Thanks for your answer, but that doesn't work.
I found the error on my own.
It was this part of code i forgot:
Code:
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f, 0.0f);
(*texcoords)[1].set(1.0f, 0.0f);
(*texcoords)[2].set(1.0f, 1.0f);
(*texcoords)[3].set(0.0f,
Serge, as Robert says, TwinView is what you need.
Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to
guarantee no tearing on one screen is:
UBB flipping enabled,
full screen OpenGL app, no obstructions,
Vsync flag with that screen number - there's an environment
OK thank you Bruce for the info.
Cheers,
On Wed, Apr 21, 2010 at 8:53 AM, Bruce Wheaton br...@spearmorgan.comwrote:
Serge, as Robert says, TwinView is what you need.
Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to
guarantee no tearing on one screen is:
UBB flipping
HI Hartwig,
On Tue, Apr 20, 2010 at 11:23 PM, Hartwig Wiesmann
hartwig.wiesm...@wanadoo.nl wrote:
yes, this is what I understand, I think. But that means the example relies on
the fact that children added to a parent are ordered in the same way as they
are added.
So,
Hi,
in my program I've external inputs that change the position of my object. I do
this with setUpdateCallback that call a function that returns
osg::NodeCallback*, with osg::AnimationPath* and AnimationPathCallback I set
new position and new angle.
Is there a way more convenient to do this?
I
OK thank you Robert, I'll unref manually my images.
Cheers,
On Tue, Apr 20, 2010 at 8:16 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Serge,
Enable the unref image after apply in your case is a bit awkward as,
as you have found, the mechanism assumes that all contexts will
require
Hi Mikail,
Could you please post the whole modified file, as per the other
requests and the detailed on the SubmissionsProtocol page.
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Thanks,
Robert.
Hello Robert.
I don't see any reason of posting whole
Robert,
I set our terrain as input (output.ive) to the same
osgmultitexturecontrol example. It is returning false from the function where
node to the type of multitexturecontrol is searched from our terrain
i.e.,dynamic_cast to multitexturecontrol is failing. Expected elevation
Hi Mikhail,
On Wed, Apr 21, 2010 at 9:13 AM, Mikhail I. Izmestev
izmmish...@gmail.com wrote:
I don't see any reason of posting whole modified file. You can use patch:
$ cd src/osgViewer/
$ patch -p0 ~/gw.patch
I know how to apply I patch, but it's just not reliable enough,
patches fail and
Hi akilan,
May we have got our wires crossed.
You can create osgTerrain with more than one texturelayer. As default layer 0
is shown. You can blend to an of the other texture layers with the multi
texture control.
If I read your problem, I wonder If you are talking about fading to differenz
Please provide full modified files, if you wish also provide the patch
files as well as this sometimes can help a quick look but I don't use
them for final merge as they just don't cut it.
Hello Robert.
I sent a patch not for final merge, just to show which part of code
causes problem.
Hi Mikhail,
showing what code causes trouble implies the same efford for applying patch
etc. as reviewing for merge, so also for that purposes it would be great to
follow the submission protocol.
If you have additionally modified your file containing some private code lines
you don't want to
Hi,
I am running OpenSceneGraph-2.8.3 on Windows XP and my app runs fine.
Running it with Purify though, I get an Access Violation in
wglChoosePixelFormat.
I'm pretty sure it's the call from the osgViewer (GraphicsWindowWin32.cpp).
[E] EXU: Unhandled exception in wglChoosePixelFormat {1
Hi zonk,
To say straghtly, same region has been constituted by multi resolution tiles.
The transition from coarser to better resolution tile will take place based on
the height we are. As u said, exactly I like to know about the LOD popping
by fadding only.
Akilan. A
--
Hi Akilan,
thank you, than your question is my question too :)
My thoughts:
I don't know if osg already provides a fading node to fade in/out the
subsequent scenegraph.
If not, maybe you should develop one. This node could be used in your
osgTerrain to introduce fading in the LOD mechanism.
Hello,
Does anyone have a good example of rendering with the osgViewer in an
java.awt.Canvas or something similar? I've found http://www.noodleheaven.net/JavaOSG/javaosg.html
but this seems about 5 years out of date so I'm not sure if I should go
near it. I'm not actually interested in
Hi,
I would like to put an quad as background, i would like to know if it is
possible to have the required size to do this. (eg: if zFar is at 10 000 how is
height and how is height?)
thanks a lot !
