Hi,
I'm the original poster, and the problem I had is that I cannot use a
material, because it will modify the state set, that is common for a lot of
other geodes...
But thanks for the answers, maybe i'll have some kind of revelation with
your help.
Can't it be interesting for OSG to have a
Hi Butler;
It is well known problem :) I think your OSG system only compiled in release
mode and you are trying to build this example in debug mode, so program
throw bad_alloc exception. Try to build your example same build type as your
OSG system. If it is released mode you build your example in
Ok Christopher, I have almost the same system as you. Make sure that you are
linking to the correct OpenGL library. To do so, in the building directory,
execute ccmake . Then press t to go to advaced options and search for the
following parameters:
OPENGL_INCLUDE_DIR
OPENGL_gl_LIBRARY
Hi Roland,
When you say the program is jerking I presume you mean that the
intersection traversals are taking long enough that they are breaking
frame. The solution for faster intersection traversals is to use
osg::KdTree's attached the the geometry leaves. You can hint to the
OSG to build
Try Windows Performance Analysis Tools
They use the kernel already in place hooks to collect statistics.
http://msdn.microsoft.com/en-us/performance/cc825801.aspx
http://blogs.msdn.com/pigscanfly/archive/2008/03/02/using-the-windows-sample-profiler-with-xperf.aspx
Hi Jason,
Changing the size of an image will require creation of a new texture
object, something that is not ideal as it could cause a stall in
rendering. Would it be possible to use a different texture for the
first image? Would it be possible to resize the image to the size of
the movie?
Hi John,
The CMakeCache.txt will contain both ITK and DCMTK if they are present
on your system. The dicom plugin will build against DCMTK if all the
required component are available. DCMTK_FOUND will be set to TRUE if
it's found all the components. Looking at your email it looks like it
can't
Hi Andrew,
On Mon, Jun 8, 2009 at 11:49 PM, Andrew Cunninghamo...@a-cunningham.com wrote:
Image::readPixels() resets the packing of it's Image to 1. It should either
take a packing parameter or respect the existing packing by passing _packing
to allocateImage
Why? Is this just some
Hi Vincent,
On Tue, Jun 9, 2009 at 7:17 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
Can't it be interesting for OSG to have a setTransparency() method on a node
? using material or something else, but working in each case...
The OSG's state handling is done with StateSet, you can
Hi Robert,
I am aware of the mess this is to implement... but I need it, and I cannot
create my scene graph appropriately because it it generated by some exporter
(osgExp) so I have to work with graphs I cannot control.
I just was asking if there is an other solution I didn't tried, but I see
Shaitan wrote:
Hi all,
Sorry for not providing much information about the interest of changing text
coords. Im working on animating avatar impostors for which im using a
billboard with a texture (sprite) of an avatar. With OSG its easy to
implement a special kind of billboard for managing
Hi out there
We render our OSG application with a render machine with multiple pipes (GPU).
We use Equalizer (a parallel rendering api) to do this. Every pipe has its own
viewer with its own OSG scene graph.
We do now have the problem, that if we try to load models (all the scene
graphs do
Hi,
I realize a simulation of a Highway and when I press a key on the keyboard it
changes from day to night.
But I can not have a very realistic rendering at the lights of my car, for now
just using multi-texturing.
I want to have a light source for each light, but I know that thez
Anybody else having issues with the 185.85 drivers for vista 32bit?
I just had to roll mine back to 182.5 as they seem to have buggered up
FBO support.
I get an 'out of memory' ogl error and a
INVALID_FRAMEBUFFER_OPERATION_EXT when I run osgPrerender
Had the exact same problem a while
Hi all,
I'm working on inserting the shadow capability to our app.
for learning purpose i created a small and simple program.
if i don't add camera to the scene - i do see the shadow, but when I add a
camera to the scene - i don't .
