Hi Ben,
The visuals do look like they suggest a problem with the near/far
computation or clamping of near/far. I'm not aware of a bugs in the
bounding box calculation of ShapeDrawable, but it could certainly be
an area to look into. Could you output the model to .osg, test this
in osgviewer to s
Hi,
Alejandro Aguilar Sierra wrote:
Hi,
I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
but osg can't compile because these errors:
[ 98%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
/home/ale/src/osg/trunk/src/osgPlugins/f
Hi,
I think you might be running into the corner equalisation bug.
Search osg-submissions for the thread
vpb - fix for corner equalisation
The fix is not yet merged in vpb.
jp
Ken Sewell wrote:
VPB seems to be corrupting parts of its textures. I've attached the
file I used to replicate th
Hi,
I just updated both ffmpeg and osg/trunk, compiled and instaled ffmpeg
but osg can't compile because these errors:
[ 98%] Building CXX object
src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/FFmpegDecoderVideo.o
/home/ale/src/osg/trunk/src/osgPlugins/ffmpeg/FFmpegDecoderVideo.cpp:
In member
Jean-Sébastien Guay wrote:
Hi Paul,
Just thought it was funny because just earlier today I was going
through another box and found my well turned, hand-printed, Glide
manual. Was a fun trip thumbing through that.
Heh, I had one of those too! :-)
And what's more, I actually have two "nost
Jean-Sébastien Guay wrote:
And what's more, I actually have two "nostalgia machines" which I plug
in once in a while. The first has a Cirrus Logic CL-GD5428 card (1MB,
yessir), and the other has a Voodoo2 12MB. I'll probably keep those till
I die, just because that was the time when it all sta
Hi Paul,
Just thought it was funny because just earlier today I was going through
another box and found my well turned, hand-printed, Glide manual. Was a
fun trip thumbing through that.
Heh, I had one of those too! :-)
And what's more, I actually have two "nostalgia machines" which I plug
hi,
i would like to extend the example-program "osgforest" in a way so that the
placement of trees becomes user-controllable via an additional raster mask. in
detail: a 1bit rasterfile should mark treeless areas with a value of "0" and
tree-covered areas with a value of "1". subsequent this man
Hi Jason,
Well, if I can't get you to call TCP/IP an open standard, I'm out of
ammo... ;-)
Oh yeah, sure, it is an open standard. I have seen the light :-)
(I still have some unanswered questions, but I'll do some reading and
not bore you with them since this mailing list is not the place t
Jean-Sébastien Guay wrote:
Hi Old Man Martz,
;-)
Sorry I keep taking us down memory lane, but I think it's important to
look
at parallels with historical events.
Oh no, I find this really interesting. I got onto the "3D scene" from a
gaming/demoscene background, on the PC in the early 90
Hi Old Man Martz,
;-)
Sorry I keep taking us down memory lane, but I think it's important to look
at parallels with historical events.
Oh no, I find this really interesting. I got onto the "3D scene" from a
gaming/demoscene background, on the PC in the early 90s. So I'm aware of
what transp
>> Hypothetical situation: As I see it, if Microsoft decided to make a
>> standards committee for Direct3D and other companies joined, it would
>> be just as much a standard for graphics as OpenGL is. None of the two
>> would be able to say they're *the* standard for graphics unless some
>> ind
Jean-Sébastien Guay wrote:
Hi Jason,
What standards body ratified TCP/IP? ;-)
Hmmm, getting even more off track here, but as far as I know TCP/IP is
not a standard (other than a de facto standard, which it certainly is).
It's defined by RFCs and not a standard. So it's ratified by
Hi Jason,
What standards body ratified TCP/IP? ;-)
Hmmm, getting even more off track here, but as far as I know TCP/IP is
not a standard (other than a de facto standard, which it certainly is).
It's defined by RFCs and not a standard. So it's ratified by no
standards body since it's not a
Robert Osfield wrote:
On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
It works on Windows *and* XBox 360!
Hmmm...is that really "cross-platform" since the embedded OS on Xbox 360
really has its roots in Windows 2000?
