Hi Tom,
Am 14.09.10 22:05, schrieb Thomas Hogarth:
Looks ace Stephan
I've not had a chance to checkout your osgGA changes yet, but now I can't
wait. Also nice to see it's been tested on the IPad, I've only got an IPod
touch so the testing has been pretty limited. I'm getting and IPod touch
Hi,
It crashes even if I mark the container node as dynamic:
container-setDataVariance(osg::Object::DYNAMIC);
Right now the frame rate isn't so important, so I can even live with a blocking
frame(), if update during cull/draw traversal is causing these crashes.
Can anyone give any hints?
Hi,
I have the same kind of question (and problem).
My application makes high dynamic calculations of a textiles under tension and
other influences.
During the calculation process each yarn changes its shape and I have to
recalculete the geometry of each yarns node from ground up.
What is the
Hi,
Would you mind sharing that piece of code which replaces geometry, and the way
you switch to new nodes?
Thank you!
Cheers,
Dženan
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HI Frank,
On Wed, Sep 15, 2010 at 7:12 PM, Frank Sullivan
knarf.navil...@gmail.com wrote:
The 700fps is just in wireframe mode with nothing else being drawn.
Eventually I'll have to put it in a scene, and apply a special shader effect
to it, which could reduce the frame rate. I don't know
Hi Dženan,
We can't really guess at what is wrong as there is too many factors in
your application out with your description and code segments.
Common mistakes can be using C pointers for objects that you add and
remove from the scene graph, could this be a factor here?? Maybe...
too many
Hi Werner,
On Thu, Sep 16, 2010 at 8:58 AM, Werner Modenbach
werner.modenb...@texion.eu wrote:
I have the same kind of question (and problem).
Could you start a separate thread for a separate topic, modifying
geometry vertex data dynamically is very different from add/removing
objects from the
OK, you are righy I didn't tell you the error detail, sorry. I would like to
know if it was a known issue.
I use the following code:
osg::ref_ptrosg::Node node = osgDB::readNodeFile(fileFullPath);
where the fullpath is a correct path pointing to an ive file. The same file
that can be loaded
Hi,
Currently, threading model is automatic selection.
What I do (and it works): I have a scene graph as in the image attached
(circles are group nodes, rectangles are geodes). I create an empty geode, pass
it to doWork procedure, which in turn iteratively adapts the mesh to the
boundaries of
Hi,
I forgot to say, I have ViewerQt (adapterWidget) on the main form, scenegraph
is added to it, and then doWork procedure is called. Frames are rendered when
needed with QApplication::ProcessEvents(), which also calls frame().
Thank you!
Cheers,
Dženan
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Hi,
I'm working in a engineering project which is essentially a design tool. A main
GUI gives the user the ability to choose let's say the geometry of some
machine. It's always the same object but it can have different geometry
characteristics (larger, shorter, wider, etc). Once we have the
OK, Robert,
from your point of view you are right.
On the other hand the implementation I used is axactly this threads topic.
I sayed I have to recalculate the geometry.
This dynamic part of the whole scene is defined as
osg::ref_ptrosg::Switch scene;// Textile fabric
THis node
Hi Werner,
If you want an answer to your specific questions start a new thread, I
won't encourage you to hitch on to another thread by answering your
technique questions in this thread.
Robert.
On Thu, Sep 16, 2010 at 10:11 AM, Werner Modenbach
werner.modenb...@texion.eu wrote:
OK, Robert,
Hi Dženan
When use AdapaterWidget you'll need to set the threading model to
SingleThreaded, as AdatperWidget uses GraphicsWindowEmbedded which can
only work SingleThreaded due to hiding support for any context
controls. There has been lots of discussion about this constraint and
the reasons for
Hi,
A call to setThreadingModel(osgViewer::Viewer::SingleThreaded); was indeed
commented out in my code. However, uncommenting it has no effect - app still
crashes.
But, my approach should work in general?
Thank you!
