Hi,
I found this sceniX forum post
http://developer.nvidia.com/forums/index.php?showtopic=5357&pid=16495&mode=threaded&start=
and wonder if this is akin to the osg approach.
If so, how can osg be extended in the right way so that currently not supported
GL3 features are accessible ?
Thank you
Hi, Roman
osg arrays, as most osg objects can be stored with osg::ref_ptr. You cant
delete Vec3Array yourself, because it have protected destructor. If you store
it with ref_ptr it will be destroyed when no more references left.
Cheers,
Sergey.
31.03.2011, 09:33, "Roman Grigoriev" :
> Hi,
> Ha
Am 31.03.2011 07:49, schrieb litingbaotou:
> win7, nVidia GTX 260, driver vision 8.17.12.6099
> I use GL_POLYGON to display a polygon, why?
Polygons are known to be of less performance and add some other
oddities, because rendering of polygons can't be done with the usual
algorithms. Therefore the
Hi,
Thanks, sorry, my fault. I'm using a wrong library.
Thank you!
Cheers,
Dario
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Hi David,
On Thu, Mar 31, 2011 at 1:53 AM, David Glenn wrote:
> Yea! The only way is to create a segment of code that is simuler to what I
> have and post it, and that will take alittle time - given that i've had very
> little of that to spare lately! :(
>
> Oh Yea, I have tryed turning off th
Hi, Peter
There are some similarities with osg in that regard, osg caches current state
to avoid redundant state changes and if you make gl calls yourself you should
tell osg state that you changed something, look into osg::State docs about
that. Most gl changes in osg done through statesets wit
Hi all
I'm shipping a version of OpenSceneGraph to users which has been
compiled with G++ 4.4.3. I've also compiled my app with this version of
G++.
I'm now compiling the same OpenSceneGraph source code (2.8.2-rc4) with g
++ 4.5.2. Running my g++ 4.4.3 compiled application against this library
cr
Hi,
I need to do it for my proyect... but I can't get good results.
OpenNI (Kinect) gives me the matrix with "Y up":
Code:
XnSkeletonJointPosition jointPos;
g_UserGenerator.GetSkeletonCap().GetSkeletonJointPosition(player, eJoint,
jointPos);
XnMatrix3X3 orient;
orient = jointOrient.orientation;
Hi Grahame,
Might the binary compatibility been broken between g++ 4.4.3 and 4.5.2?
In terms of a different g++ version causing problems directly in the
OSG code base, I'd suspect a bug in the compiler before a bug in the
OSG, as the OSG is used with a wide range of compilers without showing
sign
Hi,
If anyone needs an IFC (Industry Foundation Classes) loader for OpenSceneGraph,
here is one that I just wrote:
http :// code . google . com/p/ifcgears/
(the forum does not allow complete links in the first two posts...)
Geometry implementation is not complete yet, contributions are welcome :
Grahame Bowland writes:
> Hi all
>
> I'm shipping a version of OpenSceneGraph to users which has been
> compiled with G++ 4.4.3. I've also compiled my app with this version of
> G++.
>
> I'm now compiling the same OpenSceneGraph source code (2.8.2-rc4) with g
> ++ 4.5.2. Running my g++ 4.4.3 compi
Hi,
I think the return from the handler determines if the event was handled
or not and if it should be passed further down the list of handlers.
Check what the return is from the imagehandler and change it to see if
it has the effect you are looking for.
jp
On 31/03/11 11:43, Aitor Ardanza
"Aitor Ardanza" writes:
> What I have to do to swap the Z and Y axes? multiply that by the matrix C?
> C = 1 0 0 0
>0 0 1 0
>0 1 0 0
>0 0 0 1
That would swap, but also invert some axis (det C = -1). Not sure if
that is your intention.
--
Alberto
Hi,
you might also want to check if Kinect (like D3D) uses a left-handed
coordinate system...
jp
On 31/03/11 11:09, Aitor Ardanza wrote:
Hi,
I need to do it for my proyect... but I can't get good results.
OpenNI (Kinect) gives me the matrix with "Y up":
Code:
XnSkeletonJointPosition jointP
Hi,
i even made the left and right parameters 0, and it still works! i looked into
the example, but im not sure what im doing wrong.
Could you please help?
Thanks
Mukund
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Hi Aitor,
I don't have a solution (but I am following your work with great
interest!) but maybe the Ogre example on openni.org might give you some
clues. It can be found here:
https://github.com/OpenNI/SampleAppSinbad
cheers, have fun
Raymond
On 3/31/2011 12:02 PM, J.P. Delport wrote:
Hi
HI Mukend,
On Thu, Mar 31, 2011 at 11:03 AM, Mukund Keshav wrote:
> i even made the left and right parameters 0, and it still works! i looked
> into the example, but im not sure what im doing wrong.