I think the statemen
Hi Paul,
Yes, if MS did that they would have a competing open standard. Though
none of us would probably care much since the earth would have shifted
off of its axis and hurtled into the sun. ;)
OK, aside from the joke (which I agree with, it was a far-fetched
hypothesis, but just to test w
Jean-Sébastien Guay wrote:
Yes, I guess that's where my confusion stems from too. I always thought
an actual standard had to be ratified by an independent standards body
(ANSI, ISO, CSA here in Canada, ...). In this view, a company or
consortium of companies could not unilaterally say that some
A correction, my earlier proposed fix also solves this problem if the
cull callback is changed to also modify the culling mode of the cull
visitor, so that the callback reads something like this:
...
osg::CullSettings::CullingMode cullVisitorCullingMode =
cv->getCullingMode();
osg::CullingSe
Robert Osfield wrote:
Hi Jason,
Thanks for quick tutorial :-)
I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and osg::AudioSink(Interface
Excellent. I look forward to trying it out.
On Fri, Feb 27, 2009 at 7:58 AM, Stephan Maximilian Huber <
ratzf...@digitalmind.de> wrote:
> Hi,
>
> Eric Sokolowsky schrieb:
> > Here's Eric Wing's ImageIO plugin. It was actually submitted to
> > osg-submissions in October 2007 but nothing was ever d
Jean-Sébastien Guay wrote:
Hi Paul,
I don't quite understand how open standards work, and how they're
different from me just saying "here's a document that defines
something, I hereby declare it standard". Where do you draw the line?
I would have thought the term standard carried more weigh
Hi Chris,
On Fri, Feb 27, 2009 at 8:26 PM, Chris Glasnapp
wrote:
> I guess the only reason I ask is that it seems like CullVisitor is doing
> extra work with rtts if the camera render order != NESTED_RENDER, although
> I'm not quite sure exactly how that code works, so it may be very
> lightweigh
Hi Jason,
Thanks for quick tutorial :-)
I've just checked in what will be the interface for getting audio data
from a ImageStream, bascially we have two new pure virtual base
classes osg::AudioStream (that handles the reading of the audio data)
and osg::AudioSink(Interface) that will be subclasse
I guess the only reason I ask is that it seems like CullVisitor is doing
extra work with rtts if the camera render order != NESTED_RENDER, although
I'm not quite sure exactly how that code works, so it may be very
lightweight. The earliest revision in svn of Camera.cpp has the default
render order
Hi Paul,
I don't quite understand how open standards work, and how they're
different from me just saying "here's a document that defines something,
I hereby declare it standard". Where do you draw the line? I would have
thought the term standard carried more weight and couldn't be just used
b
Robert Osfield wrote:
Do you have any links to a tutorial that illustrates what these few
lines of code might be?
Also if anyone's interested, you can find the OpenAL spec here:
http://connect.creativelabs.com/openal/Documentation/OpenAL 1.1
Specification.htm
--"J"
Robert Osfield wrote:
Hi Jason,
On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly wrote:
OpenAL is an obvious possibility for this. The OpenAL-Soft implementation
at http://kcat.strangesoft.net/openal.html supports almost all of the
platforms that OSG supports, and there are also hardware imple
Hi Paul,
I guess the rest of us spectators are just confused about what OpenGL
would have to do to become a standard using your metrics. Where is the
bar set and why are they not reaching it?
Yes, I guess that's where my confusion stems from too. I always thought
an actual standard had to b
HI Chris,
On Fri, Feb 27, 2009 at 6:15 PM, Chris Glasnapp
wrote:
> Why is the default render order of a Camera POST_RENDER, rather than
> NESTED_RENDER?
I'm afraid I don't recall the exact reason. The svn logs for
Camera.cpp might reveal something.
Is there are reason why you think the default
Hi Robert,
I've been busy with other work and only now been able to try your
proposed change and found that it doesn't quite work as expected. When I
run the attached modified osgscribe example with the attached
box-sphere.osg model the small feature culling only culls the entire
model, i.e.
Hi Dario,
Try to set explicitly the output directory with :
osgdem.exe -d ps_height_1k.png -o myDirectory\output.ive
and make sure you have write permission in myDirectory.
If that doesn't work, change the output level : set OSG_NOTIFY_LEVEL =
DEBUG, and see what it tells.
Regards.