Cheers,
Dženan
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Hi Dženan,
2010/9/16 Dženan Zukić dzen...@gmail.com:
A call to setThreadingModel(osgViewer::Viewer::SingleThreaded); was indeed
commented out in my code. However, uncommenting it has no effect - app still
crashes.
But, my approach should work in general?
I'm too confused by what your code
HI Juan,
At present the OSG's 3ds plugin doesn't support conversion of the 3ds
tracks to an OSG object. If you want support for this you'll need to
dive into the code and and handling of the 3ds tracks.
Our plugin is based on lib3ds which does the actually reading of the
file, and then in our
OK Robert,
I still have the impression I have exactly the same case as Dženan.
But if you prefer I'll open a new thread.
I'm using AdapterWidget in Qt and I'm running it single threaded as Dženan
does.
I'm replacing a node in the scene graph by a newly created one.
Here is my scene hierarchie:
Hi Werner,
Could you back out a bit, and introduce the problem your are tackling
at a high level so that others get a picture about what you are trying
to achieve, diving into what solution you've code is often premature.
From what I can gather integration of the simulation code and
rendering
Hi,
I just went through my code and replaced all plain pointers with ref_ptr that
solved the crash! I even commented out the calls to threading model and data
variance and it makes no difference (app doesn't crash).
Thank you!
Cheers,
Dženan
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Hi,
Werner, it turns out that my problem was the usage of plain pointers instead of
smart pointers.
Cheers,
Dženan
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OK, I'll do my best...
My app is a Qt app and I'm using AdapterWidget in single threaded mode as
recommended.
My global scene is a switch bigScene and one child is my node scene which
is also a switch.
Both are permanent variables stored using osg::ref_ptr.
scene has many leaves, each
Hi Werner,
Please stop diving into discussing a specific implementation in code.
Please step back and do as I requested. Explain what you are trying
to do at higher level, I asked you to do this for a reason - I can't
really help properly when you dive down to low level code.
Robert.
On Thu,
Hmmm... OK.
I want to replace an existing node of a scene by a new one.
I do this by calling setNode in a switch but the scene doesn't recognize the
change.
On Thursday 16 September 2010 12:28:25 Robert Osfield wrote:
Hi Werner,
Please stop diving into discussing a specific implementation
I made a different test, executing the osgviewerQT example, using the same ive
file to load as first parameter of the exe.
With OSG 2.8.2 it works fine, while with OSG 2.8.3 it crashes.
Here is the call stack (hoping you can understand better than me what's going
on):
Hi,
Are you trying to make some cloth animate in a physically-plausible way?
Instead of replacing group nodes and geodes, it may be more logical to replace
drawables (like my original way of doing it).
Cheers,
Dženan
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Robert,
Basically, I want to render my scene data onto an image which is not an OSG
image, but has the same structure, i.e.
* 8 bits red
* 8 bits green
* 8 bits blue
The image (memory block) contains already something (see it as a background)
and thus I only want my 3D scene objects on top of
Thanks a lot for your quick response. What you said sounds too difficult to me
right now, I'm kind of a newby here. I'll revisit maybe in the future.
I'm gonna try rescaling the objects to get the sizes I want.
To do so, I'm reading the bounding sphere of my node (which contains what I
read
Hi,
On 16/09/10 13:53, benedikt naessens wrote:
Robert,
Basically, I want to render my scene data onto an image which is not an OSG
image, but has the same structure, i.e.
* 8 bits red
* 8 bits green
* 8 bits blue
The image (memory block) contains already something (see it as a background)
What would be the advantage?
Almost everything in the node is the drawable.
I'm doing simulated fabrics by using CAD data.
The kind of fabric in sports wear, swim ware, sports shoes, underwear and many
technical applications.
I'm heavily related to textile industry.
Werner
On Thursday 16
Hi,
Add a matrix transform node above it in the scenegraph, with scaling matrix.
Scaling matrix has 0.75 on the main diagonal instead of 1, and other values 0.
This will give you size reduction of 25%.