I'm sure i'm missing something and/or doing something wrong
You could implement the full fixed function pipeline (the parts you
need) in a custom shader with the addition of manually controlling
transparency based on a uniform. Actually, a fragment shader may be all
you need... which is probably a lot easier than a fixed function pixel
shader.
I've
understood!
Thank you!
Sebastien
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Hi Paul,
Shader can be a solution, but a shader is a part of the StateSet, and i'm
looking at the best way to avoid using them.
But i'll keep that in mind.
Thanks.
Regards,
Vincent.
2009/6/9 Paul Speed psp...@progeeks.com
You could implement the full fixed function pipeline (the parts you
Hi Jonas,
When running on a multi-pipe machine I would recommend used osgViewer
to do the multi-thread and multi-window work, it's designed to do this
and will provide the best performance. Equalizer will be more suited
for cluster work.
Now I don't use Equaliizer, let alone use it the way you
Hi Giavelli,
As far I know, the best ways to overcome light source number limitation
are either :
- Do /n/ multipass rendering with additive blending as many time you
need to render your /n*MAX_LIGHT_NUM /lights Be careful to framebuffer
precision.
or
- Do all your light computations with
Hi Vincent,
On Tue, Jun 9, 2009 at 10:39 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
Shader can be a solution, but a shader is a part of the StateSet, and i'm
looking at the best way to avoid using them.
But i'll keep that in mind.
StateSet's control state in the OSG, you can't not
Hi all,
to reduce compile time dependencies, I prefer using forward
delcarations instead of #includes, where possible. This doesn't seem
to work with osg::ref_ptr, which needs complete type informations.
Is there a workaround to use ref_ptrs and as few include-files as
possible?
Greetings,
Hi robert
I do agree with you, that for this topology, the multithreaded osgviewer would
be the better approach. Our solution works fine on a multicluster topology but
it would be nice to use the same application on an multipipe environment by
just changing the Equalizers config file. That was
Hi Colin,
to reduce compile time dependencies, I prefer using forward
delcarations instead of #includes, where possible. This doesn't seem
to work with osg::ref_ptr, which needs complete type informations.
Is there a workaround to use ref_ptrs and as few include-files as
possible?
This
This should work:
namespace osg
{
template typename T class ref_ptr;
};
This seems to work as long you don't use the ref_ptr member inside
of the header, and as long you don't use any of c++ default
generated code (constructor, assignment operator) which uses
the ref_ptr member.
Hello All:
Also, just a question. Is this a custom graph or are you using the
SceneGraph with static terrain objects,... etc. I had a custom scene
graph and intersections were killing me but when I realized that the
Intersect visitor sets a ACTIVE_CHILDREN for the traversal I used
Hi Kim,
I just ran into the same problem on our SuSE boxes. Will you take a look at
that? Or do you have any pointers for me where to look? As osgOcean works
perfectly fine under windows the best guess is to look for differences in the
FFTW library, right?
Has anyone got osgOcean running
I can only forward-declare ref-ptr members if I write the implementation of the
class destructor in the cpp file. Try if that helps
Cheers,
Martin
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Hi Martin,
I've got a new release due imminently (fixing final bugs) which gets rid
of the FFTW dependency.
I should be able to test that theory after that.
I believe Robert got osgOcean working on his linux box whatever flavour
that is.
And it runs on a Debian distribution in my lab here.
I
Allright! Keep up the good work!
Cheers,
Martin
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Hello All,
Is there something wrong in OsgDB::Registry::LoadLibrary(std::string libname)
when i load the .curl plugin in debug , it is shown that the .curl plugin
con't be found.However,it works well in release mode.
when i open osgDb_curld.dll in depends_22, msvcr80d.dll con't be found.The
Hi Croperli;
Look at the http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3
Troubleshooting the Build
Did osgdb_curl.dll fail to link?
OSG creates several libraries during a build. One of the libraries,
osgdb_curl.dll, has a special dependency on Windows. During the OSG build,
if this library
Hi,
Thanks for all the help guys!!
