As part of something I am working on in school, I needed to use an
osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the
existing example osgviewerFLTK.cpp to work with the most recent svn
version of fltk2. The code is included with this email, hopefully all
that you should have to
hi,
That is encouraging to know OSG supports shaders natively (now I saw the shader
examples).
I have got the 3DS exporter working now.
> Out of 133 examples I can only find 6 that use CompositeViewer at all
Just 6/133 - I take that criticism back then! Many of the examples I looked at
coinc
instead of inserting and removing the draggers would a better solution be to
use the dragger node masks to select which is visible? Then I could have
dragger 1 at root, dragger N a child of dragger N-1, and then the model a child
of dragger N.
Would you recommended this solution?
A followon que
Hi folks,
this is a last reminder about the running poll of the user meeting/conference
city. Current state is:
Paris, France [ 8 ]
Marseile, France [ 0 ]
Strassbourg, France [ 1 ]
Prague, Czech Republic [ 2 ]
Genova, Italy [ 1 ]
Brussel, Belgium [ 2 ]
Zuerich, Switzerland [ 1 ]
Luxe
I'm not sure what this has to do with osgconv? You say you're using the same
models. Please explain further why you mention osgconv.
If you crank up OSG_NOTIFY_LEVEL, do you get any more enlightening output?
Which stage of rendering is the source of the bottleneck on ATI? I assume
it's the draw st
Dear Yun, Corry and Robert,
Thank you very much for your help. I tried Yun's suggestion and found that
it's the easiest way to do. Just set color to be black and alpha to be 0,
and you can have an object floating in the air with augmented display.
Best,
Dat
2009/3/26 Robert Osfield
> Hi Corry,
>
The osgViewer::CompositeViewer had partial support for Producer Camera
config files, but it was not working completely. Here is the completed
implementation. File: src/osgViewer/CompositeViewer.cpp.
-Eric
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is o
"Vibrant" might be the English word you're looking for...;^)
The difference between lighting and no lighting is that you have more
"coloring" to play with. If lighting is enabled, you can play with the
materials and normals to give a certain effect, based on some sort of light
source. Again, not k
I have test with svn/trunk version and everything woks fin.
Thanks.
2009/3/24 Robert Osfield
> Hi All,
>
> I've been looking into the problems reported by Shayne right at the start
> of this thread, and with a little help from Christophe's patch have
> pinpointed the problem and resolved it by
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Hash: SHA1
Ben Axelrod wrote:
> Can normals per primitive and normals per vertex both be used in a
> single shape?
Not that I am aware of.
>
> If not, the only way I can imagine having a shape with some smooth
> and some sharp edges is if there is one normal
Hello,
We have a application that when compiled under version 1.2 libraries flys fine
on both Nvidia and ATI cards. We recently recompiled application using version
2.2.0 version of the libraries and it still flys fine on Nvidia cards, but the
frames per second get hammered on ATI cards.
I be
Thanks Cory,
It works now. Had to separate the export command in another line.
Yes i am running Ubuntu
*Now
export
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
*
***Before***
In OSG itself, I don't think so.
That's not to say that you can't render OpenGL overlays in an OSG window.
You can do it if you manage the state correctly (assuming you're sharing the
same render context). This is what I'm doing for symbology (OGL lines on top
of an OSG window)...
-Shayne
-
If you just type:
osgviewer cessna.osg
or
osgviewer glider.osg
do you see the cessna and the glider?
It sounds like the files aren't being loaded for some reason. That
would suggest either a permissions issue with the OSG_FILE_PATH
directory, or perhaps you don't have all the OSG modules
But normals per primitive or per vertex are 'global' for the entire shape.
Aren't they? The crease angle is a 'local' feature so that you can have a
shape with some smooth and some sharp edges.
Can normals per primitive and normals per vertex both be used in a single shape?
If not, the only w
Thanks Cory,
I already have the path set as follows:
#OpenSceneGraph related flags
OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
OSG_NOTIFY_LEVEL=NOTICE
export
PATH=$PATH:$ACG_PATH:$H3D_PATH:$H3DUTIL_INC
Well, basically we have an Mathlab solution that do all the math and generate
many .STL files per function.
I load the files with our custom .stl file reader into a scene, base on some
math calculations I switch the onscreen object/node/.stl data with another
object/node/.stl data.
For now I'm u
According to this page:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should
work. It does for me.
