Hi,
The errors say your QT libs are not built for ppc, but OSG frameworks are being
built for ppc (besides i386), resulting undefined symbols. so getting rid of
ppc from target architecture of cmake should solve the problem.
Tat
-
Tatsuhiro Nishioka
On 2010/09/03, at 4:31, Andrew Lett wr
Hi - Whats the best way to get the z down intersect point onto a paged
database. I'm getting what looks like loss of precision errors. I am not
sure if it is because I am using osgUtil::IntersectVisitor (Which I
believe is deprecated?) or my lack of knowledge of
osgSim::HeightAboveTerrain. Is it m
Hi,
I am working on an ocean water effect that basically consists of a tessellated
plane that undulates in a wave-like motion. It's just a flat plane, but it has
a vertex shader that creates the wave motion by adding a few sine waves
together.
And this is working perfectly well, but my problem
Hi Robert
That did the trick.
Thank you!
James.
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I've tried compiling the SVN version of OSG 2.9.9 on both Mac OS 10.5 and 10.6,
and it appears that there is an issue with Qt 4.6.3. There are a number of
errors during linking.
For now, a workaround for the build is to go back to an earlier version of Qt,
it appears that version 4.5.2 compiles a
Hi Robert,
Thank you very much for your very detailed help!!! osgFX is exactly what I
was looking for. Actually I don't even need the camera, I only put it there
to be able to assign the post-draw callback.
I will try it and if it works, I will post the code, just in case someone
is interes
lucie lemonnier wrote:
Hi,
Thank you for your reply!
I didn't specify that I used the mode QUAD_BUFFER for the stereo.
I don't understand why would I need two cameras per surface, why one would not
suffice?
Don't worry, I guessed that you were intending to do quad-buffered
stereo :-)
A
Hi,
Thank you for your reply!
I didn't specify that I used the mode QUAD_BUFFER for the stereo.
I don't understand why would I need two cameras per surface, why one would not
suffice?
Cheers,
lucie
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Hi Otto,
I think your suspicion is correct - building your own manipulator would
probably be best. It really isn't hard to extend one of the camera
manipulators to do what you want, or to just start with the source code of an
existing manipulator and tweak the appropriate methods. This is wha
lucie lemonnier wrote:
Hi,
I want to create a virtual reality application with OSG in an immersive
environment (workbench cf. attached file) with head-tracking and stereoscopy,
...
I want to implement the head-tracking with the stereoscopy. I get the values
of position and orientation of the
You can use osgFX node kit framework to implement described capping tehnique.
You do that by inheriting osgFX::Effect class. In your derived class you have
to override/implement virtual bool define_techniques() member of the
osgFX::Effect class like this:
bool CappingEffect::define_techniqu
Hi,
I want to create a virtual reality application with OSG in an immersive
environment (workbench cf. attached file) with head-tracking and stereoscopy,
...
I want to implement the head-tracking with the stereoscopy. I get the values
of position and orientation of the head-tracker with VRPN.
HI Vincent,
What do you mean by 3D envelope, it's rather an open ended all by
itself. Convex hull? Bounding box? Bounding sphere? A pre-paid A4
envelope perfect for sending large pictures through the post?
Robert.
On Thu, Sep 2, 2010 at 3:12 PM, Vincent Bourdier
wrote:
> Hi all,
>
> I am c
Hello Wojtek,
I have noticed issues with Shader compilation on 256 (and above) series
on Windows 7. Some fragment shaders using gl_LightSource fields were
generating internal compiler errors. In fact I also posted a bug report
to NVidia. These errors were normally reported by OSG with compilatio
Hi all,
I am currently looking for a way to compute envelopes from 3D datas
(Geometry, Groups, etc...)
I saw that external lib could do it, but first of all I ask to all of
you if someone did something for OSG that could help me.
That would help me a lot in my work.
Thanks for your help.
Hi,
Thanks for all your responses guys - that seems to answer the problem !
Will try the offered fixes when I get home from work
Thank you!
Cheers,
Martin
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Hi Robert,
Thanks for the quick turn-around and review on this. Your conclusion
makes sense. But I hope osg::Texture is the only place where this kind
of bug was present. It may be that it was just the first one my example
tripped upon, and the (heavy-handed) workaround fixed them all...
I've
Hello Robert,
It will initialize with the with the
DisplaySettings::instance()->getMaxNumberOfGraphicsContexts() value.
