Hi,
J.P. Delport wrote:
If you have some time, please add a page to
the vpb wiki detailing your setup. I'm sure someone will find it useful
later.
Are you sure it will be useful? At finally, the only I had to do was install
nfs and configure it. But if you think that it can be useful I
Hi,
Samuel Jarque wrote:
Hi,
J.P. Delport wrote:
If you have some time, please add a page to the vpb wiki detailing
your setup. I'm sure someone will find it useful later.
Are you sure it will be useful? At finally, the only I had to do was
install nfs and configure it. But if you think
Hi,
In the implementation of a Drawable subclass, I am trying to use regular GL
functions to render primitives through vertex buffer objects. Like so:
Init:
Code:
Drawable::Extensions* ext = getExtensions(state.getContextID(), true);
GLfloat v[] = {
0.0f, 0.0f, 0.0f, 1.0f,
2.0f, 0.0f, 0.0f,
GL_CURRENT_RASTER_POSITION_VALID is returning false,so I assume something is
happening in the projection matrices. Any ideas?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
HI Chrisitian,
On Sat, Jan 23, 2010 at 8:44 PM, Christian Richardt cr...@cam.ac.uk wrote:
Has this been implemented yet, in osgPPU or elsewhere?
The OSG natively supports various types of stereo rendering. I can't
say whether osgPPU will be compatible in all usage though as I have
little
Hi Jason,
I don't know what is up with your code, but using dynamic_cast to a
particular type of osg::Transform when the OSG can handle a whole
range is a bit limiting. The osg::Transform class has support built
in for accumulating matrices correctly, and there is are convenience
methods for
Hi Mathias,
I don't what the problem is, but the OSG uses lazy state updating that
is managed via osg::State, so there is a chance that state set
elsewhere w.r.t vertex set up is effecting your drawable, or the other
way around.
Robert.
On Mon, Jan 25, 2010 at 10:09 AM, Mattias Thell
Hi all,
I've made an update and compiled OSG from the SVN, but now I've got lots of
OpenGL errors in one of my application, here is the log I have in my debug
window :
Warning: detected OpenGL error 'valeur non valide' at After
Renderer::compile
RenderStage::runCameraSetUp(), FBO setup failed,
Hi Jp.
so you are saying you see the images blended but still getting a
warning. That is good result. I guess this points to be really a driver
issue.
Thanks for finding a time to test this!
Nick
http://www.linkedin.com/in/tnick
Sent from Kordel, RP, Germany
On Mon, Jan 25, 2010 at 9:19
Hi,
Trajce Nikolov wrote:
Hi Jp.
so you are saying you see the images blended but still getting a
warning. That is good result. I guess this points to be really a driver
issue.
yes, I was not sure what to expect, so I output frag colour 1,1,1,1 and
then changed back to your mix and
Hi JP,
it is important to have the texture lookups instead of setting some values
for the shaders in the code. Mix works in general, so when you setup values
in the shader you get proper results. But when you do a lookup for a 2D
texture and CubeMap generated on the fly, it doesnt work.
Nick
Hi Robert (hope you follow this thread),
Any clue what is going on? The sample code is with this scenario:
texture0: some 2d image
texture1: cubemap generated on the fly (prerender)
the mixing of these does not work and generates an error in draw. Up in this
discussion is the example code which
Hi Robert,
In order to minimize any external state changes, I replaced my root node with
my drawable in question, so that it is the only thing that is rendered.
Unfortunately, the problem persists.
I also noticed another peculiar thing, in that my primitives wind up right on
top of the
Hi All,
I've tried several things, without achieving any improvement. The modified
geode always disappear from the rendered scene, but if I load it with
osgViewer.exe, it's properly rendered.
I'm sure I miss something related to the viewer frame loop and I have 2
questions:
1. Do we always need
Hi JP,
based on your screenshot, I can see it doesnt work. The texture0 is missing
(sky.jpg). On the screen shot only the cubemap is rendered. That is what I
am experiencing as well. So, no driver bug
Nick
http://www.linkedin.com/in/tnick
Sent from Hermosa Beach, California, United States
Hi Nick,
Trajce Nikolov wrote:
Hi JP,
based on your screenshot, I can see it doesnt work. The texture0 is
missing (sky.jpg). On the screen shot only the cubemap is rendered. That
is what I am experiencing as well. So, no driver bug
Nick
sorry, I wasn't sure what the output is
Hi Nick,
another interesting thing...
