Hi Sunil,
I would like to know as to what is the difference between
/ROTATE_TO_SCREEN/ /ROTATE_TO_CAMERA/ in the AutoTransform class.
ROTATE_TO_SCREEN will rotate the sub-graph to face the view plane,
while ROTATE_TO_CAMERA will rotate the sub-graph to face the camera's
eye point.
Check
Hi,
I think the problem is the multiple attach calls on the camera. You have
to somehow clear the previous attachments and it's a bit tricky at the
moment, you have to mess with RenderStage. See here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/54990/focus=55025
rgds
jp
Hi,
On 08/04/10 03:41, David Glenn wrote:
mgb_osg wrote:
Easiest way is probably just to write N jpegs named image000.jpg to
imageN.jpg and then use virtualdub to convert them into a movie in
whatever format you want.
Since I'm using Linux, I'm thinking of using somthing like ffmpeg
(that
Hi Luc,
I'd like to compute the intersection between a ray and an ellipsoid
model object. I think that the best idea will be to compute the 4x4
transformation that distorts a sphere into the ellipsoid model.
However, I wonder how can I extract this matrix from the ellipsoid
model ?
I've
Hi,
Thanks for your answers, I just made it and it runs well.
Regards,
Vincent.
Le 07/04/2010 20:45, Jason Daly a écrit :
Ulrich Hertlein wrote:
Hi Tim,
On 7/04/10 15:12 , Tim Moore wrote:
osg::Optimizer attempts to optimize for performance, not memory.
The optimization
Hi,
I subscribed the applicant for several times.
But still not get any reply, even the confirming email.
What's wrong here?
Thank you!
Cheers,
Rogerz
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Hi,
On 08/04/10 08:46, J.P. Delport wrote:
Hi,
I think the problem is the multiple attach calls on the camera. You have
to somehow clear the previous attachments and it's a bit tricky at the
moment, you have to mess with RenderStage. See here:
Hi,
Thanks for your reply, as you said I used this simple method that worked great.
However I did not know about the raySphereIntersect() method in OSG so I will
update my code instead of reinventing the wheel...
Cheers,
Luc
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Hi Luc,
Just to clarify, the raySphereIntersect method I referred to is _not_ in
OSG, it is just our own implementation of:
http://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection
You'll find a number of implementation example when googling:)
Best regards,
John
Luc Claustres wrote:
Hi Laurens,
Many thanks for the examples and the modified readers. I don't have time to
browse it right now but I will soon.
Well, USE_OSGPLUGIN() in Main.cpp causes linker to complain about duplicated
symbols (inline methods in osgDB). I think this is because the compiler can
silently refuse
HI Rogerz,
On Thu, Apr 8, 2010 at 3:20 AM, Rogerz Li myth0...@163.com wrote:
I subscribed the applicant for several times.
But still not get any reply, even the confirming email.
What's wrong here?
This message got through... so it seems to be working. Perhaps there
is mail issue at your
Hi Vincent,
On Wed, Apr 7, 2010 at 4:24 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I would like to be sure they won't be loaded and that the High level will
be.
How can I do that ?
PagedLOD is designed to have keep the lowest level of detail nodes in
memory and expiry the high
HI Martin,
On Wed, Apr 7, 2010 at 9:27 PM, Martin Beckett m...@mgbeckett.com wrote:
Don't know if it applies to OSG, but a common speedup with OpenGL used to be
to sort by vertex color so you draw all the vertex of the same color at once.
Was this in the glBegin/glEnd days?
That might be
Hi,
Yeah!
I posted the last message by forum, it is transfered automatically to email
list.
The problem is I can't recieve any message by email from user lists.
Thank you!
Cheers,
Rogerz
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Hi Robert,
I know that I am fighting with PagedLOD default behavior. The default
behavior is very good in 80% of the use case, and for the last 20%, I
just need to make PagedLOD nodes only manage the higher level, and if
possible release the Low-level to save some memory...
So with my
HI Rogerz,
On Thu, Apr 8, 2010 at 9:55 AM, Rogerz Li myth0...@163.com wrote:
Yeah!
I posted the last message by forum, it is transfered automatically to email
list.
The problem is I can't recieve any message by email from user lists.
You need to subscribe to the osg-users mailing list if
Hi Vincent,
I don't really know where to start as it does sound like to me you are
trying to do something that I would see as inappropriate for a
real-time application. It's like you're trying to re-direct a river
back up a mountain and expecting it to flow back up-hill.
