Hi Julia,
On Wed, Apr 8, 2009 at 3:57 AM, Julia Guo mrvoltem...@gmail.com wrote:
Hi, thanks very much for the advices.
I now have a basic MultitextureControl example working that fades a single
texture.
However I cant seem to activate texture unit 1. The following example only
shows the
Hello guys,
I have read a lot about internet satellite tv players.. to be honest, I am
quite disappointed because the ones I tried have a pretty poor channel offering
and do not actually offer premium channels like ESPN to watch live sports and
stuff. After a few weeks I ended up on
Hi Gert,
Unfortunatly the extra details of the crash don't help too much, they just
provide a few more clues but only scant ones. It's the stack trace that is
the essential part to homing in on the cause.
Try build this task on a different OS, there is a chance that it will either
just work, or
Arrgfhghgh, Spam has finally infiltrated the forum and hence the mailing
list.
Art is this a valid poster? If so could you unsubscribe this spam bot.
If not, any ideas how a non subscribed posted could inject a post?
Cheers,
Robert.
On Wed, Apr 8, 2009 at 9:18 AM, Lita1985 ca...@live.com
Hi All,
Today (April 8th) the server will be down, again. The final UPS system
is going to be installed, and we need to shutdown the server for 3 or
4 hours starting at 20:00 (GMT+1).
Sorry for any inconvenience. I hope this we won't hear about any UPS
maintenance for a long time :)
Cheers,
Bob,
Its hard for me to imagine how one could get the effect of lightening
instead of dimming. But maybe color material set in vertices
(GL_COLOR_MATERIAL) may be involved somehow. This attribute is not handled
by vertex shaders. But its handled by fixed pipeline.You may look at the
shaders
Hi folks,
yeah, somebody get finally through. From my logs I can not see anything
strange, hence if it was a bot he get through by the first try (which means
this is a almost perfect bot ;) ), or it was a human controlled bot.
Sorry, for that intrusion. The current spam filters are already
Hello,
I have a similar problem, only a bit more generic. I would like to
extend a node with additional information stored in a hash map. I
assume that I would have to write a nodekit to do this. Is that right
or is there an easier way to extend nodes? From the quick reference
guide I found out
Hi guys,
organizing a course is maybe a good idea, but I suppose that this will
automaticly decrease the number of interested people, since they will need to
pay then. If Bob and Paul would like to have such a training course, then why
not. Of course we could split up the courses from the
Le Wed, 08 Apr 2009 11:39:58 +0200, Sukender suky0...@free.fr a écrit:
Hi Art and Robert,
Well actually I was suggesting something a bit different... If (and I insist
on the if) we have our meeting in an university, then I was thinking of a
(free) users meeting, with the addition of a
I've just found that using osgSim::LightPoint::BLENDED instead of ADDITIVE
solves my problem.
My apologies for posting this thread.
Thanks,
-- Steven Saunderson
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9890#9890
On Wed, Apr 8, 2009 at 11:15 AM, Art Tevs arti_t...@yahoo.de wrote:
Hi guys,
organizing a course is maybe a good idea, but I suppose that this will
automaticly decrease the number of interested people, since they will need
to pay then. If Bob and Paul would like to have such a training
Hi guys!
I try to solve problem with osg::Operation
In my app I want to use threads to solve different tasks - read data from
sensor, process some data and etc.
But I find that on my core2duo notebook with 8600gt with vista I have
strange results if I don't use threads I have steady FPS
If I
Hi all,
I am new to OSG and doing some school project using OSG. I am interested in
adding audio in my osg application. I have tried to build osgal using CMakeList
provided by Sukender. but it is giving me following error
CMake Error in src/openalpp/CMakeLists.txt:
Cannot find source file
Hi,
I'm a Newbie,I find very litter document and examples , How I should study
it(vpb)?
Thank you.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9896#9896
___
osg-users mailing list
I've the answer to my question !
We must add this definitions with linux
#ifdef linux
// openthreads configuration
/* #undef _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS */
/* #undef _OPENTHREADS_ATOMIC_USE_SUN */
/* #undef
Hi Romain,
Add definitions to what file Please note that other Linux users aren't
having these problems, I for one work under linux as my main dev platform.
Could it be that you are not including the include/osg/Config in some way?
Robert.
On Wed, Apr 8, 2009 at 11:41 AM, Romain Cavagna
Hi Vikas,
That sounds strange since I don't have the error. I added quotes to paths (in
case your path contains spaces). Please update and test, and then contact me
directly by email to report if it worked or not (since we may not pollute osg
mailing lists with it).
See you later!