--
Read this topic online here:
Hi all, hi Paul,
I have a few questions about OcclusionQueryNode since I'm going to start
using it in our software soon (that's one of the cool things about
having a new stable release of OSG to upgrade to, you get cool new
things to play with! Thanks again for your work on 2.8.3 Paul!)
Anthony Face writes:
I would like to put an quad as background, i would like to know if it is
possible to have the required size to do this. (eg: if zFar is at 10 000 how
is height and how is height?)
Hi Anthony,
I'd rather use a HUD-like technique as shown in the osghud example. The
only
I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't give
me those options.
I'm using 2.8.1 version, the last.
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Hi Aitor,
On Wed, Apr 21, 2010 at 3:21 PM, Aitor Ardanza aitoralt...@terra.es wrote:
I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't
give me those options.
I'm using 2.8.1 version, the last.
OpenGL ES support is only available in the 2.9.x dev series and
svn/trunk,
Hi Robert,
I was wondering, if I unref manually my images but also activate the texture
pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images
will be unloaded from the graphic card and then it will be impossible to
load it again because it has been unref ?
Thanks !
On Wed,
Hi Serge,
On Wed, Apr 21, 2010 at 4:31 PM, Serge Lages serge.la...@gmail.com wrote:
I was wondering, if I unref manually my images but also activate the texture
pool with OSG_TEXTURE_POOL_SIZE, is there any risk that one of my images
will be unloaded from the graphic card and then it will be
Hi,
I am having a few errors in building the latest SVN.
Error 9 error C2065: 'GL_DEPTH_COMPONENT32F' : undeclared
identifier
D:\Coding\OSG\OpenSceneGraphx64\examples\osgfpdepth\osgfpdepth.cpp 151
1example_osgfpdepth
Error 10 error C2065:
Aitor wrote:
I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't
give me those options.
I'm using 2.8.1 version, the last.
I was referring to CMake version... sorry for the confusion.
I'm usin osg 2.9.7 version.
--
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HI Aitor,
On Wed, Apr 21, 2010 at 4:53 PM, Aitor Ardanza aitoralt...@terra.es wrote:
Aitor wrote:
I can't define OPENGL_INCLUDE and OPENGL_LIBRARY CMake settings... does't
give me those options.
I'm using 2.8.1 version, the last.
I was referring to CMake version... sorry for the
Hi Martin,
I just submitted a patch for this on the submission mail list. (thread
: [osg-submissions]
floating point depth buffer example and changing FBOs)
Mourad
On Wed, Apr 21, 2010 at 5:44 PM, Martin Naylor
martin.nay...@dsl.pipex.comwrote:
Hi,
I am having a few errors in building the
Hi J-S -- Thanks for taking the new OcclusionQueryNode for a test drive.
Jean-Sébastien Guay wrote:
First of all, running the osgocclusionquery example, I get erratic
results (though this is the one from the svn trunk, not 2.8.3, but my
understanding is that the version in 2.8.3 is basically
On Wed, Apr 21, 2010 at 5:09 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:
Hi Martin,
I just submitted a patch for this on the submission mail list. (thread
: [osg-submissions] floating point depth buffer example and changing FBOs)
Mourad
Fix is now merged and submitted to
Hi Paul,
So I think the osgocclusionquery test case is contrived, but if you
really need it to work, then one workaround would be to change the
example to disable autocomputation of near/far. But to fix
OcclusionQueryNode so that it handles this case better, we'd need to
do a full query in this
J-S,
What modeling software is your artist using that allows placement of
occlusion query nodes?
Thanks,
Todd
On 4/21/2010 12:47 PM, Jean-Sébastien Guay wrote:
Hi Paul,
So I think the osgocclusionquery test case is contrived, but if you
really need it to work, then one workaround would be
Hi Todd,
What modeling software is your artist using that allows placement of
occlusion query nodes?
Sorry, that's not what I meant. We have configuration files alongside
the models, where you can specify different things like alternate
shaders, textures to load into other texture units
Hi Art,
I decided to start a new thread on this issue. It's a biggy for me.
here's what I get every time I attempt to compile the svn version of osgPPU
agains osg 2.8.3:
Code:
[al...@nlosdemobox:]$ make
Scanning dependencies of target osgPPU
[ 2%] Building CXX object
O, one other note. I have the exact same issues under Windows XP.