>
> Could you please help?
Without the code to tinker with it's hard to help further, we've give
Alberto Luaces wrote:
> "Aitor Ardanza" writes:
>
>
> > What I have to do to swap the Z and Y axes? multiply that by the matrix C?
> > C = 1 0 0 0
> > 0 0 1 0
> > 0 1 0 0
> > 0 0 0 1
> >
>
> That would swap, but also invert some axis (det C = -1). Not sure if
> that is your intention.
>
> --
Hi all. I use rtt camera with texture attached and resize texture dimensions on window resize. I call dirtyTextureObject after setting new size on texture so it generates new gl texture object with correct buffer size. But in gl debugger i see that old texture objects still there with all data, and
J.P. Delport wrote:
> Hi,
>
> I think the return from the handler determines if the event was handled
> or not and if it should be passed further down the list of handlers.
> Check what the return is from the imagehandler and change it to see if
> it has the effect you are looking for.
>
> jp
Hi,
On 31/03/11 13:13, Aitor Ardanza wrote:
J.P. Delport wrote:
Hi,
I think the return from the handler determines if the event was handled
or not and if it should be passed further down the list of handlers.
Check what the return is from the imagehandler and change it to see if
it has the ef
Thank you very much, that helps a lot in understanding. So I assume there is no
example for this one ...
Anyway, many thanks.
Cheers,
Peter
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Great!!! it works!
Thank you!
Cheers,
Aitor
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Hi,
How can I cross compile OpenThreads for a different platform?
As part of this - how can I compile the OpenThreads module independently / in
isolation to the rest of the OSG?
I am building on a linux PC. I have different target-specific versions of the
GNU compilers (gcc/g++...) that allow
I'm just worried incase I get so far down the line with my application, need to
use a 3rd party library which won't work with the compiler Qt requires. Looks
like I might have some flexibility in updating it then...
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Hi,
I was trying to compile some of my projects based on OSG 2.8.3 using 2.9.12.
I'm getting these errors:
Rend.cpp: In constructor 'GfxRenderer::GfxRenderer(osg::Camera*)':
Rend.cpp:58: error: 'setTargetFrameRate' was not declared in this scope
Rend.cpp:59: error: 'setMinimumTimeAvailableForG
Rotate 90 degrees around the x axis (or -90, depends on right- versus
left-handed coordinates; try one, then the other, to see which one works).
This is not a secret. :-) There is plenty of OSG code that does this. Most of
the OSG plugins support an option to transform from a y-up to z-up conve
On 3/31/2011 3:28 AM, Fabian Gerold wrote:
> If anyone needs an IFC (Industry Foundation Classes) loader for
> OpenSceneGraph, here is one that I just wrote:
> http :// code . google . com/p/ifcgears/
Merged for you:
http://code.google.com/p/ifcgears/
> Geometry implementation is not complete
Hi all,
I noticed that the two properties of GUIEventAdapter _windowWidth and
_windowHeight stay at their initial values of 1280 respective 1024 if
you don't move the window, or resize it. Only after moving /resizing the
window, these properties got updated to the correct values.
I can see this b
Hi Dario,
i think this was discussed here
http://forum.openscenegraph.org/viewtopic.php?p=36583
Mourad
On Thu, Mar 31, 2011 at 2:54 PM, Dario Minieri wrote:
> Hi,
>
> I was trying to compile some of my projects based on OSG 2.8.3 using
> 2.9.12. I'm getting these errors:
>
> Rend.cpp: In
"Melanie Presa" writes:
> I'm just worried incase I get so far down the line with my application, need
> to use a 3rd party library which won't work with the compiler Qt requires.
> Looks like I might have some flexibility in updating it then...
Well, the first thing is to check that both build
"Peter Watson" writes:
> Hi,
>
> How can I cross compile OpenThreads for a different platform?
>
Use a toolchain file. I do this for cross-compiling OSG with mingw from
Debian Linux:
http://www.itk.org/Wiki/CMake_Cross_Compiling
>
> As part of this - how can I compile the OpenThreads module
>i
I'm having an issue with Freetype now. I'm using the files from OpenFrameworks
as the README.txt suggested, but getting the below errors. Is there another
freetype library I should be using?
"_FT_Outline_Get_BBox", referenced from:
FreeTypeFont::getGlyph3D(unsigned int)in libosgdb_freetyped.a(F
Paul Martz wrote:
> Rotate 90 degrees around the x axis (or -90, depends on right- versus
> left-handed coordinates; try one, then the other, to see which one works).
