Hi Thomas,
you need to do a couple of things, first take a copy of the
CMakeModules folder of OSG itself :
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/CMakeModules
Then you need to tell CMake via your CMakeLists.txt where to find those
set(CMAKE_MODULE_PATH
Hi,
it seems like it found the headers and is breaking on linking.
I attach a CMakeLists.txt I use for simple test apps. It assumes OSG is
installed and the linker can find it (e.g. mine is installed in
/usr/local and /usr/local/lib is added in /etc/ld.so.conf).
You could also have a look
Hi,
you can use vpbmaster instead of osgdem to make large earth DBs. I
takes the same parameters.
You can use multiple DEM/texture sources in one command. E.g. see the
command line used here:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
You can also
Hi,
Cory Riddell wrote:
I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
A has been designated as the root but
Hi,
Allen Saucier wrote:
Hi,
I'm trying to use the TerrainManipulator class and I am scratching my head.
Problem:
I use a patch of terrain w/in a simple program and the terrainmanipulator works
great.
In another example of mine:
I then add a sky-dome by simply putting a sphere around the
Hi,
I am trying to build a viewer that can display millions of points and lines.
How should I organize or structure the scene graph to maximize the performance
and minimize the memory usage?
Thank you!
Cheers,
Angus
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Hi,
how much of this dataset do you want visible at one time?
jp
Angus Lau wrote:
Hi,
I am trying to build a viewer that can display millions of points and lines.
How should I organize or structure the scene graph to maximize the performance
and minimize the memory usage?
Thank you!
On 29/10/09 12:27 AM, Nguyen Tien Dat wrote:
texture. Do you need to compare all properties of each material in
order to find duplicate?
Everything except the name ;-D
Cheers,
/ulrich
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Hi,
I couldn't find sRGB related GLX tokens in the source code so it looks
like sRGB color space is not supported by OSG at the moment. Am I right
or did I miss something?
Does anybody here have experience with sRGB frame buffers under Linux
with NVidia hardware?
tugkan
Hi Paul,
On Thu, Oct 29, 2009 at 1:25 AM, Paul Martz pma...@skew-matrix.com wrote:
Thanks. Builds clean when set for GL3 on VS2009, at r10699.
Excellent. So does this mean we've just the GL3 context to implement
to start test GL3 support... :-)
Robert.
Has no one ever done this before? ;)
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Hi Lv,
I've not used VPB so I don't know if it would work or not. osgOcean in
it's present state only renders a flat plane of ocean and if I
understand correctly there is an ellipsoid distortion involved in
large planet sized terrains. If you'd like to jump in and modify it to
work with vpb I'd
I'm sure many people do. Maybe check how osgearth does it.
I think no one understood the problem/question well enough to help.
Could you explain the exact problem, maybe some pictures :)
jp
Michael Weber wrote:
Has no one ever done this before? ;)
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Hi Lv,
I have build some terrain model by VPB(VirtualPlanetBuilder) which including
some area of ocean.Is it possible to combine the effect of osgOcean to the
terrain model which is build by VPB?
VPB terrain, as long as it's not built in geocentric mode (i.e. as long
as it's flat terrain),
Hi Robert,
Hi Gusy,
I assume you meant Hi J-S since apart from the typo, Guay is my last
name as you well know :-)
Was there are resolution to the build issue under VS?
There was no resolution needed, it seems that Paul had an incomplete
update or had updated before you merged in
Hi Tom,
Try virtual public T in the derived class.
No effect, and I also tried adding virtual in the other places and that
doesn't change anything either. Of course, removing virtual in the base
class's inheritance of osg::Object results in errors about ambiguity, as
expected.
Perhaps
On Thu, Oct 29, 2009 at 1:30 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
Hi Gusy,
I assume you meant Hi J-S since apart from the typo, Guay is my last name
as you well know :-)
I actually meant Guys as in people :-)
Was there are resolution to the build issue
Well, my programm is pretty much like the osgsimulation example. But instead of
a aircraft which flies a constant route I use a model which flies an arbitrary
trajectory.
For the positioning of the model I just use makeTranslate with the new X,Y,Z
coordinates, which works as expected.
Now I
Hi,
I experiment this. I used an already displayed scene in another viewer. (I
think you do not reload your nodes).
So, they are a marker in the osg::Texture which indicates to unref the image
after apply.
I thinks it a save memory trick.
