Ferdi Smit wrote:
I'm trying to produce some simplified versions of large mesh objects
(~15-25M triangle CT scans) osgUtil::Simplifier gives me a bad
allocation exception when using a model with ~10M triangles... I
suppose it was not written for very large models and keeps a lot of
data
On Thu, Dec 11, 2008 at 10:20 AM, Paul Melis [EMAIL PROTECTED] wrote:
Was CGAL among the ones you tried? If so, did it work at all? It seems like
a nice library, but I've never taken the time to actually give it a test
drive.
Regards,
Paul
It's a good library, but some things are
Just to remember, there is a contractors page on the Wiki :
http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors
On Thu, Dec 11, 2008 at 1:29 AM, Sukender [EMAIL PROTECTED] wrote:
Hmmm... you're certainly right. But what about selling OSG distributions on
DVD? Wouldn't this
Hi Roman,
On Thu, Dec 11, 2008 at 6:57 AM, Roman Grigoriev [EMAIL PROTECTED] wrote:
So for now I solve problem by doing all postprocess operations for left and
right eye and have huge frame drop to 25 fps L
Stereo rendering normally incurrs a performacne hit, as you are
doubling the amount of
HI Ferdi,
The osgUtil::Simplifier wasn't designed to handle really large meshes,
so there are no special schemes to doing the simplifier incrementally.
The class makes extensive use of std contains like std::set/map so
memory consumption won't be too linear, but shouldn't be exponential
so it
Meshlab was crashing when I tried it; I've just been testing with 28M
polygon stanford lucy (have to convert my other files to an appropriate
format). smaller models worked fine (e.g. 10M thai statue). It seems
perfect in all other aspects for what I need right now...
I don't know how CGAL
Thanx Robert for your reply.
With single view I have 50 fps with stereo I have 25 fps. It is very
predictable result.
Event 0.05
Update 1.36 (two Intersense InertiaCube3 sensors)
Cull 5.2 (clouds)
Draw 2.16 (ephemeris,clouds)
GPU 27.2
I simply try to improve it.
I have single 8600GT. But
Hi Roman,
The performance you are getting it not to surprising. Your GPU costs
are obviously the biggest bottleneck.
Moving to a single GTX280 will radically improve this, there is little
reason why you shouldn't be able to do 60Hz in stereo. Using two
GTX280 would give you an even wider
Hi Dieter,
You shouldn't need any special draw code the OSG can do multiple
cameras already, you just need to set up a single View with multiple
slave Cameras, you can have as many as you want, 5 will be no problem.
The code in osgViewer::View::setUpViewForSpephicalCode(..) would
Jason Daly wrote:
Roger James wrote:
I was assuming that because the lighting equation (blinn) has already
been applied in the pipeline before textures are applied, that if we
wanted to use a texture map to supply the ambient terms to that
equation, then the lighting equation
Hi,
installing the Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) from
http://www.microsoft.com/downloads/details.aspx?familyid=200b2fd9-ae1a-4a14-984d-389c36f85647displaylang=en
solves the problems.
Thanks a lot for your help
Tomlinson, Gordon wrote:
Have you installed the
Thanks Robert
I will try this
Dieter
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Thursday, 11 December, 2008 11:37
To: OpenSceneGraph Users
Subject: Re: [osg-users] multi view stereo
Hi Dieter,
You shouldn't need any special
Richard Baron Penman schrieb:
hello,
when I add a shadow map to my scene it wipes out the ambient lighting.
Searching the archives I noticed a thread from May with the same problem:
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2008-May/011559.html
But the discussion
Hi, I have built osg version* 2.7.4* but there's not plugins for
png,jpg,tiff, etc format, however it has pluggins for tga, rgb,... . Could
somebody tell me why and how can I include them?
--
Adaya Lorenzo Leon
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HI All,
I remain curious about the possibility of finding funding routes that
would support a dedicated dev team, although also a bit sceptical
about the ability for us to draw in enough cash to cover a full time
salary for engineer just dedicated to OSG infrastructure/build
Hi Adaya,
The OSG's build system checks to see if you have the libpng/libjpeg
etc. dependencies installed, if you have it'll build the plugins, if
you don't it want build them.