>
> This is not a secret. :-) There is plenty of OSG code that does this. Most of
> the OSG plugins support an option to transfo
Hi,
Try getting the getInvBindMatrixInSkeletonSpace on the bone from the Fbx (you
can inverse it) to have the position of the bone in your Fbx file.
Thank you!
Cheers,
Luc
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Hi,
I've seen this topic come up once or twice, but I can't figure out what's going
wrong in my setup. I have a new Panasonic Viera 3D TV (ST30 series) that I'm
driving with a Quadro 380 FX in windows XP with OSG 2.2. I'm trying to view
models in 3D, either with the vertical split or quad buffe
Hi,
I used CMake build osg for IOS version.
Operate the readme.txt below step by step:
-- Release note on iOS build
..
I Generate the xCode project and open it. Set the SDK iPhone device 3.2.
Build it.
There are so many error: Can not find the ..
Why?
I
Hi,
... Thanks. That makes sense.I will working on it!!
Thank you!
Cheers,
paul 8)'
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Hello,
I am Masters Student and as part of my master thesis I have to connect two
applications each using a different open source graphics rendering i.e. OSG and
Ogre.
If you have any idea I would be very grateful
...
Thank you!
Cheers,
mamercus
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You might also consider changing your app to use a y-up convention so that it
matches the (apparently immutable) OpenNI modeling space.
-Paul
On 3/31/2011 9:03 AM, Aitor Ardanza wrote:
Paul Martz wrote:
Rotate 90 degrees around the x axis (or -90, depends on right- versus
left-handed coor
Hi
sorry, can't help you here, i don't use freetype on ios. Check if the
lib is built for all your selected platforms, perhaps freetype is built
only for arm6 / arm7?
good luck,
Stephan
Am 31.03.11 16:49, schrieb Ryan Atkins:
> I'm having an issue with Freetype now. I'm using the files from
>
Hi,
so just for reference, I am answering my own question: I missed a
getEventQueue()->getCurrentEventState()->setWindowRectangle(traits->x,
traits->y, traits->width, traits->height );
in my setup-code.
cheers,
Stephan
Am 31.03.11 15:48, schrieb Stephan Maximilian Huber:
> Hi all,
>
> I noti
"HAMAD Moez" writes:
> Hello,
> I am Masters Student and as part of my master thesis I have to connect two
> applications each using a different open source graphics rendering i.e. OSG
> and Ogre.
> If you have any idea I would be very grateful
Be more specific, please. In what way are those ap
On 03/31/2011 09:35 AM, Paul Martz wrote:
Rotate 90 degrees around the x axis (or -90, depends on right- versus
left-handed coordinates; try one, then the other, to see which one works).
This is not a secret. :-) There is plenty of OSG code that does this. Most of
the OSG plugins support an opti
Hi Robert,
Thanks for the support. It has been extremely helpful. im new to OSG, and this
is part of our student project.
We will try to work on it.
Thanks,
Mukund
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Hi,
Nice post & thanks for the code
Thank you!
Cheers,
paul
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Hello,
>From which classes, can i receive model, view (or modelview), and projection
>matrix, so I can have custom uniforms and attributes for my vertex shader?
Thanks,
Gasim Gasimzada
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I finally got some time to try this and it's exactly what I needed. Another
point I was missing was setting the range on the PagedLODs. I had a bounding
vol defined but not the range.
Thanks for the tip!
-Trystan
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I'm trying to pause a single animation (not an animation path) in a scene
with many other animations. Looking at other posts, I see that I could
freeze the simulation time, but I guess that this will also pause every
other animation.
As far as I've seen there is a setPause method for animation pa
I have also previously tried to set the colormask of a camera either with
setColormask or on the stateset of the camera but it did not work. It can be a
bug because the colormask is also in use directly in the SceneView class to
create anaglyphic stereo from a single camera and also used to set
Hi Peng
Sounds like you didn't set you build to OpenGL ES. Check your cmake config
again,
Cheers
Tom
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Hi Ryan
I also noticed FreeTypes plugin has stopped building on IOS. I do remember
someone was working on using osgText with GLES 2 but unsure if they where
using the freetypes plugin.
Have a sniff around the mailing list for that, if you can't find anything I
should be heading back onto IOS in t
On Thu, 2011-03-31 at 11:49 +0200, Alberto Luaces wrote:
> Grahame Bowland writes:
>
> > Hi all
> >
> > I'm shipping a version of OpenSceneGraph to users which has been
> > compiled with G++ 4.4.3. I've also compiled my app with this version of
> > G++.
> >
> > I'm now compiling the same OpenScene
Thanks Sebastian.
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