Hi David
I am using a JVC 3D monitor model :-
http://pro.jvc.com/prof/attributes/features.jsp?model_id=MDL101867
I am rendering it out in realtime, the idea was to "convert 2d images to 3d",
so after conversion you wouldn't need the software again to view the image just
the hardware and glasse
Hi,
Nathan Schofield wrote:
Hi David
I am using a JVC 3D monitor model :-
http://pro.jvc.com/prof/attributes/features.jsp?model_id=MDL101867
I am rendering it out in realtime, the idea was to "convert 2d images to 3d",
so after conversion you wouldn't need the software again to view the imag
HI Rabbi,
On Mon, Feb 1, 2010 at 5:49 PM, Rabbi Robinson wrote:
> Thanks, that helps alot. That kinda explain why in OpenSG you have lock each
> single update operation.
OpenSG is multi-buffered and the lock you make will be managing those
buffers and ensuring that any changes get placed on a
Hi Julian,
AFAIK, Michael is currently updating FBX for osgAnimation recent changes.
Please wait a bit, I guess it'll be fixed soon...
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Julian Looser" a écrit :
> Hi,
>
> I have been testing s
Hi,
I'm currently using osgWidget for OSG 2.6.0. All I can say that I like it since
I can't speak for osgPango because I haven't used it yet. osgWidget works
without a hitch on Windows.
...
Thank you!
Cheers,
Patrick
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Hi,
sorry, I can't offer any help. I can only offer encouragement :)
rgds
jp
Juan Casanueva wrote:
btw AntTweakBar's page is http://www.antisphere.com/Wiki/tools:anttweakbar
Cheers,
Juan Casanueva
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Hi,
Thanks to both of you, Glenn Waldron and Shayne. I shall try out the
suggestions.
Sorry for the late reply. :) .was busy in some other activity
Regards,
Phanindra
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23530#23530
__
Hello All,
I'm a graduate student looking for, for any who are interested, input on an
application I've developed - if it's useful, things that it does poorly,
decently...and, importantly: inputs on the concepts behind the application,
etc. (warning - I am a tad rusty on C++ and I am new to QT,
Also, the application is hosted on sourceforge.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Biron, Patrick
D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC]
Sent: Tuesday, February 02, 2010 10:32 AM
To: osg-users@lists.opens
Hello,
can someone explane me the three options of the osg::Image::WriteHint?
NO_PREFERENCE?
STORE_INLINE?
EXTERNAL_FILE?
Thanks
Martin
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hello everyone,
Just another strange issue I can't solve by myself here:
I have a scene with an osgEarth earth model,
I use a composite viewer to manage the display,
-> When I use a single View on that scene everything is fine, and I get for
instance something around 200fps
-> As soon as I add a
Okay, I was wrong: this is not related to the pagedLOD+databasepager I can
reproduce the same behavior without my earth model if I keep the stars, sun,
moon and mars models...
So I'm now trying to remove additional objects :-)
=> In fact I use a depthPartitionNode in that scene, could this be the
I've managed to narrow the source of the problem even further:
If I keep all my planet models and remove the stars then everything is still
fine with 2 views !!!
=> So I'm on my star model now... this model is a simple geometry with about
11 vertices, rendered as POINTS... I know I should cut
Also note that I store texture coordinates for those vertices (in fact I use
the texture coords array to store color data for the stars as a Vec2 [ie BV
index and Magnitude]) and I process this data using a shader...
Manu.
2010/2/2 Emmanuel Roche
> I've managed to narrow the source of the prob
Hi all,
I am trying to use OpenSceneGraph file to OpenGL es 2.0 player. This
player will not use OpenSceneGraph but i would like to use osg as a
service to convert classic osg file to a custom format that would
contain only open gl es 2.0 feature. So ideally i would want something
like that in my e
Hi Cedric,
I'm struggling to parse your post. What do you mean by "OpenGL ES 2.0
player"? What do you mean by a custom format that only contains
OpenGL ES 2.0 features, OpenGL doesn't support any form of object
model/data formats. Is there a particular application you have in
mind?
Robert.