On Fri, F
Jean-Sébastien Guay wrote:
Hi Robert,
I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.
I'm still not convinced that OpenGL itself can be considered a
"standar
Hi Robert,
I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.
I'm still not convinced that OpenGL itself can be considered a
"standard", but that's mostly semantic
On Fri, Feb 27, 2009 at 7:29 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
>> It works on Windows *and* XBox 360!
>
> Hmmm...is that really "cross-platform" since the embedded OS on Xbox 360
> really has its roots in Windows 2000?
I think the statement might have been a playful one..
> It works on Windows *and* XBox 360!
Hmmm...is that really "cross-platform" since the embedded OS on Xbox 360
really has its roots in Windows 2000? While the Xbox 360 is technically a
different platform, it still has "Microsoft" all over it. I guess if one
drinks the Microsoft Kool-Aid, then I'll
Hi Stephan,
On Fri, Feb 27, 2009 at 6:41 PM, Stephan Huber wrote:
> The current state of GraphicsWindowCocoa is:
>
> * basic event-handling is functional (mouse + keyboard)
> * basic window-management is functional
> * resizing + moving of windows does not work correctly, the greatest
> hurdle ar
Hi Robert, hi all,
I downloaded the officials OpenGL logos and registered (as requested on the
site) using the email address I use for posting here, indicating it was for
openscenegraph.org. I uploaded the standard logo+small version on the FTP.
Robert, could you add the big one on the front pa
Hi J-S,
I don't expect to win your over, but I sure want to correct things as
see as off target so that others in the community don't get the wrong
impression about stuff like OpenGL, etc.
Robert.
On Fri, Feb 27, 2009 at 6:20 PM, Jean-Sébastien Guay
wrote:
> Hi Robert,
>
> I just don't see us g
Hi Sylvain
Sylvain MARIE schrieb:
> Great! Would you mind sharing your initial work? Anything speeding up
> the osgViewer/Cocoa is welcome.
> And I can definitely live with some limited implementation for a start :-)
> We could add the shared contexts, fullscreen mode, etc. later, right?
I think
Hi Robert,
Interestingly the OpenGL driver for this chipset is far far better on
Linux than on Windows. I suspect the Open Source driver is responsible
for this.
This is a really interesting and encouraging finding. Makes me wonder
if an open source driver might be possible under WIndows as w
Hi Robert,
I just don't see us going anywhere with this discussion, we have
different points of view and discussing them doesn't do any good, so
let's just go back to writing great software and promoting OpenGL and
OSG as much as we can! Actions speak louder than words.
J-S
--
__
Why is the default render order of a Camera POST_RENDER, rather than
NESTED_RENDER?
Thanks!
-Chris
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Jason,
I'm a bit rusty on the implementation - it's been a couple of years
since I wrote it. Could you provide a model that reproduces the
problems whilst your still in the model.
Robert.
On Fri, Feb 27, 2009 at 5:16 PM, Jason Beverage wrote:
> Hi Robert,
>
> It really depends on the model.
Robert Osfield wrote:
I would just love to get open source OpenGL drivers to a point that
they match the proprietary ones on all platforms, once you get to this
point there is no turning back, the open source development model will
just outpace the proprietary solutions in terms of features and
s
I have to correct myself. I was using cmake 2.6.2 (installed from
cmake-2.6.2-win32-x86.exe).
Shortening the directory names did in fact solve the build problem for me.
Maybe it should be put in some sort of OpenSceneGraph FAQ (or the
platform specific Wiki page) that path names approaching 130..
Try "osgviewer --image " and see if you get different results.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-
Hi Robert,
It really depends on the model. With the dataset in the screenshots (which
is the boston example from osgGIS), no, everything looks fine as long as I
stay relatively close to the dataset. However, I have another dataset that
we use that is a much larger geospatial extent, and it seems
neil.hug...@tesco.net schrieb:
> Hi All,
>
> Please find attached a png file that has a purple circle, black boarder, and
> an alpha channel. I'm using OSG1.2, and trying to read it in via the png
> pluggin, and apply it to an object. The PNG loads, but the alpha channel is
> being ignored, and
Hi All,
Please find attached a png file that has a purple circle, black boarder, and an
alpha channel. I'm using OSG1.2, and trying to read it in via the png pluggin,
and apply it to an object. The PNG loads, but the alpha channel is being
ignored, and I get solid white instead of the underlyin
Hi Jason,
Curious
My using your settings and zooming out a long long way I see the
artefact. It looks like the rendering cells are clamped to model.
