Thanks J-S,
I tried what you explained and got it to work.
Martin
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This looks like only the changes to the last animation frame are displayed.
When you save a gif from Adobe ImageReady or similar programs, the frames of
the gif only contain the changes from the last animation frame to reduce image
size. Maybe you can fiddle with the gif export settings so that
Hi,
I'm using the osgviewerqt example with Qt integration. Am I correct in my
assumption that physics, AI and all other game related updates need to be
implemented in the virtual void paintGL() function or is there a more elegant
way to create a game loop while using QT with OSG.
Thank you!
Hi,
I have a gif animation which plays well in other pic viewer. But when I
render it in osg with alpha blend on, I get the effect like this [Image:
http://forum.openscenegraph.org/files/1_193.jpg ] . But when I turn off alpha
blend, it gose well with the background color.
And I also fin
Hi,
I was wondering is anyone else has had experience with this problem.
I have written a DLL of my own, which is written in C++, and makes heavy use of
OSG. It is written so that any application that needs to display a scene can
simply link to this DLL:
OSG <-- MyDLL <-- App
This works fine,
to call it a bug, and I didn't submit a "fix" for it, because I
suspected
that it was there for a reason and something I was unaware of might be relying
on it, so I
just worked around it.
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hi,
tring on QOSGWidget example,
i ried to replace :
#include
with :
#include
but i get :
[ 99%] Building CXX object
examples/osgviewerQtWidget/CMakeFiles/example_osgviewerQtWidget.dir/QOSGWidget.cpp.o
/Users/sasha/source/trunk/examples/osgviewerQtWidget/QOSGWidget.cpp: In member
fu
Vincent Bourdier wrote:
> As you can see, the DatabasePath appear, and the path set is to the path
> where the original osg file is... so now my PagedLod won't work on a
> different PC than mine...
I have run into this too.
This is the reason why the osgconv recursion submission I sent it a
Hi Vincent,
On Tue, Dec 8, 2009 at 4:58 PM, Vincent Bourdier
wrote:
> I do not set the DatabasePager, but the PagedLod's DatabasePath.
Sorry, my mistake, I meant DatabasePath when I wrote DatabasePager.
In normal paged database usage your do not explicitly set the
DatabasePath - instead it's set
e DatabasePager?
Robert.
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Hi Vincent,
On Tue, Dec 8, 2009 at 4:43 PM, Vincent Bourdier
wrote:
> Ok I get it : when the Lod is wrote in an IVE file, there is not LOD
> databasepath
> But, on the load, the databasepath is set with the current directory where
> the file is found... so next on save, the databasepath is saved.
g writer let it in
peace ?
Thanks.
Regards,
Vincent.
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Hi Massimo,
I've now spotted that you problems were no longer about the quicktime
plugin... but Qt and WxWindows. As Stephan mentions these examples
will be using parts of the OSG/OSX that aren't supported under 64bit
build.
It should be possible to modify the Qt examples to compile under 64bit
Hi Ronert,
sure i did it
cd trunk
mkdir build
ccmake ..
i changed the configuration
then pressed "c" to configure
an "g" to generate the makefile
in the file "CMakeCache.txt" i have :
//standard image plugin for os x, options are quicktime, imageio
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX:STRING=ima
Hi Fabien,
On Tue, Dec 8, 2009 at 3:54 PM, Fabien Lavignotte
wrote:
> It works now with my example on windows.
> But i have a problem with my application, i am currently playing with
> Texture2D::SubloadCallback to optimize my image data transfer, and also avoid
> double buffering when using a
Massimo Di Stefano schrieb:
> i applied the change to cmake settings :
>
>> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
>
> but the error persists, so i make a copy of the quicktime directory and i
> removed all the files from the original on :
>
> cp -r trunk/src/osgPlugins/quicktime runk/src/o
Hi Robert,
It works now with my example on windows.
But i have a problem with my application, i am currently playing with
Texture2D::SubloadCallback to optimize my image data transfer, and also avoid
double buffering when using a drawing thread.