--Allen
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osg-users@lists.openscenegraph.org
Allen Saucier wrote:
[al...@nlosdemobox:]$ make
Scanning dependencies of target osgPPU
[ 2%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/Unit.o
In file included from /home/allen/projects/osgPPU/src/osgPPU/Unit.cpp:17:
/home/allen/projects/osgPPU/include/osgPPU/Unit.h: In member
Hi,
I have another bugfix for the dxf plugin to report.
File dxfEntity.cpp:531
Code:
VList::iterator itr = nlist.begin();
Vec3d lastn = (*itr++);
double bad_c = 0;
double good_c = 0;
long bad=0,good=0;
for (; itr != nlist.end(); ) {
++itr;
if ((*itr)==
Hi Allen,
hmm, very strange, current osgPPU version compiles against osg 2.9.8 which is
the developer version number of 2.8.3 branch, as I think.
The compilation error is about include files, did you checked that osg 2.8.3
also has reinstalled your include files.
I will check this today or
Jean-Sébastien Guay wrote:
The osgocclusionquery example has a visitor that will only insert OQNs
when the vertex count of children exceeds a threshold (5000 by default)
but I wanted the control to place it where I want, because if I have a
graph with 2 children, one with 5010 vertices and one
Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks
the svn trunk of OSG.
Hmm, I wonder how to handle different osg branches in future. I mean if again
something like this happens, then I had either to create additional branch in
osgPPU repository to track with the
Hi Paul,
Good solution, using a configuration file. Do I assume correctly that
you have a configuration file per model?
Yes. It's optional, of course. If it's there, then it will apply its
contents (shaders, textures, tangent space coords, now occlusion query
nodes) on either the root of
Gentlemen, thank you.
Now I understand. But, I still have an issue. I downloaded osg 2.8.3 from the
Osg website
as shown in the attached pic 1. I used the svn link as shown. Is this link
the trunk of osg 2.8.3? Or a branch? i can not tell.
I did the same with osgPPU. pic 2
From my
Hi,
I have coded a CityGML reader for OSG ! It successfully parses all geometry,
material (color texture) of CityGM 0.3-1.0 samples available on the offical
CityGML website.
The reader is based on a small library (4 files) I developed which is
independent of osg. I should submit the code of
Hi Allen,
http://www.openscenegraph.org/projects/osg/wiki/Downloads
You are using the svn of the 2.8 branch (stable release). The trunk is a
developer release (at the end of the web page). To get svn trunk of osg,
check this link :
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN
Art Tevs wrote:
Ok, then it explains why it does not compile. Yes, svn trunk of osgPPU tracks the svn trunk of OSG.
Hmm, I wonder how to handle different osg branches in future. I mean if again
something like this happens, then I had either to create additional branch in
osgPPU repository to
Allen Saucier wrote:
http://forum.openscenegraph.org//files/screenshot2_903.png
The statement in this image implies that svn trunk of osgPPU is compatible with
the latest stable release of OSG. This is not correct.
It looks like the osgPPU 0.4 tag should be compatible with OSG 2.8.x. Maybe
Very cool, will save some work
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joachim
Hi Art, Paul,
My external projects osgWorks and osgBullet are compatible with OSG
2.6.1 and later. osgWorks contains version-specific code in only two
places (to handle the OSG API changes in Registry and Traits that
occurred in OSG 2.6.0 and 2.8.0 respectively). And osgBullet contains no
Hi Paul,
you are right, current svn trunk of osgPPU is not compatible with osg 2.8.3,
thats true. But what I mean is what should external project developers do, if
there is a branch with different API in the osg svn repository?
For example, current osg developer version is 2.9.8 which is not
Art Tevs wrote:
However if some time ago there was a split into another branch it might became painful to have an external NodeKit compatible with all official osg branches that exists. I mean 2.8.3 is based on 2.8, so between 2.8 and 2.9 there was an API change, this is ok. However both versions
Hi there,
Not sure if there is similar function already in OSG, but I had the need of
being able to capture specific Camera position keyframes so I can use them to
create a video. Before this capturer, they way I accomplished this was I
enabled the Animation path Recorder, positioned my
Wow! great work Joachim!.
Rafa.
2010/4/21 Tomlinson, Gordon gtomlin...@overwatch.textron.com:
Very cool, will save some work
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From:
Hi Nick,
sounds interesting! You can try to implement your interpolation step also in
c++. Ask google, e.g. http://www.alglib.net/interpolation/spline3.php
Cheers,
Torben
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