I have ccmake 2.6 patch 4
and for those values I got
OPENGL_INCLUDE_DIR /usr/include
OPENGL_gl_LIBRARY/usr/lib/w32api/libopengl32.a
OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a
I'm sure I missing some stupid step,
Hi,
Hi,
Just an idea: have you taken a look at TexGen, I use it in projective texture
mapping to automatically compute the texcoords, maybe you could use it too.
I saw this feature, but i dont know exactly how could i apply it on this
case... Perhaps it would worth having a look to
Hi,
Grr, fixed it and still have an issue...
...
Thank you!
Cheers,
Christopher
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Hi Vincent,
I'm the original poster, and the problem I had is that I cannot use a
material, because it will modify the state set, that is common for a lot
of other geodes...
You can clone the stateset and then each geode will have a unique one
which you can modify.
Or you can put the
Hi Jean Sebastien,
Thanks for the advice, I forgot the stateSet of the drawables ! Not sure
this will be the solution, but it can helps a lot.
Thanks everyone for your help.
Regards,
Vincent.
2009/6/9 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Vincent,
I'm the original
Mike Wozniewski wrote:
It's probably osgViewer::CompositeViewer that you want, not
osgViewer::Viewer. There's an example in the source. That way you create
two different osgViewer::Views, and each can have it's own manipulator.
I'm not sure why you'd need a CompositeViewer if both cameras
You'd better write what the fix was in order to help others in the future :)
Regards,
Alberto
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I have a multiple display system with an NVIDIA 8800 GT (driver version
181.20) that has performance problems when I use FBOs (see attached test
case, modified from osgviewer.cpp). My draw times jump from about 7
milliseconds to 14, and my GPU times jump from less than 1ms to 7ms.
The problem
Alberto Luaces wrote:
You'd better write what the fix was in order to help others in the future :)
Regards,
Alberto
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Hi all,
I am working with a line of sight ray with start and end point in the world
coordinate system. I meassure the distance between the start point of this ray
and the first intersection with the scene, e.g. terrain. If the ray is fixed,
everything is working well.
Now I want to add the
Hi Jason,
You're exactly right, if texture 1 has transparency, then I want texture 0
to show through no matter what. Doing something like the following on unit
0 works great in that case, but I also want to add in another scaling factor
that will scale the alpha value of the texture from 0 to 1
Hi all,
I'm having difficulty moving a camera to a specific point to look at in a
geocentric coordinate reference frame.
I've got a geocentric point that I want my camera to look at and the point is
in x,y,z form where x,y,z are in meters.
I do not understand how to translate and rotate my
On 09.06.2009 17:59 Uhr, Allen Saucier wrote:
I've got a geocentric point that I want my camera to look at and the point is
in
x,y,z form where x,y,z are in meters. I do not understand how to translate and
rotate
my camera to this point.
Is there a setByViewMatrix method in OSG any more?
Hi Bryan,
I have similar setup. 8800 GTS Windows XP 32 bit driver version. Drivers
185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024
screens runs at 600 hz. When graph stats are turned on (second 's' keypress)
framerate drops to 60-70 hz. When running your modified
Hi Christopher,
I can't help directly as I have no Cygwin/Mingw experience, but I can
say there is a nightly build of both up on the OSG CDash page:
http://www.cdash.org/CDashPublic/index.php?project=OpenSceneGraph
There aren't any errors being reported for either Cygwin so it should
be
Hi Roland,
You'll need to recompute the position of the ray in world coordinates
by taking the ray in local coords to the node and multiplying by the
accumulated world matrix of the node in question. You can get the
world matrices from any node by doing node-getWorldMatices(). Please
note this
Wojciech Lewandowski wrote on Tuesday, June 09, 2009 11:25 AM:
I have similar setup. 8800 GTS Windows XP 32 bit driver version.