To include them download and install the dependencies. See the
dependencies page on the wiki. If you are using debian
When doing stereo with two 280's use two viewer Camera's to make the
most of multi-threading performance that the OSG has to offer.
Could you please explain it?
But if I have 2 views I have to share scenegraph between windows. So OSG
simply duplicate geometries?
Or maybe I don't understand
Hi Roman,
When doing stereo you would typically use a single View with a single
master Camera that controls the what the overall view of the scene is.
This View would then have two slave Cameras that are offset from the
master Camera's view/projection matrix to provide the appropriate
view. The
check Zlib1.dll
gammer max.
2008/12/11 Robert Osfield [EMAIL PROTECTED]
Hi Adaya,
The OSG's build system checks to see if you have the libpng/libjpeg
etc. dependencies installed, if you have it'll build the plugins, if
you don't it want build them.
To include them download and install
Roger James wrote:
Jason Daly wrote:
Roger James wrote:
I was assuming that because the lighting equation (blinn) has already
been applied in the pipeline before textures are applied, that if we
wanted to use a texture map to supply the ambient terms to that
Thanx Robert!
I try to use this config:
CompositeViewer (2 View)
First View1 800*600 (left eye first DVI output) Left eye camera
Second View2 800*600 (right eye second DVI output) right eye camera
So I only need to execute
view1.setSceneData(root);
view2.setSceneData(root);
Roman
-Original
Hi Robert, hi all,
I agree with 99% of what you say. And I would like to insist on the fact that
visivility (marketing/web site/etc.) is a weak point of OSG. It's really too
bad since OSG has a great source code and great community. Maybe some threads
would be started about that? For instance
HI Roman,
As I send in my previous email you shouldn't use two separate views
for what you are doing, it's neither conceptually a good fit, nor
programatically. Use a single View with two slave Camaras, it's
simpler coding wise, and you conceptually just have a single view,
either though it's
Hello :
ia trying to load a 3ds modle and navigate or drive through it i can
notfollow the exact steps can any one send me a simple program that create a
new scene graph and display it in one window
thanks
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Thanx Robert!
I'll make like you said.
P.S. Could you please tell me in what situation I should use
CompositeViewer? Because as far as I got for opengl it's better to have one
big window than two small windows?
Roman
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
or Matrix Head2GO )))
Gammer Max.
2008/12/11 Roman Grigoriev [EMAIL PROTECTED]
Thanx Robert!
I try to use this config:
CompositeViewer (2 View)
First View1 800*600 (left eye first DVI output) Left eye camera
Second View2 800*600 (right eye second DVI output) right eye camera
So I only
Hi,
Just take a look at all the examples provided with OSG and the applications
like osgviewer, you'll probably find what you're looking for.
On Thu, Dec 11, 2008 at 2:31 PM, olfat ibrahim [EMAIL PROTECTED]wrote:
Hello :
ia trying to load a 3ds modle and navigate or drive through it i can
Hi Sukender,
On Thu, Dec 11, 2008 at 1:05 PM, Sukender [EMAIL PROTECTED] wrote:
I agree with 99% of what you say. And I would like to insist on the fact that
visivility (marketing/web site/etc.) is a weak point of OSG. It's really too
bad since OSG has a great source code and great
How about looking at one of the 120+examples provided with OSG
\WHERE YOUR OSG ROOT IS\examples\
Also see
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examp
les
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
Hi Robert,
Your idea to get adverts to pay for adverts is worth trying. But for my part,
this would be useless since I generate no significant traffic.
An effective advertisement would also just be becoming a bit better at
promoting new releases and events, writing articles, promoting active
Hi Roman,
On Thu, Dec 11, 2008 at 1:31 PM, Roman Grigoriev [EMAIL PROTECTED] wrote:
P.S. Could you please tell me in what situation I should use
CompositeViewer?
Please search my previous explanations of CompositeViewer vs Viewer.
