Hi Tian
thanks for the feedback. I have the following folder structure:
/
/includes
/resources
/src
/oceanExample
/osgOcean
When i try to first compile in the /srce/osgOcean with cmake . it brings
me the following error:
dst-osx-001:osgocean dst$ cmake src/osgOcean/
-- T
Hi Ice-D:
I think you need to compile the "osgocean" project first, and then the
'example' and 'install' projects.
Cheers,
Tian
Ice-D wrote:
> Here some more information.
>
> I think it is not a problem with the FFTSS library, instead cmake has a
> problem:
>
> CMake Error at src/osgOcean/C
Here some more information.
I think it is not a problem with the FFTSS library, instead cmake has a problem:
CMake Error at src/osgOcean/CMakeLists.txt:123 (INSTALL):
install TARGETS given no FRAMEWORK DESTINATION for shared library FRAMEWORK
target "osgOcean".
Does someone know how to solve
Hi there
I compiled the fftss library and just wanted to compile the osgOcean
library.
How do I have to use CMake for that, I'm sorry for this stupid question.
Regards
Dominic
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Hi arielh,
For this purpose you cannot make use of osgCuda::Arrays because buffers of this
type are read-only. In order to add a color entry for each vertex you have to
expand your osgCuda::Geometry object by an additional color array of type
osg::Vec4Array=> myGeometry->setColorArray( new osg:
Hi arielh,
For this purpose you cannot make use of osgCuda::Arrays because buffers of this
type are read-only. In order to add a color entry for each vertex you have to
expand your osgCuda::Geometry object by an additional color array of type
osg::Vec4Array=> myGeometry->setColorArray( new osg:
My guess would be that your camera callback isn't inheriting to the
slave cameras, sort of like the problem I recently encountered (and
fixed) relating to the clear mask (see the thread "Problem with
Camera::inheritCullSettings" from about a week ago). You might need to
submit a similar fix.
Paul Martz wrote:
> It's not as bad as you might think. If someone were to add
> CompositeUserData to OSG, they'd need to port all (internal) OSG code to
> use the new system. External apps that use UserData would not be
> compatible with the new system until their authors take the time to
> port,
In main() I have:
[code]
viewer.setSceneData( rootNode );
osg::Camera *pCamera = viewer.getCamera();
//osg::Image* image = new osg::Image;
//image->allocateImage(tex_width, tex_height, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
//image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_F
François Bodic wrote:
Actually I have two cylinder volumes (sorry for my mistake) but I want the
inner to be a hole so as to have a tube. Is there just a commande to do that?
Well there is the well-known CSG stencil trick, as mentioned in the red
book, and also employed in OSG's stencil shado
Just a note for the archives, for people who come across this later...
This is not really an OSG topic per se, so I wanted to make sure that
people were aware of the orange book: OpenGL Shading Language. And also
the GLSL spec is absolutely free for download as a PDF from opengl.org.
Shader top
Chris 'Xenon' Hanson wrote:
Isn't this breaking all existing code that uses UserData/Description though?
It's not as bad as you might think. If someone were to add
CompositeUserData to OSG, they'd need to port all (internal) OSG code to
use the new system. External apps that use UserData wo
Hi,
I'm trying to do picking by using computeIntersections.
Please find the attached picture (skydome).
Balls represent intersection points, lines represent normal vectors.
Whenever I try to pick the top of the dome (not the inside), I get a correct
intersection point but the normal vector is
Hi,
robertosfield wrote:
>
> Your GL code segment actually uses PBO's in it... :-)
>
Yep :) I think TBO's use PBO calls because its also a buffer object. Bu of
course i use GL_TEXTURE_BUFFER_EXT.
robertosfield wrote:
>
> Do you have to use PBO's with texture buffer? Or can you just pass
>
Robert Osfield wrote:
> Description kinda bloat osg::Node already, I would like to reduce this
> bloat and stream line the base classes even more ;-)
> I would also like generalize UserData but... not use any more than the
> present pointer that we already have in place, don't forget we need to
> a
Hi Chris, Paul, Ulrich,
I won't dive in to much right now as I have enough other topics
swishing around in my skull to keep me occupied, but a few general
notes.