Drivers
185.85. Default (undefined USE_FBO) osgviewer cow.osg on two 1280x1024
screens runs at 600 hz. When graph stats are turned on (second 's'
keypress)
framerate
Jason Daly wrote:
Andrew Cunningham wrote:
Adjusting the material color alpha will work for some geometries but I have
other geometries where each vertex has a BIND_PER_VERTEX color ( think of
a contour plot of a value), so I would still need to adjust the alpha of
each vertex
Call it what you like (bug, not optimal behavior, I don't care) but I would
expect that in a code snippet
image-setPacking(4)
image-readPixels(,,,)
That the readPixels call would respect the the packing that you set in previous
line.However Image::readPixels resets the packing to 1
That is a
loopless wrote:
One solution would be to add a 'packing' parameter to readPixels.
A better one might be for readPixels to read the current value of packing and
reset it on exit.
I haven't run into problems with this but it seems wrong that a readPixels()
call should silently change a value
The wiki spamming still continues. Is there nobody available that can
administer the wiki and remove the spammers?
regards,
Roland
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Hi,
El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió:
and for those values I got
OPENGL_INCLUDE_DIR /usr/include
OPENGL_gl_LIBRARY /usr/lib/w32api/libopengl32.a
OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a
take into account that Philip
I am able to build and use the FT plug-in on Win32 using VS 2005.
Attempts to build the required FT libraries (starting from the FT 2.3.9 distro)
on Win64 are proving very difficult as the FT headers have a number of
unfortunate assumptions that sizeof(unsigned long) = sizeof(void *)
Has
Jason Beverage wrote:
Hi Jason,
You're exactly right, if texture 1 has transparency, then I want
texture 0 to show through no matter what. Doing something like the
following on unit 0 works great in that case, but I also want to add
in another scaling factor that will scale the alpha value
Hi Paul,
Hi all -- This is an official Call for Participation. With SIGGRAPH 2009
only 2 months away, it's time to start organizing the BOF.
Sign us up for a time slot, please. We've done some cool new stuff this
year compared to last year, so we'd like to show you all what we've been
up to
I have some paper work to do about Delta3D. More precisely, about the manner
that the elements are selected for rendering, in which order, etc.
I figured that Delta3D is using OSG. So, I need to study in deep the way the
rendering is performed(culling, elements sorting, etc.).
Since Delta3D is
Alberto Luaces wrote:
Hi,
El Martes 09 Junio 2009ES 15:21:42 Christopher Wang escribió:
and for those values I got
OPENGL_INCLUDE_DIR /usr/include
OPENGL_gl_LIBRARY /usr/lib/w32api/libopengl32.a
OPENGL_glu_LIBRARY /usr/lib/w32api/libglu32.a
So...
Let me see if I understand this... Assuming I pass no args to the app when I
run it, the osgdistortion createDistortionSubgraph first creates a camera
which will render the scene to a texture attached to an FBO before the main
camera renders the scene. Then the hud camera is created to
Hi Paul,
There are also publications about OSG being writing (of course, in Chinese),
which will be published by Tsinghua University Press at the end of this
year. I would like to share more information and samples if it could be
finished in time. :)
Wang Rui
2009/6/10 Jean-Sébastien Guay
With some fiddling of the FT headers I got the number of warnings in the FT
Win64 build down to a plausible set and the osg text example works fine under
Win64.
If anyone is interested I can send the changed FT header file.
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Hi Andrew,
With some fiddling of the FT headers I got the number of warnings in the FT
Win64 build down to a plausible set and the osg text example works fine under
Win64.
If anyone is interested I can send the changed FT header file.
It would probably be even better to submit the changes
Hi,
Robert, when i set my machine's virtual memory to a lower value for some test
related to vpb, thousands of image files as input, then vpb jumps into this
error:
//system.cpp, Line 305,
void eraseFrom(System::DatasetMap datasetMap)
{
for(TimeIteratorMap::iterator itr =
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