This would normally be what you'd want - in a sim you don't normally
move outside the model.
Are you seeing problems when moving around your m
Hi Jason,
I've just done tests on town models here at it's working fine.
Could you take a screenshot of what your are seeing, perhaps it's a driver bug.
Robert.
On Fri, Feb 27, 2009 at 3:49 PM, Jason Beverage wrote:
> Hi Robert,
>
> I was using the scaled lz.osg as an example, the same behavio
Hi,
2009/2/24 Jason Daly :
> Jean-Sébastien Guay wrote:
>>
>> I imagine that any modeling software should have a tool to generate/smooth
>> normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In
>> Creator it's called "Calculate Shading", but it may be called something else
>> in
Hi Robert,
I was using the scaled lz.osg as an example, the same behavior can be seen
if you simply use the cow.osg. It rains very hard right around the cow, but
if you move the camera back far enough, the rain gets lighter and lighter
and then finally stops completely. Is this the desired effec
Hi, I am trying to create a terrain as explained on
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
Everything went fine, until i tried to create a terrain with the osgdem.
i used next line to get things done:
osgdem.exe -d ps_height_1k.png
it starts fine, but ends wi
Hi Jason.
Cmake build reports overall progress of the build, so if it says its
50% by it's estimate you are half way through the build of all OSG
targets.
Do another make and you should see it complete rapidly reaching 100%
on the final target.
Robert.
On Fri, Feb 27, 2009 at 12:36 PM, Jason Ru
Hi,
Eric Sokolowsky schrieb:
> Here's Eric Wing's ImageIO plugin. It was actually submitted to
> osg-submissions in October 2007 but nothing was ever done with it. If
> someone wants to take a stab at integration please go ahead. I want to
> do it, but have no time... isn't that always the way?
t
New to OpenSceneGraph and working on Mac OSX.
I navigated to the OpenSceneGraph folder and typed
make
The build made it all the way to the following lines:
...
Scanning dependencies of target example_osgviewerCocoa
[ 49%] Building CXX object
examples/osgviewerCocoa/CMakeFiles/example_osgviewerCo
Hi Jason,
On Thu, Feb 26, 2009 at 9:10 PM, Jason Daly wrote:
> OpenAL is an obvious possibility for this. The OpenAL-Soft implementation
> at http://kcat.strangesoft.net/openal.html supports almost all of the
> platforms that OSG supports, and there are also hardware implementations of
> OpenAL
Hi all,
Some dll are actually not needed in this package. Basically, they're just
"failed" symbolic links (on Windows, the build system copy the files).
You can safely delete the following files from the ffmpeg package.
avcodec-51.71.0.dll
avcodec.dll
avdevice-52.1.0.dll
avdevice.dll
avformat-
Crampman wrote:
Thanks for your quick replies,
My model contains 8,726,464 vertexes and 17,377,292 tris
That's not as much as I was expecting. I'm pretty sure I loaded models
with similar sizes in OSG (which also took quite some time).
I would say check out Robert's suggestion first (disabling
Hi jp,
thanks a lot. Changing texture mode a below helped to get the right values.
Code:
osg::ref_ptr texEnv = new osg::TexEnv;
texEnv->setMode(osg::TexEnv::REPLACE);
state->setTextureAttributeAndModes(0,texEnv.get(),osg::StateAttribute::ON);
Thanks again
Jiri
--
Read thi
Hi Cramp,
It could be that the tri stripper is bluking at such a large dataset.
Try disable the tri stripping via:
osgconv myfile.obj myfile.osg -O noTriStripPolygons
You can query the options via:
osgconv --format obj
Plugin osgPlugins-2.9.0/osgdb_obj.so
{
ReaderWriter : Wavefront OBJ Read
Hi Colin,
On Fri, Feb 27, 2009 at 10:19 AM, Middleton, Colin (GE EntSol,
Intelligent Platforms)
> Interestingly the OpenGL driver for this chipset is far far better on
> Linux than on Windows. I suspect the Open Source driver is responsible
> for this.