On
Hi, Robert.
I plan to try out your solution next, but I upgraded to osgEarth 1.3 first, and
now I'm getting an unexplained crash when initializing the camera.
Code:
mViewer = new osgViewer::Viewer();
osgEarthUtil::EarthManipulator* manip = new osgEarthUtil::EarthManipulator;
mViewer->setCamera
Hi Cesar,
I've just tried to add a custom window as embedded child widget to another
window and get the behavior you describe. This is under OSG 2.6.0 so it may be
fixed in later versions, I'll be hunting down the fix and will post here what I
find.
...
Thank you!
Cheers,
Patrick
-
Hi,
I've found my fix, maybe it'll help you if you haven't already solved it:
Given two osgWidget::Windows, and wanting to add one as child to the other (in
OSG 2.6.0), here's what I did:
osgWidget::Window * topWindow ... (box, canvas, etc)
topWindow->getBackground()->setColor(0,1,0,0.2
Thanks - sorry i tuned out for a while. In the end i was able to
build with the Intel compiler, but had to remove the osgWidget plugin
from the build for it to work. This did not particularly hurt my
work, although its probably not a good long term solution.
Ultimately, however, by converting th
Hi,
I want to use openthreads condition. and find in inline
{intwait (Mutex& external_mutex, longtimeout_ms)// Prevent race conditions on
the count.InterlockedIncrement(&waiters_);
..
}
if this way, is that means it will always return 0?
Thanks,
Huiintresult = 0;
__
Would someone who has built OSG for static linking recently please consider
updating the
Static Link Page here:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink
With current information. I can tell it's quite out of date, but I haven't
needed to do
the process
Intel are looking at the bug.
When using Visual Studio and Intel integration you can right-click/Properties
on any .CPP file and change the compiler to the MS compiler.
The Intel and MS compilers are 100% compatible at the link level. You can
compile a project with any combination of the two c
I was looking for some SciVis classes for OSG, along the lines of VTK's very
rich collection?
It is possible to use use VTK as a "visualization" engine to prepare data for
OSG (vtkActorToOSG), and I am prepared to go that way, but that is not
particularly efficient in memory and speed as data
I wanted to check and see what the status was on this problem? I
wanted to test some of the OGL3 tools and wanted to see if this
problem has been addressed. Thanks.
Doug
On Jan 21, 2010, at 9:26 AM, Paul Martz wrote:
Hi Robert and Wang Rui --
ObjectWrapper.cpp fails to compile when GL3 is
I have updated the OpenThreads Wiki page on the OSG site and on Wikipedia,
since when I
went there looking for Mutex info, I found them totally out of date.
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenThreads
If anyone wants to contribute more info or links to the
Hi Chris,
Can you provide a stack trace for the crash you are seeing with osgEarth?
Thanks,
Jason
On Tue, Feb 2, 2010 at 1:23 PM, Chris Innanen wrote:
> Hi, Robert.
>
> I plan to try out your solution next, but I upgraded to osgEarth 1.3 first,
> and now I'm getting an unexplained crash when
Who's going to Imagina this year?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Hi,
I am looking for ways to improve the performance of an application using
polytope intersectors for selection. Basically we are using an intersense
tracker attached to a user's hand (paired with a data glove) and he is using
it to select and manipulate objects. Small objects are a pain to selec
Hello,
We've uploaded 2.8.2 to Debian after a long delay packaging it, and it fails to
build on MIPS (ICE, already reported to GNU GCC folk), and so-called ARMEL
architecture (ARM EABI) supported by Debian, with GCC v4.4.2:
https://buildd.debian.org/fetch.cgi?&pkg=openscenegraph&ver=2.8.2-1&arch
Jason,
I had switched back to the other osgEarth to continue development, and now that
I switch forward to 1.3 again... No crash. *sigh* Don't you just hate when code
fixes itself on the sly? Now it'll always bug me that there's a crash in there
still waiting to happen...