But in our case, the image does not exist anymore
Hi Robert,
I actually meant Guys as in people :-)
Hah! Darn ambiguous typos... :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Jean-Sébastien Guay wrote:
Perhaps I'm not the best placed to fix this warning - I need to read up
on virtual inheritance first. Anyone else have any ideas?
It tends to be one of those dark corners of C++ where few developers
tread. I once used this style of coding quite often, but found it
Robert Osfield wrote:
Excellent. So does this mean we've just the GL3 context to implement
to start test GL3 support... :-)
That's one of the shovel-ready projects I've identified so far.
I also want to do some performance measurements between the old Geometry
and the new Geometry.
Hi Paul,
I'd recommend we not use this code style in OSG, if we can avoid it. It
makes the code harder to understand. Can the class that derives from
NodeCallback use the has a pattern instead?
Only Cedric can answer that and perhaps refactor the code so that it
doesn't use virtual
Cory Riddell wrote:
I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
A has been designated as the root but there is
Hi,
I'm guessing here, but I think you might be misunderstanding what the
from and to parameters for makeRotate do. It creates a rotation from
one _vector_ to another, not from one position to another (have a look
at the makeRotate docs in osg::Quat). You could try to use a unit vector
(to
Hi JP,
thanks for the idea. I'd forgotten that about aspect of the Terrain
Manipulator. Hum, so I've got to get the Terrain Manipulator (TM) to actually
intersect w/ the terrain node I really want instead of the sphere surrounding
the terrain.
As for what I passed, I sent in the address of
Tugkan Calapoglu wrote:
Hi,
I couldn't find sRGB related GLX tokens in the source code so it looks
like sRGB color space is not supported by OSG at the moment. Am I right
or did I miss something?
I don't have any experience with sRGB framebuffers (apart from hearing
about them at SIGGRAPH
Hi Allen,
Allen Saucier wrote:
Hi JP,
thanks for the idea. I'd forgotten that about aspect of the Terrain
Manipulator. Hum, so I've got to get the Terrain Manipulator (TM) to
actually intersect w/ the terrain node I really want instead of the
sphere surrounding the terrain.
As for what I
Hi Sukender,
On 29/10/09 3:38 PM, Sukender wrote:
And once again, don't you think supporting metadata (Name, value) directly in
the
osg::Object wouldn't be nice? Or could we code something like: if UserData is
an
osg::Object (or another given type), read from/write to file using
Hi,
I found a fix to remove the ambiguous call. I will commit when checked
everything is correct.
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Thu, 2009-10-29 at 10:17 -0400, Jean-Sébastien Guay wrote:
Hi Paul,
I'd
Hi Ulrich,
I agree putting serialization in the object breaks the reader/writer
phylosophy. This is why the idea of Meta/Component/osg::KeyValue is nice. And I
think this could be a few lines.
However I disagree with the name collisions problem: this should be an
user-dependant
Hi,
I forgot to say, that right now I don't care about the roll of the model. But
the point is that it is not even heading in the right direction. Thats my top
concern right now, but I just don't get it...
Michael
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Paul Martz wrote:
Cory Riddell wrote:
I want to create a graph where some nodes have more than one parent,
but
every parent node doesn't necessary have a non-backtracking path
back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
A has been
Hi
You might want to use osg::Matrix::makeLookAt( to, from, upVector )
instead of osg::Quat::makeRotate.
Best regards,
Svanur
On 10/29/2009 03:24 PM, Michael Weber wrote:
Hi,
I forgot to say, that right now I don't care about the roll of the model. But
the point is that it is not even
Hi Sukender,
On 29/10/09 4:09 PM, Sukender wrote:
And what do you mean by the problem with typing the contained data?
The key/value map I have in mind only contains strings, but it would be nice to have typed
data as well, like float.
Cheers,
/ulrich
Cory Riddell wrote:
Unless you've hidden some deeper question within your question, the
answer is to simply do this:
A-addChild( B );
B-addChild( D );
C-addChild( D );
Well, I haven't actually tried it yet, but Gordon says none of the
traversal routines will ever see C. This makes sense
Hi All,
I add code that remove the warning. Could you have a try on windows and
report if it's ok ?
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Thu, 2009-10-29 at 16:05 +0100, Cedric Pinson wrote:
Hi,
I found a fix to
The mini-system I developped contains a generic type T. For now, I support
int, double, string, and date (I need a boost::local_time structure).
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Ulrich Hertlein u.hertl...@sandbox.de a écrit :
Hi
Hi,
thanks for the help. I am on debian there it seemed i must use lower-case
find_package(osg), not OSG.
the line
target_link_libraries(testProjectMain ${OSG_LIBRARY} ${OPENTHREADS_LIBRARY})
works with OpenThreads , but ${OPENTHREADS_LIBRARY} it cannot find
Thank you!