Description kinda bloat osg::Node already, I would like to reduce this
bloat and stream line the base classes even more ;-)
I would al
Hi Robert,
I know you would suggest this solution :). I prefered to use the option
one thread + list of fetch. Because i want to be able to destroy a
thread even if not finished, and it's easy to manage one thread + fetch
list per 'class instance' even if it's consume more thread. It's not
thread
Fabrício Cardoso wrote:
> My input files are two .tif images: one for height data and the other
> for the texture. It's not related to HDF at all...
I don't know why GDAL would be hitting that code if you don't have any HDF
files. Maybe
try VPB with a known-good set of demo terrain data? Perhap
Robert Osfield wrote:
HI Johannes,
Oooh,, thanks for the link. Looks like texture_buffer_object is a new
extension from NVidia that complete slipped beneath my radar.
FYI, it's a core feature in 3.2.
-Paul
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Hi, Chris.
My input files are two .tif images: one for height data and the other
for the texture. It's not related to HDF at all...
Best regards,
Fabricio Silva
2009/11/30 Chris 'Xenon' Hanson :
> Fabrício Cardoso wrote:
>> I just started out with OpenSceneGraph and I was asked to study how to
>
Hi Johannes,
On Mon, Nov 30, 2009 at 4:09 PM, Johannes Schüth wrote:
> Yes - PBO use DMA which is quite nice.
> http://www.songho.ca/opengl/gl_pbo.html but you will be limited to the
> limitations of a texture (4096x4096 pixels at most systems)
Your GL code segment actually uses PBO's in it..
Hi Cedric,
Thanks for the explanation. In terms of implementation rather than
create on thread to create a player I would create one or more
osg::OperationThread and attach a single shared OperationQueue
between them, and then just add a custom osg::Operation to the queue
when I want an operatio
Paul Martz wrote:
> data. Unfortunately, that doesn't work with other OSG code that is not
> under my control.
> I'd be glad to implement something like this in osgWorks.googlecode.com,
> but it would have to ride on UserData rather than be a part of core OSG,
> which would put it in conflict with
Chris 'Xenon' Hanson wrote:
Mattias Helsing wrote:
Hi Chris,
Is there a reason to why you don't use setUserData(osg::Referenced*) ?
If you provide the proper read/write routines for your osg::Referenced
derived class it would also persist across .osg file writes/reads.
Because there's only o
Vincent Bourdier wrote:
> I didn't saw, but loading only the big file do the same strange thing :
> no render but frame rate and stats are normals
> The console is full of :
> /CullVisitor::apply(Geode&) detected NaN,
>depth=-1.#IND, center=(1.13328 0 -8.23757),
>matrix={
>1.#QNAN 1
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Vincent Bourdier wrote:
> Hi all,
> Managing a huge model (around 1.5Go in IVE ) I cut it into parts and set
> pagedLod on each part with two LOD.
I know English probably isn't your primary language, but this description is
too
incomplete to really mean much to anyone. Can you give a more compl
Fabrício Cardoso wrote:
> I just started out with OpenSceneGraph and I was asked to study how to
> build terrains from heightmaps using osgTerrain. Searching around OSG
> resources, I came upon Virtual Planet Builder and decided to give it a
> try. So, using SVN, I obtained OSG 2.9.5 and the VPB ve
Ulrich Hertlein wrote:
> Hi Chris,
> have you noticed the "Suggestion: Add components in nodes (aggregation)"
> thread from around 29/10/2009?
I had missed it, but it sounds very interesting.
> Of course this doesn't yet solve your problem with there being only one
> user-data field. The pro
Hi,
Yes - PBO use DMA which is quite nice. http://www.songho.ca/opengl/gl_pbo.html
but you will be limited to the limitations of a texture (4096x4096 pixels at
most systems)
Texture buffer objects can make about 2^27 texels accessible within a shader.
And i belive i have to use bindable unif
you right !
Thank you!