Exactly, and at that point the max number of graphics contexts is
smaller than what it will be since the viewer and contexts haven't been
created yet. So it will have to re
Hi John,
I have seen a couple of small negative times regport, but not anything
near to two seconds. The time used by the events should based on the
same time as the FrameStamp, it would be worth investigating to see
what is going on. osgGA::EventQueue and osgViewer::Viewer::advance()
would be t
Hi Andy,
On Thu, Sep 2, 2010 at 1:17 PM, Andy Skinner wrote:
> JOGL has an interface with init(), display(), displayChanged(), and
> reshape(). It doesn't have a method for when the context is being destroyed.
> You can do something on the removeNotify() for the component, but we've seen
> s
Hi,
I see events coming with decreasing time (GUIEventAdapter::getTime()).
However, I expected always increasing sequence.
Is this feature or bug?
Further investigation shows that current OSG trunk sends different
timestamps for FRAME events than for other events. Seems like it is
using diff
> GraphicsWindowEmbbedded usage assume that context is always current
> for the life of the viewer. With a bit of hacking you could probably
> disable the clean up the view and graphics window are attempting to
> do, but it would probably be far easier to remove the destroy the
> graphics window/v
Hello all.
I have a large txp database (5GB) that i'm reading it by osdDB::readNodeFile
and trying to show it together with QT environment.
My machine:
OpenSuse 11.3 - osg 2.9.6 dev-release.
I've noticed that sometimes my terrain does not show up on screen.
most of the time, when it shows up, i
Hi,
I have some solid geometry clipped by some clipping planes in an OSG
application. I am trying to use the capping technique described in chapter
10 of the Red Book using the stencil buffer. I have successfully implemented
this technique in raw OpenGL, but I would like to use it whithin the
Hi Martin,
I'm currently working on improved 3D text functionality for osgText
and as part of the work am implementing a TextNode class that will be
used in place of the current Text3D drawable. My plan is to keep the
TextNode general purpose enough to handle 2D text as well, so while my
current
On Thursday 02 September 2010 11:13:37 Torben Dannhauer wrote:
> Hi,
>
> I have the same problem. As workaround, you could start your software not
> as fullscreen with the --window parameter.
>
> Thank you!
>
> Cheers,
> Torben
Other workarounds include turning the Aero compositor off completel
Glenn,
thanks for your reply. Because performance IS important for me (hundreds of
texts) I went a different route.
I derived a class TextWithOffset from osgText::Text and overwrote the method
computePositions. I added my offset to the _offset member variable after the
alignment was calculated
Hi,
I have the same problem. As workaround, you could start your software not as
fullscreen with the --window parameter.
Thank you!
Cheers,
Torben
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Hi Brad,
As Tim Moore suggests the way to go is to use a cull callback attached
to the subgraph that you want to modify the LOD scale for. The
osgUtil::CullVisitor that does the cull traversal is subclassed from
osg::NodeVisitor and osg::CullStack. osg::CullStack itself is
subclassed from osg::C
Hi Andy,
On Wed, Sep 1, 2010 at 7:12 PM, Andy Skinner wrote:
> Should I be able to set up a Viewer or CompositeViewer such that it can be
> destroyed when the graphics context is not current? What about if it does
> not exist anymore?
GraphicsWindowEmbbedded usage assume that context is alway
On Wed, Sep 1, 2010 at 7:53 PM, Brad Huber wrote:
> Hello,
>
>
>
> I am interested in granularly controlling the LODScale for different parts
> of my scene graph. For example I have one part of the graph rendering a
> globe (osgEarth) and another part rendering items on the globe. I would
> li
Hi James,
The osggeometry example is an example that illustrates building
osg::Geometry objects in a way that matches OpenGL documentation on
primitives. To match the original picture the bottom row uses
osg::PolygonStipple to give the checker boarded effect - something
that you see in the underl
Hi Martin,
I'm familiar with this particular problem, but it kinda sounds like
the windows compositor/OpenGL driver aren't playing well together.
Try disabling the window compositing to see if that helps. Also look
at the driver situation, perhaps there is a new driver available. The
Nvidia foru
Hi,
I'm kind of afraid the answer will be: reimplement a camera manipulator that
does what you want, but maybe someone had a similar problem and there is a
solution already.
Ok here goes. Right now I'm using a trackball manipulator, which is great. Now
when you move the scene and thus the trac
Hi JS,
On Wed, Sep 1, 2010 at 2:27 PM, Jean-Sébastien Guay
wrote:
>
> Yes, indeed, and this is the case for most uses of OSG. Generally, you'll
> load the scene data first (so the buffered_value will be set to size 0 as
> you don't have any contexts yet) and only then will you create your viewer
> I would like to be able to increase or decrease the LODScale for just the
globe portion without disturbing everything else.
Write NodeVisitor that will control the osg::LOD range
-Nick
On Wed, Sep 1, 2010 at 9:53 PM, Brad Huber wrote:
> Hello,
>
>
>
> I am interested in granularly co
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