I swapped the texture units: pass unit 0 to createShadowedScene() and
make texture0 attached to unit 1 (and update uniforms accordingly). Then
there is sky blended into the middle sphere. Maybe texgennode ignores
settextureunit?
jp
Trajce Nikolov
Hello Bondy,
I am trying to import a .fbx file(maya2010) into OSG2.9.6. I am facing some
problems in installing the fbx plugin for OSG2.9.6. Here are the steps i
followed.
1.I am using a Linux system and I downloaded the linux version of fbx sdk from
autodesk website.
2. Unzipped the
Hi Nick,
when I add ocean to my scene, the mem goes up very agressively. and its
still increasing. Are you experiencing the same things ? I run the app
for 15 seconds and it crashes with FBO setup failure
I've modified the oceanExample so that it calls
OceanScene::setSunDirection(...) each
This is interesting .. You made it work :)
Nick
http://www.linkedin.com/in/tnick
Sent from Haguenau, Alsace, France
On Mon, Jan 25, 2010 at 3:46 PM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi Nick,
another interesting thing...
I swapped the texture units: pass unit 0 to
well, I think I dont understand it
I commented in the texgen part, so the texture coords are the uvs from the
shape drawable, for the texture2D, and these are gl_TexCoord[0].
the uvs for the reflection are generated in the shader, gl_TexCoord[1].
now, from the code, the textures are switched,
Mattias Thell wrote:
But, nothing shows up on the screen. There are no GL errors reported. Changing
the code to use regular vertex arrays (without binding the vbo and changing the
glVertexPointer call to take an array), things shows up fine. Ofcourse, this is
not what I want.
Not really
Hi Robert,
I'm building VPB from svn trunk to do a bit of terrain generation, and I
got a suspicious compile warning and some linker errors:
Warning:
1..\..\..\src\vpb\BuildOptionsIO.cpp(202) : warning C4005:
'ADD_ENUM_VALUE' : macro redefinition
1
Hi JS
on windows, it does eats the memory in large chunks after 5 minutes, It
reach the limit
Nick
http://www.linkedin.com/in/tnick
Sent from Haguenau, Alsace, France
On Mon, Jan 25, 2010 at 5:38 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Nick,
looks like I
Hi Nick,
on windows, it does eats the memory in large chunks after 5
minutes, It reach the limit
I'm on Windows... Vista (at work) to be specific.
Did you just compile osgOcean and the oceanExample? Which compiler?
Which version of OSG?
Sorry I'm kind of out of ideas, since it works
Hi JS,
I'm currently working on resolve this conflict of macro's by renaming
the VPB ones with a VPB_ prefix. A fix to VPB should be checked in
shortly.
Robert.
On Mon, Jan 25, 2010 at 5:02 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
I'm building VPB from svn
Hi Robert,
Build fix for VPB now checked in.
Which marks revision #1000 in the VPB repo, where do I send the
champagne? ;-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
On Mon, Jan 25, 2010 at 5:30 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Which marks revision #1000 in the VPB repo, where do I send the champagne?
;-)
Cool, I hadn't spotted that milestone go by. Keep the champage in
reserve for when I tag 1.0 ;-)
Robert.
Hi Robert,
Cool, I hadn't spotted that milestone go by. Keep the champage in
reserve for when I tag 1.0 ;-)
Heh, ok :-)
BTW, your fixes didn't fix the linker errors I had also reported:
1BuildOptionsIO.obj : error LNK2019: unresolved external symbol __declspec(dllimport) public:
Hi JS,
On Mon, Jan 25, 2010 at 5:59 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
referenced in function void __cdecl `dynamic atexit destructor for
'BuildOptions_Proxy''(void) (??__FBuildOptions_Proxy@@YAXXZ)
I guess perhaps osgDB::TemplateRegisterDotOsgWrapperProxy is
Ok .. I will do that.
I am Window7, osg like two weeks ago from the trunk and run your test app
from the code you sent me
I ll try to nail it down and let you know
Nick
http://www.linkedin.com/in/tnick
Sent from Haguenau, Alsace, France
On Mon, Jan 25, 2010 at 7:10 PM, Jean-Sébastien Guay
Hi Robert -- I'm seeing a crash in the Optimizer with a large
proprietary model, and would greatly appreciate your input on a fix.
