Hi,
On 13/04/10 9:12 , mas oug wrote:
> Just curious, I noticed that in a lot of the code, we use stuff like
> "osg::someFunctio()" and etc...
> Could we use a namespace "using namespace osg;" to avoid having to write
> "osg::" every single time?
Of course you can use a 'using namespace osg' in t
A discussion came up this week about the overhead and memory consumption of
various OSG
objects, relating to the possible indiscriminate use of them. It turned out not
to be an
issue, but in the process of investigating, I quickly measured the in-memory
byte sizes of
a few common OSG objects.
One of the machines I've been exposed to this week is a Dell Precision M90
laptop with a
Quadro FX 2500M. I guess they use them for on-site demos sometimes. Now,
normally a Quadro
is a pretty desirable card. but this one is doing some weird stuff in OSG that
I can't
identify. The model being d
have a look at osgWidget::Input. There is a code snippet that calculates the
text bounds
-Nick
On Wed, Apr 14, 2010 at 1:03 AM, Chris Innanen wrote:
> Shortly after my last post, I got moved away from working on a HUD, before
> I had actually solved the above problem.
>
> I've spent the b
Shortly after my last post, I got moved away from working on a HUD, before I
had actually solved the above problem.
I've spent the better part of today working on this again, and have been unable
to get a valid BoundingBox from my osgText object. Here's the code chunk in
question:
Code:
/
Hello,
Something I've noticed since I started using osg is that the viewer
uses all of one cpu even when the view is not changing. I've tried
passing the --run-on-demand option to osgviewer and doing
viewer.setRunFrameScheme(osgViewer::ViewerBase::ON_DEMAND); in code and
there is no differe
Jason Daly wrote:
>
> I've read that X.org 7.5 supports MPX, the multi-pointer extension
> (though I haven't tried it myself, so I don't know how good/stable it
> is). The MS guy might be correct for now, but he won't be for long.
>
> --"J"
>
Yea!
At our lab: We been debating how to appro
David Glenn wrote:
I also went by the Microsoft booth and saw a Touch Panel that was designed for Windows 7 that was fun to play with. I talked to the maker about interfacing it to an OSG app. He said it was a neat idea, but I would have problems using Linux due to fact (what he claims) is that on
Hi All!
I just got back from the NAB Show (National Association of Broadcasters) in Las
Vegas and while I was there, ran buy the NVidia booth. Of course it was staffed
by there Quadro group that insist that there card takes maximum advantage of
OpenGL layer under Linux.
I told them that before
I have found it much safer/easier (in the long run) to not collapse
the namespaces. It's a lot of trouble to go back and correct the
problem when you start integrating other toolkits.
Just my 2 cents worth.
> On 13 April 2010 17:12, mas oug wrote:
>
>> Hi,
>> Just curious, I noticed that in a l
Yes you can, however OSG uses simple names that will likely also be used in
other projects (e.g. Array, Node, Group etc.) so it's quite likely you'll
get name conflicts if you use another library which uses the same class
names.
I've had developers making similar complaints to me, so as a compromis
Hi,
Just curious, I noticed that in a lot of the code, we use stuff like
"osg::someFunctio()" and etc...
Could we use a namespace "using namespace osg;" to avoid having to write
"osg::" every single time?
THANKS!!
-Masoug
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Paul,
Thanks for your input, but I think you've misunderstood me. I already use
VBOs quite happily. The question is whether you can use a pre-render pixel
stage to render directly into the vertex buffer (the technique is sometimes
abbreviated RTVB); i.e. to use a fragment/pixel shader to populate
Hi Lee,
where are you located?
Cheers,
Allen
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Hi everyone,
Recently I've noticed some issues with the optimizer which I'd like to fix.
However, I'd like to request some feedback on what the best course would be.
I have a file like this
Code:
Group
Transform
Group (UniqueID 1)
Geode 1
StateSet (Uniqu
Thanks Curtis, link now updated.
On Tue, Apr 13, 2010 at 3:24 PM, Curtis Schroeder wrote:
> Hi,
>
> I've found the link to OpenProducer on the Integration with GUI Toolkits
> (http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits)
> wiki page is incorrect. I believe the c
Hi,
I've found the link to OpenProducer on the Integration with GUI Toolkits
(http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits)
wiki page is incorrect. I believe the corrected link should be:
http://www.andesengineering.com/Producer/index.php?main=download.php
Cheers
Hi,
I'm looking for a solution to this problem as well. I built a pipeline (a very
simple one) like so:
Code:
osg::Group* ogrpDoNotBlurTheScene(osg::Camera* camera, osg::Node* glowedScene,
unsigned tex_width, unsigned tex_height, unsigned windowWidth,
unsigned windowHeight, osg::Camera:
David,
I think this just a simple matter of doing the following:
class VBO : public osg::NodeVisitor {
public:
virtual void apply(osg::Geode &geode) {
for (osg::Geode::DrawableList::const_iterator itr =
geode.getDrawableList().begin();
itr !=
Hi Paul,
I intended to use osgIntrospection to provide scripting functionality to my
software. As I dived in deeper into osgIntrospection, I recognized that this
framework is quite complicated. After lots of reading forum posts and
discussions, I learned that this part of osg was once contribut
Hi David,
On 13/04/10 15:03, David Spilling wrote:
Hi Robert
I haven't tried rendering to VBO before but it's my understanding that
the technique used to render to FBO, then copy the appropriate buffer
to PBO, then re-assign this PBO as a VBO. You might be able to
implement th
One other thought - is this render to FBO/copy to PBO/assign as VBO method
likely to be any faster than rendering to texture and then using vertex
texture fetch?