Cheers,
Sebastien
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Hi,
I just started out with OpenSceneGraph and I was asked to study how to
build terrains from heightmaps using osgTerrain. Searching around OSG
resources, I came upon Virtual Planet Builder and decided to give it a
try. So, using SVN, I obtained OSG 2.9.5 and the VPB version which is
compatible w
OK, I removed compression by adding --RGB-16, now it works
Cheers,
Martin
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Hi Robert,
Ok in my game when i load a ressource i do it in a thread. I dont
allocate a thread pool. i just create one thread per load sequence. For
example when i create a player i craete one thread with a list of files
to load. During the game a player can arrive and leave. So there will be
a lo
Hello Sam,
When I run the code to load a simple object (that you supplied above) with a
direct path, I get no errors but osgviewer seems to load nothing, just the
default blue background with no model. Ive tried different .osg and .obj files
but no luck.
If you're on Windows, make sure you
Hi Sebastian,
Declare the function stub in the main.frag
vec3 fog(in vec3 color);
void main()..
K.
2009/11/30 Sebastien Nerig :
> Hi robert
> thx for your answer
> Ok I tried what you said, but I still have a pb.
>
> I made a shader "common.frag" with a basic fog function
>
>
> Code:
> uniform
Hi robert
thx for your answer
Ok I tried what you said, but I still have a pb.
I made a shader "common.frag" with a basic fog function
Code:
uniform vec3 fogColor;
uniform float fogDensity;
vec3 fog(in vec3 color)
{
const float LOG2 = 1.442695;
float z = gl_FragCoord.z / gl_FragCoord.w;
f
HI Sebastien,
You can have multiple vertex, geometry and fragment osg::Shaders
attached to a single osg::Program. All you need to do is make sure
that just one of the osg::Shaders contains the main for each of the
vertex, geometry and fragment components of the program - from you
example it looks
Hi,
I would like to know if it is possible to do that :
Code:
osg::Program* program = new osg::Program;
osg::Shader* shader = new osg::Shader(osg::Shader::FRAGMENT);
shader->loadShaderSourceFromFile("main.frag");
program->addShader(shader);
osg::Shader* shader1 = new osg::Shader(osg::Shader::F
HI Johannes,
Oooh,, thanks for the link. Looks like texture_buffer_object is a new
extension from NVidia that complete slipped beneath my radar.
As for using PBO's with GLSL, I'm not sure what gave the idea that you
couldn't use the two together, GLSL use of textures and how the data
is passed t
Hi,
I'm not quite sure but it seems that
http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt
is something different than:
http://www.opengl.org/registry/specs/EXT/texture_buffer_object.txt
Although the way of binding the buffer seems initially the same.
I just want to use float's
Hi Chris,
have you noticed the "Suggestion: Add components in nodes (aggregation)" thread from
around 29/10/2009? It deals with something similar, namely to introduce something like a
osg::KeyValueMap (derived from osg::Referenced) that can be attached to osg::Objects as
user-data. (These co
Hi Robert,
I use the puget example from the osgDem page. I think compression is not on by
default, right?
gdal_translate.exe ps-e.lg.jpg ps-e.lg.tif
gdaladdo.exe -r average ps-t.lg.tif 2 4 8 16 32
osgdemd.exe --xx 10 --yy 10 --layer 0 -t ps-t.lg.tif --xx 10 --yy 10 -d
ps-e.lg.tif -l 4 -v 0.5
HI Cedric,
On Sun, Nov 29, 2009 at 11:02 PM, Cedric Pinson
wrote:
> Ok reading the code and the doc of pthread, in order to have the
> ressource freed at the end of the thread, i must call detach(). now i
> have my memory back
>
> maybe it could help for others that create thread in application o
Hi Martin,
Is it that the image data is stored in a DXT compressed format? If so
then you'll need to decode the compressed form, something that isn't
presently built into osg::Image or osgTerrain.
Robert.
On Sun, Nov 29, 2009 at 6:04 PM, Martin Scheffler wrote:
> Hi,
>
> a question: How can I
HI Shayne,
On Fri, Nov 27, 2009 at 7:05 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> Robert,
>
> Thanks for the quick reply. I haven't played with the LOD scale so I'll
> explore that. I also like your suggestion of some sort of adaptive setting.