The crash is in MergeGeodes in both 2.8.2 and svn trunk head. I can
reproduce the problem with:
export OSG_OPTIMIZER=FLATTEN_STATIC_TRANSFORMS|MERGE_GEODES
Hi Robert,
It's got an OSGDB_EXPORT declaration, but it's a template so shouldn't
have one... I've now removed this and checked it into svn/trunk.
Could you please test?
Yep, that did it. Thanks.
J-S
--
__
Jean-Sebastien Guay
Guessed it might be due to the bounding box issue found by Andrew
Cunningham. I have now overridden the bounding box volume to return a zero
size and all seems to be working as expected.
2010/1/25 Matt Franklin mattfrankl...@googlemail.com
Okay the projection matrix when using bounding volumes
All,
Is there a way of programmatically altering texture state such as filtering
on a chunk of terrain built with VPB?
Everything I've tried thus far has not worked.
Thanks in advance.
-Shayne
smime.p7s
Description: S/MIME cryptographic signature
On 1/25/2010 12:23 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Is there a way of programmatically altering texture state such as
filtering on a chunk of terrain built with VPB?
Everything I’ve tried thus far has not worked…
Should be -- there's nothing magic about VPB
Hi Paul,
From the sounds of it your have uncovered two unrelated bugs in
Optimizer and it'd be appropriate to fix both. With a quick read
through your email I can't pinpoint what code is amiss and what to
mix. Would it be possible to create a non proprietary dataset that
reproduces this problem?
Hi JS,
On Mon, Jan 25, 2010 at 7:11 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Could you please test?
Yep, that did it. Thanks.
Thanks, good to hear it's fixed.
Robert.
___
osg-users mailing list
Hi Shane,
There are a couple of texture policy settings in the
osgDB::DatabasePager that can tweak things a bit, but not generally:
/** Set whether newly loaded textures should have their
UnrefImageDataAfterApply set to a specified value.*/
void
Chris, thanks for the reply.
I'm reading into a terrain node from an ive file as usual in my application.
The ive file/tiles were built by VPB from 1 meter imagery and level 1 DTED.
After I've loaded in my terrain into the scenegraph, I want to change the
texture filtering by using something like
Robert,
I just read your reply after I had sent my email response to Chris. This
helps me understand why my approach wasn't working in the first place.
I will take your advice and explore this further. I will probably have more
questions as I proceed to find a solution to meet my needs...
Thanks for your time on this, I do appreciate it.
Robert Osfield wrote:
From the sounds of it your have uncovered two unrelated bugs in
Optimizer and it'd be appropriate to fix both. With a quick read
through your email I can't pinpoint what code is amiss and what to
I agree, probably two
This might help track down the MERGE_GEODES issue: 2.6.1 has the
FLATTEN_STATIC_TRANSFORMS issue, but not the MERGE_GEODES issue. 2.8.2
has both issues.
-Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Cool. My suggestion was going to be a call to setInitialBound, so it
looks like we were thinking along the same lines. Sorry I kind of left
you hanging there, but got wrapped up in other stuff.
-Paul
Matt Franklin wrote:
Guessed it might be due to the bounding box issue found by Andrew
Hi,
can some of the gurus have a look at this, it will help a lot . The hack
done is not working in my app which uses shader heavely
Thanks a bunch
Nick
http://www.linkedin.com/in/tnick
Sent from Löhne, North Rhine-Westphalia, Germany
On Mon, Jan 25, 2010 at 6:14 PM, Trajce Nikolov
Hi,
what is this about? and how does it work?
Thanks
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
___
osg-users mailing list
osg-users@lists.openscenegraph.org
I dunno bout the internals of these, but I made it work with explictily
defining the cube sampler like this
{
osg::Uniform* u = new
osg::Uniform(osg::Uniform::SAMPLER_CUBE,cubeMapUnit);
u-set(unit);
node-getOrCreateStateSet()-addUniform( u );
}
Nick
http://www.linkedin.com/in/tnick
On Tue,
Trajce Nikolov wrote:
what is this about? and how does it work?
Well, did you try it or look at the code?? :-)
If I'm not mistaken, it's used to visualize normal data in models.
-Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Robert -- If you will accept my submission for the FSTV issue, then
that still leaves the problem with MERGE_GEODES. For your convenience,
I'm attaching a small OSG file designed to trigger this specific problem.
I understand that the LessGeode struct is intended to group Geodes
together
49 matches
Mail list logo