Cheers,
Thomas
Cedric Pinson wrote:
I add code that remove the warning. Could you have a try on windows and
report if it's ok ?
Builds cleanly on VS 2005.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Hi Michael,
I met at least few people who were using models in different coordinate
frames so your results may vary. But assuming that your model is pretty
standard: where forward points toward Y+, right points toward X+ and top
points toward Z+, this piece of code could work for you.
Hi,
Thank you for your help. I would like to show as many lines and points as
possible at one time. Since some lines and points are clustered together, I am
thinking about using LOD, PagedLOD, Impostor, or something similar to make
culling and drawing take less time, but my viewer is actually
Let me fix broken formatting in former post:
osg::Matrixd ModelPositionCallback::calculatePositionMatrix(
const osg::EllipsoidModel* ellipsoid,
// in global coords (origin in ellipsod center)
const osg::Vec3d newPosition,
// in global coords (origin in ellipsod center)
const osg::Vec3d
Hi JP,
thanks so much! I found a partial solution and I'm trying to understand why
it works. hahahaha
but here's what I found:
1. I have 3 nodes in my scene @ startup: terrain, light, and a sphere wrapping
my terrain. All built/added to root node in that order.
2. the intersect routine found
Thanks. I'll do that.
Dat
On Thu, Oct 29, 2009 at 2:58 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
On 29/10/09 12:27 AM, Nguyen Tien Dat wrote:
texture. Do you need to compare all properties of each material in
order to find duplicate?
Everything except the name ;-D
Cheers,
/ulrich
Dear all,
I have an obj model of a supermarket that contains thousand of
objects. I load the model into the scene graph as:
osg::Node* loadedModel = osgDB::readNodeFile(supermarket_new.obj);
Now I would like to take an object from the whole scene (a coke
bottle, for example) and manipulate it. I
Hi,
I have an OSG app to which I would like to add a second render pass. I render
to a fbo hdr texture and I want to use a 2nd pass to process this texture, then
write out to another hdr texture, then display. Is this the sort of thing that
osgPPU is meant for? My app isn't a GPGPU app it
Hi Robert -- The code submission by Wojciech and I for MSFBO has opened
a small can of worms on declaring bits and bitmasks. I hope you can
weigh in and put an end to the debate.
Originally, my submission followed the Optimizer's OptimizationOptions
pattern of declaring bit values in an enum,
Hi Robert -- I'm building against the GL3 header now, and many symbols
are used in OSG that are deprecated in GL3, such as some of the TexGen
symbols. So I checked to see what you do for the GLES2 case, and I found
the following in the TexGen header:
#if defined(OSG_GLES1_AVAILABLE) ||
Robert,
Thanks again for your responses to my earlier posts. I've followed your
suggestion and am in the process of setting up VPBMaster on my local PC, but
I've still got the osgdem process running in a lab working on the 1879 bitmaps
that I fed it 3 days ago, just to see what happens. I
Hi,
I'm trying to simulate a rigid body motion (translation and rotation) based on
some Physics. Basically I have a number of bodies and a solve returns new
positions for these bodies. I'd like to update the MatrixTransform associated
with the bodies' nodes for each step which I'm hoping will
Hi Ash,
for (int pos = 0; pos 80; pos+=10)
Here you're simulating 8 frames (0 to less than 80, in steps of 10, so 0
to 70). On modern systems, depending on your geometry and your vsync
settings, 8 frames should go by in about 0.13 seconds (if you have vsync
on and are at a refresh rate of
Hi,
Allen Saucier wrote:
Hi JP,
thanks so much! I found a partial solution and I'm trying to
understand why it works. hahahaha
but here's what I found: 1. I have 3 nodes in my scene @ startup:
terrain, light, and a sphere wrapping my terrain. All built/added to
root node in that order. 2.
Hi,
your code only renders 8 frames, so you probably just miss the first 7.
try something like:
while (1) {
pos+=10;
if (pos80) pos=0;
...
}
to make an endless loop and you should then see stuff move.
jp
Ash Pat wrote:
Hi,
I'm trying to simulate a rigid body motion
Hi Angus,
Angus Lau wrote:
Hi,
Thank you for your help. I would like to show as many lines and
points as possible at one time. Since some lines and points are
clustered together, I am thinking about using LOD, PagedLOD,
Impostor, or something similar to make culling and drawing take less
time,
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