There is a small bug with your change and SubloadCa
Hi Massimo,
On Tue, Dec 8, 2009 at 3:38 PM, Massimo Di Stefano
wrote:
> Hi,
>
> i applied the change to cmake settings :
>
>> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
>
> but the error persists, so i make a copy of the quicktime directory and i
> removed all the files from the original on :
A
Hi,
i applied the change to cmake settings :
> OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio
but the error persists, so i make a copy of the quicktime directory and i
removed all the files from the original on :
cp -r trunk/src/osgPlugins/quicktime runk/src/osgPlugins/quicktime_
cd trunk/src/osgP
I am using MatrixTransform to move models in the scene. And I had camera
attached to render the backview for a mirror for the model. With this setup,
it renders the geometry backfaced for the mirror view. Now it works when I
attached the camera to the root node. It is ok, but will need more code to
Hi all,
this is just a heads-up for people that might encounter a similar problem.
I'm using boost::thread for creating CPU processing threads after I've
started an osg::Viewer. I've been pulling my hair out over the fact that
all my threads end up on the same processor.
It turns out that th
Did you create the matrix manually? If you use the makeTranslate,
makeRotate etc. functions then you should end up with a matrix that does
not mirror stuff.
jp
Trajce Nikolov wrote:
that was the problem the camera parent is MatrixTransform when
I detached and attached to the top lev
Hi all,
this is just a heads-up for people that might encounter a similar problem.
I'm using boost::thread for creating CPU processing threads after I've
started an osg::Viewer. I've been pulling my hair out over the fact that
all my threads end up on the same processor.
It turns out that th
that was the problem the camera parent is MatrixTransform when I
detached and attached to the top level root it is ok. Huh. I should have
listen more carefully at the math classes at school :)
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
On Tue, Dec 8,
No.
The setup of the camera is exactly the same as in the osgprerendercubemap.
No mirroring done. It is child of a MatrixTransform though ...
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
On Tue, Dec 8, 2009 at 5:08 PM, J.P. Delport wrote:
> Have you mirrored
Have you mirrored something in the projections of the camera?
Trajce Nikolov wrote:
Hi Community,
I am having a Camera as a part of the scenegraph and it renders the
geometry backfaced ... Am I missing something? The camera setup is
pretty much the same as in the examples.
Thanks.
Nick
ht
Hi Nick,
On Tue, Dec 8, 2009 at 2:59 PM, Trajce Nikolov wrote:
> I am having a Camera as a part of the scenegraph and it renders the geometry
> backfaced ... Am I missing something? The camera setup is pretty much the
> same as in the examples.
For us in the community there is huge numbers of un
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Hi Community,
I am having a Camera as a part of the scenegraph and it renders the geometry
backfaced ... Am I missing something? The camera setup is pretty much the
same as in the examples.
Thanks.
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
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Hi Sukender,
Sukender schrieb:
> Yes, I told CMake to set all these modified "C" files to be interpreted as
> C++, but I don't know about xcode. Is there a way to do the same?
Hmm, tried that before but it didn't worked. Now I tried it again and
now it compiles w/o my change. So I missed somethi
Hi Robert,
I have an explanation for the difference in behaviors. I use
GL_UNSIGNED_INT_8_8_8_8_REV as image data type and it does not seem to be
supported with gluScaleImage (on windows at least). So, gluScaleImage does
nothing and a pointer with garbage data is passed to glTexImage2D. On linu
Hi Fabien,
On Tue, Dec 8, 2009 at 9:11 AM, Robert Osfield wrote:
> I have been thinking about the issue of whether to force the
> reassignment of a new texture object automatically when the size
> changes or leave it just rescale, using gluScale, as it does right
> now, and I'm moving towards get
Hi Stephan,
Yes, I told CMake to set all these modified "C" files to be interpreted as C++,
but I don't know about xcode. Is there a way to do the same?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Stephan Maximilian Huber" a écrit :
> Hi,
>
>
lq37 wrote:
> Hi,
>
> Thank you Glenn !
> Please tell me how to use local up vector to set the orientation
> (pitch,roll,yaw) of my model.
>
> Thank you!
>
> Cheers,
> Lv
Already solve the "orientation " issue,Thanks everyone!
Only the "height" issue remain.
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Hi Nick,
On Tue, Dec 8, 2009 at 9:41 AM, Trajce Nikolov wrote:
> SoftShadowMap
SoftShadowMap isn't view dependent to get good quality results you
have to restrict the size of the shadow casting part of the scene.
Try the view dependent techniques such as LightSpacePerspectiveShadowMap.
Robert.
Hi,
Massimo Di Stefano schrieb:
> Hi,
>
> tring using cmake-2.6.4 (last osg trunk - revision : 10859)
>
> i restored the opentrhead files and used :
>
> cd trunk/
> mkdir build
> cd build
> ccmake ..