Sukender
Hi,
I'm using osgSim::LightPoint for lights (e.g. runway edge lights) in a scene.
These are great normally but when fog (osg::Fog) is applied the lights change
to white and don't fade into obscurity.
Is there an easy way to fix this or perhaps a better method of adding such
lights to the
Hi Vikas,
That sounds strange since I don't have the error. I added quotes to paths (in
case your path contains spaces). Please update and test, and then contact me
directly by email to report if it worked or not (since we may not pollute osg
mailing lists with it).
See you later!
Sukender
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 08 Apr 2009 11:15:46 +0200, Art Tevs arti_t...@yahoo.de a écrit:
Hi guys,
organizing a course is maybe a good idea, but I suppose that this will
automaticly decrease the number of interested
Hi Art,
On Wed, Apr 8, 2009 at 10:15 AM, Art Tevs arti_t...@yahoo.de wrote:
organizing a course is maybe a good idea, but I suppose that this will
automaticly decrease the number of interested people, since they will need
to pay then.
I was thinking that the course would be just for those
Hello Sajjad,
I want to rotate the camera against X axis when the mouse is clicked and
dragged vertically - means against the X - axis. with very same left
mouse click.
Do i have to create another osg::Quat variable for that or use the
existing one ?
I'm confused - you have the code, why
As they say in my part of the world 'Suck it and See'
Meaning try it, run the examples, look at code, look at what it doe, look at
the command line parameters, search the mail archives for discussions on VPB,
check the web site for hints, tips, faqs etc
Gordon
Product Manager 3d
hi Robert,
so if all textures are disabled initially is there any difference between
textures 0 and 1? Because the exact same code works for texture 0 but not
texture 1.
I saw in the archives a snippet
(http://groups.google.com/group/osg-users/browse_thread/thread/616a24590cce9c3)
where the
Ha, I've never heard Suck it and See before, but you can bet I'll be using
it quite often from here on out:)
2009/4/8 Tomlinson, Gordon gtomlin...@overwatch.textron.com
As they say in my part of the world 'Suck it and See'
Meaning try it, run the examples, look at code, look at what it doe,
Hi All,
I've been informed that the shutdown has been rescheduled, it will
go down at 17:00h (GMT+1), in one hour.
JL.
On Wed, Apr 8, 2009 at 10:34 AM, Jose Luis Hidalgo
joseluis.hida...@gmail.com wrote:
Hi All,
Today (April 8th) the server will be down, again. The final UPS system
is
Hi,
Im working on an osg application which need to show some information
about osgObject from the Node like name in an TreeView.
I start browsing the loaded model with the Debuger to find the
Information i need.
First i load via ReaderWriterDXF and dxf-file into ReadResult Object.
If i watch
Hello J-S,
I have already tried that , but i am not getting the output that i am
looking for.
The snippet is as follows:
'''
if (buttonMask == GUIEventAdapter::LEFT_MOUSE_BUTTON)
{
// rotate camera.
osg::Quat new_rotate;
osg::Quat new_rotate1;
Maybe it got optimized away? I'm no guru, just a thought.
Thanks,
bob
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Hasler
Sent: Wednesday, April 08, 2009 9:10 AM
To:
Hi Julia,
On Wed, Apr 8, 2009 at 2:35 PM, Julia Guo mrvoltem...@gmail.com wrote:
hi Robert,
so if all textures are disabled initially is there any difference between
textures 0 and 1? Because the exact same code works for texture 0 but not
texture 1.
I saw in the archives a snippet (
I'd suggest searching the osg-users list for keywords like osgdem
vpbcache and vpbmaster.
Bob Kuehne and I teach a 1-day course on build terrain DBs with VPB, and
also how to interact with those DBs in your OSG app. We currently don't have
a course scheduled, but will probably offer it again in
There are some OSG related job opportunities available with Red Dot
Square Solutions, Milton Keynes, U.K.
Please see further details on the Wiki at
http://www.openscenegraph.org/projects/osg/wiki/Community/JobOffers#a3VirtualRealityDevelopmentRolesMiltonKeynesU.K.
Best wishes,
Simon
On Wed, Apr 8, 2009 at 3:51 PM, Simon Ambler li...@simonambler.f2s.comwrote:
There are some OSG related job opportunities available with Red Dot Square
Solutions, Milton Keynes, U.K.
Please see further details on the Wiki at
Hi Robert, Sukender, Serge
@Robert, Sukender:
Actually Sukender meets also my expectations what I was thinking about the
mini-conference. Giving courses does sounds also cool, but I am not sure if we
will have people who are willing to give them. As for us, specially for me, I
do not have
Hello Julia,
Code:
geometry-setTexCoordArray(1, geometry-getTexCoordArray(0));
I cant do this because my drawable does not inherit from osg::Geometry, but is
something manual like this needed for non-zero textures?