Cory
ami guru wrote:
Hello forum,
I am going through the osg examples and i have an issue w
Hello forum,
I am going through the osg examples and i have an issue with one of the
following
osganimate
What is the expected output of that example? - It should be some kind of
animation
I used the following commands , but getting no animation except the
rendering of the base.
osganimat
Is there any support for the use of OpenGL overlays in OSG?
Thanks.
Alex
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Thanks for the info. I'm using XP SP3, MSVC 2008.
Perhaps you could elaborate on what you mean by "false positives" or what
the symptoms are that you're seeing...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.or
Sorry for my curt response before -- it was from my cell.
Zooming in orthographic projection is not only possible, it's easy, and for
an OpenGL implementation example, I'll direct you to the OpenGL Distilled
example code: http://code.google.com/p/ogld/. See the Viewing example,
setProjection() me
Sorry, forgot to mention : Vista SP1, MSVC 2008. Have you tried it?
Can
2009/3/26 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC <
shayne.tuel...@hill.af.mil>
> What version of Visual Studio are you using?
>
> -Shayne
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.
What version of Visual Studio are you using?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can T. Oguz
Sent: Thursday, March 26, 2009 10:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] New w
Hi OSG Users,
I think I've found an easier work around to overcome the MSVC false
positives. I had been using the prescription at
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 to avoid the leak
false positives for my desktop application and it worked perfectly but now
I've packed the sourc
Hi Robert,
Our app is a CAD app and all the views are external views of the model.
I don't have any near/far plane issues. At first I thought I could
simulate an orthographic view by moving the camera very far away then
zooming in, but no.
Anyway, I won't post to the list about this anymore.
To address your questions or offer suggestions, we will need more
information on what you're trying to visualize with your scientific
visualization project. Besides the projected geometry from n-space, what
other information is there at the discrete data?
-Shayne
P.S. I went to your website and I
Hmm... never mind, it fails on the first call but not on the second, so
I patched it with calling until success and it seems to work. Maybe when
I'm more familiar with CUDA I'll write smarter code.
Thanks anyway,
Guy.
--
I tried to run the osgppu_cuda example. It fails in the cudakernel
I tried to run the osgppu_cuda example. It fails in the cudakernel
ProcessingModule in the function beginAndProcess in the call for
cudaGLRegisterBufferObject. The PBO unit index is 1 which suppose to be fine I
think. Any idea why would it fail?
Thanks,
Guy.
--
Hi Guy,
Guy wrote
Hi Cory,
Orthographics views don't function like perspective ones, when you move near
to the center, nothing actually changes w.r.t your view. This is normal and
what you shoudl expect.
If you want to "simulate" a perspective view by moving the left, right, top
and bottom values of the projectio
Zoom in ortho is done by shrinking or expanding the view volume
defined by the left right top bottom planes.
Paul Martz
Skew Matrix Software
On Mar 26, 2009, at 8:35 AM, Cory Riddell wrote:
I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm
getting an
orthographic projection (
TrackballManipulator doesn't support zoom, it only supports moving the
viewpoint forwards & backwards, which has no visible effect in ortho.
You'll need to create an event handler and have it modify the camera
projection matrix.
Paul Martz
Skew Matrix Software
On Mar 26, 2009, at 8:35 AM,
Doh.. missed that one
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
From: osg-users-boun...@lists.o
I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an
orthographic projection (this is, if I look directly at the face of a
cube in wireframe, all I see is a square). I can rotate and pan, but
zoom isn't working (I'm dragging the right mouse button).
I want to allow the user to
Hi Gordon,
The OpenSceneGraph-Data only contains OSG-2.x compatible .view configuration
files, these aren't compatible with OSG-1.x/Producer .cfg. For the later
you have to look at the Producer distribution.
Robert.
On Thu, Mar 26, 2009 at 1:41 PM, Tomlinson, Gordon <
gtomlin...@overwatch.textr
Hello all,
Just curious how I'd go about building the Ruby bindings for OSG in
osgSWIG. I notice there's a BUILD_OSGPYTHON option in the CMake file, but
that's it.
--
Thanks!
Bryan
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Hi Guy,
Guy wrote:
>
> Now everything works.
>
> I actually needed the OSG_GEN_DIR since it is where the Config files
> are.
>
You can checkout the newest version. I have removed everything which is not
needed for proper ppu build. There are now much less configuration cmake
variables, wh
OpenSceneGraph-Data-2.8.0\Configuration\
See
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Now everything works.
I actually needed the OSG_GEN_DIR since it is where the Config files
are.