This is a really interesting and encouraging
Thanks for your quick replies,
My model contains 8,726,464 vertexes and 17,377,292 tris
I'll look for loading the obj from c++.
Cramp'
Paul Melis a écrit :
Crampman wrote:
I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj
Hello (osg) world,
I stopped working with osg for few years, and I'm back here (at less)
for a customer project => my OSG knowledges are outdated.
I don't find any technical documents about database pager, that would
show how it works and what are its limitations, and I don't know if
that technol
osgconv uses Optimizer by default, perhaps you can try conversion with
all optimisations turned off?
You can switch default optimisations using OSG_OPTIMIZER environmental
variable
Marcin
Crampman pisze:
Hi,
I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion f
>
> > ATI and Intel two special cases of poor OpenGL support? We'll that
> > only leaves one mainstream vendor that provides acceptable OpenGL
> > drives, and it make it the exception to the rule - so
> surely NVidia is
> > the special case here, not ATI and Intel.
>
> Please actually rea
Hi guys, thanks for the quick replies. My code is ported from SGI Performer
and for some
reason the predraw switching technique used to work in there.
I've tested nodemasks now and they work fine, but I suppose I could
use switches in each
of the slave cameras as well if I want the flexibility to s
Crampman wrote:
I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have
any textures.
How much geometry is there in your model? The OSG .obj plugin isn't very
efficient. But .obj is very easy to parse (although th
Hi,
I'm using a 64 bit linux system, with 2GB of ram and ~10GB of swap.
The conversion failed after ~12 hours, and the obj model doesn't have
any textures.
Marcin Prus a écrit :
Hi,
do you have problem with not enough free memory or do you hit 2GB per
32 bit process limit in MS Windows?
In
Hi Alexey,
Could you use the osg::TransferFunction1D class to help build an
osg::Image that you can attach to a texture. See the osgvolume
example.
Can I also recommend that you upgrade to OSG-2.8 as it has an improved
TransferFunction1D that is easier to use.
Robert.
On Fri, Feb 27, 2009 at 8
Hi Richard,
Could you explain what we should be expecting. For instance a
screenshot of what it originally looked like would be useful.
Robert.
On Fri, Feb 27, 2009 at 1:58 AM, Richard Baron Penman wrote:
> hello,
>
> When I upgraded from 2.4 to 2.6 the CompositeViewer example in my previous
On Fri, Feb 27, 2009 at 3:20 AM, Jean-Sébastien Guay
wrote:
> Hi Robert,
>
>> Tanguy said that the libs were built using MSYS+MinWG+GCC, but should
>> be compatible with various VS version thanks to it being C library.
>
> Great, I'll give it a try soon and report back. Still, that info should
> p
Hi JS,
On Fri, Feb 27, 2009 at 3:19 AM, Jean-Sébastien Guay
wrote:
> Sure, I should have said "is it ratified by the ISO or another international
> standards body". Still, is OpenGL really a standard? A de-facto standard,
> perhaps, as much as OSG is the de-facto standard for scene graphs. But it
Hi,
do you have problem with not enough free memory or do you hit 2GB per 32
bit process limit in MS Windows?
In second case, if you use Visual Studio, you can enable
LARGEADDRESSAWARE linker flag for osgconv. As an addition you will need
/3GB in boot.ini for 32 bit Windows XP. This will exte
Hi,
I'm having problems when I try to convert a lagre obj file (~600MB) into
a ive file using osgconv : the conversion took ages and eventually
failed after eating the whole swap.
Is there any solution or workaround ?
Thanks!
___
osg-users mailin
Hi Sukender,
On Thu, Feb 26, 2009 at 11:40 PM, Sukender wrote:
> I created "Community/Advocacy" (Robert: since it's about OpenGL *AND* OSG, I
> did not put "OpenGL" in the page name).
> See http://www.openscenegraph.org/projects/osg/wiki/Community/Advocacy , and
> start discussing!
>
> Also fee
Hi all, i need to calculate some function f(x) values and pass it to shader
through texture1d. Please, can you show me some examples how to do it with osg
2.6?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7577#7577
_
78 matches
Mail list logo