I guess the answer will be just to try it and see...
Regards,
David
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Hi Robert
I haven't tried rendering to VBO before but it's my understanding that
>
the technique used to render to FBO, then copy the appropriate buffer
> to PBO, then re-assign this PBO as a VBO. You might be able to
> implement this right now using a post draw callback attached to an
> osg::Cam
Hello Michael,
On Apr 13, 2010, at 3:45 AM, Michael Platings wrote:
The FBX plugin is written for version 2010.2 of the SDK.
OK.
That version is still available in the "SDK Archives" page on
Autodesk's website.
Right, I have been grabbing these but wanted to check and see if it
was suppor
Hi Nick,
Sorry chap, I'm afraid not. I haven't had the time to sit down with it
for a while.
Kim.
On 12 April 2010 18:10, Trajce (Nick) Nikolov wrote:
> Hi Kim,
> any progress on this?
> -Nick
>
>
> On Tue, Apr 6, 2010 at 10:09 PM, Jean-Sébastien Guay
> wrote:
>>
>> Hi Kim,
>>
>>> Just got
Hi all,
Anyone knows how to use the XVideo extension under Linux :
http://en.wikipedia.org/wiki/X_video_extension
It says it can be used with an OpenGL pbuffer, does it mean we can use it to
accelerate the rendering of a video on a classic texture ?
Thanks in advance for any help on this subjec
Hi David,
On Tue, Apr 13, 2010 at 12:08 PM, David Spilling
wrote:
> Does OSG support rendering to a Vertex Buffer Object?
Not yet...
> I'm happy with regular texture RTT, but is rendering to VBO as simple as
> this:
>
> camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT)
Hi,
here is a screenshot of my scene,
iam using the standard headlight
how can i improve the brightness
ive already implemented a light source too...
light->setAmbient(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
light->setDiffuse(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
light->setSpecular(osg::Vec4(1.0f,1.0f,1.0f
Dear All,
Does OSG support rendering to a Vertex Buffer Object?
I'm happy with regular texture RTT, but is rendering to VBO as simple as
this:
camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJECT);
camera->attach(osg::CameraNode::COLOR_BUFFER, m_texture);
where m_text
Hi,
yepp ;) contact me on further questions
Cheers,
Torben
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Hi Akilan,
I'm afraid I can't really easily parse your paragraph in form that
easily sense to me. What you are trying to do is almost certainly
straight forward - the OSG has been used for many years on powerwalls
and more complex setups, including by myself. I can point you in
roughly the right
Hi Rogerz,
osgViewer::Viewer is a subclassed from View, and while there isn't a
direct assignment operator from a view to a viewer, you can take the
settings from one View to a Viewer using the
viewer.take(*viewPointer);
Robert.
On Tue, Apr 13, 2010 at 7:51 AM, myth0904 wrote:
> Hi,
> How to co
Hi Chris,
I've just looked at the lines of the error being reported and compared
to Qt lines and it seems to be the problem in reverse - our code is
converting a GLchar* to a std::string via an assignment. This would
suggest the case would need to be to the std::string char type or
using a templa
Hi Paul,
In OpenSceneGraph svn/trunk and the 2.9.x there is a dedicated
serializer support now located in osgDB, and would recommend using
this over osgIntrospection. The new native .osgt (ascii text), osgb
(binary) and .osgx (xml) file formats all use this serializer support,
and it's possible t
The FBX plugin is written for version 2010.2 of the SDK. That version is
still available in the "SDK Archives" page on Autodesk's website.
I'll look into getting 2011.2 working, cheers.
On 12 April 2010 20:03, Doug McCorkle wrote:
> Hello,
>
> Has anyone gotten the FBX plugin to build with the F
Hi,
finally I found the bug.
The build framework was using the /MTd libc parameter per default. Adding OSG
(which seems to force the use of /MDd libc) caused the heap corruption.
Cheers,
lexar
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"Ted Morris" writes:
> Hi,
>
> I need to set an initial viewpoint of my camera manipulators with respect to
> the local coordinate system of the object. What is the best way to go about
> that?
Hi Ted,
I think that osg::Node::getWorldMatrices and
osgGA::MatrixManipulator::setHomePosition can h
Hi robert,
Thanks for ur clarification. In our setup, all powerwall displays
are of 1280*1024. I m rendering a texture of 1280*1024 with the cameras
viewport set in such a way it will be projected on big screen as 1280*1024.
That means, as 512*1024 I m creating 3 textures(last one
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