Well, there you have it, you need texture coordinates for unit 1 if you
Hello Sajjad,
It did work now.
Good to hear.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
All,
I was successful in getting a floating point array uniform going for my
shader. At Paul's request, here's what I did...
In the shader setup code:
osg::FloatArray* altitude_array;
.
altitude_array = new osg::FloatArray(alt_num);
.
for (int i = 0; i alt_num; i++)
Hi Shayne,
I was successful in getting a floating point array uniform going for my
shader. At Paul's request, here's what I did...
In the shader setup code:
[...]
In the update callback:
And what about the shader itself? How do you access it from there? Is it
as simple as
float
Hi all,
I have a little problem with getBoundingBox() method. I need to get center of
my geode (256x256 vertices), but when I use getBoundingBox().center(), it
returns wrong value of y position. For smaller geode (128x128 vertices) is
everything ok. My geode is set of triangle strips. Is it
Are you sure that the larger geode is perfectly symmetrical to the
smaller geode and that the center will be same as smaller geode ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Dear all,
I have a problem with reading .jpg files with OpenSceneGraph (warning:
Could not find plugin to read objects from file X.jpg). I see a source
file in osgPlugin/jpeg but don't know how to use it. Could you tell me how
to compile these files.
Thanks,
Dat
see
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
What is missing is a video conference software, something like a video
equivalent of TeamSpeak. Any idea/clue/software to test?
Maybe clues among free (I hope!) software: Miranda+WebCam Video addon, skype,
iChat (Apple only), camfrog. Anyone used one of these for video conference?
To sum up:
1.
Yes, on the shader side, the float array is declared as
uniform float altitudes[10];
The array size itself is just passed in as another uniform int.
Thanks for bringing that up. I had forgotten to include the shader side of
things...:)
-Shayne
-Original Message-
From:
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Yes, on the shader side, the float array is declared as
uniform float altitudes[10];
The array size itself is just passed in as another uniform int.
Thanks for bringing that up. I had forgotten to include the shader side of
things...:)
Jason,
Good info...thanks for sharing...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Wednesday, April 08, 2009 3:15 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Every smaller geode has the same center, so I expected that the large geode
should has this position too. But the geodes may not be
perfectly symmetrical, so I think you are right. Thanks.
Peter
Tomlinson, Gordon wrote:
Are you sure that the larger geode is perfectly symmetrical to the
I don't know if this is the right place to give this input, but here goes
anyway:
I have an application based on OSG. A DXF file was read in using the
readNodeFile function. I noticed that the CIRCLEs in the DXF file had a
thickness associated with them that was not being shown in the imported
Hi Gordon,
Thank you for your answer. I follow your link to download the setup program
and install it. But there is no further instruction how to do next. I try to
re-run my program but the error doesn't go away.
Could you please tell me what to do next.
Thanks a bunch,
Dat
On Wed, Apr 8, 2009 at
If you built your openscenegraph from source, you will need to install
the dependencies into the source tree, rerun cmake and set up the
library directories to point to the correct dependencies. Basically,
you need to build the plug-ins before you can use them.
On Wed, Apr 8, 2009 at 7:04 PM,
Hi Dat,
check whether osgdb_jpeg library is present in osg's bin or plugins
directory. If it is present, then ensure that it's accessible by your
application (as a matter of fact, by your operating system's dynamic
linker; good starting point could be copying osgdb_jpeg library into
your
Is your drawable a ShapeDrawable? Then you're pretty much out of luck,
because these only set texture coordinates on unit 0 and don't give you
access to their internals.
thanks Skylark! - that would explain the different results Im getting for unit
0 and 1 with a ShapeDrawable.
Ive now
hi all,
Ive had a few struggles with OSG recently (lighting, textures, transparency,
...) due in part to my lack of understanding about the OpenGL base.
I have a few days over Easter I want to devote to getting on top of OpenGL,
with the specific aim of debugging this effect
jguo wrote:
How do you recommend I go about this, keeping in mind that I dont plan to
develop with raw OpenGL? Im particularly interested in how the OpenGL states
and modes effect the rendering in OSG.
So, the Red Book
Hi Robert,
Try build this task on a different OS, there is a chance that it will
either just work, or if it fails it will provide more clues as to what
might be wrong.
Done that
- Installed Ubuntu 8.10
- ran your script to install latest OSG:
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