Because as far as I got for opengl it's better to have one
Hi Sukender,
On Thu, Dec 11, 2008 at 2:28 PM, Sukender [EMAIL PROTECTED] wrote:
Blogging can be an idea too... but to be effective, it has to be made on
blogs/pages that have a relatively hight importance for search engines, I
guess. The problem is then the same as adverts, isn't it?
You
Thanks for the help. I will try these suggestions to further investigate
this problem...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, December 10, 2008 11:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Roger James wrote:
if (transparent or transparency element present in the technique)
{
// Turn on the OpenGL blender
Calculate a blending factor using transparent and transparency
according to the opaque mode in force.
// Decide whether to use GL_SRC_XXX or GL_CONSTANT _XXX in the
Hi,
I have a MacBook and I'm using OSG on Windows, installed with bootcamp.
My application doesn't detect the right mouse button even though I am using
a regular two-button mouse (Microsoft's). I was wondering if anyone stumbled
upon anything of the kind and could tell me wether the problem
Not sure I can explain this well but I will give it a shot. I use
Cygwin and have can compile OSG and the examples using ccmake and it
compiles using opengl and the win32 api interface (w323api). This
works great and I can run the examples. But just like Unix - Cygwin
can run
Jason Daly wrote:
Roger
James wrote:
if (transparent or transparency element present in the technique)
{
// Turn on the OpenGL blender
Calculate a blending factor using transparent and transparency
according to the "opaque" mode in force.
// Decide whether to use
I encountered some unexpected behavior when a Viewer is destroyed. When
the viewer is destructing, it destroys its contained camera, which
removes itself from its graphics context. During the removal process,
the graphics context calls releaseGLObjects on the camera's children,
passing in the
HI Renan,
EventType does not map to mouse buttons so you misusing the
LEFT/RIGHT_MOUSE_BUTTON enum. For button you just do ea.getButton(),
the event type of buttons are osgGA::GUIEventAdapter::RELEASE/PUSH.
Please do a search of examples and osgGA for usage.
Robert.
On Thu, Dec 11, 2008 at
Hi Brian,
You'll need to modify the src/osgViewer/CMakeLists.txt to add the
option in of compile with X11 under Windows. Have a look at the OSX
blocks for a guide how to do this.
Robert.
On Thu, Dec 11, 2008 at 7:36 PM, Brian Keener
bkee...@thesoftwaresource.com wrote:
Not sure I can explain
Hi Mark,
Could you modify one of the OSG examples to recreate this issue, once
I can recreate it at my end I'll be able to look into solve the bug.
Robert.
On Thu, Dec 11, 2008 at 7:44 PM, Mark Sciabica msciab...@itracs.com wrote:
I encountered some unexpected behavior when a Viewer is
Thanks, Robert, that really helped.
Renan
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Hello Roger,
I did not make a study of the Collada transparency intricacies like you
did. The assumption I made was that a texture for diffuse specifies the
diffuse components to use in the texture. The fact that texture
coincidently was packed with an alpha channel (which of course happens a
Hi Robert,
Seeing your answer, it seems that I was not as clear as I should have been.
Well, about blogs, that's okay.
But about gaming industry, I was just saying that advertising/marketing towards
game developpers should be interesting. For now, I have the impression that
some of them fear
Hi Robert,
I was testing how osg handled changing a texture's image when the
texture was used in multiple viewers when I ran into the problem.
Attached is my test code. Closing one of the windows unexpectedly
reloaded the texture in the other window.
My texture testing exposed another bug
Smeenk, R.J.M. (Roland) wrote:
Hello Roger,
I did not make a study of the Collada transparency intricacies like
you did. The assumption I made was that a texture for diffuse
specifies the diffuse components to use in the texture. The fact that
texture coincidently was packed with an alpha
Hello Robert,
I have found a bug when assigning a new image to an existing texture
that already has an OpenGL texture object allocated. The problem appears
to be that Texture2D::apply is passing the wrong dimensions in to
applyTexImage2D_subload. Since the dimensions of the image don't match
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