>
> Is there a way to query the fra
Hi Johannes,
I presume you mean "pixel buffer objects" rather than "texture buffer
objects" as this is the OpenGL naming and also the naming that the OSG
uses.
When using PixelBufferObjects in the OSG it's best to just create one
an attach it to the osg::Image that you want to stream the data. Y
Hi Jim, Paul et. al,
On Sat, Nov 28, 2009 at 4:32 PM, Paul Martz wrote:
> Right. OSG does not do _face_ culling (culling of individual primitives)
> based on the normal.
>
> However, OSG can do _Drawable_ culling based on a normal. This is how VPB
> databases cull away the back half of the planet
Hi Torben,
I'm afraid I'm just too occupied with core OSG tasks to think too
deeply about new VPB schemes. I need a bit more time getting the core
OSG back up to date with submissions and dev release out before I can
start thinking too deeply about other stuff.
Robert.
On Sat, Nov 28, 2009 at 3
Hi Toben,
VPB should be able to ignore null data, so look into defining what
this null data is. Another option is to use alpha values on the
source data and alpha out the invalid data.
Robert.
On Sat, Nov 28, 2009 at 3:56 PM, Torben Dannhauer
wrote:
> Hi,
>
> I have a High resolution digital e
Hi Johannes,
Sorry about this. I'm not sure why the server was inaccessible, but
it's back online now so it's either be addressed by Jose Luis Hidalogo
and server admin, or just come back alive due to lightening loads.
Robert.
On Sat, Nov 28, 2009 at 2:49 PM, Johannes Schüth wrote:
> Hi,
>
> t
Hi Jon
Damn...
>
> I keep crashing on a call to glLoadMatrix(GL_MODELVIEW)
>
> output below...
>
> Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file
Tom
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Hi Hartwig,
On Sat, Nov 28, 2009 at 10:02 AM, Hartwig Wiesmann
> is there anywhere a documentation of all used preprocessor symbols?
No and I wouldn't really expect them to be any single piece of
documentation just dedicated to pre-processors symbols as they are
typically very domain specific and
Hi Hartwig,
osgterrain is primarily a unit test that I've used for testing and
debugging of threading and osgTerrain usage, and the master file is
part of this.The master file is simply a list of files for the
models to load, so you could stick a range of models including ones
like cow.osg or
Hi Anthony,
I can't answer why you are able to get the app up as I'm neither an
windows developer nor now anything about this tutorial or how you've
gone about running the app. Others in the community will be in a
similar boat ans really not have enough info to help you.
Could you please explain
Hi all
I've completed the first stab at the IPhone port, now with
-GraphicsWindowIPhone with ability to embed in an existing window and
support for the various pixel formats I've come across so far
RGBA8
RGB565
16bit depth
24bit depth
Also has basic multitouch input with 1 finger = left mouse,
Hi Tom,
Great to hear of progress and to a screen shot :-)
FYI, release context is meant to just make the current thread
available to be used by another graphics context - some graphics
drivers really don't like you doing a makeCurrent() or several
different contexts from the same thread without
Hi Jon,
You'll need to decide whether you are compiling against GLES 1.1 or
GLES 2.0, you can't compile against both at the same time as they are
quite different types of targets - ones GLES 1.1 is fixed function
pipeline while GLES 2.0 is completely shader based. So make sure you
#define either
Hi:
I try to expand the ptclParticleDemo.I want to add a color array and change
the color in cuda program.
I try to "bind" the colorArray but i not sure hown to:
osg::Vec4Array *colors = new osg::Vec4Array(numParticles);
ptclGeom->setColorArray(colors);
ptclGeom->setColorBinding(osg::Geometry::BIN
Hi Thorsten,
Thorsten Werner schrieb:
Hi,
OK. Thank you. Got it working now. Changed setProjectionMatrixOrtho2D into
setProjectionMatrixOrtho. Next problem that i have is that the Buttons in my
SceneGraph consist of several geometries and the Button is a Geode but its not
recognized as Geode
I would do that algorithmically. there is no command to do the tube for you,
but if you have the shape of the tube - as a vector for example, then it is
very trivial. Look at the osggeometry sample how to setup the scenegraph
once you generate the vertices/normals
Nick
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