Hi,
does the osgviewerGTK example work?
jp
Natasha Westland wrote:
Hello,
I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on CentOS) and
was hoping to tap into this wealth of knowledge
after failing miserably poking around the source code and attempting to
retrofit the example app
Ben Axelrod wrote on Thursday, September 03, 2009 4:25 PM:
> I am trying to view transparent objects inside of other transparent
objects.
> My objects are simple ShapeDrawables with some color and alpha
transparency.
> I am seeing strange behavior where the inner object is sometimes
completely
>
I am trying to view transparent objects inside of other transparent objects.
My objects are simple ShapeDrawables with some color and alpha transparency. I
am seeing strange behavior where the inner object is sometimes completely
hidden by the outer object depending on camera angle. Also, som
Hi Wyatt,
I posted this via the mailing list, but it seems to never have gone through.
Err, yeah, it came through fine (all three times)
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg31649.html
J-S
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Jean-Sebastien G
stefan nortd wrote:
> Granted that different image types store pixels differently I would still
> assume that the image loader should nevertheless be consistent across
> different image format. I guess this is an assumption that depends how
> low-level one approaches pixel data.
Agreed.
> S
Wyatt B. S. Earp wrote on Thursday, September 03, 2009 2:38 PM:
> I posted this via the mailing list, but it seems to never have gone
through.
>
> I want to use a struct in my glsl shader.
>
> osg::StateSet::getOrCreateUniform allows for the specification of
> Uniform::Type, but I don't see an e
I posted this via the mailing list, but it seems to never have gone through.
I want to use a struct in my glsl shader.
osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct. How would I
create/set the uniform struct?
WE
Granted that different image types store pixels differently I would still
assume that the image loader should nevertheless be consistent across different
image format. I guess this is an assumption that depends how low-level one
approaches pixel data.
So I record it is not a bug in the image l
Sorry for the multiple posts.
Wyatt
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Hi,
OSG 2.2
The original issue:
I have a graphics context with multiple cameras. Some of which are rendering to
an attached image. When I resize the graphics context ALL of the camera's
viewports are resized. I did not want this to happen so I defined my own
ResizedCallback which will only resiz
Yes, this is correct behavior. The UpdateVisitor doesn't waste time
traversing the scene graph if there are no registered update callbacks.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Eric Pouliquen wrote:
Hi All,
I would like to be sure to understan
To be more precise, if I have my video in the same directory as the binary,
calling osgmovie myfile.move works, but if I move my file on ../myfile.mov,
it doesn't work anymore... :/ But with the absolute path it always work.
On Thu, Sep 3, 2009 at 6:44 PM, Serge Lages wrote:
> Hi all,
>
> Thanks
Hi all,
Thanks for your help, I've made it work, but only if I specify a file with
its absolute path and not its relative path. Any idea what's the problem ?
On Thu, Sep 3, 2009 at 6:29 PM, Stephan Maximilian Huber <
ratzf...@digitalmind.de> wrote:
> Hi,
>
>
> Stephan Maximilian Huber schrieb:
>
I want to use a struct in my glsl shader.
osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct. How would I
create/set the uniform struct?
WE
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Hi,
I'm building an osg based visual system for simulators ( e.g. flight
simulators).
I want to use the osgLua Nodekit for scripting support and discovered that it
is build on osgIntrospection.
Now I'd like to know how to enable osgIntrospection for my own classes.
I have read that modificatio
I want to use a struct in my glsl shader.
osg::StateSet:: getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct. How would I
create/set the uniform struct?
WE
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Paul Shabash schrieb:
> We've figured it out.
>
> It's due to this code fragment in GraphicsWindowCarbon.cpp,
> OSXCarbonWindowSystemInterface::OSXCarbonWindowSystemInterface() 356-9:
>
> // register application event handler and AppleEventHandler to get
> quit-events:
> static
Hi,
Stephan Maximilian Huber schrieb:
> I'll try to test the qt-plugin..
compiled osg 2.8.2, tried osgmovie with a movie, and it worked as expected.
cheers,
Stephan
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Hi Brett,
viewer.run() is just a convenience method, it's very easily to just
replace it with the full frame loop.
while(!viewer.done())
{
viewer.frame();
}
Or expanded further:
while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
viewer.updateTraversal();
view
Hi, Robert,
Thanks for your reply. The projection system is DepthQ single projector
system. The difference of sharpness is pretty clear, the only things we have
changed are screen width, height, and distance.