Now if you really think
ok now i am really sure about my osg and vpb builder version/paths
osg : 2.8.2
vpb : 0.9.10
i have generated the visual studio 2008 solution with cmake 2.64
but when building the vpb.dll it seem that the dataset header file reference
osgdb/databaserevision
which only exists in newer version
Hi Robert,
Thanks for your answer, I understand that I'm not using PagedLOD for
what they are made for...
So I'll make some test by my side.
Thanks.
Regards,
Vincent.
Le 08/04/2010 11:14, Robert Osfield a écrit :
Hi Vincent,
I don't really know where to start as it does sound like to
Hi, Robert
Actually, I have subscribed to the mail list for several times.
didnt got any confirming email until now...
...
Thank you!
Cheers,
Rogerz
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Hi Jesper,
Adding/removing node/drawables/stateset from the scene graph is not
something I would recommend users do for toggling the visibility of
items. The best way is to decorate the subraphs with an osg::Switch
node, or use the osg::Node::set/getNodeMask(uint) setting it to 0x0
and
Hi,
i am developing a soft with some animated characters. To animate these one, i
created them on Maya and export it in .FBX format to keep movement notions.
Then I import these models into a viewer and i got some problem - no movement
at all.
Is it normal?
Is anybody else has the same problem?
Hi Stephane,
are you using osgviewer or osganimationviewer to view the animations?
Only osganimationviewer allows you to start playing animations.
--
Roland
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I am using an osgViewer to see all the scene elements and the animated
characters.
Could the osgAnimationViewer can render statics elements and animated ones?
...
Thank you!
Cheers,
Stephane
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Hi Sukender,
I still think that it should work, and the problems you discribe sound
like you have different #defines for the plugin and the main executable,
possibly caused by different include path (or order in the include
path). Possibly different compiler settings (esp. C/C++-Code
Thanks John,
I had run the example before .. but after you told me the difference .. I
could figure out the difference in the output...
Sunil.
On Thu, Apr 8, 2010 at 11:39 AM, John Vidar Larring
larr...@weatherone.tvwrote:
Hi Sunil,
I would like to know as to what is the difference
Hi, Robert
Thanks for reply.
I figure it out now!
My 126.com email can't receive message from mailing list server.
But my gmail email is ok.
Thank you!
Cheers,
Rogerz
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Hi again, thank you very much for your insight.
I have now tried using nodemasks to hide inactive objects by applying nodemasks
to their transforms. However, my primary problem remains. I see a massive
speedup in general drawing speed, but the picker still finds geodes in empty
spots on the
Hi all -- The OSG v2.8.3 final release has just been tagged.
Would it make sense to update the online reference documentation to
2.8.3, considering the API changes to osgAnimation?
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/
Christian
The event picker doesn't take a nodemask to traverse like the nodevisitor, so
it returns all hits - visible or not.
I made a small mod to the IntersectorVisitor to take a traversal mask and only
visit those nodes with it set.
It needs a bit of cleaning up to meet OSG standards - I will post it
Is it possible to have a drawable that isn't drawn?
I have a complex object split into a number of geodes but sharing a common
vertex array - this is necessary because some of the meshes combine across
objects.
But I do need a way of quickly knowing if a particular vertex is in a certain
Hi Martin,
The event picker doesn't take a nodemask to traverse like the nodevisitor, so
it returns all hits - visible or not.
I made a small mod to the IntersectorVisitor to take a traversal mask and only
visit those nodes with it set.
It needs a bit of cleaning up to meet OSG standards - I
On Thu, Apr 8, 2010 at 3:40 PM, Martin Beckett m...@mgbeckett.com wrote:
Is it possible to have a drawable that isn't drawn?
You could subclass Geometry ( I presume that's what you're actually using),
but...
I have a complex object split into a number of geodes but sharing a common
vertex
But there didn't seem to be any code inside the intersector to act on the
traversal mask.
I added to:
Code:
bool IntersectorGroup::enter(const osg::Node node) {
if ( !(node.getNodeMask() _traversalMask) ) return false;
.
Martin
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Hello Martin,
But there didn't seem to be any code inside the intersector to act on the
traversal mask.
Again, since IntersectionVisitor is a NodeVisitor, the traversal will
implicitly call NodeVisitor::traverse(node), which calls either
Node::ascend(nv) or Node::traverse(nv), which for
Hello,
I haven't heard any input from anyone interested in checking out OSGExplore. I
realized that I have not provided an executable of the application, so I added
a windows executable (and the necessary DLL's for the application to run) to
the OSGExplore sourceforge site (rather than leaving
Tim Moore wrote:
You could subclass Geometry ( I presume that's what you're actually using),
but...
Trouble is that then I have a non-osg model so I need custom load/save etc
I presume you mean that the common vertex array(s) is shared among several
Geometry objects, which are the
Jesper D. Thomsen wrote:
Hi again, thank you very much for your insight.