I had installed CUDA. It is strange that it didn't find the utils
libraries, since all other CUDA related stuff it did found...
I'll try to check it.
Thanks again!
Guy.
--
Hi Guy,
Guy w
Christian Sam wrote:
> i think if i use smart-pointers, i would be able to check if the actual
> polygons in the scenegraph are still valid (check the ref counter) without
> the need of a dirty flag.
> but if the polygons get changed/deleted (e.g. when i want to load a new set
> of polygon fea
Paul Martz wrote:
> I realize that by speaking out, I'm running the risk of looking just as
> closed-minded, opinionated, and foolish as we view the D3D community. If I'm
> ever _way_ off base, please call me on it. I'd rather be quiet than somehow
> do OpenGL a disservice.
One fact is indisputabl
HI Rajesh,
On Thu, Mar 26, 2009 at 1:16 PM, Rajesh.R wrote:
> To run osgCameraGroup, a camera config file is required. Where can I get
> this config file.
>
The osgcameragroup example is from OSG-1.x, and doesn't exist anymore in the
any OSG version for the past two years.
I you are learning t
Hi,
To run osgCameraGroup, a camera config file is required. Where can I get this
config file.
Thank you.
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Hi All,
After a long break from working on VirtualPlanetBuilder, I've been back on
the case this week, merged the pending submissions and made a few further
bugs fixes/minor improvements. To wrap all these changes up, and to give us
a release that maps to OSG-2.8.0 I've made a VirtualPlanetBuilde
Hi Guy,
Guy wrote:
>
> Forget it, sorry, I found the files :)
> The OSG_GEN_INCLUDE is where the CMake generated the solution and the
> files are there.
>
Yes, the files are there, where CMake generate them, when you build OSG.
OSG_DIR is a path, where osg can be found. It can be either an i
Hi Jasper,
Adding lots of objects in any one frame can easily become a bottleneck
unless you are very careful about it. I wouldn't expect the push_back on a
DrawElementsUInt to be the primary bottleneck. Make sure you do all your
benchmarking in release mode as this makes a huge difference.
As
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Hi,
Ben Axelrod wrote:
> Thanks for the info.
>
> I took a look at the code. Adding crease angle support does seem
> tricky since I think we would have to create new vertex points on the
> fly to accommodate 2 or more different normal vectors at t
Forget it, sorry, I found the files :)
The OSG_GEN_INCLUDE is where the CMake generated the solution and the
files are there.
Sorry for the noise,
Guy.
--
I forgot to mention, when I try to compile the project it complains it
doesn't find osg/Config and OpenThreads/Config. These files
Jesper,
I've encountered similar issues when managing 1000's of particle systems
(bullet splashes in the water). The problem is the constant
allocating/deallocation of memory when you create new primitive sets and
then remove them. I ended up caching the primitive sets when the particle
system end
I forgot to mention, when I try to compile the project it complains it
doesn't find osg/Config and OpenThreads/Config. These files are not
under the osg include so I thought the mistake is from there and the
osgPPU tries to generate them. I was told that these files sets how the
BoundingSphere and
OK Art,
Maybe I'm making mistakes with the CMake configuration.
I run CMake 2.6.3 on the trunk version of PPU. I get errors about
finding the OSG libraries, but this is no problem to set them correctly.
One of the suspicious warnings CMake generate is:
/Quote
CMake Warning (dev) at CMakeLists.tx
FYI
"push_back() on an pre-reserved() vector/container should not be a
performance issue."
Under debug in visual studio, if you are storing anything other than a
pointer, then a push_back etc will still incure a 'new and a copy' and
this can get expensive if your doing a lot of them,
under rele
Hi Jesper,
Jesper D. Thomsen schrieb:
Hi, and thank you.
I naturally tried to use reserve() (but thanks for suggesting it) and this of
course helped somewhat, but it still seems to be the primary bottleneck. I've
changed most of the rest of the per-frame geometry generation code to use
stati
Hi,
i'm working on a point-in-polygon test. my current implementation has a list
with plain pointers that hold references to the polygons' properties. (i use
them to ease the calculating of an inside-result for that polygons)
Code:
class FetchedPolygon {
public:
FetchedPolygon(osg::
Hi Guy,
hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG. These
are different things. Currently in osgPPU/Export.h the Config.h is not used at
all, hence it shouldn't be any problem when building the osgPPU. Including hte
osg/Config.h is also not required, because all the
Ok, I needed the "camera translation XYZ and orienation HPR" phrase to know
what to look for
thank you
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Hi,
We (www.jct.ac.il) are making a 3d viewer for non-continuous functions in
n-dimentions (well there 3d projection to be precise).
