 on
// Wait for the timer.
if (WaitForSingleObject(sleepTimer.get(), INFINITE) != WAIT_OBJECT_0)
{
return -1;
}
If I am good, the wait() do not
Ok, forgive me if this is a basic question, as I am just starting out with OSG.
I have a project that I was given that runs via the commandline,
creates a osgViewer::Viewer based on the arguments passed via the
command line and then retrieves all Z values at a given x,y location.
Right now I have
Thanks. My matrix was scaled, but it was coming together as scale * rotation *
translation. But I've made some changes, and I'm not getting the original
anymore, and I'm wondering whether I need the orientation again.
andy
From: [EMAIL PROTECTED] [mailto:[EMAI
> -Ursprungligt meddelande-
> Från: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] För Björn Blissing
> Skickat: den 10 oktober 2008 13:40
> Till: OpenSceneGraph Users
> Ämne: Re: [osg-users] Problemwith OpenThreads::Atomic when
> buildingapplication with OSG2.6.0 on SUSE 10.2
>
> > Li
> Line 4:
> U OpenThreads::Atomic::operator--() display.cpp:0
>
> Tells that the symbol is referenced from dispay.cpp.
> This is one of the offending symbols. Find out why this
> display.cpp is compiled with this code non inline?
There seems to be some problem during the preprocessor s
Hi Aitor,
The most efficient way to render such a character is to use a texture
atlas and have the texcoords on the geometry pick out the appropriate
parts of the character.
A decent modelling problem should be able to do the texture
atalas/geometry generation for you. Doing it as a post process
The normal way to do this, is that you need to break the model in to component
pieces and have a geode for each piece you want to apply a different texture to
using the standard OSG state mechanism and you also have ensure you have the
correct texture coordinates etc.
Trying to have one lump of
Hi James
Cool
Here's the bumph on how to submit things to OSG
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol
One thing I would suggest is that you add verbage to the example to
explain what the purpose of the example is and how it is achieved etc..
While th
Shaders...
>
> Hi Robert,
>
> Thank you very much for your reply.
>
> I have a single geometry and I want to apply different textures for it. That
> is, imagine a figure of a woman which is a single geometry. However, I have a
> texture for the head, another one for the body, another one for
Hi Robert,
Thank you very much for your reply.
I have a single geometry and I want to apply different textures for it. That
is, imagine a figure of a woman which is a single geometry. However, I have
a texture for the head, another one for the body, another one for the shirt,
etc... Do you unders
Hi Paul
Thank you very much for your reply.
I think it will be easier to take the solution #2. For our application, the
only restriction we have is that we must use a single vertex array. But if
you say that this is possible to do even when using different geometries, I
will investigate more abou
Hi Roman,
It could be that the vista drivers don't support sharing contexts.
It also could be that the reuse of the Traits objects for both context
is the problem - I've never tried this and wouldn't recommend it, so
please just use a separate Traits objects.
Sharing contexts is also something th
Hi guys
I try realize simple clone rendering in two windows
I render scenegraph once then write to texture and show it on 2 windows
so 1 have 2 windows created like this
osg::ArgumentParser arguments(&argc,argv);
osgViewer::CompositeViewer viewer_(arguments);
viewer.setThreadingModel(osgViewe
hi Andy
finally i did what i wanted to do in a different way and ignored the decompose
method.
as far as i know you can ignore the scale orientation quat if the original
matrix is not scaled
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 9 Oct 2008 14:55:34 -0400
35 matches
Mail list logo