If I can get it to re
On 2/2/2010 1:48 PM, Manuel A. Fernandez Montecelo wrote:
> We've uploaded 2.8.2 to Debian after a long delay packaging it, and it fails
> to
> build on MIPS (ICE, already reported to GNU GCC folk), and so-called ARMEL
> architecture (ARM EABI) supported by Debian, with GCC v4.4.2:
> https://bui
Hi Peter,
Julien-Charles Levesque schrieb:
>
>> Hi,
>>
>> I'm trying to use a PolytopeIntersector in my scene and so far I have
>> succeeded but only by using the camera (i.e. mCamera->accept(PolyVisitor))
>> with a PolytopeIntersector built from x and y coordinates in window frame.
>> However I w
Scratch that.
I don't know what was running that time, but it wasn't 1.3. NOW it is running
osgEarth 1.3 and it still does crash in EarthManipulator::setViewpoint. And I
have no useful debug data as the project is defined. Just an unhandled
exception at 0x0, access violation reading location 0x
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgviewer
While debugging something, I noticed that the listed 'o' keyboard
abbreviation:
Write scene graph to "saved_model.osg"
doesn't seem to be in the code currently.
I thought I recalled this working once upon a time.
Doug McCorkle wrote:
I wanted to check and see what the status was on this problem? I wanted
to test some of the OGL3 tools and wanted to see if this problem has
been addressed. Thanks.
I see the following compile errors for GL3 builds of trunk head revision:
src\osgDB\ObjectWrapper.cpp(338)
Hi Juan,
I implemented the AntTweak Bar GUI in my application.
In order to implement the AntTweak Bar GUI in OSG:
- Create a osgGA::GUIEventHandler derivative to pass on events to the
AntTweak Bar GUI.
- Create a osg::Drawable derivative in order to place TwDraw() inside
a drawImplementation().
-
Is anyone out there doing automated nightly builds on Windows?
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." -
Hi All,
When I search the forum, I get too many related answers so, sorry if I am
repeating a thousand year old question
We have a project where we need to load a sequence of images (jpeg, tiff, png,
etc ) and do a volume rendering on the images. And hopefully maybe interact
with the volum
Yes i would like to make a javascript output format 'json', because we
use webgl (es 2.0) i would need to have in geometry using only es 2.0
features. I know you made some work about es 2.0 so i had hope to be
able to convert a given geometry to 'attribute'.
I am new to work on es 2.0 and webgl so
On 2/2/2010 4:51 PM, Simon Su wrote:
> We have a project where we need to load a sequence of images (jpeg,
> tiff, png, etc ) and do a volume rendering on the images. And hopefully
> maybe interact with the volume rendering. What will be the best approach
> (classes to use) to do something like thi
Greetings,
I'm running into a little snag here.
I utilized the "CameraNodeFollower" Camera Manipulator as presented in the
NPS tutorial. For all who don't know it basically attaches a node with a
NodeCallback that
obtains the current NodePath of the parent, and multiplies its own offset
from the
p
Hi Chris,
Is anyone out there doing automated nightly builds on Windows?
Yes, I am on both my home and work machines. You could see my work
machine's submitted builds on this page if the openscenegraph.org site
wasn't down/unbearably slow:
http://cdash.openscenegraph.org/index.php?projec
On 2/2/2010 7:19 PM, Jean-Sébastien Guay wrote:
> On my home machine I do nightly builds too but I don't submit build
> reports to CDash. I figure it's the same OS and compiler, so one is enough.
> One thing I don't do is distribute the build products. I don't have any
> interest in supporting thes
On 2/2/2010 4:54 AM, Sukender wrote:
> Hi Julian,
> AFAIK, Michael is currently updating FBX for osgAnimation recent changes.
> Please wait a bit, I guess it'll be fixed soon...
> Cheers,
Current FBX plugin in SVN HEAD doesn't seem to compile.
Need to remove include of a missing header:
#inclu
Huh. I saw from a previous post from Robert that he was working on the build
problem but I guess that has not been committed yet. Hopefully that will occur
soon.
Doug
On Feb 2, 2010, at 4:09 PM, Paul Martz wrote:
> Doug McCorkle wrote:
>> I wanted to check and see what the status was on this p
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