What will be the best techniques to make the model look good.
by good I mean colors,texture,shadows techniques,lighting techniques..
I know it;s a general question
Hi, and thank you.
I naturally tried to use reserve() (but thanks for suggesting it) and this of
course helped somewhat, but it still seems to be the primary bottleneck. I've
changed most of the rest of the per-frame geometry generation code to use
static arrays rather than std::vector and this
Please do a search of the mailng list archives ,
the topics of retrieving a camera translation XYZ and orienation HPR
has been covered extensively and numerous times
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overw
Hi,
I'm trying to get my camera axis because I want to rotate an node according to
these axis. I have a camera controlled by a joystick and a node, sometime I
move the camera around and sometimes I need the node to rotate relatively to my
camera also using the joystick,
so I'll be able to rotat
Hi Jesper,
Jesper D. Thomsen schrieb:
Hi all, I'm developing an application where I have to create up to 1000
osg:geometry objects per frame during certain interaction modes.
I'm using osg::DrawElementsUInt push_back() to define the geometry
primitive sets, and this push_back() seems to be the
Thrall, Bryan wrote:
> You could attach a DrawCallback to the Geode's Drawables, which would be
> called each time that Drawable is rendered. Make sure your callback
> makes the call on the Drawable to actually render it, though!
>
> Alternatively, you could add a CullCallback to the Geode, and l
Yes I know.
The magic is in the use of glAddSwapHintRectWIN which is a wgl function.
I've just tested this and it works, so you can update part of the window using
plain GDI calls and do the rest with opengl.
Mind you I wouldn't trust it work on all machines.
It's probably less of head ache to j
Hi all, I'm developing an application where I have to create up to 1000
osg:geometry objects per frame during certain interaction modes.
I'm using osg::DrawElementsUInt push_back() to define the geometry primitive
sets, and this push_back() seems to be the primary bottleneck for my
applications
Hello Paul,
maybe it is possible to have a special page ( on forum or in wiki ) -
"Open tasks you are welcome to participate".
Sometimes there is spare time and when you know there is a fairly simple
task - one could catch it and implement in few days.
Regards
Sergey Kurdakov
On Wed, Mar 25, 2
HI Simon,
I'm afraid the OSG already uses the sissor test to make sure that the
viewport clear only affects the region of interest. It work, but the
problem Fredric has really all about the fact that the OpenGL context
affects the whole window it's assigned to.
Robert.
On Thu, Mar 26, 2009 at 8
Hi Art,
it works :-)
Regards,
Oleg
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Hi Corry,
2009/3/25 Cory Riddell
> Yun's suggestion allows you to replace the blue color with another solid
> color.
>
> If you want an image (I want a gradient), do something similar to osgHUD,
> except draw first rather than last to put the image behind everything else.
>
The osghud or osgdi
This might be want you are looking for:
http://factor-language.blogspot.com/2007_08_01_archive.html
and
http://factor-language.blogspot.com/2007/08/opengl-redraw-bug-on-windows.html
Basically enable the scissor test, then tell OpenGl what part of the
window to update when calling SwapBuffers.
Hi,
I think that in cmakelists of osgPPU the line
SET(OSGPPU_CONFIG_HEADER
"${PROJECT_BINARY_DIR}/include/osgPPU/Config.h")
Should be replaced with
SET(OSGPPU_CONFIG_HEADER "${PROJECT_BINARY_DIR}/include/osg/Config.h")
Since the files of osg/Export include osg/config.h
No?
Guy.
__
The message is broken, sorry.
Hi Ümit,
Most of the time, this problem is due to Blender's 3ds import, not
osgExport. If you check the vertex count right after the import process,
you'll see that the model has already grown. I've experienced two facets of
this problem :
- 3ds importer doubles the
Hi Ümit,
Most of the time, this problem is due to Blender's 3ds import, not
osgExport. If you check the vertex count right after the import process,
you'll see that the model has already grown. I've experienced two facets of
this problem :
2009/3/25 Ümit Uzun
> Hi All,
>
> I have a 3ds model
Hi Julia,
If you use pure OpenGL to render the model, with the polygon smooth
state enabled, does it have the same effect?
Guy.
--
oh really so it is meant to just effect the edges? That is great to know
that this functionality is supported.
I wonder why it causes the skeleton of the
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