Also you should know that you affect the display of objects (rotation, scale,
position) by
Hi,
Well, you might want your threads to generate drawables directly, instead of
wrapping them in geodes.
And, have you tried setting data variance to dynamic for your scene node?
Cheers,
Dženan
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On Thursday 16 September 2010 14:25:40 DXXenan ZukiXX wrote:
Hi,
Well, you might want your threads to generate drawables directly, instead
of wrapping them in geodes.
Hmmm ??? As of my understanding the scene is built out of nodes and a geode is
a node containing a geometry, i.e. triangles.
HI Gianni,
In theory the .ive plugin should be backwards compatible so 2.8.3
should be compatible with 2.8.2. I don't know what the cause might
be, but the strack trace points to src/osgPlugins/ive/Image.cpp and
DataInputStream.cpp so have a look at any differences 2.8.2 and 2.8.3
in these
Hi Juan,
Have a look at the osganimation example as it loads and scales several
different models and then places them in the scene, and transform node
is used to do the scaling as per the suggestions of Dženan and
Alberto.
Robert.
On Thu, Sep 16, 2010 at 1:10 PM, Juan Valverde
On Thu, Sep 16, 2010 at 11:37 AM, Werner Modenbach
werner.modenb...@texion.eu wrote:
Hmmm... OK.
I want to replace an existing node of a scene by a new one.
I do this by calling setNode in a switch but the scene doesn't recognize the
change.
Argghghgh.??!!? You are still talking too low
Hi,
Drawables (from which Geometry is derived) contain triangles, not geodes.
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00185.html
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00265.html
However, it is possible that you are overseeing
Hi all,
Thank you very much to you all for the support.
I'm gonna check the osganimation example as Robert suggested and I'll use the
matrixtransform approach as Alberto and Dženan said. I'm on it actually!!!
Best regards
Juan
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Hi All,
My plan is to tag svn/trunk tomorrow (Friday 16th September) and make
the OpenSceneGraph-2.9.9 dev release. I would appreciate testing out
in the community to make sure that everything compiles and runs
smoothly. If you succeed or fail could you post your results on this
thread so we
Got it!!!
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Hi,
I've been using osgShadow for some time now, but I've recently experienced some
strange things with it.
I noticed that everything was working just fine when i don't use cast/receive
traversal masks, but when I start dealing with them, my shadows just become
ugly dark squares.
Note that I
JS,
You're right. I believe osgviewer still works correctly. I didn't look if
it uses keyup or keydown.
It appears that the osg window in my app does not get the WM_CHAR messages
and so the change mentioned below broke it for me. I'm looking at why
this message isn't being propagated.
A
Sometimes difficult to find a common language :-)
My yarn objects (not osg!) are converted into osg:Geod nodes with an
osg::Geometry of vertices etc.
My physical calculations have nothing to do with graphics at all. It is
completely outside osg. It just changes my private yarn object (not
Hello Brad,
A different question, is why is the code written this way? I mean as I
understand in windows you get a WM_KEYDOWN msg for all keys and then if it
is a character you later get a WM_CHAR (possible multiple depending on key
repeat?) and then when the user releases the key you get a
Hi Werner,
The changes are to complex to be visualized by using the old Geode and doing
transforms and vertex manipulations.
I don't think the changes are too complex... Why can't you just resize
the vertex/normal/... arrays, and fill them with the new data? To be
precise: all you would
Hi Dženan,
I would suspect these problems are driver specific rather than an OSG
bug. Do you have desktop composition enabled? If so try disabling it
and then repeat the tests.
Robert.
2010/9/16 DženanZukić dzen...@gmail.com:
Hi,
It compiles without a problem (with examples disabled). It is
Hi,
please read this thread:
http://forum.openscenegraph.org/viewtopic.php?t=6526highlight=
more people including me have the black screen problem, it seems to be a driver
issue.
Thank you!
Cheers,
Torben
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Hi Brad, Hi JS,
I am the author of this change. I did it in order to fix an issue with dead
keys that were not handled correctly. Dead keys are used for key combination.