>
> the build now goes ahead but fails at quicktime plug-in this the log :
>
> http://www.geo
Tried using Xcode with this configuration :
base sdk : Current Mac Os
build active architecture only "X" (checked)
use base sdk
Development 64bit cocoa
Log :
http://www.geofemengineering.it/data/osg-r10859_osx10-6_Xcode.txt
Il giorno 08/dic/2009, alle ore 11.28, Massimo Di Stefano ha scritto
Hi,
tring using cmake-2.6.4 (last osg trunk - revision : 10859)
i restored the opentrhead files and used :
cd trunk/
mkdir build
cd build
ccmake ..
the build now goes ahead but fails at quicktime plug-in this the log :
http://www.geofemengineering.it/data/osg-r10859_osx10-6_cmake.txt
i'll tr
Hi Massimo,
Massimo Di Stefano schrieb:
> then i also tried the Xcode that comes with the osg source code, but it fails
> too
can you provide the build log? So we can fix the xcode-projects. Btw
they work for me.
> i'll try to install cmake 2.6.4 and see if it works.
>
> - have you any hintsa
Hi RObert,
SoftShadowMap
Nick
http://www.linkedin.com/in/tnikolov
On Tue, Dec 8, 2009 at 11:20 AM, Robert Osfield wrote:
> On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov
> wrote:
> > Hi Community,
> >
> > please appologize for asking again, since there was no feedback on this.
> Any
> > ide
I used cmake 2.8 to try the build.
then i also tried the Xcode that comes with the osg source code, but it fails
too.
i'll try to install cmake 2.6.4 and see if it works.
- have you any hintsabout the provedure to generate xcode project using cmake ?
thanks!
Massimo.
Il giorno 08/dic/2009, a
On Tue, Dec 8, 2009 at 9:08 AM, Trajce Nikolov wrote:
> Hi Community,
>
> please appologize for asking again, since there was no feedback on this. Any
> ideas about this?
It's hard to guess at what is up with so little details. Which
ShadowTechniques have you tried?
Robert.
Hi Jeff,
This has all the hallmarks of driver bug, so go see if NVidia have got
an updated driver, or perhaps moving back a driver version or two
might walk around the bug.
Robert.
On Tue, Dec 8, 2009 at 4:58 AM, Jeff Bellinghausen wrote:
> When I run 2.8.2 osgshadow.exe in windows 7 or Vista w
Hi Rizzen,
The compile error message tells you all your need to know:
usr/local/lib/libode.a(box.o): relocation R_X86_64_32 against `a local
> symbol' can not be used when making a shared object; recompile with -fPIC
So you need to recompile using -fPIC. This is what the OSG and
most of dep
Hi Hartwig,
On Mon, Dec 7, 2009 at 6:12 PM, Hartwig Wiesmann
wrote:
> I just added the backslashes here in the text to prevent unwanted line
> breaks. The real command is written in one line with the appropriate spaces.
>
> So, this is not the problem!
The build worked for me once I fixed the c
Hi Fabien,
I have been thinking about the issue of whether to force the
reassignment of a new texture object automatically when the size
changes or leave it just rescale, using gluScale, as it does right
now, and I'm moving towards getting osg::Texture to assign a new
texture object when the size
Hi Community,
please appologize for asking again, since there was no feedback on this. Any
ideas about this?
Nick
http://www.linkedin.com/in/tnikolov
On Sat, Dec 5, 2009 at 2:30 PM, Trajce Nikolov wrote:
> Hi community.
>
> I am having some issues with shadowed scene. Imagine this scenario:
>
Massimo Di Stefano schrieb:
> Hi
>
> i'm tring to build osg trunk on mac osx snow leopard.
>
> i tried to apply the change to the file :
What version of Cmake did you use to generate the makefiles / xcode
projects? I am getting the same error when using CMake 2.8, switching
back to 2.6.4 (be su
Hi Andrew,
Could you convert your PrimitiveSet to a DrawElement and modifiy the index list
to remove the hidden primitives? You could then turn off display lists and turn
on VBOs such that the driver only needs to send the index list when it gets
changed. I don't think OSG supports partial upda
When I run 2.8.2 osgshadow.exe in windows 7 or Vista with the default window
manager running (Aero) the window draws for a frame or two, then goes black and
stays that way. If you alt-tab to the console then again back to the OSG
window, everything starts working ok.
I would think this would be
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