Thank you!
Wenqin
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On 3/09/09 5:47 PM, Kawicki, Ryan H wrote:
Bitmaps are stored upside down internally. If the loader is not
flipping your image, then flip the image yourself.
From "http://en.wikipedia.org/wiki/BMP_file_format";
Bitmap data
This block of bytes describes the image, pixel by pixel. Pixels are
s
Serge Lages schrieb:
> Hi all,
>
> I would like to know if anyone is using with success the Quicktime plugin on
> Windows ? Currently when I try to play a video I have this error :
> MovieData :: NewMovieFromProperties failed with err -43
>
> It seems that the function NewMovieFromProperties is c
I want to use a struct in my glsl shader.
osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an enumeration for struct. How would I
create/set the uniform struct?
WE
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Bitmaps are stored upside down internally. If the loader is not
flipping your image, then flip the image yourself.
>From "http://en.wikipedia.org/wiki/BMP_file_format";
Bitmap data
This block of bytes describes the image, pixel by pixel. Pixels are
stored "upside-down" with respect to normal ima
Hi Serge,
I would like to know if anyone is using with success the Quicktime
plugin on Windows ?
I had compiled it a while back, and wrote a note about it on this page:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins
but it's pretty
Hello,
I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on CentOS) and
was hoping to tap into this wealth of knowledge
after failing miserably poking around the source code and attempting to
retrofit the example applications into my own.
Using OSG 1.0, I have an application which use
Hi Stefan,
On 3/09/09 5:14 PM, stefan nortd wrote:
I am not sure I understand. I am loading a bmp and use it as a texture on a
quad. I use
the same texture coordinates for various image types but only the bmp displays
upside
down.
Then I would say your BMP is upside down ;-)
I have a stack
Hi All,
I would like to be sure to understand the difference between :
- Creating a NodeCallback and attach it to a Node
- Re-Implementing locally the virtual "accept" method
For example I saw that we can attach a NodeCallback as an UpdateCallback, and
testing the other method, I implemente
Hi all,
I would like to know if anyone is using with success the Quicktime plugin on
Windows ? Currently when I try to play a video I have this error :
MovieData :: NewMovieFromProperties failed with err -43
It seems that the function NewMovieFromProperties is called with the
parameter _movie to
Hi Sebastien,
I was talking about rivers and lakes, and I had my answer.
Well, if you just want the surface appearance, then you can surely
examine the osgOcean source to see how reflection/refraction is done,
what the shaders do, etc. and do the same for your river/lake surface.
Doing vert
hey ulrich,
I am not sure I understand. I am loading a bmp and use it as a texture on a
quad. I use the same texture coordinates for various image types but only the
bmp displays upside down.
stefan
stefan hechenberger
http://linear.nortd.com
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Hi Vincent,
On Thu, Sep 3, 2009 at 3:05 PM, Vincent
Bourdier wrote:
> I was just asking for explanation on pagedLod. I just found this
> implementation in OSG and there are very few comments on the source. I know
> LOD and how to use them, but PagedLod is something new for me and I didn't
> found
Hi,
I was talking about rivers and lakes, and I had my answer.
Thanks
Sebastien
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Hi JS
bad luck for me ! ^^
anyway thanks for your answer and have nice holidays :)
sebastien
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Hello Sebastien,
I would like to update this post to know if there is a way to integrate
osgOcean material (and shader) to an existing surface like it was mentioned ?
I don't know what you're referring to exactly, the post you're replying
to contains discussions about making lakes and rivers
HI Robert,
2009/9/3 Robert Osfield
> Hi Vincent,
>
> On Thu, Sep 3, 2009 at 2:33 PM, Vincent
> Bourdier wrote:
> > I'm not sure to understand you well :
> >
> > Impostors will use more memory than a defaut LOD ? so where is the
> > advantages of them ?