For example in French keyboard pressing '^' key then after that 'u' key should
result in the character 'û'. This was not
Hi Torben, Dženan, Robert,
please read this thread:
http://forum.openscenegraph.org/viewtopic.php?t=6526highlight=
more people including me have the black screen problem, it seems to be a driver
issue.
Indeed, and without any solution yet. It's not annoying enough to me
that I would go
Hi Vivien,
Thanks for replying, it's good to know why the change was needed.
I did it in order to fix an issue with dead keys that were not handled
correctly. Dead keys are used for key combination. For example in French
keyboard pressing '^' key then after that 'u' key should result in the
Hi All
I am very new to Open Scene Graph and please accept my apology if this is a
very obvious question. Your answer is grateful appreciated.
Currently, I build a triangle mesh in osg (eg. triangle mesh is a teddy bear
model)
I want to implement 2 texture (eg. hair.jpg and skin.jpg)
Is there
Hi folks,
Tthe methods Vec4f::asABGR() and asRGBA() appear to be reversed. (That is,
asABGR() returns RGBA and vice-versa.) Can someone lay another pair of eyes
on them and confirm this?
Glenn Waldron : Pelican Mapping : +1.703.652.4791
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Vivien, JS,
A couple of thoughts- My app is an MFC based concoction. As such the osg
window is a dialog and not a control. Apparently dialogs do not (and cannot)
receive WM_CHAR messages. One work around for me is to only use keyup and not
to use keydown. However I think this doesn't
Hi Brad,
I totally aggree with what you said.
This is also what I proposed to Robert in the submission thread.
Basically the best would be to have a new event of type UnicodeCharEntered or
something like this. This way we could leave the keydown and keyup events as
they were and only using
Hi Glenn,
I think what these functions *should* return can not be determined by
the names of the functions. They return 32 bit integers and whether the
low byte or the high byte corresponds to the first color channel named
is not immediately obvious. Like you, my first guess would be that the
Hi Brad,
that is what I was expecting while reading this thread, that you have the
GraphicsWindowWin32 into some framework ... You need to pass the event from
MFC to the window. In your OnKeyDown you get the window handle and pass thru
the event. If you need details let me know This is how I
Mark,
I have to disagree with your initial statement. RGBA is a well-worn
specification for byte-encoded color. It implies a specific byte order.
Endianness is not relevant since it is not meant to be interpreted as an
integer. If you hand me 32 bits of data and tell me it's RGBA-encoded, I
Glenn,
I do agree that your interpretation feels more natural to me, but I
definitely don't see it as the only possible interpretation. If you hand
me four bytes of RGBA color packed into a 32 bit value, I expect the
first byte to be the red channel. The question then arises, how does one
Mark,
I think we can agree that maintaining backwards compatibility is important,
and that the methods as written are ambiguous. I'm on board with your
compromise of adding additional, more clearly named methods. If Robert is on
board, of course.
I guess we'll have to disagree on the endian issue
Hi Robert,
All seem to work well on my Intel E6550 + GeForce 8600, either using VS2005
or MinGW.
Cheers,
Wang Rui
2010/9/16 Robert Osfield robert.osfi...@gmail.com
Hi All,
My plan is to tag svn/trunk tomorrow (Friday 16th September) and make
the OpenSceneGraph-2.9.9 dev release. I would
Hi Robert,
OS X 10.6.4, GeForce 8600M: compiles fine and the examples run fine
Fedora 13, x86_64, Quadro FX 1700: compiles fine and the examples look okay,
except that
I'm getting the following from osgwindows:
Warning Referenced::signalObserversAndDelete(,,) doing delete with
On 17/09/10 14:40 , Ulrich Hertlein wrote:
Fedora 13, x86_64, Quadro FX 1700: compiles fine and the examples look okay,
except that
I'm getting the following from osgwindows:
Warning Referenced::signalObserversAndDelete(,,) doing delete with
_refCount=4294967295
Warning: deleting still
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