I have now tried using nodemasks to hide inactive objects by applying nodemasks
to their transforms. However, my primary problem remains. I see a massive
speedup in general drawing speed, but the picker still finds
On Thu, Apr 8, 2010 at 5:01 PM, Martin Beckett m...@mgbeckett.com wrote:
Tim Moore wrote:
I presume you mean that the common vertex array(s) is shared among
several Geometry objects, which are the children of Geodes?
Also shared between several geodes (all under a group object) because I
Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC] wrote:
Hello,
I haven’t heard any input from anyone interested in checking out
OSGExplore. I realized that I have not provided an executable of the
application, so I added a windows executable (and the necessary DLL’s
for
Tim Moore wrote:
PrimitiveSet::getNumIndices() returns the number of vertices in the
PrimitiveSet. PrimitiveSet::index() returns the actual index of vertex n in
the vertex arrays.
Thanks that's what I was missing - I could only find a way of getting the
number of elements - which if they
Hello Patrick,
The binaries will definitely help people check your program out, as the
dependencies might have turned off people from compiling it. Also:
Also, the application is hosted on sourceforge.
You mentioned this but never provided an explicit link, which might
contribute to the
Hi,
I am just trying to implement some sliding textures for things like waterfalls
and what have you. I figure that the best way to do this is to modify the
texture matrix. So, if I want to slide a texture in the U direction by 0.1
units, I would use a texture matrix that looks like this:
Hi Frank,
I am just trying to implement some sliding textures for things like waterfalls
and what have you. I figure that the best way to do this is to modify the
texture matrix.
Yes, you've got the theory right, let's see about the practice:
// ...
stateSet-setTextureAttribute(0,
Skylark wrote:
Hope this helps
It sure did! Thanks!
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Hi,
does anyone know if it is possible to setup a pipeline such that I may turn on
and turn off a blurring effect during runtime?
For example:
camera-setViewport(new osg::Viewport(0,0,windowWidth,windowHeight));
camera-attach(osg::Camera::COLOR_BUFFER0, textureView);
Hi Allen,
One reasonably simple technique would be to handle this in the shader itself.
Keep a Flag in the shader. If the Flag is set, perform convolution to compute
the O/P pixel color. Otherwise simply set the output pixel color from the
Incoming texture pixel.
Another Way: The One you are
Hi,
Thank you Harash.
Another Way: The One you are using Keep a UnitInOut parallel to your blurring
channel. In the shader for his unit, just pass the Input to the output.
Connect the O/P of both to the UnitOut. Enable node mask of the preferred
channel as per requirement.
Do you
paul1492 wrote:
Where do I find information on the various threading models of OSG?
I'm using OSG 2.6 and have a custom CullVisitor which handles processing of a
custom node. What can I do within a CullVisitor? Does it need to be thread
safe? Can I update a texture or MatrixTransform
Tim Moore wrote:
PrimitiveSet::getNumIndices() returns the number of vertices in the
PrimitiveSet. PrimitiveSet::index() returns the actual index of vertex n in
the vertex arrays.
Sorry - looks like I was a little premature, getNumIndices() returns the
number of triangles, just the same
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets?
I'm trying to develop an application with a CAD-like interface ...
showing multiple views of the same scene (e.g. MDI look-and-feel). In
this case, the context is to be shared across all the views ...
referencing
Hi J.P. Delport!
Yea, what ever works the fastest.
Actualy I have a way to control the osg::Viewer frame rate right now.
I have to have it in order to give some of my cpu time over to the QT side of
my app. Otherwise QT starts doing some funky things - like flakey file dialog
boxes that hang!
Paul Palumbo wrote:
Any help would be appreciated. I've been fighting with this for many weeks now
and getting nowhere.
I also have a real-time application (using RedHawk Linux) which is doing other things
besides OSG stuff. I tried to shield and set the affinity of my other processes but
Haven't tried composite view but i use multiple OSGWidgets with QDockWidgets to
make an MDI app
The
nice thing about dockwidgets is that you can move them outside the app and so
use multiple monitors effectively.
Martin
This is how I
Hi Ben,
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets?
We use osgViewer::CompositeViewer with multiple instances of a widget
similar to QOSGWidget (see the osgViewerQT example) to do what you're
talking about.
We can either split one widget into 1x1, 1x2,
Guys, much thanks for the inputs! I am getting very confused with
shared context using Qt and OSG. I've done this many times over the
years with straight OpenGL ... just too stupid tonight to figure out
what I'm messing up.
BTW, I've been using the OSGAdapterWidget ... trying to specify
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