> >
> > I have 3Go of RAM, and the memory i
Hi Stefan,
On 3/09/09 2:04 PM, stefan nortd wrote:
I have been doing some image stuff lately. JPEGs and PNGs load right but
BMPs are upside down. Is this a feature or a bug?
I believe the problem with BMPs is that they don't define an 'up' direction.
It's up to the originating modelling packag
Hello Sebastien,
I would like to know if there is a way to change the ocean surface height.
All the objects of my scene are located at a 100 altitude on the Z axis while
the ocean is a 0.
I have some local modifications to osgOcean to allow this, but I am on
vacation right now so I will not
Hi Vincent,
On Thu, Sep 3, 2009 at 2:33 PM, Vincent
Bourdier wrote:
> I'm not sure to understand you well :
>
> Impostors will use more memory than a defaut LOD ? so where is the
> advantages of them ?
>
> I have 3Go of RAM, and the memory is not used at all with less than 10 000
> faces ... so me
Hi Robert
I'm not sure to understand you well :
Impostors will use more memory than a defaut LOD ? so where is the
advantages of them ?
I have 3Go of RAM, and the memory is not used at all with less than 10 000
faces ... so memory is not a problem.
Assuming impostor are not the good solution, d
Hi,
I would like to know if there is a way to change the ocean surface height.
All the objects of my scene are located at a 100 altitude on the Z axis while
the ocean is a 0.
Thank you
Cheers,
Sebastien
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Hi all
I would like to update this post to know if there is a way to integrate
osgOcean material (and shader) to an existing surface like it was mentioned ?
Thanks
Cheers,
Sebastien
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Hi Vincent,
I wouldn't recommend using impostors as they memory overhead is far
higher than the saving that they provide in simplifying geometry.
When you blow your memory limit then you'll get lots of frame drops.
Robert.
On Thu, Sep 3, 2009 at 11:39 AM, Vincent
Bourdier wrote:
> Hi all,
>
> Lo
Hi Cedric,
for another question to osgAnimation , that is , the function
"setBindMatrixInBoneSpace()" in osgAnimation::Bone , its parameter's matrix ,
and I just cannot understand this parameter's meaning as well as How to give
the correct matrix.
Besides , I just have no idea about the "Bone
Hi,
I have been doing some image stuff lately. JPEGs and PNGs load right but
BMPs are upside down. Is this a feature or a bug?
At the moment I am doing this for remedy:
Code:
osg::Image* image = osgDB::readImageFile(filename);
if(filename.substr(filename.length()-3) == "bmp") {
Hi Cedric,
Thank you very much for your advice!
Cheers,
Shiina Ringo
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Hi all,
Looking for a way to use less memory with big models based on LOD, I just
tried the osgimpostor example.
I get some problem I don't understand :
First, when the camera goes far from the scene, the LOD makes its job and
call the impostor to draw the Quads, but, this action take a lot of t
Hi Ansders,
Welcome back ;-)
My inclination would be to implement an assignment operator and make
it protected rather than disable the warning. Could you try this and
post the results if successful?
Robert.
On Thu, Sep 3, 2009 at 5:30 AM, Anders Backman wrote:
> Hi!
> Compiling the following c
Hi Alex,
On Wed, Sep 2, 2009 at 10:03 PM, Alex
Pecoraro wrote:
> With that being said, I have to say that I was mildly offended by your
> description of my use of the API as perverse and improper in your responses
> to what started out as my attempt to be helpful. I don't think that the way I
>
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HI Wenqin,
Stereo rendering doesn't directly make things blurry, the only thing
that changes is the eye position, the scene will be rendered in
exactly the same way regardless of the stereo settings - you won't
accidentally get some pixel blurring from nowhere.
Perhaps you are perceiving an issue
Hi shiinaringo,
You can check the osganimationskinning example to show how to setup a
bone chain by hand.
Other way could be to use solid animation instead of bone chain. see
example osganimationsolid
Cheers,
Cedric
-
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www
Hi,
I am a new to OSG
Now I am woking in a project for train simulation game , using the
osgAnimation library , but for now just some problems trouble me :
for example , when the train turns left or right , the cabin need rotate
for a angle , and I have tried for creating osgAnimation::Bone
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